mirror of
https://github.com/felixalbrigtsen/sfml_tetris
synced 2024-12-04 03:20:05 +01:00
211 lines
5.6 KiB
C++
211 lines
5.6 KiB
C++
//Felix Albrigtsen 2020
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//All game logic, but no graphics are defined in this file
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#include "tetris.hpp"
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#include <array>
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#include <stdlib.h>
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#include <time.h>
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#include <iostream>
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void Tetris::newPiece() {
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//Initialize a new piece at the top, and prepare the next.
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cury = 0;
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curx = (BOARDWIDTH / 2)-1;
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curr = 0;
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curPiece = nextPiece;
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nextPiece = rand() % 7;
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//If the piece being placed exceeds the top of the board
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if (staticBoard[BOARDWIDTH*1.5] != 0) { gameOver = true; }
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}
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void Tetris::init() {
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srand((unsigned) time(NULL));
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staticBoard.fill(0);
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newPiece();
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lines = 0;
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points = 0;
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level = 0;
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levelProgress = 0;
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nextPiece = rand() % 7;
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}
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std::array<int, BOARDSIZE> Tetris::getBoard() {
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//Returns staticboard, with the current piece superimposed on it
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std::array<int, BOARDSIZE> board = staticBoard;
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for (int i = 0; i < 4; i++) {
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int xpos = curx + TETROMINOES[curPiece][curr][i][0];
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int ypos = cury + TETROMINOES[curPiece][curr][i][1];
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int index = (ypos * BOARDWIDTH) + xpos;
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board[index] = curPiece+1;
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}
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return board;
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}
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std::array<int, 4> Tetris::getInfo() {
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//Return Level, Lines, Score, Next piece
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std::array<int, 4> info = {level, lines, points, nextPiece };
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return info;
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}
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void Tetris::clearRows() {
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//Scan the lines for full rows. Remove filled lines and give points
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int prevlines = lines;
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for (int line = 0; line < BOARDHEIGHT; line++) {
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bool full = true;
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for (int i = 0; i < BOARDWIDTH; i++) {
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if (staticBoard[ (line*BOARDWIDTH) + i ] == 0) {
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full = false;
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}
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}
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if (full) {
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lines += 1;
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levelProgress += 1;
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if (levelProgress > level) {
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level += 1;
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levelProgress = 0;
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}
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//Move everything down one line:
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int startIndex = (line*BOARDWIDTH) - 1;
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for (int i = startIndex; i > 0; i--) {
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staticBoard[i + BOARDWIDTH] = staticBoard[i];
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}
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}
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}
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//Scoring according to the Tetris wikia
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switch (lines - prevlines) {
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case 1:
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points += 40 * (level+1);
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break;
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case 2:
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points += 100 * (level+1);
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break;
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case 3:
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points += 300 * (level+1);
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break;
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case 4:
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points += 1200 * (level+1);
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break;
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}
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}
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bool Tetris::testLanded() {
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//Returns true if a part of the tetromino is directly above another piece
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for (int i = 0; i < 4; i++) {
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int xpos = curx + TETROMINOES[curPiece][curr][i][0];
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int ypos = cury + TETROMINOES[curPiece][curr][i][1] + 1;
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int index = (ypos * BOARDWIDTH) + xpos;
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if (staticBoard[index] != 0 || ypos == BOARDHEIGHT) {
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return true;
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}
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}
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return false;
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}
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void Tetris::lock() {
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//Places the current piece onto the staticboard
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for (int i = 0; i < 4; i++) {
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int xpos = curx + TETROMINOES[curPiece][curr][i][0];
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int ypos = cury + TETROMINOES[curPiece][curr][i][1];
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int index = (ypos * BOARDWIDTH) + xpos;
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staticBoard[index] = curPiece+1;
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}
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}
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bool Tetris::move(bool left, bool right) {
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//Returns true if the move was legal
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int newx;
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if (right && !left) {
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newx = curx + 1;
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} else if (!right && left) {
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newx = curx - 1;
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} else {
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return true;
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}
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bool possible = true;
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for (int i = 0; i < 4; i++) {
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int xpos = newx + TETROMINOES[curPiece][curr][i][0];
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int ypos = cury + TETROMINOES[curPiece][curr][i][1];
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int index = (ypos * BOARDWIDTH) + xpos;
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if (staticBoard[index] != 0) { possible = false; }
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if (xpos < 0 || xpos >= BOARDWIDTH) { possible = false; }
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}
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if (possible) {
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curx = newx;
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}
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return possible;
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}
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void Tetris::rotate() {
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//Try to rotate
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int newr = (curr == 3) ? 0 : curr + 1; //Add one, wrap 4 -> 0
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bool possible = true;
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bool kickleft = false;
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for (int i = 0; i < 4; i++) {
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int xpos = curx + TETROMINOES[curPiece][newr][i][0];
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int ypos = cury + TETROMINOES[curPiece][newr][i][1];
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int index = (ypos * BOARDWIDTH) + xpos;
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if (staticBoard[index] != 0 || xpos >= BOARDWIDTH || xpos < 0) {
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possible = false;
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}
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}
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if (possible) {
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curr = newr;
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} else {
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//If normal rotation is not possible, try to kick off the edge
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int oldr = curr;
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curr = newr;
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bool hasMoved = false;
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hasMoved |= move(true, false);
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if (!hasMoved) {
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hasMoved |= move(false, true);
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}
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if (!hasMoved) { //No kicking was possible
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curr = oldr;
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}
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}
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}
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void Tetris::tick(bool keys[], bool fallfast) {
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//Main Game Loop
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//Takes these inputs:
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// keys[] = boolean, true if these keys are held down, in order: left, right, up, down, space
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// fall = boolean, true if this is a "gravity tick". Otherwise, only right/left and rotation is performed
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if (gameOver) { return; }
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//Left/Right
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move(keys[0], keys[1]);
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//Rotate
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if (keys[2]) { rotate(); }
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//Instant fall
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if (keys[4]) {
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bool landed = testLanded();
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while (!landed) {
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landed = testLanded();
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if (!landed) { cury += 1; }
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}
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}
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if (fallfast || keys[3]) {
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bool landed = testLanded();
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if (landed) {
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lock();
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clearRows();
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newPiece();
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} else {
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cury += 1;
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}
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}
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}
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