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main.cpp
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/*********************************************************************************************************************/
/*!
@file Main.cpp
@author sbmrgd
@section LICENSE
Software License Agreement (BSD License)
Copyright (c) 2018, sbmrgd
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
1. Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
2. Redistributions in binary form must reproduce the above copyright
notice, this list of conditions and the following disclaimer in the
documentation and/or other materials provided with the distribution.
3. Neither the name of the copyright holders nor the
names of its contributors may be used to endorse or promote products
derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE FOR ANY
DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
This entire game is based on a tutorial by Javier López López
Link: http://javilop.com/gamedev/tetris-tutorial-in-c-platform-independent-focused-in-game-logic-for-beginners/
*/
/*********************************************************************************************************************/
#define DISABLEAVRMIN
#include "Pokitto.h"
#include "Game.h"
Pokitto::Core mygame;
enum class GameState { TitleScreen, GamePlay, GameOver };
uint32_t mTime1 = mygame.getTime();
uint32_t mTime2 = 0;
double speed = 1;
int nr_lines = 0;
int nr_lines2 = 0;
int total_nr_lines = 0;
int level = 0;
int score = 0;
int mScreenHeight = mygame.display.getHeight();
int offset = 0;
int direction = 1;
color c_color = color::White;
GameState gameState = GameState::TitleScreen;
// Pieces
//Pieces mPieces2;
// Board
//Board mBoard(mPieces2, mScreenHeight);
Board mBoard(mScreenHeight);
// Game
//Game mGame(mBoard, mPieces2, mScreenHeight);
Game mGame(mBoard, mScreenHeight);
void showTitleScreen() {
mygame.display.setColor(colorToIndex(color::Orange));
mygame.display.setFont(fontKoubit);
mTime2 = mygame.getTime();
if ((mTime2 - mTime1)>waitTime/8){
offset+=direction;
if (offset==0) direction = 1;
if (offset==80) direction = -1;
if (c_color==color::White) c_color = color::Black; else c_color = color::White;
mTime1 = mygame.getTime();
}
for(int i=10;i<mygame.display.getHeight()/2-mygame.display.fontHeight/2;i+=10)
mygame.display.drawLine(0,i+offset,mygame.display.getWidth(),i+offset);
mygame.display.setCursor(mygame.display.getWidth()/2+mygame.display.fontWidth*3+1-offset,mygame.display.getHeight()/2-mygame.display.fontHeight/2);
mygame.display.println("Linez");
for(int i=mygame.display.getHeight()-10;i>mygame.display.getHeight()/2+mygame.display.fontHeight/2;i-=10)
mygame.display.drawLine(0,i-offset,mygame.display.getWidth(),i-offset);
mygame.display.setColor(colorToIndex(c_color));
mygame.display.setCursor(mygame.display.getWidth()/2-mygame.display.fontWidth*3+5,mygame.display.getHeight()-mygame.display.fontHeight-3);
mygame.display.println("Press C");
if (mygame.buttons.pressed(BTN_C)) {
gameState = GameState::GamePlay;
mygame.display.setFont(font3x5);
// mBoard = Board(mPieces2, mScreenHeight);
mBoard = Board(mScreenHeight);
speed = 1;
level = 0;
score = 0;
nr_lines = 0;
total_nr_lines = 0;
mGame.CreateNewPiece();
mGame.DetermineVerticalPosGhost();
}
}
void playGame() {
if(!(mBoard.IsGameOver())){
mGame.DrawScene(level,total_nr_lines,score);
if(mygame.buttons.pressed(BTN_LEFT)) {
if (mBoard.IsPossibleMovement(mGame.mPosX - 1, mGame.mPosY, mGame.mPiece, mGame.mRotation)){
mGame.mPosX--;
mGame.DetermineVerticalPosGhost();
}
}
if(mygame.buttons.pressed(BTN_RIGHT)) {
if (mBoard.IsPossibleMovement(mGame.mPosX + 1, mGame.mPosY, mGame.mPiece, mGame.mRotation)){
mGame.mPosX++;
mGame.DetermineVerticalPosGhost();
}
}
if(mygame.buttons.downBtn()) {
if (mBoard.IsPossibleMovement(mGame.mPosX, mGame.mPosY + 1, mGame.mPiece, mGame.mRotation))
mGame.mPosY++;
}
if (mygame.buttons.pressed(BTN_B)) {
while (mBoard.IsPossibleMovement(mGame.mPosX, mGame.mPosY, mGame.mPiece, mGame.mRotation)) { mGame.mPosY++; }
mBoard.StorePiece(mGame.mPosX, mGame.mPosY - 1, mGame.mPiece, mGame.mRotation);
score++;
nr_lines2 = mBoard.DeletePossibleLines();
nr_lines += nr_lines2;
total_nr_lines += nr_lines2;
score += nr_lines2*(1+level)*10;
mGame.CreateNewPiece();
mGame.DetermineVerticalPosGhost();
}
if(mygame.buttons.pressed(BTN_A)) {
if (mBoard.IsPossibleMovement(mGame.mPosX, mGame.mPosY, mGame.mPiece, (mGame.mRotation + 1) % 4)){
mGame.mRotation = (mGame.mRotation + 1) % 4;
mGame.DetermineVerticalPosGhost();
}
}
mTime2 = mygame.getTime();
if ((mTime2 - mTime1) > waitTime / speed)
{
if (mBoard.IsPossibleMovement(mGame.mPosX, mGame.mPosY + 1, mGame.mPiece, mGame.mRotation))
{
mGame.mPosY++;
}
else
{
mBoard.StorePiece(mGame.mPosX, mGame.mPosY, mGame.mPiece, mGame.mRotation);
score++;
nr_lines2 = mBoard.DeletePossibleLines();
nr_lines += nr_lines2;
total_nr_lines += nr_lines2;
score += nr_lines2*(1+level)*10;
mGame.CreateNewPiece();
mGame.DetermineVerticalPosGhost();
}
mTime1 = mygame.getTime();
}
//Every 10 lines the level and the speed are increased
if (nr_lines >= 10) {
nr_lines = nr_lines - 10;
speed += 0.5;
level++;
}
}
else{
gameState = GameState::GameOver;
}
}
void showGameOver(){
mygame.display.setFont(fontKoubit);
mygame.display.setColor(colorToIndex(color::Red));
mygame.display.setCursor(mygame.display.getWidth()/2-mygame.display.fontWidth*3+2,10);
mygame.display.println("Game Over");
mygame.display.println();
mygame.display.setColor(colorToIndex(color::Orange));
mygame.display.print(" Level: ");
mygame.display.println(level);
mygame.display.print(" Lines: ");
mygame.display.println(total_nr_lines);
mygame.display.print(" Score: ");
mygame.display.println(score);
mygame.display.println();
mTime2 = mygame.getTime();
if ((mTime2 - mTime1)>waitTime/8)
{
if (c_color==color::White) c_color= color::Black; else c_color = color::White;
mTime1 = mygame.getTime();
}
mygame.display.setCursor(mygame.display.getWidth()/2-mygame.display.fontWidth*3+5,mygame.display.getHeight()-mygame.display.fontHeight-3);
mygame.display.setColor(colorToIndex(c_color));
mygame.display.println("Press C");
if (mygame.buttons.pressed(BTN_C)) {
gameState = GameState::TitleScreen;
}
}
int main () {
mygame.begin();
mygame.display.setFont(font3x5);
mygame.display.loadRGBPalette(paletteLinez);
//gameState = GameState::TitleScreen;
while (mygame.isRunning()) {
if (mygame.update()) {
switch(gameState){
case GameState::TitleScreen: showTitleScreen(); break;
case GameState::GamePlay: playGame(); break;
case GameState::GameOver: showGameOver(); break;
}
}
}
return 0;
}