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#include <SFML/Graphics.hpp> #include <time.h> #include <string> #include <iostream> using namespace sf; const int windowHeight = 480; const int windowWidth = 360; const int M = 23; const int N = 10; // Grid dimensions const int gridWidth = 10; const int gridHeight = 23; const int blockSize = 18; // Each block is 32x32 pixels int field[M][N] = { 0 }; struct Point { int x, y; } a[4], b[4], c[4]; int figures[7][4] = { 1,3,5,7, // I 2,4,5,7, // Z 3,5,4,6, // S 3,5,4,7, // T 2,3,5,7, // L 3,5,7,6, // J 2,3,4,5, // O }; void resetGame(int& score, int& colorNum, int& nextColorNum, int& nextTemo, float& timer, float& delay, bool& gameOver) { for(int i = 0; i < M; i++) { for(int j = 0; j < N; j++) field[i][j] = 0; } score = 0; colorNum = 1 + rand() % 7; timer = 0; delay = 0.3; gameOver = false; int n = rand() % 7; int offset = rand() % 9; for(int i = 0; i < 4; i++) { a[i].x = figures[n][i] % 2 + offset; a[i].y = figures[n][i] / 2 - 2; } nextColorNum = 1 + rand() % 7; nextTemo = rand() % 7; for (int i = 0; i < 4; i++) { c[i].x = figures[nextTemo][i] % 2; c[i].y = figures[nextTemo][i] / 2 - 1; } } bool check() { for (int i = 0; i < 4; i++) if (a[i].x < 0 || a[i].x >= N || a[i].y >= M) return 0; else if (field[a[i].y][a[i].x]) return 0; return 1; }; bool isDraw() { for (int i = 0; i < 4; i++) if (a[i].y < 3) return 0; return 1; } void checkLines(int& score) { int fieldTem[M][N] = { 0 }; int x = M - 1; for(int i = M - 1; i >= 4; i--) { int count = 0; for(int j = 0; j < N; j++){ if(field[i][j]) count++; } if(count < N) { for(int j = 0; j < N; j++) { fieldTem[x][j] = field[i][j]; } x--; } else score += 100; } for(int i = 4; i < M; i++){ for(int j = 0; j < N; j++) { field[i][j] = fieldTem[i][j]; } } } int main() { srand(time(0)); RenderWindow window(VideoMode(windowWidth, windowHeight), "The Game!"); Texture t1, t2, t3; t1.loadFromFile("images/tiles.png"); t2.loadFromFile("images/background.png"); t3.loadFromFile("images/frame.png"); Sprite s(t1), background(t2), frame(t3); Font font; font.loadFromFile("Arial.ttf"); Text scoreText; Text highScoreText; Text gameOverText, playAgainText; Text nextText; scoreText.setFont(font); highScoreText.setFont(font); gameOverText.setFont(font); playAgainText.setFont(font); nextText.setFont(font); scoreText.setFillColor(Color::Cyan); highScoreText.setFillColor(Color::Cyan); gameOverText.setFillColor(Color::Red); playAgainText.setFillColor(Color::Blue); nextText.setFillColor(Color::Black); scoreText.setCharacterSize(20); highScoreText.setCharacterSize(20); gameOverText.setCharacterSize(30); playAgainText.setCharacterSize(20); nextText.setCharacterSize(20); nextText.setString("NEXT"); nextText.setPosition(270,375); scoreText.setPosition(250, 20); // Position on the right side highScoreText.setPosition(250, 50); gameOverText.setPosition(40, 220); playAgainText.setPosition(70, 260); RectangleShape nextFrame; nextFrame.setSize(Vector2f(75,75)); nextFrame.setFillColor(Color::Transparent); nextFrame.setOutlineThickness(2); nextFrame.setOutlineColor(Color::Black); nextFrame.setPosition(255,285); // Create a grid sf::RectangleShape gridLines[gridWidth * gridHeight]; // Initialize grid lines for (int i = 0; i < gridHeight; ++i) { for (int j = 0; j < gridWidth; ++j) { gridLines[i * gridWidth + j].setSize(sf::Vector2f(blockSize - 1, blockSize - 1)); // Adjust size for line thickness gridLines[i * gridWidth + j].setFillColor(sf::Color::Transparent); gridLines[i * gridWidth + j].setOutlineThickness(1); gridLines[i * gridWidth + j].setOutlineColor(sf::Color::Black); gridLines[i * gridWidth + j].setPosition(j * blockSize, i * blockSize); gridLines[i * gridWidth + j].move(36, 18*3); } } int dx = 0; bool rotate = 0; int colorNum = 1; int nextColorNum = 1 + rand() % 7; int nextTemo = rand() % 7; float timer = 0, delay = 0.3; int score = 0; int highScore = 0; bool gameOver = false; Clock clock; // Initialize the first piece resetGame(score, colorNum, nextColorNum, nextTemo, timer, delay, gameOver); while (window.isOpen()) { float time = clock.getElapsedTime().asSeconds(); clock.restart(); timer += time; Event e; while (window.pollEvent(e)) { if (e.type == Event::Closed) window.close(); if (gameOver) { if (e.type == Event::KeyPressed && e.key.code == Keyboard::Space) { resetGame(score, colorNum, nextColorNum, nextTemo, timer, delay, gameOver); } continue; } if (e.type == Event::KeyPressed) if (e.key.code == Keyboard::Up) rotate = true; else if (e.key.code == Keyboard::Left) dx = -1; else if (e.key.code == Keyboard::Right) dx = 1; } if (gameOver) { //window.clear(Color::White); //window.draw(background); window.draw(scoreText); window.draw(highScoreText); window.draw(gameOverText); playAgainText.setString("Press SPACE to Play Again"); window.draw(playAgainText); //window.draw(frame); window.display(); continue; } // Check gameover for(int i = 0; i < N; i++) { if(field[3][i] > 0) { gameOver = true; break; } } if (Keyboard::isKeyPressed(Keyboard::Down)) delay = 0.05; //// <- Move -> /// for (int i = 0; i < 4; i++) { b[i] = a[i]; a[i].x += dx; } if (!check()) for (int i = 0; i < 4; i++) a[i] = b[i]; //////Rotate////// if (rotate) { Point p = a[1]; //center of rotation for (int i = 0; i < 4; i++) { int x = a[i].y - p.y;int y = a[i].x - p.x; a[i].x = p.x - x; a[i].y = p.y + y; } if (!check()) for (int i = 0; i < 4; i++) a[i] = b[i]; } ///////Tick////// if (timer > delay) { for (int i = 0; i < 4; i++) { b[i] = a[i]; a[i].y += 1; } if (!check()) { for (int i = 0; i < 4; i++) field[b[i].y][b[i].x] = colorNum; colorNum = nextColorNum; int n = nextTemo; nextColorNum = 1 + rand() % 7; nextTemo = rand() % 7; int offset = rand() % 9; for (int i = 0; i < 4; i++) { a[i].x = c[i].x + offset; a[i].y = c[i].y; } for (int i = 0; i < 4; i++) { c[i].x = figures[nextTemo][i] % 2; c[i].y = figures[nextTemo][i] / 2 - 1; } } timer = 0; } ///////check lines////////// checkLines(score); /*int k = M - 1; for (int i = M - 1; i > 3; i--) { int count = 0; for (int j = 0; j < N; j++) { if (field[i][j] > 0) count++; field[k][j] = field[i][j]; } if (count < N) { k--; } else { score += 100; // Increase score by 100 for each line cleared } } */ // Update high score if (score > highScore) highScore = score; dx = 0; rotate = 0; delay = 0.3; /////////draw////////// window.clear(Color::White); //window.draw(background); for (int i = 0; i < 4; i++) { s.setTextureRect(IntRect(nextColorNum * 18, 0, 18, 18)); s.setPosition(c[i].x * 18, c[i].y * 18); s.move(275, 300); //offset window.draw(s); } window.draw(nextFrame); window.draw(nextText); for (int i = 3; i < M; i++) for (int j = 0; j < N; j++) { if (field[i][j] == 0) continue; s.setTextureRect(IntRect(field[i][j] * 18, 0, 18, 18)); s.setPosition(j * 18, i * 18); s.move(36, 18*3); //offset window.draw(s); } if(isDraw()){ for (int i = 0; i < 4; i++) { s.setTextureRect(IntRect(colorNum * 18, 0, 18, 18)); s.setPosition(a[i].x * 18, a[i].y * 18); s.move(36, 18*3); //offset window.draw(s); } } for (int i = 0; i < gridWidth * gridHeight; ++i) { //gridLines[i].move(28, 31); window.draw(gridLines[i]); } std::string tHighScore = std::to_string(highScore); std::string tScoreText = std::to_string(score); scoreText.setString(tScoreText); highScoreText.setString(tHighScore); window.draw(scoreText); window.draw(highScoreText); frame.setPosition(6, 18*4+5); window.draw(frame); window.display(); } return 0; }
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