Files
Tetris_SDL/src/Game.cpp
2024-10-16 15:08:20 +02:00

222 lines
5.9 KiB
C++

#include "Game.hpp"
Game::Game( ) : window(nullptr, SDL_DestroyWindow) { }
bool Game::init(const char* title, int w, int h) {
window.reset(SDL_CreateWindow(
title,
SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
w, h,
SDL_WINDOW_SHOWN
));
if (!window) {
SDL_Log("Failed to create window: %s", SDL_GetError( ));
return false;
}
renderer = std::shared_ptr<SDL_Renderer>(
SDL_CreateRenderer(window.get( ), -1, SDL_RENDERER_ACCELERATED),
[ ](SDL_Renderer* r) { SDL_DestroyRenderer(r); }
);
if (!renderer) {
SDL_Log("Failed to create renderer: %s", SDL_GetError( ));
return false;
}
int ww, wh;
SDL_GetWindowSize(window.get( ), &ww, &wh);
gameState.startSequence = true;
gameRenderer = make_shared<Renderer>(renderer, ww, wh);
gameBoard = make_shared<GameBoard>( );
handleWindowResize( );
bgm = std::shared_ptr<Mix_Music>(Mix_LoadMUS("assets/sound_tracks/bgm.mp3"), [ ](Mix_Music* m) {
Mix_FreeMusic(m);
});
if (!bgm) {
SDL_Log("Failed to load background music: %s", Mix_GetError( ));
return false;
}
return true;
}
void Game::run( ) {
while (gameState.startSequence) {
if (gameState.quit) return;
inputHandler( );
gameRenderer->renderStartScreen( );
}
Mix_PlayMusic(bgm.get( ), -1);
lastUpdateTime = SDL_GetTicks( );
while (!gameState.gameover && !gameBoard->isCollision( )) {
if (gameState.quit) return;
inputHandler( );
update( );
render( );
}
gameState.gameover = true;
Mix_PauseMusic( );
Mix_Chunk* game_over = Mix_LoadWAV("assets/sound_effects/game_over.wav");
if (game_over == nullptr)
SDL_Log("Failed to play rotate sound effect: %s", Mix_GetError( ));
else {
Mix_PlayChannel(-1, game_over, 0);
}
while (gameState.gameover) {
if (gameState.quit) return;
SDL_SetRenderDrawColor(renderer.get( ), 248, 248, 248, 255);
SDL_RenderClear(renderer.get( ));
inputHandler( );
gameRenderer->renderGameOver(gameBoard);
}
}
void Game::inputHandler( ) {
SDL_Event event;
Mix_Chunk* movePieceSound = Mix_LoadWAV("assets/sound_effects/move_piece.wav");
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
SDL_Quit( );
gameState.quit = true;
} else if (event.type == SDL_KEYDOWN) {
switch (event.key.keysym.sym) {
case SDLK_LEFT:
case SDLK_a:
if (!gameState.gameover && !gameState.startSequence)
gameBoard->tryMoveCurrentTetromino(-1, 0);
if (movePieceSound == nullptr)
SDL_Log("Failed to play rotate sound effect: %s", Mix_GetError( ));
else {
Mix_PlayChannel(-1, movePieceSound, 0);
}
break;
case SDLK_RIGHT:
case SDLK_d:
if (!gameState.gameover && !gameState.startSequence)
gameBoard->tryMoveCurrentTetromino(1, 0);
if (movePieceSound == nullptr)
SDL_Log("Failed to play rotate sound effect: %s", Mix_GetError( ));
else {
Mix_PlayChannel(-1, movePieceSound, 0);
}
break;
case SDLK_DOWN:
case SDLK_s:
if (!gameState.gameover && !gameState.startSequence)
gameBoard->moveToBottom( );
break;
case SDLK_SPACE:
if (!gameState.gameover && !gameState.startSequence)
gameBoard->tryRotateCurrentTetromino( );
break;
case SDLK_ESCAPE:
break;
case SDLK_g:
if (gameState.startSequence) {
gameState.startSequence = false;
Mix_Chunk* menuSound = Mix_LoadWAV("assets/sound_effects/menu.wav");
if (menuSound == nullptr)
SDL_Log("Failed to play rotate sound effect: %s", Mix_GetError( ));
else {
Mix_PlayChannel(-1, menuSound, 0);
}
}
break;
case SDLK_r:
if (isGameOver( ))
restart( );
break;
case SDLK_q:
SDL_Quit( );
gameState.quit = true;
case SDLK_EQUALS:
SDL_Log("Test %d", Mix_GetMusicVolume(bgm.get( )));
Mix_VolumeMusic(Mix_GetMusicVolume(bgm.get( )) + 8);
break;
case SDLK_MINUS:
SDL_Log("Test %d", Mix_GetMusicVolume(bgm.get( )));
Mix_VolumeMusic(Mix_GetMusicVolume(bgm.get( )) - 8);
break;
case SDLK_m:
if (Mix_PausedMusic( ))
Mix_ResumeMusic( );
else
Mix_PauseMusic( );
break;
default:
break;
}
} else if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_RESIZED) {
int TARGET_ASPECT_RATIO = 3 / 4;
int newHeight = event.window.data2, newWidth = event.window.data1;
float newAspectRatio = static_cast<float>(newWidth) / newHeight;
if (newAspectRatio > TARGET_ASPECT_RATIO)
newWidth = static_cast<int>(newHeight * TARGET_ASPECT_RATIO);
else
newHeight = static_cast<int>(newWidth / TARGET_ASPECT_RATIO);
SDL_SetWindowSize(window.get( ), newWidth, newHeight);
handleWindowResize( );
}
}
}
void Game::handleWindowResize( ) {
int windowWidth, windowHeight;
SDL_GetWindowSize(window.get( ), &windowWidth, &windowHeight);
gameRenderer->setBlockSize(windowHeight / gameBoard->getHeight( ));
int offsetX = (windowWidth - gameBoard->getWidth( ) * gameRenderer->getBlockSize( )) / 2;
int offsetY = (windowHeight - gameBoard->getHeight( ) * gameRenderer->getBlockSize( )) / 2;
gameRenderer->setOffset(offsetX, offsetY);
gameRenderer->setWindowSize(windowWidth, windowHeight);
}
void Game::update( ) {
Uint32 currentTime = SDL_GetTicks( );
Uint32 deltaTime = currentTime - lastUpdateTime;
if (deltaTime >= max(50, 1000 - (gameBoard->getLevel( ) * 100))) {
gameBoard->update( );
lastUpdateTime = currentTime;
}
}
void Game::render( ) {
// Background color
SDL_SetRenderDrawColor(renderer.get( ), 248, 248, 248, 255);
SDL_RenderClear(renderer.get( ));
gameRenderer->renderBoard(gameBoard);
gameRenderer->renderTetrominoPreview(gameBoard->getNextTetromino( ));
SDL_RenderPresent(renderer.get( ));
}
void Game::restart( ) {
gameState.gameover = false;
gameState.startSequence = true;
gameBoard = make_shared<GameBoard>( );
}
const bool Game::isGameOver( ) const { return gameState.gameover; }
const void Game::setGameOver(bool value) { gameState.gameover = value; }
const bool Game::isGameQuit( )const { return gameState.quit; }