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/*
#
# File : tetris.cpp
# ( C++ source file )
#
# Description : A CImg version of the famous Tetris game.
# This file is a part of the CImg Library project.
# ( http://cimg.eu )
#
# Copyright : David Tschumperlé
# ( http://tschumperle.users.greyc.fr/ )
#
# License : CeCILL v2.0
# ( http://www.cecill.info/licences/Licence_CeCILL_V2-en.html )
#
# This software is governed by the CeCILL license under French law and
# abiding by the rules of distribution of free software. You can use,
# modify and/ or redistribute the software under the terms of the CeCILL
# license as circulated by CEA, CNRS and INRIA at the following URL
# "http://www.cecill.info".
#
# As a counterpart to the access to the source code and rights to copy,
# modify and redistribute granted by the license, users are provided only
# with a limited warranty and the software's author, the holder of the
# economic rights, and the successive licensors have only limited
# liability.
#
# In this respect, the user's attention is drawn to the risks associated
# with loading, using, modifying and/or developing or reproducing the
# software by the user in light of its specific status of free software,
# that may mean that it is complicated to manipulate, and that also
# therefore means that it is reserved for developers and experienced
# professionals having in-depth computer knowledge. Users are therefore
# encouraged to load and test the software's suitability as regards their
# requirements in conditions enabling the security of their systems and/or
# data to be ensured and, more generally, to use and operate it in the
# same conditions as regards security.
#
# The fact that you are presently reading this means that you have had
# knowledge of the CeCILL license and that you accept its terms.
#
*/
#include "img/tetris.h"
#include "CImg.h"
using namespace cimg_library;
// Main procedure
//----------------
int main(int argc,char **argv) {
// Read command line argument (if any)
cimg_usage("An implementation of the well known 'Tetris' game with CImg.");
unsigned int
blocdim = cimg_option("-blocdim",18,"Sprite bloc size"),
speed = cimg_option("-speed",20,"Initial speed"),
level = cimg_option("-level",0,"Level");
const char *geometry = cimg_option("-g","12x20","Size of the board");
unsigned int bwidth = 12,bheight = 20;
std::sscanf(geometry,"%u%*c%u",&bwidth,&bheight);
const CImg<unsigned char> dlogo = CImg<unsigned char>(data_logo,128,96,1,3,true);
if (cimg::dialog("CImg Tetris",
"Welcome to the CImg version of Tetris.\n"
"( by David Tschumperle )\n\n"
"Press 'Start' when you are ready to play !","Start","Quit",0,0,0,0,dlogo,true)) std::exit(0);
// Create sprite, background graphics and initial board data
const CImgList<unsigned char> pieces = CImgList<unsigned char>().
insert(CImg<unsigned char>(3,2).fill(1,1,1,0,0,1)).
insert(CImg<unsigned char>(3,2).fill(2,2,2,2,0,0)).
insert(CImg<unsigned char>(2,2).fill(3,3,3,3)).
insert(CImg<unsigned char>(4,1).fill(4,4,4,4)).
insert(CImg<unsigned char>(3,2).fill(5,5,0,0,5,5)).
insert(CImg<unsigned char>(3,2).fill(0,6,6,6,6,0)).
insert(CImg<unsigned char>(3,3).fill(0,7,0,7,7,7,0,7,0)).
insert(CImg<unsigned char>(2,1).fill(8,8)).
insert(CImg<unsigned char>(3,2).fill(9,9,9,0,9,0)).
insert(CImg<unsigned char>(2,2).fill(10,10,0,10)).
insert(CImg<unsigned char>(3,1).fill(11,11,11));
CImg<unsigned char> board(bwidth,bheight,1,1,0), background(board.width()*blocdim,board.height()*blocdim,1,3,0);
(background.noise(30).draw_plasma().noise(30).deriche(5,0,'y').shift(0,-background.height()/2,0,0,2).
deriche(5,0,'y'))/=1.5f;
if (level) (board.get_shared_rows(board.height() - level,board.height() - 1,0,0).noise(100))%=pieces.size() + 1;
// Create a set of small gradient-colored blocs used to draw the pieces.
CImgList<unsigned char> blocs(pieces.size(),blocdim,blocdim,1,3);
cimglist_for(blocs,l) {
CImg<unsigned char> color = CImg<unsigned char>(3,1,1,1,128).noise(127,1).cut(120,255);
float val;
cimg_forXYC(blocs[l],x,y,k)
blocs[l](x,y,k) = (unsigned char)((val=(color[k]*0.7f*(x + y + 5)/blocdim))>255?255:val);
blocs[l].draw_line(0,0,0,blocdim - 1,(color>>1).data()).
draw_line(0,blocdim - 1,blocdim - 1,blocdim - 1,(color>>1).data());
color = (CImg<unsigned int>(color)*=2).cut(0,255);
blocs[l].draw_line(0,0,(int)blocdim - 1,0,color.data()).
draw_line(blocdim - 1,0,blocdim - 1,blocdim - 1,color.data());
}
// Initialize window display and enter the main event loop
CImgDisplay disp(background,"CImg Tetris",0,false,true);
disp.move((CImgDisplay::screen_width() - disp.width())/2,
(CImgDisplay::screen_height() - disp.height())/2).hide_mouse();
const unsigned char white[3]={ 255, 255, 255 };
CImg<unsigned char> visu, nboard, piece, next, next_mask;
int cx = -1, cy = -1, cn = -1, nn = rand()%pieces.size(), time = 0, score = 0;
bool gameover = false, pause = false;
while (!gameover && !disp.is_closed() && !disp.is_keyESC() && !disp.is_keyQ()) {
if (!pause) {
// Draw the board on the display window.
nboard = board; visu = background;
if (cx>=0 && cy>=0)
cimg_forXY(piece,x,y) if (piece(x,y)) nboard(cx - piece.width()/2 + x,cy - piece.height()/2 + y)=piece(x,y);
cimg_forXY(board,xx,yy) if (nboard(xx,yy)) visu.draw_image(xx*blocdim,yy*blocdim,blocs[nboard(xx,yy) - 1]);
visu.draw_text(5,5,"Lines : %d",white,0,1,13,score,nn).draw_text(visu.width() - 75,5,"Next :",white,0,1,13);
if (next) visu.draw_image(visu.width() - next.width() - 2,10 - next.height()/2,next,next_mask).
display(disp.wait(20));
if (cn<0) {
// Introduce a new piece on the board (if necessary) and create representation of the next piece
board = nboard;
piece = pieces[cn=nn];
nn = rand()%pieces.size();
cx = board.width()/2;
cy = piece.height()/2;
next = CImg<unsigned char>(pieces[nn].width()*blocdim,pieces[nn].height()*blocdim,1,3,0);
cimg_forXY(pieces[nn],xi,yi)
if (pieces[nn](xi,yi)) next.draw_image(xi*blocdim,yi*blocdim,blocs[pieces[nn](xi,yi) - 1]);
next_mask = next.resize(-50,-50).get_norm().threshold(0);
// Detect tetris lines and do line removal animation if found.
cimg_forY(board,yyy) {
int Y = yyy*blocdim, line = 1;
cimg_forX(board,xxx) if (!board(xxx,yyy)) line=0;
if (line) {
board.draw_image(0,1,board.get_crop(0,0,board.width() - 1,yyy - 1));
if (!((++score)%1) && speed>1) --speed;
for (float alpha=0; alpha<=1; alpha+=0.07f)
CImg<unsigned char>(visu).draw_image(0,Y,background.get_crop(0,Y,visu.width() - 1,
Y + blocdim - 1),alpha).
display(disp.wait(20));
visu.draw_image(0,Y,background.get_crop(0,Y,visu.width() - 1,Y + blocdim - 1));
}
}
}
// Handle motion & collisions
const int ox = cx, oy = cy;
bool rotated = false, collision;
switch (disp.key()) {
case cimg::keyP: pause = true; break;
case cimg::keyARROWUP: piece.rotate(90); rotated = true; disp.set_key(); break;
case cimg::keyARROWLEFT: --cx; disp.set_key(); break;
case cimg::keyARROWRIGHT: ++cx; disp.set_key(); break;
}
if (cx - piece.width()/2<0) cx = piece.width()/2;
if (cy - piece.height()/2<0) cy = piece.height()/2;
if (cx + (piece.width() - 1)/2>=board.width()) cx = board.width() - 1 - (piece.width() - 1)/2;
// Detect collision along the X axis
collision = false;
cimg_forXY(piece,i,j)
if (piece(i,j) && board(cx - piece.width()/2 + i,cy - piece.height()/2 + j)) collision = true;
if (collision) { cx=ox; if (rotated) piece.rotate(-90); }
if (disp.key()==cimg::keyARROWDOWN || !((++time)%speed)) { ++cy; disp.set_key(); }
// Detect collisiong along the Y axis
collision = false;
cimg_forXY(piece,ii,jj)
if (piece(ii,jj) && (cy - piece.height()/2 + jj>=board.height() ||
board(cx - piece.width()/2 + ii,cy - piece.height()/2 + jj))) collision = true;
if (collision || cy + (piece.height() - 1)/2>=board.height()) { cy = oy; cn = -1; }
if (collision && cy==piece.height()/2) gameover = true;
} else {
// If game is paused (key 'P'), do a little text animation
float A = 0, B = 0;
CImg<float> pauselogo = CImg<unsigned char>().draw_text(0,0,"Game Paused\nPress a key",white);
disp.set_key(); while (!disp.is_closed() && !disp.key()) {
const CImg<float> pauserotated = pauselogo.get_rotate((float)(30*std::sin(A)),1,0).
resize((int)(-150 - 80*std::sin(B)),(int)(-150 - 80*std::sin(B)));
A+=0.08f; B+=0.043f;
CImg<unsigned char>(background).
draw_image((background.width() - pauserotated.width())/2,
(background.height() - pauserotated.height())/2,
pauserotated.get_resize(-100,-100,1,3,2),pauserotated,1,255).display(disp.wait(20));
if (disp.is_resized()) disp.resize();
}
disp.set_key();
pause = false;
}
background.shift(0,-20/(int)speed,0,0,2);
if (disp.is_resized()) disp.resize();
}
// End of game reached, display the score and do a 'game over' animation
cimg_forXYC(visu,x,y,k) if (x%2 || y%2) visu(x,y,k) = 0;
visu.display(disp);
char tmp[1024];
std::sprintf(tmp,"Game Over !\n\nYour score : %d",score);
cimg::dialog("CImg Tetris",tmp,"Quit");
return 0;
}
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