PTdecode/CImg-1.3.0/examples/tetris.cpp

changeset 5
1204ebf9340d
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/PTdecode/CImg-1.3.0/examples/tetris.cpp	Mon Aug 03 14:09:20 2009 +0100
     1.3 @@ -0,0 +1,203 @@
     1.4 +/*
     1.5 + #
     1.6 + #  File        : tetris.cpp
     1.7 + #                ( C++ source file )
     1.8 + #
     1.9 + #  Description : A CImg version of the famous Tetris game.
    1.10 + #                This file is a part of the CImg Library project.
    1.11 + #                ( http://cimg.sourceforge.net )
    1.12 + #
    1.13 + #  Copyright   : David Tschumperle
    1.14 + #                ( http://www.greyc.ensicaen.fr/~dtschump/ )
    1.15 + #
    1.16 + #  License     : CeCILL v2.0
    1.17 + #                ( http://www.cecill.info/licences/Licence_CeCILL_V2-en.html )
    1.18 + #
    1.19 + #  This software is governed by the CeCILL  license under French law and
    1.20 + #  abiding by the rules of distribution of free software.  You can  use,
    1.21 + #  modify and/ or redistribute the software under the terms of the CeCILL
    1.22 + #  license as circulated by CEA, CNRS and INRIA at the following URL
    1.23 + #  "http://www.cecill.info".
    1.24 + #
    1.25 + #  As a counterpart to the access to the source code and  rights to copy,
    1.26 + #  modify and redistribute granted by the license, users are provided only
    1.27 + #  with a limited warranty  and the software's author,  the holder of the
    1.28 + #  economic rights,  and the successive licensors  have only  limited
    1.29 + #  liability.
    1.30 + #
    1.31 + #  In this respect, the user's attention is drawn to the risks associated
    1.32 + #  with loading,  using,  modifying and/or developing or reproducing the
    1.33 + #  software by the user in light of its specific status of free software,
    1.34 + #  that may mean  that it is complicated to manipulate,  and  that  also
    1.35 + #  therefore means  that it is reserved for developers  and  experienced
    1.36 + #  professionals having in-depth computer knowledge. Users are therefore
    1.37 + #  encouraged to load and test the software's suitability as regards their
    1.38 + #  requirements in conditions enabling the security of their systems and/or
    1.39 + #  data to be ensured and,  more generally, to use and operate it in the
    1.40 + #  same conditions as regards security.
    1.41 + #
    1.42 + #  The fact that you are presently reading this means that you have had
    1.43 + #  knowledge of the CeCILL license and that you accept its terms.
    1.44 + #
    1.45 +*/
    1.46 +
    1.47 +#include "img/tetris.h"
    1.48 +#include "CImg.h"
    1.49 +using namespace cimg_library;
    1.50 +
    1.51 +// The lines below are necessary when using a non-standard compiler as visualcpp6.
    1.52 +#ifdef cimg_use_visualcpp6
    1.53 +#define std
    1.54 +#endif
    1.55 +#ifdef min
    1.56 +#undef min
    1.57 +#undef max
    1.58 +#endif
    1.59 +
    1.60 +// Begin the main procedure
    1.61 +//-------------------------
    1.62 +int main(int argc,char **argv) {
    1.63 +
    1.64 +  // Read command line argument (if any)
    1.65 +  cimg_usage("An implementation of the well known 'Tetris' game with CImg.");
    1.66 +  unsigned int
    1.67 +    blocdim = cimg_option("-blocdim",18,"Sprite bloc size"),
    1.68 +    speed   = cimg_option("-speed",20,"Initial speed"),
    1.69 +    level   = cimg_option("-level",0,"Level");
    1.70 +  const char *geometry = cimg_option("-g","12x20","Size of the board");
    1.71 +  unsigned int bwidth = 12,bheight = 20;
    1.72 +  std::sscanf(geometry,"%u%*c%u",&bwidth,&bheight);
    1.73 +
    1.74 +  const CImg<unsigned char> dlogo = CImg<unsigned char>(data_logo,128,96,1,3,true);
    1.75 +  if (cimg::dialog("CImg Tetris",
    1.76 +                   "Welcome to the CImg version of Tetris.\n"
    1.77 +                   "( by David Tschumperle )\n\n"
    1.78 +                   "Press 'Start' when you are ready to play !","Start","Quit",0,0,0,0,dlogo,true)) std::exit(0);
    1.79 +
    1.80 +  // Create sprite, background graphics and initial board data
    1.81 +  const CImgList<unsigned char> pieces = CImgList<unsigned char>().
    1.82 +    insert(CImg<unsigned char>(3,2).fill(1,1,1,0,0,1)).
    1.83 +    insert(CImg<unsigned char>(3,2).fill(2,2,2,2,0,0)).
    1.84 +    insert(CImg<unsigned char>(2,2).fill(3,3,3,3)).
    1.85 +    insert(CImg<unsigned char>(4,1).fill(4,4,4,4)).
    1.86 +    insert(CImg<unsigned char>(3,2).fill(5,5,0,0,5,5)).
    1.87 +    insert(CImg<unsigned char>(3,2).fill(0,6,6,6,6,0)).
    1.88 +    insert(CImg<unsigned char>(3,3).fill(0,7,0,7,7,7,0,7,0)).
    1.89 +    insert(CImg<unsigned char>(2,1).fill(8,8)).
    1.90 +    insert(CImg<unsigned char>(3,2).fill(9,9,9,0,9,0)).
    1.91 +    insert(CImg<unsigned char>(2,2).fill(10,10,0,10)).
    1.92 +    insert(CImg<unsigned char>(3,1).fill(11,11,11));
    1.93 +
    1.94 +  CImg<unsigned char> board(bwidth,bheight,1,1,0), background(board.dimx()*blocdim,board.dimy()*blocdim,1,3,0);
    1.95 +  (background.noise(30).draw_plasma().noise(30).deriche(5,0,'y').translate(0,background.dimy()/2,0,0,2).deriche(5,0,'y'))/=1.5f;
    1.96 +  if (level) (board.get_shared_lines(board.dimy()-level,board.dimy()-1,0,0).noise(100))%=pieces.size+1;
    1.97 +
    1.98 +  // Create a set of small gradient-colored blocs used to draw the pieces.
    1.99 +  CImgList<unsigned char> blocs(pieces.size,blocdim,blocdim,1,3);
   1.100 +  cimglist_for(blocs,l) {
   1.101 +    CImg<unsigned char> color = CImg<unsigned char>(3,1,1,1,128).noise(127,1).cut(120,255);
   1.102 +    float val;
   1.103 +    cimg_forXYV(blocs[l],x,y,k) blocs[l](x,y,k) = (unsigned char)((val=(color[k]*0.7f*(x+y+5)/blocdim))>255?255:val);
   1.104 +    blocs[l].draw_line(0,0,0,blocdim-1,color>>1).draw_line(0,blocdim-1,blocdim-1,blocdim-1,color>>1);
   1.105 +    color = (CImg<unsigned int>(color)*=2).cut(0,255);
   1.106 +    blocs[l].draw_line(0,0,(int)blocdim-1,0,color).draw_line(blocdim-1,0,blocdim-1,blocdim-1,color);
   1.107 +  }
   1.108 +
   1.109 +  // Initialize window display and enter the main event loop
   1.110 +  CImgDisplay disp(background,"CImg Tetris",0,false,true);
   1.111 +  disp.move((CImgDisplay::screen_dimx()-disp.dimx())/2,
   1.112 +            (CImgDisplay::screen_dimy()-disp.dimy())/2).hide_mouse();
   1.113 +  const unsigned char white[3]={ 255, 255, 255 };
   1.114 +  CImg<unsigned char> visu, nboard, piece, next, next_mask;
   1.115 +  int cx=-1,cy=-1,cn=-1,nn=rand()%pieces.size,time=0, score=0;
   1.116 +  bool gameover = false, pause = false;
   1.117 +
   1.118 +  while (!gameover && !disp.is_closed && !disp.is_keyESC && !disp.is_keyQ) {
   1.119 +
   1.120 +    if (!pause) {
   1.121 +
   1.122 +      // Draw the board on the display window.
   1.123 +      nboard = board; visu = background;
   1.124 +      if (cx>=0 && cy>=0) cimg_forXY(piece,x,y) if (piece(x,y)) nboard(cx-piece.dimx()/2+x,cy-piece.dimy()/2+y)=piece(x,y);
   1.125 +      cimg_forXY(board,xx,yy) if (nboard(xx,yy)) visu.draw_image(xx*blocdim,yy*blocdim,blocs[nboard(xx,yy)-1]);
   1.126 +      visu.draw_text(5,5,"Lines : %d",white,0,1,11,score,nn).draw_text(visu.dimx()-75,5,"Next :",white,0,1,11);
   1.127 +      if (next.data) visu.draw_image(visu.dimx()-next.dimx()-2,10-next.dimy()/2,next,next_mask).display(disp.wait(20));
   1.128 +
   1.129 +      if (cn<0) {
   1.130 +
   1.131 +        // Introduce a new piece on the board (if necessary) and create representation of the next piece
   1.132 +        board = nboard;
   1.133 +        piece = pieces[cn=nn];
   1.134 +        nn = rand()%pieces.size;
   1.135 +        cx = board.dimx()/2;
   1.136 +        cy = piece.dimy()/2;
   1.137 +        next = CImg<unsigned char>(pieces[nn].dimx()*blocdim,pieces[nn].dimy()*blocdim,1,3,0);
   1.138 +        cimg_forXY(pieces[nn],xi,yi) if (pieces[nn](xi,yi)) next.draw_image(xi*blocdim,yi*blocdim,blocs[pieces[nn](xi,yi)-1]);
   1.139 +        next_mask = next.resize(-50,-50).get_pointwise_norm().threshold(0);
   1.140 +
   1.141 +        // Detect tetris lines and do line removal animation if found.
   1.142 +        cimg_forY(board,yyy) {
   1.143 +          int Y = yyy*blocdim, line = 1;
   1.144 +          cimg_forX(board,xxx) if (!board(xxx,yyy)) line=0;
   1.145 +          if (line) {
   1.146 +            board.draw_image(0,1,board.get_crop(0,0,board.dimx()-1,yyy-1));
   1.147 +            if (!((++score)%1) && speed>1) --speed;
   1.148 +            for (float alpha=0; alpha<=1; alpha+=0.07f)
   1.149 +              CImg<unsigned char>(visu).draw_image(0,Y,background.get_crop(0,Y,visu.dimx()-1,Y+blocdim-1),alpha).display(disp.wait(20));
   1.150 +            visu.draw_image(0,Y,background.get_crop(0,Y,visu.dimx()-1,Y+blocdim-1));
   1.151 +          }
   1.152 +        }
   1.153 +      }
   1.154 +
   1.155 +      // Handle motion & collisions
   1.156 +      const int ox=cx, oy=cy;
   1.157 +      bool rotated = false, collision;
   1.158 +      switch (disp.key) {
   1.159 +      case cimg::keyP:          pause = true; break;
   1.160 +      case cimg::keyARROWUP:    piece.rotate(90); rotated = true; disp.key = 0; break;
   1.161 +      case cimg::keyARROWLEFT:  cx--;  disp.key = 0; break;
   1.162 +      case cimg::keyARROWRIGHT: cx++;  disp.key = 0; break;
   1.163 +      }
   1.164 +      if (cx-piece.dimx()/2<0) cx=piece.dimx()/2;
   1.165 +      if (cy-piece.dimy()/2<0) cy=piece.dimy()/2;
   1.166 +      if (cx+(piece.dimx()-1)/2>=board.dimx()) cx = board.dimx()-1-(piece.dimx()-1)/2;
   1.167 +
   1.168 +      // Detect collision along the X axis
   1.169 +      collision = false; cimg_forXY(piece,i,j) if (piece(i,j) && board(cx-piece.dimx()/2+i,cy-piece.dimy()/2+j)) collision = true;
   1.170 +      if (collision) { cx=ox; if (rotated) piece.rotate(-90); }
   1.171 +
   1.172 +      if (disp.key==cimg::keyARROWDOWN || !((++time)%speed)) { cy++; disp.key=0; }
   1.173 +      // Detect collisiong along the Y axis
   1.174 +      collision = false; cimg_forXY(piece,ii,jj) if (piece(ii,jj) && board(cx-piece.dimx()/2+ii,cy-piece.dimy()/2+jj)) collision = true;
   1.175 +      if (collision || cy+(piece.dimy()-1)/2>=board.dimy()) { cy = oy; cn=-1; }
   1.176 +      if (collision && cy==piece.dimy()/2) gameover=true;
   1.177 +    } else {
   1.178 +
   1.179 +      // If game is paused (key 'P'), do a little text animation
   1.180 +      float A = 0, B = 0;
   1.181 +      CImg<float> pauselogo = CImg<unsigned char>().draw_text(0,0,"Game Paused\nPress a key",white);
   1.182 +      disp.key = 0; while (!disp.is_closed && !disp.key) {
   1.183 +        const CImg<float> pauserotated = pauselogo.get_rotate((float)(30*std::sin(A)),0,1).
   1.184 +          resize((int)(-150-80*std::sin(B)),(int)(-150-80*std::sin(B)));
   1.185 +        A+=0.08f; B+=0.043f;
   1.186 +        CImg<unsigned char>(background).
   1.187 +          draw_image((background.dimx()-pauserotated.dimx())/2,
   1.188 +                     (background.dimy()-pauserotated.dimy())/2,
   1.189 +                     pauserotated.get_resize(-100,-100,1,3,2),pauserotated,1,255).display(disp.wait(20));
   1.190 +        if (disp.is_resized) disp.resize();
   1.191 +      }
   1.192 +      disp.key = 0;
   1.193 +      pause = false;
   1.194 +    }
   1.195 +    background.translate(0,20/speed,0,0,2);
   1.196 +    if (disp.is_resized) disp.resize();
   1.197 +  }
   1.198 +
   1.199 +  // End of game reached, display the score and do a 'game over' animation
   1.200 +  cimg_forXYV(visu,x,y,k) if (x%2 || y%2) visu(x,y,k) = 0;
   1.201 +  visu.display(disp);
   1.202 +  char tmp[1024];
   1.203 +  std::sprintf(tmp,"Game Over !\n\nYour score : %d",score);
   1.204 +  cimg::dialog("CImg Tetris",tmp,"Quit");
   1.205 +  return 0;
   1.206 +}