Mon, 03 Aug 2009 23:41:04 +0100
added dep/*.d and obj/*.o to hgignore
1 /*
2 #
3 # File : tetris.cpp
4 # ( C++ source file )
5 #
6 # Description : A CImg version of the famous Tetris game.
7 # This file is a part of the CImg Library project.
8 # ( http://cimg.sourceforge.net )
9 #
10 # Copyright : David Tschumperle
11 # ( http://www.greyc.ensicaen.fr/~dtschump/ )
12 #
13 # License : CeCILL v2.0
14 # ( http://www.cecill.info/licences/Licence_CeCILL_V2-en.html )
15 #
16 # This software is governed by the CeCILL license under French law and
17 # abiding by the rules of distribution of free software. You can use,
18 # modify and/ or redistribute the software under the terms of the CeCILL
19 # license as circulated by CEA, CNRS and INRIA at the following URL
20 # "http://www.cecill.info".
21 #
22 # As a counterpart to the access to the source code and rights to copy,
23 # modify and redistribute granted by the license, users are provided only
24 # with a limited warranty and the software's author, the holder of the
25 # economic rights, and the successive licensors have only limited
26 # liability.
27 #
28 # In this respect, the user's attention is drawn to the risks associated
29 # with loading, using, modifying and/or developing or reproducing the
30 # software by the user in light of its specific status of free software,
31 # that may mean that it is complicated to manipulate, and that also
32 # therefore means that it is reserved for developers and experienced
33 # professionals having in-depth computer knowledge. Users are therefore
34 # encouraged to load and test the software's suitability as regards their
35 # requirements in conditions enabling the security of their systems and/or
36 # data to be ensured and, more generally, to use and operate it in the
37 # same conditions as regards security.
38 #
39 # The fact that you are presently reading this means that you have had
40 # knowledge of the CeCILL license and that you accept its terms.
41 #
42 */
44 #include "img/tetris.h"
45 #include "CImg.h"
46 using namespace cimg_library;
48 // The lines below are necessary when using a non-standard compiler as visualcpp6.
49 #ifdef cimg_use_visualcpp6
50 #define std
51 #endif
52 #ifdef min
53 #undef min
54 #undef max
55 #endif
57 // Begin the main procedure
58 //-------------------------
59 int main(int argc,char **argv) {
61 // Read command line argument (if any)
62 cimg_usage("An implementation of the well known 'Tetris' game with CImg.");
63 unsigned int
64 blocdim = cimg_option("-blocdim",18,"Sprite bloc size"),
65 speed = cimg_option("-speed",20,"Initial speed"),
66 level = cimg_option("-level",0,"Level");
67 const char *geometry = cimg_option("-g","12x20","Size of the board");
68 unsigned int bwidth = 12,bheight = 20;
69 std::sscanf(geometry,"%u%*c%u",&bwidth,&bheight);
71 const CImg<unsigned char> dlogo = CImg<unsigned char>(data_logo,128,96,1,3,true);
72 if (cimg::dialog("CImg Tetris",
73 "Welcome to the CImg version of Tetris.\n"
74 "( by David Tschumperle )\n\n"
75 "Press 'Start' when you are ready to play !","Start","Quit",0,0,0,0,dlogo,true)) std::exit(0);
77 // Create sprite, background graphics and initial board data
78 const CImgList<unsigned char> pieces = CImgList<unsigned char>().
79 insert(CImg<unsigned char>(3,2).fill(1,1,1,0,0,1)).
80 insert(CImg<unsigned char>(3,2).fill(2,2,2,2,0,0)).
81 insert(CImg<unsigned char>(2,2).fill(3,3,3,3)).
82 insert(CImg<unsigned char>(4,1).fill(4,4,4,4)).
83 insert(CImg<unsigned char>(3,2).fill(5,5,0,0,5,5)).
84 insert(CImg<unsigned char>(3,2).fill(0,6,6,6,6,0)).
85 insert(CImg<unsigned char>(3,3).fill(0,7,0,7,7,7,0,7,0)).
86 insert(CImg<unsigned char>(2,1).fill(8,8)).
87 insert(CImg<unsigned char>(3,2).fill(9,9,9,0,9,0)).
88 insert(CImg<unsigned char>(2,2).fill(10,10,0,10)).
89 insert(CImg<unsigned char>(3,1).fill(11,11,11));
91 CImg<unsigned char> board(bwidth,bheight,1,1,0), background(board.dimx()*blocdim,board.dimy()*blocdim,1,3,0);
92 (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;
93 if (level) (board.get_shared_lines(board.dimy()-level,board.dimy()-1,0,0).noise(100))%=pieces.size+1;
95 // Create a set of small gradient-colored blocs used to draw the pieces.
96 CImgList<unsigned char> blocs(pieces.size,blocdim,blocdim,1,3);
97 cimglist_for(blocs,l) {
98 CImg<unsigned char> color = CImg<unsigned char>(3,1,1,1,128).noise(127,1).cut(120,255);
99 float val;
100 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);
101 blocs[l].draw_line(0,0,0,blocdim-1,color>>1).draw_line(0,blocdim-1,blocdim-1,blocdim-1,color>>1);
102 color = (CImg<unsigned int>(color)*=2).cut(0,255);
103 blocs[l].draw_line(0,0,(int)blocdim-1,0,color).draw_line(blocdim-1,0,blocdim-1,blocdim-1,color);
104 }
106 // Initialize window display and enter the main event loop
107 CImgDisplay disp(background,"CImg Tetris",0,false,true);
108 disp.move((CImgDisplay::screen_dimx()-disp.dimx())/2,
109 (CImgDisplay::screen_dimy()-disp.dimy())/2).hide_mouse();
110 const unsigned char white[3]={ 255, 255, 255 };
111 CImg<unsigned char> visu, nboard, piece, next, next_mask;
112 int cx=-1,cy=-1,cn=-1,nn=rand()%pieces.size,time=0, score=0;
113 bool gameover = false, pause = false;
115 while (!gameover && !disp.is_closed && !disp.is_keyESC && !disp.is_keyQ) {
117 if (!pause) {
119 // Draw the board on the display window.
120 nboard = board; visu = background;
121 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);
122 cimg_forXY(board,xx,yy) if (nboard(xx,yy)) visu.draw_image(xx*blocdim,yy*blocdim,blocs[nboard(xx,yy)-1]);
123 visu.draw_text(5,5,"Lines : %d",white,0,1,11,score,nn).draw_text(visu.dimx()-75,5,"Next :",white,0,1,11);
124 if (next.data) visu.draw_image(visu.dimx()-next.dimx()-2,10-next.dimy()/2,next,next_mask).display(disp.wait(20));
126 if (cn<0) {
128 // Introduce a new piece on the board (if necessary) and create representation of the next piece
129 board = nboard;
130 piece = pieces[cn=nn];
131 nn = rand()%pieces.size;
132 cx = board.dimx()/2;
133 cy = piece.dimy()/2;
134 next = CImg<unsigned char>(pieces[nn].dimx()*blocdim,pieces[nn].dimy()*blocdim,1,3,0);
135 cimg_forXY(pieces[nn],xi,yi) if (pieces[nn](xi,yi)) next.draw_image(xi*blocdim,yi*blocdim,blocs[pieces[nn](xi,yi)-1]);
136 next_mask = next.resize(-50,-50).get_pointwise_norm().threshold(0);
138 // Detect tetris lines and do line removal animation if found.
139 cimg_forY(board,yyy) {
140 int Y = yyy*blocdim, line = 1;
141 cimg_forX(board,xxx) if (!board(xxx,yyy)) line=0;
142 if (line) {
143 board.draw_image(0,1,board.get_crop(0,0,board.dimx()-1,yyy-1));
144 if (!((++score)%1) && speed>1) --speed;
145 for (float alpha=0; alpha<=1; alpha+=0.07f)
146 CImg<unsigned char>(visu).draw_image(0,Y,background.get_crop(0,Y,visu.dimx()-1,Y+blocdim-1),alpha).display(disp.wait(20));
147 visu.draw_image(0,Y,background.get_crop(0,Y,visu.dimx()-1,Y+blocdim-1));
148 }
149 }
150 }
152 // Handle motion & collisions
153 const int ox=cx, oy=cy;
154 bool rotated = false, collision;
155 switch (disp.key) {
156 case cimg::keyP: pause = true; break;
157 case cimg::keyARROWUP: piece.rotate(90); rotated = true; disp.key = 0; break;
158 case cimg::keyARROWLEFT: cx--; disp.key = 0; break;
159 case cimg::keyARROWRIGHT: cx++; disp.key = 0; break;
160 }
161 if (cx-piece.dimx()/2<0) cx=piece.dimx()/2;
162 if (cy-piece.dimy()/2<0) cy=piece.dimy()/2;
163 if (cx+(piece.dimx()-1)/2>=board.dimx()) cx = board.dimx()-1-(piece.dimx()-1)/2;
165 // Detect collision along the X axis
166 collision = false; cimg_forXY(piece,i,j) if (piece(i,j) && board(cx-piece.dimx()/2+i,cy-piece.dimy()/2+j)) collision = true;
167 if (collision) { cx=ox; if (rotated) piece.rotate(-90); }
169 if (disp.key==cimg::keyARROWDOWN || !((++time)%speed)) { cy++; disp.key=0; }
170 // Detect collisiong along the Y axis
171 collision = false; cimg_forXY(piece,ii,jj) if (piece(ii,jj) && board(cx-piece.dimx()/2+ii,cy-piece.dimy()/2+jj)) collision = true;
172 if (collision || cy+(piece.dimy()-1)/2>=board.dimy()) { cy = oy; cn=-1; }
173 if (collision && cy==piece.dimy()/2) gameover=true;
174 } else {
176 // If game is paused (key 'P'), do a little text animation
177 float A = 0, B = 0;
178 CImg<float> pauselogo = CImg<unsigned char>().draw_text(0,0,"Game Paused\nPress a key",white);
179 disp.key = 0; while (!disp.is_closed && !disp.key) {
180 const CImg<float> pauserotated = pauselogo.get_rotate((float)(30*std::sin(A)),0,1).
181 resize((int)(-150-80*std::sin(B)),(int)(-150-80*std::sin(B)));
182 A+=0.08f; B+=0.043f;
183 CImg<unsigned char>(background).
184 draw_image((background.dimx()-pauserotated.dimx())/2,
185 (background.dimy()-pauserotated.dimy())/2,
186 pauserotated.get_resize(-100,-100,1,3,2),pauserotated,1,255).display(disp.wait(20));
187 if (disp.is_resized) disp.resize();
188 }
189 disp.key = 0;
190 pause = false;
191 }
192 background.translate(0,20/speed,0,0,2);
193 if (disp.is_resized) disp.resize();
194 }
196 // End of game reached, display the score and do a 'game over' animation
197 cimg_forXYV(visu,x,y,k) if (x%2 || y%2) visu(x,y,k) = 0;
198 visu.display(disp);
199 char tmp[1024];
200 std::sprintf(tmp,"Game Over !\n\nYour score : %d",score);
201 cimg::dialog("CImg Tetris",tmp,"Quit");
202 return 0;
203 }