PTdecode/CImg-1.3.0/examples/tetris.cpp

Wed, 05 Aug 2009 15:00:54 +0100

author
Philip Pemberton <philpem@philpem.me.uk>
date
Wed, 05 Aug 2009 15:00:54 +0100
changeset 12
96e1df9bd27c
parent 5
1204ebf9340d
permissions
-rwxr-xr-x

small changes to hexdump code to stop a gcc warning on platforms where sizeof(int) != sizeof(int*) e.g. x86_64

     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 }