[8249] | 1 | /* |
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| 2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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| 3 | * > www.orxonox.net < |
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| 4 | * |
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| 5 | * |
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| 6 | * License notice: |
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| 7 | * |
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| 8 | * This program is free software; you can redistribute it and/or |
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| 9 | * modify it under the terms of the GNU General Public License |
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| 10 | * as published by the Free Software Foundation; either version 2 |
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| 11 | * of the License, or (at your option) any later version. |
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| 12 | * |
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| 13 | * This program is distributed in the hope that it will be useful, |
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| 14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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| 15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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| 16 | * GNU General Public License for more details. |
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| 17 | * |
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| 18 | * You should have received a copy of the GNU General Public License |
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| 19 | * along with this program; if not, write to the Free Software |
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| 20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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| 21 | * |
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| 22 | * Author: |
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| 23 | * ... |
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| 24 | * Co-authors: |
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[9348] | 25 | * Johannes Ritz |
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[8249] | 26 | * |
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[9348] | 27 | * |
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| 28 | * |
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| 29 | * |
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| 30 | *TASK c) end the game in a nicer way |
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| 31 | *TASK d) save the highscore |
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| 32 | *TASK e) eye candy |
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[8249] | 33 | */ |
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| 34 | |
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| 35 | /** |
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| 36 | @file Tetris.cc |
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| 37 | @brief Implementation of the Tetris class. |
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| 38 | */ |
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| 39 | |
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| 40 | #include "Tetris.h" |
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| 41 | |
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| 42 | #include "core/CoreIncludes.h" |
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| 43 | #include "core/EventIncludes.h" |
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| 44 | #include "core/command/Executor.h" |
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| 45 | |
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| 46 | #include "gamestates/GSLevel.h" |
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| 47 | |
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| 48 | #include "TetrisCenterpoint.h" |
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| 49 | #include "TetrisStone.h" |
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[9348] | 50 | #include "TetrisBrick.h" |
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[8249] | 51 | #include "infos/PlayerInfo.h" |
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[9801] | 52 | #include <cmath> |
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[8249] | 53 | |
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| 54 | namespace orxonox |
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| 55 | { |
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| 56 | |
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[9667] | 57 | RegisterUnloadableClass(Tetris); |
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[8249] | 58 | |
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| 59 | /** |
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| 60 | @brief |
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| 61 | Constructor. Registers and initializes the object. |
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[9348] | 62 | @ingroup Tetris |
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[8249] | 63 | */ |
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[9667] | 64 | Tetris::Tetris(Context* context) : Deathmatch(context) |
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[8249] | 65 | { |
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| 66 | RegisterObject(Tetris); |
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| 67 | |
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[9348] | 68 | this->activeBrick_ = 0; |
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[8249] | 69 | |
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| 70 | // Pre-set the timer, but don't start it yet. |
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[9348] | 71 | this->starttimer_.setTimer(1.0, false, createExecutor(createFunctor(&Tetris::startBrick, this))); |
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[8249] | 72 | this->starttimer_.stopTimer(); |
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[8564] | 73 | |
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| 74 | this->player_ = NULL; |
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[9348] | 75 | this->setHUDTemplate("TetrisHUD"); |
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| 76 | this->futureBrick_ = 0; |
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[8249] | 77 | } |
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| 78 | |
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| 79 | /** |
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| 80 | @brief |
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| 81 | Destructor. Cleans up, if initialized. |
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| 82 | */ |
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| 83 | Tetris::~Tetris() |
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| 84 | { |
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| 85 | if (this->isInitialized()) |
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| 86 | this->cleanup(); |
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| 87 | } |
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| 88 | |
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| 89 | /** |
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| 90 | @brief |
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| 91 | Cleans up the Gametype. |
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| 92 | */ |
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| 93 | void Tetris::cleanup() |
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| 94 | { |
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[9348] | 95 | if (this->activeBrick_) |
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| 96 | { |
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| 97 | this->activeBrick_->destroy(); |
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| 98 | this->activeBrick_ = 0; |
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| 99 | } |
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| 100 | if (this->futureBrick_) |
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| 101 | { |
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| 102 | this->futureBrick_->destroy(); |
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| 103 | this->futureBrick_ = 0; |
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| 104 | } |
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[8564] | 105 | |
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[10624] | 106 | for (std::list<StrongPtr<TetrisStone> >::iterator it = this->stones_.begin(); it != this->stones_.end(); ++it) |
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[9348] | 107 | (*it)->destroy(); |
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| 108 | this->stones_.clear(); |
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[8249] | 109 | } |
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[8537] | 110 | |
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[8249] | 111 | void Tetris::tick(float dt) |
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| 112 | { |
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| 113 | SUPER(Tetris, tick, dt); |
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[8537] | 114 | |
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[9348] | 115 | if((this->activeBrick_ != NULL)&&(!this->hasEnded())) |
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[8537] | 116 | { |
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[9348] | 117 | if(!this->isValidBrickPosition(this->activeBrick_)) |
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[8563] | 118 | { |
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[9348] | 119 | for (unsigned int i = 0; i < this->activeBrick_->getNumberOfStones(); i++) |
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| 120 | this->stones_.push_back(this->activeBrick_->getStone(i)); |
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| 121 | this->activeBrick_->setVelocity(Vector3::ZERO); |
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| 122 | this->activeBrick_->releaseStones(this->center_); |
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| 123 | this->findFullRows(); |
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| 124 | this->startBrick(); |
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[8563] | 125 | } |
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[9803] | 126 | } |
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[8537] | 127 | } |
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| 128 | |
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[8566] | 129 | bool Tetris::isValidMove(TetrisStone* stone, const Vector3& position) |
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[8537] | 130 | { |
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| 131 | assert(stone); |
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[8563] | 132 | |
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[8537] | 133 | if(position.x < this->center_->getStoneSize()/2.0) //!< If the stone touches the left edge of the level |
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[8566] | 134 | return false; |
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[8537] | 135 | else if(position.x > (this->center_->getWidth()-0.5)*this->center_->getStoneSize()) //!< If the stone touches the right edge of the level |
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[8566] | 136 | return false; |
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[8488] | 137 | |
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[10624] | 138 | for(std::list<StrongPtr<TetrisStone> >::const_iterator it = this->stones_.begin(); it != this->stones_.end(); ++it) |
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[8563] | 139 | { |
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| 140 | const Vector3& currentStonePosition = (*it)->getPosition(); //!< Saves the position of the currentStone |
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| 141 | |
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[8566] | 142 | if((position.x == currentStonePosition.x) && abs(position.y-currentStonePosition.y) < this->center_->getStoneSize()) |
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| 143 | return false; |
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[8565] | 144 | } |
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| 145 | |
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[8566] | 146 | return true; |
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[8565] | 147 | } |
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| 148 | |
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[9348] | 149 | /** |
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| 150 | @brief |
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| 151 | Check for each stone in a brick if it is moved the right way. |
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| 152 | */ |
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| 153 | bool Tetris::isValidMove(TetrisBrick* brick, const Vector3& position, bool isRotation = false) |
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| 154 | { |
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| 155 | assert(brick); |
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| 156 | |
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| 157 | for (unsigned int i = 0; i < brick->getNumberOfStones(); i++ ) |
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| 158 | { |
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| 159 | TetrisStone* stone = brick->getStone(i); |
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| 160 | Vector3 stonePosition; //the current stone's offset to position |
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| 161 | if(isRotation) |
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| 162 | stonePosition = rotateVector(stone->getPosition(), brick->getRotationCount()+1); |
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| 163 | else |
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| 164 | stonePosition = rotateVector(stone->getPosition(), brick->getRotationCount()); |
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| 165 | |
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| 166 | if(! this->isValidMove(stone, position + stonePosition )) |
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| 167 | { |
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| 168 | return false; |
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| 169 | } |
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| 170 | |
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| 171 | //catch illegal rotation (such that collisions with ground are not permitted) |
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| 172 | if(isRotation) |
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| 173 | { |
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| 174 | if((position + stonePosition).y < this->center_->getStoneSize()/2.0f) //!< If the stone has reached the bottom of the level |
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| 175 | { |
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| 176 | return false; |
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| 177 | } |
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| 178 | } |
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| 179 | } |
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| 180 | return true; |
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| 181 | |
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| 182 | } |
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| 183 | |
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| 184 | |
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[9802] | 185 | /** |
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| 186 | * @brief Returns true, if NO collision was detected. |
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| 187 | * Else returns false and the active brick is repositioned as side-effect. |
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| 188 | */ |
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| 189 | bool Tetris::checkStoneStoneCollision(TetrisStone* stone, const Vector3& position) |
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[8565] | 190 | { |
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| 191 | assert(stone); |
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| 192 | |
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[9348] | 193 | // check for collisions with all stones |
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[10624] | 194 | for(std::list<StrongPtr<TetrisStone> >::const_iterator it = this->stones_.begin(); it != this->stones_.end(); ++it) |
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[8565] | 195 | { |
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[9348] | 196 | //Vector3 currentStonePosition = rotateVector((*it)->getPosition(), this->activeBrick_->getRotationCount()); |
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[8565] | 197 | const Vector3& currentStonePosition = (*it)->getPosition(); //!< Saves the position of the currentStone |
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| 198 | |
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[9348] | 199 | //filter out cases where the falling stone is already below a steady stone |
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| 200 | if(position.y < currentStonePosition.y - this->center_->getStoneSize()/2.0f) |
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| 201 | continue; |
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[8565] | 202 | if((position.x == currentStonePosition.x) && (position.y < currentStonePosition.y + this->center_->getStoneSize())) |
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[8563] | 203 | { |
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[9348] | 204 | float y_offset = static_cast<int>((this->activeBrick_->getPosition().y-currentStonePosition.y+10)/10)*10 + currentStonePosition.y; |
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| 205 | if(y_offset < 0) //filter out extreme cases (very rare bug) |
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| 206 | y_offset = 0; |
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| 207 | this->activeBrick_->setPosition(Vector3(this->activeBrick_->getPosition().x, y_offset, this->activeBrick_->getPosition().z)); |
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[8567] | 208 | return false; |
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[8563] | 209 | }// This case applies if the stones overlap partially vertically |
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| 210 | } |
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| 211 | |
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[9802] | 212 | return true; |
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| 213 | } |
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| 214 | |
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| 215 | /** |
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| 216 | * @brief Returns true, if NO collision was detected. |
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| 217 | * Else returns false and the active brick is repositioned as side-effect. |
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| 218 | */ |
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| 219 | bool Tetris::checkStoneBottomCollision(TetrisStone* stone, const Vector3& position) |
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| 220 | { |
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| 221 | assert(stone); |
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[8661] | 222 | if(position.y < this->center_->getStoneSize()/2.0f) //!< If the stone has reached the bottom of the level |
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| 223 | { |
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[9801] | 224 | float baseOffset = abs(stone->getPosition().y); |
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| 225 | if (this->activeBrick_->getRotationCount() == 1 || this->activeBrick_->getRotationCount() == 3) |
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| 226 | baseOffset = abs(stone->getPosition().x); |
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| 227 | float yOffset = baseOffset + this->center_->getStoneSize()/2.0f;//calculate offset |
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[9348] | 228 | if(yOffset < 0) //catch brake-throughs |
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| 229 | yOffset = 0; |
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| 230 | this->activeBrick_->setPosition(Vector3(this->activeBrick_->getPosition().x, yOffset, this->activeBrick_->getPosition().z)); |
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[8661] | 231 | return false; |
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| 232 | } |
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[8567] | 233 | return true; |
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[8249] | 234 | } |
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[9802] | 235 | |
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[9348] | 236 | /** |
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| 237 | * @brief This function determines wether a brick touches another brick or the ground. |
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| 238 | * |
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| 239 | */ |
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| 240 | bool Tetris::isValidBrickPosition(TetrisBrick* brick) |
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| 241 | { |
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| 242 | assert(brick); |
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[8249] | 243 | |
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[9348] | 244 | const Vector3& brickPosition = this->activeBrick_->getPosition(); |
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| 245 | |
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| 246 | // check all stones in the brick |
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| 247 | for (unsigned int i = 0; i < brick->getNumberOfStones(); i++ ) |
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| 248 | { |
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| 249 | TetrisStone* stone = brick->getStone(i); |
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| 250 | const Vector3& stonePosition = rotateVector(stone->getPosition(), brick->getRotationCount()); |
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[9802] | 251 | if(! this->checkStoneStoneCollision(stone, brickPosition + stonePosition) ) |
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[9348] | 252 | { |
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| 253 | return false; |
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| 254 | } |
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| 255 | } |
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[9802] | 256 | // check all stones in the brick |
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| 257 | for (unsigned int i = 0; i < brick->getNumberOfStones(); i++ ) |
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| 258 | { |
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| 259 | TetrisStone* stone = brick->getStone(i); |
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| 260 | const Vector3& stonePosition = rotateVector(stone->getPosition(), brick->getRotationCount()); |
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| 261 | if(! this->checkStoneBottomCollision(stone, brickPosition + stonePosition) ) |
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| 262 | { |
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| 263 | return false; |
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| 264 | } |
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| 265 | } |
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| 266 | |
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[9348] | 267 | return true; |
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| 268 | } |
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| 269 | |
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[8249] | 270 | /** |
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| 271 | @brief |
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[9348] | 272 | A Vector3 is rolled 90 * degrees * amount (anticlockwise rotation) |
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| 273 | */ |
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| 274 | Vector3 Tetris::rotateVector(Vector3 position, unsigned int amount) |
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| 275 | { |
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| 276 | float temp = 0; |
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| 277 | for(unsigned int i = 0; i < amount; i++) |
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| 278 | { |
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| 279 | temp = position.x; |
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| 280 | position.x = -position.y; |
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| 281 | position.y = temp; |
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| 282 | } |
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| 283 | return position; |
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| 284 | } |
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| 285 | |
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| 286 | /** |
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| 287 | @brief |
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[8249] | 288 | Starts the Tetris minigame. |
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| 289 | */ |
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| 290 | void Tetris::start() |
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| 291 | { |
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| 292 | if (this->center_ != NULL) // There needs to be a TetrisCenterpoint, i.e. the area the game takes place. |
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| 293 | { |
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[9348] | 294 | // Create the first brick. |
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| 295 | this->createBrick(); |
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[8249] | 296 | } |
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| 297 | else // If no centerpoint was specified, an error is thrown and the level is exited. |
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| 298 | { |
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[8858] | 299 | orxout(internal_error) << "Tetris: No Centerpoint specified." << endl; |
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[8249] | 300 | GSLevel::startMainMenu(); |
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| 301 | return; |
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| 302 | } |
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| 303 | |
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[8537] | 304 | // Start the timer. After it has expired the stone is started. |
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[8249] | 305 | this->starttimer_.startTimer(); |
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| 306 | |
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| 307 | // Set variable to temporarily force the player to spawn. |
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| 308 | bool temp = this->bForceSpawn_; |
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| 309 | this->bForceSpawn_ = true; |
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| 310 | |
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| 311 | // Call start for the parent class. |
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| 312 | Deathmatch::start(); |
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| 313 | |
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| 314 | // Reset the variable. |
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| 315 | this->bForceSpawn_ = temp; |
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| 316 | } |
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| 317 | |
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| 318 | /** |
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| 319 | @brief |
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| 320 | Ends the Tetris minigame. |
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| 321 | */ |
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| 322 | void Tetris::end() |
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| 323 | { |
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[9348] | 324 | this->activeBrick_->setVelocity(Vector3::ZERO); |
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| 325 | if(this->activeBrick_ != NULL) |
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| 326 | { |
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| 327 | this->player_->stopControl(); |
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| 328 | } |
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| 329 | |
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[8249] | 330 | this->cleanup(); |
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| 331 | |
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| 332 | // Call end for the parent class. |
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| 333 | Deathmatch::end(); |
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| 334 | } |
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| 335 | |
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| 336 | /** |
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| 337 | @brief |
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| 338 | Spawns player. |
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| 339 | */ |
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| 340 | void Tetris::spawnPlayersIfRequested() |
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| 341 | { |
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| 342 | // Spawn a human player. |
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| 343 | for (std::map<PlayerInfo*, Player>::iterator it = this->players_.begin(); it != this->players_.end(); ++it) |
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| 344 | if (it->first->isHumanPlayer() && (it->first->isReadyToSpawn() || this->bForceSpawn_)) |
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| 345 | this->spawnPlayer(it->first); |
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| 346 | } |
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[9833] | 347 | |
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| 348 | bool Tetris::playerLeft(PlayerInfo* player) |
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| 349 | { |
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| 350 | bool left = Gametype::playerLeft(player); |
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| 351 | if(player && player->isHumanPlayer()) |
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| 352 | { |
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[9834] | 353 | if(this->activeBrick_ != NULL) |
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| 354 | { |
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| 355 | this->player_->stopControl(); |
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| 356 | } |
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| 357 | this->cleanup(); |
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[9833] | 358 | } |
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| 359 | return left; |
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| 360 | } |
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[8249] | 361 | |
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| 362 | /** |
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| 363 | @brief |
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| 364 | Spawns the input player. |
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| 365 | @param player |
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| 366 | The player to be spawned. |
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| 367 | */ |
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| 368 | void Tetris::spawnPlayer(PlayerInfo* player) |
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| 369 | { |
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| 370 | assert(player); |
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| 371 | |
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[8564] | 372 | if(this->player_ == NULL) |
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[8249] | 373 | { |
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| 374 | this->player_ = player; |
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| 375 | this->players_[player].state_ = PlayerState::Alive; |
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| 376 | } |
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| 377 | } |
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| 378 | |
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[9348] | 379 | |
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| 380 | |
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| 381 | void Tetris::startBrick(void) |
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[8249] | 382 | { |
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| 383 | if(this->player_ == NULL) |
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| 384 | return; |
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[8680] | 385 | |
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| 386 | unsigned int cameraIndex = 0; |
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[9348] | 387 | if(this->activeBrick_ != NULL) |
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[8680] | 388 | { |
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| 389 | // Get camera settings |
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[9348] | 390 | cameraIndex = this->activeBrick_->getCurrentCameraIndex(); |
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[8249] | 391 | this->player_->stopControl(); |
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[9348] | 392 | // destroy old active brick |
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| 393 | this->activeBrick_->destroy(); |
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[8680] | 394 | } |
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[9348] | 395 | |
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| 396 | // Make the last brick to be created the active brick. |
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| 397 | this->activeBrick_ = this->futureBrick_; |
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| 398 | this->futureBrick_ = 0; |
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| 399 | |
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| 400 | // set its position |
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| 401 | this->player_->startControl(this->activeBrick_); |
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| 402 | float xPos = (this->center_->getWidth()/2 + ((this->center_->getWidth() % 2)*2-1)/2.0f)*this->center_->getStoneSize(); |
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| 403 | float yPos = (this->center_->getHeight()-0.5f)*this->center_->getStoneSize(); |
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| 404 | this->activeBrick_->setPosition(xPos, yPos, 0.0f); |
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| 405 | this->activeBrick_->setVelocity(0.0f, -this->center_->getStoneSpeed(), 0.0f); |
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| 406 | this->activeBrick_->setCameraPosition(cameraIndex); |
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| 407 | |
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| 408 | // create a new future brick |
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| 409 | this->createBrick(); |
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| 410 | |
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| 411 | // check if the new brick is in a valid position, otherwise end the game |
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| 412 | if (!this->isValidBrickPosition(this->activeBrick_)) |
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| 413 | this->end(); |
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[8249] | 414 | } |
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| 415 | |
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[9348] | 416 | void Tetris::createBrick(void) //TODO: random rotation offset between 0 and 3 (times 90°) |
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[8249] | 417 | { |
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[9348] | 418 | // create new futureBrick_ |
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[9667] | 419 | this->futureBrick_ = new TetrisBrick(this->center_->getContext()); |
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[9348] | 420 | |
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| 421 | |
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[8249] | 422 | // Apply the stone template to the stone. |
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[9348] | 423 | this->futureBrick_->addTemplate(this->center_->getBrickTemplate()); |
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| 424 | |
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| 425 | // Attach the brick to the Centerpoint and set the position of the brick to be at the left side. |
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| 426 | this->center_->attach(this->futureBrick_); |
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| 427 | float xPos = (this->center_->getWidth()*1.6f + ((this->center_->getWidth() % 2)*2-1)/2.0f)*this->center_->getStoneSize(); |
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| 428 | float yPos = (this->center_->getHeight()-5.1f)*this->center_->getStoneSize(); |
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[9801] | 429 | |
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[9348] | 430 | this->futureBrick_->setPosition(xPos, yPos, 0.0f); |
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| 431 | this->futureBrick_->setGame(this); |
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[8249] | 432 | } |
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| 433 | |
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[9348] | 434 | |
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[8249] | 435 | /** |
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| 436 | @brief |
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| 437 | Get the player. |
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| 438 | @return |
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| 439 | Returns a pointer to the player. If there is no player, NULL is returned. |
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| 440 | */ |
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| 441 | PlayerInfo* Tetris::getPlayer(void) const |
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| 442 | { |
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| 443 | return this->player_; |
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| 444 | } |
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| 445 | |
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[9348] | 446 | /*TetrisCenterpoint* Tetris::getCenterpoint(void) const |
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| 447 | { |
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| 448 | return this->center_; |
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| 449 | }*/ |
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| 450 | |
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[8537] | 451 | /** |
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| 452 | @brief Set the TetrisCenterpoint (the playing field). |
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| 453 | @param center A pointer to the TetrisCenterpoint to be set. |
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| 454 | */ |
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| 455 | void Tetris::setCenterpoint(TetrisCenterpoint* center) |
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| 456 | { |
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| 457 | this->center_ = center; |
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| 458 | } |
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| 459 | |
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[9348] | 460 | /** |
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| 461 | @brief Check each row if it is full. Removes all full rows. Update |
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| 462 | @brief Manages score. |
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| 463 | */ |
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| 464 | void Tetris::findFullRows() |
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| 465 | { |
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| 466 | unsigned int correctPosition = 0; |
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| 467 | unsigned int stonesPerRow = 0; |
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| 468 | for (unsigned int row = 0; row < this->center_->getHeight(); row++) |
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| 469 | { |
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| 470 | stonesPerRow = 0; |
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[10624] | 471 | for(std::list<StrongPtr<TetrisStone> >::iterator it = this->stones_.begin(); it != this->stones_.end(); ) |
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[9348] | 472 | { |
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[10624] | 473 | std::list<StrongPtr<TetrisStone> >::iterator it_temp = it++; |
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[9348] | 474 | correctPosition = static_cast<unsigned int>(((*it_temp)->getPosition().y - 5)/this->center_->getStoneSize()); |
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| 475 | if(correctPosition == row) |
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| 476 | { |
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| 477 | stonesPerRow++; |
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| 478 | if(stonesPerRow == this->center_->getWidth()) |
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| 479 | { |
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| 480 | clearRow(row); |
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| 481 | row--; //the row counter has to be decreased in order to detect multiple rows! |
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| 482 | this->playerScored(this->player_);// add points |
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| 483 | //increase the stone's speed |
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| 484 | this->center_->setStoneSpeed(this->center_->getStoneSpeed()+1.0f); |
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| 485 | } |
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| 486 | } |
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| 487 | } |
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| 488 | } |
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| 489 | } |
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| 490 | |
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| 491 | void Tetris::clearRow(unsigned int row) |
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| 492 | {// clear the full row |
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[10624] | 493 | for(std::list<StrongPtr<TetrisStone> >::iterator it = this->stones_.begin(); it != this->stones_.end(); ) |
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[9348] | 494 | { |
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| 495 | if(static_cast<unsigned int>(((*it)->getPosition().y - 5)/this->center_->getStoneSize()) == row) |
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| 496 | { |
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| 497 | (*it)->destroy(); |
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| 498 | this->stones_.erase(it++); |
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| 499 | } |
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| 500 | else |
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| 501 | ++it; |
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| 502 | } |
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| 503 | // adjust height of stones above the deleted row //TODO: check if this could be a source of a bug. |
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[10624] | 504 | for(std::list<StrongPtr<TetrisStone> >::iterator it = this->stones_.begin(); it != this->stones_.end(); ++it) |
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[9348] | 505 | { |
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| 506 | if(static_cast<unsigned int>(((*it)->getPosition().y - 5)/this->center_->getStoneSize()) > row) |
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| 507 | (*it)->setPosition((*it)->getPosition()-Vector3(0,10,0)); |
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| 508 | } |
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| 509 | |
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| 510 | } |
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| 511 | |
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| 512 | |
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[8249] | 513 | } |
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