/* # # 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 dlogo = CImg(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 pieces = CImgList(). insert(CImg(3,2).fill(1,1,1,0,0,1)). insert(CImg(3,2).fill(2,2,2,2,0,0)). insert(CImg(2,2).fill(3,3,3,3)). insert(CImg(4,1).fill(4,4,4,4)). insert(CImg(3,2).fill(5,5,0,0,5,5)). insert(CImg(3,2).fill(0,6,6,6,6,0)). insert(CImg(3,3).fill(0,7,0,7,7,7,0,7,0)). insert(CImg(2,1).fill(8,8)). insert(CImg(3,2).fill(9,9,9,0,9,0)). insert(CImg(2,2).fill(10,10,0,10)). insert(CImg(3,1).fill(11,11,11)); CImg 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 blocs(pieces.size(),blocdim,blocdim,1,3); cimglist_for(blocs,l) { CImg color = CImg(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(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 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(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(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 pauselogo = CImg().draw_text(0,0,"Game Paused\nPress a key",white); disp.set_key(); while (!disp.is_closed() && !disp.key()) { const CImg 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(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; }