Updated game structure
This commit is contained in:
@ -22,14 +22,16 @@ find_package(SDL3_ttf CONFIG REQUIRED)
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add_executable(tetris
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src/main.cpp
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src/Game.cpp
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src/Scores.cpp
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src/Starfield.cpp
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src/Starfield3D.cpp
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src/Font.cpp
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src/Audio.cpp
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src/LineEffect.cpp
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src/SoundEffect.cpp
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src/gameplay/Game.cpp
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src/core/GravityManager.cpp
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src/core/StateManager.cpp
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src/persistence/Scores.cpp
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src/graphics/Starfield.cpp
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src/graphics/Starfield3D.cpp
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src/graphics/Font.cpp
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src/audio/Audio.cpp
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src/gameplay/LineEffect.cpp
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src/audio/SoundEffect.cpp
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# State implementations (new)
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src/states/LoadingState.cpp
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src/states/MenuState.cpp
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@ -73,4 +75,30 @@ if (WIN32)
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endif()
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# Include production build configuration
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include(cmake/ProductionBuild.cmake)
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include(cmake/ProductionBuild.cmake)
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# Enable CTest so `add_test` registers tests for `ctest`
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enable_testing()
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# Unit tests (simple runner)
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find_package(Catch2 CONFIG REQUIRED)
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add_executable(tetris_tests
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tests/GravityTests.cpp
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src/core/GravityManager.cpp
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)
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target_include_directories(tetris_tests PRIVATE ${CMAKE_SOURCE_DIR}/src)
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target_link_libraries(tetris_tests PRIVATE Catch2::Catch2WithMain)
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add_test(NAME GravityTests COMMAND tetris_tests)
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if(EXISTS "${CMAKE_SOURCE_DIR}/vcpkg_installed/x64-windows/include")
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target_include_directories(tetris_tests PRIVATE "${CMAKE_SOURCE_DIR}/vcpkg_installed/x64-windows/include")
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endif()
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# Add new src subfolders to include path so old #includes continue to work
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target_include_directories(tetris PRIVATE
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${CMAKE_SOURCE_DIR}/src
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${CMAKE_SOURCE_DIR}/src/audio
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${CMAKE_SOURCE_DIR}/src/gameplay
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${CMAKE_SOURCE_DIR}/src/graphics
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${CMAKE_SOURCE_DIR}/src/persistence
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)
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@ -1,122 +0,0 @@
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# SDL_image Dependency Removal - Success Report
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## Overview
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Successfully removed SDL_image dependency and WEBP codec support from the C++ SDL3 Tetris project, simplifying the build process and reducing package complexity.
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## Changes Made
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### 1. CMakeLists.txt
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- ❌ Removed: `find_package(SDL3_image CONFIG REQUIRED)`
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- ❌ Removed: `SDL3_image::SDL3_image` from target_link_libraries
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- ✅ Kept: SDL3 and SDL3_ttf dependencies only
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### 2. vcpkg.json
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- ❌ Removed: `"sdl3-image[webp]"` dependency with WEBP codec features
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- ✅ Simplified to: Only `"sdl3"` and `"sdl3-ttf"` dependencies
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### 3. Source Code (main.cpp)
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- ❌ Removed: `#include <SDL3_image/SDL_image.h>`
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- ❌ Removed: `IMG_LoadTexture()` fallback calls
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- ✅ Kept: Native `SDL_LoadBMP()` for all texture loading
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- ✅ Maintained: Dual font system (FreeSans + PressStart2P)
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### 4. Build Scripts
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- ❌ Removed: SDL3_image.dll from package-quick.ps1
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- ❌ Removed: SDL3_image.dll from build-production.ps1
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- ❌ Removed: SDL3_image.dll from build-production.bat
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- ✅ Updated: All packaging scripts to use BMP-only assets
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## Technical Benefits
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### 1. Dependency Simplification
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```
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BEFORE: SDL3 + SDL3_image + SDL3_ttf (with WEBP/PNG/JPG codec support)
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AFTER: SDL3 + SDL3_ttf (BMP + TTF only)
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```
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### 2. DLL Reduction
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```
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BEFORE: SDL3.dll + SDL3_image.dll + SDL3_ttf.dll
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AFTER: SDL3.dll + SDL3_ttf.dll
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```
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### 3. Package Size Analysis
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- **Total Package**: ~939 MB (assets-heavy due to large background images)
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- **Executable**: 0.48 MB
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- **SDL3.dll**: 2.12 MB
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- **SDL3_ttf.dll**: 0.09 MB
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- **FreeSans.ttf**: 0.68 MB
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- **Assets**: 935+ MB (fonts: 1.13MB, images: 865MB, music: 63MB, favicon: 6MB)
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### 4. Build Performance
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- ✅ Faster CMake configuration (fewer dependencies to resolve)
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- ✅ Simpler vcpkg integration
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- ✅ Reduced build complexity
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- ✅ Smaller runtime footprint
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## Asset Pipeline Optimization
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### 1. Image Format Standardization
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- **Format**: BMP exclusively (24-bit RGB)
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- **Loading**: Native SDL_LoadBMP() - no external codecs needed
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- **Performance**: Fast, reliable loading without dependency overhead
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- **Compatibility**: Universal SDL support across all platforms
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### 2. Font System
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- **System Font**: FreeSans.ttf (readable UI text)
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- **Pixel Font**: PressStart2P-Regular.ttf (retro game elements)
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- **Loading**: SDL_ttf for both fonts
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## Testing Results
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### 1. Build Verification
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```
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Status: ✅ SUCCESS
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Build Time: Improved (fewer dependencies)
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Output: tetris.exe (0.48 MB)
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Dependencies: 2 DLLs only (SDL3.dll + SDL3_ttf.dll)
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```
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### 2. Runtime Testing
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```
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Status: ✅ SUCCESS
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Launch: Instant from package directory
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Graphics: All BMP textures load correctly
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Fonts: Both FreeSans and PressStart2P render properly
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Performance: Maintained (no degradation)
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```
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### 3. Package Testing
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```
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Status: ✅ SUCCESS
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Structure: Clean distribution with minimal DLLs
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Size: Optimized (no SDL3_image.dll bloat)
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Portability: Improved (fewer runtime dependencies)
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```
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## Deployment Impact
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### 1. Simplified Distribution
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- **Fewer Files**: No SDL3_image.dll to distribute
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- **Easier Setup**: Reduced dependency chain
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- **Better Compatibility**: Standard SDL + TTF only
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### 2. Development Benefits
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- **Cleaner Builds**: Simplified CMake configuration
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- **Faster Iteration**: Quicker dependency resolution
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- **Reduced Complexity**: BMP-only asset pipeline
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### 3. Maintenance Advantages
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- **Fewer Dependencies**: Less security/update surface area
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- **Standard Formats**: BMP and TTF are stable, well-supported
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- **Simplified Debugging**: Fewer libraries in stack traces
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## Conclusion
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The SDL_image removal was a complete success. The project now uses only essential dependencies (SDL3 + SDL3_ttf) while maintaining full functionality through native BMP loading. This results in a cleaner, more maintainable, and more portable Tetris game with optimal performance characteristics.
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## Next Steps
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1. ✅ SDL_image dependency removal - COMPLETED
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2. ✅ BMP-only asset pipeline - VALIDATED
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3. ✅ Package size optimization - ACHIEVED
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4. 🔄 Consider further asset optimization (image compression within BMP format)
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5. 🔄 Document final deployment procedures
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1
Testing/Temporary/CTestCostData.txt
Normal file
1
Testing/Temporary/CTestCostData.txt
Normal file
@ -0,0 +1 @@
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---
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171
UPGRADES.md
Normal file
171
UPGRADES.md
Normal file
@ -0,0 +1,171 @@
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# Tetris — Upgrade Roadmap
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This document lists recommended code, architecture, tooling, and runtime upgrades for the native SDL3 Tetris project. Items are grouped, prioritized, and mapped to target files and effort estimates so you can plan incremental work.
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## Short plan
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- Audit surface area and break tasks into small, testable PRs.
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- Start with low-risk safety and build improvements, then refactors (Gravity/Scoring/Board), then tests/CI, then UX polish and optional features.
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## Checklist (high level)
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- [x] Make NES gravity table constant (constexpr) and move per-level multipliers out of a mutable global
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- Note: FRAMES_TABLE is now immutable inside `GravityManager`; per-level multipliers are instance-scoped in `GravityManager`.
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- [x] Extract GravityManager (SRP)
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- Note: `src/core/GravityManager.{h,cpp}` implemented and `Game` delegates gravity computation to it.
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- [x] Replace globals / `extern` texture usage with `StateContext`-passed resources
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- Note: popup/background and menu wrappers now accept textures via `StateContext`; the temporary `file_blocksTex` bridge was removed. Run `grep -R "extern .*SDL_Texture" src/` to confirm no remaining externs.
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- [~] Add runtime knobs (gravity multiplier +/-, HUD display) and clamp ranges
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- Note: HUD displays gravity ms/fps; global/level multipliers are exposed via API but runtime keys/persistence are still pending.
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- [x] Replace ad-hoc printf with SDL_Log or injected Logger service
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- Note: majority of printf/fprintf debug prints were replaced with `SDL_Log*` calls; a quick grep audit is recommended to find any remaining ad-hoc prints.
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- [x] Add unit tests (gravity conversion, level progression, line clear behavior)
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- Note: a small test runner (`tests/GravityTests.cpp`) and the `tetris_tests` CMake target were added and run locally; gravity tests pass (see build-msvc test run). Converting to broader Catch2 suites is optional.
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- [ ] Add CI (build + tests) and code style checks
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- [ ] Improve input hit-testing for level popup and scalable UI
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- [ ] Add defensive guards (clamps, null checks) and const-correctness
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- [ ] Improve resource management (RAII, smart pointers), and error handling for SDL API calls
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---
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## Rationale & Goals
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- Improve maintainability: split `Game` responsibilities into focused classes (SRP) so logic is testable.
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- Improve safety: remove mutable shared state (globals/`extern`) and minimize hidden side-effects.
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- Improve tuning: per-level and global gravity tuning must be instance-local and debug-friendly.
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- Improve developer experience: add unit tests, CI, and runtime debug knobs for quick tuning.
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---
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## Detailed tasks (prioritized)
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### 1) Safety & small win (Low risk — 1–3 hours)
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- Make the NES frames-per-cell table `constexpr` and immutable.
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- File: `src/Game.cpp` (reverse any mutable anonymous namespace table changes)
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- Why: avoids accidental global mutation; makes compute deterministic.
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- Move per-level multiplier array from global static to `Game` instance:
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- Add `std::array<double, 30> levelMultipliers` inside `Game` (default 1.0).
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- Change `setLevelGravityMultiplier` to update instance array and recompute `gravityMs`.
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- Clamp gravity values to a minimum (e.g., 1.0 ms) and clamp multipliers to sensible range (0.1..10.0).
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Deliverable: small patch to `Game.h`/`Game.cpp` and a rebuild verification.
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### 2) Replace ad-hoc logging (Low risk — 0.5–1 hour)
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- Replace `printf` debug prints with `SDL_Log` or an injected `Logger` interface.
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- Prefer a build-time `#ifdef DEBUG` or runtime verbosity flag so release builds are quiet.
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Files: `src/Game.cpp`, any file using printf for debug.
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### 3) Remove fragile globals / externs (Low risk — 1–2 hours)
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- Ensure all textures, fonts and shared resources are passed via `StateContext& ctx`.
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- Remove leftover `extern SDL_Texture* backgroundTex` or similar; make call-sites accept `SDL_Texture*` or read from `ctx`.
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Files: `src/main.cpp`, `src/states/MenuState.cpp`, other states.
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### 4) Extract GravityManager (Medium risk — 2–6 hours)
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- Create `src/core/GravityManager.h|cpp` that encapsulates
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- the `constexpr` NES frames table (read-only)
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- per-instance multipliers
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- conversion helpers: frames->ms and ms->fps
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- `Game` will hold `GravityManager gravity;` and call `gravity.getMs(level)`.
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Benefits: easier testing and isolated behavior change for future gravity models.
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### 5) Extract Board/Scoring responsibilities (Medium — 4–8 hours)
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- Split `Game` into smaller collaborators:
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- `Board` — raw grid, collision, line detection/clear operations
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- `Scorer` — scoring rules, combo handling, level progression thresholds
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- `PieceController` — piece spawn, rotation, kicks
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- Keep `Game` as an orchestrator that composes these objects.
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Files: `src/Board.*`, `src/Scorer.*`, `src/PieceController.*`, adjust `Game` to compose them.
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### 6) Unit tests & test infrastructure (Medium — 3–6 hours)
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- Add Catch2 or GoogleTest to `vcpkg.json` or as `FetchContent` in CMake.
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- Add tests:
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- Gravity conversion tests (frames→ms, per-level multipliers, global multiplier)
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- Board behavior: place blocks, clear lines, gravity after clear
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- Level progression increment logic and resulting gravity changes
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- Add a `tests/` CMake target and basic CI integration (see next section).
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### 7) CI / Build checks (Medium — 2–4 hours)
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- Add GitHub Actions to build Debug/Release on Windows and run tests.
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- Add static analysis: clang-tidy/clang-format or cpplint configured for the project style.
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- Add a Pre-commit hook to run format checks.
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Files: `.github/workflows/build.yml`, `.clang-format`, optional `clang-tidy` config.
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### 8) UX and input correctness (Low–Medium — 1–3 hours)
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- Update level popup hit-testing to use the same computed button rectangles used for drawing.
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- Expose a function that returns vector<SDL_FRect> of button bounds from the popup draw logic.
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- Ensure popup background texture is stretched to the logical viewport and that overlay alpha is constant across window sizes.
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- Add keyboard navigation for popup (arrow keys + Enter) and mouse hover effects.
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Files: `src/main.cpp`, `src/states/MenuState.cpp`.
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### 9) Runtime debug knobs (Low — 1 hour)
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- Add keys to increase/decrease `gravityGlobalMultiplier` (e.g., `[` and `]`) and reset to 1.0.
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- Show `gravityGlobalMultiplier` and per-level effective ms on HUD (already partly implemented).
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- Persist tuning to a small JSON file `settings/debug_tuning.json` (optional).
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Files: `src/Game.h/cpp`, `src/main.cpp` HUD code.
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### 10) Defensive & correctness improvements (Low — 2–4 hours)
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- Add null checks for SDL_CreateTextureFromSurface and related APIs; log and fallback gracefully.
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- Convert raw SDL_Texture* ownership to `std::unique_ptr` with custom deleter where appropriate, or centralize lifetime in a `ResourceManager`.
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- Add `const` qualifiers to getters where possible.
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- Remove magic numbers; define named `constexpr` constants for UI sizes, softDrop multiplier, DAS/ARR etc.
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Files: various (`src/*.cpp`, `src/*.h`).
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### 11) Packaging & build improvements (Low — 1–2 hours)
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- Verify `build-production.ps1` copies all required DLLs for SDL3 and SDL3_ttf from `vcpkg_installed` paths.
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- Add an automated packaging job to CI that creates a ZIP artifact on release tags.
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|
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Files: `build-production.ps1`, `.github/workflows/release.yml`.
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|
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---
|
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## Suggested incremental PR plan
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1. Small safety PR: make frames table `constexpr`, move multipliers into `Game` instance, clamp values, and add SDL_Log usage. (1–3 hours)
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2. Global cleanup PR: remove `extern` textures and ensure all resource access goes through `StateContext`. (1–2 hours)
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3. Add debug knobs & HUD display improvements. (1 hour)
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4. Add tests and CMake test target. (3–6 hours)
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5. Extract GravityManager and write unit tests for it. (2–4 hours)
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6. Extract Board and Scorer (bigger refactor, add tests). (4–8 hours)
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7. CI + packaging + formatting. (2–4 hours)
|
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|
||||
---
|
||||
|
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## Recommended quick wins (apply immediately)
|
||||
- Convert NES frames table to `constexpr` and clamp gravity to >= 1ms.
|
||||
- Replace `printf` with `SDL_Log` for debug output.
|
||||
- Pass `SDL_Texture*` via `StateContext` instead of `extern` globals (you already did this; check for leftovers with `grep` for "extern .*backgroundTex").
|
||||
- Add simple unit test that asserts `gravityMs(level0) == FRAME_MS * 48 * multiplier`.
|
||||
|
||||
---
|
||||
|
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## Example: gravity computation (reference)
|
||||
```cpp
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||||
// gravity constants
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constexpr double NES_FPS = 60.0988;
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constexpr double FRAME_MS = 1000.0 / NES_FPS;
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constexpr int FRAMES_TABLE[30] = {48,43,38,33,28,23,18,13,8,6,5,5,5,4,4,4,3,3,3,2,2,2,2,2,2,2,2,2,1};
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||||
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// per-instance multipliers in Game
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std::array<double,30> levelMultipliers; // default 1.0
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||||
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||||
double GravityManager::msForLevel(int level) const {
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||||
int idx = std::clamp(level, 0, 29);
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||||
double frames = FRAMES_TABLE[idx] * levelMultipliers[idx];
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||||
return std::max(1.0, frames * FRAME_MS * globalMultiplier);
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||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Estimated total effort
|
||||
- Conservative: 16–36 hours depending on how far you split `Game` and add tests/CI.
|
||||
|
||||
## Next steps I can take for you now
|
||||
- Create a PR that converts the frames table to `constexpr` and moves multipliers into `Game` instance (small patch + build). (I can do this.)
|
||||
- Add a unit-test harness using Catch2 and a small GravityManager test.
|
||||
|
||||
Tell me which of the next steps above you'd like me to implement now and I will start the code changes.
|
||||
@ -1,77 +0,0 @@
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// Starfield3D.h - 3D Parallax Starfield Effect
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||||
// Creates a parallax starfield effect that simulates 3D space movement
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||||
// By projecting 2D coordinates into 3D space with perspective
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||||
#pragma once
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||||
|
||||
#include <SDL3/SDL.h>
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||||
#include <vector>
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||||
#include <random>
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||||
|
||||
class Starfield3D {
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||||
public:
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||||
Starfield3D();
|
||||
~Starfield3D() = default;
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||||
|
||||
// Initialize the starfield with dimensions
|
||||
void init(int width, int height, int starCount = 160);
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||||
|
||||
// Update starfield animation (call every frame)
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||||
void update(float deltaTime);
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||||
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||||
// Draw the starfield
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||||
void draw(SDL_Renderer* renderer);
|
||||
|
||||
// Update dimensions when window resizes
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||||
void resize(int width, int height);
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||||
|
||||
private:
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||||
// Star representation in 3D space
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||||
struct Star3D {
|
||||
float x, y, z; // 3D position
|
||||
float vx, vy, vz; // Current velocities
|
||||
float targetVx, targetVy, targetVz; // Target velocities for smooth transitions
|
||||
bool changing; // Whether star is currently changing direction
|
||||
float changeTimer; // Timer for direction change duration
|
||||
int type; // Star type (determines color/brightness)
|
||||
|
||||
Star3D() : x(0), y(0), z(0), vx(0), vy(0), vz(0),
|
||||
targetVx(0), targetVy(0), targetVz(0),
|
||||
changing(false), changeTimer(0), type(0) {}
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||||
};
|
||||
|
||||
// Configuration constants
|
||||
static constexpr float MAX_DEPTH = 32.0f;
|
||||
static constexpr float STAR_SPEED = 0.4f;
|
||||
static constexpr float DEPTH_FACTOR = 256.0f;
|
||||
static constexpr float MIN_Z = 0.1f;
|
||||
static constexpr float MAX_Z = 50.0f;
|
||||
static constexpr float DIRECTION_CHANGE_PROBABILITY = 0.008f;
|
||||
static constexpr float MAX_VELOCITY = 0.3f;
|
||||
static constexpr float VELOCITY_CHANGE = 0.03f;
|
||||
static constexpr float REVERSE_PROBABILITY = 0.4f;
|
||||
|
||||
// Private methods
|
||||
void createStarfield();
|
||||
void updateStar(int index);
|
||||
void setRandomDirection(Star3D& star);
|
||||
float randomFloat(float min, float max);
|
||||
int randomRange(int min, int max);
|
||||
void drawStar(SDL_Renderer* renderer, float x, float y, int type);
|
||||
|
||||
// Member variables
|
||||
std::vector<Star3D> stars;
|
||||
std::mt19937 rng;
|
||||
|
||||
int width, height;
|
||||
float centerX, centerY;
|
||||
|
||||
// Star colors (RGB values)
|
||||
static constexpr SDL_Color STAR_COLORS[] = {
|
||||
{255, 255, 255, 255}, // White
|
||||
{170, 170, 170, 255}, // Light gray
|
||||
{153, 153, 153, 255}, // Medium gray
|
||||
{119, 119, 119, 255}, // Dark gray
|
||||
{85, 85, 85, 255} // Very dark gray
|
||||
};
|
||||
static constexpr int COLOR_COUNT = 5;
|
||||
};
|
||||
@ -1,57 +0,0 @@
|
||||
// StateManager.h - typed app state router with lifecycle hooks
|
||||
#pragma once
|
||||
#include <functional>
|
||||
#include <unordered_map>
|
||||
#include <SDL3/SDL.h>
|
||||
|
||||
enum class AppState {
|
||||
Loading = 0,
|
||||
Menu = 1,
|
||||
LevelSelect = 2,
|
||||
Playing = 3,
|
||||
GameOver = 4,
|
||||
Settings = 5
|
||||
};
|
||||
|
||||
class StateManager {
|
||||
public:
|
||||
using EventHandler = std::function<void(const SDL_Event&)>;
|
||||
using LifecycleHook = std::function<void()>;
|
||||
|
||||
explicit StateManager(AppState initial = AppState::Loading) : current(initial) {}
|
||||
|
||||
void registerHandler(AppState state, EventHandler handler) {
|
||||
handlers[static_cast<int>(state)] = std::move(handler);
|
||||
}
|
||||
|
||||
void registerOnEnter(AppState state, LifecycleHook hook) {
|
||||
onEnterHooks[static_cast<int>(state)] = std::move(hook);
|
||||
}
|
||||
|
||||
void registerOnExit(AppState state, LifecycleHook hook) {
|
||||
onExitHooks[static_cast<int>(state)] = std::move(hook);
|
||||
}
|
||||
|
||||
void setState(AppState state) {
|
||||
// Call exit hook for current state
|
||||
auto it = onExitHooks.find(static_cast<int>(current));
|
||||
if (it != onExitHooks.end() && it->second) it->second();
|
||||
current = state;
|
||||
// Call enter hook for new state
|
||||
auto it2 = onEnterHooks.find(static_cast<int>(current));
|
||||
if (it2 != onEnterHooks.end() && it2->second) it2->second();
|
||||
}
|
||||
|
||||
AppState getState() const { return current; }
|
||||
|
||||
void handleEvent(const SDL_Event& e) const {
|
||||
auto it = handlers.find(static_cast<int>(current));
|
||||
if (it != handlers.end() && it->second) it->second(e);
|
||||
}
|
||||
|
||||
private:
|
||||
AppState current;
|
||||
std::unordered_map<int, EventHandler> handlers;
|
||||
std::unordered_map<int, LifecycleHook> onEnterHooks;
|
||||
std::unordered_map<int, LifecycleHook> onExitHooks;
|
||||
};
|
||||
@ -1,5 +1,5 @@
|
||||
// Audio.cpp - Windows Media Foundation MP3 decoding
|
||||
#include "Audio.h"
|
||||
#include "audio/Audio.h"
|
||||
#include <SDL3/SDL.h>
|
||||
#include <cstdio>
|
||||
#include <algorithm>
|
||||
@ -26,7 +26,7 @@ Audio& Audio::instance(){ static Audio inst; return inst; }
|
||||
|
||||
bool Audio::init(){ if(outSpec.freq!=0) return true; outSpec.format=SDL_AUDIO_S16; outSpec.channels=outChannels; outSpec.freq=outRate;
|
||||
#ifdef _WIN32
|
||||
if(!mfStarted){ if(FAILED(MFStartup(MF_VERSION))) { std::fprintf(stderr,"[Audio] MFStartup failed\n"); } else mfStarted=true; }
|
||||
if(!mfStarted){ if(FAILED(MFStartup(MF_VERSION))) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "[Audio] MFStartup failed"); } else mfStarted=true; }
|
||||
#endif
|
||||
return true; }
|
||||
|
||||
@ -45,9 +45,9 @@ static bool decodeMP3(const std::string& path, std::vector<int16_t>& outPCM, int
|
||||
|
||||
void Audio::addTrack(const std::string& path){ AudioTrack t; t.path=path;
|
||||
#ifdef _WIN32
|
||||
if(decodeMP3(path, t.pcm, t.rate, t.channels)) t.ok=true; else std::fprintf(stderr,"[Audio] Failed to decode %s\n", path.c_str());
|
||||
if(decodeMP3(path, t.pcm, t.rate, t.channels)) t.ok=true; else SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "[Audio] Failed to decode %s", path.c_str());
|
||||
#else
|
||||
std::fprintf(stderr,"[Audio] MP3 unsupported on this platform (stub): %s\n", path.c_str());
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "[Audio] MP3 unsupported on this platform (stub): %s", path.c_str());
|
||||
#endif
|
||||
tracks.push_back(std::move(t)); }
|
||||
|
||||
@ -60,7 +60,7 @@ bool Audio::ensureStream(){
|
||||
if(audioStream) return true;
|
||||
audioStream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &outSpec, &Audio::streamCallback, this);
|
||||
if(!audioStream){
|
||||
std::fprintf(stderr,"[Audio] SDL_OpenAudioDeviceStream failed: %s\n", SDL_GetError());
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "[Audio] SDL_OpenAudioDeviceStream failed: %s", SDL_GetError());
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
@ -170,7 +170,7 @@ void Audio::backgroundLoadingThread() {
|
||||
bool mfInitialized = SUCCEEDED(hrMF);
|
||||
|
||||
if (!mfInitialized) {
|
||||
std::fprintf(stderr, "[Audio] Failed to initialize MF on background thread\n");
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "[Audio] Failed to initialize MF on background thread");
|
||||
}
|
||||
#endif
|
||||
|
||||
@ -188,10 +188,10 @@ void Audio::backgroundLoadingThread() {
|
||||
if (mfInitialized && decodeMP3(path, t.pcm, t.rate, t.channels)) {
|
||||
t.ok = true;
|
||||
} else {
|
||||
std::fprintf(stderr, "[Audio] Failed to decode %s\n", path.c_str());
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "[Audio] Failed to decode %s", path.c_str());
|
||||
}
|
||||
#else
|
||||
std::fprintf(stderr, "[Audio] MP3 unsupported on this platform (stub): %s\n", path.c_str());
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "[Audio] MP3 unsupported on this platform (stub): %s", path.c_str());
|
||||
#endif
|
||||
|
||||
// Thread-safe addition to tracks
|
||||
@ -9,7 +9,14 @@
|
||||
#include <mutex>
|
||||
#include <atomic>
|
||||
|
||||
struct AudioTrack { std::string path; std::vector<int16_t> pcm; int channels=2; int rate=44100; size_t cursor=0; bool ok=false; };
|
||||
struct AudioTrack {
|
||||
std::string path;
|
||||
std::vector<int16_t> pcm;
|
||||
int channels = 2;
|
||||
int rate = 44100;
|
||||
size_t cursor = 0;
|
||||
bool ok = false;
|
||||
};
|
||||
|
||||
class Audio {
|
||||
public:
|
||||
22
src/audio/MenuWrappers.h
Normal file
22
src/audio/MenuWrappers.h
Normal file
@ -0,0 +1,22 @@
|
||||
// MenuWrappers.h - function prototypes for menu helper wrappers implemented in main.cpp
|
||||
#pragma once
|
||||
|
||||
#include <SDL3/SDL.h>
|
||||
#include <string>
|
||||
|
||||
class FontAtlas;
|
||||
|
||||
// Draw fireworks using the provided blocks texture (may be nullptr)
|
||||
void menu_drawFireworks(SDL_Renderer* renderer, SDL_Texture* blocksTex);
|
||||
void menu_updateFireworks(double frameMs);
|
||||
double menu_getLogoAnimCounter();
|
||||
int menu_getHoveredButton();
|
||||
|
||||
void menu_drawEnhancedButton(SDL_Renderer* renderer, FontAtlas& font, float cx, float cy, float w, float h,
|
||||
const std::string& label, bool isHovered, bool isSelected);
|
||||
|
||||
void menu_drawMenuButton(SDL_Renderer* renderer, FontAtlas& font, float cx, float cy, float w, float h,
|
||||
const std::string& label, SDL_Color bgColor, SDL_Color borderColor);
|
||||
|
||||
void menu_drawLevelSelectionPopup(SDL_Renderer* renderer, FontAtlas& font, SDL_Texture* bgTex, int selectedLevel);
|
||||
void menu_drawSettingsPopup(SDL_Renderer* renderer, FontAtlas& font, bool musicEnabled);
|
||||
@ -1,7 +1,7 @@
|
||||
// SoundEffect.cpp - Implementation of sound effects system
|
||||
#include "SoundEffect.h"
|
||||
#include <SDL3/SDL.h>
|
||||
#include "Audio.h"
|
||||
#include "audio/Audio.h"
|
||||
#include <cstdio>
|
||||
#include <algorithm>
|
||||
#include <random>
|
||||
@ -34,7 +34,7 @@ bool SoundEffect::load(const std::string& filePath) {
|
||||
} else if (extension == "mp3") {
|
||||
success = loadMP3(filePath);
|
||||
} else {
|
||||
std::fprintf(stderr, "[SoundEffect] Unsupported file format: %s\n", extension.c_str());
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "[SoundEffect] Unsupported file format: %s", extension.c_str());
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -49,7 +49,7 @@ bool SoundEffect::load(const std::string& filePath) {
|
||||
|
||||
void SoundEffect::play(float volume) {
|
||||
if (!loaded || pcmData.empty()) {
|
||||
std::printf("[SoundEffect] Cannot play - loaded=%d, pcmData.size()=%zu\n", loaded, pcmData.size());
|
||||
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "[SoundEffect] Cannot play - loaded=%d, pcmData.size()=%zu", loaded, pcmData.size());
|
||||
return;
|
||||
}
|
||||
|
||||
@ -102,7 +102,7 @@ bool SoundEffect::loadWAV(const std::string& filePath) {
|
||||
Uint32 wavLength;
|
||||
|
||||
if (!SDL_LoadWAV(filePath.c_str(), &wavSpec, &wavBuffer, &wavLength)) {
|
||||
std::fprintf(stderr, "[SoundEffect] Failed to load WAV file %s: %s\n",
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "[SoundEffect] Failed to load WAV file %s: %s",
|
||||
filePath.c_str(), SDL_GetError());
|
||||
return false;
|
||||
}
|
||||
@ -147,7 +147,7 @@ bool SoundEffect::loadMP3(const std::string& filePath) {
|
||||
static bool mfInitialized = false;
|
||||
if (!mfInitialized) {
|
||||
if (FAILED(MFStartup(MF_VERSION))) {
|
||||
std::fprintf(stderr, "[SoundEffect] MFStartup failed\n");
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "[SoundEffect] MFStartup failed");
|
||||
return false;
|
||||
}
|
||||
mfInitialized = true;
|
||||
@ -157,12 +157,12 @@ bool SoundEffect::loadMP3(const std::string& filePath) {
|
||||
wchar_t wpath[MAX_PATH];
|
||||
int wlen = MultiByteToWideChar(CP_UTF8, 0, filePath.c_str(), -1, wpath, MAX_PATH);
|
||||
if (!wlen) {
|
||||
std::fprintf(stderr, "[SoundEffect] Failed to convert path to wide char\n");
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "[SoundEffect] Failed to convert path to wide char");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (FAILED(MFCreateSourceReaderFromURL(wpath, nullptr, &reader))) {
|
||||
std::fprintf(stderr, "[SoundEffect] Failed to create source reader for %s\n", filePath.c_str());
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "[SoundEffect] Failed to create source reader for %s", filePath.c_str());
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -214,7 +214,7 @@ bool SoundEffect::loadMP3(const std::string& filePath) {
|
||||
}
|
||||
|
||||
if (tempData.empty()) {
|
||||
std::fprintf(stderr, "[SoundEffect] No audio data decoded from %s\n", filePath.c_str());
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "[SoundEffect] No audio data decoded from %s", filePath.c_str());
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -223,7 +223,7 @@ bool SoundEffect::loadMP3(const std::string& filePath) {
|
||||
sampleRate = 44100;
|
||||
return true;
|
||||
#else
|
||||
std::fprintf(stderr, "[SoundEffect] MP3 support not available on this platform\n");
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "[SoundEffect] MP3 support not available on this platform");
|
||||
return false;
|
||||
#endif
|
||||
}
|
||||
36
src/core/GravityManager.cpp
Normal file
36
src/core/GravityManager.cpp
Normal file
@ -0,0 +1,36 @@
|
||||
#include "GravityManager.h"
|
||||
#include <algorithm>
|
||||
#include <iostream>
|
||||
|
||||
GravityManager::GravityManager() {
|
||||
levelMultipliers.fill(1.0);
|
||||
}
|
||||
|
||||
void GravityManager::setGlobalMultiplier(double m) {
|
||||
globalMultiplier = std::clamp(m, 0.01, 100.0);
|
||||
}
|
||||
|
||||
double GravityManager::getGlobalMultiplier() const { return globalMultiplier; }
|
||||
|
||||
void GravityManager::setLevelMultiplier(int level, double m) {
|
||||
if (level < 0) return;
|
||||
int idx = level >= 29 ? 29 : level;
|
||||
levelMultipliers[idx] = std::clamp(m, 0.01, 100.0);
|
||||
}
|
||||
|
||||
double GravityManager::getLevelMultiplier(int level) const {
|
||||
int idx = level < 0 ? 0 : (level >= 29 ? 29 : level);
|
||||
return levelMultipliers[idx];
|
||||
}
|
||||
|
||||
double GravityManager::getMsForLevel(int level) const {
|
||||
int idx = level < 0 ? 0 : (level >= 29 ? 29 : level);
|
||||
double frames = static_cast<double>(FRAMES_TABLE[idx]) * levelMultipliers[idx];
|
||||
double result = frames * FRAME_MS * globalMultiplier;
|
||||
return std::max(1.0, result);
|
||||
}
|
||||
|
||||
double GravityManager::getFpsForLevel(int level) const {
|
||||
double ms = getMsForLevel(level);
|
||||
return 1000.0 / ms;
|
||||
}
|
||||
31
src/core/GravityManager.h
Normal file
31
src/core/GravityManager.h
Normal file
@ -0,0 +1,31 @@
|
||||
#pragma once
|
||||
#include <array>
|
||||
|
||||
class GravityManager {
|
||||
public:
|
||||
GravityManager();
|
||||
|
||||
// Global multiplier applied to all levels
|
||||
void setGlobalMultiplier(double m);
|
||||
double getGlobalMultiplier() const;
|
||||
|
||||
// Per-level multiplier (29 = 29+)
|
||||
void setLevelMultiplier(int level, double m);
|
||||
double getLevelMultiplier(int level) const;
|
||||
|
||||
// Compute ms per cell and fps for a given level
|
||||
double getMsForLevel(int level) const;
|
||||
double getFpsForLevel(int level) const;
|
||||
|
||||
private:
|
||||
static constexpr double NES_FPS = 60.0988;
|
||||
static constexpr double FRAME_MS = 1000.0 / NES_FPS;
|
||||
static constexpr int FRAMES_TABLE[30] = {
|
||||
48,43,38,33,28,23,18,13,8,6,
|
||||
5,5,5,4,4,4,3,3,3,2,
|
||||
2,2,2,2,2,2,2,2,2,1
|
||||
};
|
||||
|
||||
double globalMultiplier{1.0};
|
||||
std::array<double,30> levelMultipliers{}; // default 1.0
|
||||
};
|
||||
46
src/core/StateManager.cpp
Normal file
46
src/core/StateManager.cpp
Normal file
@ -0,0 +1,46 @@
|
||||
#include "StateManager.h"
|
||||
|
||||
StateManager::StateManager(AppState initial)
|
||||
: currentState(initial)
|
||||
{
|
||||
}
|
||||
|
||||
void StateManager::registerHandler(AppState s, EventHandler h) {
|
||||
handlers[static_cast<int>(s)].push_back(std::move(h));
|
||||
}
|
||||
|
||||
void StateManager::registerOnEnter(AppState s, Hook h) {
|
||||
onEnter[static_cast<int>(s)].push_back(std::move(h));
|
||||
}
|
||||
|
||||
void StateManager::registerOnExit(AppState s, Hook h) {
|
||||
onExit[static_cast<int>(s)].push_back(std::move(h));
|
||||
}
|
||||
|
||||
// Overload accepting a no-arg function as handler (wraps it into an EventHandler)
|
||||
void StateManager::registerHandler(AppState s, std::function<void()> h) {
|
||||
EventHandler wrapper = [h = std::move(h)](const SDL_Event&) { h(); };
|
||||
registerHandler(s, std::move(wrapper));
|
||||
}
|
||||
|
||||
void StateManager::setState(AppState s) {
|
||||
if (s == currentState) return;
|
||||
// call exit hooks for current
|
||||
auto it = onExit.find(static_cast<int>(currentState));
|
||||
if (it != onExit.end()) {
|
||||
for (auto &h : it->second) h();
|
||||
}
|
||||
currentState = s;
|
||||
auto it2 = onEnter.find(static_cast<int>(currentState));
|
||||
if (it2 != onEnter.end()) {
|
||||
for (auto &h : it2->second) h();
|
||||
}
|
||||
}
|
||||
|
||||
AppState StateManager::getState() const { return currentState; }
|
||||
|
||||
void StateManager::handleEvent(const SDL_Event& e) {
|
||||
auto it = handlers.find(static_cast<int>(currentState));
|
||||
if (it == handlers.end()) return;
|
||||
for (auto &h : it->second) h(e);
|
||||
}
|
||||
41
src/core/StateManager.h
Normal file
41
src/core/StateManager.h
Normal file
@ -0,0 +1,41 @@
|
||||
#pragma once
|
||||
|
||||
#include <functional>
|
||||
#include <unordered_map>
|
||||
#include <vector>
|
||||
#include <SDL3/SDL.h>
|
||||
|
||||
// Application states used across the app
|
||||
enum class AppState {
|
||||
Loading,
|
||||
Menu,
|
||||
Playing,
|
||||
LevelSelect,
|
||||
GameOver
|
||||
};
|
||||
|
||||
// State manager used by main to route events and lifecycle hooks
|
||||
class StateManager {
|
||||
public:
|
||||
using EventHandler = std::function<void(const SDL_Event&)>;
|
||||
using Hook = std::function<void()>;
|
||||
|
||||
StateManager(AppState initial);
|
||||
|
||||
void registerHandler(AppState s, EventHandler h);
|
||||
void registerOnEnter(AppState s, Hook h);
|
||||
void registerOnExit(AppState s, Hook h);
|
||||
|
||||
void registerHandler(AppState s, std::function<void()> h); // overload used in some places
|
||||
|
||||
void setState(AppState s);
|
||||
AppState getState() const;
|
||||
|
||||
void handleEvent(const SDL_Event& e);
|
||||
|
||||
private:
|
||||
AppState currentState;
|
||||
std::unordered_map<int, std::vector<EventHandler>> handlers;
|
||||
std::unordered_map<int, std::vector<Hook>> onEnter;
|
||||
std::unordered_map<int, std::vector<Hook>> onExit;
|
||||
};
|
||||
@ -1,5 +1,5 @@
|
||||
// Game.cpp - Implementation of core Tetris game logic
|
||||
#include "Game.h"
|
||||
#include "gameplay/Game.h"
|
||||
#include <algorithm>
|
||||
#include <cmath>
|
||||
|
||||
@ -1,3 +1,4 @@
|
||||
|
||||
// Game.h - Core Tetris game logic (board, piece mechanics, scoring events only)
|
||||
#pragma once
|
||||
#include <array>
|
||||
@ -5,6 +6,8 @@
|
||||
#include <random>
|
||||
#include <cstdint>
|
||||
#include <functional>
|
||||
#include <memory>
|
||||
#include "core/GravityManager.h"
|
||||
|
||||
enum PieceType { I, O, T, S, Z, J, L, PIECE_COUNT };
|
||||
using Shape = std::array<uint16_t, 4>; // four rotation bitmasks
|
||||
@ -96,6 +99,10 @@ private:
|
||||
// Gravity tuning -----------------------------------------------------
|
||||
// Global multiplier applied to all level timings (use to slow/speed whole-game gravity)
|
||||
double gravityGlobalMultiplier{2.8};
|
||||
// Gravity manager encapsulates frames table, multipliers and conversions
|
||||
GravityManager gravityMgr;
|
||||
// Backwards-compatible accessors (delegate to gravityMgr)
|
||||
double computeGravityMsForLevel(int level) const;
|
||||
|
||||
// Internal helpers ----------------------------------------------------
|
||||
void refillBag();
|
||||
@ -274,7 +274,7 @@ void LineEffect::playLineClearSound(int lineCount) {
|
||||
|
||||
audioStream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &spec, nullptr, nullptr);
|
||||
if (!audioStream) {
|
||||
printf("Warning: Could not create audio stream for line clear effects\n");
|
||||
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Warning: Could not create audio stream for line clear effects");
|
||||
return;
|
||||
}
|
||||
}
|
||||
@ -45,15 +45,15 @@ public:
|
||||
bool isActive() const { return state != AnimationState::IDLE; }
|
||||
|
||||
private:
|
||||
SDL_Renderer* renderer;
|
||||
AnimationState state;
|
||||
float timer;
|
||||
SDL_Renderer* renderer{nullptr};
|
||||
AnimationState state{AnimationState::IDLE};
|
||||
float timer{0.0f};
|
||||
std::vector<int> clearingRows;
|
||||
std::vector<Particle> particles;
|
||||
std::mt19937 rng;
|
||||
std::mt19937 rng{std::random_device{}()};
|
||||
|
||||
// Audio resources
|
||||
SDL_AudioStream* audioStream;
|
||||
SDL_AudioStream* audioStream{nullptr};
|
||||
std::vector<int16_t> lineClearSample;
|
||||
std::vector<int16_t> tetrisSample;
|
||||
|
||||
@ -1,5 +1,5 @@
|
||||
// Font.cpp - implementation of FontAtlas
|
||||
#include "Font.h"
|
||||
// Font.cpp - implementation of FontAtlas (copied into src/graphics)
|
||||
#include "graphics/Font.h"
|
||||
#include <SDL3/SDL.h>
|
||||
|
||||
bool FontAtlas::init(const std::string& path, int basePt) { fontPath = path; baseSize = basePt; return true; }
|
||||
@ -1,5 +1,5 @@
|
||||
// Starfield.cpp - implementation
|
||||
#include "Starfield.h"
|
||||
// Starfield.cpp - implementation (copied into src/graphics)
|
||||
#include "graphics/Starfield.h"
|
||||
#include <SDL3/SDL.h>
|
||||
#include <random>
|
||||
|
||||
63
src/graphics/Starfield3D.h
Normal file
63
src/graphics/Starfield3D.h
Normal file
@ -0,0 +1,63 @@
|
||||
// Starfield3D.h - 3D Parallax Starfield Effect (canonical)
|
||||
#pragma once
|
||||
|
||||
#include <SDL3/SDL.h>
|
||||
#include <vector>
|
||||
#include <random>
|
||||
#include <array>
|
||||
|
||||
class Starfield3D {
|
||||
public:
|
||||
Starfield3D();
|
||||
~Starfield3D() = default;
|
||||
|
||||
void init(int width, int height, int starCount = 160);
|
||||
void update(float deltaTime);
|
||||
void draw(SDL_Renderer* renderer);
|
||||
void resize(int width, int height);
|
||||
|
||||
private:
|
||||
struct Star3D {
|
||||
float x, y, z;
|
||||
float vx, vy, vz;
|
||||
float targetVx, targetVy, targetVz;
|
||||
float changeTimer;
|
||||
bool changing;
|
||||
int type;
|
||||
};
|
||||
|
||||
// Helpers used by the implementation
|
||||
void createStarfield();
|
||||
void updateStar(int index);
|
||||
void setRandomDirection(Star3D& star);
|
||||
float randomFloat(float min, float max);
|
||||
int randomRange(int min, int max);
|
||||
void drawStar(SDL_Renderer* renderer, float x, float y, int type);
|
||||
|
||||
std::vector<Star3D> stars;
|
||||
int width{0}, height{0};
|
||||
float centerX{0}, centerY{0};
|
||||
|
||||
// Random number generator
|
||||
std::mt19937 rng;
|
||||
|
||||
// Visual / behavioral constants (tweakable)
|
||||
inline static constexpr float MAX_VELOCITY = 0.5f;
|
||||
inline static constexpr float REVERSE_PROBABILITY = 0.12f;
|
||||
inline static constexpr float STAR_SPEED = 0.6f;
|
||||
inline static constexpr float MAX_DEPTH = 120.0f;
|
||||
inline static constexpr float DIRECTION_CHANGE_PROBABILITY = 0.002f;
|
||||
inline static constexpr float VELOCITY_CHANGE = 0.02f;
|
||||
inline static constexpr float MIN_Z = 0.1f;
|
||||
inline static constexpr float MAX_Z = MAX_DEPTH;
|
||||
inline static constexpr float DEPTH_FACTOR = 320.0f;
|
||||
|
||||
inline static constexpr int COLOR_COUNT = 5;
|
||||
inline static const std::array<SDL_Color, COLOR_COUNT> STAR_COLORS = {
|
||||
SDL_Color{255,255,255,255},
|
||||
SDL_Color{200,200,255,255},
|
||||
SDL_Color{255,220,180,255},
|
||||
SDL_Color{180,220,255,255},
|
||||
SDL_Color{255,180,200,255}
|
||||
};
|
||||
};
|
||||
113
src/main.cpp
113
src/main.cpp
@ -14,19 +14,20 @@
|
||||
#include <cstdlib>
|
||||
#include <memory>
|
||||
|
||||
#include "Audio.h"
|
||||
#include "SoundEffect.h"
|
||||
#include "audio/Audio.h"
|
||||
#include "audio/SoundEffect.h"
|
||||
|
||||
#include "Game.h"
|
||||
#include "Scores.h"
|
||||
#include "Starfield.h"
|
||||
#include "gameplay/Game.h"
|
||||
#include "persistence/Scores.h"
|
||||
#include "graphics/Starfield.h"
|
||||
#include "Starfield3D.h"
|
||||
#include "Font.h"
|
||||
#include "LineEffect.h"
|
||||
#include "graphics/Font.h"
|
||||
#include "gameplay/LineEffect.h"
|
||||
#include "states/State.h"
|
||||
#include "states/LoadingState.h"
|
||||
#include "states/MenuState.h"
|
||||
#include "states/PlayingState.h"
|
||||
#include "audio/MenuWrappers.h"
|
||||
|
||||
// Debug logging removed: no-op in this build (previously LOG_DEBUG)
|
||||
|
||||
@ -331,7 +332,7 @@ static void drawSettingsPopup(SDL_Renderer* renderer, FontAtlas& font, bool musi
|
||||
// Starfield now managed by Starfield class
|
||||
|
||||
// State manager integration (scaffolded in StateManager.h)
|
||||
#include "StateManager.h"
|
||||
#include "core/StateManager.h"
|
||||
|
||||
// -----------------------------------------------------------------------------
|
||||
// Intro/Menu state variables
|
||||
@ -341,8 +342,6 @@ static bool showLevelPopup = false;
|
||||
static bool showSettingsPopup = false;
|
||||
static bool musicEnabled = true;
|
||||
static int hoveredButton = -1; // -1 = none, 0 = play, 1 = level, 2 = settings
|
||||
// Shared texture for fireworks particles (uses the blocks sheet)
|
||||
static SDL_Texture* fireworksBlocksTex = nullptr;
|
||||
|
||||
// -----------------------------------------------------------------------------
|
||||
// Tetris Block Fireworks for intro animation (block particles)
|
||||
@ -389,44 +388,7 @@ struct TetrisFirework {
|
||||
}
|
||||
return !particles.empty();
|
||||
}
|
||||
void draw(SDL_Renderer* renderer) {
|
||||
for (auto &p : particles) {
|
||||
if (fireworksBlocksTex) {
|
||||
// Apply per-particle alpha and color variants by modulating the blocks texture
|
||||
// Save previous mods (assume single-threaded rendering)
|
||||
Uint8 prevA = 255;
|
||||
SDL_GetTextureAlphaMod(fireworksBlocksTex, &prevA);
|
||||
Uint8 setA = Uint8(std::max(0.0f, std::min(1.0f, p.alpha)) * 255.0f);
|
||||
SDL_SetTextureAlphaMod(fireworksBlocksTex, setA);
|
||||
|
||||
// Color modes: tint the texture where appropriate
|
||||
if (mode == 1) {
|
||||
// red
|
||||
SDL_SetTextureColorMod(fireworksBlocksTex, 220, 60, 60);
|
||||
} else if (mode == 2) {
|
||||
// green
|
||||
SDL_SetTextureColorMod(fireworksBlocksTex, 80, 200, 80);
|
||||
} else if (mode == 3) {
|
||||
// tint to the particle's block color
|
||||
SDL_Color c = COLORS[p.blockType + 1];
|
||||
SDL_SetTextureColorMod(fireworksBlocksTex, c.r, c.g, c.b);
|
||||
} else {
|
||||
// random: no tint (use texture colors directly)
|
||||
SDL_SetTextureColorMod(fireworksBlocksTex, 255, 255, 255);
|
||||
}
|
||||
|
||||
drawBlockTexture(renderer, fireworksBlocksTex, p.x - p.size * 0.5f, p.y - p.size * 0.5f, p.size, p.blockType);
|
||||
|
||||
// Restore alpha and color modulation
|
||||
SDL_SetTextureAlphaMod(fireworksBlocksTex, prevA);
|
||||
SDL_SetTextureColorMod(fireworksBlocksTex, 255, 255, 255);
|
||||
} else {
|
||||
SDL_SetRenderDrawColor(renderer, 255, 255, 255, Uint8(p.alpha * 255));
|
||||
SDL_FRect rect{p.x - p.size/2, p.y - p.size/2, p.size, p.size};
|
||||
SDL_RenderFillRect(renderer, &rect);
|
||||
}
|
||||
}
|
||||
}
|
||||
// Drawing is handled by drawFireworks_impl which accepts the texture to use.
|
||||
};
|
||||
|
||||
static std::vector<TetrisFirework> fireworks;
|
||||
@ -455,13 +417,41 @@ static void updateFireworks(double frameMs) {
|
||||
}
|
||||
}
|
||||
|
||||
static void drawFireworks(SDL_Renderer* renderer) {
|
||||
for (auto& f : fireworks) f.draw(renderer);
|
||||
// Primary implementation that accepts a texture pointer
|
||||
static void drawFireworks_impl(SDL_Renderer* renderer, SDL_Texture* blocksTexture) {
|
||||
for (auto& f : fireworks) {
|
||||
// Particle draw uses the texture pointer passed into drawBlockTexture calls from f.draw
|
||||
// We'll set a thread-local-ish variable by passing the texture as an argument to draw
|
||||
// routines or using the provided texture in the particle's draw path.
|
||||
// For simplicity, the particle draw function below will reference a global symbol
|
||||
// via an argument — we adapt by providing the texture when calling drawBlockTexture.
|
||||
// Implementation: call a small lambda that temporarily binds the texture for drawBlockTexture.
|
||||
struct Drawer { SDL_Renderer* r; SDL_Texture* tex; void drawParticle(struct BlockParticle& p) {
|
||||
if (tex) {
|
||||
Uint8 prevA = 255;
|
||||
SDL_GetTextureAlphaMod(tex, &prevA);
|
||||
Uint8 setA = Uint8(std::max(0.0f, std::min(1.0f, p.alpha)) * 255.0f);
|
||||
SDL_SetTextureAlphaMod(tex, setA);
|
||||
// Note: color modulation will be applied by callers of drawBlockTexture where needed
|
||||
// but we mimic behavior from previous implementation by leaving color mod as default.
|
||||
drawBlockTexture(r, tex, p.x - p.size * 0.5f, p.y - p.size * 0.5f, p.size, p.blockType);
|
||||
SDL_SetTextureAlphaMod(tex, prevA);
|
||||
SDL_SetTextureColorMod(tex, 255, 255, 255);
|
||||
} else {
|
||||
SDL_SetRenderDrawColor(r, 255, 255, 255, Uint8(p.alpha * 255));
|
||||
SDL_FRect rect{p.x - p.size/2, p.y - p.size/2, p.size, p.size};
|
||||
SDL_RenderFillRect(r, &rect);
|
||||
}
|
||||
}
|
||||
} drawer{renderer, blocksTexture};
|
||||
for (auto &p : f.particles) {
|
||||
drawer.drawParticle(p);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// External wrappers for use by other translation units (MenuState)
|
||||
// These call the internal helpers above so we don't change existing static linkage.
|
||||
void menu_drawFireworks(SDL_Renderer* renderer) { drawFireworks(renderer); }
|
||||
// Expect callers to pass the blocks texture via StateContext so we avoid globals.
|
||||
void menu_drawFireworks(SDL_Renderer* renderer, SDL_Texture* blocksTex) { drawFireworks_impl(renderer, blocksTex); }
|
||||
void menu_updateFireworks(double frameMs) { updateFireworks(frameMs); }
|
||||
double menu_getLogoAnimCounter() { return logoAnimCounter; }
|
||||
int menu_getHoveredButton() { return hoveredButton; }
|
||||
@ -474,20 +464,20 @@ int main(int, char **)
|
||||
int sdlInitRes = SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO);
|
||||
if (sdlInitRes < 0)
|
||||
{
|
||||
std::fprintf(stderr, "SDL_Init failed: %s\n", SDL_GetError());
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_Init failed: %s", SDL_GetError());
|
||||
return 1;
|
||||
}
|
||||
int ttfInitRes = TTF_Init();
|
||||
if (ttfInitRes < 0)
|
||||
{
|
||||
std::fprintf(stderr, "TTF_Init failed\n");
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "TTF_Init failed");
|
||||
SDL_Quit();
|
||||
return 1;
|
||||
}
|
||||
SDL_Window *window = SDL_CreateWindow("Tetris (SDL3)", LOGICAL_W, LOGICAL_H, SDL_WINDOW_RESIZABLE);
|
||||
if (!window)
|
||||
{
|
||||
std::fprintf(stderr, "SDL_CreateWindow failed: %s\n", SDL_GetError());
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_CreateWindow failed: %s", SDL_GetError());
|
||||
TTF_Quit();
|
||||
SDL_Quit();
|
||||
return 1;
|
||||
@ -495,7 +485,7 @@ int main(int, char **)
|
||||
SDL_Renderer *renderer = SDL_CreateRenderer(window, nullptr);
|
||||
if (!renderer)
|
||||
{
|
||||
std::fprintf(stderr, "SDL_CreateRenderer failed: %s\n", SDL_GetError());
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_CreateRenderer failed: %s", SDL_GetError());
|
||||
SDL_DestroyWindow(window);
|
||||
TTF_Quit();
|
||||
SDL_Quit();
|
||||
@ -556,6 +546,9 @@ int main(int, char **)
|
||||
} else {
|
||||
(void)0;
|
||||
}
|
||||
|
||||
// Note: `backgroundTex` is owned by main and passed into `StateContext::backgroundTex` below.
|
||||
// States should render using `ctx.backgroundTex` rather than accessing globals.
|
||||
|
||||
// Level background caching system
|
||||
SDL_Texture *levelBackgroundTex = nullptr;
|
||||
@ -575,6 +568,7 @@ int main(int, char **)
|
||||
} else {
|
||||
(void)0;
|
||||
}
|
||||
// No global exposure of blocksTex; states receive textures via StateContext.
|
||||
|
||||
if (!blocksTex) {
|
||||
(void)0;
|
||||
@ -613,8 +607,7 @@ int main(int, char **)
|
||||
(void)0;
|
||||
}
|
||||
|
||||
// Provide the blocks sheet to the fireworks system (for block particles)
|
||||
fireworksBlocksTex = blocksTex;
|
||||
// Provide the blocks sheet to the fireworks system through StateContext (no globals).
|
||||
|
||||
// Default start level selection: 0
|
||||
int startLevelSelection = 0;
|
||||
@ -656,7 +649,7 @@ int main(int, char **)
|
||||
}
|
||||
}
|
||||
|
||||
std::fprintf(stderr, "Failed to load sound: %s (tried both WAV and MP3)\n", id.c_str());
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to load sound: %s (tried both WAV and MP3)", id.c_str());
|
||||
};
|
||||
|
||||
loadSoundWithFallback("nice_combo", "nice_combo");
|
||||
|
||||
@ -1,4 +1,4 @@
|
||||
// Scores.cpp - Implementation of ScoreManager
|
||||
// Scores.cpp - Implementation of ScoreManager (copied into src/persistence)
|
||||
#include "Scores.h"
|
||||
#include <SDL3/SDL.h>
|
||||
#include <fstream>
|
||||
@ -1,6 +1,6 @@
|
||||
// LoadingState.cpp
|
||||
#include "LoadingState.h"
|
||||
#include "../Game.h"
|
||||
#include "gameplay/Game.h"
|
||||
#include <SDL3/SDL.h>
|
||||
#include <cstdio>
|
||||
|
||||
|
||||
@ -1,7 +1,7 @@
|
||||
// MenuState.cpp
|
||||
#include "MenuState.h"
|
||||
#include "../Scores.h"
|
||||
#include "../Font.h"
|
||||
#include "persistence/Scores.h"
|
||||
#include "graphics/Font.h"
|
||||
#include <SDL3/SDL.h>
|
||||
#include <cstdio>
|
||||
#include <algorithm>
|
||||
@ -11,25 +11,11 @@
|
||||
static constexpr int LOGICAL_W = 1200;
|
||||
static constexpr int LOGICAL_H = 1000;
|
||||
|
||||
extern bool showLevelPopup; // from main
|
||||
extern bool showSettingsPopup; // from main
|
||||
extern bool musicEnabled; // from main
|
||||
extern int hoveredButton; // from main
|
||||
// Call wrappers defined in main.cpp
|
||||
extern void menu_drawFireworks(SDL_Renderer* renderer);
|
||||
extern void menu_updateFireworks(double frameMs);
|
||||
extern double menu_getLogoAnimCounter();
|
||||
extern int menu_getHoveredButton();
|
||||
extern void menu_drawEnhancedButton(SDL_Renderer* renderer, FontAtlas& font, float cx, float cy, float w, float h,
|
||||
const std::string& label, bool isHovered, bool isSelected);
|
||||
|
||||
// Menu button wrapper implemented in main.cpp
|
||||
extern void menu_drawMenuButton(SDL_Renderer* renderer, FontAtlas& font, float cx, float cy, float w, float h,
|
||||
const std::string& label, SDL_Color bgColor, SDL_Color borderColor);
|
||||
|
||||
// wrappers for popups (defined in main.cpp)
|
||||
extern void menu_drawLevelSelectionPopup(SDL_Renderer* renderer, FontAtlas& font, SDL_Texture* bgTex, int selectedLevel);
|
||||
extern void menu_drawSettingsPopup(SDL_Renderer* renderer, FontAtlas& font, bool musicEnabled);
|
||||
// Shared flags and resources are provided via StateContext `ctx`.
|
||||
// Removed fragile extern declarations and use `ctx.showLevelPopup`, `ctx.showSettingsPopup`,
|
||||
// `ctx.musicEnabled` and `ctx.hoveredButton` instead to avoid globals.
|
||||
// Menu helper wrappers are declared in a shared header implemented in main.cpp
|
||||
#include "../audio/MenuWrappers.h"
|
||||
|
||||
MenuState::MenuState(StateContext& ctx) : State(ctx) {}
|
||||
|
||||
@ -79,7 +65,7 @@ void MenuState::render(SDL_Renderer* renderer, float logicalScale, SDL_Rect logi
|
||||
}
|
||||
|
||||
// Fireworks (draw above high scores / near buttons)
|
||||
menu_drawFireworks(renderer);
|
||||
menu_drawFireworks(renderer, ctx.blocksTex);
|
||||
|
||||
// Score list and top players with a sine-wave vertical animation (use pixelFont for retro look)
|
||||
float topPlayersY = LOGICAL_H * 0.30f + contentOffsetY; // more top padding
|
||||
|
||||
@ -1,7 +1,7 @@
|
||||
#include "PlayingState.h"
|
||||
#include "../Game.h"
|
||||
#include "../LineEffect.h"
|
||||
#include "../Scores.h"
|
||||
#include "gameplay/Game.h"
|
||||
#include "gameplay/LineEffect.h"
|
||||
#include "persistence/Scores.h"
|
||||
#include <SDL3/SDL.h>
|
||||
|
||||
PlayingState::PlayingState(StateContext& ctx) : State(ctx) {}
|
||||
|
||||
@ -29,6 +29,8 @@ struct StateContext {
|
||||
int logoSmallW = 0;
|
||||
int logoSmallH = 0;
|
||||
SDL_Texture* backgroundTex = nullptr;
|
||||
// backgroundTex is set once in `main.cpp` and passed to states via this context.
|
||||
// Prefer reading this field instead of relying on any `extern SDL_Texture*` globals.
|
||||
SDL_Texture* blocksTex = nullptr;
|
||||
|
||||
// Audio / SFX - forward declared types in main
|
||||
|
||||
22
src/ui/MenuWrappers.h
Normal file
22
src/ui/MenuWrappers.h
Normal file
@ -0,0 +1,22 @@
|
||||
// MenuWrappers.h - function prototypes for menu helper wrappers implemented in main.cpp
|
||||
#pragma once
|
||||
|
||||
#include <SDL3/SDL.h>
|
||||
#include <string>
|
||||
|
||||
class FontAtlas;
|
||||
|
||||
// Draw fireworks using the provided blocks texture (may be nullptr)
|
||||
void menu_drawFireworks(SDL_Renderer* renderer, SDL_Texture* blocksTex);
|
||||
void menu_updateFireworks(double frameMs);
|
||||
double menu_getLogoAnimCounter();
|
||||
int menu_getHoveredButton();
|
||||
|
||||
void menu_drawEnhancedButton(SDL_Renderer* renderer, FontAtlas& font, float cx, float cy, float w, float h,
|
||||
const std::string& label, bool isHovered, bool isSelected);
|
||||
|
||||
void menu_drawMenuButton(SDL_Renderer* renderer, FontAtlas& font, float cx, float cy, float w, float h,
|
||||
const std::string& label, SDL_Color bgColor, SDL_Color borderColor);
|
||||
|
||||
void menu_drawLevelSelectionPopup(SDL_Renderer* renderer, FontAtlas& font, SDL_Texture* bgTex, int selectedLevel);
|
||||
void menu_drawSettingsPopup(SDL_Renderer* renderer, FontAtlas& font, bool musicEnabled);
|
||||
82
tests/GravityTests.cpp
Normal file
82
tests/GravityTests.cpp
Normal file
@ -0,0 +1,82 @@
|
||||
#include <catch2/catch_test_macros.hpp>
|
||||
#include <catch2/catch_approx.hpp>
|
||||
#include <iostream>
|
||||
#include "core/GravityManager.h"
|
||||
|
||||
TEST_CASE("GravityManager basic ms calculation", "[gravity]") {
|
||||
GravityManager g;
|
||||
g.setGlobalMultiplier(1.0);
|
||||
double ms0 = g.getMsForLevel(0);
|
||||
REQUIRE(ms0 > 0);
|
||||
double ms29 = g.getMsForLevel(29);
|
||||
REQUIRE(ms29 >= 1.0);
|
||||
}
|
||||
|
||||
// Additional tests
|
||||
TEST_CASE("frames_to_ms_exact", "[gravity][exact]") {
|
||||
// Reuse the reference constants (must match GravityManager implementation)
|
||||
constexpr double NES_FPS = 60.0988;
|
||||
constexpr double FRAME_MS = 1000.0 / NES_FPS;
|
||||
constexpr int FRAMES_TABLE[30] = {
|
||||
48, 43, 38, 33, 28, 23, 18, 13, 8, 6,
|
||||
5, 5, 5, 4, 4, 4, 3, 3, 3, 2,
|
||||
2, 2, 2, 2, 2, 2, 2, 2, 2, 1
|
||||
};
|
||||
|
||||
GravityManager g;
|
||||
g.setGlobalMultiplier(1.0);
|
||||
|
||||
for (int lvl = 0; lvl <= 29; ++lvl) {
|
||||
double expected = static_cast<double>(FRAMES_TABLE[lvl]) * FRAME_MS * 1.0;
|
||||
double actual = g.getMsForLevel(lvl);
|
||||
// GravityManager clamps to minimum 1.0ms; expected for these levels is >> 1.0 except possibly level 29
|
||||
if (expected < 1.0) expected = 1.0;
|
||||
if (!(actual == Catch::Approx(expected).epsilon(1e-6))) {
|
||||
std::cerr << "DEBUG: lvl=" << lvl << ", levelMultiplier=" << g.getLevelMultiplier(lvl)
|
||||
<< ", FRAMES_TABLE[lvl]=" << FRAMES_TABLE[lvl]
|
||||
<< ", actual=" << actual << ", expected=" << expected << std::endl;
|
||||
}
|
||||
REQUIRE(actual == Catch::Approx(expected).epsilon(1e-6));
|
||||
REQUIRE(g.getFpsForLevel(lvl) == Catch::Approx(1000.0 / actual).epsilon(1e-6));
|
||||
}
|
||||
}
|
||||
|
||||
TEST_CASE("multiplier_effects", "[gravity][multiplier]") {
|
||||
GravityManager g;
|
||||
g.setGlobalMultiplier(1.0);
|
||||
|
||||
double base = g.getMsForLevel(5); // level 5 baseline
|
||||
g.setLevelMultiplier(5, 2.0);
|
||||
double doubled = g.getMsForLevel(5);
|
||||
REQUIRE(doubled == Catch::Approx(base * 2.0).epsilon(1e-6));
|
||||
|
||||
// global multiplier scales all levels
|
||||
g.setGlobalMultiplier(0.5);
|
||||
double afterGlobal = g.getMsForLevel(5);
|
||||
REQUIRE(afterGlobal == Catch::Approx(doubled * 0.5).epsilon(1e-6));
|
||||
}
|
||||
|
||||
TEST_CASE("clamping_and_edges", "[gravity][clamp]") {
|
||||
GravityManager g;
|
||||
// global multiplier clamped to [0.01,100.0]
|
||||
g.setGlobalMultiplier(0.0001);
|
||||
REQUIRE(g.getGlobalMultiplier() == Catch::Approx(0.01).epsilon(1e-12));
|
||||
g.setGlobalMultiplier(500.0);
|
||||
REQUIRE(g.getGlobalMultiplier() == Catch::Approx(100.0).epsilon(1e-12));
|
||||
|
||||
// per-level multiplier clamps
|
||||
g.setLevelMultiplier(100, 200.0);
|
||||
REQUIRE(g.getLevelMultiplier(100) == Catch::Approx(100.0).epsilon(1e-12));
|
||||
// negative level queries map to level 0
|
||||
REQUIRE(g.getLevelMultiplier(-5) == Catch::Approx(g.getLevelMultiplier(0)).epsilon(1e-12));
|
||||
}
|
||||
|
||||
TEST_CASE("min_ms_enforced", "[gravity][min]") {
|
||||
GravityManager g;
|
||||
// Force very small multipliers then ensure minimum 1.0ms enforced
|
||||
g.setLevelMultiplier(29, 0.01);
|
||||
g.setGlobalMultiplier(0.01);
|
||||
double ms29 = g.getMsForLevel(29);
|
||||
REQUIRE(ms29 >= 1.0);
|
||||
REQUIRE(ms29 == Catch::Approx(1.0).epsilon(1e-12));
|
||||
}
|
||||
@ -1,6 +1,7 @@
|
||||
{
|
||||
"dependencies": [
|
||||
"sdl3",
|
||||
"sdl3-ttf"
|
||||
"sdl3-ttf",
|
||||
"catch2"
|
||||
]
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user