basic gameplay for cooperative
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143
src/gameplay/coop/CoopGame.h
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143
src/gameplay/coop/CoopGame.h
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#pragma once
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#include <array>
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#include <optional>
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#include <random>
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#include <functional>
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#include <vector>
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#include <cstdint>
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#include <SDL3/SDL.h>
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#include "../core/Game.h" // For PieceType enums and gravity table helpers
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// Cooperative two-player session with a shared 20-column board split into halves.
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// This is an early scaffold: rules and rendering hooks will be iterated in follow-up passes.
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class CoopGame {
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public:
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enum class PlayerSide { Left, Right };
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static constexpr int COLS = 20;
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static constexpr int ROWS = Game::ROWS;
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static constexpr int TILE = Game::TILE;
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struct Piece { PieceType type{PIECE_COUNT}; int rot{0}; int x{0}; int y{-2}; };
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struct Cell {
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int value{0}; // 0 empty else color index (1..7)
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PlayerSide owner{PlayerSide::Left};
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bool occupied{false};
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};
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struct RowHalfState {
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bool leftFull{false};
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bool rightFull{false};
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};
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struct PlayerState {
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PlayerSide side{PlayerSide::Left};
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Piece cur{};
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Piece hold{};
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Piece next{};
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uint64_t pieceSeq{0};
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bool canHold{true};
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bool softDropping{false};
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bool toppedOut{false};
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double fallAcc{0.0};
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double lockAcc{0.0};
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std::vector<PieceType> bag{}; // 7-bag queue
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std::mt19937 rng{ std::random_device{}() };
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};
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explicit CoopGame(int startLevel = 0);
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using SoundCallback = std::function<void(int)>;
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void setSoundCallback(SoundCallback cb) { soundCallback = cb; }
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void reset(int startLevel = 0);
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void tickGravity(double frameMs);
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void updateVisualEffects(double frameMs);
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// Per-player inputs -----------------------------------------------------
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void setSoftDropping(PlayerSide side, bool on);
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void move(PlayerSide side, int dx);
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void rotate(PlayerSide side, int dir); // +1 cw, -1 ccw
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void hardDrop(PlayerSide side);
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void holdCurrent(PlayerSide side);
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// Accessors -------------------------------------------------------------
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const std::array<Cell, COLS * ROWS>& boardRef() const { return board; }
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const Piece& current(PlayerSide s) const { return player(s).cur; }
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const Piece& next(PlayerSide s) const { return player(s).next; }
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const Piece& held(PlayerSide s) const { return player(s).hold; }
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bool canHold(PlayerSide s) const { return player(s).canHold; }
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bool isGameOver() const { return gameOver; }
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int score() const { return _score; }
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int lines() const { return _lines; }
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int level() const { return _level; }
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int comboCount() const { return _comboCount; }
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int maxCombo() const { return _maxCombo; }
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int tetrisesMade() const { return _tetrisesMade; }
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double getGravityMs() const { return gravityMs; }
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double getFallAccumulator(PlayerSide s) const { return player(s).fallAcc; }
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bool isSoftDropping(PlayerSide s) const { return player(s).softDropping; }
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uint64_t currentPieceSequence(PlayerSide s) const { return player(s).pieceSeq; }
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const std::vector<int>& getCompletedLines() const { return completedLines; }
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bool hasCompletedLines() const { return !completedLines.empty(); }
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void clearCompletedLines();
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const std::array<RowHalfState, ROWS>& rowHalfStates() const { return rowStates; }
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// Simple visual-effect compatibility (stubbed for now)
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bool hasHardDropShake() const { return hardDropShakeTimerMs > 0.0; }
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double hardDropShakeStrength() const;
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const std::vector<SDL_Point>& getHardDropCells() const { return hardDropCells; }
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uint32_t getHardDropFxId() const { return hardDropFxId; }
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static bool cellFilled(const Piece& p, int cx, int cy);
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private:
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static constexpr double LOCK_DELAY_MS = 500.0;
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std::array<Cell, COLS * ROWS> board{};
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std::array<RowHalfState, ROWS> rowStates{};
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PlayerState left{};
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PlayerState right{ PlayerSide::Right };
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int _score{0};
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int _lines{0};
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int _level{1};
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int _tetrisesMade{0};
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int _currentCombo{0};
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int _maxCombo{0};
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int _comboCount{0};
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int startLevel{0};
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double gravityMs{800.0};
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double gravityGlobalMultiplier{1.0};
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bool gameOver{false};
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std::vector<int> completedLines;
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// Impact FX
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double hardDropShakeTimerMs{0.0};
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static constexpr double HARD_DROP_SHAKE_DURATION_MS = 320.0;
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std::vector<SDL_Point> hardDropCells;
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uint32_t hardDropFxId{0};
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uint64_t pieceSequence{0};
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SoundCallback soundCallback;
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// Helpers ---------------------------------------------------------------
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PlayerState& player(PlayerSide s) { return s == PlayerSide::Left ? left : right; }
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const PlayerState& player(PlayerSide s) const { return s == PlayerSide::Left ? left : right; }
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void refillBag(PlayerState& ps);
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Piece drawFromBag(PlayerState& ps);
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void spawn(PlayerState& ps);
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bool collides(const PlayerState& ps, const Piece& p) const;
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bool tryMove(PlayerState& ps, int dx, int dy);
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void lock(PlayerState& ps);
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void findCompletedLines();
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void clearLinesInternal();
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void updateRowStates();
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void applyLineClearRewards(int cleared);
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double gravityMsForLevel(int level) const;
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int columnMin(PlayerSide s) const { return s == PlayerSide::Left ? 0 : 10; }
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int columnMax(PlayerSide s) const { return s == PlayerSide::Left ? 9 : 19; }
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};
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