basic gameplay for cooperative
This commit is contained in:
@ -1,6 +1,7 @@
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#include "PlayingState.h"
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#include "../core/state/StateManager.h"
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#include "../gameplay/core/Game.h"
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#include "../gameplay/coop/CoopGame.h"
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#include "../gameplay/effects/LineEffect.h"
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#include "../persistence/Scores.h"
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#include "../audio/Audio.h"
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@ -18,12 +19,15 @@ PlayingState::PlayingState(StateContext& ctx) : State(ctx) {}
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void PlayingState::onEnter() {
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "[PLAYING] Entering Playing state");
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// Initialize the game based on mode: endless uses chosen start level, challenge keeps its run state
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// Initialize the game based on mode: endless/cooperate use chosen start level, challenge keeps its run state
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if (ctx.game) {
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if (ctx.game->getMode() == GameMode::Endless) {
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if (ctx.game->getMode() == GameMode::Endless || ctx.game->getMode() == GameMode::Cooperate) {
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if (ctx.startLevelSelection) {
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "[PLAYING] Resetting game with level %d", *ctx.startLevelSelection);
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ctx.game->reset(*ctx.startLevelSelection);
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if (ctx.game->getMode() == GameMode::Cooperate && ctx.coopGame) {
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ctx.coopGame->reset(*ctx.startLevelSelection);
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}
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}
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} else {
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// Challenge run is prepared before entering; ensure gameplay is unpaused
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@ -45,124 +49,164 @@ void PlayingState::onExit() {
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}
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void PlayingState::handleEvent(const SDL_Event& e) {
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if (!ctx.game) return;
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// If a transport animation is active, ignore gameplay input entirely.
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if (GameRenderer::isTransportActive()) {
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return;
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}
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// We keep short-circuited input here; main still owns mouse UI
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if (e.type == SDL_EVENT_KEY_DOWN && !e.key.repeat) {
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if (!ctx.game) return;
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auto setExitSelection = [&](int value) {
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if (ctx.exitPopupSelectedButton) {
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*ctx.exitPopupSelectedButton = value;
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}
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};
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const bool coopActive = ctx.game->getMode() == GameMode::Cooperate && ctx.coopGame;
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auto getExitSelection = [&]() -> int {
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return ctx.exitPopupSelectedButton ? *ctx.exitPopupSelectedButton : 1;
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};
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auto setExitSelection = [&](int idx) {
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if (ctx.exitPopupSelectedButton) {
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*ctx.exitPopupSelectedButton = idx;
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}
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};
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auto getExitSelection = [&]() -> int {
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return ctx.exitPopupSelectedButton ? *ctx.exitPopupSelectedButton : 1;
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};
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// Pause toggle (P)
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if (e.key.scancode == SDL_SCANCODE_P) {
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bool paused = ctx.game->isPaused();
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ctx.game->setPaused(!paused);
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if (e.type != SDL_EVENT_KEY_DOWN || e.key.repeat) {
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return;
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}
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// If exit-confirm popup is visible, handle shortcuts here
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if (ctx.showExitConfirmPopup && *ctx.showExitConfirmPopup) {
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// Navigate between YES (0) and NO (1) buttons
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if (e.key.scancode == SDL_SCANCODE_LEFT || e.key.scancode == SDL_SCANCODE_UP) {
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setExitSelection(0);
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return;
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}
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if (e.key.scancode == SDL_SCANCODE_RIGHT || e.key.scancode == SDL_SCANCODE_DOWN) {
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setExitSelection(1);
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return;
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}
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// If exit-confirm popup is visible, handle shortcuts here
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if (ctx.showExitConfirmPopup && *ctx.showExitConfirmPopup) {
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// Navigate between YES (0) and NO (1) buttons
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if (e.key.scancode == SDL_SCANCODE_LEFT || e.key.scancode == SDL_SCANCODE_UP) {
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setExitSelection(0);
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return;
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}
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if (e.key.scancode == SDL_SCANCODE_RIGHT || e.key.scancode == SDL_SCANCODE_DOWN) {
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setExitSelection(1);
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return;
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}
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// Activate selected button with Enter or Space
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if (e.key.scancode == SDL_SCANCODE_RETURN || e.key.scancode == SDL_SCANCODE_KP_ENTER || e.key.scancode == SDL_SCANCODE_SPACE) {
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const bool confirmExit = (getExitSelection() == 0);
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*ctx.showExitConfirmPopup = false;
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if (confirmExit) {
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// YES - Reset game and return to menu
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if (ctx.startLevelSelection) {
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ctx.game->reset(*ctx.startLevelSelection);
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} else {
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ctx.game->reset(0);
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}
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ctx.game->setPaused(false);
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if (ctx.stateManager) ctx.stateManager->setState(AppState::Menu);
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// Activate selected button with Enter or Space
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if (e.key.scancode == SDL_SCANCODE_RETURN || e.key.scancode == SDL_SCANCODE_KP_ENTER || e.key.scancode == SDL_SCANCODE_SPACE) {
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const bool confirmExit = (getExitSelection() == 0);
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*ctx.showExitConfirmPopup = false;
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if (confirmExit) {
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// YES - Reset game and return to menu
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if (ctx.startLevelSelection) {
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ctx.game->reset(*ctx.startLevelSelection);
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} else {
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// NO - Just close popup and resume
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ctx.game->setPaused(false);
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ctx.game->reset(0);
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}
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return;
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}
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// Cancel with Esc (same as NO)
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if (e.key.scancode == SDL_SCANCODE_ESCAPE) {
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*ctx.showExitConfirmPopup = false;
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ctx.game->setPaused(false);
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setExitSelection(1);
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return;
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if (ctx.stateManager) ctx.stateManager->setState(AppState::Menu);
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} else {
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// NO - Just close popup and resume
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ctx.game->setPaused(false);
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}
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// While modal is open, suppress other gameplay keys
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return;
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}
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// ESC key - open confirmation popup
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// Cancel with Esc (same as NO)
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if (e.key.scancode == SDL_SCANCODE_ESCAPE) {
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if (ctx.showExitConfirmPopup) {
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if (ctx.game) ctx.game->setPaused(true);
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*ctx.showExitConfirmPopup = true;
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setExitSelection(1); // Default to NO for safety
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}
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return;
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}
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// Debug: skip to next challenge level (B)
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if (e.key.scancode == SDL_SCANCODE_B && ctx.game && ctx.game->getMode() == GameMode::Challenge) {
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ctx.game->beginNextChallengeLevel();
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// Cancel any countdown so play resumes immediately on the new level
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if (ctx.gameplayCountdownActive) *ctx.gameplayCountdownActive = false;
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if (ctx.menuPlayCountdownArmed) *ctx.menuPlayCountdownArmed = false;
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*ctx.showExitConfirmPopup = false;
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ctx.game->setPaused(false);
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setExitSelection(1);
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return;
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}
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// While modal is open, suppress other gameplay keys
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return;
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}
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// ESC key - open confirmation popup
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if (e.key.scancode == SDL_SCANCODE_ESCAPE) {
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if (ctx.showExitConfirmPopup) {
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ctx.game->setPaused(true);
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*ctx.showExitConfirmPopup = true;
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setExitSelection(1); // Default to NO for safety
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}
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return;
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}
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// Debug: skip to next challenge level (B)
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if (e.key.scancode == SDL_SCANCODE_B && ctx.game->getMode() == GameMode::Challenge) {
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ctx.game->beginNextChallengeLevel();
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// Cancel any countdown so play resumes immediately on the new level
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if (ctx.gameplayCountdownActive) *ctx.gameplayCountdownActive = false;
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if (ctx.menuPlayCountdownArmed) *ctx.menuPlayCountdownArmed = false;
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ctx.game->setPaused(false);
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return;
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}
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// Tetris controls (only when not paused)
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if (ctx.game->isPaused()) {
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return;
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}
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if (coopActive && ctx.coopGame) {
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// Player 1 (left): A/D move via DAS in ApplicationManager; here handle rotations/hold/hard-drop
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if (e.key.scancode == SDL_SCANCODE_W) {
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ctx.coopGame->rotate(CoopGame::PlayerSide::Left, 1);
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return;
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}
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if (e.key.scancode == SDL_SCANCODE_Q) {
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ctx.coopGame->rotate(CoopGame::PlayerSide::Left, -1);
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return;
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}
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if (e.key.scancode == SDL_SCANCODE_LSHIFT) {
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SoundEffectManager::instance().playSound("hard_drop", 0.7f);
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ctx.coopGame->hardDrop(CoopGame::PlayerSide::Left);
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return;
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}
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if (e.key.scancode == SDL_SCANCODE_LCTRL) {
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ctx.coopGame->holdCurrent(CoopGame::PlayerSide::Left);
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return;
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}
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// Tetris controls (only when not paused)
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if (!ctx.game->isPaused()) {
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// Hold / swap current piece (H)
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if (e.key.scancode == SDL_SCANCODE_H) {
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ctx.game->holdCurrent();
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return;
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}
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// Player 2 (right): arrow keys move via DAS; rotations/hold/hard-drop here
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if (e.key.scancode == SDL_SCANCODE_UP) {
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bool upIsCW = Settings::instance().isUpRotateClockwise();
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ctx.coopGame->rotate(CoopGame::PlayerSide::Right, upIsCW ? 1 : -1);
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return;
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}
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if (e.key.scancode == SDL_SCANCODE_RALT) {
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ctx.coopGame->rotate(CoopGame::PlayerSide::Right, -1);
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return;
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}
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if (e.key.scancode == SDL_SCANCODE_RSHIFT) {
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SoundEffectManager::instance().playSound("hard_drop", 0.7f);
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ctx.coopGame->hardDrop(CoopGame::PlayerSide::Right);
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return;
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}
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if (e.key.scancode == SDL_SCANCODE_RCTRL) {
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ctx.coopGame->holdCurrent(CoopGame::PlayerSide::Right);
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return;
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}
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} else {
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// Single-player classic controls
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// Hold / swap current piece (H)
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if (e.key.scancode == SDL_SCANCODE_H) {
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ctx.game->holdCurrent();
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return;
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}
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// Rotation (still event-based for precise timing)
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if (e.key.scancode == SDL_SCANCODE_UP) {
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// Use user setting to determine whether UP rotates clockwise
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bool upIsCW = Settings::instance().isUpRotateClockwise();
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ctx.game->rotate(upIsCW ? 1 : -1);
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return;
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}
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if (e.key.scancode == SDL_SCANCODE_X) {
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// Toggle the mapping so UP will rotate in the opposite direction
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bool current = Settings::instance().isUpRotateClockwise();
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Settings::instance().setUpRotateClockwise(!current);
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Settings::instance().save();
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// Play a subtle feedback sound if available
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SoundEffectManager::instance().playSound("menu_toggle", 0.6f);
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return;
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}
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// Rotation (still event-based for precise timing)
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if (e.key.scancode == SDL_SCANCODE_UP) {
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// Use user setting to determine whether UP rotates clockwise
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bool upIsCW = Settings::instance().isUpRotateClockwise();
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ctx.game->rotate(upIsCW ? 1 : -1);
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return;
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}
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if (e.key.scancode == SDL_SCANCODE_X) {
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// Toggle the mapping so UP will rotate in the opposite direction
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bool current = Settings::instance().isUpRotateClockwise();
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Settings::instance().setUpRotateClockwise(!current);
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Settings::instance().save();
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// Play a subtle feedback sound if available
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SoundEffectManager::instance().playSound("menu_toggle", 0.6f);
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return;
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}
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// Hard drop (space)
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if (e.key.scancode == SDL_SCANCODE_SPACE) {
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SoundEffectManager::instance().playSound("hard_drop", 0.7f);
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ctx.game->hardDrop();
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return;
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}
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// Hard drop (space)
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if (e.key.scancode == SDL_SCANCODE_SPACE) {
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SoundEffectManager::instance().playSound("hard_drop", 0.7f);
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ctx.game->hardDrop();
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return;
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}
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}
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@ -172,7 +216,21 @@ void PlayingState::handleEvent(const SDL_Event& e) {
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void PlayingState::update(double frameMs) {
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if (!ctx.game) return;
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const bool coopActive = ctx.game->getMode() == GameMode::Cooperate && ctx.coopGame;
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if (coopActive) {
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// Visual effects only; gravity and movement handled from ApplicationManager for coop
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ctx.coopGame->updateVisualEffects(frameMs);
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// Update line clear effect for coop mode as well (renderer starts the effect)
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if (ctx.lineEffect && ctx.lineEffect->isActive()) {
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if (ctx.lineEffect->update(frameMs / 1000.0f)) {
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ctx.coopGame->clearCompletedLines();
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}
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}
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return;
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}
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ctx.game->updateVisualEffects(frameMs);
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// If a transport animation is active, pause gameplay updates and ignore inputs
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if (GameRenderer::isTransportActive()) {
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@ -204,6 +262,8 @@ void PlayingState::update(double frameMs) {
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void PlayingState::render(SDL_Renderer* renderer, float logicalScale, SDL_Rect logicalVP) {
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if (!ctx.game) return;
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const bool coopActive = ctx.game->getMode() == GameMode::Cooperate && ctx.coopGame;
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// Get current window size
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int winW = 0, winH = 0;
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SDL_GetRenderOutputSize(renderer, &winW, &winH);
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@ -244,26 +304,44 @@ void PlayingState::render(SDL_Renderer* renderer, float logicalScale, SDL_Rect l
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// Render game content (no overlays)
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// If a transport effect was requested due to a recent spawn, start it here so
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// the renderer has the correct layout and renderer context to compute coords.
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if (s_pendingTransport) {
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if (!coopActive && s_pendingTransport) {
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GameRenderer::startTransportEffectForGame(ctx.game, ctx.blocksTex, 1200.0f, 1000.0f, logicalScale, (float)winW, (float)winH, 0.4f);
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s_pendingTransport = false;
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}
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GameRenderer::renderPlayingState(
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renderer,
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ctx.game,
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ctx.pixelFont,
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ctx.lineEffect,
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ctx.blocksTex,
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ctx.asteroidsTex,
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ctx.statisticsPanelTex,
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ctx.scorePanelTex,
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ctx.nextPanelTex,
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ctx.holdPanelTex,
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countdown,
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1200.0f, // LOGICAL_W
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1000.0f, // LOGICAL_H
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logicalScale,
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if (coopActive && ctx.coopGame) {
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GameRenderer::renderCoopPlayingState(
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renderer,
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ctx.coopGame,
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ctx.pixelFont,
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ctx.lineEffect,
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ctx.blocksTex,
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ctx.statisticsPanelTex,
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ctx.scorePanelTex,
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ctx.nextPanelTex,
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ctx.holdPanelTex,
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1200.0f,
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1000.0f,
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logicalScale,
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(float)winW,
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(float)winH
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);
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} else {
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GameRenderer::renderPlayingState(
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renderer,
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ctx.game,
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ctx.pixelFont,
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ctx.lineEffect,
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ctx.blocksTex,
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ctx.asteroidsTex,
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ctx.statisticsPanelTex,
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ctx.scorePanelTex,
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ctx.nextPanelTex,
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ctx.holdPanelTex,
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countdown,
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1200.0f, // LOGICAL_W
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1000.0f, // LOGICAL_H
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logicalScale,
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(float)winW,
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(float)winH,
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challengeClearFx,
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@ -272,7 +350,8 @@ void PlayingState::render(SDL_Renderer* renderer, float logicalScale, SDL_Rect l
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challengeClearDuration,
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countdown ? nullptr : ctx.challengeStoryText,
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countdown ? 0.0f : (ctx.challengeStoryAlpha ? *ctx.challengeStoryAlpha : 0.0f)
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);
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);
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}
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// Reset to screen
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SDL_SetRenderTarget(renderer, nullptr);
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@ -341,33 +420,53 @@ void PlayingState::render(SDL_Renderer* renderer, float logicalScale, SDL_Rect l
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} else {
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// Render normally directly to screen
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if (s_pendingTransport) {
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if (!coopActive && s_pendingTransport) {
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GameRenderer::startTransportEffectForGame(ctx.game, ctx.blocksTex, 1200.0f, 1000.0f, logicalScale, (float)winW, (float)winH, 0.4f);
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s_pendingTransport = false;
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}
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GameRenderer::renderPlayingState(
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renderer,
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ctx.game,
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ctx.pixelFont,
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ctx.lineEffect,
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ctx.blocksTex,
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ctx.asteroidsTex,
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ctx.statisticsPanelTex,
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ctx.scorePanelTex,
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ctx.nextPanelTex,
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ctx.holdPanelTex,
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countdown,
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1200.0f,
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1000.0f,
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logicalScale,
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(float)winW,
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(float)winH,
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challengeClearFx,
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challengeClearOrder,
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challengeClearElapsed,
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challengeClearDuration,
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countdown ? nullptr : ctx.challengeStoryText,
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countdown ? 0.0f : (ctx.challengeStoryAlpha ? *ctx.challengeStoryAlpha : 0.0f)
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);
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if (coopActive && ctx.coopGame) {
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GameRenderer::renderCoopPlayingState(
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renderer,
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ctx.coopGame,
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ctx.pixelFont,
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ctx.lineEffect,
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ctx.blocksTex,
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ctx.statisticsPanelTex,
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ctx.scorePanelTex,
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ctx.nextPanelTex,
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ctx.holdPanelTex,
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1200.0f,
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1000.0f,
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logicalScale,
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(float)winW,
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(float)winH
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);
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} else {
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GameRenderer::renderPlayingState(
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renderer,
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ctx.game,
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ctx.pixelFont,
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ctx.lineEffect,
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ctx.blocksTex,
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ctx.asteroidsTex,
|
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ctx.statisticsPanelTex,
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ctx.scorePanelTex,
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ctx.nextPanelTex,
|
||||
ctx.holdPanelTex,
|
||||
countdown,
|
||||
1200.0f,
|
||||
1000.0f,
|
||||
logicalScale,
|
||||
(float)winW,
|
||||
(float)winH,
|
||||
challengeClearFx,
|
||||
challengeClearOrder,
|
||||
challengeClearElapsed,
|
||||
challengeClearDuration,
|
||||
countdown ? nullptr : ctx.challengeStoryText,
|
||||
countdown ? 0.0f : (ctx.challengeStoryAlpha ? *ctx.challengeStoryAlpha : 0.0f)
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user