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47 Commits

Author SHA1 Message Date
516aa16737 Merge branch 'feature/OptimizeGame' into develop 2025-12-25 19:50:42 +01:00
735e966608 Updated and fixed audio 2025-12-25 19:41:19 +01:00
68b35ea57b Audio update 2025-12-25 19:17:36 +01:00
938988c876 fixed 2025-12-25 18:23:19 +01:00
03bdc82dc1 Updated renderer
Added Renderer_iface.h as a clean interface.
Replaced usages of old/ambiguous SDL calls in SDLRenderer.cpp to call SDL3 APIs: SDL_RenderTexture, SDL_RenderFillRect, SDL_RenderRect, SDL_RenderLine.
Converted copy() to call SDL_RenderTexture by converting integer rects to float rects.
Updated GameRenderer.cpp to include the new clean interface.
2025-12-25 17:26:55 +01:00
17cb64c9d4 fixed game renderer 2025-12-25 14:39:56 +01:00
6ef93e4c9c fixed gitignore 2025-12-25 14:24:46 +01:00
e2dd768faf fixed gitignore 2025-12-25 14:24:04 +01:00
0b546ce25c Fixed resource loader 2025-12-25 14:23:17 +01:00
45086e58d8 Add pure game model + GTest board tests and scaffolding
Add SDL-free Board model: Board.h, Board.cpp
Add unit tests for Board using Google Test: test_board.cpp
Integrate test_board into CMake and register with CTest: update CMakeLists.txt
Add gtest to vcpkg.json so CMake can find GTest
Add high-level refactor plan: plan-spacetrisRefactor.prompt.md
Update internal TODOs to mark logic extraction complete
This scaffolds deterministic, testable game logic and CI-friendly tests without changing existing runtime behavior.
2025-12-25 10:27:35 +01:00
b1f2033880 Scaffold the pure game model
- Added a pure, SDL-free Board model implementing grid access and clearFullLines().
- Added a small standalone test at test_board.cpp (simple assert-based; not yet wired into CMake).
2025-12-25 10:15:23 +01:00
5fd3febd8e Merge tag 'v0.1.0' into develop 2025-12-25 10:03:49 +01:00
60d6a9e740 Merge branch 'release/v0.1.0'
Some checks failed
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2025-12-25 10:03:42 +01:00
e1921858ed Merge branch 'feature/NetworkMultiplayerCooperate' into develop 2025-12-25 09:38:19 +01:00
14cb96345c Added intro video 2025-12-25 09:38:06 +01:00
d28feb3276 minor fixes 2025-12-23 20:24:50 +01:00
a7a3ae9055 added basic network play 2025-12-23 19:03:33 +01:00
5ec4bf926b added rules 2025-12-23 17:16:12 +01:00
0e04617968 Merge branch 'feature/CooperateAiPlayer' into develop 2025-12-23 16:50:51 +01:00
b450e2af21 fixed menu 2025-12-23 14:49:55 +01:00
a65756f298 fixed menu 2025-12-23 14:12:37 +01:00
dac312ef2b updated main menu for cooperate mode 2025-12-23 12:21:33 +01:00
953d6af701 fixed cooperate play 2025-12-22 21:26:56 +01:00
c14e305a4a Merge branch 'feature/CooperativeMode' into develop 2025-12-22 18:50:05 +01:00
fb036dede5 removed 2025-12-22 18:49:54 +01:00
3c9dc0ff65 update visually 2025-12-22 18:49:06 +01:00
d3ca238a51 updated sync line 2025-12-22 17:18:29 +01:00
a729dc089e sync line added in cooperate mode 2025-12-22 17:13:35 +01:00
18463774e9 fixed for cooperate mode 2025-12-22 13:48:54 +01:00
694243ac89 fixed highscore in main menu 2025-12-22 13:09:36 +01:00
60ddc9ddd3 fixed name entry 2025-12-21 21:37:04 +01:00
70946fc720 fixed highscores 2025-12-21 21:33:31 +01:00
fb82ac06d0 fixed highscores 2025-12-21 21:17:58 +01:00
494f906435 supabase integration instead firebase 2025-12-21 20:50:44 +01:00
50c869536d highscore fixes 2025-12-21 19:45:20 +01:00
0b99911f5d fixed i block 2025-12-21 18:43:40 +01:00
33d5eedec8 fixed I block in coop mode 2025-12-21 18:11:21 +01:00
744268fedd added pause option coop gameplay 2025-12-21 17:59:21 +01:00
06aa63f548 fixed score display 2025-12-21 17:52:07 +01:00
a9943ce8bf when clearing lines play voices 2025-12-21 17:26:53 +01:00
b46af7ab1d removed s shortcut for sound fx toggle 2025-12-21 17:22:30 +01:00
ab22d4c34f hard drop shake effect added 2025-12-21 17:04:46 +01:00
e2d6ea64a4 added hard drop 2025-12-21 16:37:20 +01:00
322744c296 fixed first row 2025-12-21 16:31:23 +01:00
cf3e897752 added clear line effect 2025-12-21 16:25:09 +01:00
4efb60bb5b added ghost block 2025-12-21 15:59:46 +01:00
afd7fdf18d basic gameplay for cooperative 2025-12-21 15:33:37 +01:00
75 changed files with 7475 additions and 679 deletions

168
.copilot-rules.md Normal file
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@ -0,0 +1,168 @@
# Copilot Rules — Spacetris (SDL3 / C++20)
These rules define **non-negotiable constraints** for all AI-assisted changes.
They exist to preserve determinism, performance, and architecture.
If these rules conflict with `.github/copilot-instructions.md`,
**follow `.github/copilot-instructions.md`.**
---
## Project Constraints (Non-Negotiable)
- Language: **C++20**
- Runtime: **SDL3** + **SDL3_ttf**
- Build system: **CMake**
- Dependencies via **vcpkg**
- Assets must use **relative paths only**
- Deterministic gameplay logic is mandatory
Do not rewrite or refactor working systems unless explicitly requested.
---
## Repo Layout & Responsibilities
- Core gameplay loop/state: `src/Game.*`
- Entry point: `src/main.cpp`
- Text/TTF: `src/Font.*`
- Audio: `src/Audio.*`, `src/SoundEffect.*`
- Effects: `src/LineEffect.*`, `src/Starfield*.cpp`
- High scores: `src/Scores.*`
- Packaging: `build-production.ps1`
When adding a module:
- Place it under `src/` (or an established subfolder)
- Register it in `CMakeLists.txt`
- Avoid circular includes
- Keep headers minimal
---
## Build & Verification
Prefer existing scripts:
- Debug: `cmake --build build-msvc --config Debug`
- Release:
- Configure: `cmake -S . -B build-release -DCMAKE_BUILD_TYPE=Release`
- Build: `cmake --build build-release --config Release`
- Packaging (Windows): `./build-production.ps1`
Before finalizing changes:
- Debug build must succeed
- Packaging must succeed if assets or DLLs are touched
Do not introduce new build steps unless required.
---
## Coding & Architecture Rules
- Match local file style (naming, braces, spacing)
- Avoid large refactors
- Prefer small, testable helpers
- Avoid floating-point math in core gameplay state
- Game logic must be deterministic
- Rendering code must not mutate game state
---
## Rendering & Performance Rules
- Do not allocate memory per frame
- Do not load assets during rendering
- No blocking calls in render loop
- Visual effects must be time-based (`deltaTime`)
- Rendering must not contain gameplay logic
---
## Threading Rules
- SDL main thread:
- Rendering
- Input
- Game simulation
- Networking must be **non-blocking** from the SDL main loop
- Either run networking on a separate thread, or poll ENet frequently with a 0 timeout
- Never wait/spin for remote inputs on the render thread
- Cross-thread communication via queues or buffers only
---
## Assets, Fonts, and Paths
- Runtime expects adjacent `assets/` directory
- `FreeSans.ttf` must remain at repo root
- New assets:
- Go under `assets/`
- Must be included in `build-production.ps1`
Never hardcode machine-specific paths.
---
## AI Partner (COOPERATE Mode)
- AI is **supportive**, not competitive
- AI must respect sync timing and shared grid logic
- AI must not “cheat” or see hidden future pieces
- AI behavior must be deterministic per seed/difficulty
---
## Networking (COOPERATE Network Mode)
Follow `docs/ai/cooperate_network.md`.
If `network_cooperate_multiplayer.md` exists, keep it consistent with the canonical doc.
Mandatory model:
- **Input lockstep**
- Transmit inputs only (no board state replication)
Determinism requirements:
- Fixed tick (e.g. 60 Hz)
- Shared RNG seed
- Deterministic gravity, rotation, locking, scoring
Technology:
- Use **ENet**
- Do NOT use SDL_net or TCP-only networking
Architecture:
- Networking must be isolated (e.g. `src/network/NetSession.*`)
- Game logic must not care if partner is local, AI, or network
Robustness:
- Input delay buffer (46 ticks)
- Periodic desync hashing
- Graceful disconnect handling
Do NOT implement:
- Rollback
- Full state sync
- Server-authoritative sim
- Matchmaking SDKs
- Versus mechanics
---
## Agent Behavior Rules (IMPORTANT)
- Always read relevant markdown specs **before coding**
- Treat markdown specs as authoritative
- Do not invent APIs
- Do not assume external libraries exist
- Generate code **file by file**, not everything at once
- Ask before changing architecture or ownership boundaries
---
## When to Ask Before Proceeding
Ask the maintainer if unclear:
- UX or menu flow decisions
- Adding dependencies
- Refactors vs local patches
- Platform-specific behavior

4
.gitignore vendored
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@ -18,6 +18,7 @@
CMakeCache.txt CMakeCache.txt
cmake_install.cmake cmake_install.cmake
Makefile Makefile
settings.ini
# vcpkg # vcpkg
/vcpkg_installed/ /vcpkg_installed/
@ -70,7 +71,4 @@ dist_package/
# Local environment files (if any) # Local environment files (if any)
.env .env
# Ignore local settings file
settings.ini
# End of .gitignore # End of .gitignore

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@ -28,11 +28,14 @@ find_package(SDL3_ttf CONFIG REQUIRED)
find_package(SDL3_image CONFIG REQUIRED) find_package(SDL3_image CONFIG REQUIRED)
find_package(cpr CONFIG REQUIRED) find_package(cpr CONFIG REQUIRED)
find_package(nlohmann_json CONFIG REQUIRED) find_package(nlohmann_json CONFIG REQUIRED)
find_package(unofficial-enet CONFIG REQUIRED)
set(TETRIS_SOURCES set(TETRIS_SOURCES
src/main.cpp src/main.cpp
src/app/TetrisApp.cpp src/app/TetrisApp.cpp
src/gameplay/core/Game.cpp src/gameplay/core/Game.cpp
src/gameplay/coop/CoopGame.cpp
src/gameplay/coop/CoopAIController.cpp
src/core/GravityManager.cpp src/core/GravityManager.cpp
src/core/state/StateManager.cpp src/core/state/StateManager.cpp
# New core architecture classes # New core architecture classes
@ -43,25 +46,33 @@ set(TETRIS_SOURCES
src/core/Settings.cpp src/core/Settings.cpp
src/graphics/renderers/RenderManager.cpp src/graphics/renderers/RenderManager.cpp
src/persistence/Scores.cpp src/persistence/Scores.cpp
src/network/supabase_client.cpp
src/network/NetSession.cpp
src/graphics/effects/Starfield.cpp src/graphics/effects/Starfield.cpp
src/graphics/effects/Starfield3D.cpp src/graphics/effects/Starfield3D.cpp
src/graphics/effects/SpaceWarp.cpp src/graphics/effects/SpaceWarp.cpp
src/graphics/ui/Font.cpp src/graphics/ui/Font.cpp
src/graphics/ui/HelpOverlay.cpp src/graphics/ui/HelpOverlay.cpp
src/graphics/renderers/GameRenderer.cpp src/graphics/renderers/GameRenderer.cpp
src/graphics/renderers/SyncLineRenderer.cpp
src/graphics/renderers/UIRenderer.cpp src/graphics/renderers/UIRenderer.cpp
src/audio/Audio.cpp src/audio/Audio.cpp
src/audio/AudioManager.cpp
src/renderer/SDLRenderer.cpp
src/gameplay/effects/LineEffect.cpp src/gameplay/effects/LineEffect.cpp
src/audio/SoundEffect.cpp src/audio/SoundEffect.cpp
src/video/VideoPlayer.cpp
src/ui/MenuLayout.cpp src/ui/MenuLayout.cpp
src/ui/BottomMenu.cpp src/ui/BottomMenu.cpp
src/app/BackgroundManager.cpp src/app/BackgroundManager.cpp
src/app/Fireworks.cpp src/app/Fireworks.cpp
src/app/AssetLoader.cpp src/app/AssetLoader.cpp
src/app/TextureLoader.cpp src/app/TextureLoader.cpp
src/resources/ResourceManager.cpp
src/states/LoadingManager.cpp src/states/LoadingManager.cpp
# State implementations (new) # State implementations (new)
src/states/LoadingState.cpp src/states/LoadingState.cpp
src/states/VideoState.cpp
src/states/MenuState.cpp src/states/MenuState.cpp
src/states/OptionsState.cpp src/states/OptionsState.cpp
src/states/LevelSelectorState.cpp src/states/LevelSelectorState.cpp
@ -156,10 +167,17 @@ if(APPLE)
endif() endif()
endif() endif()
target_link_libraries(spacetris PRIVATE SDL3::SDL3 SDL3_ttf::SDL3_ttf SDL3_image::SDL3_image cpr::cpr nlohmann_json::nlohmann_json) target_link_libraries(spacetris PRIVATE SDL3::SDL3 SDL3_ttf::SDL3_ttf SDL3_image::SDL3_image cpr::cpr nlohmann_json::nlohmann_json unofficial::enet::enet)
find_package(FFMPEG REQUIRED)
if(FFMPEG_FOUND)
target_include_directories(spacetris PRIVATE ${FFMPEG_INCLUDE_DIRS})
target_link_directories(spacetris PRIVATE ${FFMPEG_LIBRARY_DIRS})
target_link_libraries(spacetris PRIVATE ${FFMPEG_LIBRARIES})
endif()
if (WIN32) if (WIN32)
target_link_libraries(spacetris PRIVATE mfplat mfreadwrite mfuuid) target_link_libraries(spacetris PRIVATE mfplat mfreadwrite mfuuid ws2_32 winmm)
endif() endif()
if(APPLE) if(APPLE)
# Needed for MP3 decoding via AudioToolbox on macOS # Needed for MP3 decoding via AudioToolbox on macOS
@ -186,10 +204,25 @@ if(EXISTS "${CMAKE_SOURCE_DIR}/vcpkg_installed/x64-windows/include")
target_include_directories(spacetris_tests PRIVATE "${CMAKE_SOURCE_DIR}/vcpkg_installed/x64-windows/include") target_include_directories(spacetris_tests PRIVATE "${CMAKE_SOURCE_DIR}/vcpkg_installed/x64-windows/include")
endif() endif()
# GoogleTest-based board unit tests
find_package(GTest CONFIG REQUIRED)
add_executable(test_board
tests/test_board.cpp
src/logic/Board.cpp
)
target_include_directories(test_board PRIVATE ${CMAKE_SOURCE_DIR}/src)
target_link_libraries(test_board PRIVATE GTest::gtest_main)
add_test(NAME BoardTests COMMAND test_board)
if(EXISTS "${CMAKE_SOURCE_DIR}/vcpkg_installed/x64-windows/include")
target_include_directories(test_board PRIVATE "${CMAKE_SOURCE_DIR}/vcpkg_installed/x64-windows/include")
endif()
# Add new src subfolders to include path so old #includes continue to work # Add new src subfolders to include path so old #includes continue to work
target_include_directories(spacetris PRIVATE target_include_directories(spacetris PRIVATE
${CMAKE_SOURCE_DIR}/src ${CMAKE_SOURCE_DIR}/src
${CMAKE_SOURCE_DIR}/src/audio ${CMAKE_SOURCE_DIR}/src/audio
${CMAKE_SOURCE_DIR}/src/video
${CMAKE_SOURCE_DIR}/src/gameplay ${CMAKE_SOURCE_DIR}/src/gameplay
${CMAKE_SOURCE_DIR}/src/graphics ${CMAKE_SOURCE_DIR}/src/graphics
${CMAKE_SOURCE_DIR}/src/persistence ${CMAKE_SOURCE_DIR}/src/persistence

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@ -0,0 +1,271 @@
# Spacetris — COOPERATE Mode
## Network Multiplayer (2 PLAYER NETWORK)
### VS Code Copilot AI Agent Prompt
You are integrating **online cooperative multiplayer** into an existing **C++ / SDL3 game** called **Spacetris**.
This feature extends the existing **COOPERATE mode** to support:
- Local 2 players
- Human + AI
- **Human + Human over network (NEW)**
The networking solution must be **deterministic, lightweight, and stable**.
---
## 1. High-Level Goal
Add **COOPERATE 2 PLAYER (NETWORK)** mode where:
- Two players play together over the internet
- Each player controls one half of the shared grid
- A line clears only when both halves are filled
- Gameplay remains identical to local COOPERATE mode
---
## 2. Technology Constraints
- Language: **C++**
- Engine: **SDL3**
- Networking: **ENet (UDP with reliability)**
- No engine rewrite
- No authoritative server logic required (co-op only)
SDL3 is used ONLY for:
- Rendering
- Input
- Timing
Networking is a **separate layer**.
---
## 3. Network Model (MANDATORY)
### Use **Input Lockstep Networking**
#### Core idea:
- Both clients run the same deterministic simulation
- Only **player inputs** are sent over the network
- No board state is transmitted
- Both simulations must remain identical
This model is ideal for Tetris-like games.
---
## 4. Determinism Requirements (CRITICAL)
To ensure lockstep works:
- Fixed simulation tick (e.g. 60 Hz)
- Identical RNG seed for both clients
- Deterministic piece generation (bag system)
- No floating-point math in core gameplay
- Same gravity, rotation, lock-delay logic
- Identical line clear and scoring rules
Before networking:
- Input recording + replay must produce identical results
---
## 5. Network Topology
### Host / Client Model (Initial Implementation)
- One player hosts the game
- One player joins
- Host is authoritative for:
- RNG seed
- start tick
- game settings
This is sufficient and fair for cooperative gameplay.
---
## 6. Network Library
Use **ENet** for:
- Reliable, ordered UDP packets
- Low latency
- Simple integration with C++
Do NOT use:
- SDL_net
- TCP-only networking
- High-level matchmaking SDKs
---
## 7. Network Packet Design
### Input Packet (Minimal)
```cpp
struct InputPacket {
uint32_t tick;
uint8_t buttons; // bitmask
};
````
Button bitmask example:
* bit 0 move left
* bit 1 move right
* bit 2 rotate
* bit 3 soft drop
* bit 4 hard drop
* bit 5 hold
Packets must be:
* Reliable
* Ordered
* Small
---
## 8. Tick & Latency Handling
### Input Delay Buffer (RECOMMENDED)
* Add fixed delay: **46 ticks**
* Simulate tick `T` using inputs for `T + delay`
* Prevents stalls due to latency spikes
Strict lockstep without buffering is NOT recommended.
---
## 9. Desync Detection (IMPORTANT)
Every N ticks (e.g. once per second):
* Compute a hash of:
* Both grid halves
* Active pieces
* RNG index
* Score / lines / level
* Exchange hashes
* If mismatch:
* Log desync
* Stop game or mark session invalid
This is required for debugging and stability.
---
## 10. Network Session Architecture
Create a dedicated networking module:
```
/network
NetSession.h
NetSession.cpp
```
Responsibilities:
* ENet host/client setup
* Input packet send/receive
* Tick synchronization
* Latency buffering
* Disconnect handling
SDL main loop must NOT block on networking.
---
## 11. Integration with Existing COOPERATE Logic
* COOPERATE grid logic stays unchanged
* SyncLineRenderer remains unchanged
* Scoring logic remains unchanged
* Network layer only injects **remote inputs**
Game logic should not know whether partner is:
* Local human
* AI
* Network player
---
## 12. UI Integration (Menu Changes)
In COOPERATE selection screen, add a new button:
```
[ LOCAL CO-OP ] [ AI PARTNER ] [ 2 PLAYER (NETWORK) ]
```
### On selecting 2 PLAYER (NETWORK):
* Show:
* Host Game
* Join Game
* Display join code or IP
* Confirm connection before starting
---
## 13. Start Game Flow (Network)
1. Host creates session
2. Client connects
3. Host sends:
* RNG seed
* start tick
* game settings
4. Both wait until agreed start tick
5. Simulation begins simultaneously
---
## 14. Disconnect & Error Handling
* If connection drops:
* Pause game
* Show “Reconnecting…”
* After timeout:
* End match or switch to AI (optional)
* Never crash
* Never corrupt game state
---
## 15. What NOT to Implement
* ❌ Full state synchronization
* ❌ Prediction / rollback
* ❌ Server-authoritative gameplay
* ❌ Complex matchmaking
* ❌ Versus mechanics
This is cooperative, not competitive.
---
## 16. Acceptance Criteria
* Two players can complete COOPERATE mode over network
* Gameplay matches local COOPERATE exactly
* No noticeable input lag under normal latency
* Desync detection works
* Offline / disconnect handled gracefully
* SDL3 render loop remains smooth
---
## 17. Summary for Copilot
Integrate networked cooperative multiplayer into Spacetris using SDL3 + C++ with ENet. Implement input lockstep networking with deterministic simulation, fixed tick rate, input buffering, and desync detection. Add a new COOPERATE menu option “2 PLAYER (NETWORK)” that allows host/join flow. Networking must be modular, non-blocking, and transparent to existing gameplay logic.

0
scripts/check_braces.ps1 Normal file
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@ -1,6 +1,10 @@
#include "app/AssetLoader.h" #include "app/AssetLoader.h"
#include <SDL3_image/SDL_image.h> #include <SDL3_image/SDL_image.h>
#include <algorithm> #include <algorithm>
#include "app/TextureLoader.h"
#include "utils/ImagePathResolver.h"
#include <filesystem>
AssetLoader::AssetLoader() = default; AssetLoader::AssetLoader() = default;
@ -37,6 +41,10 @@ void AssetLoader::shutdown() {
m_renderer = nullptr; m_renderer = nullptr;
} }
void AssetLoader::setResourceManager(resources::ResourceManager* mgr) {
m_resourceManager = mgr;
}
void AssetLoader::setBasePath(const std::string& basePath) { void AssetLoader::setBasePath(const std::string& basePath) {
m_basePath = basePath; m_basePath = basePath;
} }
@ -65,16 +73,18 @@ bool AssetLoader::performStep() {
std::string fullPath = m_basePath.empty() ? path : (m_basePath + "/" + path); std::string fullPath = m_basePath.empty() ? path : (m_basePath + "/" + path);
SDL_Surface* surf = IMG_Load(fullPath.c_str()); // Diagnostic: resolve path and check file existence
if (!surf) { const std::string resolved = AssetPath::resolveImagePath(path);
std::lock_guard<std::mutex> lk(m_errorsMutex); bool exists = false;
m_errors.push_back(std::string("IMG_Load failed: ") + fullPath + " -> " + SDL_GetError()); try { if (!resolved.empty()) exists = std::filesystem::exists(std::filesystem::u8path(resolved)); } catch (...) { exists = false; }
} else {
SDL_Texture* tex = SDL_CreateTextureFromSurface(m_renderer, surf); // Use TextureLoader to centralize loading and ResourceManager caching
SDL_DestroySurface(surf); TextureLoader loader(m_loadedTasks, m_currentLoading, m_currentLoadingMutex, m_errors, m_errorsMutex);
loader.setResourceManager(m_resourceManager);
// Pass the original queued path (not the full resolved path) so caching keys stay consistent
SDL_Texture* tex = loader.loadFromImage(m_renderer, path);
if (!tex) { if (!tex) {
std::lock_guard<std::mutex> lk(m_errorsMutex); // errors have been recorded by TextureLoader
m_errors.push_back(std::string("CreateTexture failed: ") + fullPath);
} else { } else {
std::lock_guard<std::mutex> lk(m_texturesMutex); std::lock_guard<std::mutex> lk(m_texturesMutex);
auto& slot = m_textures[path]; auto& slot = m_textures[path];
@ -83,7 +93,6 @@ bool AssetLoader::performStep() {
} }
slot = tex; slot = tex;
} }
}
m_loadedTasks.fetch_add(1, std::memory_order_relaxed); m_loadedTasks.fetch_add(1, std::memory_order_relaxed);
@ -104,12 +113,17 @@ void AssetLoader::adoptTexture(const std::string& path, SDL_Texture* texture) {
return; return;
} }
// register in local map and resource manager
std::lock_guard<std::mutex> lk(m_texturesMutex); std::lock_guard<std::mutex> lk(m_texturesMutex);
auto& slot = m_textures[path]; auto& slot = m_textures[path];
if (slot && slot != texture) { if (slot && slot != texture) {
SDL_DestroyTexture(slot); SDL_DestroyTexture(slot);
} }
slot = texture; slot = texture;
if (m_resourceManager) {
std::shared_ptr<void> sp(texture, [](void* t){ SDL_DestroyTexture(static_cast<SDL_Texture*>(t)); });
m_resourceManager->put(path, sp);
}
} }
float AssetLoader::getProgress() const { float AssetLoader::getProgress() const {

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@ -6,6 +6,7 @@
#include <mutex> #include <mutex>
#include <atomic> #include <atomic>
#include <unordered_map> #include <unordered_map>
#include "../resources/ResourceManager.h"
// Lightweight AssetLoader scaffold. // Lightweight AssetLoader scaffold.
// Responsibilities: // Responsibilities:
@ -22,6 +23,7 @@ public:
void shutdown(); void shutdown();
void setBasePath(const std::string& basePath); void setBasePath(const std::string& basePath);
void setResourceManager(resources::ResourceManager* mgr);
// Queue a texture path (relative to base path) for loading. // Queue a texture path (relative to base path) for loading.
void queueTexture(const std::string& path); void queueTexture(const std::string& path);
@ -49,6 +51,7 @@ public:
private: private:
SDL_Renderer* m_renderer = nullptr; SDL_Renderer* m_renderer = nullptr;
std::string m_basePath; std::string m_basePath;
resources::ResourceManager* m_resourceManager = nullptr;
// queued paths (simple FIFO) // queued paths (simple FIFO)
std::vector<std::string> m_queue; std::vector<std::string> m_queue;

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@ -144,4 +144,7 @@ void draw(SDL_Renderer* renderer, SDL_Texture*) {
double getLogoAnimCounter() { return logoAnimCounter; } double getLogoAnimCounter() { return logoAnimCounter; }
int getHoveredButton() { return hoveredButton; } int getHoveredButton() { return hoveredButton; }
void spawn(float x, float y) {
fireworks.emplace_back(x, y);
}
} // namespace AppFireworks } // namespace AppFireworks

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@ -6,4 +6,5 @@ namespace AppFireworks {
void update(double frameMs); void update(double frameMs);
double getLogoAnimCounter(); double getLogoAnimCounter();
int getHoveredButton(); int getHoveredButton();
void spawn(float x, float y);
} }

File diff suppressed because it is too large Load Diff

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@ -6,6 +6,8 @@
#include <mutex> #include <mutex>
#include <sstream> #include <sstream>
#include <filesystem>
#include "utils/ImagePathResolver.h" #include "utils/ImagePathResolver.h"
TextureLoader::TextureLoader( TextureLoader::TextureLoader(
@ -45,6 +47,18 @@ SDL_Texture* TextureLoader::loadFromImage(SDL_Renderer* renderer, const std::str
const std::string resolvedPath = AssetPath::resolveImagePath(path); const std::string resolvedPath = AssetPath::resolveImagePath(path);
setCurrentLoadingFile(resolvedPath.empty() ? path : resolvedPath); setCurrentLoadingFile(resolvedPath.empty() ? path : resolvedPath);
// Check filesystem existence for diagnostics (no console log)
bool fileExists = false;
try { if (!resolvedPath.empty()) fileExists = std::filesystem::exists(std::filesystem::u8path(resolvedPath)); } catch (...) { fileExists = false; }
// If resource manager provided, check cache first using the original asset key (path)
if (resourceManager_) {
if (auto sp = resourceManager_->get<SDL_Texture>(path)) {
clearCurrentLoadingFile();
loadedTasks_.fetch_add(1);
return sp.get();
}
}
SDL_Surface* surface = IMG_Load(resolvedPath.c_str()); SDL_Surface* surface = IMG_Load(resolvedPath.c_str());
if (!surface) { if (!surface) {
{ {
@ -54,7 +68,7 @@ SDL_Texture* TextureLoader::loadFromImage(SDL_Renderer* renderer, const std::str
} }
loadedTasks_.fetch_add(1); loadedTasks_.fetch_add(1);
clearCurrentLoadingFile(); clearCurrentLoadingFile();
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to load image %s (resolved: %s): %s", path.c_str(), resolvedPath.c_str(), SDL_GetError()); SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to load image %s (resolved: %s) exists=%s: %s", path.c_str(), resolvedPath.c_str(), fileExists ? "yes" : "no", SDL_GetError());
return nullptr; return nullptr;
} }
@ -66,6 +80,7 @@ SDL_Texture* TextureLoader::loadFromImage(SDL_Renderer* renderer, const std::str
} }
SDL_Texture* texture = SDL_CreateTextureFromSurface(renderer, surface); SDL_Texture* texture = SDL_CreateTextureFromSurface(renderer, surface);
// surface size preserved in outW/outH; no console log
SDL_DestroySurface(surface); SDL_DestroySurface(surface);
if (!texture) { if (!texture) {
@ -80,6 +95,15 @@ SDL_Texture* TextureLoader::loadFromImage(SDL_Renderer* renderer, const std::str
return nullptr; return nullptr;
} }
// No texture-size console diagnostics here
// cache in resource manager if present
if (resourceManager_) {
std::shared_ptr<void> sp(texture, [](void* t){ SDL_DestroyTexture(static_cast<SDL_Texture*>(t)); });
// store under original asset key (path) so callers using logical asset names find them
resourceManager_->put(path, sp);
}
loadedTasks_.fetch_add(1); loadedTasks_.fetch_add(1);
clearCurrentLoadingFile(); clearCurrentLoadingFile();

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@ -6,6 +6,7 @@
#include <mutex> #include <mutex>
#include <string> #include <string>
#include <vector> #include <vector>
#include "../resources/ResourceManager.h"
class TextureLoader { class TextureLoader {
public: public:
@ -16,6 +17,8 @@ public:
std::vector<std::string>& assetLoadErrors, std::vector<std::string>& assetLoadErrors,
std::mutex& assetLoadErrorsMutex); std::mutex& assetLoadErrorsMutex);
void setResourceManager(resources::ResourceManager* mgr) { resourceManager_ = mgr; }
SDL_Texture* loadFromImage(SDL_Renderer* renderer, const std::string& path, int* outW = nullptr, int* outH = nullptr); SDL_Texture* loadFromImage(SDL_Renderer* renderer, const std::string& path, int* outW = nullptr, int* outH = nullptr);
private: private:
@ -28,4 +31,6 @@ private:
void setCurrentLoadingFile(const std::string& filename); void setCurrentLoadingFile(const std::string& filename);
void clearCurrentLoadingFile(); void clearCurrentLoadingFile();
void recordAssetLoadError(const std::string& message); void recordAssetLoadError(const std::string& message);
resources::ResourceManager* resourceManager_ = nullptr;
}; };

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@ -118,6 +118,7 @@ static bool decodeMP3(const std::string& path, std::vector<int16_t>& outPCM, int
outCh = static_cast<int>(clientFormat.mChannelsPerFrame); outCh = static_cast<int>(clientFormat.mChannelsPerFrame);
return !outPCM.empty(); return !outPCM.empty();
} }
#else #else
static bool decodeMP3(const std::string& path, std::vector<int16_t>& outPCM, int& outRate, int& outCh){ static bool decodeMP3(const std::string& path, std::vector<int16_t>& outPCM, int& outRate, int& outCh){
(void)outPCM; (void)outRate; (void)outCh; (void)path; (void)outPCM; (void)outRate; (void)outCh; (void)path;
@ -184,6 +185,8 @@ void Audio::skipToNextTrack(){
void Audio::toggleMute(){ muted=!muted; } void Audio::toggleMute(){ muted=!muted; }
void Audio::setMuted(bool m){ muted=m; } void Audio::setMuted(bool m){ muted=m; }
bool Audio::isMuted() const { return muted; }
void Audio::nextTrack(){ void Audio::nextTrack(){
if(tracks.empty()) { current = -1; return; } if(tracks.empty()) { current = -1; return; }
// Try every track once to find a decodable one // Try every track once to find a decodable one

View File

@ -32,29 +32,27 @@ public:
void setSoundVolume(float volume) override; void setSoundVolume(float volume) override;
bool isMusicPlaying() const override; bool isMusicPlaying() const override;
// Existing Audio class methods // Additional IAudioSystem methods (forwarded to concrete implementation)
bool init(); // initialize backend (MF on Windows) bool init() override;
void addTrack(const std::string& path); // decode MP3 -> PCM16 stereo 44100 void shutdown() override;
void addTrackAsync(const std::string& path); // add track for background loading void addTrack(const std::string& path) override;
void startBackgroundLoading(); // start background thread for loading void addTrackAsync(const std::string& path) override;
void waitForLoadingComplete(); // wait for all tracks to finish loading void startBackgroundLoading() override;
bool isLoadingComplete() const; // check if background loading is done bool isLoadingComplete() const override;
int getLoadedTrackCount() const; // get number of tracks loaded so far int getLoadedTrackCount() const override;
void shuffle(); // randomize order void start() override;
void start(); // begin playback void skipToNextTrack() override;
void skipToNextTrack(); // advance to the next music track void shuffle() override;
void toggleMute(); void toggleMute() override;
bool isMuted() const override;
void setMuted(bool m); void setMuted(bool m);
bool isMuted() const { return muted; } void setMenuTrack(const std::string& path) override;
void playMenuMusic() override;
void playGameMusic() override;
void playSfx(const std::vector<int16_t>& pcm, int channels, int rate, float volume) override;
// Menu music support // Existing Audio class helper methods
void setMenuTrack(const std::string& path); void waitForLoadingComplete(); // wait for all tracks to finish loading
void playMenuMusic();
void playGameMusic();
// Queue a sound effect to mix over the music (pcm can be mono/stereo, any rate; will be converted)
void playSfx(const std::vector<int16_t>& pcm, int channels, int rate, float volume);
void shutdown();
private: private:
Audio()=default; ~Audio()=default; Audio(const Audio&)=delete; Audio& operator=(const Audio&)=delete; Audio()=default; ~Audio()=default; Audio(const Audio&)=delete; Audio& operator=(const Audio&)=delete;
static void SDLCALL streamCallback(void* userdata, SDL_AudioStream* stream, int additional, int total); static void SDLCALL streamCallback(void* userdata, SDL_AudioStream* stream, int additional, int total);

View File

@ -0,0 +1,15 @@
#include "AudioManager.h"
#include "Audio.h"
static IAudioSystem* g_audioSystem = nullptr;
IAudioSystem* AudioManager::get() {
if (!g_audioSystem) {
g_audioSystem = &Audio::instance();
}
return g_audioSystem;
}
void AudioManager::set(IAudioSystem* sys) {
g_audioSystem = sys;
}

11
src/audio/AudioManager.h Normal file
View File

@ -0,0 +1,11 @@
#pragma once
#include "../core/interfaces/IAudioSystem.h"
class AudioManager {
public:
// Get the currently registered audio system (may return Audio::instance())
static IAudioSystem* get();
// Replace the audio system (for tests or different backends)
static void set(IAudioSystem* sys);
};

View File

@ -2,6 +2,7 @@
#include "SoundEffect.h" #include "SoundEffect.h"
#include <SDL3/SDL.h> #include <SDL3/SDL.h>
#include "audio/Audio.h" #include "audio/Audio.h"
#include "audio/AudioManager.h"
#include <cstdio> #include <cstdio>
#include <algorithm> #include <algorithm>
#include <random> #include <random>
@ -93,7 +94,9 @@ void SimpleAudioPlayer::playSound(const std::vector<int16_t>& pcmData, int chann
return; return;
} }
// Route through shared Audio mixer so SFX always play over music // Route through shared Audio mixer so SFX always play over music
Audio::instance().playSfx(pcmData, channels, sampleRate, volume); if (auto sys = AudioManager::get()) {
sys->playSfx(pcmData, channels, sampleRate, volume);
}
} }
bool SoundEffect::loadWAV(const std::string& filePath) { bool SoundEffect::loadWAV(const std::string& filePath) {

View File

@ -21,7 +21,11 @@ std::string Settings::getSettingsPath() {
bool Settings::load() { bool Settings::load() {
std::ifstream file(getSettingsPath()); std::ifstream file(getSettingsPath());
if (!file.is_open()) { if (!file.is_open()) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Settings file not found, using defaults"); SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Settings file not found, using defaults. Creating settings file with defaults.");
// Persist defaults so next run has an explicit settings.ini
try {
save();
} catch (...) {}
return false; return false;
} }

View File

@ -48,7 +48,8 @@ private:
Settings& operator=(const Settings&) = delete; Settings& operator=(const Settings&) = delete;
// Settings values // Settings values
bool m_fullscreen = false; // Default to fullscreen on first run when no settings.ini exists
bool m_fullscreen = true;
bool m_musicEnabled = true; bool m_musicEnabled = true;
bool m_soundEnabled = true; bool m_soundEnabled = true;
bool m_debugEnabled = false; bool m_debugEnabled = false;

View File

@ -7,6 +7,7 @@
#include "../interfaces/IInputHandler.h" #include "../interfaces/IInputHandler.h"
#include <filesystem> #include <filesystem>
#include "../../audio/Audio.h" #include "../../audio/Audio.h"
#include "../../audio/AudioManager.h"
#include "../../audio/SoundEffect.h" #include "../../audio/SoundEffect.h"
#include "../../persistence/Scores.h" #include "../../persistence/Scores.h"
#include "../../states/State.h" #include "../../states/State.h"
@ -25,15 +26,26 @@
#include "../../graphics/effects/Starfield.h" #include "../../graphics/effects/Starfield.h"
#include "../../graphics/renderers/GameRenderer.h" #include "../../graphics/renderers/GameRenderer.h"
#include "../../gameplay/core/Game.h" #include "../../gameplay/core/Game.h"
#include "../../gameplay/coop/CoopGame.h"
#include "../../gameplay/effects/LineEffect.h" #include "../../gameplay/effects/LineEffect.h"
#include <SDL3/SDL.h> #include <SDL3/SDL.h>
#include <SDL3_image/SDL_image.h> #include <SDL3_image/SDL_image.h>
#include <SDL3_ttf/SDL_ttf.h> #include <SDL3_ttf/SDL_ttf.h>
#include "../../utils/ImagePathResolver.h" #include "../../utils/ImagePathResolver.h"
#include <iostream> #include <iostream>
#include "../../video/VideoPlayer.h"
#include <cmath> #include <cmath>
#include <fstream> #include <fstream>
#include <algorithm> #include <algorithm>
#ifdef _WIN32
#define WIN32_LEAN_AND_MEAN
#ifndef NOMINMAX
#define NOMINMAX
#endif
#include <windows.h>
#include <shellapi.h>
#endif
// (Intro video playback is now handled in-process via VideoPlayer)
ApplicationManager::ApplicationManager() = default; ApplicationManager::ApplicationManager() = default;
@ -54,7 +66,15 @@ void ApplicationManager::renderLoading(ApplicationManager* app, RenderManager& r
if (winW_actual > 0 && winH_actual > 0) app->m_starfield3D->resize(winW_actual, winH_actual); if (winW_actual > 0 && winH_actual > 0) app->m_starfield3D->resize(winW_actual, winH_actual);
app->m_starfield3D->draw(renderer.getSDLRenderer()); app->m_starfield3D->draw(renderer.getSDLRenderer());
} }
// If intro video is playing, render it instead of the loading UI
if (app->m_introStarted && app->m_videoPlayer) {
SDL_Renderer* sdlR = renderer.getSDLRenderer();
int winW=0, winH=0; renderer.getWindowSize(winW, winH);
app->m_videoPlayer->render(sdlR, winW, winH);
SDL_SetRenderViewport(renderer.getSDLRenderer(), nullptr);
SDL_SetRenderScale(renderer.getSDLRenderer(), 1.0f, 1.0f);
return;
}
SDL_Rect logicalVP = {0,0,0,0}; SDL_Rect logicalVP = {0,0,0,0};
float logicalScale = 1.0f; float logicalScale = 1.0f;
if (app->m_renderManager) { if (app->m_renderManager) {
@ -248,7 +268,7 @@ void ApplicationManager::shutdown() {
m_running = false; m_running = false;
// Stop audio systems before tearing down SDL to avoid aborts/asserts // Stop audio systems before tearing down SDL to avoid aborts/asserts
Audio::instance().shutdown(); if (auto sys = AudioManager::get()) sys->shutdown();
SoundEffectManager::instance().shutdown(); SoundEffectManager::instance().shutdown();
// Cleanup in reverse order of initialization // Cleanup in reverse order of initialization
@ -362,11 +382,11 @@ bool ApplicationManager::initializeManagers() {
// M: Toggle/mute music; start playback if unmuting and not started yet // M: Toggle/mute music; start playback if unmuting and not started yet
if (!consume && sc == SDL_SCANCODE_M) { if (!consume && sc == SDL_SCANCODE_M) {
Audio::instance().toggleMute(); if (auto sys = AudioManager::get()) sys->toggleMute();
m_musicEnabled = !m_musicEnabled; m_musicEnabled = !m_musicEnabled;
if (m_musicEnabled && !m_musicStarted && Audio::instance().getLoadedTrackCount() > 0) { if (m_musicEnabled && !m_musicStarted && AudioManager::get() && AudioManager::get()->getLoadedTrackCount() > 0) {
Audio::instance().shuffle(); AudioManager::get()->shuffle();
Audio::instance().start(); AudioManager::get()->start();
m_musicStarted = true; m_musicStarted = true;
} }
consume = true; consume = true;
@ -374,11 +394,7 @@ bool ApplicationManager::initializeManagers() {
// N: Skip to next song in the playlist (or restart menu track) // N: Skip to next song in the playlist (or restart menu track)
if (!consume && sc == SDL_SCANCODE_N) { if (!consume && sc == SDL_SCANCODE_N) {
Audio::instance().skipToNextTrack(); if (auto sys = AudioManager::get()) { sys->skipToNextTrack(); if (!m_musicStarted && sys->getLoadedTrackCount() > 0) { m_musicStarted = true; m_musicEnabled = true; } }
if (!m_musicStarted && Audio::instance().getLoadedTrackCount() > 0) {
m_musicStarted = true;
m_musicEnabled = true;
}
consume = true; consume = true;
} }
@ -496,13 +512,13 @@ void ApplicationManager::registerServices() {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Registered IInputHandler service"); SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Registered IInputHandler service");
} }
// Register Audio system singleton // Register Audio system singleton (via AudioManager)
auto& audioInstance = Audio::instance(); IAudioSystem* audioInstance = AudioManager::get();
auto audioPtr = std::shared_ptr<Audio>(&audioInstance, [](Audio*) { if (audioInstance) {
// Custom deleter that does nothing since Audio is a singleton std::shared_ptr<IAudioSystem> audioPtr(audioInstance, [](IAudioSystem*){});
});
m_serviceContainer.registerSingleton<IAudioSystem>(audioPtr); m_serviceContainer.registerSingleton<IAudioSystem>(audioPtr);
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Registered IAudioSystem service"); SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Registered IAudioSystem service");
}
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Service registration completed successfully"); SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Service registration completed successfully");
} }
@ -561,6 +577,7 @@ bool ApplicationManager::initializeGame() {
m_lineEffect->init(m_renderManager->getSDLRenderer()); m_lineEffect->init(m_renderManager->getSDLRenderer());
} }
m_game = std::make_unique<Game>(m_startLevelSelection); m_game = std::make_unique<Game>(m_startLevelSelection);
m_coopGame = std::make_unique<CoopGame>(m_startLevelSelection);
// Wire up sound callbacks as main.cpp did // Wire up sound callbacks as main.cpp did
if (m_game) { if (m_game) {
// Apply global gravity speed multiplier from config // Apply global gravity speed multiplier from config
@ -580,13 +597,25 @@ bool ApplicationManager::initializeGame() {
}); });
} }
if (m_coopGame) {
// TODO: tune gravity with Config and shared level scaling once coop rules are finalized
m_coopGame->reset(m_startLevelSelection);
// Wire coop sound callback to reuse same clear-line VO/SFX behavior
m_coopGame->setSoundCallback([&](int linesCleared){
SoundEffectManager::instance().playSound("clear_line", 1.0f);
if (linesCleared == 2) SoundEffectManager::instance().playRandomSound({"nice_combo"}, 1.0f);
else if (linesCleared == 3) SoundEffectManager::instance().playRandomSound({"great_move"}, 1.0f);
else if (linesCleared == 4) SoundEffectManager::instance().playRandomSound({"amazing"}, 1.0f);
});
}
// Prepare a StateContext-like struct by setting up handlers that capture // Prepare a StateContext-like struct by setting up handlers that capture
// pointers and flags. State objects in this refactor expect these to be // pointers and flags. State objects in this refactor expect these to be
// available via StateManager event/update/render hooks, so we'll store them // available via StateManager event/update/render hooks, so we'll store them
// as lambdas that reference members here. // as lambdas that reference members here.
// Start background music loading similar to main.cpp: Audio init + file discovery // Start background music loading similar to main.cpp: Audio init + file discovery
Audio::instance().init(); if (auto sys = AudioManager::get()) sys->init();
// Discover available tracks (up to 100) and queue for background loading // Discover available tracks (up to 100) and queue for background loading
m_totalTracks = 0; m_totalTracks = 0;
std::vector<std::string> trackPaths; std::vector<std::string> trackPaths;
@ -602,15 +631,15 @@ bool ApplicationManager::initializeGame() {
} }
m_totalTracks = static_cast<int>(trackPaths.size()); m_totalTracks = static_cast<int>(trackPaths.size());
for (const auto& path : trackPaths) { for (const auto& path : trackPaths) {
Audio::instance().addTrackAsync(path); if (auto sys = AudioManager::get()) sys->addTrackAsync(path);
} }
if (m_totalTracks > 0) { if (m_totalTracks > 0) {
Audio::instance().startBackgroundLoading(); if (auto sys = AudioManager::get()) sys->startBackgroundLoading();
// Kick off playback now; Audio will pick a track once decoded. // Kick off playback now; Audio will pick a track once decoded.
// Do not mark as started yet; we'll flip the flag once a track is actually loaded. // Do not mark as started yet; we'll flip the flag once a track is actually loaded.
if (m_musicEnabled) { if (m_musicEnabled) {
Audio::instance().shuffle(); if (auto sys = AudioManager::get()) { sys->shuffle(); sys->start(); }
Audio::instance().start(); m_musicStarted = true;
} }
m_currentTrackLoading = 1; // mark started m_currentTrackLoading = 1; // mark started
} }
@ -621,6 +650,7 @@ bool ApplicationManager::initializeGame() {
{ {
m_stateContext.stateManager = m_stateManager.get(); m_stateContext.stateManager = m_stateManager.get();
m_stateContext.game = m_game.get(); m_stateContext.game = m_game.get();
m_stateContext.coopGame = m_coopGame.get();
m_stateContext.scores = m_scoreManager.get(); m_stateContext.scores = m_scoreManager.get();
m_stateContext.starfield = m_starfield.get(); m_stateContext.starfield = m_starfield.get();
m_stateContext.starfield3D = m_starfield3D.get(); m_stateContext.starfield3D = m_starfield3D.get();
@ -765,17 +795,44 @@ void ApplicationManager::setupStateHandlers() {
m_starfield3D->update(deltaTime / 1000.0f); m_starfield3D->update(deltaTime / 1000.0f);
} }
// Check if loading is complete and transition to menu // Check if loading is complete and transition to next stage
if (m_assetManager->isLoadingComplete()) { if (m_assetManager->isLoadingComplete()) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Loading complete, transitioning to Menu"); SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Loading complete, handling post-load flow");
// Update texture pointers now that assets are loaded // Update texture pointers now that assets are loaded
m_stateContext.backgroundTex = m_assetManager->getTexture("background"); m_stateContext.backgroundTex = m_assetManager->getTexture("background");
m_stateContext.blocksTex = m_assetManager->getTexture("blocks"); m_stateContext.blocksTex = m_assetManager->getTexture("blocks");
bool ok = m_stateManager->setState(AppState::Menu); // If an intro video exists and hasn't been started, attempt to play it in-process
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "setState(AppState::Menu) returned %d", ok ? 1 : 0); std::filesystem::path introPath = m_introPath;
traceFile("- to Menu returned"); if (!m_introStarted && std::filesystem::exists(introPath)) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Intro video found: %s", introPath.string().c_str());
try {
if (!m_videoPlayer) m_videoPlayer = std::make_unique<VideoPlayer>();
SDL_Renderer* sdlRend = (m_renderManager) ? m_renderManager->getSDLRenderer() : nullptr;
if (m_videoPlayer->open(introPath.string(), sdlRend)) {
m_introStarted = true;
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Intro video started in-process");
} else {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "VideoPlayer failed to open intro; skipping");
m_stateManager->setState(AppState::Playing);
}
} catch (const std::exception& ex) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Exception while starting VideoPlayer: %s", ex.what());
m_stateManager->setState(AppState::Playing);
}
} else if (m_introStarted) {
// Let VideoPlayer decode frames; once finished, transition to playing
if (m_videoPlayer) m_videoPlayer->update();
if (!m_videoPlayer || m_videoPlayer->isFinished()) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Intro video finished (in-process), transitioning to Playing");
m_stateManager->setState(AppState::Playing);
}
} else {
// No intro to play; transition directly to Playing
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "No intro video; transitioning to Playing");
m_stateManager->setState(AppState::Playing);
}
} }
}); });
@ -881,15 +938,15 @@ void ApplicationManager::setupStateHandlers() {
// Start music as soon as at least one track has decoded (dont wait for all) // Start music as soon as at least one track has decoded (dont wait for all)
// Start music as soon as at least one track has decoded (don't wait for all) // Start music as soon as at least one track has decoded (don't wait for all)
if (m_musicEnabled && !m_musicStarted) { if (m_musicEnabled && !m_musicStarted) {
if (Audio::instance().getLoadedTrackCount() > 0) { if (auto sys = AudioManager::get()) {
Audio::instance().shuffle(); if (sys->getLoadedTrackCount() > 0) { sys->shuffle(); sys->start(); m_musicStarted = true; }
Audio::instance().start();
m_musicStarted = true;
} }
} }
// Track completion status for UI // Track completion status for UI
if (!m_musicLoaded && Audio::instance().isLoadingComplete()) { if (!m_musicLoaded) {
m_musicLoaded = true; if (auto sys = AudioManager::get()) {
if (sys->isLoadingComplete()) m_musicLoaded = true;
}
} }
}); });
@ -917,8 +974,8 @@ void ApplicationManager::setupStateHandlers() {
m_showExitConfirmPopup = true; m_showExitConfirmPopup = true;
return; return;
} }
// S: toggle SFX enable state (music handled globally) // K: toggle SFX enable state (music handled globally)
if (event.key.scancode == SDL_SCANCODE_S) { if (event.key.scancode == SDL_SCANCODE_K) {
SoundEffectManager::instance().setEnabled(!SoundEffectManager::instance().isEnabled()); SoundEffectManager::instance().setEnabled(!SoundEffectManager::instance().isEnabled());
} }
} }
@ -1217,13 +1274,25 @@ void ApplicationManager::setupStateHandlers() {
// "GAME OVER" title // "GAME OVER" title
font.draw(renderer.getSDLRenderer(), LOGICAL_W * 0.5f - 120, 140, "GAME OVER", 3.0f, {255, 80, 60, 255}); font.draw(renderer.getSDLRenderer(), LOGICAL_W * 0.5f - 120, 140, "GAME OVER", 3.0f, {255, 80, 60, 255});
// Game stats // Game stats (single-player or coop combined)
char buf[128]; char buf[128];
if (m_stateContext.game && m_stateContext.game->getMode() == GameMode::Cooperate && m_stateContext.coopGame) {
int leftScore = m_stateContext.coopGame->score(::CoopGame::PlayerSide::Left);
int rightScore = m_stateContext.coopGame->score(::CoopGame::PlayerSide::Right);
int total = leftScore + rightScore;
std::snprintf(buf, sizeof(buf), "SCORE %d + %d = %d LINES %d LEVEL %d",
leftScore,
rightScore,
total,
m_stateContext.coopGame->lines(),
m_stateContext.coopGame->level());
} else {
std::snprintf(buf, sizeof(buf), "SCORE %d LINES %d LEVEL %d", std::snprintf(buf, sizeof(buf), "SCORE %d LINES %d LEVEL %d",
m_stateContext.game->score(), m_stateContext.game ? m_stateContext.game->score() : 0,
m_stateContext.game->lines(), m_stateContext.game ? m_stateContext.game->lines() : 0,
m_stateContext.game->level()); m_stateContext.game ? m_stateContext.game->level() : 0);
font.draw(renderer.getSDLRenderer(), LOGICAL_W * 0.5f - 180, 220, buf, 1.2f, {220, 220, 230, 255}); }
font.draw(renderer.getSDLRenderer(), LOGICAL_W * 0.5f - 220, 220, buf, 1.2f, {220, 220, 230, 255});
// Instructions // Instructions
font.draw(renderer.getSDLRenderer(), LOGICAL_W * 0.5f - 120, 270, "PRESS ENTER / SPACE", 1.2f, {200, 200, 220, 255}); font.draw(renderer.getSDLRenderer(), LOGICAL_W * 0.5f - 120, 270, "PRESS ENTER / SPACE", 1.2f, {200, 200, 220, 255});
@ -1238,8 +1307,90 @@ void ApplicationManager::setupStateHandlers() {
[this](double frameMs) { [this](double frameMs) {
if (!m_stateContext.game) return; if (!m_stateContext.game) return;
const bool coopActive = m_stateContext.game->getMode() == GameMode::Cooperate && m_stateContext.coopGame;
// Get current keyboard state // Get current keyboard state
const bool *ks = SDL_GetKeyboardState(nullptr); const bool *ks = SDL_GetKeyboardState(nullptr);
if (coopActive) {
// Paused: suppress all continuous input so pieces don't drift while paused.
if (m_stateContext.game->isPaused()) {
m_stateContext.coopGame->setSoftDropping(CoopGame::PlayerSide::Left, false);
m_stateContext.coopGame->setSoftDropping(CoopGame::PlayerSide::Right, false);
m_p1MoveTimerMs = 0.0;
m_p2MoveTimerMs = 0.0;
m_p1LeftHeld = false;
m_p1RightHeld = false;
m_p2LeftHeld = false;
m_p2RightHeld = false;
return;
}
auto handleSide = [&](CoopGame::PlayerSide side,
bool leftHeld,
bool rightHeld,
double& timer,
SDL_Scancode leftKey,
SDL_Scancode rightKey,
SDL_Scancode downKey) {
bool left = ks[leftKey];
bool right = ks[rightKey];
bool down = ks[downKey];
// Soft drop flag
m_stateContext.coopGame->setSoftDropping(side, down);
int moveDir = 0;
if (left && !right) moveDir = -1;
else if (right && !left) moveDir = +1;
if (moveDir != 0) {
if ((moveDir == -1 && !leftHeld) || (moveDir == +1 && !rightHeld)) {
// First press - immediate movement
m_stateContext.coopGame->move(side, moveDir);
timer = DAS;
} else {
timer -= frameMs;
if (timer <= 0) {
m_stateContext.coopGame->move(side, moveDir);
timer += ARR;
}
}
} else {
timer = 0.0;
}
// Soft drop boost: coop uses same gravity path; fall acceleration handled inside tickGravity
};
// Left player (WASD): A/D horizontal, S soft drop
handleSide(CoopGame::PlayerSide::Left, m_p1LeftHeld, m_p1RightHeld, m_p1MoveTimerMs,
SDL_SCANCODE_A, SDL_SCANCODE_D, SDL_SCANCODE_S);
// Right player (arrows): Left/Right horizontal, Down soft drop
handleSide(CoopGame::PlayerSide::Right, m_p2LeftHeld, m_p2RightHeld, m_p2MoveTimerMs,
SDL_SCANCODE_LEFT, SDL_SCANCODE_RIGHT, SDL_SCANCODE_DOWN);
// Update held flags for next frame
m_p1LeftHeld = ks[SDL_SCANCODE_A];
m_p1RightHeld = ks[SDL_SCANCODE_D];
m_p2LeftHeld = ks[SDL_SCANCODE_LEFT];
m_p2RightHeld = ks[SDL_SCANCODE_RIGHT];
// Gravity / effects
m_stateContext.coopGame->tickGravity(frameMs);
m_stateContext.coopGame->updateVisualEffects(frameMs);
// Delegate to PlayingState for any ancillary updates (renderer transport bookkeeping)
if (m_playingState) {
m_playingState->update(frameMs);
}
// Game over transition for coop
if (m_stateContext.coopGame->isGameOver()) {
m_stateManager->setState(AppState::GameOver);
}
} else {
bool left = ks[SDL_SCANCODE_LEFT] || ks[SDL_SCANCODE_A]; bool left = ks[SDL_SCANCODE_LEFT] || ks[SDL_SCANCODE_A];
bool right = ks[SDL_SCANCODE_RIGHT] || ks[SDL_SCANCODE_D]; bool right = ks[SDL_SCANCODE_RIGHT] || ks[SDL_SCANCODE_D];
bool down = ks[SDL_SCANCODE_DOWN] || ks[SDL_SCANCODE_S]; bool down = ks[SDL_SCANCODE_DOWN] || ks[SDL_SCANCODE_S];
@ -1297,15 +1448,19 @@ void ApplicationManager::setupStateHandlers() {
if (m_stateContext.game->isGameOver()) { if (m_stateContext.game->isGameOver()) {
// Submit score before transitioning // Submit score before transitioning
if (m_stateContext.scores) { if (m_stateContext.scores) {
std::string gt = (m_stateContext.game->getMode() == GameMode::Challenge) ? "challenge" : "classic";
m_stateContext.scores->submit( m_stateContext.scores->submit(
m_stateContext.game->score(), m_stateContext.game->score(),
m_stateContext.game->lines(), m_stateContext.game->lines(),
m_stateContext.game->level(), m_stateContext.game->level(),
m_stateContext.game->elapsed() m_stateContext.game->elapsed(),
std::string("PLAYER"),
gt
); );
} }
m_stateManager->setState(AppState::GameOver); m_stateManager->setState(AppState::GameOver);
} }
}
}); });
// Debug overlay: show current window and logical sizes on the right side of the screen // Debug overlay: show current window and logical sizes on the right side of the screen
auto debugOverlay = [this](RenderManager& renderer) { auto debugOverlay = [this](RenderManager& renderer) {

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@ -17,6 +17,7 @@ class Starfield;
class Starfield3D; class Starfield3D;
class FontAtlas; class FontAtlas;
class LineEffect; class LineEffect;
class CoopGame;
// Forward declare state classes (top-level, defined under src/states) // Forward declare state classes (top-level, defined under src/states)
class LoadingState; class LoadingState;
@ -109,6 +110,7 @@ private:
std::unique_ptr<ScoreManager> m_scoreManager; std::unique_ptr<ScoreManager> m_scoreManager;
// Gameplay pieces // Gameplay pieces
std::unique_ptr<Game> m_game; std::unique_ptr<Game> m_game;
std::unique_ptr<CoopGame> m_coopGame;
std::unique_ptr<LineEffect> m_lineEffect; std::unique_ptr<LineEffect> m_lineEffect;
// DAS/ARR movement timing (from original main.cpp) // DAS/ARR movement timing (from original main.cpp)
@ -118,6 +120,14 @@ private:
static constexpr double DAS = 170.0; // Delayed Auto Shift static constexpr double DAS = 170.0; // Delayed Auto Shift
static constexpr double ARR = 40.0; // Auto Repeat Rate static constexpr double ARR = 40.0; // Auto Repeat Rate
// Coop DAS/ARR per player
bool m_p1LeftHeld = false;
bool m_p1RightHeld = false;
bool m_p2LeftHeld = false;
bool m_p2RightHeld = false;
double m_p1MoveTimerMs = 0.0;
double m_p2MoveTimerMs = 0.0;
// State context (must be a member to ensure lifetime) // State context (must be a member to ensure lifetime)
StateContext m_stateContext; StateContext m_stateContext;
@ -143,6 +153,11 @@ private:
float m_logoAnimCounter = 0.0f; float m_logoAnimCounter = 0.0f;
bool m_helpOverlayPausedGame = false; bool m_helpOverlayPausedGame = false;
// Intro video playback (in-process via FFmpeg)
bool m_introStarted = false;
std::string m_introPath = "assets/videos/spacetris_intro.mp4";
std::unique_ptr<class VideoPlayer> m_videoPlayer;
// Gameplay background (per-level) with fade, mirroring main.cpp behavior // Gameplay background (per-level) with fade, mirroring main.cpp behavior
SDL_Texture* m_levelBackgroundTex = nullptr; SDL_Texture* m_levelBackgroundTex = nullptr;
SDL_Texture* m_nextLevelBackgroundTex = nullptr; // used during fade transitions SDL_Texture* m_nextLevelBackgroundTex = nullptr; // used during fade transitions

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@ -1,12 +1,15 @@
#include "AssetManager.h" #include "AssetManager.h"
#include "../../graphics/ui/Font.h" #include "../../graphics/ui/Font.h"
#include "../../audio/Audio.h" #include "../../audio/Audio.h"
#include "../../audio/AudioManager.h"
#include "../../audio/SoundEffect.h" #include "../../audio/SoundEffect.h"
#include <SDL3/SDL.h> #include <SDL3/SDL.h>
#include <SDL3_image/SDL_image.h> #include <SDL3_image/SDL_image.h>
#include <SDL3_ttf/SDL_ttf.h> #include <SDL3_ttf/SDL_ttf.h>
#include <filesystem> #include <filesystem>
#include "../../utils/ImagePathResolver.h" #include "../../utils/ImagePathResolver.h"
#include "../../core/Config.h"
#include "../../resources/AssetPaths.h"
AssetManager::AssetManager() AssetManager::AssetManager()
: m_renderer(nullptr) : m_renderer(nullptr)
@ -38,7 +41,7 @@ bool AssetManager::initialize(SDL_Renderer* renderer) {
m_renderer = renderer; m_renderer = renderer;
// Get references to singleton systems // Get references to singleton systems
m_audioSystem = &Audio::instance(); m_audioSystem = AudioManager::get();
m_soundSystem = &SoundEffectManager::instance(); m_soundSystem = &SoundEffectManager::instance();
m_initialized = true; m_initialized = true;
@ -103,7 +106,34 @@ SDL_Texture* AssetManager::loadTexture(const std::string& id, const std::string&
SDL_Texture* AssetManager::getTexture(const std::string& id) const { SDL_Texture* AssetManager::getTexture(const std::string& id) const {
auto it = m_textures.find(id); auto it = m_textures.find(id);
return (it != m_textures.end()) ? it->second : nullptr; if (it != m_textures.end()) return it->second;
// Lazy fallback: attempt to load well-known short ids from configured asset paths.
std::vector<std::string> candidates;
if (id == "logo") {
candidates.push_back(std::string(Assets::LOGO));
candidates.push_back(Config::Assets::LOGO_BMP);
} else if (id == "logo_small") {
candidates.push_back(Config::Assets::LOGO_SMALL_BMP);
candidates.push_back(std::string(Assets::LOGO));
} else if (id == "background") {
candidates.push_back(std::string(Assets::MAIN_SCREEN));
candidates.push_back(Config::Assets::BACKGROUND_BMP);
} else if (id == "blocks") {
candidates.push_back(std::string(Assets::BLOCKS_SPRITE));
candidates.push_back(Config::Assets::BLOCKS_BMP);
} else if (id == "asteroids") {
candidates.push_back(std::string(Assets::ASTEROID_SPRITE));
}
for (const auto &candidatePath : candidates) {
if (candidatePath.empty()) continue;
AssetManager* self = const_cast<AssetManager*>(this);
SDL_Texture* tex = self->loadTexture(id, candidatePath);
if (tex) return tex;
}
return nullptr;
} }
bool AssetManager::unloadTexture(const std::string& id) { bool AssetManager::unloadTexture(const std::string& id) {

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@ -7,12 +7,12 @@
#include <memory> #include <memory>
#include <functional> #include <functional>
#include "../interfaces/IAssetLoader.h" #include "../interfaces/IAssetLoader.h"
#include "../interfaces/IAssetLoader.h"
// Forward declarations // Forward declarations
class FontAtlas; class FontAtlas;
class Audio; class Audio;
class SoundEffectManager; class SoundEffectManager;
class IAudioSystem;
/** /**
* AssetManager - Centralized resource management following SOLID principles * AssetManager - Centralized resource management following SOLID principles
@ -121,7 +121,7 @@ private:
// System references // System references
SDL_Renderer* m_renderer; SDL_Renderer* m_renderer;
Audio* m_audioSystem; // Pointer to singleton IAudioSystem* m_audioSystem; // Pointer to audio system (IAudioSystem)
SoundEffectManager* m_soundSystem; // Pointer to singleton SoundEffectManager* m_soundSystem; // Pointer to singleton
// Configuration // Configuration

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@ -1,6 +1,8 @@
#pragma once #pragma once
#include <string> #include <string>
#include <vector>
#include <cstdint>
/** /**
* @brief Abstract interface for audio system operations * @brief Abstract interface for audio system operations
@ -52,4 +54,28 @@ public:
* @return true if music is playing, false otherwise * @return true if music is playing, false otherwise
*/ */
virtual bool isMusicPlaying() const = 0; virtual bool isMusicPlaying() const = 0;
// Extended control methods used by the application
virtual bool init() = 0;
virtual void shutdown() = 0;
virtual void addTrack(const std::string& path) = 0;
virtual void addTrackAsync(const std::string& path) = 0;
virtual void startBackgroundLoading() = 0;
virtual bool isLoadingComplete() const = 0;
virtual int getLoadedTrackCount() const = 0;
virtual void start() = 0;
virtual void skipToNextTrack() = 0;
virtual void shuffle() = 0;
virtual void toggleMute() = 0;
virtual bool isMuted() const = 0;
virtual void setMenuTrack(const std::string& path) = 0;
virtual void playMenuMusic() = 0;
virtual void playGameMusic() = 0;
// Low-level SFX path (raw PCM) used by internal SFX mixer
virtual void playSfx(const std::vector<int16_t>& pcm, int channels, int rate, float volume) = 0;
}; };

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@ -156,9 +156,19 @@ void StateManager::render(RenderManager& renderer) {
} }
bool StateManager::isValidState(AppState state) const { bool StateManager::isValidState(AppState state) const {
// All enum values are currently valid switch (state) {
return static_cast<int>(state) >= static_cast<int>(AppState::Loading) && case AppState::Loading:
static_cast<int>(state) <= static_cast<int>(AppState::GameOver); case AppState::Video:
case AppState::Menu:
case AppState::Options:
case AppState::LevelSelector:
case AppState::Playing:
case AppState::LevelSelect:
case AppState::GameOver:
return true;
default:
return false;
}
} }
bool StateManager::canTransitionTo(AppState newState) const { bool StateManager::canTransitionTo(AppState newState) const {
@ -169,6 +179,7 @@ bool StateManager::canTransitionTo(AppState newState) const {
const char* StateManager::getStateName(AppState state) const { const char* StateManager::getStateName(AppState state) const {
switch (state) { switch (state) {
case AppState::Loading: return "Loading"; case AppState::Loading: return "Loading";
case AppState::Video: return "Video";
case AppState::Menu: return "Menu"; case AppState::Menu: return "Menu";
case AppState::Options: return "Options"; case AppState::Options: return "Options";
case AppState::LevelSelector: return "LevelSelector"; case AppState::LevelSelector: return "LevelSelector";

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@ -12,6 +12,7 @@ class RenderManager;
// Application states used across the app // Application states used across the app
enum class AppState { enum class AppState {
Loading, Loading,
Video,
Menu, Menu,
Options, Options,
LevelSelector, LevelSelector,

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@ -3,6 +3,7 @@
#include <algorithm> #include <algorithm>
#include <cmath> #include <cmath>
#include "audio/Audio.h" #include "audio/Audio.h"
#include "audio/AudioManager.h"
#ifndef M_PI #ifndef M_PI
#define M_PI 3.14159265358979323846 #define M_PI 3.14159265358979323846
@ -266,6 +267,6 @@ void LineEffect::playLineClearSound(int lineCount) {
const std::vector<int16_t>* sample = (lineCount == 4) ? &tetrisSample : &lineClearSample; const std::vector<int16_t>* sample = (lineCount == 4) ? &tetrisSample : &lineClearSample;
if (sample && !sample->empty()) { if (sample && !sample->empty()) {
// Mix via shared Audio device so it layers with music // Mix via shared Audio device so it layers with music
Audio::instance().playSfx(*sample, 2, 44100, (lineCount == 4) ? 0.9f : 0.7f); if (auto sys = AudioManager::get()) sys->playSfx(*sample, 2, 44100, (lineCount == 4) ? 0.9f : 0.7f);
} }
} }

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@ -0,0 +1,317 @@
#include "CoopAIController.h"
#include "CoopGame.h"
#include <algorithm>
#include <array>
#include <cmath>
#include <limits>
namespace {
static bool canPlacePieceForSide(const std::array<CoopGame::Cell, CoopGame::COLS * CoopGame::ROWS>& board,
const CoopGame::Piece& p,
CoopGame::PlayerSide side) {
for (int cy = 0; cy < 4; ++cy) {
for (int cx = 0; cx < 4; ++cx) {
if (!CoopGame::cellFilled(p, cx, cy)) {
continue;
}
const int bx = p.x + cx;
const int by = p.y + cy;
// Keep the AI strictly in the correct half.
if (side == CoopGame::PlayerSide::Right) {
if (bx < 10 || bx >= CoopGame::COLS) {
return false;
}
} else {
if (bx < 0 || bx >= 10) {
return false;
}
}
// Above the visible board is allowed.
if (by < 0) {
continue;
}
if (by >= CoopGame::ROWS) {
return false;
}
if (board[by * CoopGame::COLS + bx].occupied) {
return false;
}
}
}
return true;
}
static int dropYFor(const std::array<CoopGame::Cell, CoopGame::COLS * CoopGame::ROWS>& board,
CoopGame::Piece p,
CoopGame::PlayerSide side) {
// Assumes p is currently placeable.
while (true) {
CoopGame::Piece next = p;
next.y += 1;
if (!canPlacePieceForSide(board, next, side)) {
return p.y;
}
p = next;
if (p.y > CoopGame::ROWS) {
return p.y;
}
}
}
static void applyPiece(std::array<uint8_t, CoopGame::COLS * CoopGame::ROWS>& occ,
const CoopGame::Piece& p) {
for (int cy = 0; cy < 4; ++cy) {
for (int cx = 0; cx < 4; ++cx) {
if (!CoopGame::cellFilled(p, cx, cy)) {
continue;
}
const int bx = p.x + cx;
const int by = p.y + cy;
if (by < 0 || by >= CoopGame::ROWS || bx < 0 || bx >= CoopGame::COLS) {
continue;
}
occ[by * CoopGame::COLS + bx] = 1;
}
}
}
struct Eval {
double score = -std::numeric_limits<double>::infinity();
int rot = 0;
int x = 10;
};
static Eval evaluateBestPlacementForSide(const CoopGame& game, CoopGame::PlayerSide side) {
const auto& board = game.boardRef();
std::array<uint8_t, CoopGame::COLS * CoopGame::ROWS> occ{};
for (int i = 0; i < CoopGame::COLS * CoopGame::ROWS; ++i) {
occ[i] = board[i].occupied ? 1 : 0;
}
const CoopGame::Piece cur = game.current(side);
Eval best{};
// Iterate rotations and x positions. IMPORTANT: allow x to go slightly out of bounds
// because our pieces are represented in a 4x4 mask and many rotations have leading
// empty columns. For example, placing a vertical I/J/L into column 0 often requires
// p.x == -1 or p.x == -2 so the filled cells land at bx==0.
// canPlacePieceForSide() enforces the actual half-board bounds.
for (int rot = 0; rot < 4; ++rot) {
int xmin = (side == CoopGame::PlayerSide::Right) ? 6 : -3;
int xmax = (side == CoopGame::PlayerSide::Right) ? 22 : 13;
for (int x = xmin; x <= xmax; ++x) {
CoopGame::Piece p = cur;
p.rot = rot;
p.x = x;
// If this rotation/x is illegal at the current y, try near the top spawn band.
if (!canPlacePieceForSide(board, p, side)) {
p.y = -2;
if (!canPlacePieceForSide(board, p, side)) {
continue;
}
}
p.y = dropYFor(board, p, side);
auto occ2 = occ;
applyPiece(occ2, p);
// Count completed full rows (all 20 cols) after placement.
int fullRows = 0;
for (int y = 0; y < CoopGame::ROWS; ++y) {
bool full = true;
for (int cx = 0; cx < CoopGame::COLS; ++cx) {
if (!occ2[y * CoopGame::COLS + cx]) {
full = false;
break;
}
}
if (full) {
++fullRows;
}
}
// Right-half column heights + holes + bumpiness.
std::array<int, 10> heights{};
int aggregateHeight = 0;
int holes = 0;
for (int c = 0; c < 10; ++c) {
const int bx = (side == CoopGame::PlayerSide::Right) ? (10 + c) : c;
int h = 0;
bool found = false;
for (int y = 0; y < CoopGame::ROWS; ++y) {
if (occ2[y * CoopGame::COLS + bx]) {
h = CoopGame::ROWS - y;
found = true;
// Count holes below the first filled cell.
for (int yy = y + 1; yy < CoopGame::ROWS; ++yy) {
if (!occ2[yy * CoopGame::COLS + bx]) {
++holes;
}
}
break;
}
}
heights[c] = found ? h : 0;
aggregateHeight += heights[c];
}
int bump = 0;
for (int i = 0; i < 9; ++i) {
bump += std::abs(heights[i] - heights[i + 1]);
}
// Reward sync potential: rows where the right half is full (10..19).
int sideHalfFullRows = 0;
for (int y = 0; y < CoopGame::ROWS; ++y) {
bool full = true;
int start = (side == CoopGame::PlayerSide::Right) ? 10 : 0;
int end = (side == CoopGame::PlayerSide::Right) ? 20 : 10;
for (int bx = start; bx < end; ++bx) {
if (!occ2[y * CoopGame::COLS + bx]) {
full = false;
break;
}
}
if (full) {
++sideHalfFullRows;
}
}
// Simple heuristic:
// - Strongly prefer completed full rows
// - Prefer making the right half complete (helps cooperative clears)
// - Penalize holes and excessive height/bumpiness
double s = 0.0;
// Strongly prefer full-line clears across the whole board (rare but best).
s += static_cast<double>(fullRows) * 12000.0;
// Heavily prefer completing the player's half — make this a primary objective.
s += static_cast<double>(sideHalfFullRows) * 6000.0;
// Penalize holes and height less aggressively so completing half-rows is prioritized.
s -= static_cast<double>(holes) * 180.0;
s -= static_cast<double>(aggregateHeight) * 4.0;
s -= static_cast<double>(bump) * 10.0;
// Reduce center bias so edge placements to complete rows are not punished.
double centerTarget = (side == CoopGame::PlayerSide::Right) ? 15.0 : 4.5;
const double centerBias = -std::abs((x + 1.5) - centerTarget) * 1.0;
s += centerBias;
if (s > best.score) {
best.score = s;
best.rot = rot;
best.x = x;
}
}
}
return best;
}
} // namespace
void CoopAIController::reset() {
m_lastPieceSeq = 0;
m_hasPlan = false;
m_targetRot = 0;
m_targetX = 10;
m_moveTimerMs = 0.0;
m_moveDir = 0;
m_rotateTimerMs = 0.0;
}
void CoopAIController::computePlan(const CoopGame& game, CoopGame::PlayerSide side) {
const Eval best = evaluateBestPlacementForSide(game, side);
m_targetRot = best.rot;
m_targetX = best.x;
m_hasPlan = true;
m_moveTimerMs = 0.0;
m_moveDir = 0;
m_rotateTimerMs = 0.0;
}
void CoopAIController::update(CoopGame& game, CoopGame::PlayerSide side, double frameMs) {
const uint64_t seq = game.currentPieceSequence(side);
if (seq != m_lastPieceSeq) {
m_lastPieceSeq = seq;
m_hasPlan = false;
m_moveTimerMs = 0.0;
m_moveDir = 0;
m_rotateTimerMs = 0.0;
}
if (!m_hasPlan) {
computePlan(game, side);
}
const CoopGame::Piece cur = game.current(side);
// Clamp negative deltas (defensive; callers should pass >= 0).
const double dt = std::max(0.0, frameMs);
// Update timers.
if (m_moveTimerMs > 0.0) {
m_moveTimerMs -= dt;
if (m_moveTimerMs < 0.0) m_moveTimerMs = 0.0;
}
if (m_rotateTimerMs > 0.0) {
m_rotateTimerMs -= dt;
if (m_rotateTimerMs < 0.0) m_rotateTimerMs = 0.0;
}
// Rotate toward target first.
const int curRot = ((cur.rot % 4) + 4) % 4;
const int tgtRot = ((m_targetRot % 4) + 4) % 4;
int diff = (tgtRot - curRot + 4) % 4;
if (diff != 0) {
// Human-ish rotation rate limiting.
if (m_rotateTimerMs <= 0.0) {
const int dir = (diff == 3) ? -1 : 1;
game.rotate(side, dir);
m_rotateTimerMs = m_rotateIntervalMs;
}
// While rotating, do not also slide horizontally in the same frame.
m_moveDir = 0;
m_moveTimerMs = 0.0;
return;
}
// Move horizontally toward target.
int desiredDir = 0;
if (cur.x < m_targetX) desiredDir = +1;
else if (cur.x > m_targetX) desiredDir = -1;
if (desiredDir == 0) {
// Aligned: do nothing. Gravity controls fall speed (no AI hard drops).
m_moveDir = 0;
m_moveTimerMs = 0.0;
return;
}
// DAS/ARR-style horizontal movement pacing.
if (m_moveDir != desiredDir) {
// New direction / initial press: move immediately, then wait DAS.
game.move(side, desiredDir);
m_moveDir = desiredDir;
m_moveTimerMs = m_dasMs;
return;
}
// Holding direction: repeat every ARR once DAS has elapsed.
if (m_moveTimerMs <= 0.0) {
game.move(side, desiredDir);
m_moveTimerMs = m_arrMs;
}
}

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@ -0,0 +1,36 @@
#pragma once
#include <cstdint>
#include "CoopGame.h"
// Minimal, lightweight AI driver for a CoopGame player side (left or right).
// It chooses a target rotation/x placement using a simple board heuristic,
// then steers the active piece toward that target at a human-like input rate.
class CoopAIController {
public:
CoopAIController() = default;
void reset();
// frameMs is the frame delta in milliseconds (same unit used across the gameplay loop).
void update(CoopGame& game, CoopGame::PlayerSide side, double frameMs);
private:
uint64_t m_lastPieceSeq = 0;
bool m_hasPlan = false;
int m_targetRot = 0;
int m_targetX = 10;
// Input pacing (ms). These intentionally mirror the defaults used for human input.
double m_dasMs = 170.0;
double m_arrMs = 40.0;
double m_rotateIntervalMs = 110.0;
// Internal timers/state for rate limiting.
double m_moveTimerMs = 0.0;
int m_moveDir = 0; // -1, 0, +1
double m_rotateTimerMs = 0.0;
void computePlan(const CoopGame& game, CoopGame::PlayerSide side);
};

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#include "CoopGame.h"
#include <algorithm>
#include <cmath>
#include <cstring>
namespace {
// NES (NTSC) gravity table reused from single-player for level progression (ms per cell)
constexpr double NES_FPS = 60.0988;
constexpr double FRAME_MS = 1000.0 / NES_FPS;
struct LevelGravity { int framesPerCell; double levelMultiplier; };
LevelGravity LEVEL_TABLE[30] = {
{48,1.0}, {43,1.0}, {38,1.0}, {33,1.0}, {28,1.0}, {23,1.0}, {18,1.0}, {13,1.0}, {8,1.0}, {6,1.0},
{5,1.0}, {5,1.0}, {5,1.0}, {4,1.0}, {4,1.0}, {4,1.0}, {3,1.0}, {3,1.0}, {3,1.0}, {2,1.0},
{2,1.0}, {2,1.0}, {2,1.0}, {2,1.0}, {2,1.0}, {2,1.0}, {2,1.0}, {2,1.0}, {2,1.0}, {1,1.0}
};
inline double gravityMsForLevelInternal(int level, double globalMultiplier) {
int idx = level < 0 ? 0 : (level >= 29 ? 29 : level);
const LevelGravity& lg = LEVEL_TABLE[idx];
double frames = lg.framesPerCell * lg.levelMultiplier;
return frames * FRAME_MS * globalMultiplier;
}
}
namespace {
// Piece rotation bitmasks (row-major 4x4). Bit 0 = (0,0).
static const std::array<Shape, PIECE_COUNT> SHAPES = {{
Shape{ 0x0F00, 0x2222, 0x00F0, 0x4444 }, // I
Shape{ 0x0660, 0x0660, 0x0660, 0x0660 }, // O
Shape{ 0x0E40, 0x4C40, 0x4E00, 0x4640 }, // T
Shape{ 0x06C0, 0x4620, 0x06C0, 0x4620 }, // S
Shape{ 0x0C60, 0x2640, 0x0C60, 0x2640 }, // Z
Shape{ 0x08E0, 0x6440, 0x0E20, 0x44C0 }, // J
Shape{ 0x02E0, 0x4460, 0x0E80, 0xC440 }, // L
}};
}
CoopGame::CoopGame(int startLevel_) {
reset(startLevel_);
}
namespace {
uint64_t fnv1a64(uint64_t h, const void* data, size_t size) {
const uint8_t* p = static_cast<const uint8_t*>(data);
for (size_t i = 0; i < size; ++i) {
h ^= static_cast<uint64_t>(p[i]);
h *= 1099511628211ull;
}
return h;
}
template <typename T>
uint64_t hashPod(uint64_t h, const T& v) {
return fnv1a64(h, &v, sizeof(T));
}
}
void CoopGame::resetInternal(int startLevel_, const std::optional<uint32_t>& seedOpt) {
std::fill(board.begin(), board.end(), Cell{});
rowStates.fill(RowHalfState{});
completedLines.clear();
hardDropCells.clear();
hardDropFxId = 0;
hardDropShakeTimerMs = 0.0;
_score = 0;
_lines = 0;
_level = startLevel_;
startLevel = startLevel_;
gravityMs = gravityMsForLevel(_level);
gameOver = false;
pieceSequence = 0;
elapsedMs = 0.0;
left = PlayerState{};
right = PlayerState{ PlayerSide::Right };
auto initPlayer = [&](PlayerState& ps, uint32_t seed) {
ps.canHold = true;
ps.hold.type = PIECE_COUNT;
ps.softDropping = false;
ps.toppedOut = false;
ps.fallAcc = 0.0;
ps.lockAcc = 0.0;
ps.pieceSeq = 0;
ps.score = 0;
ps.lines = 0;
ps.level = startLevel_;
ps.tetrisesMade = 0;
ps.currentCombo = 0;
ps.maxCombo = 0;
ps.comboCount = 0;
ps.bag.clear();
ps.next.type = PIECE_COUNT;
ps.rng.seed(seed);
refillBag(ps);
};
if (seedOpt.has_value()) {
const uint32_t seed = seedOpt.value();
initPlayer(left, seed);
initPlayer(right, seed ^ 0x9E3779B9u);
} else {
// Preserve existing behavior: random seed when not in deterministic mode.
std::random_device rd;
initPlayer(left, static_cast<uint32_t>(rd()));
initPlayer(right, static_cast<uint32_t>(rd()));
}
spawn(left);
spawn(right);
updateRowStates();
}
void CoopGame::reset(int startLevel_) {
resetInternal(startLevel_, std::nullopt);
}
void CoopGame::resetDeterministic(int startLevel_, uint32_t seed) {
resetInternal(startLevel_, seed);
}
void CoopGame::setSoftDropping(PlayerSide side, bool on) {
PlayerState& ps = player(side);
auto stepFor = [&](bool soft)->double { return soft ? std::max(5.0, gravityMs / 5.0) : gravityMs; };
double oldStep = stepFor(ps.softDropping);
double newStep = stepFor(on);
if (oldStep <= 0.0 || newStep <= 0.0) {
ps.softDropping = on;
return;
}
double progress = ps.fallAcc / oldStep;
progress = std::clamp(progress, 0.0, 1.0);
ps.fallAcc = progress * newStep;
ps.softDropping = on;
}
uint64_t CoopGame::computeStateHash() const {
uint64_t h = 1469598103934665603ull;
// Board
for (const auto& c : board) {
const uint8_t occ = c.occupied ? 1u : 0u;
const uint8_t owner = (c.owner == PlayerSide::Left) ? 0u : 1u;
const uint8_t val = static_cast<uint8_t>(std::clamp(c.value, 0, 255));
h = hashPod(h, occ);
h = hashPod(h, owner);
h = hashPod(h, val);
}
auto hashPiece = [&](const Piece& p) {
const uint8_t type = static_cast<uint8_t>(p.type);
const int32_t rot = p.rot;
const int32_t x = p.x;
const int32_t y = p.y;
h = hashPod(h, type);
h = hashPod(h, rot);
h = hashPod(h, x);
h = hashPod(h, y);
};
auto hashPlayer = [&](const PlayerState& ps) {
const uint8_t side = (ps.side == PlayerSide::Left) ? 0u : 1u;
h = hashPod(h, side);
hashPiece(ps.cur);
hashPiece(ps.next);
hashPiece(ps.hold);
const uint8_t canHoldB = ps.canHold ? 1u : 0u;
const uint8_t toppedOutB = ps.toppedOut ? 1u : 0u;
h = hashPod(h, canHoldB);
h = hashPod(h, toppedOutB);
h = hashPod(h, ps.score);
h = hashPod(h, ps.lines);
h = hashPod(h, ps.level);
h = hashPod(h, ps.tetrisesMade);
h = hashPod(h, ps.currentCombo);
h = hashPod(h, ps.maxCombo);
h = hashPod(h, ps.comboCount);
h = hashPod(h, ps.pieceSeq);
const uint32_t bagSize = static_cast<uint32_t>(ps.bag.size());
h = hashPod(h, bagSize);
for (auto t : ps.bag) {
const uint8_t tt = static_cast<uint8_t>(t);
h = hashPod(h, tt);
}
};
hashPlayer(left);
hashPlayer(right);
// Session-wide counters/stats
h = hashPod(h, _score);
h = hashPod(h, _lines);
h = hashPod(h, _level);
h = hashPod(h, _tetrisesMade);
h = hashPod(h, _currentCombo);
h = hashPod(h, _maxCombo);
h = hashPod(h, _comboCount);
h = hashPod(h, startLevel);
h = hashPod(h, pieceSequence);
return h;
}
void CoopGame::move(PlayerSide side, int dx) {
PlayerState& ps = player(side);
if (gameOver || ps.toppedOut) return;
tryMove(ps, dx, 0);
}
void CoopGame::rotate(PlayerSide side, int dir) {
PlayerState& ps = player(side);
if (gameOver || ps.toppedOut) return;
auto minOccupiedY = [&](const Piece& p) -> int {
int minY = 999;
for (int cy = 0; cy < 4; ++cy) {
for (int cx = 0; cx < 4; ++cx) {
if (!cellFilled(p, cx, cy)) continue;
minY = std::min(minY, p.y + cy);
}
}
return (minY == 999) ? p.y : minY;
};
auto tryApplyWithTopKick = [&](const Piece& candidate) -> bool {
// If rotation would place any occupied cell above the visible grid,
// kick it down just enough to keep all blocks visible.
int minY = minOccupiedY(candidate);
int baseDy = (minY < 0) ? -minY : 0;
// Try minimal adjustment first; allow a couple extra pixels/rows for safety.
for (int dy = baseDy; dy <= baseDy + 2; ++dy) {
Piece test = candidate;
test.y += dy;
if (!collides(ps, test)) {
ps.cur = test;
return true;
}
}
return false;
};
Piece rotated = ps.cur;
rotated.rot = (rotated.rot + dir + 4) % 4;
// Simple wall kick: try in place, then left, then right.
if (tryApplyWithTopKick(rotated)) return;
rotated.x -= 1;
if (tryApplyWithTopKick(rotated)) return;
rotated.x += 2;
if (tryApplyWithTopKick(rotated)) return;
}
void CoopGame::hardDrop(PlayerSide side) {
PlayerState& ps = player(side);
if (gameOver || ps.toppedOut) return;
hardDropCells.clear();
bool moved = false;
int dropped = 0;
while (tryMove(ps, 0, 1)) {
moved = true;
dropped++;
// Record path for potential effects
for (int cy = 0; cy < 4; ++cy) {
for (int cx = 0; cx < 4; ++cx) {
if (!cellFilled(ps.cur, cx, cy)) continue;
int px = ps.cur.x + cx;
int py = ps.cur.y + cy;
if (py >= 0) {
hardDropCells.push_back(SDL_Point{ px, py });
}
}
}
}
if (moved) {
_score += dropped; // 1 point per cell, matches single-player hard drop
ps.score += dropped;
hardDropShakeTimerMs = HARD_DROP_SHAKE_DURATION_MS;
hardDropFxId++;
}
lock(ps);
}
void CoopGame::holdCurrent(PlayerSide side) {
PlayerState& ps = player(side);
if (gameOver || ps.toppedOut) return;
if (!ps.canHold) return;
if (ps.hold.type == PIECE_COUNT) {
ps.hold = ps.cur;
spawn(ps);
} else {
std::swap(ps.cur, ps.hold);
ps.cur.rot = 0;
ps.cur.x = columnMin(ps.side) + 3;
// Match single-player spawn height (I starts higher)
ps.cur.y = (ps.cur.type == PieceType::I) ? -2 : -1;
ps.pieceSeq++;
pieceSequence++;
}
ps.canHold = false;
ps.lockAcc = 0.0;
}
void CoopGame::tickGravity(double frameMs) {
if (gameOver) return;
elapsedMs += frameMs;
auto stepPlayer = [&](PlayerState& ps) {
if (ps.toppedOut) return;
double step = ps.softDropping ? std::max(5.0, gravityMs / 5.0) : gravityMs;
ps.fallAcc += frameMs;
while (ps.fallAcc >= step) {
ps.fallAcc -= step;
if (!tryMove(ps, 0, 1)) {
ps.lockAcc += step;
if (ps.lockAcc >= LOCK_DELAY_MS) {
lock(ps);
break;
}
} else {
// Award soft drop points when actively holding down
if (ps.softDropping) {
_score += 1;
ps.score += 1;
}
ps.lockAcc = 0.0;
}
}
};
stepPlayer(left);
stepPlayer(right);
updateRowStates();
}
void CoopGame::updateVisualEffects(double frameMs) {
if (hardDropShakeTimerMs > 0.0) {
hardDropShakeTimerMs = std::max(0.0, hardDropShakeTimerMs - frameMs);
}
}
double CoopGame::hardDropShakeStrength() const {
if (hardDropShakeTimerMs <= 0.0) return 0.0;
return std::clamp(hardDropShakeTimerMs / HARD_DROP_SHAKE_DURATION_MS, 0.0, 1.0);
}
double CoopGame::gravityMsForLevel(int level) const {
return gravityMsForLevelInternal(level, gravityGlobalMultiplier);
}
bool CoopGame::cellFilled(const Piece& p, int cx, int cy) {
if (p.type >= PIECE_COUNT) return false;
const Shape& shape = SHAPES[p.type];
uint16_t mask = shape[p.rot % 4];
int bitIndex = cy * 4 + cx;
// Masks are defined row-major 4x4 with bit 0 = (0,0) (same convention as classic).
return (mask >> bitIndex) & 1;
}
void CoopGame::clearCompletedLines() {
if (completedLines.empty()) return;
clearLinesInternal();
completedLines.clear();
updateRowStates();
}
void CoopGame::refillBag(PlayerState& ps) {
ps.bag.clear();
ps.bag.reserve(PIECE_COUNT);
for (int i = 0; i < PIECE_COUNT; ++i) {
ps.bag.push_back(static_cast<PieceType>(i));
}
std::shuffle(ps.bag.begin(), ps.bag.end(), ps.rng);
}
CoopGame::Piece CoopGame::drawFromBag(PlayerState& ps) {
if (ps.bag.empty()) {
refillBag(ps);
}
PieceType t = ps.bag.back();
ps.bag.pop_back();
Piece p{};
p.type = t;
return p;
}
void CoopGame::spawn(PlayerState& ps) {
if (ps.next.type == PIECE_COUNT) {
ps.next = drawFromBag(ps);
}
ps.cur = ps.next;
ps.cur.rot = 0;
ps.cur.x = columnMin(ps.side) + 3; // center within side
// Match single-player spawn height (I starts higher)
ps.cur.y = (ps.cur.type == PieceType::I) ? -2 : -1;
ps.next = drawFromBag(ps);
ps.canHold = true;
ps.softDropping = false;
ps.lockAcc = 0.0;
ps.fallAcc = 0.0;
ps.pieceSeq++;
pieceSequence++;
if (collides(ps, ps.cur)) {
ps.toppedOut = true;
// Cooperative mode: game ends when any player tops out.
gameOver = true;
}
}
bool CoopGame::collides(const PlayerState& ps, const Piece& p) const {
int minX = columnMin(ps.side);
int maxX = columnMax(ps.side);
for (int cy = 0; cy < 4; ++cy) {
for (int cx = 0; cx < 4; ++cx) {
if (!cellFilled(p, cx, cy)) continue;
int px = p.x + cx;
int py = p.y + cy;
if (px < minX || px > maxX) return true;
if (py >= ROWS) return true;
if (py < 0) continue; // allow spawn above board
int idx = py * COLS + px;
if (board[idx].occupied) return true;
}
}
return false;
}
bool CoopGame::tryMove(PlayerState& ps, int dx, int dy) {
Piece test = ps.cur;
test.x += dx;
test.y += dy;
if (collides(ps, test)) return false;
ps.cur = test;
if (dy > 0) {
ps.lockAcc = 0.0;
}
return true;
}
void CoopGame::lock(PlayerState& ps) {
// Write piece into the board
for (int cy = 0; cy < 4; ++cy) {
for (int cx = 0; cx < 4; ++cx) {
if (!cellFilled(ps.cur, cx, cy)) continue;
int px = ps.cur.x + cx;
int py = ps.cur.y + cy;
if (py < 0 || py >= ROWS) continue;
int idx = py * COLS + px;
board[idx].occupied = true;
board[idx].owner = ps.side;
board[idx].value = static_cast<int>(ps.cur.type) + 1;
}
}
// Detect completed lines and apply rewards but DO NOT clear them here.
// Clearing is deferred to the visual `LineEffect` system (as in single-player)
findCompletedLines();
if (!completedLines.empty()) {
int cleared = static_cast<int>(completedLines.size());
applyLineClearRewards(ps, cleared);
// Notify audio layer if present (matches single-player behavior)
if (soundCallback) soundCallback(cleared);
// Leave `completedLines` populated; `clearCompletedLines()` will be
// invoked by the state when the LineEffect finishes.
} else {
_currentCombo = 0;
ps.currentCombo = 0;
}
spawn(ps);
}
void CoopGame::findCompletedLines() {
completedLines.clear();
for (int r = 0; r < ROWS; ++r) {
bool leftFull = true;
bool rightFull = true;
for (int c = 0; c < COLS; ++c) {
const Cell& cell = board[r * COLS + c];
if (!cell.occupied) {
if (c < 10) leftFull = false; else rightFull = false;
}
}
rowStates[r].leftFull = leftFull;
rowStates[r].rightFull = rightFull;
if (leftFull && rightFull) {
completedLines.push_back(r);
}
}
}
void CoopGame::applyLineClearRewards(PlayerState& creditPlayer, int cleared) {
if (cleared <= 0) return;
// Base NES scoring scaled by shared level (level 0 => 1x multiplier)
int base = 0;
switch (cleared) {
case 1: base = 40; break;
case 2: base = 100; break;
case 3: base = 300; break;
case 4: base = 1200; break;
default: base = 0; break;
}
_score += base * (_level + 1);
creditPlayer.score += base * (creditPlayer.level + 1);
// Also award a trivial per-line bonus to both players so clears benefit
// both participants equally (as requested).
if (cleared > 0) {
left.score += cleared;
right.score += cleared;
}
_lines += cleared;
// Credit both players with the cleared lines so cooperative play counts for both
left.lines += cleared;
right.lines += cleared;
_currentCombo += 1;
if (_currentCombo > _maxCombo) _maxCombo = _currentCombo;
if (cleared > 1) {
_comboCount += 1;
}
if (cleared == 4) {
_tetrisesMade += 1;
}
creditPlayer.currentCombo += 1;
if (creditPlayer.currentCombo > creditPlayer.maxCombo) creditPlayer.maxCombo = creditPlayer.currentCombo;
if (cleared > 1) {
creditPlayer.comboCount += 1;
}
if (cleared == 4) {
creditPlayer.tetrisesMade += 1;
}
// Level progression mirrors single-player: threshold after (startLevel+1)*10 then every 10 lines
int targetLevel = startLevel;
int firstThreshold = (startLevel + 1) * 10;
if (_lines >= firstThreshold) {
targetLevel = startLevel + 1 + (_lines - firstThreshold) / 10;
}
if (targetLevel > _level) {
_level = targetLevel;
gravityMs = gravityMsForLevel(_level);
if (levelUpCallback) levelUpCallback(_level);
}
// Per-player level progression mirrors the shared rules but is driven by
// that player's credited line clears.
{
int pTargetLevel = startLevel;
int pFirstThreshold = (startLevel + 1) * 10;
if (creditPlayer.lines >= pFirstThreshold) {
pTargetLevel = startLevel + 1 + (creditPlayer.lines - pFirstThreshold) / 10;
}
creditPlayer.level = std::max(creditPlayer.level, pTargetLevel);
}
}
void CoopGame::clearLinesInternal() {
if (completedLines.empty()) return;
std::sort(completedLines.begin(), completedLines.end());
for (int idx = static_cast<int>(completedLines.size()) - 1; idx >= 0; --idx) {
int row = completedLines[idx];
for (int y = row; y > 0; --y) {
for (int x = 0; x < COLS; ++x) {
board[y * COLS + x] = board[(y - 1) * COLS + x];
}
}
for (int x = 0; x < COLS; ++x) {
board[x] = Cell{};
}
}
}
// Sound callback (optional) - invoked when lines are detected so audio can play
// (set via setSoundCallback)
// NOTE: defined inline in header as a std::function member; forward usage above
void CoopGame::updateRowStates() {
for (int r = 0; r < ROWS; ++r) {
bool leftFull = true;
bool rightFull = true;
for (int c = 0; c < COLS; ++c) {
const Cell& cell = board[r * COLS + c];
if (!cell.occupied) {
if (c < 10) leftFull = false; else rightFull = false;
}
}
rowStates[r].leftFull = leftFull;
rowStates[r].rightFull = rightFull;
}
}

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#pragma once
#include <array>
#include <optional>
#include <random>
#include <functional>
#include <vector>
#include <cstdint>
#include <SDL3/SDL.h>
#include "../core/Game.h" // For PieceType enums and gravity table helpers
// Cooperative two-player session with a shared 20-column board split into halves.
// This is an early scaffold: rules and rendering hooks will be iterated in follow-up passes.
class CoopGame {
public:
enum class PlayerSide { Left, Right };
static constexpr int COLS = 20;
static constexpr int ROWS = Game::ROWS;
static constexpr int TILE = Game::TILE;
struct Piece { PieceType type{PIECE_COUNT}; int rot{0}; int x{0}; int y{-2}; };
struct Cell {
int value{0}; // 0 empty else color index (1..7)
PlayerSide owner{PlayerSide::Left};
bool occupied{false};
};
struct RowHalfState {
bool leftFull{false};
bool rightFull{false};
};
struct PlayerState {
PlayerSide side{PlayerSide::Left};
Piece cur{};
Piece hold{};
Piece next{};
uint64_t pieceSeq{0};
bool canHold{true};
bool softDropping{false};
bool toppedOut{false};
double fallAcc{0.0};
double lockAcc{0.0};
int score{0};
int lines{0};
int level{0};
int tetrisesMade{0};
int currentCombo{0};
int maxCombo{0};
int comboCount{0};
std::vector<PieceType> bag{}; // 7-bag queue
std::mt19937 rng{ std::random_device{}() };
};
explicit CoopGame(int startLevel = 0);
using SoundCallback = std::function<void(int)>;
using LevelUpCallback = std::function<void(int)>;
void setSoundCallback(SoundCallback cb) { soundCallback = cb; }
void setLevelUpCallback(LevelUpCallback cb) { levelUpCallback = cb; }
void reset(int startLevel = 0);
void resetDeterministic(int startLevel, uint32_t seed);
void tickGravity(double frameMs);
void updateVisualEffects(double frameMs);
// Determinism / desync detection
uint64_t computeStateHash() const;
// Per-player inputs -----------------------------------------------------
void setSoftDropping(PlayerSide side, bool on);
void move(PlayerSide side, int dx);
void rotate(PlayerSide side, int dir); // +1 cw, -1 ccw
void hardDrop(PlayerSide side);
void holdCurrent(PlayerSide side);
// Accessors -------------------------------------------------------------
const std::array<Cell, COLS * ROWS>& boardRef() const { return board; }
const Piece& current(PlayerSide s) const { return player(s).cur; }
const Piece& next(PlayerSide s) const { return player(s).next; }
const Piece& held(PlayerSide s) const { return player(s).hold; }
bool canHold(PlayerSide s) const { return player(s).canHold; }
bool isGameOver() const { return gameOver; }
int score() const { return _score; }
int score(PlayerSide s) const { return player(s).score; }
int lines() const { return _lines; }
int lines(PlayerSide s) const { return player(s).lines; }
int level() const { return _level; }
int level(PlayerSide s) const { return player(s).level; }
int comboCount() const { return _comboCount; }
int maxCombo() const { return _maxCombo; }
int tetrisesMade() const { return _tetrisesMade; }
int elapsed() const { return static_cast<int>(elapsedMs / 1000.0); }
int elapsed(PlayerSide) const { return elapsed(); }
int startLevelBase() const { return startLevel; }
double getGravityMs() const { return gravityMs; }
double getFallAccumulator(PlayerSide s) const { return player(s).fallAcc; }
bool isSoftDropping(PlayerSide s) const { return player(s).softDropping; }
uint64_t currentPieceSequence(PlayerSide s) const { return player(s).pieceSeq; }
const std::vector<int>& getCompletedLines() const { return completedLines; }
bool hasCompletedLines() const { return !completedLines.empty(); }
void clearCompletedLines();
const std::array<RowHalfState, ROWS>& rowHalfStates() const { return rowStates; }
// Simple visual-effect compatibility (stubbed for now)
bool hasHardDropShake() const { return hardDropShakeTimerMs > 0.0; }
double hardDropShakeStrength() const;
const std::vector<SDL_Point>& getHardDropCells() const { return hardDropCells; }
uint32_t getHardDropFxId() const { return hardDropFxId; }
static bool cellFilled(const Piece& p, int cx, int cy);
private:
static constexpr double LOCK_DELAY_MS = 500.0;
void resetInternal(int startLevel_, const std::optional<uint32_t>& seedOpt);
std::array<Cell, COLS * ROWS> board{};
std::array<RowHalfState, ROWS> rowStates{};
PlayerState left{};
PlayerState right{ PlayerSide::Right };
int _score{0};
int _lines{0};
int _level{1};
int _tetrisesMade{0};
int _currentCombo{0};
int _maxCombo{0};
int _comboCount{0};
int startLevel{0};
double gravityMs{800.0};
double gravityGlobalMultiplier{1.0};
bool gameOver{false};
double elapsedMs{0.0};
std::vector<int> completedLines;
// Impact FX
double hardDropShakeTimerMs{0.0};
static constexpr double HARD_DROP_SHAKE_DURATION_MS = 320.0;
std::vector<SDL_Point> hardDropCells;
uint32_t hardDropFxId{0};
uint64_t pieceSequence{0};
SoundCallback soundCallback;
LevelUpCallback levelUpCallback;
// Helpers ---------------------------------------------------------------
PlayerState& player(PlayerSide s) { return s == PlayerSide::Left ? left : right; }
const PlayerState& player(PlayerSide s) const { return s == PlayerSide::Left ? left : right; }
void refillBag(PlayerState& ps);
Piece drawFromBag(PlayerState& ps);
void spawn(PlayerState& ps);
bool collides(const PlayerState& ps, const Piece& p) const;
bool tryMove(PlayerState& ps, int dx, int dy);
void lock(PlayerState& ps);
void findCompletedLines();
void clearLinesInternal();
void updateRowStates();
void applyLineClearRewards(PlayerState& creditPlayer, int cleared);
double gravityMsForLevel(int level) const;
int columnMin(PlayerSide s) const { return s == PlayerSide::Left ? 0 : 10; }
int columnMax(PlayerSide s) const { return s == PlayerSide::Left ? 9 : 19; }
};

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@ -15,7 +15,7 @@ enum PieceType { I, O, T, S, Z, J, L, PIECE_COUNT };
using Shape = std::array<uint16_t, 4>; // four rotation bitmasks using Shape = std::array<uint16_t, 4>; // four rotation bitmasks
// Game runtime mode // Game runtime mode
enum class GameMode { Endless, Challenge }; enum class GameMode { Endless, Cooperate, Challenge };
// Special obstacle blocks used by Challenge mode // Special obstacle blocks used by Challenge mode
enum class AsteroidType : uint8_t { Normal = 0, Armored = 1, Falling = 2, Core = 3 }; enum class AsteroidType : uint8_t { Normal = 0, Armored = 1, Falling = 2, Core = 3 };

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@ -3,6 +3,7 @@
#include <algorithm> #include <algorithm>
#include <cmath> #include <cmath>
#include "audio/Audio.h" #include "audio/Audio.h"
#include "audio/AudioManager.h"
#include "gameplay/core/Game.h" #include "gameplay/core/Game.h"
#ifndef M_PI #ifndef M_PI
@ -188,10 +189,13 @@ void LineEffect::initAudio() {
} }
} }
void LineEffect::startLineClear(const std::vector<int>& rows, int gridX, int gridY, int blockSize) { void LineEffect::startLineClear(const std::vector<int>& rows, int gridX, int gridY, int blockSize, int gridCols, int gapPx, int gapAfterCol) {
if (rows.empty()) return; if (rows.empty()) return;
clearingRows = rows; clearingRows = rows;
effectGridCols = std::max(1, gridCols);
effectGapPx = std::max(0, gapPx);
effectGapAfterCol = std::clamp(gapAfterCol, 0, effectGridCols);
state = AnimationState::FLASH_WHITE; state = AnimationState::FLASH_WHITE;
timer = 0.0f; timer = 0.0f;
dropProgress = 0.0f; dropProgress = 0.0f;
@ -228,8 +232,11 @@ void LineEffect::startLineClear(const std::vector<int>& rows, int gridX, int gri
void LineEffect::createParticles(int row, int gridX, int gridY, int blockSize) { void LineEffect::createParticles(int row, int gridX, int gridY, int blockSize) {
const float centerY = gridY + row * blockSize + blockSize * 0.5f; const float centerY = gridY + row * blockSize + blockSize * 0.5f;
for (int col = 0; col < Game::COLS; ++col) { for (int col = 0; col < effectGridCols; ++col) {
float centerX = gridX + col * blockSize + blockSize * 0.5f; float centerX = gridX + col * blockSize + blockSize * 0.5f;
if (effectGapPx > 0 && effectGapAfterCol > 0 && col >= effectGapAfterCol) {
centerX += static_cast<float>(effectGapPx);
}
SDL_Color tint = pickFireColor(); SDL_Color tint = pickFireColor();
spawnGlowPulse(centerX, centerY, static_cast<float>(blockSize), tint); spawnGlowPulse(centerX, centerY, static_cast<float>(blockSize), tint);
spawnShardBurst(centerX, centerY, tint); spawnShardBurst(centerX, centerY, tint);
@ -337,9 +344,13 @@ void LineEffect::updateGlowPulses(float dt) {
glowPulses.end()); glowPulses.end());
} }
void LineEffect::render(SDL_Renderer* renderer, SDL_Texture* blocksTex, int gridX, int gridY, int blockSize) { void LineEffect::render(SDL_Renderer* renderer, SDL_Texture* blocksTex, int gridX, int gridY, int blockSize, int gapPx, int gapAfterCol) {
if (state == AnimationState::IDLE) return; if (state == AnimationState::IDLE) return;
// Allow caller to override gap mapping (useful for Coop renderer that inserts a mid-gap).
effectGapPx = std::max(0, gapPx);
effectGapAfterCol = std::clamp(gapAfterCol, 0, effectGridCols);
switch (state) { switch (state) {
case AnimationState::FLASH_WHITE: case AnimationState::FLASH_WHITE:
renderFlash(gridX, gridY, blockSize); renderFlash(gridX, gridY, blockSize);
@ -383,10 +394,11 @@ void LineEffect::renderFlash(int gridX, int gridY, int blockSize) {
for (int row : clearingRows) { for (int row : clearingRows) {
SDL_SetRenderDrawColor(renderer, 255, 255, 255, alpha); SDL_SetRenderDrawColor(renderer, 255, 255, 255, alpha);
const int gapW = (effectGapPx > 0 && effectGapAfterCol > 0 && effectGapAfterCol < effectGridCols) ? effectGapPx : 0;
SDL_FRect flashRect = { SDL_FRect flashRect = {
static_cast<float>(gridX - 4), static_cast<float>(gridX - 4),
static_cast<float>(gridY + row * blockSize - 4), static_cast<float>(gridY + row * blockSize - 4),
static_cast<float>(10 * blockSize + 8), static_cast<float>(effectGridCols * blockSize + gapW + 8),
static_cast<float>(blockSize + 8) static_cast<float>(blockSize + 8)
}; };
SDL_RenderFillRect(renderer, &flashRect); SDL_RenderFillRect(renderer, &flashRect);
@ -450,7 +462,7 @@ void LineEffect::playLineClearSound(int lineCount) {
const std::vector<int16_t>* sample = (lineCount == 4) ? &tetrisSample : &lineClearSample; const std::vector<int16_t>* sample = (lineCount == 4) ? &tetrisSample : &lineClearSample;
if (sample && !sample->empty()) { if (sample && !sample->empty()) {
// Mix via shared Audio device so it layers with music // Mix via shared Audio device so it layers with music
Audio::instance().playSfx(*sample, 2, 44100, (lineCount == 4) ? 0.9f : 0.7f); if (auto sys = AudioManager::get()) sys->playSfx(*sample, 2, 44100, (lineCount == 4) ? 0.9f : 0.7f);
} }
} }

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@ -69,11 +69,11 @@ public:
void shutdown(); void shutdown();
// Start line clear effect for the specified rows // Start line clear effect for the specified rows
void startLineClear(const std::vector<int>& rows, int gridX, int gridY, int blockSize); void startLineClear(const std::vector<int>& rows, int gridX, int gridY, int blockSize, int gridCols = Game::COLS, int gapPx = 0, int gapAfterCol = 0);
// Update and render the effect // Update and render the effect
bool update(float deltaTime); // Returns true if effect is complete bool update(float deltaTime); // Returns true if effect is complete
void render(SDL_Renderer* renderer, SDL_Texture* blocksTex, int gridX, int gridY, int blockSize); void render(SDL_Renderer* renderer, SDL_Texture* blocksTex, int gridX, int gridY, int blockSize, int gapPx = 0, int gapAfterCol = 0);
float getRowDropOffset(int row) const; float getRowDropOffset(int row) const;
// Audio // Audio
@ -120,4 +120,7 @@ private:
std::array<float, Game::ROWS> rowDropTargets{}; std::array<float, Game::ROWS> rowDropTargets{};
float dropProgress = 0.0f; float dropProgress = 0.0f;
int dropBlockSize = 0; int dropBlockSize = 0;
int effectGridCols = Game::COLS;
int effectGapPx = 0;
int effectGapAfterCol = 0;
}; };

File diff suppressed because it is too large Load Diff

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@ -3,6 +3,7 @@
#include <vector> #include <vector>
#include <string> #include <string>
#include "../../gameplay/core/Game.h" #include "../../gameplay/core/Game.h"
#include "../../gameplay/coop/CoopGame.h"
// Forward declarations // Forward declarations
class FontAtlas; class FontAtlas;
@ -61,6 +62,24 @@ public:
int selectedButton int selectedButton
); );
static void renderCoopPlayingState(
SDL_Renderer* renderer,
CoopGame* game,
FontAtlas* pixelFont,
LineEffect* lineEffect,
SDL_Texture* blocksTex,
SDL_Texture* statisticsPanelTex,
SDL_Texture* scorePanelTex,
SDL_Texture* nextPanelTex,
SDL_Texture* holdPanelTex,
bool paused,
float logicalW,
float logicalH,
float logicalScale,
float winW,
float winH
);
// Public wrapper that forwards to the private tile-drawing helper. Use this if // Public wrapper that forwards to the private tile-drawing helper. Use this if
// calling from non-member helper functions (e.g. visual effects) that cannot // calling from non-member helper functions (e.g. visual effects) that cannot
// access private class members. // access private class members.

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@ -0,0 +1,358 @@
#include "SyncLineRenderer.h"
#include <algorithm>
#include <cmath>
#include <cstdlib>
SyncLineRenderer::SyncLineRenderer()
: m_state(SyncState::Idle),
m_flashTimer(0.0f),
m_time(0.0f) {
m_particles.reserve(MAX_PARTICLES);
}
static float syncWobbleX(float t) {
// Small, smooth horizontal motion to make the conduit feel fluid.
// Kept subtle so it doesn't distract from gameplay.
return std::sinf(t * 2.1f) * 1.25f + std::sinf(t * 5.2f + 1.3f) * 0.55f;
}
void SyncLineRenderer::SpawnParticle() {
if (m_particles.size() >= MAX_PARTICLES) {
return;
}
SyncParticle p;
const float centerX = (m_rect.x + (m_rect.w * 0.5f)) + syncWobbleX(m_time);
// Spawn around the beam center so it reads like a conduit.
const float jitter = -8.0f + static_cast<float>(std::rand() % 17);
p.x = centerX + jitter;
p.y = m_rect.y + m_rect.h + static_cast<float>(std::rand() % 10);
// Two styles: tiny sparkle dots + short streaks.
const bool dot = (std::rand() % 100) < 35;
if (dot) {
p.vx = (-18.0f + static_cast<float>(std::rand() % 37));
p.vy = 180.0f + static_cast<float>(std::rand() % 180);
p.w = 1.0f + static_cast<float>(std::rand() % 2);
p.h = 1.0f + static_cast<float>(std::rand() % 2);
p.alpha = 240.0f;
} else {
p.vx = (-14.0f + static_cast<float>(std::rand() % 29));
p.vy = 160.0f + static_cast<float>(std::rand() % 200);
p.w = 1.0f + static_cast<float>(std::rand() % 3);
p.h = 3.0f + static_cast<float>(std::rand() % 10);
p.alpha = 220.0f;
}
// Slight color variance (cyan/green/white) to keep it energetic.
const int roll = std::rand() % 100;
if (roll < 55) {
p.color = SDL_Color{110, 255, 210, 255};
} else if (roll < 90) {
p.color = SDL_Color{120, 210, 255, 255};
} else {
p.color = SDL_Color{255, 255, 255, 255};
}
m_particles.push_back(p);
}
void SyncLineRenderer::SpawnBurst(int count) {
for (int i = 0; i < count; ++i) {
SpawnParticle();
}
}
void SyncLineRenderer::SetRect(const SDL_FRect& rect) {
m_rect = rect;
}
void SyncLineRenderer::SetState(SyncState state) {
if (state != SyncState::ClearFlash) {
m_state = state;
}
}
void SyncLineRenderer::TriggerClearFlash() {
m_state = SyncState::ClearFlash;
m_flashTimer = FLASH_DURATION;
// Reward burst: strong visual feedback on cooperative clear.
SpawnBurst(56);
}
void SyncLineRenderer::Update(float deltaTime) {
m_time += deltaTime;
m_pulseTime += deltaTime;
// State-driven particle spawning
float spawnRatePerSec = 0.0f;
int particlesPerSpawn = 1;
switch (m_state) {
case SyncState::LeftReady:
case SyncState::RightReady:
spawnRatePerSec = 24.0f; // steady
break;
case SyncState::Synced:
spawnRatePerSec = 78.0f; // very heavy stream
particlesPerSpawn = 2;
break;
default:
spawnRatePerSec = 18.0f; // always-on sparkle stream
break;
}
if (spawnRatePerSec <= 0.0f) {
m_spawnAcc = 0.0f;
} else {
m_spawnAcc += deltaTime * spawnRatePerSec;
while (m_spawnAcc >= 1.0f) {
m_spawnAcc -= 1.0f;
for (int i = 0; i < particlesPerSpawn; ++i) {
SpawnParticle();
}
}
}
// Update particles
for (auto& p : m_particles) {
p.x += p.vx * deltaTime;
p.y -= p.vy * deltaTime;
// Slow drift & fade.
p.vx *= (1.0f - 0.35f * deltaTime);
p.alpha -= 115.0f * deltaTime;
}
std::erase_if(m_particles, [&](const SyncParticle& p) {
// Cull when out of view or too far from the beam.
const float centerX = (m_rect.x + (m_rect.w * 0.5f)) + syncWobbleX(m_time);
const float maxDx = 18.0f;
return (p.y < (m_rect.y - 16.0f)) || p.alpha <= 0.0f || std::fabs(p.x - centerX) > maxDx;
});
if (m_state == SyncState::ClearFlash) {
m_flashTimer -= deltaTime;
if (m_flashTimer <= 0.0f) {
m_state = SyncState::Idle;
m_flashTimer = 0.0f;
}
}
}
SDL_Color SyncLineRenderer::GetBaseColor() const {
switch (m_state) {
case SyncState::LeftReady:
case SyncState::RightReady:
return SDL_Color{255, 220, 100, 235};
case SyncState::Synced:
return SDL_Color{100, 255, 120, 240};
case SyncState::ClearFlash:
return SDL_Color{255, 255, 255, 255};
default:
return SDL_Color{80, 180, 255, 235};
}
}
void SyncLineRenderer::Render(SDL_Renderer* renderer) {
if (!renderer) {
return;
}
// We render the conduit with lots of translucent layers. Using additive blending
// for glow/pulse makes it read like a blurred beam without shaders.
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
const float wobbleX = syncWobbleX(m_time);
const float centerX = (m_rect.x + (m_rect.w * 0.5f)) + wobbleX;
const float h = m_rect.h;
const float hotspotH = std::clamp(h * 0.12f, 18.0f, 44.0f);
// Flash factor (0..1)
const float flashT = (m_state == SyncState::ClearFlash && FLASH_DURATION > 0.0f)
? std::clamp(m_flashTimer / FLASH_DURATION, 0.0f, 1.0f)
: 0.0f;
SDL_Color color = GetBaseColor();
// Synced pulse drives aura + core intensity.
float pulse01 = 0.0f;
if (m_state == SyncState::Synced) {
pulse01 = 0.5f + 0.5f * std::sinf(m_time * 6.0f);
}
// 1) Outer aura layers (bloom-like using rectangles)
auto drawGlow = [&](float extraW, Uint8 a, SDL_Color c) {
SDL_FRect fr{
centerX - (m_rect.w + extraW) * 0.5f,
m_rect.y,
m_rect.w + extraW,
m_rect.h
};
SDL_SetRenderDrawColor(renderer, c.r, c.g, c.b, a);
SDL_RenderFillRect(renderer, &fr);
};
SDL_Color aura = color;
// Slightly bias aura towards cyan so it reads “energy conduit”.
aura.r = static_cast<Uint8>(std::min(255, static_cast<int>(aura.r) + 10));
aura.g = static_cast<Uint8>(std::min(255, static_cast<int>(aura.g) + 10));
aura.b = static_cast<Uint8>(std::min(255, static_cast<int>(aura.b) + 35));
const float auraBoost = (m_state == SyncState::Synced) ? (0.70f + 0.80f * pulse01) : 0.70f;
const float flashBoost = 1.0f + flashT * 1.45f;
SDL_BlendMode oldBlend = SDL_BLENDMODE_BLEND;
SDL_GetRenderDrawBlendMode(renderer, &oldBlend);
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_ADD);
SDL_Color auraOuter = aura;
auraOuter.r = static_cast<Uint8>(std::min(255, static_cast<int>(auraOuter.r) + 10));
auraOuter.g = static_cast<Uint8>(std::min(255, static_cast<int>(auraOuter.g) + 5));
auraOuter.b = static_cast<Uint8>(std::min(255, static_cast<int>(auraOuter.b) + 55));
SDL_Color auraInner = aura;
auraInner.r = static_cast<Uint8>(std::min(255, static_cast<int>(auraInner.r) + 40));
auraInner.g = static_cast<Uint8>(std::min(255, static_cast<int>(auraInner.g) + 40));
auraInner.b = static_cast<Uint8>(std::min(255, static_cast<int>(auraInner.b) + 70));
// Wider + softer outer halo, then tighter inner glow.
drawGlow(62.0f, static_cast<Uint8>(std::clamp(12.0f * auraBoost * flashBoost, 0.0f, 255.0f)), auraOuter);
drawGlow(44.0f, static_cast<Uint8>(std::clamp(20.0f * auraBoost * flashBoost, 0.0f, 255.0f)), auraOuter);
drawGlow(30.0f, static_cast<Uint8>(std::clamp(34.0f * auraBoost * flashBoost, 0.0f, 255.0f)), auraOuter);
drawGlow(18.0f, static_cast<Uint8>(std::clamp(54.0f * auraBoost * flashBoost, 0.0f, 255.0f)), auraInner);
drawGlow(10.0f, static_cast<Uint8>(std::clamp(78.0f * auraBoost * flashBoost, 0.0f, 255.0f)), auraInner);
// 2) Hotspots near top/bottom (adds that “powered endpoints” vibe)
SDL_Color hot = auraInner;
hot.r = static_cast<Uint8>(std::min(255, static_cast<int>(hot.r) + 35));
hot.g = static_cast<Uint8>(std::min(255, static_cast<int>(hot.g) + 35));
hot.b = static_cast<Uint8>(std::min(255, static_cast<int>(hot.b) + 35));
{
const float hotW1 = 34.0f;
const float hotW2 = 18.0f;
SDL_FRect topHot1{ centerX - (m_rect.w + hotW1) * 0.5f, m_rect.y, m_rect.w + hotW1, hotspotH };
SDL_FRect botHot1{ centerX - (m_rect.w + hotW1) * 0.5f, m_rect.y + m_rect.h - hotspotH, m_rect.w + hotW1, hotspotH };
SDL_FRect topHot2{ centerX - (m_rect.w + hotW2) * 0.5f, m_rect.y + hotspotH * 0.12f, m_rect.w + hotW2, hotspotH * 0.78f };
SDL_FRect botHot2{ centerX - (m_rect.w + hotW2) * 0.5f, m_rect.y + m_rect.h - hotspotH * 0.90f, m_rect.w + hotW2, hotspotH * 0.78f };
Uint8 ha1 = static_cast<Uint8>(std::clamp((m_state == SyncState::Synced ? 85.0f : 55.0f) * flashBoost, 0.0f, 255.0f));
Uint8 ha2 = static_cast<Uint8>(std::clamp((m_state == SyncState::Synced ? 130.0f : 90.0f) * flashBoost, 0.0f, 255.0f));
SDL_SetRenderDrawColor(renderer, hot.r, hot.g, hot.b, ha1);
SDL_RenderFillRect(renderer, &topHot1);
SDL_RenderFillRect(renderer, &botHot1);
SDL_SetRenderDrawColor(renderer, 255, 255, 255, ha2);
SDL_RenderFillRect(renderer, &topHot2);
SDL_RenderFillRect(renderer, &botHot2);
}
// 3) Synced pulse wave (a travelling “breath” around the beam)
if (m_state == SyncState::Synced) {
float wave = std::fmod(m_pulseTime * 2.4f, 1.0f);
float width = 10.0f + wave * 26.0f;
Uint8 alpha = static_cast<Uint8>(std::clamp(150.0f * (1.0f - wave) * flashBoost, 0.0f, 255.0f));
SDL_FRect waveRect{
centerX - (m_rect.w + width) * 0.5f,
m_rect.y,
m_rect.w + width,
m_rect.h
};
SDL_SetRenderDrawColor(renderer, 140, 255, 220, alpha);
SDL_RenderFillRect(renderer, &waveRect);
}
// 4) Shimmer bands (stylish motion inside the conduit)
{
const int bands = 7;
const float speed = (m_state == SyncState::Synced) ? 160.0f : 95.0f;
const float bandW = m_rect.w + 12.0f;
for (int i = 0; i < bands; ++i) {
const float phase = (static_cast<float>(i) / static_cast<float>(bands));
const float y = m_rect.y + std::fmod(m_time * speed + phase * h, h);
const float fade = 0.35f + 0.65f * std::sinf((m_time * 2.1f) + phase * 6.28318f);
const float bandH = 2.0f + (phase * 2.0f);
Uint8 a = static_cast<Uint8>(std::clamp((26.0f + 36.0f * pulse01) * std::fabs(fade) * flashBoost, 0.0f, 255.0f));
SDL_FRect fr{ centerX - bandW * 0.5f, y, bandW, bandH };
SDL_SetRenderDrawColor(renderer, 200, 255, 255, a);
SDL_RenderFillRect(renderer, &fr);
}
}
// 5) Core beam (thin bright core + thicker body with horizontal gradient)
Uint8 bodyA = color.a;
if (m_state == SyncState::Synced) {
bodyA = static_cast<Uint8>(std::clamp(175.0f + pulse01 * 75.0f, 0.0f, 255.0f));
}
// Keep the center more translucent; let glow carry intensity.
bodyA = static_cast<Uint8>(std::clamp(bodyA * (0.72f + flashT * 0.35f), 0.0f, 255.0f));
// Render a smooth-looking body by stacking a few vertical strips.
// This approximates a gradient (bright center -> soft edges) without shaders.
{
// Allow thinner beam while keeping gradient readable.
const float bodyW = std::max(4.0f, m_rect.w);
const float x0 = centerX - bodyW * 0.5f;
SDL_FRect left{ x0, m_rect.y, bodyW * 0.34f, m_rect.h };
SDL_FRect mid{ x0 + bodyW * 0.34f, m_rect.y, bodyW * 0.32f, m_rect.h };
SDL_FRect right{ x0 + bodyW * 0.66f, m_rect.y, bodyW * 0.34f, m_rect.h };
SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, static_cast<Uint8>(std::clamp(bodyA * 0.60f, 0.0f, 255.0f)));
SDL_RenderFillRect(renderer, &left);
SDL_RenderFillRect(renderer, &right);
SDL_SetRenderDrawColor(renderer,
static_cast<Uint8>(std::min(255, static_cast<int>(color.r) + 35)),
static_cast<Uint8>(std::min(255, static_cast<int>(color.g) + 35)),
static_cast<Uint8>(std::min(255, static_cast<int>(color.b) + 55)),
static_cast<Uint8>(std::clamp(bodyA * 0.88f, 0.0f, 255.0f)));
SDL_RenderFillRect(renderer, &mid);
}
SDL_FRect coreRect{ centerX - 1.1f, m_rect.y, 2.2f, m_rect.h };
Uint8 coreA = static_cast<Uint8>(std::clamp(210.0f + pulse01 * 70.0f + flashT * 95.0f, 0.0f, 255.0f));
SDL_SetRenderDrawColor(renderer, 255, 255, 255, coreA);
SDL_RenderFillRect(renderer, &coreRect);
// Switch back to normal alpha blend for particles so they stay readable.
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
// 6) Energy particles (sparks/streaks traveling upward)
for (const auto& p : m_particles) {
Uint8 a = static_cast<Uint8>(std::clamp(p.alpha, 0.0f, 255.0f));
// Add a tiny sinusoidal sway so the stream feels alive.
const float sway = std::sinf((p.y * 0.045f) + (m_time * 6.2f)) * 0.9f;
SDL_FRect spark{ (p.x + sway) - (p.w * 0.5f), p.y, p.w, p.h };
SDL_SetRenderDrawColor(renderer, p.color.r, p.color.g, p.color.b, a);
SDL_RenderFillRect(renderer, &spark);
// A little aura around each spark helps it read at speed.
if (a > 40) {
SDL_FRect sparkGlow{ spark.x - 1.0f, spark.y - 1.0f, spark.w + 2.0f, spark.h + 2.0f };
SDL_SetRenderDrawColor(renderer, p.color.r, p.color.g, p.color.b, static_cast<Uint8>(a * 0.35f));
SDL_RenderFillRect(renderer, &sparkGlow);
}
}
// 7) Flash/glow overlay (adds “clear burst” punch)
if (m_state == SyncState::ClearFlash) {
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_ADD);
const float extra = 74.0f;
SDL_FRect glow{ centerX - (m_rect.w + extra) * 0.5f, m_rect.y, m_rect.w + extra, m_rect.h };
Uint8 ga = static_cast<Uint8>(std::clamp(90.0f + 140.0f * flashT, 0.0f, 255.0f));
SDL_SetRenderDrawColor(renderer, 255, 255, 255, ga);
SDL_RenderFillRect(renderer, &glow);
SDL_SetRenderDrawBlendMode(renderer, oldBlend);
}
// Restore whatever blend mode the caller had.
SDL_SetRenderDrawBlendMode(renderer, oldBlend);
}

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@ -0,0 +1,54 @@
#pragma once
#include <SDL3/SDL.h>
#include <vector>
enum class SyncState {
Idle,
LeftReady,
RightReady,
Synced,
ClearFlash
};
class SyncLineRenderer {
public:
SyncLineRenderer();
void SetRect(const SDL_FRect& rect);
void SetState(SyncState state);
void TriggerClearFlash();
void Update(float deltaTime);
void Render(SDL_Renderer* renderer);
private:
struct SyncParticle {
float x;
float y;
float vx;
float vy;
float w;
float h;
float alpha;
SDL_Color color;
};
SDL_FRect m_rect{};
SyncState m_state;
float m_flashTimer;
float m_time;
float m_pulseTime{0.0f};
float m_spawnAcc{0.0f};
std::vector<SyncParticle> m_particles;
static constexpr float FLASH_DURATION = 0.15f;
static constexpr size_t MAX_PARTICLES = 240;
void SpawnParticle();
void SpawnBurst(int count);
SDL_Color GetBaseColor() const;
};

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@ -232,6 +232,6 @@ void UIRenderer::drawSettingsPopup(SDL_Renderer* renderer, FontAtlas* font, floa
// Instructions // Instructions
font->draw(renderer, popupX + 20, popupY + 150, "M = TOGGLE MUSIC", 1.0f, {200, 200, 220, 255}); font->draw(renderer, popupX + 20, popupY + 150, "M = TOGGLE MUSIC", 1.0f, {200, 200, 220, 255});
font->draw(renderer, popupX + 20, popupY + 170, "S = TOGGLE SOUND FX", 1.0f, {200, 200, 220, 255}); font->draw(renderer, popupX + 20, popupY + 170, "K = TOGGLE SOUND FX", 1.0f, {200, 200, 220, 255});
font->draw(renderer, popupX + 20, popupY + 190, "ESC = CLOSE", 1.0f, {200, 200, 220, 255}); font->draw(renderer, popupX + 20, popupY + 190, "ESC = CLOSE", 1.0f, {200, 200, 220, 255});
} }

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@ -38,7 +38,7 @@ void Render(SDL_Renderer* renderer, FontAtlas& font, float logicalWidth, float l
{"ESC", "Back / cancel current popup"}, {"ESC", "Back / cancel current popup"},
{"F11 or ALT+ENTER", "Toggle fullscreen"}, {"F11 or ALT+ENTER", "Toggle fullscreen"},
{"M", "Mute or unmute music"}, {"M", "Mute or unmute music"},
{"S", "Toggle sound effects"} {"K", "Toggle sound effects"}
}}; }};
const std::array<ShortcutEntry, 2> menuShortcuts{{ const std::array<ShortcutEntry, 2> menuShortcuts{{

59
src/logic/Board.cpp Normal file
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@ -0,0 +1,59 @@
#include "Board.h"
#include <algorithm>
namespace logic {
Board::Board()
: grid_(Width * Height, Cell::Empty)
{
}
void Board::clear()
{
std::fill(grid_.begin(), grid_.end(), Cell::Empty);
}
bool Board::inBounds(int x, int y) const
{
return x >= 0 && x < Width && y >= 0 && y < Height;
}
Board::Cell Board::at(int x, int y) const
{
if (!inBounds(x, y)) return Cell::Empty;
return grid_[y * Width + x];
}
void Board::set(int x, int y, Cell c)
{
if (!inBounds(x, y)) return;
grid_[y * Width + x] = c;
}
int Board::clearFullLines()
{
int cleared = 0;
// scan from bottom to top
for (int y = Height - 1; y >= 0; --y) {
bool full = true;
for (int x = 0; x < Width; ++x) {
if (at(x, y) == Cell::Empty) { full = false; break; }
}
if (full) {
// remove row y: move all rows above down by one
for (int yy = y; yy > 0; --yy) {
for (int x = 0; x < Width; ++x) {
grid_[yy * Width + x] = grid_[(yy - 1) * Width + x];
}
}
// clear top row
for (int x = 0; x < Width; ++x) grid_[x] = Cell::Empty;
++cleared;
// stay on same y to re-check the row that fell into place
++y; // because next iteration decrements y
}
}
return cleared;
}
} // namespace logic

32
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@ -0,0 +1,32 @@
#pragma once
#include <vector>
#include <cstdint>
namespace logic {
class Board {
public:
static constexpr int Width = 10;
static constexpr int Height = 20;
enum class Cell : uint8_t { Empty = 0, Filled = 1 };
Board();
void clear();
Cell at(int x, int y) const;
void set(int x, int y, Cell c);
bool inBounds(int x, int y) const;
// Remove and return number of full lines cleared. Rows above fall down.
int clearFullLines();
const std::vector<Cell>& data() const { return grid_; }
private:
std::vector<Cell> grid_; // row-major: y*Width + x
};
} // namespace logic

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@ -0,0 +1,21 @@
#pragma once
#include <cstdint>
namespace coopnet {
// 8-bit input mask carried in NetSession::InputFrame.
// Keep in sync across capture/apply on both peers.
enum Buttons : uint8_t {
MoveLeft = 1u << 0,
MoveRight = 1u << 1,
SoftDrop = 1u << 2,
RotCW = 1u << 3,
RotCCW = 1u << 4,
HardDrop = 1u << 5,
Hold = 1u << 6,
};
inline bool has(uint8_t mask, Buttons b) {
return (mask & static_cast<uint8_t>(b)) != 0;
}
}

324
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@ -0,0 +1,324 @@
#include "NetSession.h"
#include <enet/enet.h>
#include <SDL3/SDL.h>
#include <cstring>
namespace {
constexpr uint8_t kChannelReliable = 0;
static bool netLogVerboseEnabled() {
// Set environment variable / hint: SPACETRIS_NET_LOG=1
const char* v = SDL_GetHint("SPACETRIS_NET_LOG");
return v && v[0] == '1';
}
template <typename T>
static void append(std::vector<uint8_t>& out, const T& value) {
const uint8_t* p = reinterpret_cast<const uint8_t*>(&value);
out.insert(out.end(), p, p + sizeof(T));
}
template <typename T>
static bool read(const uint8_t* data, size_t size, size_t& off, T& out) {
if (off + sizeof(T) > size) return false;
std::memcpy(&out, data + off, sizeof(T));
off += sizeof(T);
return true;
}
}
NetSession::NetSession() = default;
NetSession::~NetSession() {
shutdown();
}
bool NetSession::ensureEnetInitialized() {
static bool s_inited = false;
if (s_inited) return true;
if (enet_initialize() != 0) {
setError("enet_initialize failed");
m_state = ConnState::Error;
return false;
}
s_inited = true;
return true;
}
void NetSession::setError(const std::string& msg) {
m_lastError = msg;
}
bool NetSession::host(const std::string& bindHost, uint16_t port) {
shutdown();
if (!ensureEnetInitialized()) return false;
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "[NET] host(bind='%s', port=%u)", bindHost.c_str(), (unsigned)port);
ENetAddress address{};
address.host = ENET_HOST_ANY;
address.port = port;
if (!bindHost.empty() && bindHost != "0.0.0.0") {
if (enet_address_set_host(&address, bindHost.c_str()) != 0) {
setError("enet_address_set_host (bind) failed");
m_state = ConnState::Error;
return false;
}
}
// 1 peer, 2 channels (reserve extra)
m_host = enet_host_create(&address, 1, 2, 0, 0);
if (!m_host) {
setError("enet_host_create (host) failed");
m_state = ConnState::Error;
return false;
}
m_mode = Mode::Host;
m_state = ConnState::Connecting;
return true;
}
bool NetSession::join(const std::string& hostNameOrIp, uint16_t port) {
shutdown();
if (!ensureEnetInitialized()) return false;
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "[NET] join(remote='%s', port=%u)", hostNameOrIp.c_str(), (unsigned)port);
m_host = enet_host_create(nullptr, 1, 2, 0, 0);
if (!m_host) {
setError("enet_host_create (client) failed");
m_state = ConnState::Error;
return false;
}
ENetAddress address{};
if (enet_address_set_host(&address, hostNameOrIp.c_str()) != 0) {
setError("enet_address_set_host failed");
m_state = ConnState::Error;
return false;
}
address.port = port;
m_peer = enet_host_connect(m_host, &address, 2, 0);
if (!m_peer) {
setError("enet_host_connect failed");
m_state = ConnState::Error;
return false;
}
m_mode = Mode::Client;
m_state = ConnState::Connecting;
return true;
}
void NetSession::shutdown() {
if (m_host || m_peer) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "[NET] shutdown(mode=%d state=%d)", (int)m_mode, (int)m_state);
}
m_remoteInputs.clear();
m_remoteHashes.clear();
m_receivedHandshake.reset();
m_inputsSent = 0;
m_inputsReceived = 0;
m_hashesSent = 0;
m_hashesReceived = 0;
m_handshakesSent = 0;
m_handshakesReceived = 0;
m_lastRecvInputTick = 0xFFFFFFFFu;
m_lastRecvHashTick = 0xFFFFFFFFu;
m_lastStatsLogMs = 0;
if (m_peer) {
enet_peer_disconnect(m_peer, 0);
m_peer = nullptr;
}
if (m_host) {
enet_host_destroy(m_host);
m_host = nullptr;
}
m_mode = Mode::None;
m_state = ConnState::Disconnected;
m_lastError.clear();
}
void NetSession::poll(uint32_t timeoutMs) {
if (!m_host) return;
ENetEvent event{};
while (enet_host_service(m_host, &event, static_cast<enet_uint32>(timeoutMs)) > 0) {
switch (event.type) {
case ENET_EVENT_TYPE_CONNECT:
m_peer = event.peer;
m_state = ConnState::Connected;
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "[NET] connected (mode=%d)", (int)m_mode);
break;
case ENET_EVENT_TYPE_RECEIVE:
if (event.packet) {
handlePacket(event.packet->data, event.packet->dataLength);
enet_packet_destroy(event.packet);
}
break;
case ENET_EVENT_TYPE_DISCONNECT:
m_peer = nullptr;
m_state = ConnState::Disconnected;
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "[NET] disconnected");
break;
case ENET_EVENT_TYPE_NONE:
default:
break;
}
// After first event, do non-blocking passes.
timeoutMs = 0;
}
// Rate-limited stats log (opt-in)
if (netLogVerboseEnabled()) {
const uint32_t nowMs = SDL_GetTicks();
if (m_lastStatsLogMs == 0) m_lastStatsLogMs = nowMs;
if (nowMs - m_lastStatsLogMs >= 1000u) {
m_lastStatsLogMs = nowMs;
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"[NET] stats: sent(in=%u hash=%u hs=%u) recv(in=%u hash=%u hs=%u) lastRecv(inTick=%u hashTick=%u) state=%d",
m_inputsSent,
m_hashesSent,
m_handshakesSent,
m_inputsReceived,
m_hashesReceived,
m_handshakesReceived,
m_lastRecvInputTick,
m_lastRecvHashTick,
(int)m_state);
}
}
}
bool NetSession::sendBytesReliable(const void* data, size_t size) {
if (!m_peer) return false;
ENetPacket* packet = enet_packet_create(data, size, ENET_PACKET_FLAG_RELIABLE);
if (!packet) return false;
if (enet_peer_send(m_peer, kChannelReliable, packet) != 0) {
enet_packet_destroy(packet);
return false;
}
// Let the caller decide flush cadence; but for tiny control packets, flushing is cheap.
enet_host_flush(m_host);
return true;
}
bool NetSession::sendHandshake(const Handshake& hs) {
if (m_mode != Mode::Host) return false;
m_handshakesSent++;
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "[NET] sendHandshake(seed=%u startTick=%u startLevel=%u)", hs.rngSeed, hs.startTick, (unsigned)hs.startLevel);
std::vector<uint8_t> buf;
buf.reserve(1 + sizeof(uint32_t) * 2 + sizeof(uint8_t));
buf.push_back(static_cast<uint8_t>(MsgType::Handshake));
append(buf, hs.rngSeed);
append(buf, hs.startTick);
append(buf, hs.startLevel);
return sendBytesReliable(buf.data(), buf.size());
}
std::optional<NetSession::Handshake> NetSession::takeReceivedHandshake() {
auto out = m_receivedHandshake;
m_receivedHandshake.reset();
return out;
}
bool NetSession::sendLocalInput(uint32_t tick, uint8_t buttons) {
m_inputsSent++;
if (netLogVerboseEnabled() && (tick % 60u) == 0u) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "[NET] sendInput(tick=%u buttons=0x%02X)", tick, (unsigned)buttons);
}
std::vector<uint8_t> buf;
buf.reserve(1 + sizeof(uint32_t) + sizeof(uint8_t));
buf.push_back(static_cast<uint8_t>(MsgType::Input));
append(buf, tick);
append(buf, buttons);
return sendBytesReliable(buf.data(), buf.size());
}
std::optional<uint8_t> NetSession::getRemoteButtons(uint32_t tick) const {
auto it = m_remoteInputs.find(tick);
if (it == m_remoteInputs.end()) return std::nullopt;
return it->second;
}
bool NetSession::sendStateHash(uint32_t tick, uint64_t hash) {
m_hashesSent++;
if (netLogVerboseEnabled()) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "[NET] sendHash(tick=%u hash=%llu)", tick, (unsigned long long)hash);
}
std::vector<uint8_t> buf;
buf.reserve(1 + sizeof(uint32_t) + sizeof(uint64_t));
buf.push_back(static_cast<uint8_t>(MsgType::Hash));
append(buf, tick);
append(buf, hash);
return sendBytesReliable(buf.data(), buf.size());
}
std::optional<uint64_t> NetSession::takeRemoteHash(uint32_t tick) {
auto it = m_remoteHashes.find(tick);
if (it == m_remoteHashes.end()) return std::nullopt;
uint64_t v = it->second;
m_remoteHashes.erase(it);
return v;
}
void NetSession::handlePacket(const uint8_t* data, size_t size) {
if (!data || size < 1) return;
size_t off = 0;
uint8_t typeByte = 0;
if (!read(data, size, off, typeByte)) return;
MsgType t = static_cast<MsgType>(typeByte);
switch (t) {
case MsgType::Handshake: {
Handshake hs{};
if (!read(data, size, off, hs.rngSeed)) return;
if (!read(data, size, off, hs.startTick)) return;
if (!read(data, size, off, hs.startLevel)) return;
m_receivedHandshake = hs;
m_handshakesReceived++;
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "[NET] recvHandshake(seed=%u startTick=%u startLevel=%u)", hs.rngSeed, hs.startTick, (unsigned)hs.startLevel);
break;
}
case MsgType::Input: {
uint32_t tick = 0;
uint8_t buttons = 0;
if (!read(data, size, off, tick)) return;
if (!read(data, size, off, buttons)) return;
m_remoteInputs[tick] = buttons;
m_inputsReceived++;
m_lastRecvInputTick = tick;
if (netLogVerboseEnabled() && (tick % 60u) == 0u) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "[NET] recvInput(tick=%u buttons=0x%02X)", tick, (unsigned)buttons);
}
break;
}
case MsgType::Hash: {
uint32_t tick = 0;
uint64_t hash = 0;
if (!read(data, size, off, tick)) return;
if (!read(data, size, off, hash)) return;
m_remoteHashes[tick] = hash;
m_hashesReceived++;
m_lastRecvHashTick = tick;
if (netLogVerboseEnabled()) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "[NET] recvHash(tick=%u hash=%llu)", tick, (unsigned long long)hash);
}
break;
}
default:
break;
}
}

118
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#pragma once
#include <cstdint>
#include <optional>
#include <string>
#include <unordered_map>
#include <vector>
struct _ENetHost;
struct _ENetPeer;
// Lockstep networking session for COOPERATE (network) mode.
//
// Design goals:
// - Non-blocking polling (caller drives poll from the main loop)
// - Reliable, ordered delivery for inputs and control messages
// - Host provides seed + start tick (handshake)
// - Only inputs/state hashes are exchanged (no board sync)
class NetSession {
public:
enum class Mode {
None,
Host,
Client,
};
enum class ConnState {
Disconnected,
Connecting,
Connected,
Error,
};
struct Handshake {
uint32_t rngSeed = 0;
uint32_t startTick = 0;
uint8_t startLevel = 0;
};
struct InputFrame {
uint32_t tick = 0;
uint8_t buttons = 0;
};
NetSession();
~NetSession();
NetSession(const NetSession&) = delete;
NetSession& operator=(const NetSession&) = delete;
// If bindHost is empty or "0.0.0.0", binds to ENET_HOST_ANY.
bool host(const std::string& bindHost, uint16_t port);
bool join(const std::string& hostNameOrIp, uint16_t port);
void shutdown();
void poll(uint32_t timeoutMs = 0);
Mode mode() const { return m_mode; }
ConnState state() const { return m_state; }
bool isConnected() const { return m_state == ConnState::Connected; }
// Host-only: send handshake once the peer connects.
bool sendHandshake(const Handshake& hs);
// Client-only: becomes available once received from host.
std::optional<Handshake> takeReceivedHandshake();
// Input exchange --------------------------------------------------------
// Send local input for a given simulation tick.
bool sendLocalInput(uint32_t tick, uint8_t buttons);
// Returns the last received remote input for a tick (if any).
std::optional<uint8_t> getRemoteButtons(uint32_t tick) const;
// Hash exchange (for desync detection) ---------------------------------
bool sendStateHash(uint32_t tick, uint64_t hash);
std::optional<uint64_t> takeRemoteHash(uint32_t tick);
// Diagnostics
std::string lastError() const { return m_lastError; }
private:
enum class MsgType : uint8_t {
Handshake = 1,
Input = 2,
Hash = 3,
};
bool ensureEnetInitialized();
void setError(const std::string& msg);
bool sendBytesReliable(const void* data, size_t size);
void handlePacket(const uint8_t* data, size_t size);
Mode m_mode = Mode::None;
ConnState m_state = ConnState::Disconnected;
_ENetHost* m_host = nullptr;
_ENetPeer* m_peer = nullptr;
std::string m_lastError;
std::optional<Handshake> m_receivedHandshake;
std::unordered_map<uint32_t, uint8_t> m_remoteInputs;
std::unordered_map<uint32_t, uint64_t> m_remoteHashes;
// Debug logging (rate-limited)
uint32_t m_inputsSent = 0;
uint32_t m_inputsReceived = 0;
uint32_t m_hashesSent = 0;
uint32_t m_hashesReceived = 0;
uint32_t m_handshakesSent = 0;
uint32_t m_handshakesReceived = 0;
uint32_t m_lastRecvInputTick = 0xFFFFFFFFu;
uint32_t m_lastRecvHashTick = 0xFFFFFFFFu;
uint32_t m_lastStatsLogMs = 0;
};

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@ -0,0 +1,182 @@
#include "supabase_client.h"
#include <curl/curl.h>
#include <nlohmann/json.hpp>
#include <thread>
#include <iostream>
#include <algorithm>
#include <cmath>
using json = nlohmann::json;
namespace {
// Supabase constants (publishable anon key)
const std::string SUPABASE_URL = "https://xzxpmvyamjvtxpwnjpad.supabase.co";
const std::string SUPABASE_ANON_KEY = "sb_publishable_GqQx844xYDizO9-ytlBXfA_MVT6N7yA";
std::string buildUrl(const std::string &path) {
std::string url = SUPABASE_URL;
if (!url.empty() && url.back() == '/') url.pop_back();
url += "/rest/v1/" + path;
return url;
}
size_t curlWriteCallback(void* contents, size_t size, size_t nmemb, void* userp) {
size_t realSize = size * nmemb;
std::string *s = reinterpret_cast<std::string*>(userp);
s->append(reinterpret_cast<char*>(contents), realSize);
return realSize;
}
struct CurlInit {
CurlInit() { curl_global_init(CURL_GLOBAL_DEFAULT); }
~CurlInit() { curl_global_cleanup(); }
};
static CurlInit g_curl_init;
}
namespace supabase {
static bool g_verbose = false;
void SetVerbose(bool enabled) {
g_verbose = enabled;
}
void SubmitHighscoreAsync(const ScoreEntry &entry) {
std::thread([entry]() {
try {
CURL* curl = curl_easy_init();
if (!curl) return;
std::string url = buildUrl("highscores");
json j;
j["score"] = entry.score;
j["lines"] = entry.lines;
j["level"] = entry.level;
j["time_sec"] = static_cast<int>(std::lround(entry.timeSec));
j["name"] = entry.name;
j["game_type"] = entry.gameType;
j["timestamp"] = static_cast<int>(std::time(nullptr));
std::string body = j.dump();
struct curl_slist *headers = nullptr;
std::string h1 = std::string("apikey: ") + SUPABASE_ANON_KEY;
std::string h2 = std::string("Authorization: Bearer ") + SUPABASE_ANON_KEY;
headers = curl_slist_append(headers, h1.c_str());
headers = curl_slist_append(headers, h2.c_str());
headers = curl_slist_append(headers, "Content-Type: application/json");
std::string resp;
curl_easy_setopt(curl, CURLOPT_URL, url.c_str());
curl_easy_setopt(curl, CURLOPT_HTTPHEADER, headers);
curl_easy_setopt(curl, CURLOPT_POSTFIELDS, body.c_str());
curl_easy_setopt(curl, CURLOPT_TIMEOUT, 5L);
curl_easy_setopt(curl, CURLOPT_WRITEFUNCTION, curlWriteCallback);
curl_easy_setopt(curl, CURLOPT_WRITEDATA, &resp);
if (g_verbose) {
std::cerr << "[Supabase] POST " << url << "\n";
std::cerr << "[Supabase] Body: " << body << "\n";
}
CURLcode res = curl_easy_perform(curl);
if (res != CURLE_OK) {
if (g_verbose) std::cerr << "[Supabase] POST error: " << curl_easy_strerror(res) << "\n";
} else {
long http_code = 0;
curl_easy_getinfo(curl, CURLINFO_RESPONSE_CODE, &http_code);
if (g_verbose) {
std::cerr << "[Supabase] POST response code: " << http_code << " body_len=" << resp.size() << "\n";
if (!resp.empty()) std::cerr << "[Supabase] POST response: " << resp << "\n";
}
}
curl_slist_free_all(headers);
curl_easy_cleanup(curl);
} catch (...) {
// swallow errors
}
}).detach();
}
std::vector<ScoreEntry> FetchHighscores(const std::string &gameType, int limit) {
std::vector<ScoreEntry> out;
try {
CURL* curl = curl_easy_init();
if (!curl) return out;
std::string path = "highscores";
// Clamp limit to max 10 to keep payloads small
int l = std::clamp(limit, 1, 10);
std::string query;
if (!gameType.empty()) {
if (gameType == "challenge") {
query = "?game_type=eq." + gameType + "&order=level.desc,time_sec.asc&limit=" + std::to_string(l);
} else {
query = "?game_type=eq." + gameType + "&order=score.desc&limit=" + std::to_string(l);
}
} else {
query = "?order=score.desc&limit=" + std::to_string(l);
}
std::string url = buildUrl(path) + query;
struct curl_slist *headers = nullptr;
headers = curl_slist_append(headers, ("apikey: " + SUPABASE_ANON_KEY).c_str());
headers = curl_slist_append(headers, ("Authorization: Bearer " + SUPABASE_ANON_KEY).c_str());
headers = curl_slist_append(headers, "Content-Type: application/json");
std::string resp;
curl_easy_setopt(curl, CURLOPT_URL, url.c_str());
curl_easy_setopt(curl, CURLOPT_HTTPHEADER, headers);
curl_easy_setopt(curl, CURLOPT_TIMEOUT, 5L);
curl_easy_setopt(curl, CURLOPT_WRITEFUNCTION, curlWriteCallback);
curl_easy_setopt(curl, CURLOPT_WRITEDATA, &resp);
if (g_verbose) std::cerr << "[Supabase] GET " << url << "\n";
CURLcode res = curl_easy_perform(curl);
if (res == CURLE_OK) {
long http_code = 0;
curl_easy_getinfo(curl, CURLINFO_RESPONSE_CODE, &http_code);
if (g_verbose) {
std::cerr << "[Supabase] GET response code: " << http_code << " body_len=" << resp.size() << "\n";
if (!resp.empty()) std::cerr << "[Supabase] GET response: " << resp << "\n";
}
try {
auto j = json::parse(resp);
if (j.is_array()) {
for (auto &v : j) {
ScoreEntry e{};
if (v.contains("score")) e.score = v["score"].get<int>();
if (v.contains("lines")) e.lines = v["lines"].get<int>();
if (v.contains("level")) e.level = v["level"].get<int>();
if (v.contains("time_sec")) {
try { e.timeSec = v["time_sec"].get<double>(); } catch(...) { e.timeSec = v["time_sec"].get<int>(); }
} else if (v.contains("timestamp")) {
e.timeSec = v["timestamp"].get<int>();
}
if (v.contains("name")) e.name = v["name"].get<std::string>();
if (v.contains("game_type")) e.gameType = v["game_type"].get<std::string>();
out.push_back(e);
}
}
} catch (...) {
if (g_verbose) std::cerr << "[Supabase] GET parse error" << std::endl;
}
} else {
if (g_verbose) std::cerr << "[Supabase] GET error: " << curl_easy_strerror(res) << "\n";
}
curl_slist_free_all(headers);
curl_easy_cleanup(curl);
} catch (...) {
// swallow
}
return out;
}
} // namespace supabase

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@ -0,0 +1,17 @@
#pragma once
#include <string>
#include <vector>
#include "../persistence/Scores.h"
namespace supabase {
// Submit a highscore asynchronously (detached thread)
void SubmitHighscoreAsync(const ScoreEntry &entry);
// Fetch highscores for a game type. If gameType is empty, fetch all (limited).
std::vector<ScoreEntry> FetchHighscores(const std::string &gameType, int limit);
// Enable or disable verbose logging to stderr. Disabled by default.
void SetVerbose(bool enabled);
} // namespace supabase

View File

@ -1,20 +1,18 @@
// Scores.cpp - Implementation of ScoreManager with Firebase Sync // Scores.cpp - Implementation of ScoreManager
#include "Scores.h" #include "Scores.h"
#include <SDL3/SDL.h> #include <SDL3/SDL.h>
#include <fstream> #include <fstream>
#include <sstream> #include <sstream>
#include <algorithm> #include <algorithm>
#include <cpr/cpr.h> #include "../network/supabase_client.h"
#include <nlohmann/json.hpp> #include <nlohmann/json.hpp>
#include <iostream> #include <iostream>
#include <thread> #include <thread>
#include <ctime> #include <ctime>
#include <filesystem>
using json = nlohmann::json; using json = nlohmann::json;
// Firebase Realtime Database URL
const std::string FIREBASE_URL = "https://tetris-90139.firebaseio.com/scores.json";
ScoreManager::ScoreManager(size_t maxScores) : maxEntries(maxScores) {} ScoreManager::ScoreManager(size_t maxScores) : maxEntries(maxScores) {}
std::string ScoreManager::filePath() const { std::string ScoreManager::filePath() const {
@ -27,48 +25,19 @@ std::string ScoreManager::filePath() const {
void ScoreManager::load() { void ScoreManager::load() {
scores.clear(); scores.clear();
// Try to load from Firebase first // Try to load from Supabase first
try { try {
cpr::Response r = cpr::Get(cpr::Url{FIREBASE_URL}, cpr::Timeout{2000}); // 2s timeout // Request only 10 records from Supabase to keep payload small
if (r.status_code == 200 && !r.text.empty() && r.text != "null") { auto fetched = supabase::FetchHighscores("", 10);
auto j = json::parse(r.text); if (!fetched.empty()) {
scores = fetched;
// Firebase returns a map of auto-generated IDs to objects
if (j.is_object()) {
for (auto& [key, value] : j.items()) {
ScoreEntry e;
if (value.contains("score")) e.score = value["score"];
if (value.contains("lines")) e.lines = value["lines"];
if (value.contains("level")) e.level = value["level"];
if (value.contains("timeSec")) e.timeSec = value["timeSec"];
if (value.contains("name")) e.name = value["name"];
scores.push_back(e);
}
}
// Or it might be an array if keys are integers (unlikely for Firebase push)
else if (j.is_array()) {
for (auto& value : j) {
ScoreEntry e;
if (value.contains("score")) e.score = value["score"];
if (value.contains("lines")) e.lines = value["lines"];
if (value.contains("level")) e.level = value["level"];
if (value.contains("timeSec")) e.timeSec = value["timeSec"];
if (value.contains("name")) e.name = value["name"];
scores.push_back(e);
}
}
// Sort and keep top scores
std::sort(scores.begin(), scores.end(), [](auto&a,auto&b){return a.score>b.score;}); std::sort(scores.begin(), scores.end(), [](auto&a,auto&b){return a.score>b.score;});
if (scores.size() > maxEntries) scores.resize(maxEntries); if (scores.size() > maxEntries) scores.resize(maxEntries);
// Save to local cache
save(); save();
return; return;
} }
} catch (...) { } catch (...) {
// Ignore network errors and fall back to local file std::cerr << "Failed to load from Supabase, falling back to local file." << std::endl;
std::cerr << "Failed to load from Firebase, falling back to local file." << std::endl;
} }
// Fallback to local file // Fallback to local file
@ -86,11 +55,32 @@ void ScoreManager::load() {
ScoreEntry e; ScoreEntry e;
iss >> e.score >> e.lines >> e.level >> e.timeSec; iss >> e.score >> e.lines >> e.level >> e.timeSec;
if (iss) { if (iss) {
// Try to read name (rest of line after timeSec) // Try to read name (rest of line after timeSec). We may also have a trailing gameType token.
std::string remaining; std::string remaining;
std::getline(iss, remaining); std::getline(iss, remaining);
if (!remaining.empty() && remaining[0] == ' ') { if (!remaining.empty() && remaining[0] == ' ') remaining = remaining.substr(1);
e.name = remaining.substr(1); // Remove leading space if (!remaining.empty()) {
static const std::vector<std::string> known = {"classic","cooperate","challenge","versus"};
while (!remaining.empty() && (remaining.back() == '\n' || remaining.back() == '\r' || remaining.back() == ' ')) remaining.pop_back();
size_t lastSpace = remaining.find_last_of(' ');
std::string lastToken = (lastSpace == std::string::npos) ? remaining : remaining.substr(lastSpace + 1);
bool matched = false;
for (const auto &k : known) {
if (lastToken == k) {
matched = true;
e.gameType = k;
if (lastSpace == std::string::npos) e.name = "PLAYER";
else e.name = remaining.substr(0, lastSpace);
break;
}
}
if (!matched) {
e.name = remaining;
e.gameType = "classic";
}
} else {
e.name = "PLAYER";
e.gameType = "classic";
} }
scores.push_back(e); scores.push_back(e);
} }
@ -108,42 +98,28 @@ void ScoreManager::load() {
void ScoreManager::save() const { void ScoreManager::save() const {
std::ofstream f(filePath(), std::ios::trunc); std::ofstream f(filePath(), std::ios::trunc);
for (auto &e : scores) { for (auto &e : scores) {
f << e.score << ' ' << e.lines << ' ' << e.level << ' ' << e.timeSec << ' ' << e.name << '\n'; // Save gameType as trailing token so future loads can preserve it
f << e.score << ' ' << e.lines << ' ' << e.level << ' ' << e.timeSec << ' ' << e.name << ' ' << e.gameType << '\n';
} }
} }
void ScoreManager::submit(int score, int lines, int level, double timeSec, const std::string& name) { void ScoreManager::submit(int score, int lines, int level, double timeSec, const std::string& name, const std::string& gameType) {
// Add to local list // Add to local list
scores.push_back(ScoreEntry{score,lines,level,timeSec, name}); ScoreEntry newEntry{};
newEntry.score = score;
newEntry.lines = lines;
newEntry.level = level;
newEntry.timeSec = timeSec;
newEntry.name = name;
// preserve the game type locally so menu filtering works immediately
newEntry.gameType = gameType;
scores.push_back(newEntry);
std::sort(scores.begin(), scores.end(), [](auto&a,auto&b){return a.score>b.score;}); std::sort(scores.begin(), scores.end(), [](auto&a,auto&b){return a.score>b.score;});
if (scores.size()>maxEntries) scores.resize(maxEntries); if (scores.size()>maxEntries) scores.resize(maxEntries);
save(); save();
// Submit to Supabase asynchronously
// Submit to Firebase ScoreEntry se{score, lines, level, timeSec, name, gameType};
// Run in a detached thread to avoid blocking the UI? supabase::SubmitHighscoreAsync(se);
// For simplicity, we'll do it blocking for now, or rely on short timeout.
// Ideally this should be async.
json j;
j["score"] = score;
j["lines"] = lines;
j["level"] = level;
j["timeSec"] = timeSec;
j["name"] = name;
j["timestamp"] = std::time(nullptr); // Add timestamp
// Fire and forget (async) would be better, but for now let's just try to send
// We can use std::thread to make it async
std::thread([j]() {
try {
cpr::Post(cpr::Url{FIREBASE_URL},
cpr::Body{j.dump()},
cpr::Header{{"Content-Type", "application/json"}},
cpr::Timeout{5000});
} catch (...) {
// Ignore errors
}
}).detach();
} }
bool ScoreManager::isHighScore(int score) const { bool ScoreManager::isHighScore(int score) const {
@ -151,19 +127,28 @@ bool ScoreManager::isHighScore(int score) const {
return score > scores.back().score; return score > scores.back().score;
} }
void ScoreManager::replaceAll(const std::vector<ScoreEntry>& newScores) {
scores = newScores;
// Ensure ordering and trimming to our configured maxEntries
std::sort(scores.begin(), scores.end(), [](auto&a,auto&b){return a.score>b.score;});
if (scores.size() > maxEntries) scores.resize(maxEntries);
// Persist new set to local file for next launch
try { save(); } catch (...) { /* swallow */ }
}
void ScoreManager::createSampleScores() { void ScoreManager::createSampleScores() {
scores = { scores = {
{159840, 189, 14, 972, "GREGOR"}, {159840, 189, 14, 972.0, "GREGOR"},
{156340, 132, 12, 714, "GREGOR"}, {156340, 132, 12, 714.0, "GREGOR"},
{155219, 125, 12, 696, "GREGOR"}, {155219, 125, 12, 696.0, "GREGOR"},
{141823, 123, 10, 710, "GREGOR"}, {141823, 123, 10, 710.0, "GREGOR"},
{140079, 71, 11, 410, "GREGOR"}, {140079, 71, 11, 410.0, "GREGOR"},
{116012, 121, 10, 619, "GREGOR"}, {116012, 121, 10, 619.0, "GREGOR"},
{112643, 137, 13, 689, "GREGOR"}, {112643, 137, 13, 689.0, "GREGOR"},
{99190, 61, 10, 378, "GREGOR"}, {99190, 61, 10, 378.0, "GREGOR"},
{93648, 107, 10, 629, "GREGOR"}, {93648, 107, 10, 629.0, "GREGOR"},
{89041, 115, 10, 618, "GREGOR"}, {89041, 115, 10, 618.0, "GREGOR"},
{88600, 55, 9, 354, "GREGOR"}, {88600, 55, 9, 354.0, "GREGOR"},
{86346, 141, 13, 723, "GREGOR"} {86346, 141, 13, 723.0, "GREGOR"}
}; };
} }

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@ -3,14 +3,18 @@
#include <vector> #include <vector>
#include <string> #include <string>
struct ScoreEntry { int score{}; int lines{}; int level{}; double timeSec{}; std::string name{"PLAYER"}; }; struct ScoreEntry { int score{}; int lines{}; int level{}; double timeSec{}; std::string name{"PLAYER"}; std::string gameType{"classic"}; };
class ScoreManager { class ScoreManager {
public: public:
explicit ScoreManager(size_t maxScores = 12); explicit ScoreManager(size_t maxScores = 12);
void load(); void load();
void save() const; void save() const;
void submit(int score, int lines, int level, double timeSec, const std::string& name = "PLAYER"); // Replace the in-memory scores (thread-safe caller should ensure non-blocking)
void replaceAll(const std::vector<ScoreEntry>& newScores);
// New optional `gameType` parameter will be sent as `game_type`.
// Allowed values: "classic", "versus", "cooperate", "challenge".
void submit(int score, int lines, int level, double timeSec, const std::string& name = "PLAYER", const std::string& gameType = "classic");
bool isHighScore(int score) const; bool isHighScore(int score) const;
const std::vector<ScoreEntry>& all() const { return scores; } const std::vector<ScoreEntry>& all() const { return scores; }
private: private:

38
src/renderer/Renderer.h Normal file
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@ -0,0 +1,38 @@
// Renderer abstraction (minimal scaffold)
#pragma once
#include <memory>
#include <SDL3/SDL.h>
namespace renderer {
class Renderer {
public:
virtual ~Renderer() = default;
// Create/destroy textures
virtual SDL_Texture* createTextureFromSurface(SDL_Surface* surf) = 0;
virtual void destroyTexture(SDL_Texture* tex) = 0;
// Draw operations (minimal)
// Copy a texture (integer rects)
virtual void copy(SDL_Texture* tex, const SDL_Rect* src, const SDL_Rect* dst) = 0;
// Copy a texture using floating-point rects (SDL_FRect)
virtual void renderTexture(SDL_Texture* tex, const SDL_FRect* src, const SDL_FRect* dst) = 0;
// Set alpha modulation on a texture
virtual void setTextureAlphaMod(SDL_Texture* tex, Uint8 a) = 0;
// Draw a line (floating-point coordinates)
virtual void renderLine(float x1, float y1, float x2, float y2) = 0;
// Set draw color and draw filled/floating rects
virtual void clear(const SDL_Color& color) = 0;
virtual void setDrawColor(const SDL_Color& color) = 0;
virtual void fillRectF(const SDL_FRect* rect) = 0;
virtual void drawRectF(const SDL_FRect* rect) = 0;
virtual void present() = 0;
};
// Factory helper implemented by SDL-specific backend
std::unique_ptr<Renderer> MakeSDLRenderer(SDL_Renderer* rdr);
} // namespace renderer

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@ -0,0 +1,27 @@
// Clean renderer interface for local use
#pragma once
#include <memory>
#include <SDL3/SDL.h>
namespace renderer {
class Renderer {
public:
virtual ~Renderer() = default;
virtual SDL_Texture* createTextureFromSurface(SDL_Surface* surf) = 0;
virtual void destroyTexture(SDL_Texture* tex) = 0;
virtual void copy(SDL_Texture* tex, const SDL_Rect* src, const SDL_Rect* dst) = 0;
virtual void renderTexture(SDL_Texture* tex, const SDL_FRect* src, const SDL_FRect* dst) = 0;
virtual void setTextureAlphaMod(SDL_Texture* tex, Uint8 a) = 0;
virtual void renderLine(float x1, float y1, float x2, float y2) = 0;
virtual void clear(const SDL_Color& color) = 0;
virtual void setDrawColor(const SDL_Color& color) = 0;
virtual void fillRectF(const SDL_FRect* rect) = 0;
virtual void drawRectF(const SDL_FRect* rect) = 0;
virtual void present() = 0;
};
std::unique_ptr<Renderer> MakeSDLRenderer(SDL_Renderer* rdr);
} // namespace renderer

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@ -0,0 +1,80 @@
#include "Renderer_iface.h"
#include <SDL3/SDL.h>
namespace renderer {
class SDLRendererImpl : public Renderer {
public:
explicit SDLRendererImpl(SDL_Renderer* rdr) : rdr_(rdr) {}
~SDLRendererImpl() override = default;
SDL_Texture* createTextureFromSurface(SDL_Surface* surf) override {
if (!rdr_ || !surf) return nullptr;
return SDL_CreateTextureFromSurface(rdr_, surf);
}
void destroyTexture(SDL_Texture* tex) override {
if (tex) SDL_DestroyTexture(tex);
}
void copy(SDL_Texture* tex, const SDL_Rect* src, const SDL_Rect* dst) override {
if (!rdr_ || !tex) return;
// Convert integer rects to float rects and call SDL_RenderTexture (SDL3 API)
SDL_FRect fs{}; SDL_FRect fd{};
const SDL_FRect* ps = nullptr;
const SDL_FRect* pd = nullptr;
if (src) { fs.x = static_cast<float>(src->x); fs.y = static_cast<float>(src->y); fs.w = static_cast<float>(src->w); fs.h = static_cast<float>(src->h); ps = &fs; }
if (dst) { fd.x = static_cast<float>(dst->x); fd.y = static_cast<float>(dst->y); fd.w = static_cast<float>(dst->w); fd.h = static_cast<float>(dst->h); pd = &fd; }
SDL_RenderTexture(rdr_, tex, ps, pd);
}
void renderTexture(SDL_Texture* tex, const SDL_FRect* src, const SDL_FRect* dst) override {
if (!rdr_ || !tex) return;
SDL_RenderTexture(rdr_, tex, src, dst);
}
void setTextureAlphaMod(SDL_Texture* tex, Uint8 a) override {
if (!tex) return;
SDL_SetTextureAlphaMod(tex, a);
}
void clear(const SDL_Color& color) override {
if (!rdr_) return;
SDL_SetRenderDrawColor(rdr_, color.r, color.g, color.b, color.a);
SDL_RenderClear(rdr_);
}
void setDrawColor(const SDL_Color& color) override {
if (!rdr_) return;
SDL_SetRenderDrawColor(rdr_, color.r, color.g, color.b, color.a);
}
void fillRectF(const SDL_FRect* rect) override {
if (!rdr_ || !rect) return;
SDL_RenderFillRect(rdr_, rect);
}
void drawRectF(const SDL_FRect* rect) override {
if (!rdr_ || !rect) return;
SDL_RenderRect(rdr_, rect);
}
void renderLine(float x1, float y1, float x2, float y2) override {
if (!rdr_) return;
SDL_RenderLine(rdr_, x1, y1, x2, y2);
}
void present() override {
if (!rdr_) return;
SDL_RenderPresent(rdr_);
}
private:
SDL_Renderer* rdr_ = nullptr;
};
// Factory helper
std::unique_ptr<Renderer> MakeSDLRenderer(SDL_Renderer* rdr) {
return std::make_unique<SDLRendererImpl>(rdr);
}
} // namespace renderer

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@ -0,0 +1,41 @@
#include "ResourceManager.h"
#include <future>
namespace resources {
ResourceManager::ResourceManager() = default;
ResourceManager::~ResourceManager() = default;
std::future<std::shared_ptr<void>> ResourceManager::loadAsync(const std::string& key, std::function<std::shared_ptr<void>(const std::string&)> loader)
{
// Quick check for existing cached resource
{
std::lock_guard<std::mutex> lk(mutex_);
auto it = cache_.find(key);
if (it != cache_.end()) {
// Return already-available resource (keep strong ref)
auto sp = it->second;
if (sp) {
return std::async(std::launch::deferred, [sp]() { return sp; });
}
}
}
// Launch async loader
return std::async(std::launch::async, [this, key, loader]() {
auto res = loader(key);
if (res) {
std::lock_guard<std::mutex> lk(mutex_);
cache_[key] = res; // store strong reference
}
return res;
});
}
void ResourceManager::put(const std::string& key, std::shared_ptr<void> resource)
{
std::lock_guard<std::mutex> lk(mutex_);
cache_[key] = resource; // store strong reference so callers using raw pointers stay valid
}
} // namespace resources

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@ -0,0 +1,43 @@
#pragma once
#include <string>
#include <memory>
#include <unordered_map>
#include <mutex>
#include <future>
#include <functional>
namespace resources {
class ResourceManager {
public:
ResourceManager();
~ResourceManager();
// Return cached resource if available and of the right type
template<typename T>
std::shared_ptr<T> get(const std::string& key)
{
std::lock_guard<std::mutex> lk(mutex_);
auto it = cache_.find(key);
if (it == cache_.end()) return nullptr;
auto sp = it->second;
if (!sp) { cache_.erase(it); return nullptr; }
return std::static_pointer_cast<T>(sp);
}
// Asynchronously load a resource using the provided loader function.
// The loader must return a shared_ptr to the concrete resource (boxed as void).
std::future<std::shared_ptr<void>> loadAsync(const std::string& key, std::function<std::shared_ptr<void>(const std::string&)> loader);
// Insert a resource into the cache (thread-safe)
void put(const std::string& key, std::shared_ptr<void> resource);
private:
// Keep strong ownership of cached resources so they remain valid
// while present in the cache.
std::unordered_map<std::string, std::shared_ptr<void>> cache_;
std::mutex mutex_;
};
} // namespace resources

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@ -2,6 +2,12 @@
#pragma once #pragma once
#include "State.h" #include "State.h"
#include <cstdint>
#include <memory>
#include <string>
class NetSession;
class MenuState : public State { class MenuState : public State {
public: public:
MenuState(StateContext& ctx); MenuState(StateContext& ctx);
@ -20,8 +26,12 @@ public:
// Show or hide the inline ABOUT panel (menu-style) // Show or hide the inline ABOUT panel (menu-style)
void showAboutPanel(bool show); void showAboutPanel(bool show);
// Show or hide the inline COOPERATE setup panel (2P vs AI).
// If `resumeMusic` is false when hiding, the menu music will not be restarted.
void showCoopSetupPanel(bool show, bool resumeMusic = true);
private: private:
int selectedButton = 0; // 0 = PLAY, 1 = LEVEL, 2 = OPTIONS, 3 = HELP, 4 = ABOUT, 5 = EXIT int selectedButton = 0; // 0=PLAY,1=COOPERATE,2=CHALLENGE,3=LEVEL,4=OPTIONS,5=HELP,6=ABOUT,7=EXIT
// Button icons (optional - will use text if nullptr) // Button icons (optional - will use text if nullptr)
SDL_Texture* playIcon = nullptr; SDL_Texture* playIcon = nullptr;
@ -94,4 +104,37 @@ private:
double aboutTransition = 0.0; // 0..1 double aboutTransition = 0.0; // 0..1
double aboutTransitionDurationMs = 360.0; double aboutTransitionDurationMs = 360.0;
int aboutDirection = 1; // 1 show, -1 hide int aboutDirection = 1; // 1 show, -1 hide
// Coop setup panel (inline HUD like Exit/Help)
bool coopSetupVisible = false;
bool coopSetupAnimating = false;
double coopSetupTransition = 0.0; // 0..1
double coopSetupTransitionDurationMs = 320.0;
int coopSetupDirection = 1; // 1 show, -1 hide
// 0 = Local co-op (2 players), 1 = AI partner, 2 = 2 player (network)
int coopSetupSelected = 0;
enum class CoopSetupStep {
ChoosePartner,
NetworkChooseRole,
NetworkEnterAddress,
NetworkWaiting,
};
CoopSetupStep coopSetupStep = CoopSetupStep::ChoosePartner;
// Network sub-flow state (only used when coopSetupSelected == 2)
int coopNetworkRoleSelected = 0; // 0 = host, 1 = join
std::string coopNetworkBindAddress = "0.0.0.0";
std::string coopNetworkJoinAddress = "127.0.0.1";
uint16_t coopNetworkPort = 7777;
bool coopNetworkHandshakeSent = false;
std::string coopNetworkStatusText;
std::unique_ptr<NetSession> coopNetworkSession;
SDL_FRect coopSetupBtnRects[3]{};
bool coopSetupRectsValid = false;
// Optional cooperative info image shown when coop setup panel is active
SDL_Texture* coopInfoTexture = nullptr;
int coopInfoTexW = 0;
int coopInfoTexH = 0;
}; };

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@ -2,6 +2,7 @@
#include "../core/state/StateManager.h" #include "../core/state/StateManager.h"
#include "../graphics/ui/Font.h" #include "../graphics/ui/Font.h"
#include "../audio/Audio.h" #include "../audio/Audio.h"
#include "../audio/AudioManager.h"
#include "../audio/SoundEffect.h" #include "../audio/SoundEffect.h"
#include <SDL3/SDL.h> #include <SDL3/SDL.h>
#include <algorithm> #include <algorithm>
@ -220,7 +221,7 @@ void OptionsState::toggleFullscreen() {
} }
void OptionsState::toggleMusic() { void OptionsState::toggleMusic() {
Audio::instance().toggleMute(); if (auto sys = AudioManager::get()) sys->toggleMute();
// If muted, music is disabled. If not muted, music is enabled. // If muted, music is disabled. If not muted, music is enabled.
// Note: Audio::instance().isMuted() returns true if muted. // Note: Audio::instance().isMuted() returns true if muted.
// But Audio class doesn't expose isMuted directly in header usually? // But Audio class doesn't expose isMuted directly in header usually?

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@ -1,13 +1,16 @@
#include "PlayingState.h" #include "PlayingState.h"
#include "../core/state/StateManager.h" #include "../core/state/StateManager.h"
#include "../gameplay/core/Game.h" #include "../gameplay/core/Game.h"
#include "../gameplay/coop/CoopGame.h"
#include "../gameplay/effects/LineEffect.h" #include "../gameplay/effects/LineEffect.h"
#include "../persistence/Scores.h" #include "../persistence/Scores.h"
#include "../audio/Audio.h" #include "../audio/Audio.h"
#include "../audio/SoundEffect.h" #include "../audio/SoundEffect.h"
#include "../graphics/Font.h"
#include "../graphics/renderers/GameRenderer.h" #include "../graphics/renderers/GameRenderer.h"
#include "../core/Settings.h" #include "../core/Settings.h"
#include "../core/Config.h" #include "../core/Config.h"
#include "../network/CoopNetButtons.h"
#include <SDL3/SDL.h> #include <SDL3/SDL.h>
// File-scope transport/spawn detection state // File-scope transport/spawn detection state
@ -18,12 +21,23 @@ PlayingState::PlayingState(StateContext& ctx) : State(ctx) {}
void PlayingState::onEnter() { void PlayingState::onEnter() {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "[PLAYING] Entering Playing state"); SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "[PLAYING] Entering Playing state");
// Initialize the game based on mode: endless uses chosen start level, challenge keeps its run state // Initialize the game based on mode: endless/cooperate use chosen start level, challenge keeps its run state
if (ctx.game) { if (ctx.game) {
if (ctx.game->getMode() == GameMode::Endless) { if (ctx.game->getMode() == GameMode::Endless || ctx.game->getMode() == GameMode::Cooperate) {
if (ctx.startLevelSelection) { if (ctx.startLevelSelection) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "[PLAYING] Resetting game with level %d", *ctx.startLevelSelection); SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "[PLAYING] Resetting game with level %d", *ctx.startLevelSelection);
const bool coopNetActive = (ctx.game->getMode() == GameMode::Cooperate) && ctx.coopNetEnabled && ctx.coopNetSession;
// For network co-op, MenuState already performed a deterministic reset using the negotiated seed.
// Re-resetting here would overwrite it (and will desync).
if (!coopNetActive) {
ctx.game->reset(*ctx.startLevelSelection); ctx.game->reset(*ctx.startLevelSelection);
if (ctx.game->getMode() == GameMode::Cooperate && ctx.coopGame) {
ctx.coopGame->reset(*ctx.startLevelSelection);
}
} else {
ctx.game->setPaused(false);
}
} }
} else { } else {
// Challenge run is prepared before entering; ensure gameplay is unpaused // Challenge run is prepared before entering; ensure gameplay is unpaused
@ -42,31 +56,40 @@ void PlayingState::onExit() {
SDL_DestroyTexture(m_renderTarget); SDL_DestroyTexture(m_renderTarget);
m_renderTarget = nullptr; m_renderTarget = nullptr;
} }
// If we are leaving gameplay during network co-op, tear down the session so
// hosting/joining again works without restarting the app.
if (ctx.coopNetSession) {
ctx.coopNetSession->shutdown();
ctx.coopNetSession.reset();
}
ctx.coopNetEnabled = false;
ctx.coopNetStalled = false;
ctx.coopNetDesyncDetected = false;
ctx.coopNetTick = 0;
ctx.coopNetPendingButtons = 0;
} }
void PlayingState::handleEvent(const SDL_Event& e) { void PlayingState::handleEvent(const SDL_Event& e) {
if (!ctx.game) return;
// If a transport animation is active, ignore gameplay input entirely. // If a transport animation is active, ignore gameplay input entirely.
if (GameRenderer::isTransportActive()) { if (GameRenderer::isTransportActive()) {
return; return;
} }
// We keep short-circuited input here; main still owns mouse UI
if (e.type == SDL_EVENT_KEY_DOWN && !e.key.repeat) {
if (!ctx.game) return;
auto setExitSelection = [&](int value) { const bool coopActive = ctx.game->getMode() == GameMode::Cooperate && ctx.coopGame;
auto setExitSelection = [&](int idx) {
if (ctx.exitPopupSelectedButton) { if (ctx.exitPopupSelectedButton) {
*ctx.exitPopupSelectedButton = value; *ctx.exitPopupSelectedButton = idx;
} }
}; };
auto getExitSelection = [&]() -> int { auto getExitSelection = [&]() -> int {
return ctx.exitPopupSelectedButton ? *ctx.exitPopupSelectedButton : 1; return ctx.exitPopupSelectedButton ? *ctx.exitPopupSelectedButton : 1;
}; };
// Pause toggle (P) if (e.type != SDL_EVENT_KEY_DOWN || e.key.repeat) {
if (e.key.scancode == SDL_SCANCODE_P) {
bool paused = ctx.game->isPaused();
ctx.game->setPaused(!paused);
return; return;
} }
@ -115,7 +138,7 @@ void PlayingState::handleEvent(const SDL_Event& e) {
// ESC key - open confirmation popup // ESC key - open confirmation popup
if (e.key.scancode == SDL_SCANCODE_ESCAPE) { if (e.key.scancode == SDL_SCANCODE_ESCAPE) {
if (ctx.showExitConfirmPopup) { if (ctx.showExitConfirmPopup) {
if (ctx.game) ctx.game->setPaused(true); ctx.game->setPaused(true);
*ctx.showExitConfirmPopup = true; *ctx.showExitConfirmPopup = true;
setExitSelection(1); // Default to NO for safety setExitSelection(1); // Default to NO for safety
} }
@ -123,7 +146,7 @@ void PlayingState::handleEvent(const SDL_Event& e) {
} }
// Debug: skip to next challenge level (B) // Debug: skip to next challenge level (B)
if (e.key.scancode == SDL_SCANCODE_B && ctx.game && ctx.game->getMode() == GameMode::Challenge) { if (e.key.scancode == SDL_SCANCODE_B && ctx.game->getMode() == GameMode::Challenge) {
ctx.game->beginNextChallengeLevel(); ctx.game->beginNextChallengeLevel();
// Cancel any countdown so play resumes immediately on the new level // Cancel any countdown so play resumes immediately on the new level
if (ctx.gameplayCountdownActive) *ctx.gameplayCountdownActive = false; if (ctx.gameplayCountdownActive) *ctx.gameplayCountdownActive = false;
@ -132,8 +155,121 @@ void PlayingState::handleEvent(const SDL_Event& e) {
return; return;
} }
// Pause toggle (P) - matches classic behavior; disabled during countdown
if (e.key.scancode == SDL_SCANCODE_P) {
// Network co-op uses lockstep; local pause would desync/stall the peer.
if (ctx.coopNetEnabled && ctx.coopNetSession) {
return;
}
const bool countdown = (ctx.gameplayCountdownActive && *ctx.gameplayCountdownActive) ||
(ctx.menuPlayCountdownArmed && *ctx.menuPlayCountdownArmed);
if (!countdown) {
ctx.game->setPaused(!ctx.game->isPaused());
}
return;
}
// Tetris controls (only when not paused) // Tetris controls (only when not paused)
if (!ctx.game->isPaused()) { if (ctx.game->isPaused()) {
return;
}
if (coopActive && ctx.coopGame) {
// Network co-op: route one-shot actions into a pending bitmask for lockstep.
if (ctx.coopNetEnabled && ctx.coopNetSession) {
const bool localIsLeft = ctx.coopNetLocalIsLeft;
const SDL_Scancode sc = e.key.scancode;
if (localIsLeft) {
if (sc == SDL_SCANCODE_W) {
ctx.coopNetPendingButtons |= coopnet::RotCW;
return;
}
if (sc == SDL_SCANCODE_Q) {
ctx.coopNetPendingButtons |= coopnet::RotCCW;
return;
}
if (sc == SDL_SCANCODE_LSHIFT || sc == SDL_SCANCODE_E) {
ctx.coopNetPendingButtons |= coopnet::HardDrop;
return;
}
if (sc == SDL_SCANCODE_LCTRL) {
ctx.coopNetPendingButtons |= coopnet::Hold;
return;
}
} else {
if (sc == SDL_SCANCODE_UP) {
const bool upIsCW = Settings::instance().isUpRotateClockwise();
ctx.coopNetPendingButtons |= upIsCW ? coopnet::RotCW : coopnet::RotCCW;
return;
}
if (sc == SDL_SCANCODE_RALT) {
ctx.coopNetPendingButtons |= coopnet::RotCCW;
return;
}
if (sc == SDL_SCANCODE_SPACE || sc == SDL_SCANCODE_RSHIFT) {
ctx.coopNetPendingButtons |= coopnet::HardDrop;
return;
}
if (sc == SDL_SCANCODE_RCTRL) {
ctx.coopNetPendingButtons |= coopnet::Hold;
return;
}
}
// If coopNet is active, suppress local co-op direct action keys.
}
const bool coopAIEnabled = (ctx.coopVsAI && *ctx.coopVsAI);
// Player 1 (left): when AI is enabled it controls the left side so
// ignore direct player input for the left board.
if (coopAIEnabled) {
// Left side controlled by AI; skip left-side input handling here.
} else {
// Player 1 manual controls (left side)
if (e.key.scancode == SDL_SCANCODE_W) {
ctx.coopGame->rotate(CoopGame::PlayerSide::Left, 1);
return;
}
if (e.key.scancode == SDL_SCANCODE_Q) {
ctx.coopGame->rotate(CoopGame::PlayerSide::Left, -1);
return;
}
// Hard drop (left): keep LSHIFT, also allow E for convenience.
if (e.key.scancode == SDL_SCANCODE_LSHIFT || e.key.scancode == SDL_SCANCODE_E) {
SoundEffectManager::instance().playSound("hard_drop", 0.7f);
ctx.coopGame->hardDrop(CoopGame::PlayerSide::Left);
return;
}
if (e.key.scancode == SDL_SCANCODE_LCTRL) {
ctx.coopGame->holdCurrent(CoopGame::PlayerSide::Left);
return;
}
}
if (e.key.scancode == SDL_SCANCODE_UP) {
bool upIsCW = Settings::instance().isUpRotateClockwise();
ctx.coopGame->rotate(CoopGame::PlayerSide::Right, upIsCW ? 1 : -1);
return;
}
if (e.key.scancode == SDL_SCANCODE_RALT) {
ctx.coopGame->rotate(CoopGame::PlayerSide::Right, -1);
return;
}
// Hard drop (right): SPACE is the primary key for arrow controls; keep RSHIFT as an alternate.
if (e.key.scancode == SDL_SCANCODE_SPACE || e.key.scancode == SDL_SCANCODE_RSHIFT) {
SoundEffectManager::instance().playSound("hard_drop", 0.7f);
ctx.coopGame->hardDrop(CoopGame::PlayerSide::Right);
if (coopAIEnabled) {
// Mirror human-initiated hard-drop to AI on left
ctx.coopGame->hardDrop(CoopGame::PlayerSide::Left);
}
return;
}
if (e.key.scancode == SDL_SCANCODE_RCTRL) {
ctx.coopGame->holdCurrent(CoopGame::PlayerSide::Right);
return;
}
} else {
// Single-player classic controls
// Hold / swap current piece (H) // Hold / swap current piece (H)
if (e.key.scancode == SDL_SCANCODE_H) { if (e.key.scancode == SDL_SCANCODE_H) {
ctx.game->holdCurrent(); ctx.game->holdCurrent();
@ -164,7 +300,6 @@ void PlayingState::handleEvent(const SDL_Event& e) {
return; return;
} }
} }
}
// Note: Left/Right movement and soft drop are now handled by // Note: Left/Right movement and soft drop are now handled by
// ApplicationManager's update handler for proper DAS/ARR timing // ApplicationManager's update handler for proper DAS/ARR timing
@ -173,6 +308,20 @@ void PlayingState::handleEvent(const SDL_Event& e) {
void PlayingState::update(double frameMs) { void PlayingState::update(double frameMs) {
if (!ctx.game) return; if (!ctx.game) return;
const bool coopActive = ctx.game->getMode() == GameMode::Cooperate && ctx.coopGame;
if (coopActive) {
// Visual effects only; gravity and movement handled from ApplicationManager for coop
ctx.coopGame->updateVisualEffects(frameMs);
// Update line clear effect for coop mode as well (renderer starts the effect)
if (ctx.lineEffect && ctx.lineEffect->isActive()) {
if (ctx.lineEffect->update(frameMs / 1000.0f)) {
ctx.coopGame->clearCompletedLines();
}
}
return;
}
ctx.game->updateVisualEffects(frameMs); ctx.game->updateVisualEffects(frameMs);
// If a transport animation is active, pause gameplay updates and ignore inputs // If a transport animation is active, pause gameplay updates and ignore inputs
if (GameRenderer::isTransportActive()) { if (GameRenderer::isTransportActive()) {
@ -204,6 +353,8 @@ void PlayingState::update(double frameMs) {
void PlayingState::render(SDL_Renderer* renderer, float logicalScale, SDL_Rect logicalVP) { void PlayingState::render(SDL_Renderer* renderer, float logicalScale, SDL_Rect logicalVP) {
if (!ctx.game) return; if (!ctx.game) return;
const bool coopActive = ctx.game->getMode() == GameMode::Cooperate && ctx.coopGame;
// Get current window size // Get current window size
int winW = 0, winH = 0; int winW = 0, winH = 0;
SDL_GetRenderOutputSize(renderer, &winW, &winH); SDL_GetRenderOutputSize(renderer, &winW, &winH);
@ -231,6 +382,31 @@ void PlayingState::render(SDL_Renderer* renderer, float logicalScale, SDL_Rect l
// But countdown should definitely NOT show the "PAUSED" overlay. // But countdown should definitely NOT show the "PAUSED" overlay.
bool shouldBlur = paused && !countdown && !challengeClearFx; bool shouldBlur = paused && !countdown && !challengeClearFx;
auto renderNetOverlay = [&]() {
if (!coopActive || !ctx.coopNetEnabled || !ctx.pixelFont) return;
if (!ctx.coopNetDesyncDetected && !ctx.coopNetStalled) return;
const char* text = ctx.coopNetDesyncDetected ? "NET: DESYNC" : "NET: STALLED";
SDL_Color textColor = ctx.coopNetDesyncDetected ? SDL_Color{255, 230, 180, 255} : SDL_Color{255, 224, 130, 255};
float scale = 0.75f;
int tw = 0, th = 0;
ctx.pixelFont->measure(text, scale, tw, th);
SDL_BlendMode prevBlend = SDL_BLENDMODE_NONE;
SDL_GetRenderDrawBlendMode(renderer, &prevBlend);
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
const float pad = 8.0f;
const float x = 18.0f;
const float y = 14.0f;
SDL_FRect bg{ x - pad, y - pad, (float)tw + pad * 2.0f, (float)th + pad * 2.0f };
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 160);
SDL_RenderFillRect(renderer, &bg);
ctx.pixelFont->draw(renderer, x, y, text, scale, textColor);
SDL_SetRenderDrawBlendMode(renderer, prevBlend);
};
if (shouldBlur && m_renderTarget) { if (shouldBlur && m_renderTarget) {
// Render game to texture // Render game to texture
SDL_SetRenderTarget(renderer, m_renderTarget); SDL_SetRenderTarget(renderer, m_renderTarget);
@ -244,11 +420,30 @@ void PlayingState::render(SDL_Renderer* renderer, float logicalScale, SDL_Rect l
// Render game content (no overlays) // Render game content (no overlays)
// If a transport effect was requested due to a recent spawn, start it here so // If a transport effect was requested due to a recent spawn, start it here so
// the renderer has the correct layout and renderer context to compute coords. // the renderer has the correct layout and renderer context to compute coords.
if (s_pendingTransport) { if (!coopActive && s_pendingTransport) {
GameRenderer::startTransportEffectForGame(ctx.game, ctx.blocksTex, 1200.0f, 1000.0f, logicalScale, (float)winW, (float)winH, 0.4f); GameRenderer::startTransportEffectForGame(ctx.game, ctx.blocksTex, 1200.0f, 1000.0f, logicalScale, (float)winW, (float)winH, 0.4f);
s_pendingTransport = false; s_pendingTransport = false;
} }
if (coopActive && ctx.coopGame) {
GameRenderer::renderCoopPlayingState(
renderer,
ctx.coopGame,
ctx.pixelFont,
ctx.lineEffect,
ctx.blocksTex,
ctx.statisticsPanelTex,
ctx.scorePanelTex,
ctx.nextPanelTex,
ctx.holdPanelTex,
paused,
1200.0f,
1000.0f,
logicalScale,
(float)winW,
(float)winH
);
} else {
GameRenderer::renderPlayingState( GameRenderer::renderPlayingState(
renderer, renderer,
ctx.game, ctx.game,
@ -273,6 +468,7 @@ void PlayingState::render(SDL_Renderer* renderer, float logicalScale, SDL_Rect l
countdown ? nullptr : ctx.challengeStoryText, countdown ? nullptr : ctx.challengeStoryText,
countdown ? 0.0f : (ctx.challengeStoryAlpha ? *ctx.challengeStoryAlpha : 0.0f) countdown ? 0.0f : (ctx.challengeStoryAlpha ? *ctx.challengeStoryAlpha : 0.0f)
); );
}
// Reset to screen // Reset to screen
SDL_SetRenderTarget(renderer, nullptr); SDL_SetRenderTarget(renderer, nullptr);
@ -319,6 +515,9 @@ void PlayingState::render(SDL_Renderer* renderer, float logicalScale, SDL_Rect l
SDL_SetRenderViewport(renderer, &oldVP); SDL_SetRenderViewport(renderer, &oldVP);
SDL_SetRenderScale(renderer, oldSX, oldSY); SDL_SetRenderScale(renderer, oldSX, oldSY);
// Net overlay (on top of blurred game, under pause/exit overlays)
renderNetOverlay();
// Draw overlays // Draw overlays
if (exitPopup) { if (exitPopup) {
GameRenderer::renderExitPopup( GameRenderer::renderExitPopup(
@ -341,10 +540,33 @@ void PlayingState::render(SDL_Renderer* renderer, float logicalScale, SDL_Rect l
} else { } else {
// Render normally directly to screen // Render normally directly to screen
if (s_pendingTransport) { if (!coopActive && s_pendingTransport) {
GameRenderer::startTransportEffectForGame(ctx.game, ctx.blocksTex, 1200.0f, 1000.0f, logicalScale, (float)winW, (float)winH, 0.4f); GameRenderer::startTransportEffectForGame(ctx.game, ctx.blocksTex, 1200.0f, 1000.0f, logicalScale, (float)winW, (float)winH, 0.4f);
s_pendingTransport = false; s_pendingTransport = false;
} }
if (coopActive && ctx.coopGame) {
GameRenderer::renderCoopPlayingState(
renderer,
ctx.coopGame,
ctx.pixelFont,
ctx.lineEffect,
ctx.blocksTex,
ctx.statisticsPanelTex,
ctx.scorePanelTex,
ctx.nextPanelTex,
ctx.holdPanelTex,
paused,
1200.0f,
1000.0f,
logicalScale,
(float)winW,
(float)winH
);
// Net overlay (on top of coop HUD)
renderNetOverlay();
} else {
GameRenderer::renderPlayingState( GameRenderer::renderPlayingState(
renderer, renderer,
ctx.game, ctx.game,
@ -371,3 +593,4 @@ void PlayingState::render(SDL_Renderer* renderer, float logicalScale, SDL_Rect l
); );
} }
} }
}

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@ -6,9 +6,13 @@
#include <functional> #include <functional>
#include <string> #include <string>
#include <array> #include <array>
#include <cstdint>
#include "../network/NetSession.h"
// Forward declarations for frequently used types // Forward declarations for frequently used types
class Game; class Game;
class CoopGame;
class ScoreManager; class ScoreManager;
class Starfield; class Starfield;
class Starfield3D; class Starfield3D;
@ -24,6 +28,7 @@ class StateManager;
struct StateContext { struct StateContext {
// Core subsystems (may be null if not available) // Core subsystems (may be null if not available)
Game* game = nullptr; Game* game = nullptr;
CoopGame* coopGame = nullptr;
ScoreManager* scores = nullptr; ScoreManager* scores = nullptr;
Starfield* starfield = nullptr; Starfield* starfield = nullptr;
Starfield3D* starfield3D = nullptr; Starfield3D* starfield3D = nullptr;
@ -77,12 +82,33 @@ struct StateContext {
int* challengeStoryLevel = nullptr; // Cached level for the current story line int* challengeStoryLevel = nullptr; // Cached level for the current story line
float* challengeStoryAlpha = nullptr; // Current render alpha for story text fade float* challengeStoryAlpha = nullptr; // Current render alpha for story text fade
std::string* playerName = nullptr; // Shared player name buffer for highscores/options std::string* playerName = nullptr; // Shared player name buffer for highscores/options
// Coop setting: when true, COOPERATE runs with a computer-controlled right player.
bool* coopVsAI = nullptr;
// COOPERATE (network) --------------------------------------------------
// These fields are only meaningful when `coopNetEnabled` is true.
bool coopNetEnabled = false;
bool coopNetIsHost = false;
bool coopNetLocalIsLeft = true; // host = left (WASD), client = right (arrows)
uint32_t coopNetRngSeed = 0;
uint32_t coopNetTick = 0;
uint8_t coopNetPendingButtons = 0; // one-shot actions captured from keydown (rotate/hold/harddrop)
bool coopNetStalled = false; // true when waiting for remote input for current tick
bool coopNetDesyncDetected = false;
std::string coopNetUiStatusText; // transient status shown in menu after net abort
double coopNetUiStatusRemainingMs = 0.0;
std::unique_ptr<NetSession> coopNetSession;
bool* fullscreenFlag = nullptr; // Tracks current fullscreen state when available bool* fullscreenFlag = nullptr; // Tracks current fullscreen state when available
std::function<void(bool)> applyFullscreen; // Allows states to request fullscreen changes std::function<void(bool)> applyFullscreen; // Allows states to request fullscreen changes
std::function<bool()> queryFullscreen; // Optional callback if fullscreenFlag is not reliable std::function<bool()> queryFullscreen; // Optional callback if fullscreenFlag is not reliable
std::function<void()> requestQuit; // Allows menu/option states to close the app gracefully std::function<void()> requestQuit; // Allows menu/option states to close the app gracefully
std::function<void()> startPlayTransition; // Optional fade hook when transitioning from menu to gameplay std::function<void()> startPlayTransition; // Optional fade hook when transitioning from menu to gameplay
std::function<void(AppState)> requestFadeTransition; // Generic state fade requests (menu/options/level) std::function<void(AppState)> requestFadeTransition; // Generic state fade requests (menu/options/level)
// Startup transition fade (used for intro video -> main).
// When active, the app should render a black overlay with alpha = startupFadeAlpha*255.
bool* startupFadeActive = nullptr;
float* startupFadeAlpha = nullptr;
// Pointer to the application's StateManager so states can request transitions // Pointer to the application's StateManager so states can request transitions
StateManager* stateManager = nullptr; StateManager* stateManager = nullptr;
// Optional explicit per-button coordinates (logical coordinates). When // Optional explicit per-button coordinates (logical coordinates). When

390
src/states/VideoState.cpp Normal file
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@ -0,0 +1,390 @@
// VideoState.cpp
#include "VideoState.h"
#include "../video/VideoPlayer.h"
#include "../audio/Audio.h"
#include "../audio/AudioManager.h"
#include "../core/state/StateManager.h"
#include <SDL3/SDL.h>
#include <algorithm>
#include <cmath>
#include <cstring>
#include <cstdint>
extern "C" {
#include <libavformat/avformat.h>
#include <libavcodec/avcodec.h>
#include <libavutil/avutil.h>
#include <libavutil/channel_layout.h>
#include <libswresample/swresample.h>
}
VideoState::VideoState(StateContext& ctx)
: State(ctx)
, m_player(std::make_unique<VideoPlayer>())
{
}
VideoState::~VideoState() {
onExit();
}
bool VideoState::begin(SDL_Renderer* renderer, const std::string& path) {
m_path = path;
if (!m_player) {
m_player = std::make_unique<VideoPlayer>();
}
if (!m_player->open(m_path, renderer)) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "[VideoState] Failed to open intro video: %s", m_path.c_str());
return false;
}
if (!m_player->decodeFirstFrame()) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "[VideoState] Failed to decode first frame: %s", m_path.c_str());
// Still allow entering; we will likely render black.
}
return true;
}
void VideoState::onEnter() {
m_phase = Phase::FadeInFirstFrame;
m_phaseClockMs = 0.0;
m_blackOverlayAlpha = 1.0f;
m_audioDecoded.store(false);
m_audioDecodeFailed.store(false);
m_audioStarted = false;
m_audioPcm.clear();
m_audioRate = 44100;
m_audioChannels = 2;
// Decode audio in the background during fade-in.
m_audioThread = std::make_unique<std::jthread>([this](std::stop_token st) {
(void)st;
std::vector<int16_t> pcm;
int rate = 44100;
int channels = 2;
const bool ok = decodeAudioPcm16Stereo44100(m_path, pcm, rate, channels);
if (!ok) {
m_audioDecodeFailed.store(true);
m_audioDecoded.store(true, std::memory_order_release);
return;
}
// Transfer results.
m_audioRate = rate;
m_audioChannels = channels;
m_audioPcm = std::move(pcm);
m_audioDecoded.store(true, std::memory_order_release);
});
}
void VideoState::onExit() {
stopAudio();
if (m_audioThread) {
// Request stop and join.
m_audioThread.reset();
}
}
void VideoState::handleEvent(const SDL_Event& e) {
(void)e;
}
void VideoState::startAudioIfReady() {
if (m_audioStarted) return;
if (!m_audioDecoded.load(std::memory_order_acquire)) return;
if (m_audioDecodeFailed.load()) return;
if (m_audioPcm.empty()) return;
// Use the existing audio output path (same device as music/SFX).
if (auto sys = AudioManager::get()) sys->playSfx(m_audioPcm, m_audioChannels, m_audioRate, 1.0f);
m_audioStarted = true;
}
void VideoState::stopAudio() {
// We currently feed intro audio as an SFX buffer into the mixer.
// It will naturally end; no explicit stop is required.
}
void VideoState::update(double frameMs) {
switch (m_phase) {
case Phase::FadeInFirstFrame: {
m_phaseClockMs += frameMs;
const float t = (FADE_IN_MS > 0.0) ? float(std::clamp(m_phaseClockMs / FADE_IN_MS, 0.0, 1.0)) : 1.0f;
m_blackOverlayAlpha = 1.0f - t;
if (t >= 1.0f) {
m_phase = Phase::Playing;
m_phaseClockMs = 0.0;
if (m_player) {
m_player->start();
}
startAudioIfReady();
}
break;
}
case Phase::Playing: {
startAudioIfReady();
if (m_player) {
m_player->update(frameMs);
if (m_player->isFinished()) {
m_phase = Phase::FadeOutToBlack;
m_phaseClockMs = 0.0;
m_blackOverlayAlpha = 0.0f;
}
} else {
m_phase = Phase::FadeOutToBlack;
m_phaseClockMs = 0.0;
m_blackOverlayAlpha = 0.0f;
}
break;
}
case Phase::FadeOutToBlack: {
m_phaseClockMs += frameMs;
const float t = (FADE_OUT_MS > 0.0) ? float(std::clamp(m_phaseClockMs / FADE_OUT_MS, 0.0, 1.0)) : 1.0f;
m_blackOverlayAlpha = t;
if (t >= 1.0f) {
// Switch to MAIN (Menu) with a fade-in from black.
if (ctx.startupFadeAlpha) {
*ctx.startupFadeAlpha = 1.0f;
}
if (ctx.startupFadeActive) {
*ctx.startupFadeActive = true;
}
if (ctx.stateManager) {
ctx.stateManager->setState(AppState::Menu);
}
m_phase = Phase::Done;
}
break;
}
case Phase::Done:
default:
break;
}
}
void VideoState::render(SDL_Renderer* renderer, float logicalScale, SDL_Rect logicalVP) {
(void)logicalScale;
(void)logicalVP;
if (!renderer) return;
int winW = 0, winH = 0;
SDL_GetRenderOutputSize(renderer, &winW, &winH);
// Draw video fullscreen if available.
if (m_player && m_player->isTextureReady()) {
SDL_SetRenderViewport(renderer, nullptr);
SDL_SetRenderScale(renderer, 1.0f, 1.0f);
m_player->render(renderer, winW, winH);
} else {
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_FRect r{0.f, 0.f, (float)winW, (float)winH};
SDL_RenderFillRect(renderer, &r);
}
// Apply fade overlay (black).
if (m_blackOverlayAlpha > 0.0f) {
const Uint8 a = (Uint8)std::clamp((int)std::lround(m_blackOverlayAlpha * 255.0f), 0, 255);
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
SDL_SetRenderDrawColor(renderer, 0, 0, 0, a);
SDL_FRect full{0.f, 0.f, (float)winW, (float)winH};
SDL_RenderFillRect(renderer, &full);
}
}
bool VideoState::decodeAudioPcm16Stereo44100(
const std::string& path,
std::vector<int16_t>& outPcm,
int& outRate,
int& outChannels
) {
outPcm.clear();
outRate = 44100;
outChannels = 2;
AVFormatContext* fmt = nullptr;
if (avformat_open_input(&fmt, path.c_str(), nullptr, nullptr) != 0) {
return false;
}
if (avformat_find_stream_info(fmt, nullptr) < 0) {
avformat_close_input(&fmt);
return false;
}
int audioStream = -1;
for (unsigned i = 0; i < fmt->nb_streams; ++i) {
if (fmt->streams[i]->codecpar->codec_type == AVMEDIA_TYPE_AUDIO) {
audioStream = (int)i;
break;
}
}
if (audioStream < 0) {
avformat_close_input(&fmt);
return false;
}
AVCodecParameters* codecpar = fmt->streams[audioStream]->codecpar;
const AVCodec* codec = avcodec_find_decoder(codecpar->codec_id);
if (!codec) {
avformat_close_input(&fmt);
return false;
}
AVCodecContext* dec = avcodec_alloc_context3(codec);
if (!dec) {
avformat_close_input(&fmt);
return false;
}
if (avcodec_parameters_to_context(dec, codecpar) < 0) {
avcodec_free_context(&dec);
avformat_close_input(&fmt);
return false;
}
if (avcodec_open2(dec, codec, nullptr) < 0) {
avcodec_free_context(&dec);
avformat_close_input(&fmt);
return false;
}
AVChannelLayout outLayout{};
av_channel_layout_default(&outLayout, 2);
AVChannelLayout inLayout{};
if (av_channel_layout_copy(&inLayout, &dec->ch_layout) < 0 || inLayout.nb_channels <= 0) {
av_channel_layout_uninit(&inLayout);
av_channel_layout_default(&inLayout, 2);
}
SwrContext* swr = nullptr;
if (swr_alloc_set_opts2(
&swr,
&outLayout,
AV_SAMPLE_FMT_S16,
44100,
&inLayout,
dec->sample_fmt,
dec->sample_rate,
0,
nullptr
) < 0) {
av_channel_layout_uninit(&inLayout);
av_channel_layout_uninit(&outLayout);
avcodec_free_context(&dec);
avformat_close_input(&fmt);
return false;
}
if (swr_init(swr) < 0) {
swr_free(&swr);
av_channel_layout_uninit(&inLayout);
av_channel_layout_uninit(&outLayout);
avcodec_free_context(&dec);
avformat_close_input(&fmt);
return false;
}
AVPacket* pkt = av_packet_alloc();
AVFrame* frame = av_frame_alloc();
if (!pkt || !frame) {
if (pkt) av_packet_free(&pkt);
if (frame) av_frame_free(&frame);
swr_free(&swr);
av_channel_layout_uninit(&inLayout);
av_channel_layout_uninit(&outLayout);
avcodec_free_context(&dec);
avformat_close_input(&fmt);
return false;
}
const int outRateConst = 44100;
const int outCh = 2;
while (av_read_frame(fmt, pkt) >= 0) {
if (pkt->stream_index != audioStream) {
av_packet_unref(pkt);
continue;
}
if (avcodec_send_packet(dec, pkt) < 0) {
av_packet_unref(pkt);
continue;
}
av_packet_unref(pkt);
while (true) {
const int rr = avcodec_receive_frame(dec, frame);
if (rr == AVERROR(EAGAIN) || rr == AVERROR_EOF) {
break;
}
if (rr < 0) {
break;
}
const int64_t delay = swr_get_delay(swr, dec->sample_rate);
const int dstNbSamples = (int)av_rescale_rnd(delay + frame->nb_samples, outRateConst, dec->sample_rate, AV_ROUND_UP);
std::vector<uint8_t> outBytes;
outBytes.resize((size_t)dstNbSamples * (size_t)outCh * sizeof(int16_t));
uint8_t* outData[1] = { outBytes.data() };
const uint8_t** inData = (const uint8_t**)frame->data;
const int converted = swr_convert(swr, outData, dstNbSamples, inData, frame->nb_samples);
if (converted > 0) {
const size_t samplesOut = (size_t)converted * (size_t)outCh;
const int16_t* asS16 = (const int16_t*)outBytes.data();
const size_t oldSize = outPcm.size();
outPcm.resize(oldSize + samplesOut);
std::memcpy(outPcm.data() + oldSize, asS16, samplesOut * sizeof(int16_t));
}
av_frame_unref(frame);
}
}
// Flush decoder
avcodec_send_packet(dec, nullptr);
while (avcodec_receive_frame(dec, frame) >= 0) {
const int64_t delay = swr_get_delay(swr, dec->sample_rate);
const int dstNbSamples = (int)av_rescale_rnd(delay + frame->nb_samples, outRateConst, dec->sample_rate, AV_ROUND_UP);
std::vector<uint8_t> outBytes;
outBytes.resize((size_t)dstNbSamples * (size_t)outCh * sizeof(int16_t));
uint8_t* outData[1] = { outBytes.data() };
const uint8_t** inData = (const uint8_t**)frame->data;
const int converted = swr_convert(swr, outData, dstNbSamples, inData, frame->nb_samples);
if (converted > 0) {
const size_t samplesOut = (size_t)converted * (size_t)outCh;
const int16_t* asS16 = (const int16_t*)outBytes.data();
const size_t oldSize = outPcm.size();
outPcm.resize(oldSize + samplesOut);
std::memcpy(outPcm.data() + oldSize, asS16, samplesOut * sizeof(int16_t));
}
av_frame_unref(frame);
}
av_frame_free(&frame);
av_packet_free(&pkt);
swr_free(&swr);
av_channel_layout_uninit(&inLayout);
av_channel_layout_uninit(&outLayout);
avcodec_free_context(&dec);
avformat_close_input(&fmt);
outRate = outRateConst;
outChannels = outCh;
return !outPcm.empty();
}

67
src/states/VideoState.h Normal file
View File

@ -0,0 +1,67 @@
// VideoState.h
#pragma once
#include "State.h"
#include <atomic>
#include <memory>
#include <string>
#include <thread>
#include <vector>
class VideoPlayer;
class VideoState : public State {
public:
explicit VideoState(StateContext& ctx);
~VideoState() override;
void onEnter() override;
void onExit() override;
void handleEvent(const SDL_Event& e) override;
void update(double frameMs) override;
void render(SDL_Renderer* renderer, float logicalScale, SDL_Rect logicalVP) override;
// Called from the App's on-enter hook so we can create textures.
bool begin(SDL_Renderer* renderer, const std::string& path);
private:
enum class Phase {
FadeInFirstFrame,
Playing,
FadeOutToBlack,
Done
};
void startAudioIfReady();
void stopAudio();
static bool decodeAudioPcm16Stereo44100(
const std::string& path,
std::vector<int16_t>& outPcm,
int& outRate,
int& outChannels
);
std::unique_ptr<VideoPlayer> m_player;
std::string m_path;
Phase m_phase = Phase::FadeInFirstFrame;
double m_phaseClockMs = 0.0;
static constexpr double FADE_IN_MS = 900.0;
static constexpr double FADE_OUT_MS = 450.0;
// Audio decoding runs in the background while we fade in.
std::atomic<bool> m_audioDecoded{false};
std::atomic<bool> m_audioDecodeFailed{false};
std::vector<int16_t> m_audioPcm;
int m_audioRate = 44100;
int m_audioChannels = 2;
bool m_audioStarted = false;
std::unique_ptr<std::jthread> m_audioThread;
// Render-time overlay alpha (0..1) for fade stages.
float m_blackOverlayAlpha = 1.0f;
};

View File

@ -13,7 +13,7 @@ static bool pointInRect(const SDL_FRect& r, float x, float y) {
return x >= r.x && x <= (r.x + r.w) && y >= r.y && y <= (r.y + r.h); return x >= r.x && x <= (r.x + r.w) && y >= r.y && y <= (r.y + r.h);
} }
BottomMenu buildBottomMenu(const MenuLayoutParams& params, int startLevel) { BottomMenu buildBottomMenu(const MenuLayoutParams& params, int startLevel, bool coopVsAI) {
BottomMenu menu{}; BottomMenu menu{};
auto rects = computeMenuButtonRects(params); auto rects = computeMenuButtonRects(params);
@ -22,12 +22,14 @@ BottomMenu buildBottomMenu(const MenuLayoutParams& params, int startLevel) {
std::snprintf(levelBtnText, sizeof(levelBtnText), "LEVEL %d", startLevel); std::snprintf(levelBtnText, sizeof(levelBtnText), "LEVEL %d", startLevel);
menu.buttons[0] = Button{ BottomMenuItem::Play, rects[0], "PLAY", false }; menu.buttons[0] = Button{ BottomMenuItem::Play, rects[0], "PLAY", false };
menu.buttons[1] = Button{ BottomMenuItem::Challenge, rects[1], "CHALLENGE", false }; // Always show a neutral "COOPERATE" label (remove per-mode suffixes)
menu.buttons[2] = Button{ BottomMenuItem::Level, rects[2], levelBtnText, true }; menu.buttons[1] = Button{ BottomMenuItem::Cooperate, rects[1], "COOPERATE", false };
menu.buttons[3] = Button{ BottomMenuItem::Options, rects[3], "OPTIONS", true }; menu.buttons[2] = Button{ BottomMenuItem::Challenge, rects[2], "CHALLENGE", false };
menu.buttons[4] = Button{ BottomMenuItem::Help, rects[4], "HELP", true }; menu.buttons[3] = Button{ BottomMenuItem::Level, rects[3], levelBtnText, true };
menu.buttons[5] = Button{ BottomMenuItem::About, rects[5], "ABOUT", true }; menu.buttons[4] = Button{ BottomMenuItem::Options, rects[4], "OPTIONS", true };
menu.buttons[6] = Button{ BottomMenuItem::Exit, rects[6], "EXIT", true }; menu.buttons[5] = Button{ BottomMenuItem::Help, rects[5], "HELP", true };
menu.buttons[6] = Button{ BottomMenuItem::About, rects[6], "ABOUT", true };
menu.buttons[7] = Button{ BottomMenuItem::Exit, rects[7], "EXIT", true };
return menu; return menu;
} }
@ -62,10 +64,15 @@ void renderBottomMenu(SDL_Renderer* renderer,
if (!b.textOnly) { if (!b.textOnly) {
const bool isPlay = (i == 0); const bool isPlay = (i == 0);
const bool isChallenge = (i == 1); const bool isCoop = (i == 1);
const bool isChallenge = (i == 2);
SDL_Color bgCol{ 18, 22, 28, static_cast<Uint8>(std::round(180.0 * aMul)) }; SDL_Color bgCol{ 18, 22, 28, static_cast<Uint8>(std::round(180.0 * aMul)) };
SDL_Color bdCol{ 255, 200, 70, static_cast<Uint8>(std::round(220.0 * aMul)) }; SDL_Color bdCol{ 255, 200, 70, static_cast<Uint8>(std::round(220.0 * aMul)) };
if (isChallenge) { if (isCoop) {
// Cooperative mode gets a cyan/magenta accent to separate from Endless/Challenge
bgCol = SDL_Color{ 22, 30, 40, static_cast<Uint8>(std::round(190.0 * aMul)) };
bdCol = SDL_Color{ 160, 210, 255, static_cast<Uint8>(std::round(230.0 * aMul)) };
} else if (isChallenge) {
// Give Challenge a teal accent to distinguish from Play // Give Challenge a teal accent to distinguish from Play
bgCol = SDL_Color{ 18, 36, 36, static_cast<Uint8>(std::round(190.0 * aMul)) }; bgCol = SDL_Color{ 18, 36, 36, static_cast<Uint8>(std::round(190.0 * aMul)) };
bdCol = SDL_Color{ 120, 255, 220, static_cast<Uint8>(std::round(230.0 * aMul)) }; bdCol = SDL_Color{ 120, 255, 220, static_cast<Uint8>(std::round(230.0 * aMul)) };
@ -82,14 +89,14 @@ void renderBottomMenu(SDL_Renderer* renderer,
} }
} }
// '+' separators between the bottom HUD buttons (indices 2..last) // '+' separators between the bottom HUD buttons (indices 3..last)
{ {
SDL_BlendMode prevBlend = SDL_BLENDMODE_NONE; SDL_BlendMode prevBlend = SDL_BLENDMODE_NONE;
SDL_GetRenderDrawBlendMode(renderer, &prevBlend); SDL_GetRenderDrawBlendMode(renderer, &prevBlend);
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND); SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
SDL_SetRenderDrawColor(renderer, 120, 220, 255, static_cast<Uint8>(std::round(180.0 * baseMul))); SDL_SetRenderDrawColor(renderer, 120, 220, 255, static_cast<Uint8>(std::round(180.0 * baseMul)));
const int firstSmall = 2; const int firstSmall = 3;
const int lastSmall = MENU_BTN_COUNT - 1; const int lastSmall = MENU_BTN_COUNT - 1;
float y = menu.buttons[firstSmall].rect.y + menu.buttons[firstSmall].rect.h * 0.5f; float y = menu.buttons[firstSmall].rect.y + menu.buttons[firstSmall].rect.h * 0.5f;
for (int i = firstSmall; i < lastSmall; ++i) { for (int i = firstSmall; i < lastSmall; ++i) {

View File

@ -15,12 +15,13 @@ namespace ui {
enum class BottomMenuItem : int { enum class BottomMenuItem : int {
Play = 0, Play = 0,
Challenge = 1, Cooperate = 1,
Level = 2, Challenge = 2,
Options = 3, Level = 3,
Help = 4, Options = 4,
About = 5, Help = 5,
Exit = 6, About = 6,
Exit = 7,
}; };
struct Button { struct Button {
@ -34,11 +35,11 @@ struct BottomMenu {
std::array<Button, MENU_BTN_COUNT> buttons{}; std::array<Button, MENU_BTN_COUNT> buttons{};
}; };
BottomMenu buildBottomMenu(const MenuLayoutParams& params, int startLevel); BottomMenu buildBottomMenu(const MenuLayoutParams& params, int startLevel, bool coopVsAI);
// Draws the cockpit HUD menu (PLAY + 4 bottom items) using existing UIRenderer primitives. // Draws the cockpit HUD menu (PLAY + 4 bottom items) using existing UIRenderer primitives.
// hoveredIndex: -1..5 // hoveredIndex: -1..7
// selectedIndex: 0..5 (keyboard selection) // selectedIndex: 0..7 (keyboard selection)
// alphaMul: 0..1 (overall group alpha) // alphaMul: 0..1 (overall group alpha)
void renderBottomMenu(SDL_Renderer* renderer, void renderBottomMenu(SDL_Renderer* renderer,
FontAtlas* font, FontAtlas* font,

View File

@ -1,7 +1,8 @@
#include "ui/MenuLayout.h" #include "ui/MenuLayout.h"
#include "ui/UIConstants.h" #include "ui/UIConstants.h"
#include <cmath> #include <algorithm>
#include <array> #include <array>
#include <cmath>
namespace ui { namespace ui {
@ -12,7 +13,7 @@ std::array<SDL_FRect, MENU_BTN_COUNT> computeMenuButtonRects(const MenuLayoutPar
float contentOffsetY = (p.winH - LOGICAL_H * p.logicalScale) * 0.5f / p.logicalScale; float contentOffsetY = (p.winH - LOGICAL_H * p.logicalScale) * 0.5f / p.logicalScale;
// Cockpit HUD layout (matches main_screen art): // Cockpit HUD layout (matches main_screen art):
// - Top row: PLAY and CHALLENGE (big buttons) // - Top row: PLAY / COOPERATE / CHALLENGE (big buttons)
// - Second row: LEVEL / OPTIONS / HELP / ABOUT / EXIT (smaller buttons) // - Second row: LEVEL / OPTIONS / HELP / ABOUT / EXIT (smaller buttons)
const float marginX = std::max(24.0f, LOGICAL_W * 0.03f); const float marginX = std::max(24.0f, LOGICAL_W * 0.03f);
const float marginBottom = std::max(26.0f, LOGICAL_H * 0.03f); const float marginBottom = std::max(26.0f, LOGICAL_H * 0.03f);
@ -26,9 +27,10 @@ std::array<SDL_FRect, MENU_BTN_COUNT> computeMenuButtonRects(const MenuLayoutPar
float smallSpacing = 26.0f; float smallSpacing = 26.0f;
// Scale down for narrow windows so nothing goes offscreen. // Scale down for narrow windows so nothing goes offscreen.
const int smallCount = MENU_BTN_COUNT - 2; const int bigCount = 3;
float smallTotal = smallW * static_cast<float>(smallCount) + smallSpacing * static_cast<float>(smallCount - 1); const int smallCount = MENU_BTN_COUNT - bigCount;
float topRowTotal = playW * 2.0f + bigGap; float smallTotal = smallW * static_cast<float>(smallCount) + smallSpacing * static_cast<float>(std::max(smallCount - 1, 0));
float topRowTotal = playW * static_cast<float>(bigCount) + bigGap * static_cast<float>(bigCount - 1);
if (smallTotal > availableW || topRowTotal > availableW) { if (smallTotal > availableW || topRowTotal > availableW) {
float s = availableW / std::max(std::max(smallTotal, topRowTotal), 1.0f); float s = availableW / std::max(std::max(smallTotal, topRowTotal), 1.0f);
smallW *= s; smallW *= s;
@ -48,11 +50,13 @@ std::array<SDL_FRect, MENU_BTN_COUNT> computeMenuButtonRects(const MenuLayoutPar
float playCY = smallCY - smallH * 0.5f - rowGap - playH * 0.5f; float playCY = smallCY - smallH * 0.5f - rowGap - playH * 0.5f;
std::array<SDL_FRect, MENU_BTN_COUNT> rects{}; std::array<SDL_FRect, MENU_BTN_COUNT> rects{};
// Top row big buttons // Top row big buttons (PLAY / COOPERATE / CHALLENGE)
float playLeft = centerX - (playW + bigGap * 0.5f); float bigRowW = playW * static_cast<float>(bigCount) + bigGap * static_cast<float>(bigCount - 1);
float challengeLeft = centerX + bigGap * 0.5f; float leftBig = centerX - bigRowW * 0.5f;
rects[0] = SDL_FRect{ playLeft, playCY - playH * 0.5f, playW, playH }; for (int i = 0; i < bigCount; ++i) {
rects[1] = SDL_FRect{ challengeLeft, playCY - playH * 0.5f, playW, playH }; float x = leftBig + i * (playW + bigGap);
rects[i] = SDL_FRect{ x, playCY - playH * 0.5f, playW, playH };
}
float rowW = smallW * static_cast<float>(smallCount) + smallSpacing * static_cast<float>(smallCount - 1); float rowW = smallW * static_cast<float>(smallCount) + smallSpacing * static_cast<float>(smallCount - 1);
float left = centerX - rowW * 0.5f; float left = centerX - rowW * 0.5f;
@ -63,7 +67,7 @@ std::array<SDL_FRect, MENU_BTN_COUNT> computeMenuButtonRects(const MenuLayoutPar
for (int i = 0; i < smallCount; ++i) { for (int i = 0; i < smallCount; ++i) {
float x = left + i * (smallW + smallSpacing); float x = left + i * (smallW + smallSpacing);
rects[i + 2] = SDL_FRect{ x, smallCY - smallH * 0.5f, smallW, smallH }; rects[i + bigCount] = SDL_FRect{ x, smallCY - smallH * 0.5f, smallW, smallH };
} }
return rects; return rects;
} }

View File

@ -17,7 +17,7 @@ struct MenuLayoutParams {
std::array<SDL_FRect, MENU_BTN_COUNT> computeMenuButtonRects(const MenuLayoutParams& p); std::array<SDL_FRect, MENU_BTN_COUNT> computeMenuButtonRects(const MenuLayoutParams& p);
// Hit test a point given in logical content-local coordinates against menu buttons // Hit test a point given in logical content-local coordinates against menu buttons
// Returns index 0..4 or -1 if none // Returns index 0..(MENU_BTN_COUNT-1) or -1 if none
int hitTestMenuButtons(const MenuLayoutParams& p, float localX, float localY); int hitTestMenuButtons(const MenuLayoutParams& p, float localX, float localY);
// Return settings button rect (logical coords) // Return settings button rect (logical coords)

View File

@ -83,6 +83,6 @@ void menu_drawSettingsPopup(SDL_Renderer* renderer, FontAtlas& font, bool musicE
bool sfxOn = true; bool sfxOn = true;
font.draw(renderer, popupX + 140, popupY + 100, sfxOn ? "ON" : "OFF", 1.5f, sfxOn ? SDL_Color{0,255,0,255} : SDL_Color{255,0,0,255}); font.draw(renderer, popupX + 140, popupY + 100, sfxOn ? "ON" : "OFF", 1.5f, sfxOn ? SDL_Color{0,255,0,255} : SDL_Color{255,0,0,255});
font.draw(renderer, popupX + 20, popupY + 150, "M = TOGGLE MUSIC", 1.0f, SDL_Color{200,200,220,255}); font.draw(renderer, popupX + 20, popupY + 150, "M = TOGGLE MUSIC", 1.0f, SDL_Color{200,200,220,255});
font.draw(renderer, popupX + 20, popupY + 170, "S = TOGGLE SOUND FX", 1.0f, SDL_Color{200,200,220,255}); font.draw(renderer, popupX + 20, popupY + 170, "K = TOGGLE SOUND FX", 1.0f, SDL_Color{200,200,220,255});
font.draw(renderer, popupX + 20, popupY + 190, "ESC = CLOSE", 1.0f, SDL_Color{200,200,220,255}); font.draw(renderer, popupX + 20, popupY + 190, "ESC = CLOSE", 1.0f, SDL_Color{200,200,220,255});
} }

View File

@ -1,6 +1,6 @@
#pragma once #pragma once
static constexpr int MENU_BTN_COUNT = 7; static constexpr int MENU_BTN_COUNT = 8;
static constexpr float MENU_SMALL_THRESHOLD = 700.0f; static constexpr float MENU_SMALL_THRESHOLD = 700.0f;
static constexpr float MENU_BTN_WIDTH_LARGE = 300.0f; static constexpr float MENU_BTN_WIDTH_LARGE = 300.0f;
static constexpr float MENU_BTN_WIDTH_SMALL_FACTOR = 0.4f; // multiplied by LOGICAL_W static constexpr float MENU_BTN_WIDTH_SMALL_FACTOR = 0.4f; // multiplied by LOGICAL_W

172
src/video/VideoPlayer.cpp Normal file
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@ -0,0 +1,172 @@
#include "VideoPlayer.h"
#include <iostream>
#include <chrono>
extern "C" {
#include <libavformat/avformat.h>
#include <libavcodec/avcodec.h>
#include <libswscale/swscale.h>
#include <libavutil/imgutils.h>
}
VideoPlayer::VideoPlayer() {}
VideoPlayer::~VideoPlayer() {
if (m_texture) SDL_DestroyTexture(m_texture);
if (m_rgbBuffer) av_free(m_rgbBuffer);
if (m_frame) av_frame_free(&m_frame);
if (m_sws) sws_freeContext(m_sws);
if (m_dec) avcodec_free_context(&m_dec);
if (m_fmt) avformat_close_input(&m_fmt);
}
bool VideoPlayer::open(const std::string& path, SDL_Renderer* renderer) {
m_path = path;
avformat_network_init();
if (avformat_open_input(&m_fmt, path.c_str(), nullptr, nullptr) != 0) {
std::cerr << "VideoPlayer: failed to open " << path << "\n";
return false;
}
if (avformat_find_stream_info(m_fmt, nullptr) < 0) {
std::cerr << "VideoPlayer: failed to find stream info\n";
return false;
}
// Find video stream
m_videoStream = -1;
for (unsigned i = 0; i < m_fmt->nb_streams; ++i) {
if (m_fmt->streams[i]->codecpar->codec_type == AVMEDIA_TYPE_VIDEO) { m_videoStream = (int)i; break; }
}
if (m_videoStream < 0) { std::cerr << "VideoPlayer: no video stream\n"; return false; }
AVCodecParameters* codecpar = m_fmt->streams[m_videoStream]->codecpar;
const AVCodec* codec = avcodec_find_decoder(codecpar->codec_id);
if (!codec) { std::cerr << "VideoPlayer: decoder not found\n"; return false; }
m_dec = avcodec_alloc_context3(codec);
if (!m_dec) { std::cerr << "VideoPlayer: failed to alloc codec ctx\n"; return false; }
if (avcodec_parameters_to_context(m_dec, codecpar) < 0) { std::cerr << "VideoPlayer: param to ctx failed\n"; return false; }
if (avcodec_open2(m_dec, codec, nullptr) < 0) { std::cerr << "VideoPlayer: open codec failed\n"; return false; }
m_width = m_dec->width;
m_height = m_dec->height;
m_frame = av_frame_alloc();
m_sws = sws_getContext(m_width, m_height, m_dec->pix_fmt, m_width, m_height, AV_PIX_FMT_RGBA, SWS_BILINEAR, nullptr, nullptr, nullptr);
m_rgbBufferSize = av_image_get_buffer_size(AV_PIX_FMT_RGBA, m_width, m_height, 1);
m_rgbBuffer = (uint8_t*)av_malloc(m_rgbBufferSize);
if (renderer) {
m_texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_STREAMING, m_width, m_height);
if (!m_texture) { std::cerr << "VideoPlayer: failed create texture\n"; }
}
m_finished = false;
m_textureReady = false;
m_started = false;
m_frameAccumulatorMs = 0.0;
// Estimate frame interval.
m_frameIntervalMs = 33.333;
if (m_fmt && m_videoStream >= 0) {
AVRational fr = m_fmt->streams[m_videoStream]->avg_frame_rate;
if (fr.num > 0 && fr.den > 0) {
const double fps = av_q2d(fr);
if (fps > 1.0) {
m_frameIntervalMs = 1000.0 / fps;
}
}
}
// Seek to start
av_seek_frame(m_fmt, m_videoStream, 0, AVSEEK_FLAG_BACKWARD);
if (m_dec) avcodec_flush_buffers(m_dec);
return true;
}
bool VideoPlayer::decodeOneFrame() {
if (m_finished || !m_fmt) return false;
AVPacket* pkt = av_packet_alloc();
if (!pkt) {
m_finished = true;
return false;
}
int ret = 0;
while (av_read_frame(m_fmt, pkt) >= 0) {
if (pkt->stream_index == m_videoStream) {
ret = avcodec_send_packet(m_dec, pkt);
if (ret < 0) {
av_packet_unref(pkt);
continue;
}
while (ret >= 0) {
ret = avcodec_receive_frame(m_dec, m_frame);
if (ret == AVERROR(EAGAIN) || ret == AVERROR_EOF) break;
if (ret < 0) break;
uint8_t* dstData[4] = { m_rgbBuffer, nullptr, nullptr, nullptr };
int dstLinesize[4] = { m_width * 4, 0, 0, 0 };
sws_scale(m_sws, m_frame->data, m_frame->linesize, 0, m_height, dstData, dstLinesize);
m_textureReady = true;
if (m_texture) {
SDL_UpdateTexture(m_texture, nullptr, m_rgbBuffer, dstLinesize[0]);
}
av_frame_unref(m_frame);
av_packet_unref(pkt);
av_packet_free(&pkt);
return true;
}
}
av_packet_unref(pkt);
}
av_packet_free(&pkt);
m_finished = true;
return false;
}
bool VideoPlayer::decodeFirstFrame() {
if (!m_fmt || m_finished) return false;
if (m_textureReady) return true;
// Ensure we are at the beginning.
av_seek_frame(m_fmt, m_videoStream, 0, AVSEEK_FLAG_BACKWARD);
if (m_dec) avcodec_flush_buffers(m_dec);
return decodeOneFrame();
}
void VideoPlayer::start() {
m_started = true;
}
bool VideoPlayer::update(double deltaMs) {
if (m_finished || !m_fmt) return false;
if (!m_started) return true;
m_frameAccumulatorMs += deltaMs;
// Decode at most a small burst per frame to avoid spiral-of-death.
int framesDecoded = 0;
const int maxFramesPerTick = 4;
while (m_frameAccumulatorMs >= m_frameIntervalMs && framesDecoded < maxFramesPerTick) {
m_frameAccumulatorMs -= m_frameIntervalMs;
if (!decodeOneFrame()) {
return false;
}
++framesDecoded;
}
return !m_finished;
}
bool VideoPlayer::update() {
// Legacy behavior: decode exactly one frame.
return decodeOneFrame();
}
void VideoPlayer::render(SDL_Renderer* renderer, int winW, int winH) {
if (!m_textureReady || !m_texture || !renderer) return;
if (winW <= 0 || winH <= 0) return;
SDL_FRect dst = { 0.0f, 0.0f, (float)winW, (float)winH };
SDL_RenderTexture(renderer, m_texture, nullptr, &dst);
}

59
src/video/VideoPlayer.h Normal file
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@ -0,0 +1,59 @@
// Minimal FFmpeg-based video player (video) that decodes into an SDL texture.
// Audio for the intro is currently handled outside this class.
#pragma once
#include <string>
#include <SDL3/SDL.h>
struct AVFormatContext;
struct AVCodecContext;
struct SwsContext;
struct AVFrame;
class VideoPlayer {
public:
VideoPlayer();
~VideoPlayer();
// Open video file and attach to SDL_Renderer for texture creation
bool open(const std::string& path, SDL_Renderer* renderer);
// Decode the first frame immediately so it can be used for fade-in.
bool decodeFirstFrame();
// Start time-based playback.
void start();
// Update playback using elapsed time in milliseconds.
// Returns false if finished or error.
bool update(double deltaMs);
// Compatibility: advance by one decoded frame.
bool update();
// Render video frame fullscreen to the given renderer using provided output size.
void render(SDL_Renderer* renderer, int winW, int winH);
bool isFinished() const { return m_finished; }
bool isTextureReady() const { return m_textureReady; }
double getFrameIntervalMs() const { return m_frameIntervalMs; }
bool isStarted() const { return m_started; }
private:
bool decodeOneFrame();
AVFormatContext* m_fmt = nullptr;
AVCodecContext* m_dec = nullptr;
SwsContext* m_sws = nullptr;
AVFrame* m_frame = nullptr;
int m_videoStream = -1;
double m_frameIntervalMs = 33.333;
double m_frameAccumulatorMs = 0.0;
bool m_started = false;
int m_width = 0, m_height = 0;
SDL_Texture* m_texture = nullptr;
uint8_t* m_rgbBuffer = nullptr;
int m_rgbBufferSize = 0;
bool m_textureReady = false;
bool m_finished = true;
std::string m_path;
};

38
tests/test_board.cpp Normal file
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#include "../src/logic/Board.h"
#include <gtest/gtest.h>
using logic::Board;
TEST(BoardTests, InitiallyEmpty)
{
Board b;
for (int y = 0; y < Board::Height; ++y)
for (int x = 0; x < Board::Width; ++x)
EXPECT_EQ(b.at(x, y), Board::Cell::Empty);
}
TEST(BoardTests, ClearSingleFullLine)
{
Board b;
int y = Board::Height - 1;
for (int x = 0; x < Board::Width; ++x) b.set(x, y, Board::Cell::Filled);
int cleared = b.clearFullLines();
EXPECT_EQ(cleared, 1);
for (int x = 0; x < Board::Width; ++x) EXPECT_EQ(b.at(x, Board::Height - 1), Board::Cell::Empty);
}
TEST(BoardTests, ClearTwoNonAdjacentLines)
{
Board b;
int y1 = Board::Height - 1;
int y2 = Board::Height - 3;
for (int x = 0; x < Board::Width; ++x) { b.set(x, y1, Board::Cell::Filled); b.set(x, y2, Board::Cell::Filled); }
int cleared = b.clearFullLines();
EXPECT_EQ(cleared, 2);
}
int main(int argc, char** argv)
{
::testing::InitGoogleTest(&argc, argv);
return RUN_ALL_TESTS();
}

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@ -6,8 +6,11 @@
"name": "sdl3-image", "name": "sdl3-image",
"features": ["jpeg", "png", "webp"] "features": ["jpeg", "png", "webp"]
}, },
"enet",
"catch2", "catch2",
"gtest",
"cpr", "cpr",
"nlohmann-json" "nlohmann-json",
"ffmpeg"
] ]
} }