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#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include <SFML/System/Clock.h>
#include <SFML/Window/Keyboard.h>
#include <SFML/Graphics/RenderWindow.h>
#include <SFML/Graphics/Font.h>

#include "common.h"
#include "text.h"
#include "field.h"
#include "engine.h"
#include "tet_conf.h"

List         *texts;
sfFont       *fontScore;
struct shape  active, next;
struct field  fld;
struct window w = {.mode = {450, 570, 32}};
struct game   game = {
    .isStarted = 0,
    .scoreCurrent = 0,
    .level = 0,
    .moveLatency = L00LATENCY,
    .lines = 0
};

char arrKeys = 0; // Arrow keys states byte container

sfClock *gameTick;
sfClock *putTick;
sfClock *mTick;
sfClock *repPushDown;    // Clock for repeat latency when Down arrow long push
sfClock *repKeyLeft;    // Clock for repeat latency when Left arrow long push
sfClock *repKeyRight;    // Clock for repeat latency when Left arrow long push

void prepare() {
    srand(time(NULL));
    gameTick = sfClock_create();
    putTick = sfClock_create();
    mTick = sfClock_create();
    repPushDown = sfClock_create();
    repKeyLeft = sfClock_create();
    repKeyRight = sfClock_create();
    fontScore = sfFont_createFromFile("dat/arial.ttf");
    if (!fontScore) {
        printf("dat/arial.ttf font load failed");
        exit(-1);
    }

    /*
     * Dimensions of every fld's cell
     * 23px - fill color 1px - for outline, 25 - at all
     */
    fld.cSize = (sfVector2f){.x = 23, .y = 23}; //Fld's cell size in pixels
    fld.cOutThick = 1;
    fld.pos = (sfVector2i){.x = 10, .y = 10+550-24}; // Fld bot left corner
    fld.size = (sfVector2i){.x = FLD_SIZE_X, .y = FLD_SIZE_Y}; // Field's size in blocks
    fld.bound = (sfVector2i){.x = FLD_BOUND_X, .y = FLD_BOUND_Y}; // Field's bound in blocks

    next = (struct shape){
        .x = 250 + 10 + 20,
        .y = 200,
        .cOutThick = 1,
        .cSize = {.x = 23, .y = 23}
    };

    init_field(&fld);
    init_next_shape_field(&next);
    genNextShape();
    active.t = next.t;
    resetActiveShape(&fld, &active);
    genNextShape();
    List *tmp = ListOfKeyMapOfString_getFromYaml("dat/texts.yaml");
    texts = ListOfText_getFromListOfKeyMapOfString(tmp);
    ListOfKeyMapOfString_free(&tmp);
    w.window = sfRenderWindow_create(w.mode, windowName_conf,
                   sfResize | sfClose, NULL);
    if (!w.window)
        exit(EXIT_FAILURE);
    sfRenderWindow_setFramerateLimit(w.window, 60);
}

void handleWindowEvents() {
    while (sfRenderWindow_pollEvent(w.window, &w.event))
        if (w.event.type == sfEvtClosed)
            sfRenderWindow_close(w.window);
}

void drawTextsAtScene(List *texts, char *scene, sfRenderWindow *window) {
    List *t = texts;
    while (t) {
        if (!strcmp(((Text *)t->obj)->scene, scene))
            sfRenderWindow_drawText(window, ((Text *)t->obj)->sfText, NULL);
        t = t->next;
    }
}

void gameLoop() {
    tTick();
    tKeyCtrl();
    valueAfterTextDisplay(game.scoreCurrent, texts, "score");
    valueAfterTextDisplay(game.level, texts, "level");
    colorize_field(&fld);
    colorizeActive();
    drawFld(w.window);
    drawNextShape(w.window);
    drawTextsAtScene(texts, "game", w.window);
}

void menuTick()
{
    if (sfClock_getElapsedTime(mTick).microseconds >= basicLatency) {
        sfClock_restart(mTick);
        colorize_field_random(&fld);
    }
}

void menuLoop() {
    menuTick();
    drawFld(w.window);
    drawTextsAtScene(texts, "menu", w.window);
    if (sfKeyboard_isKeyPressed(sfKeyS) == 1) {
        game.isStarted = 1;
        freeFld();
        init_field(&fld);
        init_next_shape_field(&next);
        sfClock_restart(gameTick);
    }
}

void mainLoop() {
    while (sfRenderWindow_isOpen(w.window)) {
        handleWindowEvents();
        sfRenderWindow_clear(w.window, UIBGCOLOR);
        if (game.isStarted)
            gameLoop();
        else
            menuLoop();
        sfRenderWindow_display(w.window);
    }
}

int main()
{
    prepare();
    colorize_field_random(&fld);
    mainLoop();
    freeFld();
    sfRenderWindow_destroy(w.window);
    ListOfText_free(&texts);
    return EXIT_SUCCESS;
}