1 /*
2  #
3  #  File        : tetris.cpp
4  #                ( C++ source file )
5  #
6  #  Description : A CImg version of the famous Tetris game.
7  #                This file is a part of the CImg Library project.
8  #                ( http://cimg.eu )
9  #
10  #  Copyright   : David Tschumperlé
11  #                ( http://tschumperle.users.greyc.fr/ )
12  #
13  #  License     : CeCILL v2.0
14  #                ( http://www.cecill.info/licences/Licence_CeCILL_V2-en.html )
15  #
16  #  This software is governed by the CeCILL  license under French law and
17  #  abiding by the rules of distribution of free software.  You can  use,
18  #  modify and/ or redistribute the software under the terms of the CeCILL
19  #  license as circulated by CEA, CNRS and INRIA at the following URL
20  #  "http://www.cecill.info".
21  #
22  #  As a counterpart to the access to the source code and  rights to copy,
23  #  modify and redistribute granted by the license, users are provided only
24  #  with a limited warranty  and the software's author,  the holder of the
25  #  economic rights,  and the successive licensors  have only  limited
26  #  liability.
27  #
28  #  In this respect, the user's attention is drawn to the risks associated
29  #  with loading,  using,  modifying and/or developing or reproducing the
30  #  software by the user in light of its specific status of free software,
31  #  that may mean  that it is complicated to manipulate,  and  that  also
32  #  therefore means  that it is reserved for developers  and  experienced
33  #  professionals having in-depth computer knowledge. Users are therefore
34  #  encouraged to load and test the software's suitability as regards their
35  #  requirements in conditions enabling the security of their systems and/or
36  #  data to be ensured and,  more generally, to use and operate it in the
37  #  same conditions as regards security.
38  #
39  #  The fact that you are presently reading this means that you have had
40  #  knowledge of the CeCILL license and that you accept its terms.
41  #
42 */
43 
44 #include "img/tetris.h"
45 #include "CImg.h"
46 using namespace cimg_library;
47 
48 // Main procedure
49 //----------------
main(int argc,char ** argv)50 int main(int argc,char **argv) {
51 
52   // Read command line argument (if any)
53   cimg_usage("An implementation of the well known 'Tetris' game with CImg.");
54   unsigned int
55     blocdim = cimg_option("-blocdim",18,"Sprite bloc size"),
56     speed   = cimg_option("-speed",20,"Initial speed"),
57     level   = cimg_option("-level",0,"Level");
58   const char *geometry = cimg_option("-g","12x20","Size of the board");
59   unsigned int bwidth = 12,bheight = 20;
60   std::sscanf(geometry,"%u%*c%u",&bwidth,&bheight);
61 
62   const CImg<unsigned char> dlogo = CImg<unsigned char>(data_logo,128,96,1,3,true);
63   if (cimg::dialog("CImg Tetris",
64                    "Welcome to the CImg version of Tetris.\n"
65                    "( by David Tschumperle )\n\n"
66                    "Press 'Start' when you are ready to play !","Start","Quit",0,0,0,0,dlogo,true)) std::exit(0);
67 
68   // Create sprite, background graphics and initial board data
69   const CImgList<unsigned char> pieces = CImgList<unsigned char>().
70     insert(CImg<unsigned char>(3,2).fill(1,1,1,0,0,1)).
71     insert(CImg<unsigned char>(3,2).fill(2,2,2,2,0,0)).
72     insert(CImg<unsigned char>(2,2).fill(3,3,3,3)).
73     insert(CImg<unsigned char>(4,1).fill(4,4,4,4)).
74     insert(CImg<unsigned char>(3,2).fill(5,5,0,0,5,5)).
75     insert(CImg<unsigned char>(3,2).fill(0,6,6,6,6,0)).
76     insert(CImg<unsigned char>(3,3).fill(0,7,0,7,7,7,0,7,0)).
77     insert(CImg<unsigned char>(2,1).fill(8,8)).
78     insert(CImg<unsigned char>(3,2).fill(9,9,9,0,9,0)).
79     insert(CImg<unsigned char>(2,2).fill(10,10,0,10)).
80     insert(CImg<unsigned char>(3,1).fill(11,11,11));
81 
82   CImg<unsigned char> board(bwidth,bheight,1,1,0), background(board.width()*blocdim,board.height()*blocdim,1,3,0);
83   (background.noise(30).draw_plasma().noise(30).deriche(5,0,'y').shift(0,-background.height()/2,0,0,2).
84    deriche(5,0,'y'))/=1.5f;
85   if (level) (board.get_shared_rows(board.height() - level,board.height() - 1,0,0).noise(100))%=pieces.size() + 1;
86 
87   // Create a set of small gradient-colored blocs used to draw the pieces.
88   CImgList<unsigned char> blocs(pieces.size(),blocdim,blocdim,1,3);
89   cimglist_for(blocs,l) {
90     CImg<unsigned char> color = CImg<unsigned char>(3,1,1,1,128).noise(127,1).cut(120,255);
91     float val;
92     cimg_forXYC(blocs[l],x,y,k)
93       blocs[l](x,y,k) = (unsigned char)((val=(color[k]*0.7f*(x + y + 5)/blocdim))>255?255:val);
94     blocs[l].draw_line(0,0,0,blocdim - 1,(color>>1).data()).
95       draw_line(0,blocdim - 1,blocdim - 1,blocdim - 1,(color>>1).data());
96     color = (CImg<unsigned int>(color)*=2).cut(0,255);
97     blocs[l].draw_line(0,0,(int)blocdim - 1,0,color.data()).
98       draw_line(blocdim - 1,0,blocdim - 1,blocdim - 1,color.data());
99   }
100 
101   // Initialize window display and enter the main event loop
102   CImgDisplay disp(background,"CImg Tetris",0,false,true);
103   disp.move((CImgDisplay::screen_width() - disp.width())/2,
104             (CImgDisplay::screen_height() - disp.height())/2).hide_mouse();
105   const unsigned char white[3]={ 255, 255, 255 };
106   CImg<unsigned char> visu, nboard, piece, next, next_mask;
107   int cx = -1, cy = -1, cn = -1, nn = rand()%pieces.size(), time = 0, score = 0;
108   bool gameover = false, pause = false;
109 
110   while (!gameover && !disp.is_closed() && !disp.is_keyESC() && !disp.is_keyQ()) {
111 
112     if (!pause) {
113 
114       // Draw the board on the display window.
115       nboard = board; visu = background;
116       if (cx>=0 && cy>=0)
117         cimg_forXY(piece,x,y) if (piece(x,y)) nboard(cx - piece.width()/2 + x,cy - piece.height()/2 + y)=piece(x,y);
118       cimg_forXY(board,xx,yy) if (nboard(xx,yy)) visu.draw_image(xx*blocdim,yy*blocdim,blocs[nboard(xx,yy) - 1]);
119       visu.draw_text(5,5,"Lines : %d",white,0,1,13,score,nn).draw_text(visu.width() - 75,5,"Next :",white,0,1,13);
120       if (next) visu.draw_image(visu.width() - next.width() - 2,10 - next.height()/2,next,next_mask).
121                   display(disp.wait(20));
122 
123       if (cn<0) {
124 
125         // Introduce a new piece on the board (if necessary) and create representation of the next piece
126         board = nboard;
127         piece = pieces[cn=nn];
128         nn = rand()%pieces.size();
129         cx = board.width()/2;
130         cy = piece.height()/2;
131         next = CImg<unsigned char>(pieces[nn].width()*blocdim,pieces[nn].height()*blocdim,1,3,0);
132         cimg_forXY(pieces[nn],xi,yi)
133           if (pieces[nn](xi,yi)) next.draw_image(xi*blocdim,yi*blocdim,blocs[pieces[nn](xi,yi) - 1]);
134         next_mask = next.resize(-50,-50).get_norm().threshold(0);
135 
136         // Detect tetris lines and do line removal animation if found.
137         cimg_forY(board,yyy) {
138           int Y = yyy*blocdim, line = 1;
139           cimg_forX(board,xxx) if (!board(xxx,yyy)) line=0;
140           if (line) {
141             board.draw_image(0,1,board.get_crop(0,0,board.width() - 1,yyy - 1));
142             if (!((++score)%1) && speed>1) --speed;
143             for (float alpha=0; alpha<=1; alpha+=0.07f)
144               CImg<unsigned char>(visu).draw_image(0,Y,background.get_crop(0,Y,visu.width() - 1,
145                                                                            Y + blocdim - 1),alpha).
146                 display(disp.wait(20));
147             visu.draw_image(0,Y,background.get_crop(0,Y,visu.width() - 1,Y + blocdim - 1));
148           }
149         }
150       }
151 
152       // Handle motion & collisions
153       const int ox = cx, oy = cy;
154       bool rotated = false, collision;
155       switch (disp.key()) {
156       case cimg::keyP: pause = true; break;
157       case cimg::keyARROWUP: piece.rotate(90); rotated = true; disp.set_key(); break;
158       case cimg::keyARROWLEFT: --cx;  disp.set_key(); break;
159       case cimg::keyARROWRIGHT: ++cx;  disp.set_key(); break;
160       }
161       if (cx - piece.width()/2<0) cx = piece.width()/2;
162       if (cy - piece.height()/2<0) cy = piece.height()/2;
163       if (cx + (piece.width() - 1)/2>=board.width()) cx = board.width() - 1 - (piece.width() - 1)/2;
164 
165       // Detect collision along the X axis
166       collision = false;
167       cimg_forXY(piece,i,j)
168         if (piece(i,j) && board(cx - piece.width()/2 + i,cy - piece.height()/2 + j)) collision = true;
169       if (collision) { cx=ox; if (rotated) piece.rotate(-90); }
170 
171       if (disp.key()==cimg::keyARROWDOWN || !((++time)%speed)) { ++cy; disp.set_key(); }
172       // Detect collisiong along the Y axis
173       collision = false;
174       cimg_forXY(piece,ii,jj)
175         if (piece(ii,jj) && (cy - piece.height()/2 + jj>=board.height() ||
176                              board(cx - piece.width()/2 + ii,cy - piece.height()/2 + jj))) collision = true;
177       if (collision || cy + (piece.height() - 1)/2>=board.height()) { cy = oy; cn = -1; }
178       if (collision && cy==piece.height()/2) gameover = true;
179     } else {
180 
181       // If game is paused (key 'P'), do a little text animation
182       float A = 0, B = 0;
183       CImg<float> pauselogo = CImg<unsigned char>().draw_text(0,0,"Game Paused\nPress a key",white);
184       disp.set_key(); while (!disp.is_closed() && !disp.key()) {
185         const CImg<float> pauserotated = pauselogo.get_rotate((float)(30*std::sin(A)),1,0).
186           resize((int)(-150 - 80*std::sin(B)),(int)(-150 - 80*std::sin(B)));
187         A+=0.08f; B+=0.043f;
188         CImg<unsigned char>(background).
189           draw_image((background.width() - pauserotated.width())/2,
190                      (background.height() - pauserotated.height())/2,
191                      pauserotated.get_resize(-100,-100,1,3,2),pauserotated,1,255).display(disp.wait(20));
192         if (disp.is_resized()) disp.resize();
193       }
194       disp.set_key();
195       pause = false;
196     }
197     background.shift(0,-20/(int)speed,0,0,2);
198     if (disp.is_resized()) disp.resize();
199   }
200 
201   // End of game reached, display the score and do a 'game over' animation
202   cimg_forXYC(visu,x,y,k) if (x%2 || y%2) visu(x,y,k) = 0;
203   visu.display(disp);
204   char tmp[1024];
205   std::sprintf(tmp,"Game Over !\n\nYour score : %d",score);
206   cimg::dialog("CImg Tetris",tmp,"Quit");
207   return 0;
208 }
209