Skip to content
Open
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
8 changes: 8 additions & 0 deletions TetrisTask.pro
Original file line number Diff line number Diff line change
Expand Up @@ -10,11 +10,19 @@ CONFIG += c++17

SOURCES += \
gamefield.cpp \
gameoverdialog.cpp \
main.cpp \
modaldialog.cpp \
nextfiguregamegrid.cpp \
tetramino.cpp \
tetris.cpp

HEADERS += \
gamefield.h \
gameoverdialog.h \
modaldialog.h \
nextfiguregamegrid.h \
tetramino.h \
tetris.h

FORMS += \
Expand Down
249 changes: 237 additions & 12 deletions gamefield.cpp
Original file line number Diff line number Diff line change
@@ -1,32 +1,257 @@
#include "gamefield.h"

#include <QDebug>
#include <QPainter>
#include <QtAlgorithms>
#include <QTimer>
#include <QVector>

GameField::GameField(QWidget *parent) : QWidget{parent} {
connect(this, &GameField::InitialisationStarted, this, &GameField::SetCells,
Qt::QueuedConnection);
GameField::GameField(QWidget *parent) : QWidget(parent) {
setStyleSheet("border: 4px solid black;");

emit InitialisationStarted();
SetColumnNumber(20);
SetRowsNumber(24);

gameGrid_ = QVector<QVector<int>>(rowsNumber_, QVector<int>(columnsNumber_, 0));

currentFigureRow_ = 0;
currentFigureColumn_ = 0;
}

void GameField::SetNextFigureGrid(QVector<QVector<int>> fig) {
nextFigure_ = fig;
}

uint GameField::GetRowsNumber() const { return rowsNumber_; }

void GameField::SetRowsNumber(uint rowsNumber) {
if (rowsNumber_ == rowsNumber) return;
if (rowsNumber_ == rowsNumber) return;

rowsNumber_ = rowsNumber;
emit RowsNumberChanged();
rowsNumber_ = rowsNumber;
emit RowsNumberChanged();
update();
}

uint GameField::GetColumnsNumber() const { return columnsNumber_; }

void GameField::SetColumnNumber(uint columnsCount) {
if (columnsNumber_ == columnsCount) return;
if (columnsNumber_ == columnsCount) return;

columnsNumber_ = columnsCount;
emit ColumnsNumberChanged();
update();
}

void GameField::SetFigurePosition(int row, int column) {
if (column >= 0 && column + currentFigure_[0].size() <= columnsNumber_ && gameGrid_[row][column] != 1) {
currentFigureRow_ = row;
currentFigureColumn_ = column;
}
update();
}

void GameField::SpawnNextFigure() {
currentFigure_ = nextFigure_;
figureColor_ = Qt::blue;
emit FigureSpawned();
}

QVector<QVector<int>> GameField::GetCurrentFigure() {
return currentFigure_;
}

QVector<QVector<int>> GameField::GetRotateCurrentFigure() {
QVector<QVector<int>> currFigure = GetCurrentFigure();
QVector<QVector<int>> RotateFigure;

RotateFigure.resize(currFigure[0].size());

for (int i = 0; i < RotateFigure.size(); ++i) {
RotateFigure[i].resize(currFigure.size());
}


for(int i = 0; i < currFigure.size(); i++) {
for (int j = 0; j < currFigure[0].size(); j++) {
RotateFigure[j][currFigure.size() - i - 1] = currFigure[i][j];
}
}

currentFigure_ = RotateFigure;

emit CurrentFigureChanged();
return currentFigure_;
}

void GameField::UpdateGameGrid() {
for (int i = 0; i < currentFigure_.size(); ++i) {
for (int j = 0; j < currentFigure_[0].size(); ++j) {
if (currentFigure_[i][j] == 1) {
int x = currentFigureRow_ + i;
int y = currentFigureColumn_ + j;
CheckingLine();
gameGrid_[x][y] = 1;
}
}
}
}

bool GameField::HasCollisionMove(int x0, int y0) {
for (int i = 0; i < currentFigure_.size(); i++) {
for (int j = 0; j < currentFigure_[0].size(); j++) {
if (currentFigure_[i][j] == 1) {
int x = currentFigureRow_ + i + x0;
int y = currentFigureColumn_ + j + y0;

if (x < 0 || x >= rowsNumber_ || y < 0 || y >= columnsNumber_ || gameGrid_[x][y] == 1) {
return true;
}
}
}
}
return false;
}

bool GameField::HasCollisionRotation() {
for (int i = 0; i < currentFigure_.size(); i++) {
for (int j = 0; j < currentFigure_[0].size(); j++) {
if (currentFigure_[i][j] == 1) {
int x = currentFigureRow_ + i;
int y = currentFigureColumn_ + j;

if (x >= rowsNumber_ || y < 0 || y >= columnsNumber_ || gameGrid_[x][y] == 1) {
return true;
}
}
}
}
return false;
}

columnsNumber_ = columnsCount;
emit ColumnsNumberChanged();
bool GameField::HasFullLine(int row) {
for(int j = 0; j < columnsNumber_; j++) {
if(gameGrid_[row][j] != 1) {
return false;
}
}
return true;
}

void GameField::SetCells() {
qDebug() << rowsNumber_ << " " << columnsNumber_ << "|";
void GameField::RemoveFullLine(int row) {
for (int j = 0; j < columnsNumber_; j++) {
gameGrid_[row][j] = 0;
}

for(int k = row;k > 0;k--) {
for(int j = 0;j < columnsNumber_; j++) {
gameGrid_[k][j] = gameGrid_[k-1][j];
}
}
}

int GameField::GetWinPoints() {
return winPoints_;
}

void GameField::CheckingLine() {
for(int i = rowsNumber_ - 1; i >= 0; i--) {
if (HasFullLine(i)) {
RemoveFullLine(i);
winPoints_ += 100;
emit ChangeWinPoints();
}
}
}

void GameField::MoveFigure() {
GetGameOver();
int CenterPointX = 2;

if(!isGameOver_) {
if (currentFigureRow_ + currentFigure_.size() < rowsNumber_) {
bool HasCollision = HasCollisionMove(1, 0);


if (HasCollision) {
UpdateGameGrid();
SpawnNextFigure();
SetFigurePosition(0, columnsNumber_ / CenterPointX);
CheckingLine();
} else {
SetFigurePosition(currentFigureRow_ + 1, currentFigureColumn_);
}
} else {
UpdateGameGrid();
SpawnNextFigure();
SetFigurePosition(0, columnsNumber_ / CenterPointX);
CheckingLine();
}
update();
} else {
isGameOver_ = false;
emit GameOver();
}
}

void GameField::GetGameOver() {
for (int i = 0; i < columnsNumber_; i++) {
if (gameGrid_[0][i] != 0) {
isGameOver_ = true;
}
}
}

uint GameField::GetCurrentFigureRow() {
return currentFigureRow_;
}

uint GameField::GetCurrentFigureColumn() {
return currentFigureColumn_;
}

void GameField::ClearGameGrid() {
gameGrid_ = QVector<QVector<int>>(rowsNumber_, QVector<int>(columnsNumber_, 0));

currentFigure_ = QVector<QVector<int>>();
currentFigureRow_ = 0;
currentFigureColumn_ = 0;

update();
}

void GameField::SetWinPoints(int points) {
winPoints_ = points;
emit ChangeWinPoints();
}

void GameField::paintEvent(QPaintEvent *event) {
Q_UNUSED(event);
QPainter painter(this);

painter.setPen(Qt::black);
painter.fillRect(rect(), Qt::white);

for (int i = 0; i < currentFigure_.size(); ++i) {
for (int j = 0; j < currentFigure_[0].size(); ++j) {
if (currentFigure_[i][j] == 1) {
int x = (currentFigureColumn_ + j) * blockSize_;
int y = (currentFigureRow_ + i) * blockSize_;
painter.fillRect(x, y, blockSize_, blockSize_, figureColor_);
}
}
}

for (int i = 0; i < rowsNumber_; i++) {
for (int j = 0; j < columnsNumber_; j++) {
if (gameGrid_[i][j] == 1) {
int x = j * blockSize_;
int y = i * blockSize_;
painter.fillRect(x, y, blockSize_, blockSize_, Qt::blue);
painter.drawRect(j * blockSize_, i * blockSize_, blockSize_, blockSize_);
} else {
painter.drawRect(j * blockSize_, i * blockSize_, blockSize_, blockSize_);
}
}
}
update();
}
Loading