fixed score display
This commit is contained in:
@ -55,6 +55,7 @@ void CoopGame::reset(int startLevel_) {
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gravityMs = gravityMsForLevel(_level);
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gameOver = false;
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pieceSequence = 0;
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elapsedMs = 0.0;
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left = PlayerState{};
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right = PlayerState{ PlayerSide::Right };
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@ -67,6 +68,13 @@ void CoopGame::reset(int startLevel_) {
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ps.fallAcc = 0.0;
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ps.lockAcc = 0.0;
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ps.pieceSeq = 0;
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ps.score = 0;
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ps.lines = 0;
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ps.level = startLevel_;
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ps.tetrisesMade = 0;
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ps.currentCombo = 0;
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ps.maxCombo = 0;
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ps.comboCount = 0;
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ps.bag.clear();
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ps.next.type = PIECE_COUNT;
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refillBag(ps);
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@ -169,6 +177,7 @@ void CoopGame::hardDrop(PlayerSide side) {
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}
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if (moved) {
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_score += dropped; // 1 point per cell, matches single-player hard drop
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ps.score += dropped;
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hardDropShakeTimerMs = HARD_DROP_SHAKE_DURATION_MS;
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hardDropFxId++;
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}
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@ -198,6 +207,8 @@ void CoopGame::holdCurrent(PlayerSide side) {
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void CoopGame::tickGravity(double frameMs) {
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if (gameOver) return;
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elapsedMs += frameMs;
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auto stepPlayer = [&](PlayerState& ps) {
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if (ps.toppedOut) return;
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double step = ps.softDropping ? std::max(5.0, gravityMs / 5.0) : gravityMs;
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@ -214,6 +225,7 @@ void CoopGame::tickGravity(double frameMs) {
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// Award soft drop points when actively holding down
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if (ps.softDropping) {
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_score += 1;
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ps.score += 1;
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}
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ps.lockAcc = 0.0;
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}
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@ -349,13 +361,14 @@ void CoopGame::lock(PlayerState& ps) {
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findCompletedLines();
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if (!completedLines.empty()) {
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int cleared = static_cast<int>(completedLines.size());
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applyLineClearRewards(cleared);
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applyLineClearRewards(ps, cleared);
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// Notify audio layer if present (matches single-player behavior)
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if (soundCallback) soundCallback(cleared);
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// Leave `completedLines` populated; `clearCompletedLines()` will be
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// invoked by the state when the LineEffect finishes.
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} else {
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_currentCombo = 0;
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ps.currentCombo = 0;
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}
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spawn(ps);
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}
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@ -379,7 +392,7 @@ void CoopGame::findCompletedLines() {
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}
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}
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void CoopGame::applyLineClearRewards(int cleared) {
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void CoopGame::applyLineClearRewards(PlayerState& creditPlayer, int cleared) {
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if (cleared <= 0) return;
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// Base NES scoring scaled by shared level (level 0 => 1x multiplier)
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@ -392,8 +405,10 @@ void CoopGame::applyLineClearRewards(int cleared) {
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default: base = 0; break;
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}
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_score += base * (_level + 1);
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creditPlayer.score += base * (creditPlayer.level + 1);
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_lines += cleared;
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creditPlayer.lines += cleared;
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_currentCombo += 1;
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if (_currentCombo > _maxCombo) _maxCombo = _currentCombo;
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@ -404,6 +419,15 @@ void CoopGame::applyLineClearRewards(int cleared) {
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_tetrisesMade += 1;
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}
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creditPlayer.currentCombo += 1;
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if (creditPlayer.currentCombo > creditPlayer.maxCombo) creditPlayer.maxCombo = creditPlayer.currentCombo;
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if (cleared > 1) {
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creditPlayer.comboCount += 1;
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}
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if (cleared == 4) {
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creditPlayer.tetrisesMade += 1;
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}
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// Level progression mirrors single-player: threshold after (startLevel+1)*10 then every 10 lines
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int targetLevel = startLevel;
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int firstThreshold = (startLevel + 1) * 10;
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@ -414,6 +438,17 @@ void CoopGame::applyLineClearRewards(int cleared) {
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_level = targetLevel;
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gravityMs = gravityMsForLevel(_level);
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}
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// Per-player level progression mirrors the shared rules but is driven by
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// that player's credited line clears.
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{
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int pTargetLevel = startLevel;
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int pFirstThreshold = (startLevel + 1) * 10;
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if (creditPlayer.lines >= pFirstThreshold) {
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pTargetLevel = startLevel + 1 + (creditPlayer.lines - pFirstThreshold) / 10;
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}
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creditPlayer.level = std::max(creditPlayer.level, pTargetLevel);
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}
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}
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void CoopGame::clearLinesInternal() {
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@ -44,6 +44,13 @@ public:
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bool toppedOut{false};
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double fallAcc{0.0};
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double lockAcc{0.0};
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int score{0};
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int lines{0};
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int level{0};
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int tetrisesMade{0};
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int currentCombo{0};
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int maxCombo{0};
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int comboCount{0};
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std::vector<PieceType> bag{}; // 7-bag queue
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std::mt19937 rng{ std::random_device{}() };
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};
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@ -71,11 +78,17 @@ public:
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bool canHold(PlayerSide s) const { return player(s).canHold; }
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bool isGameOver() const { return gameOver; }
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int score() const { return _score; }
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int score(PlayerSide s) const { return player(s).score; }
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int lines() const { return _lines; }
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int lines(PlayerSide s) const { return player(s).lines; }
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int level() const { return _level; }
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int level(PlayerSide s) const { return player(s).level; }
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int comboCount() const { return _comboCount; }
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int maxCombo() const { return _maxCombo; }
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int tetrisesMade() const { return _tetrisesMade; }
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int elapsed() const { return static_cast<int>(elapsedMs / 1000.0); }
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int elapsed(PlayerSide) const { return elapsed(); }
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int startLevelBase() const { return startLevel; }
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double getGravityMs() const { return gravityMs; }
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double getFallAccumulator(PlayerSide s) const { return player(s).fallAcc; }
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bool isSoftDropping(PlayerSide s) const { return player(s).softDropping; }
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@ -113,6 +126,8 @@ private:
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double gravityGlobalMultiplier{1.0};
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bool gameOver{false};
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double elapsedMs{0.0};
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std::vector<int> completedLines;
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// Impact FX
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@ -136,7 +151,7 @@ private:
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void findCompletedLines();
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void clearLinesInternal();
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void updateRowStates();
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void applyLineClearRewards(int cleared);
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void applyLineClearRewards(PlayerState& creditPlayer, int cleared);
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double gravityMsForLevel(int level) const;
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int columnMin(PlayerSide s) const { return s == PlayerSide::Left ? 0 : 10; }
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int columnMax(PlayerSide s) const { return s == PlayerSide::Left ? 9 : 19; }
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@ -1369,6 +1369,7 @@ void GameRenderer::renderPlayingState(
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double sp_gravityMs = game->getGravityMs();
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double sp_fallAcc = game->getFallAccumulator();
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int sp_soft = game->isSoftDropping() ? 1 : 0;
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/*
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "SP OFFSETS: seq=%llu visX=%.3f targX=%.3f offX=%.2f offY=%.2f gravMs=%.2f fallAcc=%.2f soft=%d",
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(unsigned long long)s_activePieceSmooth.sequence,
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s_activePieceSmooth.visualX,
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@ -1379,6 +1380,7 @@ void GameRenderer::renderPlayingState(
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sp_fallAcc,
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sp_soft
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);
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*/
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}
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// Draw ghost piece (where current piece will land)
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@ -1910,19 +1912,13 @@ void GameRenderer::renderCoopPlayingState(
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const float gridX = layoutStartX + PANEL_WIDTH + PANEL_SPACING + contentOffsetX;
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const float gridY = contentStartY + NEXT_PANEL_HEIGHT + contentOffsetY;
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const float rightPanelX = gridX + GRID_W + PANEL_SPACING;
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const float statsY = gridY;
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const float statsW = PANEL_WIDTH;
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const float statsH = GRID_H;
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// Shared score panel (reuse existing art)
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SDL_FRect scorePanelBg{ statsX - 20.0f, gridY - 26.0f, statsW + 40.0f, GRID_H + 52.0f };
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if (statisticsPanelTex) {
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SDL_RenderTexture(renderer, statisticsPanelTex, nullptr, &scorePanelBg);
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} else if (scorePanelTex) {
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SDL_RenderTexture(renderer, scorePanelTex, nullptr, &scorePanelBg);
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} else {
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drawRectWithOffset(scorePanelBg.x - contentOffsetX, scorePanelBg.y - contentOffsetY, scorePanelBg.w, scorePanelBg.h, SDL_Color{12,18,32,205});
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}
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// (Score panels are drawn per-player below using scorePanelTex and classic sizing.)
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// Handle line clearing effects (defer to LineEffect like single-player)
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if (game->hasCompletedLines() && lineEffect && !lineEffect->isActive()) {
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@ -2357,7 +2353,8 @@ void GameRenderer::renderCoopPlayingState(
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double gMsDbg = game->getGravityMs();
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double accDbg = game->getFallAccumulator(side);
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int softDbg = game->isSoftDropping(side) ? 1 : 0;
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "COOP %s OFFSETS: seq=%llu visX=%.3f targX=%.3f offX=%.2f offY=%.2f gravMs=%.2f fallAcc=%.2f soft=%d",
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/*
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SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION, "COOP %s OFFSETS: seq=%llu visX=%.3f targX=%.3f offX=%.2f offY=%.2f gravMs=%.2f fallAcc=%.2f soft=%d",
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(side == CoopGame::PlayerSide::Left) ? "L" : "R",
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(unsigned long long)ss.seq,
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ss.visualX,
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@ -2368,6 +2365,7 @@ void GameRenderer::renderCoopPlayingState(
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accDbg,
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softDbg
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);
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*/
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}
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return std::pair<float, float>{ offsetX, offsetY };
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};
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@ -2517,10 +2515,120 @@ void GameRenderer::renderCoopPlayingState(
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drawNextPanel(nextLeftX, nextY, game->next(CoopGame::PlayerSide::Left));
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drawNextPanel(nextRightX, nextY, game->next(CoopGame::PlayerSide::Right));
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// Simple shared score text
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char buf[128];
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std::snprintf(buf, sizeof(buf), "SCORE %d LINES %d LEVEL %d", game->score(), game->lines(), game->level());
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pixelFont->draw(renderer, gridX + GRID_W * 0.5f - 140.0f, gridY + GRID_H + 24.0f, buf, 1.2f, SDL_Color{220, 230, 255, 255});
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// Per-player scoreboards (left and right)
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auto drawPlayerScoreboard = [&](CoopGame::PlayerSide side, float columnLeftX, float columnRightX, const char* title) {
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const SDL_Color labelColor{255, 220, 0, 255};
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const SDL_Color valueColor{255, 255, 255, 255};
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const SDL_Color nextColor{80, 255, 120, 255};
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// Match classic vertical placement feel
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const float contentTopOffset = 0.0f;
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const float contentBottomOffset = 290.0f;
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const float contentPad = 36.0f;
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float scoreContentH = (contentBottomOffset - contentTopOffset) + contentPad;
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float baseY = gridY + (GRID_H - scoreContentH) * 0.5f;
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const float statsPanelPadLeft = 40.0f;
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const float statsPanelPadRight = 34.0f;
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const float statsPanelPadY = 28.0f;
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const float textX = columnLeftX + statsPanelPadLeft;
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char scoreStr[32];
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std::snprintf(scoreStr, sizeof(scoreStr), "%d", game->score(side));
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char linesStr[16];
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std::snprintf(linesStr, sizeof(linesStr), "%03d", game->lines(side));
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char levelStr[16];
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std::snprintf(levelStr, sizeof(levelStr), "%02d", game->level(side));
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// Next level progression (per-player lines)
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int startLv = game->startLevelBase();
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int linesDone = game->lines(side);
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int firstThreshold = (startLv + 1) * 10;
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int nextThreshold = 0;
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if (linesDone < firstThreshold) {
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nextThreshold = firstThreshold;
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} else {
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int blocksPast = linesDone - firstThreshold;
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nextThreshold = firstThreshold + ((blocksPast / 10) + 1) * 10;
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}
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int linesForNext = std::max(0, nextThreshold - linesDone);
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char nextStr[32];
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std::snprintf(nextStr, sizeof(nextStr), "%d LINES", linesForNext);
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// Time display (shared session time)
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int totalSecs = game->elapsed(side);
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int mins = totalSecs / 60;
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int secs = totalSecs % 60;
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char timeStr[16];
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std::snprintf(timeStr, sizeof(timeStr), "%02d:%02d", mins, secs);
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struct StatLine {
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const char* text;
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float offsetY;
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float scale;
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SDL_Color color;
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};
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// Keep offsets aligned with classic spacing
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std::vector<StatLine> statLines;
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statLines.reserve(12);
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statLines.push_back({title, 0.0f, 0.95f, SDL_Color{200, 220, 235, 220}});
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statLines.push_back({"SCORE", 30.0f, 1.0f, labelColor});
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statLines.push_back({scoreStr, 55.0f, 0.9f, valueColor});
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statLines.push_back({"LINES", 100.0f, 1.0f, labelColor});
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statLines.push_back({linesStr, 125.0f, 0.9f, valueColor});
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statLines.push_back({"LEVEL", 170.0f, 1.0f, labelColor});
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statLines.push_back({levelStr, 195.0f, 0.9f, valueColor});
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statLines.push_back({"NEXT LVL", 230.0f, 1.0f, labelColor});
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statLines.push_back({nextStr, 255.0f, 0.9f, nextColor});
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statLines.push_back({"TIME", 295.0f, 1.0f, labelColor});
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statLines.push_back({timeStr, 320.0f, 0.9f, valueColor});
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// Size the panel like classic: measure the text block and fit the background.
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float statsContentTop = std::numeric_limits<float>::max();
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float statsContentBottom = std::numeric_limits<float>::lowest();
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float statsContentMaxWidth = 0.0f;
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for (const auto& line : statLines) {
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int textW = 0;
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int textH = 0;
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pixelFont->measure(line.text, line.scale, textW, textH);
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float y = baseY + line.offsetY;
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statsContentTop = std::min(statsContentTop, y);
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statsContentBottom = std::max(statsContentBottom, y + static_cast<float>(textH));
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statsContentMaxWidth = std::max(statsContentMaxWidth, static_cast<float>(textW));
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}
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float panelW = statsPanelPadLeft + statsContentMaxWidth + statsPanelPadRight;
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float panelH = (statsContentBottom - statsContentTop) + statsPanelPadY * 2.0f;
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float panelY = statsContentTop - statsPanelPadY;
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// Left player is left-aligned in its column; right player is right-aligned.
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float panelX = (side == CoopGame::PlayerSide::Right) ? (columnRightX - panelW) : columnLeftX;
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SDL_FRect panelBg{ panelX, panelY, panelW, panelH };
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if (scorePanelTex) {
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SDL_RenderTexture(renderer, scorePanelTex, nullptr, &panelBg);
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} else {
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SDL_SetRenderDrawColor(renderer, 12, 18, 32, 205);
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SDL_RenderFillRect(renderer, &panelBg);
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}
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float textDrawX = panelX + statsPanelPadLeft;
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for (const auto& line : statLines) {
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pixelFont->draw(renderer, textDrawX, baseY + line.offsetY, line.text, line.scale, line.color);
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}
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};
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// Nudge panels toward the window edges for tighter symmetry.
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const float scorePanelEdgeNudge = 20.0f;
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const float leftColumnLeftX = statsX - scorePanelEdgeNudge;
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const float leftColumnRightX = leftColumnLeftX + statsW;
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const float rightColumnLeftX = rightPanelX;
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const float rightColumnRightX = rightColumnLeftX + statsW + scorePanelEdgeNudge;
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drawPlayerScoreboard(CoopGame::PlayerSide::Left, leftColumnLeftX, leftColumnRightX, "PLAYER 1");
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drawPlayerScoreboard(CoopGame::PlayerSide::Right, rightColumnLeftX, rightColumnRightX, "PLAYER 2");
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}
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void GameRenderer::renderExitPopup(
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Block a user