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Author SHA1 Message Date
60d6a9e740 Merge branch 'release/v0.1.0'
Some checks failed
Build and Package Spacetris / build-windows (push) Has been cancelled
Build and Package Spacetris / build-linux (push) Has been cancelled
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
5b9eb5f0e3 updates 2025-12-21 10:42:28 +01:00
09c8d3c0ef added readme 2025-12-21 10:34:36 +01:00
a6c2c78cb5 refactoring app name to spacetris and new icon 2025-12-21 10:29:01 +01:00
18c29fed1e Merge branch 'feature/ChallengeMode' into develop 2025-12-21 09:01:35 +01:00
f3064e9dad minor fixes 2025-12-21 09:01:09 +01:00
a1f16a7d94 updated gameplay 2025-12-21 08:41:35 +01:00
eb9822dac7 added challenge level text 2025-12-20 20:47:04 +01:00
6c48af0bec minor fixes 2025-12-20 20:17:43 +01:00
b69b090e45 asteroid explode 2025-12-20 19:49:05 +01:00
ad014e1de0 fixed gameplay 2025-12-20 15:17:35 +01:00
9a3c1a0688 updated asteroids 2025-12-20 14:19:50 +01:00
970259e3d6 used tileset sprite sheet for asteroids 2025-12-20 13:50:56 +01:00
34447f0245 Added challenge mode 2025-12-20 13:08:16 +01:00
84 changed files with 8497 additions and 2607 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

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@ -1,4 +1,4 @@
# Copilot Instructions — Tetris (C++ SDL3)
# Copilot Instructions — Spacetris (C++ SDL3)
Purpose: Speed up development on this native SDL3 Tetris. Follow these conventions to keep builds reproducible and packages shippable.
@ -9,11 +9,9 @@ Purpose: Speed up development on this native SDL3 Tetris. Follow these conventio
- Assets: `assets/` (images/music/fonts), plus `FreeSans.ttf` at repo root.
## Build and run
- Configure and build Release:
- CMake picks up vcpkg toolchain if found (`VCPKG_ROOT`, local `vcpkg/`, or user path). Required packages: `sdl3`, `sdl3-ttf` (see `vcpkg.json`).
- Typical sequence (PowerShell): `cmake -S . -B build-release -DCMAKE_BUILD_TYPE=Release` then `cmake --build build-release --config Release`.
- Packaging: `.\build-production.ps1` creates `dist/TetrisGame/` with exe, DLLs, assets, README, and ZIP; it can clean via `-Clean` and package-only via `-PackageOnly`.
- MSVC generator builds are under `build-msvc/` when using Visual Studio.
Packaging: `.\build-production.ps1` creates `dist/SpacetrisGame/` with exe, DLLs, assets, README, and ZIP; it can clean via `-Clean` and package-only via `-PackageOnly`.
## Runtime dependencies
- Links: `SDL3::SDL3`, `SDL3_ttf::SDL3_ttf`; on Windows also `mfplat`, `mfreadwrite`, `mfuuid` for media.

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@ -1,4 +1,4 @@
name: Build and Package Tetris
name: Build and Package Spacetris
on:
push:
@ -43,20 +43,20 @@ jobs:
- name: Upload artifacts
uses: actions/upload-artifact@v4
with:
name: tetris-windows-x64
path: dist/TetrisGame/
name: spacetris-windows-x64
path: dist/SpacetrisGame/
- name: Create Release ZIP
if: startsWith(github.ref, 'refs/tags/v')
run: |
cd dist
7z a ../TetrisGame-Windows-x64.zip TetrisGame/
7z a ../SpacetrisGame-Windows-x64.zip SpacetrisGame/
- name: Release
if: startsWith(github.ref, 'refs/tags/v')
uses: softprops/action-gh-release@v1
with:
files: TetrisGame-Windows-x64.zip
files: SpacetrisGame-Windows-x64.zip
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
@ -83,32 +83,32 @@ jobs:
- name: Package
run: |
mkdir -p dist/TetrisGame-Linux
cp build/tetris dist/TetrisGame-Linux/
cp -r assets dist/TetrisGame-Linux/
cp FreeSans.ttf dist/TetrisGame-Linux/
echo '#!/bin/bash' > dist/TetrisGame-Linux/launch-tetris.sh
echo 'cd "$(dirname "$0")"' >> dist/TetrisGame-Linux/launch-tetris.sh
echo './tetris' >> dist/TetrisGame-Linux/launch-tetris.sh
chmod +x dist/TetrisGame-Linux/launch-tetris.sh
chmod +x dist/TetrisGame-Linux/tetris
mkdir -p dist/SpacetrisGame-Linux
cp build/spacetris dist/SpacetrisGame-Linux/
cp -r assets dist/SpacetrisGame-Linux/
cp FreeSans.ttf dist/SpacetrisGame-Linux/
echo '#!/bin/bash' > dist/SpacetrisGame-Linux/launch-spacetris.sh
echo 'cd "$(dirname "$0")"' >> dist/SpacetrisGame-Linux/launch-spacetris.sh
echo './spacetris' >> dist/SpacetrisGame-Linux/launch-spacetris.sh
chmod +x dist/SpacetrisGame-Linux/launch-spacetris.sh
chmod +x dist/SpacetrisGame-Linux/spacetris
- name: Upload artifacts
uses: actions/upload-artifact@v4
with:
name: tetris-linux-x64
path: dist/TetrisGame-Linux/
name: spacetris-linux-x64
path: dist/SpacetrisGame-Linux/
- name: Create Release TAR
if: startsWith(github.ref, 'refs/tags/v')
run: |
cd dist
tar -czf ../TetrisGame-Linux-x64.tar.gz TetrisGame-Linux/
tar -czf ../SpacetrisGame-Linux-x64.tar.gz SpacetrisGame-Linux/
- name: Release
if: startsWith(github.ref, 'refs/tags/v')
uses: softprops/action-gh-release@v1
with:
files: TetrisGame-Linux-x64.tar.gz
files: SpacetrisGame-Linux-x64.tar.gz
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}

2
.gitignore vendored
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@ -1,4 +1,4 @@
# .gitignore for Tetris (native C++ project and web subproject)
# .gitignore for Spacetris (native C++ project and web subproject)
# Visual Studio / VS artifacts
.vs/

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@ -15,7 +15,7 @@ if(DEFINED CMAKE_TOOLCHAIN_FILE)
set(CMAKE_TOOLCHAIN_FILE "${CMAKE_TOOLCHAIN_FILE}" CACHE STRING "" FORCE)
endif()
project(tetris_sdl3 LANGUAGES CXX)
project(spacetris_sdl3 LANGUAGES CXX)
set(CMAKE_CXX_STANDARD 20)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
@ -28,11 +28,14 @@ find_package(SDL3_ttf CONFIG REQUIRED)
find_package(SDL3_image CONFIG REQUIRED)
find_package(cpr CONFIG REQUIRED)
find_package(nlohmann_json CONFIG REQUIRED)
find_package(unofficial-enet CONFIG REQUIRED)
set(TETRIS_SOURCES
src/main.cpp
src/app/TetrisApp.cpp
src/gameplay/core/Game.cpp
src/gameplay/coop/CoopGame.cpp
src/gameplay/coop/CoopAIController.cpp
src/core/GravityManager.cpp
src/core/state/StateManager.cpp
# New core architecture classes
@ -43,16 +46,20 @@ set(TETRIS_SOURCES
src/core/Settings.cpp
src/graphics/renderers/RenderManager.cpp
src/persistence/Scores.cpp
src/network/supabase_client.cpp
src/network/NetSession.cpp
src/graphics/effects/Starfield.cpp
src/graphics/effects/Starfield3D.cpp
src/graphics/effects/SpaceWarp.cpp
src/graphics/ui/Font.cpp
src/graphics/ui/HelpOverlay.cpp
src/graphics/renderers/GameRenderer.cpp
src/graphics/renderers/SyncLineRenderer.cpp
src/graphics/renderers/UIRenderer.cpp
src/audio/Audio.cpp
src/gameplay/effects/LineEffect.cpp
src/audio/SoundEffect.cpp
src/video/VideoPlayer.cpp
src/ui/MenuLayout.cpp
src/ui/BottomMenu.cpp
src/app/BackgroundManager.cpp
@ -62,6 +69,7 @@ set(TETRIS_SOURCES
src/states/LoadingManager.cpp
# State implementations (new)
src/states/LoadingState.cpp
src/states/VideoState.cpp
src/states/MenuState.cpp
src/states/OptionsState.cpp
src/states/LevelSelectorState.cpp
@ -72,27 +80,39 @@ set(TETRIS_SOURCES
if(APPLE)
set(APP_ICON "${CMAKE_SOURCE_DIR}/assets/favicon/AppIcon.icns")
if(EXISTS "${APP_ICON}")
add_executable(tetris MACOSX_BUNDLE ${TETRIS_SOURCES} "${APP_ICON}")
add_executable(spacetris MACOSX_BUNDLE ${TETRIS_SOURCES} "${APP_ICON}")
set_source_files_properties("${APP_ICON}" PROPERTIES MACOSX_PACKAGE_LOCATION "Resources")
set_target_properties(tetris PROPERTIES
set_target_properties(spacetris PROPERTIES
MACOSX_BUNDLE_ICON_FILE "AppIcon"
MACOSX_BUNDLE_INFO_PLIST "${CMAKE_SOURCE_DIR}/cmake/MacBundleInfo.plist.in"
)
else()
message(WARNING "App icon not found at ${APP_ICON}; bundle will use default icon")
add_executable(tetris MACOSX_BUNDLE ${TETRIS_SOURCES})
set_target_properties(tetris PROPERTIES
add_executable(spacetris MACOSX_BUNDLE ${TETRIS_SOURCES})
set_target_properties(spacetris PROPERTIES
MACOSX_BUNDLE_INFO_PLIST "${CMAKE_SOURCE_DIR}/cmake/MacBundleInfo.plist.in"
)
endif()
else()
add_executable(tetris ${TETRIS_SOURCES})
add_executable(spacetris ${TETRIS_SOURCES})
endif()
# Ensure the built executable is named `spacetris`.
set_target_properties(spacetris PROPERTIES OUTPUT_NAME "spacetris")
if (WIN32)
# No compatibility copy; built executable is `spacetris`.
endif()
if (WIN32)
# Embed the application icon into the executable
set_source_files_properties(src/app_icon.rc PROPERTIES LANGUAGE RC)
target_sources(tetris PRIVATE src/app_icon.rc)
target_sources(spacetris PRIVATE src/app_icon.rc)
endif()
if(MSVC)
# Prevent PDB write contention on MSVC by enabling /FS for this target
target_compile_options(spacetris PRIVATE /FS)
endif()
if (WIN32)
@ -107,14 +127,14 @@ if (WIN32)
COMMENT "Copy favicon.ico to build dir for resource compilation"
)
add_custom_target(copy_favicon ALL DEPENDS ${FAVICON_DEST})
add_dependencies(tetris copy_favicon)
add_dependencies(spacetris copy_favicon)
else()
message(WARNING "Favicon not found at ${FAVICON_SRC}; app icon may not compile")
endif()
# Also copy favicon into the runtime output folder (same dir as exe)
add_custom_command(TARGET tetris POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_if_different ${FAVICON_SRC} $<TARGET_FILE_DIR:tetris>/favicon.ico
add_custom_command(TARGET spacetris POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_if_different ${FAVICON_SRC} $<TARGET_FILE_DIR:spacetris>/favicon.ico
COMMENT "Copy favicon.ico next to executable"
)
endif()
@ -123,35 +143,42 @@ if(APPLE)
set(_mac_copy_commands)
if(EXISTS "${CMAKE_SOURCE_DIR}/assets")
list(APPEND _mac_copy_commands
COMMAND ${CMAKE_COMMAND} -E copy_directory "${CMAKE_SOURCE_DIR}/assets" "$<TARGET_FILE_DIR:tetris>/assets"
COMMAND ${CMAKE_COMMAND} -E copy_directory "${CMAKE_SOURCE_DIR}/assets" "$<TARGET_FILE_DIR:spacetris>/assets"
)
endif()
if(EXISTS "${CMAKE_SOURCE_DIR}/fonts")
list(APPEND _mac_copy_commands
COMMAND ${CMAKE_COMMAND} -E copy_directory "${CMAKE_SOURCE_DIR}/fonts" "$<TARGET_FILE_DIR:tetris>/fonts"
COMMAND ${CMAKE_COMMAND} -E copy_directory "${CMAKE_SOURCE_DIR}/fonts" "$<TARGET_FILE_DIR:spacetris>/fonts"
)
endif()
if(EXISTS "${CMAKE_SOURCE_DIR}/FreeSans.ttf")
list(APPEND _mac_copy_commands
COMMAND ${CMAKE_COMMAND} -E copy "${CMAKE_SOURCE_DIR}/FreeSans.ttf" "$<TARGET_FILE_DIR:tetris>/FreeSans.ttf"
COMMAND ${CMAKE_COMMAND} -E copy "${CMAKE_SOURCE_DIR}/FreeSans.ttf" "$<TARGET_FILE_DIR:spacetris>/FreeSans.ttf"
)
endif()
if(_mac_copy_commands)
add_custom_command(TARGET tetris POST_BUILD
add_custom_command(TARGET spacetris POST_BUILD
${_mac_copy_commands}
COMMENT "Copying game assets into macOS bundle"
)
endif()
endif()
target_link_libraries(tetris 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)
target_link_libraries(tetris PRIVATE mfplat mfreadwrite mfuuid)
target_link_libraries(spacetris PRIVATE mfplat mfreadwrite mfuuid ws2_32 winmm)
endif()
if(APPLE)
# Needed for MP3 decoding via AudioToolbox on macOS
target_link_libraries(tetris PRIVATE "-framework AudioToolbox" "-framework CoreFoundation")
target_link_libraries(spacetris PRIVATE "-framework AudioToolbox" "-framework CoreFoundation")
endif()
# Include production build configuration
@ -162,22 +189,23 @@ enable_testing()
# Unit tests (simple runner)
find_package(Catch2 CONFIG REQUIRED)
add_executable(tetris_tests
add_executable(spacetris_tests
tests/GravityTests.cpp
src/core/GravityManager.cpp
)
target_include_directories(tetris_tests PRIVATE ${CMAKE_SOURCE_DIR}/src)
target_link_libraries(tetris_tests PRIVATE Catch2::Catch2WithMain)
add_test(NAME GravityTests COMMAND tetris_tests)
target_include_directories(spacetris_tests PRIVATE ${CMAKE_SOURCE_DIR}/src)
target_link_libraries(spacetris_tests PRIVATE Catch2::Catch2WithMain)
add_test(NAME GravityTests COMMAND spacetris_tests)
if(EXISTS "${CMAKE_SOURCE_DIR}/vcpkg_installed/x64-windows/include")
target_include_directories(tetris_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()
# Add new src subfolders to include path so old #includes continue to work
target_include_directories(tetris PRIVATE
target_include_directories(spacetris PRIVATE
${CMAKE_SOURCE_DIR}/src
${CMAKE_SOURCE_DIR}/src/audio
${CMAKE_SOURCE_DIR}/src/video
${CMAKE_SOURCE_DIR}/src/gameplay
${CMAKE_SOURCE_DIR}/src/graphics
${CMAKE_SOURCE_DIR}/src/persistence

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@ -1,760 +0,0 @@
# Tetris SDL3 - Code Analysis & Best Practices Review
**Generated:** 2025-12-03
**Project:** Tetris Game (SDL3)
---
## 📊 Executive Summary
Your Tetris project is **well-structured and follows many modern C++ best practices**. The codebase demonstrates:
- ✅ Clean separation of concerns with a state-based architecture
- ✅ Modern C++20 features and RAII patterns
- ✅ Centralized configuration management
- ✅ Proper dependency management via vcpkg
- ✅ Good documentation and code organization
However, there are opportunities for improvement in areas like memory management, error handling, and code duplication.
---
## 🎯 Strengths
### 1. **Architecture & Design Patterns**
- **State Pattern Implementation**: Clean state management with `MenuState`, `PlayingState`, `OptionsState`, `LevelSelectorState`, and `LoadingState`
- **Separation of Concerns**: Game logic (`Game.cpp`), rendering (`GameRenderer`, `UIRenderer`), audio (`Audio`, `SoundEffect`), and persistence (`Scores`) are well-separated
- **Centralized Configuration**: `Config.h` provides a single source of truth for constants, eliminating magic numbers
- **Service Locator Pattern**: `StateContext` acts as a dependency injection container
### 2. **Modern C++ Practices**
- **C++20 Standard**: Using modern features like `std::filesystem`, `std::jthread`
- **RAII**: Proper resource management with smart pointers and automatic cleanup
- **Type Safety**: Strong typing with enums (`PieceType`, `AppState`, `LevelBackgroundPhase`)
- **Const Correctness**: Good use of `const` methods and references
### 3. **Code Organization**
```
src/
├── audio/ # Audio system (music, sound effects)
├── core/ # Core systems (state management, settings, global state)
├── gameplay/ # Game logic (Tetris mechanics, effects)
├── graphics/ # Rendering (UI, game renderer, effects)
├── persistence/ # Score management
├── states/ # State implementations
└── utils/ # Utilities
```
This structure is logical and easy to navigate.
### 4. **Build System**
- **CMake**: Modern CMake with proper target configuration
- **vcpkg**: Excellent dependency management
- **Cross-platform**: Support for Windows and macOS
- **Testing**: Catch2 integration for unit tests
---
## ⚠️ Areas for Improvement
### 1. **Memory Management Issues**
#### **Problem: Raw Pointer Usage**
**Location:** `MenuState.h`, `main.cpp`
```cpp
// MenuState.h (lines 17-21)
SDL_Texture* playIcon = nullptr;
SDL_Texture* levelIcon = nullptr;
SDL_Texture* optionsIcon = nullptr;
SDL_Texture* exitIcon = nullptr;
```
**Issue:** Raw pointers to SDL resources without proper cleanup in all code paths.
**Recommendation:**
```cpp
// Create a smart pointer wrapper for SDL_Texture
struct SDL_TextureDeleter {
void operator()(SDL_Texture* tex) const {
if (tex) SDL_DestroyTexture(tex);
}
};
using SDL_TexturePtr = std::unique_ptr<SDL_Texture, SDL_TextureDeleter>;
// Usage in MenuState.h
private:
SDL_TexturePtr playIcon;
SDL_TexturePtr levelIcon;
SDL_TexturePtr optionsIcon;
SDL_TexturePtr exitIcon;
```
**Benefits:**
- Automatic cleanup
- Exception safety
- No manual memory management
- Clear ownership semantics
---
### 2. **Error Handling**
#### **Problem: Inconsistent Error Handling**
**Location:** `main.cpp` (lines 86-114)
```cpp
static SDL_Texture* loadTextureFromImage(SDL_Renderer* renderer, const std::string& path, int* outW = nullptr, int* outH = nullptr) {
if (!renderer) {
return nullptr; // Silent failure
}
SDL_Surface* surface = IMG_Load(resolvedPath.c_str());
if (!surface) {
SDL_LogError(...); // Logs but returns nullptr
return nullptr;
}
// ...
}
```
**Issues:**
- Silent failures make debugging difficult
- Callers must check for `nullptr` (easy to forget)
- No way to distinguish between different error types
**Recommendation:**
```cpp
#include <expected> // C++23, or use tl::expected for C++20
struct TextureLoadError {
std::string message;
std::string path;
};
std::expected<SDL_TexturePtr, TextureLoadError>
loadTextureFromImage(SDL_Renderer* renderer, const std::string& path,
int* outW = nullptr, int* outH = nullptr) {
if (!renderer) {
return std::unexpected(TextureLoadError{
"Renderer is null", path
});
}
const std::string resolvedPath = AssetPath::resolveImagePath(path);
SDL_Surface* surface = IMG_Load(resolvedPath.c_str());
if (!surface) {
return std::unexpected(TextureLoadError{
std::string("Failed to load: ") + SDL_GetError(),
resolvedPath
});
}
// ... success case
return SDL_TexturePtr(texture);
}
// Usage:
auto result = loadTextureFromImage(renderer, "path.png");
if (result) {
// Use result.value()
} else {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Failed to load %s: %s",
result.error().path.c_str(),
result.error().message.c_str());
}
```
---
### 3. **Code Duplication**
#### **Problem: Repeated Patterns**
**Location:** `MenuState.cpp`, `PlayingState.cpp`, `OptionsState.cpp`
Similar lambda patterns for exit popup handling:
```cpp
auto setExitSelection = [&](int value) {
if (ctx.exitPopupSelectedButton) {
*ctx.exitPopupSelectedButton = value;
}
};
auto getExitSelection = [&]() -> int {
return ctx.exitPopupSelectedButton ? *ctx.exitPopupSelectedButton : 1;
};
```
**Recommendation:**
Create a helper class in `StateContext`:
```cpp
// StateContext.h
class ExitPopupHelper {
public:
ExitPopupHelper(int* selectedButton, bool* showPopup)
: m_selectedButton(selectedButton), m_showPopup(showPopup) {}
void setSelection(int value) {
if (m_selectedButton) *m_selectedButton = value;
}
int getSelection() const {
return m_selectedButton ? *m_selectedButton : 1;
}
void show() {
if (m_showPopup) *m_showPopup = true;
}
void hide() {
if (m_showPopup) *m_showPopup = false;
}
bool isVisible() const {
return m_showPopup && *m_showPopup;
}
private:
int* m_selectedButton;
bool* m_showPopup;
};
// Usage in states:
ExitPopupHelper exitPopup(ctx.exitPopupSelectedButton, ctx.showExitConfirmPopup);
exitPopup.setSelection(0);
if (exitPopup.isVisible()) { ... }
```
---
### 4. **Magic Numbers**
#### **Problem: Some Magic Numbers Still Present**
**Location:** `MenuState.cpp` (lines 269-273)
```cpp
float btnW = 200.0f; // Fixed width to match background buttons
float btnH = 70.0f; // Fixed height to match background buttons
float btnX = LOGICAL_W * 0.5f + contentOffsetX;
float btnY = LOGICAL_H * 0.865f + contentOffsetY;
```
**Recommendation:**
Add to `Config.h`:
```cpp
namespace Config::UI {
constexpr float MENU_BUTTON_WIDTH = 200.0f;
constexpr float MENU_BUTTON_HEIGHT = 70.0f;
constexpr float MENU_BUTTON_Y_FRACTION = 0.865f;
constexpr float MENU_BUTTON_SPACING = 210.0f;
}
```
---
### 5. **File I/O for Debugging**
#### **Problem: Debug Logging to Files**
**Location:** `MenuState.cpp` (lines 182-184, 195-203, etc.)
```cpp
FILE* f = fopen("tetris_trace.log", "a");
if (f) {
fprintf(f, "MenuState::render entry\n");
fclose(f);
}
```
**Issues:**
- File handles not checked properly
- No error handling
- Performance overhead in production
- Should use proper logging framework
**Recommendation:**
```cpp
// Create a simple logger utility
// src/utils/Logger.h
#pragma once
#include <string>
#include <fstream>
#include <mutex>
class Logger {
public:
enum class Level { TRACE, DEBUG, INFO, WARN, ERROR };
static Logger& instance();
void setLevel(Level level) { m_level = level; }
void setFile(const std::string& path);
template<typename... Args>
void trace(const char* fmt, Args... args) {
log(Level::TRACE, fmt, args...);
}
template<typename... Args>
void debug(const char* fmt, Args... args) {
log(Level::DEBUG, fmt, args...);
}
private:
Logger() = default;
template<typename... Args>
void log(Level level, const char* fmt, Args... args);
Level m_level = Level::INFO;
std::ofstream m_file;
std::mutex m_mutex;
};
// Usage:
#ifdef DEBUG
Logger::instance().trace("MenuState::render entry");
#endif
```
---
### 6. **Const Correctness**
#### **Problem: Missing const in Some Places**
**Location:** `StateContext` and various state methods
**Recommendation:**
```cpp
// State.h
class State {
public:
virtual void render(SDL_Renderer* renderer, float logicalScale,
SDL_Rect logicalVP) const = 0; // Add const
// Render shouldn't modify state
};
```
---
### 7. **Thread Safety**
#### **Problem: Potential Race Conditions**
**Location:** `Audio.cpp` - Background loading
**Current:**
```cpp
std::vector<AudioTrack> tracks;
std::mutex tracksMutex;
```
**Recommendation:**
- Document thread safety guarantees
- Use `std::shared_mutex` for read-heavy operations
- Consider using lock-free data structures for performance-critical paths
```cpp
// Audio.h
class Audio {
private:
std::vector<AudioTrack> tracks;
mutable std::shared_mutex tracksMutex; // Allow concurrent reads
public:
// Read operation - shared lock
int getLoadedTrackCount() const {
std::shared_lock lock(tracksMutex);
return tracks.size();
}
// Write operation - exclusive lock
void addTrack(const std::string& path) {
std::unique_lock lock(tracksMutex);
tracks.push_back(loadTrack(path));
}
};
```
---
### 8. **Testing Coverage**
#### **Current State:**
Only one test file: `tests/GravityTests.cpp`
**Recommendation:**
Add comprehensive tests:
```
tests/
├── GravityTests.cpp ✅ Exists
├── GameLogicTests.cpp ❌ Missing
├── ScoreManagerTests.cpp ❌ Missing
├── StateTransitionTests.cpp ❌ Missing
└── AudioSystemTests.cpp ❌ Missing
```
**Example Test Structure:**
```cpp
// tests/GameLogicTests.cpp
#include <catch2/catch_test_macros.hpp>
#include "gameplay/core/Game.h"
TEST_CASE("Game initialization", "[game]") {
Game game(0);
SECTION("Board starts empty") {
const auto& board = game.boardRef();
REQUIRE(std::all_of(board.begin(), board.end(),
[](int cell) { return cell == 0; }));
}
SECTION("Score starts at zero") {
REQUIRE(game.score() == 0);
REQUIRE(game.lines() == 0);
}
}
TEST_CASE("Piece rotation", "[game]") {
Game game(0);
SECTION("Clockwise rotation") {
auto initialRot = game.current().rot;
game.rotate(1);
REQUIRE(game.current().rot == (initialRot + 1) % 4);
}
}
TEST_CASE("Line clearing", "[game]") {
Game game(0);
SECTION("Single line clear awards correct score") {
// Setup: Fill bottom row except one cell
// ... test implementation
}
}
```
---
### 9. **Documentation**
#### **Current State:**
- Good inline comments
- Config.h has excellent documentation
- Missing: API documentation, architecture overview
**Recommendation:**
Add Doxygen-style comments:
```cpp
/**
* @class Game
* @brief Core Tetris game logic engine
*
* Manages the game board, piece spawning, collision detection,
* line clearing, and scoring. This class is independent of
* rendering and input handling.
*
* @note Thread-safe for read operations, but write operations
* (move, rotate, etc.) should only be called from the
* main game thread.
*
* Example usage:
* @code
* Game game(5); // Start at level 5
* game.tickGravity(16.67); // Update for one frame
* if (game.isGameOver()) {
* // Handle game over
* }
* @endcode
*/
class Game {
// ...
};
```
Create `docs/ARCHITECTURE.md`:
```markdown
# Architecture Overview
## State Machine
[Diagram of state transitions]
## Data Flow
[Diagram showing how data flows through the system]
## Threading Model
- Main thread: Rendering, input, game logic
- Background thread: Audio loading
- Audio callback thread: Audio mixing
```
---
### 10. **Performance Considerations**
#### **Issue: Frequent String Allocations**
**Location:** Various places using `std::string` for paths
**Recommendation:**
```cpp
// Use string_view for read-only string parameters
#include <string_view>
SDL_Texture* loadTextureFromImage(SDL_Renderer* renderer,
std::string_view path, // Changed
int* outW = nullptr,
int* outH = nullptr);
// For compile-time strings, use constexpr
namespace AssetPaths {
constexpr std::string_view LOGO = "assets/images/logo.bmp";
constexpr std::string_view BACKGROUND = "assets/images/main_background.bmp";
}
```
#### **Issue: Vector Reallocations**
**Location:** `fireworks` vector in `main.cpp`
**Recommendation:**
```cpp
// Reserve capacity upfront
fireworks.reserve(5); // Max 5 fireworks at once
// Or use a fixed-size container
std::array<std::optional<TetrisFirework>, 5> fireworks;
```
---
## 🔧 Specific Recommendations by Priority
### **High Priority** (Do These First)
1. **Replace raw SDL pointers with smart pointers**
- Impact: Prevents memory leaks
- Effort: Medium
- Files: `MenuState.h`, `main.cpp`, all state files
2. **Remove debug file I/O from production code**
- Impact: Performance, code cleanliness
- Effort: Low
- Files: `MenuState.cpp`, `main.cpp`
3. **Add error handling to asset loading**
- Impact: Better debugging, crash prevention
- Effort: Medium
- Files: `main.cpp`, `AssetManager.cpp`
### **Medium Priority**
4. **Extract common patterns into helper classes**
- Impact: Code maintainability
- Effort: Medium
- Files: All state files
5. **Move remaining magic numbers to Config.h**
- Impact: Maintainability
- Effort: Low
- Files: `MenuState.cpp`, `UIRenderer.cpp`
6. **Add comprehensive unit tests**
- Impact: Code quality, regression prevention
- Effort: High
- Files: New test files
### **Low Priority** (Nice to Have)
7. **Add Doxygen documentation**
- Impact: Developer onboarding
- Effort: Medium
8. **Performance profiling and optimization**
- Impact: Depends on current performance
- Effort: Medium
9. **Consider using `std::expected` for error handling**
- Impact: Better error handling
- Effort: High (requires C++23 or external library)
---
## 📝 Code Style Observations
### **Good Practices You're Already Following:**
**Consistent naming conventions:**
- Classes: `PascalCase` (e.g., `MenuState`, `GameRenderer`)
- Functions: `camelCase` (e.g., `tickGravity`, `loadTexture`)
- Constants: `UPPER_SNAKE_CASE` (e.g., `LOGICAL_W`, `DAS_DELAY`)
- Member variables: `camelCase` with `m_` prefix in some places
**Header guards:** Using `#pragma once`
**Forward declarations:** Minimizing include dependencies
**RAII:** Resources tied to object lifetime
### **Minor Style Inconsistencies:**
**Inconsistent member variable naming:**
```cpp
// Some classes use m_ prefix
float m_masterVolume = 1.0f;
// Others don't
int selectedButton = 0;
```
**Recommendation:** Pick one style and stick to it. I suggest:
```cpp
// Private members: m_ prefix
float m_masterVolume = 1.0f;
int m_selectedButton = 0;
// Public members: no prefix (rare in good design)
```
---
## 🎨 Architecture Suggestions
### **Consider Implementing:**
1. **Event System**
Instead of callbacks, use an event bus:
```cpp
// events/GameEvents.h
struct LineClearedEvent {
int linesCleared;
int newScore;
};
struct LevelUpEvent {
int newLevel;
};
// EventBus.h
class EventBus {
public:
template<typename Event>
void subscribe(std::function<void(const Event&)> handler);
template<typename Event>
void publish(const Event& event);
};
// Usage in Game.cpp
eventBus.publish(LineClearedEvent{linesCleared, _score});
// Usage in Audio system
eventBus.subscribe<LineClearedEvent>([](const auto& e) {
playLineClearSound(e.linesCleared);
});
```
2. **Component-Based UI**
Extract UI components:
```cpp
class Button {
public:
void render(SDL_Renderer* renderer);
bool isHovered(int mouseX, int mouseY) const;
void onClick(std::function<void()> callback);
};
class Panel {
std::vector<std::unique_ptr<UIComponent>> children;
};
```
3. **Asset Manager**
Centralize asset loading:
```cpp
class AssetManager {
public:
SDL_TexturePtr getTexture(std::string_view name);
FontAtlas* getFont(std::string_view name);
private:
std::unordered_map<std::string, SDL_TexturePtr> textures;
std::unordered_map<std::string, std::unique_ptr<FontAtlas>> fonts;
};
```
---
## 🔍 Security Considerations
1. **File Path Validation**
```cpp
// AssetPath::resolveImagePath should validate paths
// to prevent directory traversal attacks
std::string resolveImagePath(std::string_view path) {
// Reject paths with ".."
if (path.find("..") != std::string_view::npos) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Invalid path: %s", path.data());
return "";
}
// ... rest of implementation
}
```
2. **Score File Tampering**
Consider adding checksums to score files:
```cpp
// Scores.cpp
void ScoreManager::save() const {
nlohmann::json j;
j["scores"] = scores;
j["checksum"] = computeChecksum(scores);
// ... save to file
}
```
---
## 📊 Metrics
Based on the codebase analysis:
| Metric | Value | Rating |
|--------|-------|--------|
| **Code Organization** | Excellent | ⭐⭐⭐⭐⭐ |
| **Modern C++ Usage** | Very Good | ⭐⭐⭐⭐ |
| **Error Handling** | Fair | ⭐⭐⭐ |
| **Memory Safety** | Good | ⭐⭐⭐⭐ |
| **Test Coverage** | Poor | ⭐ |
| **Documentation** | Good | ⭐⭐⭐⭐ |
| **Performance** | Good | ⭐⭐⭐⭐ |
| **Maintainability** | Very Good | ⭐⭐⭐⭐ |
**Overall Score: 4/5 ⭐⭐⭐⭐**
---
## 🚀 Quick Wins (Easy Improvements)
1. **Add `.clang-format` file** for consistent formatting
2. **Create `CONTRIBUTING.md`** with coding guidelines
3. **Add pre-commit hooks** for formatting and linting
4. **Set up GitHub Actions** for CI/CD
5. **Add `README.md`** with build instructions and screenshots
---
## 📚 Recommended Resources
- **Modern C++ Best Practices:** https://isocpp.github.io/CppCoreGuidelines/
- **SDL3 Migration Guide:** https://wiki.libsdl.org/SDL3/README/migration
- **Game Programming Patterns:** https://gameprogrammingpatterns.com/
- **C++ Testing with Catch2:** https://github.com/catchorg/Catch2
---
## ✅ Conclusion
Your Tetris project demonstrates **strong software engineering practices** with a clean architecture, modern C++ usage, and good separation of concerns. The main areas for improvement are:
1. Enhanced error handling
2. Increased test coverage
3. Elimination of raw pointers
4. Removal of debug code from production
With these improvements, this codebase would be **production-ready** and serve as an excellent example of modern C++ game development.
**Keep up the excellent work!** 🎮

View File

@ -1,4 +1,4 @@
# Tetris SDL3 - Production Deployment Guide
# Spacetris SDL3 - Production Deployment Guide
## 🚀 Build Scripts Available
@ -9,7 +9,7 @@
- Uses existing Debug/Release build from build-msvc
- Creates distribution package with all dependencies
- **Size: ~939 MB** (includes all assets and music)
- **Output:** `dist/TetrisGame/` + ZIP file
- **Output:** `dist/SpacetrisGame/` + ZIP file
### 2. Full Production Build
```powershell
@ -31,8 +31,8 @@ build-production.bat
The distribution package includes:
### Essential Files
-`tetris.exe` - Main game executable
-`Launch-Tetris.bat` - Safe launcher with error handling
-`spacetris.exe` - Main game executable
-`Launch-Spacetris.bat` - Safe launcher with error handling
-`README.txt` - User instructions
### Dependencies
@ -49,9 +49,9 @@ The distribution package includes:
## 🎯 Distribution Options
### Option 1: ZIP Archive (Recommended)
- **File:** `TetrisGame-YYYY.MM.DD.zip`
- **File:** `SpacetrisGame-YYYY.MM.DD.zip`
- **Size:** ~939 MB
- **Usage:** Users extract and run `Launch-Tetris.bat`
- **Usage:** Users extract and run `Launch-Spacetris.bat`
### Option 2: Installer (Future)
- Use CMake CPack to create NSIS installer
@ -60,11 +60,11 @@ The distribution package includes:
```
### Option 3: Portable Folder
- Direct distribution of `dist/TetrisGame/` folder
Direct distribution of `dist/SpacetrisGame/` folder
- Users copy folder and run executable
[ ] Launch-Spacetris.bat works
## 🔧 Build Requirements
**Solution:** Use `Launch-Spacetris.bat` for better error reporting
### Development Environment
- **CMake** 3.20+
- **Visual Studio 2026 (VS 18)** with Desktop development with C++ workload
@ -87,18 +87,21 @@ vcpkg install sdl3 sdl3-ttf --triplet=x64-windows
- [ ] Font rendering works (both FreeSans and PressStart2P)
- [ ] Game saves high scores
### Package Validation
### Package Validation
- [ ] All DLL files present
- [ ] Assets folder complete
- [ ] Launch-Tetris.bat works
- [ ] Launch-Spacetris.bat works
- [ ] README.txt is informative
- [ ] Package size reasonable (~939 MB)
### Distribution
- [ ] ZIP file created successfully
### "spacetris.exe is not recognized"
- **Solution:** Ensure all DLL files are in same folder as executable
- [ ] Test extraction on clean system
- [ ] Verify game runs on target machines
- [ ] No missing dependencies
### Game won't start
- **Solution:** Use `Launch-Spacetris.bat` for better error reporting
## 📋 User System Requirements
@ -118,7 +121,7 @@ vcpkg install sdl3 sdl3-ttf --triplet=x64-windows
## 🐛 Common Issues & Solutions
### "tetris.exe is not recognized"
### "spacetris.exe is not recognized"
- **Solution:** Ensure all DLL files are in same folder as executable
### "Failed to initialize SDL"

View File

@ -1,363 +0,0 @@
# Tetris SDL3 - Improvements Checklist
Quick reference for implementing the recommendations from CODE_ANALYSIS.md
---
## 🔴 High Priority (Critical)
### 1. Smart Pointer Wrapper for SDL Resources
**Status:** ❌ Not Started
**Effort:** 2-3 hours
**Impact:** Prevents memory leaks, improves safety
**Action Items:**
- [ ] Create `src/utils/SDLPointers.h` with smart pointer wrappers
- [ ] Replace raw `SDL_Texture*` in `MenuState.h` (lines 17-21)
- [ ] Replace raw `SDL_Texture*` in `PlayingState.h`
- [ ] Update `main.cpp` texture loading
- [ ] Test all states to ensure no regressions
**Code Template:**
```cpp
// src/utils/SDLPointers.h
#pragma once
#include <SDL3/SDL.h>
#include <memory>
struct SDL_TextureDeleter {
void operator()(SDL_Texture* tex) const {
if (tex) SDL_DestroyTexture(tex);
}
};
struct SDL_SurfaceDeleter {
void operator()(SDL_Surface* surf) const {
if (surf) SDL_DestroySurface(surf);
}
};
using SDL_TexturePtr = std::unique_ptr<SDL_Texture, SDL_TextureDeleter>;
using SDL_SurfacePtr = std::unique_ptr<SDL_Surface, SDL_SurfaceDeleter>;
```
---
### 2. Remove Debug File I/O
**Status:** ❌ Not Started
**Effort:** 30 minutes
**Impact:** Performance, code cleanliness
**Action Items:**
- [ ] Remove or wrap `fopen("tetris_trace.log")` calls in `MenuState.cpp`
- [ ] Remove or wrap similar calls in other files
- [ ] Replace with SDL_LogTrace or conditional compilation
- [ ] Delete `tetris_trace.log` from repository
**Files to Update:**
- `src/states/MenuState.cpp` (lines 182-184, 195-203, 277-278, 335-337)
- `src/main.cpp` (if any similar patterns exist)
**Replacement Pattern:**
```cpp
// Before:
FILE* f = fopen("tetris_trace.log", "a");
if (f) { fprintf(f, "MenuState::render entry\n"); fclose(f); }
// After:
SDL_LogTrace(SDL_LOG_CATEGORY_APPLICATION, "MenuState::render entry");
```
---
### 3. Improve Error Handling in Asset Loading
**Status:** ❌ Not Started
**Effort:** 2 hours
**Impact:** Better debugging, prevents crashes
**Action Items:**
- [ ] Update `loadTextureFromImage` to return error information
- [ ] Add validation for all asset loads in `main.cpp`
- [ ] Create fallback assets for missing resources
- [ ] Add startup asset validation
**Example:**
```cpp
struct AssetLoadResult {
SDL_TexturePtr texture;
std::string error;
bool success;
};
AssetLoadResult loadTextureFromImage(SDL_Renderer* renderer,
const std::string& path);
```
---
## 🟡 Medium Priority (Important)
### 4. Extract Common Patterns
**Status:** ❌ Not Started
**Effort:** 3-4 hours
**Impact:** Reduces code duplication
**Action Items:**
- [ ] Create `ExitPopupHelper` class in `StateContext.h`
- [ ] Update `MenuState.cpp` to use helper
- [ ] Update `PlayingState.cpp` to use helper
- [ ] Update `OptionsState.cpp` to use helper
---
### 5. Move Magic Numbers to Config.h
**Status:** ❌ Not Started
**Effort:** 1 hour
**Impact:** Maintainability
**Action Items:**
- [ ] Add menu button constants to `Config::UI`
- [ ] Add rendering constants to appropriate namespace
- [ ] Update `MenuState.cpp` to use config constants
- [ ] Update `UIRenderer.cpp` to use config constants
**Constants to Add:**
```cpp
namespace Config::UI {
constexpr float MENU_BUTTON_WIDTH = 200.0f;
constexpr float MENU_BUTTON_HEIGHT = 70.0f;
constexpr float MENU_BUTTON_Y_FRACTION = 0.865f;
constexpr float MENU_BUTTON_SPACING = 210.0f;
}
```
---
### 6. Add Unit Tests
**Status:** ⚠️ Minimal (only GravityTests)
**Effort:** 8-10 hours
**Impact:** Code quality, regression prevention
**Action Items:**
- [ ] Create `tests/GameLogicTests.cpp`
- [ ] Test piece spawning
- [ ] Test rotation
- [ ] Test collision detection
- [ ] Test line clearing
- [ ] Test scoring
- [ ] Create `tests/ScoreManagerTests.cpp`
- [ ] Test score submission
- [ ] Test high score detection
- [ ] Test persistence
- [ ] Create `tests/StateTransitionTests.cpp`
- [ ] Test state transitions
- [ ] Test state lifecycle (onEnter/onExit)
- [ ] Update CMakeLists.txt to include new tests
---
## 🟢 Low Priority (Nice to Have)
### 7. Add Doxygen Documentation
**Status:** ❌ Not Started
**Effort:** 4-6 hours
**Impact:** Developer onboarding
**Action Items:**
- [ ] Create `Doxyfile` configuration
- [ ] Add class-level documentation to core classes
- [ ] Add function-level documentation to public APIs
- [ ] Generate HTML documentation
- [ ] Add to build process
---
### 8. Performance Profiling
**Status:** ❌ Not Started
**Effort:** 4-6 hours
**Impact:** Depends on findings
**Action Items:**
- [ ] Profile with Visual Studio Profiler / Instruments
- [ ] Identify hotspots
- [ ] Optimize critical paths
- [ ] Add performance benchmarks
---
### 9. Standardize Member Variable Naming
**Status:** ⚠️ Inconsistent
**Effort:** 2-3 hours
**Impact:** Code consistency
**Action Items:**
- [ ] Decide on naming convention (recommend `m_` prefix for private members)
- [ ] Update all class member variables
- [ ] Update documentation to reflect convention
**Convention Recommendation:**
```cpp
class Example {
public:
int publicValue; // No prefix for public members
private:
int m_privateValue; // m_ prefix for private members
float m_memberVariable; // Consistent across all classes
};
```
---
## 📋 Code Quality Improvements
### 10. Add .clang-format
**Status:** ❌ Not Started
**Effort:** 15 minutes
**Impact:** Consistent formatting
**Action Items:**
- [ ] Create `.clang-format` file in project root
- [ ] Run formatter on all source files
- [ ] Add format check to CI/CD
**Suggested .clang-format:**
```yaml
BasedOnStyle: LLVM
IndentWidth: 4
ColumnLimit: 120
PointerAlignment: Left
AllowShortFunctionsOnASingleLine: Empty
```
---
### 11. Add README.md
**Status:** ❌ Missing
**Effort:** 1 hour
**Impact:** Project documentation
**Action Items:**
- [ ] Create `README.md` with:
- [ ] Project description
- [ ] Screenshots/GIF
- [ ] Build instructions
- [ ] Dependencies
- [ ] Controls
- [ ] License
---
### 12. Set Up CI/CD
**Status:** ❌ Not Started
**Effort:** 2-3 hours
**Impact:** Automated testing
**Action Items:**
- [ ] Create `.github/workflows/build.yml`
- [ ] Add Windows build job
- [ ] Add macOS build job
- [ ] Add test execution
- [ ] Add artifact upload
---
## 🔧 Refactoring Opportunities
### 13. Create Asset Manager
**Status:** ❌ Not Started
**Effort:** 4-5 hours
**Impact:** Better resource management
**Action Items:**
- [ ] Create `src/core/assets/AssetManager.h`
- [ ] Implement texture caching
- [ ] Implement font caching
- [ ] Update states to use AssetManager
- [ ] Add asset preloading
---
### 14. Implement Event System
**Status:** ❌ Not Started
**Effort:** 6-8 hours
**Impact:** Decoupling, flexibility
**Action Items:**
- [ ] Create `src/core/events/EventBus.h`
- [ ] Define event types
- [ ] Replace callbacks with events
- [ ] Update Game class to publish events
- [ ] Update Audio system to subscribe to events
---
### 15. Component-Based UI
**Status:** ❌ Not Started
**Effort:** 8-10 hours
**Impact:** UI maintainability
**Action Items:**
- [ ] Create `src/ui/components/Button.h`
- [ ] Create `src/ui/components/Panel.h`
- [ ] Create `src/ui/components/Label.h`
- [ ] Refactor MenuState to use components
- [ ] Refactor OptionsState to use components
---
## 📊 Progress Tracking
| Category | Total Items | Completed | In Progress | Not Started |
|----------|-------------|-----------|-------------|-------------|
| High Priority | 3 | 0 | 0 | 3 |
| Medium Priority | 3 | 0 | 0 | 3 |
| Low Priority | 3 | 0 | 0 | 3 |
| Code Quality | 3 | 0 | 0 | 3 |
| Refactoring | 3 | 0 | 0 | 3 |
| **TOTAL** | **15** | **0** | **0** | **15** |
---
## 🎯 Suggested Implementation Order
### Week 1: Critical Fixes
1. Remove debug file I/O (30 min)
2. Smart pointer wrapper (2-3 hours)
3. Improve error handling (2 hours)
### Week 2: Code Quality
4. Move magic numbers to Config.h (1 hour)
5. Extract common patterns (3-4 hours)
6. Add .clang-format (15 min)
7. Add README.md (1 hour)
### Week 3: Testing
8. Add GameLogicTests (4 hours)
9. Add ScoreManagerTests (2 hours)
10. Add StateTransitionTests (2 hours)
### Week 4: Documentation & CI
11. Set up CI/CD (2-3 hours)
12. Add Doxygen documentation (4-6 hours)
### Future Iterations:
13. Performance profiling
14. Asset Manager
15. Event System
16. Component-Based UI
---
## 📝 Notes
- Mark items as completed by changing ❌ to ✅
- Update progress table as you complete items
- Feel free to reorder based on your priorities
- Some items can be done in parallel
- Consider creating GitHub issues for tracking
---
**Last Updated:** 2025-12-03
**Next Review:** After completing High Priority items

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@ -1,774 +0,0 @@
# Quick Start: Implementing Top 3 Improvements
This guide provides complete, copy-paste ready code for the three most impactful improvements.
---
## 🚀 Improvement #1: Smart Pointer Wrapper for SDL Resources
### Step 1: Create the Utility Header
**File:** `src/utils/SDLPointers.h`
```cpp
#pragma once
#include <SDL3/SDL.h>
#include <memory>
/**
* @file SDLPointers.h
* @brief Smart pointer wrappers for SDL resources
*
* Provides RAII wrappers for SDL resources to prevent memory leaks
* and ensure proper cleanup in all code paths.
*/
namespace SDL {
/**
* @brief Deleter for SDL_Texture
*/
struct TextureDeleter {
void operator()(SDL_Texture* tex) const {
if (tex) {
SDL_DestroyTexture(tex);
}
}
};
/**
* @brief Deleter for SDL_Surface
*/
struct SurfaceDeleter {
void operator()(SDL_Surface* surf) const {
if (surf) {
SDL_DestroySurface(surf);
}
}
};
/**
* @brief Deleter for SDL_Renderer
*/
struct RendererDeleter {
void operator()(SDL_Renderer* renderer) const {
if (renderer) {
SDL_DestroyRenderer(renderer);
}
}
};
/**
* @brief Deleter for SDL_Window
*/
struct WindowDeleter {
void operator()(SDL_Window* window) const {
if (window) {
SDL_DestroyWindow(window);
}
}
};
/**
* @brief Smart pointer for SDL_Texture
*
* Example usage:
* @code
* SDL::TexturePtr texture(SDL_CreateTexture(...));
* if (!texture) {
* // Handle error
* }
* // Automatic cleanup when texture goes out of scope
* @endcode
*/
using TexturePtr = std::unique_ptr<SDL_Texture, TextureDeleter>;
/**
* @brief Smart pointer for SDL_Surface
*/
using SurfacePtr = std::unique_ptr<SDL_Surface, SurfaceDeleter>;
/**
* @brief Smart pointer for SDL_Renderer
*/
using RendererPtr = std::unique_ptr<SDL_Renderer, RendererDeleter>;
/**
* @brief Smart pointer for SDL_Window
*/
using WindowPtr = std::unique_ptr<SDL_Window, WindowDeleter>;
} // namespace SDL
```
---
### Step 2: Update MenuState.h
**File:** `src/states/MenuState.h`
**Before:**
```cpp
private:
int selectedButton = 0;
// Button icons (optional - will use text if nullptr)
SDL_Texture* playIcon = nullptr;
SDL_Texture* levelIcon = nullptr;
SDL_Texture* optionsIcon = nullptr;
SDL_Texture* exitIcon = nullptr;
```
**After:**
```cpp
#include "../utils/SDLPointers.h" // Add this include
private:
int selectedButton = 0;
// Button icons (optional - will use text if nullptr)
SDL::TexturePtr playIcon;
SDL::TexturePtr levelIcon;
SDL::TexturePtr optionsIcon;
SDL::TexturePtr exitIcon;
```
---
### Step 3: Update MenuState.cpp
**File:** `src/states/MenuState.cpp`
**Remove the manual cleanup from onExit:**
**Before:**
```cpp
void MenuState::onExit() {
if (ctx.showExitConfirmPopup) {
*ctx.showExitConfirmPopup = false;
}
// Clean up icon textures
if (playIcon) { SDL_DestroyTexture(playIcon); playIcon = nullptr; }
if (levelIcon) { SDL_DestroyTexture(levelIcon); levelIcon = nullptr; }
if (optionsIcon) { SDL_DestroyTexture(optionsIcon); optionsIcon = nullptr; }
if (exitIcon) { SDL_DestroyTexture(exitIcon); exitIcon = nullptr; }
}
```
**After:**
```cpp
void MenuState::onExit() {
if (ctx.showExitConfirmPopup) {
*ctx.showExitConfirmPopup = false;
}
// Icon textures are automatically cleaned up by smart pointers
}
```
**Update usage in render method:**
**Before:**
```cpp
std::array<SDL_Texture*, 4> icons = {
playIcon,
levelIcon,
optionsIcon,
exitIcon
};
```
**After:**
```cpp
std::array<SDL_Texture*, 4> icons = {
playIcon.get(),
levelIcon.get(),
optionsIcon.get(),
exitIcon.get()
};
```
---
### Step 4: Update main.cpp Texture Loading
**File:** `src/main.cpp`
**Update the function signature and implementation:**
**Before:**
```cpp
static SDL_Texture* loadTextureFromImage(SDL_Renderer* renderer, const std::string& path, int* outW = nullptr, int* outH = nullptr) {
if (!renderer) {
return nullptr;
}
const std::string resolvedPath = AssetPath::resolveImagePath(path);
SDL_Surface* surface = IMG_Load(resolvedPath.c_str());
if (!surface) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to load image %s (resolved: %s): %s", path.c_str(), resolvedPath.c_str(), SDL_GetError());
return nullptr;
}
if (outW) { *outW = surface->w; }
if (outH) { *outH = surface->h; }
SDL_Texture* texture = SDL_CreateTextureFromSurface(renderer, surface);
SDL_DestroySurface(surface);
if (!texture) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to create texture from %s: %s", resolvedPath.c_str(), SDL_GetError());
return nullptr;
}
if (resolvedPath != path) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Loaded %s via %s", path.c_str(), resolvedPath.c_str());
}
return texture;
}
```
**After:**
```cpp
#include "utils/SDLPointers.h" // Add at top of file
static SDL::TexturePtr loadTextureFromImage(SDL_Renderer* renderer, const std::string& path, int* outW = nullptr, int* outH = nullptr) {
if (!renderer) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Renderer is null");
return nullptr;
}
const std::string resolvedPath = AssetPath::resolveImagePath(path);
SDL::SurfacePtr surface(IMG_Load(resolvedPath.c_str()));
if (!surface) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to load image %s (resolved: %s): %s",
path.c_str(), resolvedPath.c_str(), SDL_GetError());
return nullptr;
}
if (outW) { *outW = surface->w; }
if (outH) { *outH = surface->h; }
SDL::TexturePtr texture(SDL_CreateTextureFromSurface(renderer, surface.get()));
// surface is automatically destroyed here
if (!texture) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to create texture from %s: %s",
resolvedPath.c_str(), SDL_GetError());
return nullptr;
}
if (resolvedPath != path) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Loaded %s via %s", path.c_str(), resolvedPath.c_str());
}
return texture;
}
```
---
## 🧹 Improvement #2: Remove Debug File I/O
### Step 1: Replace with SDL Logging
**File:** `src/states/MenuState.cpp`
**Before:**
```cpp
// Trace entry to persistent log for debugging abrupt exit/crash during render
{
FILE* f = fopen("tetris_trace.log", "a");
if (f) {
fprintf(f, "MenuState::render entry\n");
fclose(f);
}
}
```
**After:**
```cpp
// Use SDL's built-in logging (only in debug builds)
#ifdef _DEBUG
SDL_LogTrace(SDL_LOG_CATEGORY_APPLICATION, "MenuState::render entry");
#endif
```
**Or, if you want it always enabled but less verbose:**
```cpp
SDL_LogVerbose(SDL_LOG_CATEGORY_APPLICATION, "MenuState::render entry");
```
---
### Step 2: Create a Logging Utility (Optional, Better Approach)
**File:** `src/utils/Logger.h`
```cpp
#pragma once
#include <SDL3/SDL.h>
/**
* @brief Centralized logging utility
*
* Wraps SDL logging with compile-time control over verbosity.
*/
namespace Logger {
#ifdef _DEBUG
constexpr bool TRACE_ENABLED = true;
#else
constexpr bool TRACE_ENABLED = false;
#endif
/**
* @brief Log a trace message (only in debug builds)
*/
template<typename... Args>
inline void trace(const char* fmt, Args... args) {
if constexpr (TRACE_ENABLED) {
SDL_LogTrace(SDL_LOG_CATEGORY_APPLICATION, fmt, args...);
}
}
/**
* @brief Log a debug message
*/
template<typename... Args>
inline void debug(const char* fmt, Args... args) {
SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION, fmt, args...);
}
/**
* @brief Log an info message
*/
template<typename... Args>
inline void info(const char* fmt, Args... args) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, fmt, args...);
}
/**
* @brief Log a warning message
*/
template<typename... Args>
inline void warn(const char* fmt, Args... args) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, fmt, args...);
}
/**
* @brief Log an error message
*/
template<typename... Args>
inline void error(const char* fmt, Args... args) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, fmt, args...);
}
} // namespace Logger
```
**Usage in MenuState.cpp:**
```cpp
#include "../utils/Logger.h"
void MenuState::render(SDL_Renderer* renderer, float logicalScale, SDL_Rect logicalVP) {
Logger::trace("MenuState::render entry");
// ... rest of render code
Logger::trace("MenuState::render exit");
}
```
---
### Step 3: Update All Files
**Files to update:**
- `src/states/MenuState.cpp` (multiple locations)
- `src/main.cpp` (if any similar patterns)
**Search and replace pattern:**
```cpp
// Find:
FILE* f = fopen("tetris_trace.log", "a");
if (f) {
fprintf(f, ".*");
fclose(f);
}
// Replace with:
Logger::trace("...");
```
---
## 🎯 Improvement #3: Extract Common Patterns
### Step 1: Create ExitPopupHelper
**File:** `src/states/StateHelpers.h` (new file)
```cpp
#pragma once
/**
* @file StateHelpers.h
* @brief Helper classes for common state patterns
*/
/**
* @brief Helper for managing exit confirmation popup
*
* Encapsulates the common pattern of showing/hiding an exit popup
* and managing the selected button state.
*
* Example usage:
* @code
* ExitPopupHelper exitPopup(ctx.exitPopupSelectedButton, ctx.showExitConfirmPopup);
*
* if (exitPopup.isVisible()) {
* exitPopup.setSelection(0); // Select YES
* }
*
* if (exitPopup.isYesSelected()) {
* // Handle exit
* }
* @endcode
*/
class ExitPopupHelper {
public:
/**
* @brief Construct helper with pointers to state variables
* @param selectedButton Pointer to selected button index (0=YES, 1=NO)
* @param showPopup Pointer to popup visibility flag
*/
ExitPopupHelper(int* selectedButton, bool* showPopup)
: m_selectedButton(selectedButton)
, m_showPopup(showPopup)
{}
/**
* @brief Set the selected button
* @param value 0 for YES, 1 for NO
*/
void setSelection(int value) {
if (m_selectedButton) {
*m_selectedButton = value;
}
}
/**
* @brief Get the currently selected button
* @return 0 for YES, 1 for NO, defaults to 1 (NO) if pointer is null
*/
int getSelection() const {
return m_selectedButton ? *m_selectedButton : 1;
}
/**
* @brief Select YES button
*/
void selectYes() {
setSelection(0);
}
/**
* @brief Select NO button
*/
void selectNo() {
setSelection(1);
}
/**
* @brief Check if YES is selected
*/
bool isYesSelected() const {
return getSelection() == 0;
}
/**
* @brief Check if NO is selected
*/
bool isNoSelected() const {
return getSelection() == 1;
}
/**
* @brief Show the popup
*/
void show() {
if (m_showPopup) {
*m_showPopup = true;
}
}
/**
* @brief Hide the popup
*/
void hide() {
if (m_showPopup) {
*m_showPopup = false;
}
}
/**
* @brief Check if popup is visible
*/
bool isVisible() const {
return m_showPopup && *m_showPopup;
}
/**
* @brief Toggle between YES and NO
*/
void toggleSelection() {
setSelection(isYesSelected() ? 1 : 0);
}
private:
int* m_selectedButton;
bool* m_showPopup;
};
```
---
### Step 2: Update MenuState.cpp
**File:** `src/states/MenuState.cpp`
**Add include:**
```cpp
#include "StateHelpers.h"
```
**Before:**
```cpp
void MenuState::handleEvent(const SDL_Event& e) {
if (e.type == SDL_EVENT_KEY_DOWN && !e.key.repeat) {
auto setExitSelection = [&](int value) {
if (ctx.exitPopupSelectedButton) {
*ctx.exitPopupSelectedButton = value;
}
};
auto getExitSelection = [&]() -> int {
return ctx.exitPopupSelectedButton ? *ctx.exitPopupSelectedButton : 1;
};
auto isExitPromptVisible = [&]() -> bool {
return ctx.showExitConfirmPopup && *ctx.showExitConfirmPopup;
};
auto setExitPrompt = [&](bool visible) {
if (ctx.showExitConfirmPopup) {
*ctx.showExitConfirmPopup = visible;
}
};
if (isExitPromptVisible()) {
switch (e.key.scancode) {
case SDL_SCANCODE_LEFT:
case SDL_SCANCODE_UP:
setExitSelection(0);
return;
case SDL_SCANCODE_RIGHT:
case SDL_SCANCODE_DOWN:
setExitSelection(1);
return;
case SDL_SCANCODE_RETURN:
case SDL_SCANCODE_KP_ENTER:
case SDL_SCANCODE_SPACE:
if (getExitSelection() == 0) {
setExitPrompt(false);
if (ctx.requestQuit) {
ctx.requestQuit();
}
} else {
setExitPrompt(false);
}
return;
case SDL_SCANCODE_ESCAPE:
setExitPrompt(false);
setExitSelection(1);
return;
}
}
// ... rest of code
}
}
```
**After:**
```cpp
void MenuState::handleEvent(const SDL_Event& e) {
if (e.type == SDL_EVENT_KEY_DOWN && !e.key.repeat) {
ExitPopupHelper exitPopup(ctx.exitPopupSelectedButton, ctx.showExitConfirmPopup);
auto triggerPlay = [&]() {
if (ctx.startPlayTransition) {
ctx.startPlayTransition();
} else if (ctx.stateManager) {
ctx.stateManager->setState(AppState::Playing);
}
};
if (exitPopup.isVisible()) {
switch (e.key.scancode) {
case SDL_SCANCODE_LEFT:
case SDL_SCANCODE_UP:
exitPopup.selectYes();
return;
case SDL_SCANCODE_RIGHT:
case SDL_SCANCODE_DOWN:
exitPopup.selectNo();
return;
case SDL_SCANCODE_RETURN:
case SDL_SCANCODE_KP_ENTER:
case SDL_SCANCODE_SPACE:
if (exitPopup.isYesSelected()) {
exitPopup.hide();
if (ctx.requestQuit) {
ctx.requestQuit();
} else {
SDL_Event quit{};
quit.type = SDL_EVENT_QUIT;
SDL_PushEvent(&quit);
}
} else {
exitPopup.hide();
}
return;
case SDL_SCANCODE_ESCAPE:
exitPopup.hide();
exitPopup.selectNo();
return;
default:
return;
}
}
switch (e.key.scancode) {
case SDL_SCANCODE_LEFT:
case SDL_SCANCODE_UP:
{
const int total = 4;
selectedButton = (selectedButton + total - 1) % total;
break;
}
case SDL_SCANCODE_RIGHT:
case SDL_SCANCODE_DOWN:
{
const int total = 4;
selectedButton = (selectedButton + 1) % total;
break;
}
case SDL_SCANCODE_RETURN:
case SDL_SCANCODE_KP_ENTER:
case SDL_SCANCODE_SPACE:
if (!ctx.stateManager) {
break;
}
switch (selectedButton) {
case 0:
triggerPlay();
break;
case 1:
if (ctx.requestFadeTransition) {
ctx.requestFadeTransition(AppState::LevelSelector);
} else if (ctx.stateManager) {
ctx.stateManager->setState(AppState::LevelSelector);
}
break;
case 2:
if (ctx.requestFadeTransition) {
ctx.requestFadeTransition(AppState::Options);
} else if (ctx.stateManager) {
ctx.stateManager->setState(AppState::Options);
}
break;
case 3:
exitPopup.show();
exitPopup.selectNo();
break;
}
break;
case SDL_SCANCODE_ESCAPE:
exitPopup.show();
exitPopup.selectNo();
break;
default:
break;
}
}
}
```
---
### Step 3: Apply to Other States
Apply the same pattern to:
- `src/states/PlayingState.cpp`
- `src/states/OptionsState.cpp`
The refactoring is identical - just replace the lambda functions with `ExitPopupHelper`.
---
## ✅ Testing Your Changes
After implementing these improvements:
1. **Build the project:**
```powershell
cd d:\Sites\Work\tetris
cmake -B build -S . -DCMAKE_BUILD_TYPE=Debug
cmake --build build
```
2. **Run the game:**
```powershell
.\build\Debug\tetris.exe
```
3. **Test scenarios:**
- [ ] Menu loads without crashes
- [ ] All textures load correctly
- [ ] Exit popup works (ESC key)
- [ ] Navigation works (arrow keys)
- [ ] No memory leaks (check with debugger)
- [ ] Logging appears in console (debug build)
4. **Check for memory leaks:**
- Run with Visual Studio debugger
- Check Output window for memory leak reports
- Should see no leaks from SDL textures
---
## 📊 Expected Impact
After implementing these three improvements:
| Metric | Before | After | Improvement |
|--------|--------|-------|-------------|
| **Memory Safety** | ⭐⭐⭐ | ⭐⭐⭐⭐⭐ | +67% |
| **Code Clarity** | ⭐⭐⭐⭐ | ⭐⭐⭐⭐⭐ | +25% |
| **Maintainability** | ⭐⭐⭐⭐ | ⭐⭐⭐⭐⭐ | +25% |
| **Lines of Code** | 100% | ~95% | -5% |
| **Potential Bugs** | Medium | Low | -50% |
---
## 🎉 Next Steps
After successfully implementing these improvements:
1. Review the full `CODE_ANALYSIS.md` for more recommendations
2. Check `IMPROVEMENTS_CHECKLIST.md` for the complete task list
3. Consider implementing the medium-priority items next
4. Add unit tests to prevent regressions
**Great job improving your codebase!** 🚀

34
README.md Normal file
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@ -0,0 +1,34 @@
Spacetris SDL3
=============
A native C++20 SDL3-based Tetris-style game.
Quick Start (Windows)
- Install vcpkg and packages: `vcpkg install sdl3 sdl3-ttf --triplet=x64-windows`
- Configure: `cmake -S . -B build-msvc -DCMAKE_BUILD_TYPE=Debug`
- Build: `cmake --build build-msvc --config Debug`
- Run (helper): `.
build-debug-and-run.ps1` or run `build-msvc\Debug\spacetris.exe`
Production Packaging
- Quick package (uses existing build): `.
package-quick.ps1`
- Full production (clean Release build + package): `.
build-production.ps1 -Clean`
Tests
- Unit tests target: `spacetris_tests` → exe `spacetris_tests.exe`
- Run tests: configure+build then `ctest -C Debug` or run the test exe directly
Where to look
- Main app sources: `src/` (entry `src/main.cpp`, app `src/app`)
- Build control: `CMakeLists.txt` and `cmake/ProductionBuild.cmake`
- Packaging helpers: `build-production.ps1`, `package-quick.ps1`
Notes
- The canonical executable name is `spacetris` (`spacetris.exe` on Windows).
- Assets live in `assets/` and are copied into the distribution package.
If you want, I can:
- Run a Debug build and confirm the test executable name,
- Replace remaining legacy "tetris" tokens across generated files and docs.

View File

@ -1,4 +1,4 @@
# Tetris — Upgrade Roadmap
# Spacetris — Upgrade Roadmap
This document lists recommended code, architecture, tooling, and runtime upgrades for the native SDL3 Tetris project. Items are grouped, prioritized, and mapped to target files and effort estimates so you can plan incremental work.
@ -20,7 +20,7 @@ This document lists recommended code, architecture, tooling, and runtime upgrade
- [x] Replace ad-hoc printf with SDL_Log or injected Logger service
- Note: majority of printf/fprintf debug prints were replaced with `SDL_Log*` calls; a quick grep audit is recommended to find any remaining ad-hoc prints.
- [x] Add unit tests (gravity conversion, level progression, line clear behavior)
- Note: a small test runner (`tests/GravityTests.cpp`) and the `tetris_tests` CMake target were added and run locally; gravity tests pass (see build-msvc test run). Converting to broader Catch2 suites is optional.
- Note: a small test runner (`tests/GravityTests.cpp`) and the `spacetris_tests` CMake target were added and run locally; gravity tests pass (see build-msvc test run). Converting to broader Catch2 suites is optional.
- [ ] Add CI (build + tests) and code style checks
- [ ] Improve input hit-testing for level popup and scalable UI
- [ ] Add defensive guards (clamps, null checks) and const-correctness

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@ -1,5 +1,5 @@
@echo off
REM Build and run debug executable for the Tetris project
REM Build and run debug executable for the Spacetris project
SETLOCAL
cd /d "%~dp0"
cmake --build build-msvc --config Debug
@ -7,5 +7,5 @@ if errorlevel 1 (
echo Build failed.
exit /b %ERRORLEVEL%
)
"%~dp0build-msvc\Debug\tetris.exe"
"%~dp0build-msvc\Debug\spacetris.exe"
ENDLOCAL

View File

@ -149,7 +149,7 @@ if ($NoRun) {
exit 0
}
$exePath = Join-Path $root "build-msvc\Debug\tetris.exe"
$exePath = Join-Path $root "build-msvc\Debug\spacetris.exe"
if (-not (Test-Path $exePath)) {
Write-Error "Executable not found: $exePath"
exit 1

View File

@ -1,11 +1,11 @@
#!/usr/bin/env bash
set -euo pipefail
# macOS Production Build Script for the SDL3 Tetris project
# macOS Production Build Script for the SDL3 Spacetris project
# Mirrors the Windows PowerShell workflow but uses common POSIX tooling so it
# can be executed on macOS runners or local developer machines.
PROJECT_NAME="tetris"
PROJECT_NAME="spacetris"
BUILD_DIR="build-release"
OUTPUT_DIR="dist"
PACKAGE_DIR=""
@ -67,7 +67,7 @@ parse_args() {
}
configure_paths() {
PACKAGE_DIR="${OUTPUT_DIR}/TetrisGame-mac"
PACKAGE_DIR="${OUTPUT_DIR}/SpacetrisGame-mac"
}
generate_icns_if_needed() {
@ -246,15 +246,15 @@ create_launchers() {
launch_command="open \"./${app_dir}\""
fi
cat > "$PACKAGE_DIR/Launch-Tetris.command" <<EOF
cat > "$PACKAGE_DIR/Launch-Spacetris.command" <<EOF
#!/usr/bin/env bash
cd "\$(dirname \"\$0\")"
${launch_command}
EOF
chmod +x "$PACKAGE_DIR/Launch-Tetris.command"
chmod +x "$PACKAGE_DIR/Launch-Spacetris.command"
cat > "$PACKAGE_DIR/README-mac.txt" <<EOF
Tetris SDL3 Game - macOS Release $VERSION
Spacetris SDL3 Game - macOS Release $VERSION
=========================================
Requirements:
@ -262,12 +262,12 @@ Requirements:
- GPU with Metal support
Installation:
1. Unzip the archive anywhere (e.g., ~/Games/Tetris).
1. Unzip the archive anywhere (e.g., ~/Games/Spacetris).
2. Ensure the executable bit stays set (script already does this).
3. Double-click Launch-Tetris.command or run the binary/app manually from Terminal or Finder.
3. Double-click Launch-Spacetris.command or run the binary/app manually from Terminal or Finder.
Files:
- tetris / Launch-Tetris.command (start the game)
- spacetris / Launch-Spacetris.command (start the game)
- assets/ (art, audio, fonts)
- *.dylib from SDL3 and related dependencies
- FreeSans.ttf font
@ -298,7 +298,7 @@ validate_package() {
create_zip() {
mkdir -p "$OUTPUT_DIR"
local zip_name="TetrisGame-mac-${VERSION}.zip"
local zip_name="SpacetrisGame-mac-${VERSION}.zip"
local zip_path="$OUTPUT_DIR/$zip_name"
log INFO "Creating zip archive $zip_path ..."
if command -v ditto >/dev/null 2>&1; then
@ -349,7 +349,7 @@ create_dmg() {
fi
local app_name="${APP_BUNDLE_PATH##*/}"
local dmg_name="TetrisGame-mac-${VERSION}.dmg"
local dmg_name="SpacetrisGame-mac-${VERSION}.dmg"
local dmg_path="$OUTPUT_DIR/$dmg_name"
if [[ ! -f "scripts/create-dmg.sh" ]]; then

View File

@ -1,11 +1,11 @@
@echo off
REM Simple Production Build Script for Tetris SDL3
REM Simple Production Build Script for Spacetris SDL3
REM This batch file builds and packages the game for distribution
setlocal EnableDelayedExpansion
echo ======================================
echo Tetris SDL3 Production Builder
echo Spacetris SDL3 Production Builder
echo ======================================
echo.
@ -45,13 +45,13 @@ cd ..
REM Create distribution directory
echo Creating distribution package...
mkdir "dist\TetrisGame"
mkdir "dist\SpacetrisGame"
REM Copy executable
if exist "build-release\Release\tetris.exe" (
copy "build-release\Release\tetris.exe" "dist\TetrisGame\"
) else if exist "build-release\tetris.exe" (
copy "build-release\tetris.exe" "dist\TetrisGame\"
if exist "build-release\Release\spacetris.exe" (
copy "build-release\Release\spacetris.exe" "dist\SpacetrisGame\"
) else if exist "build-release\spacetris.exe" (
copy "build-release\spacetris.exe" "dist\SpacetrisGame\"
) else (
echo Error: Executable not found!
pause
@ -60,12 +60,12 @@ if exist "build-release\Release\tetris.exe" (
REM Copy assets
echo Copying game assets...
if exist "assets" xcopy "assets" "dist\TetrisGame\assets\" /E /I /Y
if exist "FreeSans.ttf" copy "FreeSans.ttf" "dist\TetrisGame\"
if exist "assets" xcopy "assets" "dist\SpacetrisGame\assets\" /E /I /Y
if exist "FreeSans.ttf" copy "FreeSans.ttf" "dist\SpacetrisGame\"
REM Copy SDL DLLs (if available) - SDL_image no longer needed
echo Copying dependencies...
set "PackageDir=dist\TetrisGame"
set "PackageDir=dist\SpacetrisGame"
set "copiedDependencies=0"
call :CopyDependencyDir "build-release\vcpkg_installed\x64-windows\bin"
@ -76,19 +76,19 @@ if "%copiedDependencies%"=="0" (
)
REM Create launcher batch file
echo @echo off > "dist\TetrisGame\Launch-Tetris.bat"
echo cd /d "%%~dp0" >> "dist\TetrisGame\Launch-Tetris.bat"
echo tetris.exe >> "dist\TetrisGame\Launch-Tetris.bat"
echo pause >> "dist\TetrisGame\Launch-Tetris.bat"
echo @echo off > "dist\SpacetrisGame\Launch-Spacetris.bat"
echo cd /d "%%~dp0" >> "dist\SpacetrisGame\Launch-Spacetris.bat"
echo spacetris.exe >> "dist\SpacetrisGame\Launch-Spacetris.bat"
echo pause >> "dist\SpacetrisGame\Launch-Spacetris.bat"
echo.
echo ======================================
echo Build Completed Successfully!
echo ======================================
echo Package location: dist\TetrisGame
echo Package location: dist\SpacetrisGame
echo.
echo The game is ready for distribution!
echo Users can run tetris.exe or Launch-Tetris.bat
echo Users can run spacetris.exe or Launch-Spacetris.bat
echo.
pause
goto :eof

View File

@ -1,10 +1,10 @@
#!/usr/bin/env pwsh
<#
.SYNOPSIS
Production Build Script for Tetris SDL3 Game
Production Build Script for Spacetris SDL3 Game
.DESCRIPTION
This script builds the Tetris game for production distribution, including:
This script builds the Spacetris game for production distribution, including:
- Clean Release build with optimizations
- Dependency collection and packaging
- Asset organization and validation
@ -31,9 +31,9 @@ param(
)
# Configuration
$ProjectName = "tetris"
$ProjectName = "spacetris"
$BuildDir = "build-release"
$PackageDir = Join-Path $OutputDir "TetrisGame"
$PackageDir = Join-Path $OutputDir "SpacetrisGame"
$Version = Get-Date -Format "yyyy.MM.dd"
# Colors for output
@ -52,7 +52,7 @@ function Write-Warning { Write-ColorOutput Yellow $args }
function Write-Error { Write-ColorOutput Red $args }
Write-Info "======================================"
Write-Info " Tetris SDL3 Production Builder"
Write-Info " Spacetris SDL3 Production Builder"
Write-Info "======================================"
Write-Info "Version: $Version"
Write-Info "Output: $PackageDir"
@ -184,7 +184,7 @@ Write-Info "Creating distribution files..."
# Create README
$ReadmeContent = @"
Tetris SDL3 Game - Release $Version
Spacetris SDL3 Game - Release $Version
=====================================
## System Requirements
@ -194,7 +194,7 @@ Tetris SDL3 Game - Release $Version
## Installation
1. Extract all files to a folder
2. Run tetris.exe
2. Run spacetris.exe
## Controls
- Arrow Keys: Move pieces
@ -206,17 +206,17 @@ Tetris SDL3 Game - Release $Version
- Esc: Return to menu
## Troubleshooting
- If the game doesn't start, ensure all DLL files are in the same folder as tetris.exe
- If the game doesn't start, ensure all DLL files are in the same folder as spacetris.exe
- For audio issues, check that your audio drivers are up to date
- The game requires the assets folder to be in the same directory as the executable
## Files Included
- tetris.exe - Main game executable
- spacetris.exe - Main game executable
- SDL3.dll, SDL3_ttf.dll, SDL3_image.dll - Required libraries
- assets/ - Game assets (images, music, fonts)
- FreeSans.ttf - Main font file
Enjoy playing Tetris!
Enjoy playing Spacetris!
"@
$ReadmeContent | Out-File -FilePath (Join-Path $PackageDir "README.txt") -Encoding UTF8
@ -230,8 +230,8 @@ tetris.exe
pause
"@
$BatchContent | Out-File -FilePath (Join-Path $PackageDir "Launch-Tetris.bat") -Encoding ASCII
Write-Success "Created Launch-Tetris.bat"
$BatchContent | Out-File -FilePath (Join-Path $PackageDir "Launch-Spacetris.bat") -Encoding ASCII
Write-Success "Created Launch-Spacetris.bat"
# Step 9: Validate package
Write-Info "🔍 Validating package..."
@ -259,7 +259,7 @@ $PackageSize = (Get-ChildItem $PackageDir -Recurse | Measure-Object -Property Le
$PackageSizeMB = [math]::Round($PackageSize / 1MB, 2)
# Step 11: Create ZIP archive (optional)
$ZipPath = Join-Path $OutputDir "TetrisGame-$Version.zip"
$ZipPath = Join-Path $OutputDir "SpacetrisGame-$Version.zip"
Write-Info "📁 Creating ZIP archive..."
try {
Compress-Archive -Path $PackageDir -DestinationPath $ZipPath -Force
@ -280,5 +280,5 @@ if (Test-Path $ZipPath) {
}
Write-Info ""
Write-Info "The game is ready for distribution!"
Write-Info "Users can run tetris.exe or Launch-Tetris.bat"
Write-Info "Users can run spacetris.exe or Launch-Spacetris.bat"
Write-Info ""

View File

@ -103,7 +103,7 @@ Optional additional scaling:
- After level 100 completion: show completion screen + stats.
### Game Over
- Standard Tetris game over: stack reaches spawn/top (existing behavior).
- Standard Spacetris game over: stack reaches spawn/top (existing behavior).
---

View File

@ -1,5 +0,0 @@
#include <SDL3/SDL.h>
#include <iostream>
int main() { std::cout << \
SDL_EVENT_QUIT:
\ << SDL_EVENT_QUIT << std::endl; return 0; }

View File

@ -7,11 +7,11 @@
<key>CFBundleExecutable</key>
<string>${MACOSX_BUNDLE_EXECUTABLE_NAME}</string>
<key>CFBundleIdentifier</key>
<string>com.example.tetris</string>
<string>com.example.spacetris</string>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundleName</key>
<string>Tetris</string>
<string>Spacetris</string>
<key>CFBundlePackageType</key>
<string>APPL</string>
<key>CFBundleShortVersionString</key>

View File

@ -12,12 +12,19 @@ if(CMAKE_BUILD_TYPE STREQUAL "Release")
set(CMAKE_EXE_LINKER_FLAGS_RELEASE "${CMAKE_EXE_LINKER_FLAGS_RELEASE} /OPT:REF /OPT:ICF")
# Enable whole program optimization
set_target_properties(tetris PROPERTIES
# Detect game target (spacetris only)
if(TARGET spacetris)
set(GAME_TARGET spacetris)
else()
message(FATAL_ERROR "No game target found (expected 'spacetris')")
endif()
set_target_properties(${GAME_TARGET} PROPERTIES
INTERPROCEDURAL_OPTIMIZATION_RELEASE TRUE
)
# Set subsystem to Windows (no console) for release
set_target_properties(tetris PROPERTIES
set_target_properties(${GAME_TARGET} PROPERTIES
WIN32_EXECUTABLE TRUE
LINK_FLAGS_RELEASE "/SUBSYSTEM:WINDOWS /ENTRY:mainCRTStartup"
)
@ -30,61 +37,78 @@ if(CMAKE_BUILD_TYPE STREQUAL "Release")
endif()
endif()
# Ensure we have a GAME_TARGET set (spacetris only)
if(NOT DEFINED GAME_TARGET)
if(TARGET spacetris)
set(GAME_TARGET spacetris)
else()
message(FATAL_ERROR "No game target found (expected 'spacetris')")
endif()
endif()
# Custom target for creating distribution package (renamed to avoid conflict with CPack)
if(WIN32)
# Windows-specific packaging
if(GAME_TARGET)
add_custom_target(dist_package
COMMAND ${CMAKE_COMMAND} -E echo "Creating Windows distribution package..."
COMMAND ${CMAKE_COMMAND} -E make_directory "${CMAKE_BINARY_DIR}/package/TetrisGame"
COMMAND ${CMAKE_COMMAND} -E copy "$<TARGET_FILE:tetris>" "${CMAKE_BINARY_DIR}/package/TetrisGame/"
COMMAND ${CMAKE_COMMAND} -E copy_directory "${CMAKE_SOURCE_DIR}/assets" "${CMAKE_BINARY_DIR}/package/TetrisGame/assets"
COMMAND ${CMAKE_COMMAND} -E copy_if_different "${CMAKE_SOURCE_DIR}/FreeSans.ttf" "${CMAKE_BINARY_DIR}/package/TetrisGame/"
COMMENT "Packaging Tetris for distribution"
DEPENDS tetris
COMMAND ${CMAKE_COMMAND} -E make_directory "${CMAKE_BINARY_DIR}/package/SpacetrisGame"
COMMAND ${CMAKE_COMMAND} -E copy "$<TARGET_FILE:${GAME_TARGET}>" "${CMAKE_BINARY_DIR}/package/SpacetrisGame/"
COMMAND ${CMAKE_COMMAND} -E copy_directory "${CMAKE_SOURCE_DIR}/assets" "${CMAKE_BINARY_DIR}/package/SpacetrisGame/assets"
COMMAND ${CMAKE_COMMAND} -E copy_if_different "${CMAKE_SOURCE_DIR}/FreeSans.ttf" "${CMAKE_BINARY_DIR}/package/SpacetrisGame/"
COMMENT "Packaging Spacetris for distribution"
DEPENDS ${GAME_TARGET}
)
else()
message(WARNING "No game target detected; skipping dist_package target.")
endif()
# Try to copy SDL DLLs automatically (SDL_image no longer needed)
find_file(SDL3_DLL SDL3.dll PATHS "${CMAKE_BINARY_DIR}/vcpkg_installed/x64-windows/bin" NO_DEFAULT_PATH)
find_file(SDL3_TTF_DLL SDL3_ttf.dll PATHS "${CMAKE_BINARY_DIR}/vcpkg_installed/x64-windows/bin" NO_DEFAULT_PATH)
if(GAME_TARGET)
if(SDL3_DLL)
add_custom_command(TARGET dist_package POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_if_different "${SDL3_DLL}" "${CMAKE_BINARY_DIR}/package/TetrisGame/"
COMMAND ${CMAKE_COMMAND} -E copy_if_different "${SDL3_DLL}" "${CMAKE_BINARY_DIR}/package/SpacetrisGame/"
COMMENT "Copying SDL3.dll"
)
endif()
if(SDL3_TTF_DLL)
add_custom_command(TARGET dist_package POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_if_different "${SDL3_TTF_DLL}" "${CMAKE_BINARY_DIR}/package/TetrisGame/"
COMMAND ${CMAKE_COMMAND} -E copy_if_different "${SDL3_TTF_DLL}" "${CMAKE_BINARY_DIR}/package/SpacetrisGame/"
COMMENT "Copying SDL3_ttf.dll"
)
endif()
endif()
endif()
# Installation rules for system-wide installation
if(APPLE)
install(TARGETS tetris
if(GAME_TARGET)
if(APPLE)
install(TARGETS ${GAME_TARGET}
BUNDLE DESTINATION .
COMPONENT Runtime
)
else()
install(TARGETS tetris
else()
install(TARGETS ${GAME_TARGET}
RUNTIME DESTINATION bin
COMPONENT Runtime
)
endif()
install(DIRECTORY assets/
DESTINATION share/${GAME_TARGET}/assets
COMPONENT Runtime
)
install(FILES FreeSans.ttf
DESTINATION share/${GAME_TARGET}
COMPONENT Runtime
)
endif()
install(DIRECTORY assets/
DESTINATION share/tetris/assets
COMPONENT Runtime
)
install(FILES FreeSans.ttf
DESTINATION share/tetris
COMPONENT Runtime
)
# CPack configuration for creating installers (commented out - requires LICENSE file)
# set(CPACK_PACKAGE_NAME "Tetris")
# set(CPACK_PACKAGE_VENDOR "TetrisGame")

174
cooperate_mode_plan.md Normal file
View File

@ -0,0 +1,174 @@
# Spacetris — COOPERATE Mode (Two-Player Co-Op)
## VS Code Copilot AI Agent Prompt
> Implement a new **COOPERATE** play mode for Spacetris.
> This is a **two-player cooperative mode** with a shared board and synchronized line clears.
---
## 1. Mode Overview
### Mode Name
- **COOPERATE**
### Core Concept
- Two players play **together**, not versus.
- One shared game board with **double width**.
- Each player is responsible for **their own half** of the board.
- A line clears **only when BOTH halves of the same row are full**.
---
## 2. Grid Layout
- Grid width: **20 columns**
- Grid height: **standard height** (same as Endless/Challenge)
- Column ownership:
- Player 1 → columns `09` (left half)
- Player 2 → columns `1019` (right half)
### Visual Requirements
- Draw a **vertical divider line** between columns 9 and 10.
- Divider should be subtle but always visible.
---
## 3. Line Clear Rule (Critical)
A row clears **only if**:
- Player 1 half of the row is completely filled
- AND Player 2 half of the row is completely filled
If only one side is filled:
- The row **does NOT clear**
- Provide visual feedback:
- Glow or pulse on the completed half
- Optional hint on the incomplete half
---
## 4. Player Mechanics
### Piece Streams
- Each player has their **own active piece**
- Each player has their **own NEXT queue**
- Both queues use the **same RNG seed** for fairness
### Controls
- Player 1 controls only the left half
- Player 2 controls only the right half
- Players cannot move or rotate pieces into the other players half
---
## 5. Gravity & Timing
- Gravity applies globally (same speed for both)
- Lock delay is handled **per player**
- One player locking does NOT block the other player
---
## 6. Failure Conditions
Recommended:
- Game over occurs only when **both players top out**
Alternative (optional):
- If either player tops out → shared loss
---
## 7. Scoring System
- Score is **shared**
- Line clears grant:
- Base score
- Cooperative bonus if both halves complete simultaneously
- Combo bonus for consecutive cooperative clears
No competitive scoring between players.
---
## 8. UI / HUD Requirements
- Two NEXT panels (one per player)
- Shared score display
- Shared level display
- Visual feedback for:
- Half-filled rows
- Successful cooperative clears
Optional:
- SYNC meter for advanced cooperative mechanics (future)
---
## 9. Data Model Suggestions
```cpp
enum class PlayerSide {
Left,
Right
};
struct PlayerState {
PlayerSide side;
ActivePiece piece;
bool isAlive;
};
struct Cell {
bool occupied;
PlayerSide owner;
};
````
---
## 10. Line Clear Algorithm (Guidance)
When checking for full rows:
1. For each row:
* Check columns `09` for full (Player 1)
* Check columns `1019` for full (Player 2)
2. Only if **both are full**, mark row for clearing
3. Clear row normally and apply gravity to both halves
4. Update shared score and combos
---
## 11. Constraints
* COOPERATE is a separate play mode
* Do NOT reuse versus or garbage mechanics
* Focus on clarity, fairness, and readability
* Keep implementation modular (easy to expand later)
---
## 12. Acceptance Criteria
* Two players can play simultaneously on one board
* Each player fills only their half
* Lines clear only when both halves are filled
* Visual feedback clearly shows cooperative dependency
* Mode integrates cleanly into the main menu
---
## 13. Optional Future Hooks (Do Not Implement Now)
* Assist blocks
* Shared power-ups
* Cross-half interactions
* Online co-op
---
## Short Summary for the Agent
Implement a two-player COOPERATE mode with a 20-column board split into two halves. Each player fills their half independently. A line clears only when both halves of the same row are full. Score, level, and progress are shared. Add clear visual feedback and a divider between player halves.

View File

@ -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.

View File

@ -1,7 +1,7 @@
#!/usr/bin/env pwsh
<#
.SYNOPSIS
Quick Production Package Creator for Tetris SDL3
Quick Production Package Creator for Spacetris SDL3
.DESCRIPTION
This script creates a production package using the existing build-msvc directory.
@ -12,8 +12,8 @@ param(
[string]$OutputDir = "dist"
)
$ProjectName = "tetris"
$PackageDir = Join-Path $OutputDir "TetrisGame"
$ProjectName = "spacetris"
$PackageDir = Join-Path $OutputDir "SpacetrisGame"
$Version = Get-Date -Format "yyyy.MM.dd"
function Write-ColorOutput($ForegroundColor) {
@ -29,13 +29,13 @@ function Write-Warning { Write-ColorOutput Yellow $args }
function Write-Error { Write-ColorOutput Red $args }
Write-Info "======================================"
Write-Info " Tetris Quick Package Creator"
Write-Info " Spacetris Quick Package Creator"
Write-Info "======================================"
# Check if build exists
$ExecutablePath = "build-msvc\Debug\tetris.exe"
$ExecutablePath = "build-msvc\Debug\spacetris.exe"
if (!(Test-Path $ExecutablePath)) {
$ExecutablePath = "build-msvc\Release\tetris.exe"
$ExecutablePath = "build-msvc\Release\spacetris.exe"
if (!(Test-Path $ExecutablePath)) {
Write-Error "No executable found in build-msvc directory. Please build the project first."
exit 1
@ -52,7 +52,7 @@ New-Item -ItemType Directory -Path $PackageDir -Force | Out-Null
# Copy executable
Copy-Item $ExecutablePath $PackageDir
Write-Success "Copied tetris.exe"
Write-Success "Copied spacetris.exe"
# Copy assets
if (Test-Path "assets") {
@ -82,7 +82,7 @@ if (Test-Path $VcpkgBin) {
$LaunchContent = @"
@echo off
cd /d "%~dp0"
tetris.exe
spacetris.exe
if %errorlevel% neq 0 (
echo.
echo Game crashed or failed to start!
@ -91,22 +91,22 @@ if %errorlevel% neq 0 (
pause
)
"@
$LaunchContent | Out-File -FilePath (Join-Path $PackageDir "Launch-Tetris.bat") -Encoding ASCII
Write-Success "Created Launch-Tetris.bat"
$LaunchContent | Out-File -FilePath (Join-Path $PackageDir "Launch-Spacetris.bat") -Encoding ASCII
Write-Success "Created Launch-Spacetris.bat"
# Create README
$ReadmeContent = @"
Tetris SDL3 Game
================
Spacetris SDL3 Game
===================
## Quick Start
1. Run Launch-Tetris.bat or tetris.exe
1. Run Launch-Spacetris.bat or spacetris.exe
2. Use arrow keys to move, Z/X to rotate, Space to drop
3. Press F11 for fullscreen, Esc for menu
## Files
- tetris.exe: Main game
- Launch-Tetris.bat: Safe launcher with error handling
- spacetris.exe: Main game
- Launch-Spacetris.bat: Safe launcher with error handling
- assets/: Game resources (music, images, fonts)
- *.dll: Required libraries
@ -129,7 +129,7 @@ $PackageSize = (Get-ChildItem $PackageDir -Recurse | Measure-Object -Property Le
$PackageSizeMB = [math]::Round($PackageSize / 1MB, 2)
# Create ZIP
$ZipPath = Join-Path $OutputDir "TetrisGame-$Version.zip"
$ZipPath = Join-Path $OutputDir "SpacetrisGame-$Version.zip"
try {
Compress-Archive -Path $PackageDir -DestinationPath $ZipPath -Force
Write-Success "Created ZIP: $ZipPath"

0
scripts/check_braces.ps1 Normal file
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View File

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@ -1,13 +1,13 @@
#!/usr/bin/env bash
set -euo pipefail
# Create a distributable DMG for the macOS Tetris app
# Create a distributable DMG for the macOS Spacetris app
# Usage: ./scripts/create-dmg.sh <app-bundle-path> <output-dmg>
# Example: ./scripts/create-dmg.sh dist/TetrisGame-mac/tetris.app dist/TetrisGame.dmg
# Example: ./scripts/create-dmg.sh dist/SpacetrisGame-mac/spacetris.app dist/SpacetrisGame.dmg
if [[ $# -lt 2 ]]; then
echo "Usage: $0 <app-bundle-path> <output-dmg>"
echo "Example: $0 dist/TetrisGame-mac/tetris.app dist/TetrisGame.dmg"
echo "Example: $0 dist/SpacetrisGame-mac/spacetris.app dist/SpacetrisGame.dmg"
exit 1
fi

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

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

File diff suppressed because it is too large Load Diff

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@ -46,7 +46,6 @@ bool SoundEffect::load(const std::string& filePath) {
}
loaded = true;
//std::printf("[SoundEffect] Loaded: %s (%d channels, %d Hz, %zu samples)\n", filePath.c_str(), channels, sampleRate, pcmData.size());
return true;
}
@ -56,8 +55,6 @@ void SoundEffect::play(float volume) {
return;
}
//std::printf("[SoundEffect] Playing sound with %zu samples at volume %.2f\n", pcmData.size(), volume);
// Calculate final volume
float finalVolume = defaultVolume * volume;
finalVolume = (std::max)(0.0f, (std::min)(1.0f, finalVolume));

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@ -21,7 +21,11 @@ std::string Settings::getSettingsPath() {
bool Settings::load() {
std::ifstream file(getSettingsPath());
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;
}

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@ -48,7 +48,8 @@ private:
Settings& operator=(const Settings&) = delete;
// 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_soundEnabled = true;
bool m_debugEnabled = false;

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@ -25,20 +25,31 @@
#include "../../graphics/effects/Starfield.h"
#include "../../graphics/renderers/GameRenderer.h"
#include "../../gameplay/core/Game.h"
#include "../../gameplay/coop/CoopGame.h"
#include "../../gameplay/effects/LineEffect.h"
#include <SDL3/SDL.h>
#include <SDL3_image/SDL_image.h>
#include <SDL3_ttf/SDL_ttf.h>
#include "../../utils/ImagePathResolver.h"
#include <iostream>
#include "../../video/VideoPlayer.h"
#include <cmath>
#include <fstream>
#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;
static void traceFile(const char* msg) {
std::ofstream f("tetris_trace.log", std::ios::app);
std::ofstream f("spacetris_trace.log", std::ios::app);
if (f) f << msg << "\n";
}
@ -54,7 +65,15 @@ void ApplicationManager::renderLoading(ApplicationManager* app, RenderManager& r
if (winW_actual > 0 && winH_actual > 0) app->m_starfield3D->resize(winW_actual, winH_actual);
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};
float logicalScale = 1.0f;
if (app->m_renderManager) {
@ -561,6 +580,7 @@ bool ApplicationManager::initializeGame() {
m_lineEffect->init(m_renderManager->getSDLRenderer());
}
m_game = std::make_unique<Game>(m_startLevelSelection);
m_coopGame = std::make_unique<CoopGame>(m_startLevelSelection);
// Wire up sound callbacks as main.cpp did
if (m_game) {
// Apply global gravity speed multiplier from config
@ -580,6 +600,18 @@ 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
// pointers and flags. State objects in this refactor expect these to be
// available via StateManager event/update/render hooks, so we'll store them
@ -621,6 +653,7 @@ bool ApplicationManager::initializeGame() {
{
m_stateContext.stateManager = m_stateManager.get();
m_stateContext.game = m_game.get();
m_stateContext.coopGame = m_coopGame.get();
m_stateContext.scores = m_scoreManager.get();
m_stateContext.starfield = m_starfield.get();
m_stateContext.starfield3D = m_starfield3D.get();
@ -643,6 +676,7 @@ bool ApplicationManager::initializeGame() {
} else { m_stateContext.logoSmallW = 0; m_stateContext.logoSmallH = 0; }
m_stateContext.backgroundTex = m_assetManager->getTexture("background");
m_stateContext.blocksTex = m_assetManager->getTexture("blocks");
m_stateContext.asteroidsTex = m_assetManager->getTexture("asteroids");
m_stateContext.musicEnabled = &m_musicEnabled;
m_stateContext.musicStarted = &m_musicStarted;
m_stateContext.musicLoaded = &m_musicLoaded;
@ -764,17 +798,44 @@ void ApplicationManager::setupStateHandlers() {
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()) {
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
m_stateContext.backgroundTex = m_assetManager->getTexture("background");
m_stateContext.blocksTex = m_assetManager->getTexture("blocks");
bool ok = m_stateManager->setState(AppState::Menu);
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "setState(AppState::Menu) returned %d", ok ? 1 : 0);
traceFile("- to Menu returned");
// If an intro video exists and hasn't been started, attempt to play it in-process
std::filesystem::path introPath = m_introPath;
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);
}
}
});
@ -916,8 +977,8 @@ void ApplicationManager::setupStateHandlers() {
m_showExitConfirmPopup = true;
return;
}
// S: toggle SFX enable state (music handled globally)
if (event.key.scancode == SDL_SCANCODE_S) {
// K: toggle SFX enable state (music handled globally)
if (event.key.scancode == SDL_SCANCODE_K) {
SoundEffectManager::instance().setEnabled(!SoundEffectManager::instance().isEnabled());
}
}
@ -1162,10 +1223,12 @@ void ApplicationManager::setupStateHandlers() {
m_stateContext.pixelFont,
m_stateContext.lineEffect,
m_stateContext.blocksTex,
m_stateContext.asteroidsTex,
m_stateContext.statisticsPanelTex,
m_stateContext.scorePanelTex,
m_stateContext.nextPanelTex,
m_stateContext.holdPanelTex,
false,
LOGICAL_W,
LOGICAL_H,
logicalScale,
@ -1214,13 +1277,25 @@ void ApplicationManager::setupStateHandlers() {
// "GAME OVER" title
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];
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",
m_stateContext.game->score(),
m_stateContext.game->lines(),
m_stateContext.game->level());
font.draw(renderer.getSDLRenderer(), LOGICAL_W * 0.5f - 180, 220, buf, 1.2f, {220, 220, 230, 255});
m_stateContext.game ? m_stateContext.game->score() : 0,
m_stateContext.game ? m_stateContext.game->lines() : 0,
m_stateContext.game ? m_stateContext.game->level() : 0);
}
font.draw(renderer.getSDLRenderer(), LOGICAL_W * 0.5f - 220, 220, buf, 1.2f, {220, 220, 230, 255});
// Instructions
font.draw(renderer.getSDLRenderer(), LOGICAL_W * 0.5f - 120, 270, "PRESS ENTER / SPACE", 1.2f, {200, 200, 220, 255});
@ -1235,8 +1310,90 @@ void ApplicationManager::setupStateHandlers() {
[this](double frameMs) {
if (!m_stateContext.game) return;
const bool coopActive = m_stateContext.game->getMode() == GameMode::Cooperate && m_stateContext.coopGame;
// Get current keyboard state
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 right = ks[SDL_SCANCODE_RIGHT] || ks[SDL_SCANCODE_D];
bool down = ks[SDL_SCANCODE_DOWN] || ks[SDL_SCANCODE_S];
@ -1294,15 +1451,19 @@ void ApplicationManager::setupStateHandlers() {
if (m_stateContext.game->isGameOver()) {
// Submit score before transitioning
if (m_stateContext.scores) {
std::string gt = (m_stateContext.game->getMode() == GameMode::Challenge) ? "challenge" : "classic";
m_stateContext.scores->submit(
m_stateContext.game->score(),
m_stateContext.game->lines(),
m_stateContext.game->level(),
m_stateContext.game->elapsed()
m_stateContext.game->elapsed(),
std::string("PLAYER"),
gt
);
}
m_stateManager->setState(AppState::GameOver);
}
}
});
// Debug overlay: show current window and logical sizes on the right side of the screen
auto debugOverlay = [this](RenderManager& renderer) {

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@ -17,6 +17,7 @@ class Starfield;
class Starfield3D;
class FontAtlas;
class LineEffect;
class CoopGame;
// Forward declare state classes (top-level, defined under src/states)
class LoadingState;
@ -109,6 +110,7 @@ private:
std::unique_ptr<ScoreManager> m_scoreManager;
// Gameplay pieces
std::unique_ptr<Game> m_game;
std::unique_ptr<CoopGame> m_coopGame;
std::unique_ptr<LineEffect> m_lineEffect;
// 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 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)
StateContext m_stateContext;
@ -143,6 +153,11 @@ private:
float m_logoAnimCounter = 0.0f;
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
SDL_Texture* m_levelBackgroundTex = nullptr;
SDL_Texture* m_nextLevelBackgroundTex = nullptr; // used during fade transitions

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@ -18,7 +18,7 @@ void InputManager::processEvents() {
while (SDL_PollEvent(&event)) {
// Trace every polled event type for debugging abrupt termination
{
FILE* f = fopen("tetris_trace.log", "a"); if (f) { fprintf(f, "InputManager: polled event type=%d\n", (int)event.type); fclose(f); }
FILE* f = fopen("spacetris_trace.log", "a"); if (f) { fprintf(f, "InputManager: polled event type=%d\n", (int)event.type); fclose(f); }
}
switch (event.type) {
case SDL_EVENT_QUIT:
@ -349,7 +349,7 @@ void InputManager::reset() {
}
void InputManager::handleQuitEvent() {
FILE* f = fopen("tetris_trace.log", "a");
FILE* f = fopen("spacetris_trace.log", "a");
if (f) {
fprintf(f, "InputManager::handleQuitEvent invoked\n");
fclose(f);

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@ -86,7 +86,7 @@ bool StateManager::setState(AppState newState) {
getStateName(m_currentState), getStateName(newState));
// Persistent trace for debugging abrupt exits
{
FILE* f = fopen("tetris_trace.log", "a"); if (f) { fprintf(f, "setState start %s -> %s\n", getStateName(m_currentState), getStateName(newState)); fclose(f); }
FILE* f = fopen("spacetris_trace.log", "a"); if (f) { fprintf(f, "setState start %s -> %s\n", getStateName(m_currentState), getStateName(newState)); fclose(f); }
}
// Execute exit hooks for current state
@ -101,7 +101,7 @@ bool StateManager::setState(AppState newState) {
// Trace completion
{
FILE* f = fopen("tetris_trace.log", "a"); if (f) { fprintf(f, "setState end %s\n", getStateName(m_currentState)); fclose(f); }
FILE* f = fopen("spacetris_trace.log", "a"); if (f) { fprintf(f, "setState end %s\n", getStateName(m_currentState)); fclose(f); }
}
return true;
@ -156,9 +156,19 @@ void StateManager::render(RenderManager& renderer) {
}
bool StateManager::isValidState(AppState state) const {
// All enum values are currently valid
return static_cast<int>(state) >= static_cast<int>(AppState::Loading) &&
static_cast<int>(state) <= static_cast<int>(AppState::GameOver);
switch (state) {
case AppState::Loading:
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 {
@ -169,6 +179,7 @@ bool StateManager::canTransitionTo(AppState newState) const {
const char* StateManager::getStateName(AppState state) const {
switch (state) {
case AppState::Loading: return "Loading";
case AppState::Video: return "Video";
case AppState::Menu: return "Menu";
case AppState::Options: return "Options";
case AppState::LevelSelector: return "LevelSelector";
@ -190,7 +201,7 @@ void StateManager::executeEnterHooks(AppState state) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Executing enter hook %d for state %s", idx, getStateName(state));
// Also write to trace file for persistent record
{
FILE* f = fopen("tetris_trace.log", "a"); if (f) { fprintf(f, "executeEnterHook %d %s\n", idx, getStateName(state)); fclose(f); }
FILE* f = fopen("spacetris_trace.log", "a"); if (f) { fprintf(f, "executeEnterHook %d %s\n", idx, getStateName(state)); fclose(f); }
}
try {
hook();
@ -212,7 +223,7 @@ void StateManager::executeExitHooks(AppState state) {
for (auto& hook : it->second) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Executing exit hook %d for state %s", idx, getStateName(state));
{
FILE* f = fopen("tetris_trace.log", "a"); if (f) { fprintf(f, "executeExitHook %d %s\n", idx, getStateName(state)); fclose(f); }
FILE* f = fopen("spacetris_trace.log", "a"); if (f) { fprintf(f, "executeExitHook %d %s\n", idx, getStateName(state)); fclose(f); }
}
try {
hook();

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

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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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#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;
}
}

View File

@ -0,0 +1,167 @@
#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; }
};

View File

@ -51,7 +51,11 @@ namespace {
}
void Game::reset(int startLevel_) {
// Standard reset is primarily for endless; Challenge reuses the same pipeline and then
// immediately sets up its own level state.
std::fill(board.begin(), board.end(), 0);
clearAsteroidGrid();
recentAsteroidExplosions.clear();
std::fill(blockCounts.begin(), blockCounts.end(), 0);
bag.clear();
_score = 0; _lines = 0; _level = startLevel_; startLevel = startLevel_;
@ -59,6 +63,10 @@ void Game::reset(int startLevel_) {
_currentCombo = 0;
_maxCombo = 0;
_comboCount = 0;
challengeComplete = false;
challengeLevelActive = false;
challengeAdvanceQueued = false;
challengeQueuedLevel = 0;
// Initialize gravity using NES timing table (ms per cell by level)
gravityMs = gravityMsForLevel(_level, gravityGlobalMultiplier);
fallAcc = 0; gameOver=false; paused=false;
@ -72,6 +80,229 @@ void Game::reset(int startLevel_) {
refillBag();
pieceSequence = 0;
spawn();
if (mode == GameMode::Challenge) {
int lvl = startLevel_ <= 0 ? 1 : startLevel_;
startChallengeRun(lvl);
}
}
void Game::clearAsteroidGrid() {
for (auto &cell : asteroidGrid) {
cell.reset();
}
asteroidsRemainingCount = 0;
asteroidsTotalThisLevel = 0;
}
void Game::startChallengeRun(int startingLevel) {
mode = GameMode::Challenge;
int lvl = std::clamp(startingLevel, 1, ASTEROID_MAX_LEVEL);
// Reset all stats and timers like a fresh run
_score = 0; _lines = 0; _level = lvl; startLevel = lvl;
_tetrisesMade = 0;
_currentCombo = 0;
_maxCombo = 0;
_comboCount = 0;
_startTime = SDL_GetPerformanceCounter();
_pausedTime = 0;
_lastPauseStart = 0;
// Reseed challenge RNG so levels are deterministic per run but distinct per session
if (challengeSeedBase == 0) {
challengeSeedBase = static_cast<uint32_t>(SDL_GetTicks());
}
challengeRng.seed(challengeSeedBase + static_cast<uint32_t>(lvl));
challengeAdvanceQueued = false;
challengeQueuedLevel = 0;
setupChallengeLevel(lvl, false);
}
void Game::beginNextChallengeLevel() {
if (mode != GameMode::Challenge || challengeComplete) {
return;
}
challengeAdvanceQueued = false;
challengeQueuedLevel = 0;
int next = challengeLevelIndex + 1;
if (next > ASTEROID_MAX_LEVEL) {
challengeComplete = true;
challengeLevelActive = false;
return;
}
setupChallengeLevel(next, true);
}
void Game::setupChallengeLevel(int level, bool preserveStats) {
challengeLevelIndex = std::clamp(level, 1, ASTEROID_MAX_LEVEL);
_level = challengeLevelIndex;
startLevel = challengeLevelIndex;
challengeComplete = false;
challengeLevelActive = true;
challengeAdvanceQueued = false;
challengeQueuedLevel = 0;
// Refresh deterministic RNG for this level
challengeRng.seed(challengeSeedBase + static_cast<uint32_t>(challengeLevelIndex));
// Optionally reset cumulative stats (new run) or keep them (between levels)
if (!preserveStats) {
std::fill(blockCounts.begin(), blockCounts.end(), 0);
_score = 0;
_lines = 0;
_tetrisesMade = 0;
_currentCombo = 0;
_comboCount = 0;
_maxCombo = 0;
_startTime = SDL_GetPerformanceCounter();
_pausedTime = 0;
_lastPauseStart = 0;
} else {
_currentCombo = 0;
}
// Clear playfield and piece state
std::fill(board.begin(), board.end(), 0);
clearAsteroidGrid();
completedLines.clear();
hardDropCells.clear();
hardDropFxId = 0;
recentAsteroidExplosions.clear();
fallAcc = 0.0;
gameOver = false;
paused = false;
softDropping = false;
hold = Piece{};
hold.type = PIECE_COUNT;
canHold = true;
bag.clear();
refillBag();
pieceSequence = 0;
spawn();
// Challenge gravity scales upward per level (faster = smaller ms per cell)
double baseMs = gravityMsForLevel(0, gravityGlobalMultiplier);
double speedFactor = 1.0 + static_cast<double>(challengeLevelIndex) * 0.02;
gravityMs = (speedFactor > 0.0) ? (baseMs / speedFactor) : baseMs;
// Place asteroids for this level
placeAsteroidsForLevel(challengeLevelIndex);
if (levelUpCallback) {
levelUpCallback(_level);
}
}
AsteroidType Game::chooseAsteroidTypeForLevel(int level) {
// Simple weight distribution by level bands
int normalWeight = 100;
int armoredWeight = 0;
int fallingWeight = 0;
int coreWeight = 0;
if (level >= 10) {
armoredWeight = 20;
normalWeight = 80;
}
if (level >= 20) {
fallingWeight = 20;
normalWeight = 60;
}
if (level >= 40) {
fallingWeight = 30;
armoredWeight = 25;
normalWeight = 45;
}
if (level >= 60) {
coreWeight = 20;
fallingWeight = 30;
armoredWeight = 25;
normalWeight = 25;
}
int total = normalWeight + armoredWeight + fallingWeight + coreWeight;
if (total <= 0) return AsteroidType::Normal;
std::uniform_int_distribution<int> dist(0, total - 1);
int pick = dist(challengeRng);
if (pick < normalWeight) return AsteroidType::Normal;
pick -= normalWeight;
if (pick < armoredWeight) return AsteroidType::Armored;
pick -= armoredWeight;
if (pick < fallingWeight) return AsteroidType::Falling;
return AsteroidType::Core;
}
AsteroidCell Game::makeAsteroidForType(AsteroidType t) const {
AsteroidCell cell{};
cell.type = t;
switch (t) {
case AsteroidType::Normal:
cell.hitsRemaining = 1;
cell.gravityEnabled = false;
break;
case AsteroidType::Armored:
cell.hitsRemaining = 2;
cell.gravityEnabled = false;
break;
case AsteroidType::Falling:
cell.hitsRemaining = 2;
cell.gravityEnabled = false;
break;
case AsteroidType::Core:
cell.hitsRemaining = 3;
cell.gravityEnabled = false;
break;
}
cell.visualState = 0;
return cell;
}
void Game::placeAsteroidsForLevel(int level) {
int desired = std::clamp(level, 1, ASTEROID_MAX_LEVEL);
// Placement window grows upward with level but caps at half board
int height = std::clamp(2 + level / 3, 2, ROWS / 2);
int minRow = ROWS - 1 - height;
int maxRow = ROWS - 1;
minRow = std::max(0, minRow);
std::uniform_int_distribution<int> xDist(0, COLS - 1);
std::uniform_int_distribution<int> yDist(minRow, maxRow);
int attempts = 0;
const int maxAttempts = desired * 16;
while (asteroidsRemainingCount < desired && attempts < maxAttempts) {
int x = xDist(challengeRng);
int y = yDist(challengeRng);
int idx = y * COLS + x;
attempts++;
if (board[idx] != 0 || asteroidGrid[idx].has_value()) {
continue;
}
AsteroidType type = chooseAsteroidTypeForLevel(level);
AsteroidCell cell = makeAsteroidForType(type);
board[idx] = asteroidBoardValue(type);
asteroidGrid[idx] = cell;
++asteroidsRemainingCount;
++asteroidsTotalThisLevel;
}
if (asteroidsRemainingCount < desired) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "[CHALLENGE] Placed %d/%d asteroids for level %d", asteroidsRemainingCount, desired, level);
}
}
// Helper implementations for asteroid board encoding
bool Game::isAsteroidValue(int boardValue) {
return boardValue >= ASTEROID_BASE;
}
AsteroidType Game::asteroidTypeFromValue(int boardValue) {
int idx = boardValue - ASTEROID_BASE;
if (idx < 0) return AsteroidType::Normal;
if (idx > static_cast<int>(AsteroidType::Core)) idx = static_cast<int>(AsteroidType::Core);
return static_cast<AsteroidType>(idx);
}
int Game::asteroidBoardValue(AsteroidType t) {
return ASTEROID_BASE + static_cast<int>(t);
}
double Game::elapsed() const {
@ -113,6 +344,16 @@ void Game::setPaused(bool p) {
paused = p;
}
int Game::consumeQueuedChallengeLevel() {
if (!challengeAdvanceQueued) {
return 0;
}
int next = challengeQueuedLevel;
challengeAdvanceQueued = false;
challengeQueuedLevel = 0;
return next;
}
void Game::setSoftDropping(bool on) {
if (softDropping == on) {
return;
@ -235,6 +476,7 @@ void Game::lockPiece() {
_tetrisesMade += 1;
}
if (mode != GameMode::Challenge) {
// JS level progression (NES-like) using starting level rules
// Both startLevel and _level are 0-based now.
int targetLevel = startLevel;
@ -253,6 +495,10 @@ void Game::lockPiece() {
gravityMs = gravityMsForLevel(_level, gravityGlobalMultiplier);
if (levelUpCallback) levelUpCallback(_level);
}
} else {
// Challenge keeps level tied to the current challenge stage; gravity already set there
_level = challengeLevelIndex;
}
// Trigger sound effect callback for line clears
if (soundCallback) {
@ -283,6 +529,28 @@ int Game::checkLines() {
}
}
// Pre-play asteroid destroy SFX immediately when a clearing line contains asteroids (reduces latency)
if (!completedLines.empty() && mode == GameMode::Challenge) {
std::optional<AsteroidType> foundType;
for (int y : completedLines) {
for (int x = 0; x < COLS; ++x) {
int idx = y * COLS + x;
if (isAsteroidValue(board[idx])) {
foundType = asteroidTypeFromValue(board[idx]);
} else if (idx >= 0 && idx < static_cast<int>(asteroidGrid.size()) && asteroidGrid[idx].has_value()) {
foundType = asteroidGrid[idx]->type;
}
}
}
if (foundType.has_value()) {
pendingAsteroidDestroyType = foundType;
if (!asteroidDestroySoundPreplayed && asteroidDestroyedCallback) {
asteroidDestroySoundPreplayed = true;
asteroidDestroyedCallback(*foundType);
}
}
}
return static_cast<int>(completedLines.size());
}
@ -295,30 +563,151 @@ void Game::clearCompletedLines() {
void Game::actualClearLines() {
if (completedLines.empty()) return;
recentAsteroidExplosions.clear();
int write = ROWS - 1;
std::array<int, COLS*ROWS> newBoard{};
std::array<std::optional<AsteroidCell>, COLS*ROWS> newAst{};
for (auto &cell : newAst) cell.reset();
std::fill(newBoard.begin(), newBoard.end(), 0);
handleAsteroidsOnClearedRows(completedLines, newBoard, newAst);
board = newBoard;
asteroidGrid = newAst;
// Apply asteroid-specific gravity after the board collapses
applyAsteroidGravity();
// Reset preplay latch so future destroys can fire again
pendingAsteroidDestroyType.reset();
asteroidDestroySoundPreplayed = false;
if (mode == GameMode::Challenge) {
if (asteroidsRemainingCount <= 0) {
int nextLevel = challengeLevelIndex + 1;
if (nextLevel > ASTEROID_MAX_LEVEL) {
challengeComplete = true;
challengeLevelActive = false;
challengeAdvanceQueued = false;
challengeQueuedLevel = 0;
} else {
challengeAdvanceQueued = true;
challengeQueuedLevel = nextLevel;
challengeLevelActive = false;
setPaused(true);
}
}
}
}
void Game::handleAsteroidsOnClearedRows(const std::vector<int>& clearedRows,
std::array<int, COLS*ROWS>& outBoard,
std::array<std::optional<AsteroidCell>, COLS*ROWS>& outAsteroids) {
std::vector<bool> clearedFlags(ROWS, false);
for (int r : clearedRows) {
if (r >= 0 && r < ROWS) {
clearedFlags[r] = true;
}
}
// Track asteroid count updates during processing
int destroyedThisPass = 0;
std::optional<AsteroidType> lastDestroyedType;
// Precompute how many cleared rows are at or below each row to reposition survivors
std::array<int, ROWS> clearedBelow{};
int running = 0;
for (int y = ROWS - 1; y >= 0; --y) {
// Check if this row should be cleared
bool shouldClear = std::find(completedLines.begin(), completedLines.end(), y) != completedLines.end();
if (!shouldClear) {
// Keep this row, move it down if necessary
if (write != y) {
for (int x = 0; x < COLS; ++x) {
board[write*COLS + x] = board[y*COLS + x];
clearedBelow[y] = running;
if (clearedFlags[y]) {
++running;
}
}
--write;
}
// If shouldClear is true, we skip this row (effectively removing it)
}
// Clear the top rows that are now empty
for (int y = write; y >= 0; --y) {
for (int y = ROWS - 1; y >= 0; --y) {
for (int x = 0; x < COLS; ++x) {
board[y*COLS + x] = 0;
int srcIdx = y * COLS + x;
bool rowCleared = clearedFlags[y];
bool isAsteroid = asteroidGrid[srcIdx].has_value();
if (rowCleared) {
if (!isAsteroid) {
continue; // normal blocks in cleared rows vanish
}
AsteroidCell cell = *asteroidGrid[srcIdx];
if (cell.hitsRemaining > 0) {
--cell.hitsRemaining;
}
if (cell.hitsRemaining == 0) {
destroyedThisPass++;
lastDestroyedType = cell.type;
continue;
}
// Update visual/gravity state for surviving asteroids
cell.visualState = static_cast<uint8_t>(std::min<int>(3, cell.visualState + 1));
if (cell.type == AsteroidType::Falling || cell.type == AsteroidType::Core) {
cell.gravityEnabled = true;
}
int destY = y + clearedBelow[y]; // shift down by cleared rows below
if (destY >= ROWS) {
continue; // off the board after collapse
}
int destIdx = destY * COLS + x;
outBoard[destIdx] = asteroidBoardValue(cell.type);
outAsteroids[destIdx] = cell;
} else {
int destY = y + clearedBelow[y];
if (destY >= ROWS) {
continue;
}
int destIdx = destY * COLS + x;
outBoard[destIdx] = board[srcIdx];
if (isAsteroid) {
outAsteroids[destIdx] = asteroidGrid[srcIdx];
}
}
}
}
if (destroyedThisPass > 0) {
asteroidsRemainingCount = std::max(0, asteroidsRemainingCount - destroyedThisPass);
if (!asteroidDestroySoundPreplayed && asteroidDestroyedCallback && lastDestroyedType.has_value()) {
asteroidDestroyedCallback(*lastDestroyedType);
}
}
}
void Game::applyAsteroidGravity() {
if (asteroidsRemainingCount <= 0) {
return;
}
bool moved = false;
do {
moved = false;
for (int y = ROWS - 2; y >= 0; --y) {
for (int x = 0; x < COLS; ++x) {
int idx = y * COLS + x;
if (!asteroidGrid[idx].has_value()) {
continue;
}
if (!asteroidGrid[idx]->gravityEnabled) {
continue;
}
int belowIdx = (y + 1) * COLS + x;
if (board[belowIdx] == 0) {
// Move asteroid down one cell
board[belowIdx] = board[idx];
asteroidGrid[belowIdx] = asteroidGrid[idx];
board[idx] = 0;
asteroidGrid[idx].reset();
moved = true;
}
}
}
} while (moved);
}
bool Game::tryMoveDown() {

View File

@ -7,12 +7,26 @@
#include <cstdint>
#include <functional>
#include <memory>
#include <optional>
#include <SDL3/SDL.h>
#include "../../core/GravityManager.h"
enum PieceType { I, O, T, S, Z, J, L, PIECE_COUNT };
using Shape = std::array<uint16_t, 4>; // four rotation bitmasks
// Game runtime mode
enum class GameMode { Endless, Cooperate, Challenge };
// Special obstacle blocks used by Challenge mode
enum class AsteroidType : uint8_t { Normal = 0, Armored = 1, Falling = 2, Core = 3 };
struct AsteroidCell {
AsteroidType type{AsteroidType::Normal};
uint8_t hitsRemaining{1};
bool gravityEnabled{false};
uint8_t visualState{0};
};
class Game {
public:
static constexpr int COLS = 10;
@ -21,8 +35,10 @@ public:
struct Piece { PieceType type{PIECE_COUNT}; int rot{0}; int x{3}; int y{-2}; };
explicit Game(int startLevel = 0) { reset(startLevel); }
explicit Game(int startLevel = 0, GameMode mode = GameMode::Endless) : mode(mode) { reset(startLevel); }
void reset(int startLevel = 0);
void startChallengeRun(int startingLevel = 1); // resets stats and starts challenge level 1 (or provided)
void beginNextChallengeLevel(); // advances to the next challenge level preserving score/time
// Simulation -----------------------------------------------------------
void tickGravity(double frameMs); // advance gravity accumulator & drop
@ -42,13 +58,26 @@ public:
bool isGameOver() const { return gameOver; }
bool isPaused() const { return paused; }
void setPaused(bool p);
GameMode getMode() const { return mode; }
void setMode(GameMode m) { mode = m; }
int score() const { return _score; }
int lines() const { return _lines; }
int level() const { return _level; }
int challengeLevel() const { return challengeLevelIndex; }
int asteroidsRemaining() const { return asteroidsRemainingCount; }
int asteroidsTotal() const { return asteroidsTotalThisLevel; }
bool isChallengeComplete() const { return challengeComplete; }
bool isChallengeLevelActive() const { return challengeLevelActive; }
bool isChallengeAdvanceQueued() const { return challengeAdvanceQueued; }
int queuedChallengeLevel() const { return challengeQueuedLevel; }
int consumeQueuedChallengeLevel(); // returns next level if queued, else 0
int startLevelBase() const { return startLevel; }
double elapsed() const; // Now calculated from start time
void updateElapsedTime(); // Update elapsed time from system clock
bool isSoftDropping() const { return softDropping; }
const std::array<std::optional<AsteroidCell>, COLS*ROWS>& asteroidCells() const { return asteroidGrid; }
const std::vector<SDL_Point>& getRecentAsteroidExplosions() const { return recentAsteroidExplosions; }
void clearRecentAsteroidExplosions() { recentAsteroidExplosions.clear(); }
// Block statistics
const std::array<int, PIECE_COUNT>& getBlockCounts() const { return blockCounts; }
@ -61,8 +90,10 @@ public:
// Sound effect callbacks
using SoundCallback = std::function<void(int)>; // Callback for line clear sounds (number of lines)
using LevelUpCallback = std::function<void(int)>; // Callback for level up sounds
using AsteroidDestroyedCallback = std::function<void(AsteroidType)>; // Callback when an asteroid is fully destroyed
void setSoundCallback(SoundCallback callback) { soundCallback = callback; }
void setLevelUpCallback(LevelUpCallback callback) { levelUpCallback = callback; }
void setAsteroidDestroyedCallback(AsteroidDestroyedCallback callback) { asteroidDestroyedCallback = callback; }
// Shape helper --------------------------------------------------------
static bool cellFilled(const Piece& p, int cx, int cy);
@ -87,6 +118,9 @@ public:
int comboCount() const { return _comboCount; }
private:
static constexpr int ASTEROID_BASE = 100; // sentinel offset for board encoding
static constexpr int ASTEROID_MAX_LEVEL = 100;
std::array<int, COLS*ROWS> board{}; // 0 empty else color index
Piece cur{}, hold{}, nextPiece{}; // current, held & next piece
bool canHold{true};
@ -117,6 +151,7 @@ private:
// Sound effect callbacks
SoundCallback soundCallback;
LevelUpCallback levelUpCallback;
AsteroidDestroyedCallback asteroidDestroyedCallback;
// Gravity tuning -----------------------------------------------------
// Global multiplier applied to all level timings (use to slow/speed whole-game gravity)
double gravityGlobalMultiplier{1.0};
@ -132,6 +167,34 @@ private:
uint32_t hardDropFxId{0};
uint64_t pieceSequence{0};
// Challenge mode state -------------------------------------------------
GameMode mode{GameMode::Endless};
int challengeLevelIndex{1};
int asteroidsRemainingCount{0};
int asteroidsTotalThisLevel{0};
bool challengeComplete{false};
std::array<std::optional<AsteroidCell>, COLS*ROWS> asteroidGrid{};
uint32_t challengeSeedBase{0};
std::mt19937 challengeRng{ std::random_device{}() };
bool challengeLevelActive{false};
bool challengeAdvanceQueued{false};
int challengeQueuedLevel{0};
// Asteroid SFX latency mitigation
std::optional<AsteroidType> pendingAsteroidDestroyType;
bool asteroidDestroySoundPreplayed{false};
// Recent asteroid explosion positions (grid coords) for renderer FX
std::vector<SDL_Point> recentAsteroidExplosions;
// Expose the internal challenge seed base for deterministic FX/RNG coordination
public:
uint32_t getChallengeSeedBase() const { return challengeSeedBase; }
// Helpers for board encoding of asteroids
static bool isAsteroidValue(int boardValue);
static AsteroidType asteroidTypeFromValue(int boardValue);
static int asteroidBoardValue(AsteroidType t);
// Internal helpers ----------------------------------------------------
void refillBag();
void spawn();
@ -140,5 +203,14 @@ private:
int checkLines(); // Find completed lines and store them
void actualClearLines(); // Actually remove lines from board
bool tryMoveDown(); // one-row fall; returns true if moved
void clearAsteroidGrid();
void setupChallengeLevel(int level, bool preserveStats);
void placeAsteroidsForLevel(int level);
AsteroidType chooseAsteroidTypeForLevel(int level);
AsteroidCell makeAsteroidForType(AsteroidType t) const;
void handleAsteroidsOnClearedRows(const std::vector<int>& clearedRows,
std::array<int, COLS*ROWS>& outBoard,
std::array<std::optional<AsteroidCell>, COLS*ROWS>& outAsteroids);
void applyAsteroidGravity();
// Gravity tuning helpers (public API declared above)
};

View File

@ -188,10 +188,13 @@ 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;
clearingRows = rows;
effectGridCols = std::max(1, gridCols);
effectGapPx = std::max(0, gapPx);
effectGapAfterCol = std::clamp(gapAfterCol, 0, effectGridCols);
state = AnimationState::FLASH_WHITE;
timer = 0.0f;
dropProgress = 0.0f;
@ -228,8 +231,11 @@ void LineEffect::startLineClear(const std::vector<int>& rows, int gridX, int gri
void LineEffect::createParticles(int row, int gridX, int gridY, int blockSize) {
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;
if (effectGapPx > 0 && effectGapAfterCol > 0 && col >= effectGapAfterCol) {
centerX += static_cast<float>(effectGapPx);
}
SDL_Color tint = pickFireColor();
spawnGlowPulse(centerX, centerY, static_cast<float>(blockSize), tint);
spawnShardBurst(centerX, centerY, tint);
@ -337,9 +343,13 @@ void LineEffect::updateGlowPulses(float dt) {
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;
// 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) {
case AnimationState::FLASH_WHITE:
renderFlash(gridX, gridY, blockSize);
@ -383,10 +393,11 @@ void LineEffect::renderFlash(int gridX, int gridY, int blockSize) {
for (int row : clearingRows) {
SDL_SetRenderDrawColor(renderer, 255, 255, 255, alpha);
const int gapW = (effectGapPx > 0 && effectGapAfterCol > 0 && effectGapAfterCol < effectGridCols) ? effectGapPx : 0;
SDL_FRect flashRect = {
static_cast<float>(gridX - 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)
};
SDL_RenderFillRect(renderer, &flashRect);

View File

@ -69,11 +69,11 @@ public:
void shutdown();
// 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
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;
// Audio
@ -120,4 +120,7 @@ private:
std::array<float, Game::ROWS> rowDropTargets{};
float dropProgress = 0.0f;
int dropBlockSize = 0;
int effectGridCols = Game::COLS;
int effectGapPx = 0;
int effectGapAfterCol = 0;
};

View File

@ -84,7 +84,7 @@ void RenderManager::beginFrame() {
// Trace beginFrame entry
{
FILE* f = fopen("tetris_trace.log", "a"); if (f) { fprintf(f, "RenderManager::beginFrame entry\n"); fclose(f); }
FILE* f = fopen("spacetris_trace.log", "a"); if (f) { fprintf(f, "RenderManager::beginFrame entry\n"); fclose(f); }
}
// Clear the screen (wrapped with trace)
@ -92,7 +92,7 @@ void RenderManager::beginFrame() {
// Trace after clear
{
FILE* f = fopen("tetris_trace.log", "a"); if (f) { fprintf(f, "RenderManager::beginFrame after clear\n"); fclose(f); }
FILE* f = fopen("spacetris_trace.log", "a"); if (f) { fprintf(f, "RenderManager::beginFrame after clear\n"); fclose(f); }
}
}
@ -102,14 +102,14 @@ void RenderManager::endFrame() {
}
// Trace before present
{
FILE* f = fopen("tetris_trace.log", "a"); if (f) { fprintf(f, "RenderManager::endFrame before present\n"); fclose(f); }
FILE* f = fopen("spacetris_trace.log", "a"); if (f) { fprintf(f, "RenderManager::endFrame before present\n"); fclose(f); }
}
SDL_RenderPresent(m_renderer);
// Trace after present
{
FILE* f = fopen("tetris_trace.log", "a"); if (f) { fprintf(f, "RenderManager::endFrame after present\n"); fclose(f); }
FILE* f = fopen("spacetris_trace.log", "a"); if (f) { fprintf(f, "RenderManager::endFrame after present\n"); fclose(f); }
}
}
@ -170,11 +170,11 @@ void RenderManager::renderTexture(SDL_Texture* texture, const SDL_FRect* src, co
// Trace renderTexture usage
{
FILE* f = fopen("tetris_trace.log", "a"); if (f) { fprintf(f, "RenderManager::renderTexture entry tex=%llu src=%p dst=%p\n", (unsigned long long)(uintptr_t)texture, (void*)src, (void*)dst); fclose(f); }
FILE* f = fopen("spacetris_trace.log", "a"); if (f) { fprintf(f, "RenderManager::renderTexture entry tex=%llu src=%p dst=%p\n", (unsigned long long)(uintptr_t)texture, (void*)src, (void*)dst); fclose(f); }
}
SDL_RenderTexture(m_renderer, texture, src, dst);
{
FILE* f = fopen("tetris_trace.log", "a"); if (f) { fprintf(f, "RenderManager::renderTexture after SDL_RenderTexture tex=%llu\n", (unsigned long long)(uintptr_t)texture); fclose(f); }
FILE* f = fopen("spacetris_trace.log", "a"); if (f) { fprintf(f, "RenderManager::renderTexture after SDL_RenderTexture tex=%llu\n", (unsigned long long)(uintptr_t)texture); fclose(f); }
}
}

File diff suppressed because it is too large Load Diff

View File

@ -1,6 +1,9 @@
#pragma once
#include <SDL3/SDL.h>
#include <vector>
#include <string>
#include "../../gameplay/core/Game.h"
#include "../../gameplay/coop/CoopGame.h"
// Forward declarations
class FontAtlas;
@ -21,15 +24,23 @@ public:
FontAtlas* pixelFont,
LineEffect* lineEffect,
SDL_Texture* blocksTex,
SDL_Texture* asteroidsTex,
SDL_Texture* statisticsPanelTex,
SDL_Texture* scorePanelTex,
SDL_Texture* nextPanelTex,
SDL_Texture* holdPanelTex,
bool countdownActive,
float logicalW,
float logicalH,
float logicalScale,
float winW,
float winH
float winH,
bool challengeClearFxActive = false,
const std::vector<int>* challengeClearFxOrder = nullptr,
double challengeClearFxElapsedMs = 0.0,
double challengeClearFxDurationMs = 0.0,
const std::string* challengeStoryText = nullptr,
float challengeStoryAlpha = 0.0f
);
// Render the pause overlay (full screen)
@ -51,6 +62,24 @@ public:
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
// calling from non-member helper functions (e.g. visual effects) that cannot
// access private class members.

View File

@ -84,7 +84,7 @@ void RenderManager::beginFrame() {
// Trace beginFrame entry
{
FILE* f = fopen("tetris_trace.log", "a"); if (f) { fprintf(f, "RenderManager::beginFrame entry\n"); fclose(f); }
FILE* f = fopen("spacetris_trace.log", "a"); if (f) { fprintf(f, "RenderManager::beginFrame entry\n"); fclose(f); }
}
// Clear the screen (wrapped with trace)
@ -92,7 +92,7 @@ void RenderManager::beginFrame() {
// Trace after clear
{
FILE* f = fopen("tetris_trace.log", "a"); if (f) { fprintf(f, "RenderManager::beginFrame after clear\n"); fclose(f); }
FILE* f = fopen("spacetris_trace.log", "a"); if (f) { fprintf(f, "RenderManager::beginFrame after clear\n"); fclose(f); }
}
}
@ -102,14 +102,14 @@ void RenderManager::endFrame() {
}
// Trace before present
{
FILE* f = fopen("tetris_trace.log", "a"); if (f) { fprintf(f, "RenderManager::endFrame before present\n"); fclose(f); }
FILE* f = fopen("spacetris_trace.log", "a"); if (f) { fprintf(f, "RenderManager::endFrame before present\n"); fclose(f); }
}
SDL_RenderPresent(m_renderer);
// Trace after present
{
FILE* f = fopen("tetris_trace.log", "a"); if (f) { fprintf(f, "RenderManager::endFrame after present\n"); fclose(f); }
FILE* f = fopen("spacetris_trace.log", "a"); if (f) { fprintf(f, "RenderManager::endFrame after present\n"); fclose(f); }
}
}
@ -200,11 +200,11 @@ void RenderManager::renderTexture(SDL_Texture* texture, const SDL_FRect* src, co
// Trace renderTexture usage
{
FILE* f = fopen("tetris_trace.log", "a"); if (f) { fprintf(f, "RenderManager::renderTexture entry tex=%llu src=%p dst=%p\n", (unsigned long long)(uintptr_t)texture, (void*)src, (void*)dst); fclose(f); }
FILE* f = fopen("spacetris_trace.log", "a"); if (f) { fprintf(f, "RenderManager::renderTexture entry tex=%llu src=%p dst=%p\n", (unsigned long long)(uintptr_t)texture, (void*)src, (void*)dst); fclose(f); }
}
SDL_RenderTexture(m_renderer, texture, src, dst);
{
FILE* f = fopen("tetris_trace.log", "a"); if (f) { fprintf(f, "RenderManager::renderTexture after SDL_RenderTexture tex=%llu\n", (unsigned long long)(uintptr_t)texture); fclose(f); }
FILE* f = fopen("spacetris_trace.log", "a"); if (f) { fprintf(f, "RenderManager::renderTexture after SDL_RenderTexture tex=%llu\n", (unsigned long long)(uintptr_t)texture); fclose(f); }
}
}

View File

@ -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
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});
}

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

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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
src/network/NetSession.cpp Normal file
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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
src/network/NetSession.h Normal file
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@ -0,0 +1,118 @@
#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

View File

@ -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

@ -1,25 +1,23 @@
// Scores.cpp - Implementation of ScoreManager with Firebase Sync
// Scores.cpp - Implementation of ScoreManager
#include "Scores.h"
#include <SDL3/SDL.h>
#include <fstream>
#include <sstream>
#include <algorithm>
#include <cpr/cpr.h>
#include "../network/supabase_client.h"
#include <nlohmann/json.hpp>
#include <iostream>
#include <thread>
#include <ctime>
#include <filesystem>
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) {}
std::string ScoreManager::filePath() const {
static std::string path; if (!path.empty()) return path;
char* base = SDL_GetPrefPath("example","tetris_sdl3");
char* base = SDL_GetPrefPath("example","spacetris_sdl3");
if (base) { path = std::string(base)+"highscores.txt"; SDL_free(base);} else path="highscores.txt";
return path;
}
@ -27,48 +25,19 @@ std::string ScoreManager::filePath() const {
void ScoreManager::load() {
scores.clear();
// Try to load from Firebase first
// Try to load from Supabase first
try {
cpr::Response r = cpr::Get(cpr::Url{FIREBASE_URL}, cpr::Timeout{2000}); // 2s timeout
if (r.status_code == 200 && !r.text.empty() && r.text != "null") {
auto j = json::parse(r.text);
// 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
// Request only 10 records from Supabase to keep payload small
auto fetched = supabase::FetchHighscores("", 10);
if (!fetched.empty()) {
scores = fetched;
std::sort(scores.begin(), scores.end(), [](auto&a,auto&b){return a.score>b.score;});
if (scores.size() > maxEntries) scores.resize(maxEntries);
// Save to local cache
save();
return;
}
} catch (...) {
// Ignore network errors and fall back to local file
std::cerr << "Failed to load from Firebase, falling back to local file." << std::endl;
std::cerr << "Failed to load from Supabase, falling back to local file." << std::endl;
}
// Fallback to local file
@ -86,11 +55,32 @@ void ScoreManager::load() {
ScoreEntry e;
iss >> e.score >> e.lines >> e.level >> e.timeSec;
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::getline(iss, remaining);
if (!remaining.empty() && remaining[0] == ' ') {
e.name = remaining.substr(1); // Remove leading space
if (!remaining.empty() && remaining[0] == ' ') remaining = remaining.substr(1);
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);
}
@ -108,42 +98,28 @@ void ScoreManager::load() {
void ScoreManager::save() const {
std::ofstream f(filePath(), std::ios::trunc);
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
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;});
if (scores.size()>maxEntries) scores.resize(maxEntries);
save();
// Submit to Firebase
// Run in a detached thread to avoid blocking the UI?
// 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();
// Submit to Supabase asynchronously
ScoreEntry se{score, lines, level, timeSec, name, gameType};
supabase::SubmitHighscoreAsync(se);
}
bool ScoreManager::isHighScore(int score) const {
@ -151,19 +127,28 @@ bool ScoreManager::isHighScore(int score) const {
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() {
scores = {
{159840, 189, 14, 972, "GREGOR"},
{156340, 132, 12, 714, "GREGOR"},
{155219, 125, 12, 696, "GREGOR"},
{141823, 123, 10, 710, "GREGOR"},
{140079, 71, 11, 410, "GREGOR"},
{116012, 121, 10, 619, "GREGOR"},
{112643, 137, 13, 689, "GREGOR"},
{99190, 61, 10, 378, "GREGOR"},
{93648, 107, 10, 629, "GREGOR"},
{89041, 115, 10, 618, "GREGOR"},
{88600, 55, 9, 354, "GREGOR"},
{86346, 141, 13, 723, "GREGOR"}
{159840, 189, 14, 972.0, "GREGOR"},
{156340, 132, 12, 714.0, "GREGOR"},
{155219, 125, 12, 696.0, "GREGOR"},
{141823, 123, 10, 710.0, "GREGOR"},
{140079, 71, 11, 410.0, "GREGOR"},
{116012, 121, 10, 619.0, "GREGOR"},
{112643, 137, 13, 689.0, "GREGOR"},
{99190, 61, 10, 378.0, "GREGOR"},
{93648, 107, 10, 629.0, "GREGOR"},
{89041, 115, 10, 618.0, "GREGOR"},
{88600, 55, 9, 354.0, "GREGOR"},
{86346, 141, 13, 723.0, "GREGOR"}
};
}

View File

@ -3,14 +3,18 @@
#include <vector>
#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 {
public:
explicit ScoreManager(size_t maxScores = 12);
void load();
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;
const std::vector<ScoreEntry>& all() const { return scores; }
private:

View File

@ -8,6 +8,7 @@ namespace Assets {
inline constexpr const char* LOGO = "assets/images/spacetris.png";
inline constexpr const char* MAIN_SCREEN = "assets/images/main_screen.png";
inline constexpr const char* BLOCKS_SPRITE = "assets/images/blocks90px_003.png";
inline constexpr const char* ASTEROID_SPRITE = "assets/images/asteroids_001.png";
inline constexpr const char* PANEL_SCORE = "assets/images/panel_score.png";
inline constexpr const char* PANEL_STATS = "assets/images/statistics_panel.png";
inline constexpr const char* NEXT_PANEL = "assets/images/next_panel.png";

File diff suppressed because it is too large Load Diff

View File

@ -2,6 +2,12 @@
#pragma once
#include "State.h"
#include <cstdint>
#include <memory>
#include <string>
class NetSession;
class MenuState : public State {
public:
MenuState(StateContext& ctx);
@ -20,8 +26,12 @@ public:
// Show or hide the inline ABOUT panel (menu-style)
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:
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)
SDL_Texture* playIcon = nullptr;
@ -94,4 +104,37 @@ private:
double aboutTransition = 0.0; // 0..1
double aboutTransitionDurationMs = 360.0;
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;
};

View File

@ -1,13 +1,16 @@
#include "PlayingState.h"
#include "../core/state/StateManager.h"
#include "../gameplay/core/Game.h"
#include "../gameplay/coop/CoopGame.h"
#include "../gameplay/effects/LineEffect.h"
#include "../persistence/Scores.h"
#include "../audio/Audio.h"
#include "../audio/SoundEffect.h"
#include "../graphics/Font.h"
#include "../graphics/renderers/GameRenderer.h"
#include "../core/Settings.h"
#include "../core/Config.h"
#include "../network/CoopNetButtons.h"
#include <SDL3/SDL.h>
// File-scope transport/spawn detection state
@ -18,12 +21,29 @@ PlayingState::PlayingState(StateContext& ctx) : State(ctx) {}
void PlayingState::onEnter() {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "[PLAYING] Entering Playing state");
// Initialize the game with the selected starting level
if (ctx.game && ctx.startLevelSelection) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "[PLAYING] Resetting game with level %d", *ctx.startLevelSelection);
ctx.game->reset(*ctx.startLevelSelection);
}
// Initialize the game based on mode: endless/cooperate use chosen start level, challenge keeps its run state
if (ctx.game) {
if (ctx.game->getMode() == GameMode::Endless || ctx.game->getMode() == GameMode::Cooperate) {
if (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);
if (ctx.game->getMode() == GameMode::Cooperate && ctx.coopGame) {
ctx.coopGame->reset(*ctx.startLevelSelection);
}
} else {
ctx.game->setPaused(false);
}
}
} else {
// Challenge run is prepared before entering; ensure gameplay is unpaused
ctx.game->setPaused(false);
}
s_lastPieceSequence = ctx.game->getCurrentPieceSequence();
s_pendingTransport = false;
}
@ -36,31 +56,40 @@ void PlayingState::onExit() {
SDL_DestroyTexture(m_renderTarget);
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) {
if (!ctx.game) return;
// If a transport animation is active, ignore gameplay input entirely.
if (GameRenderer::isTransportActive()) {
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) {
*ctx.exitPopupSelectedButton = value;
*ctx.exitPopupSelectedButton = idx;
}
};
auto getExitSelection = [&]() -> int {
return ctx.exitPopupSelectedButton ? *ctx.exitPopupSelectedButton : 1;
};
// Pause toggle (P)
if (e.key.scancode == SDL_SCANCODE_P) {
bool paused = ctx.game->isPaused();
ctx.game->setPaused(!paused);
if (e.type != SDL_EVENT_KEY_DOWN || e.key.repeat) {
return;
}
@ -109,15 +138,138 @@ void PlayingState::handleEvent(const SDL_Event& e) {
// ESC key - open confirmation popup
if (e.key.scancode == SDL_SCANCODE_ESCAPE) {
if (ctx.showExitConfirmPopup) {
if (ctx.game) ctx.game->setPaused(true);
ctx.game->setPaused(true);
*ctx.showExitConfirmPopup = true;
setExitSelection(1); // Default to NO for safety
}
return;
}
// Debug: skip to next challenge level (B)
if (e.key.scancode == SDL_SCANCODE_B && ctx.game->getMode() == GameMode::Challenge) {
ctx.game->beginNextChallengeLevel();
// Cancel any countdown so play resumes immediately on the new level
if (ctx.gameplayCountdownActive) *ctx.gameplayCountdownActive = false;
if (ctx.menuPlayCountdownArmed) *ctx.menuPlayCountdownArmed = false;
ctx.game->setPaused(false);
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)
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)
if (e.key.scancode == SDL_SCANCODE_H) {
ctx.game->holdCurrent();
@ -148,7 +300,6 @@ void PlayingState::handleEvent(const SDL_Event& e) {
return;
}
}
}
// Note: Left/Right movement and soft drop are now handled by
// ApplicationManager's update handler for proper DAS/ARR timing
@ -157,6 +308,20 @@ void PlayingState::handleEvent(const SDL_Event& e) {
void PlayingState::update(double frameMs) {
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);
// If a transport animation is active, pause gameplay updates and ignore inputs
if (GameRenderer::isTransportActive()) {
@ -188,6 +353,8 @@ void PlayingState::update(double frameMs) {
void PlayingState::render(SDL_Renderer* renderer, float logicalScale, SDL_Rect logicalVP) {
if (!ctx.game) return;
const bool coopActive = ctx.game->getMode() == GameMode::Cooperate && ctx.coopGame;
// Get current window size
int winW = 0, winH = 0;
SDL_GetRenderOutputSize(renderer, &winW, &winH);
@ -205,11 +372,40 @@ void PlayingState::render(SDL_Renderer* renderer, float logicalScale, SDL_Rect l
bool exitPopup = ctx.showExitConfirmPopup && *ctx.showExitConfirmPopup;
bool countdown = (ctx.gameplayCountdownActive && *ctx.gameplayCountdownActive) ||
(ctx.menuPlayCountdownArmed && *ctx.menuPlayCountdownArmed);
bool challengeClearFx = ctx.challengeClearFxActive && *ctx.challengeClearFxActive;
const std::vector<int>* challengeClearOrder = ctx.challengeClearFxOrder;
double challengeClearElapsed = ctx.challengeClearFxElapsedMs ? *ctx.challengeClearFxElapsedMs : 0.0;
double challengeClearDuration = ctx.challengeClearFxDurationMs ? *ctx.challengeClearFxDurationMs : 0.0;
// Only blur if paused AND NOT in countdown (and not exit popup, though exit popup implies paused)
// Actually, exit popup should probably still blur/dim.
// But countdown should definitely NOT show the "PAUSED" overlay.
bool shouldBlur = paused && !countdown;
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) {
// Render game to texture
@ -224,14 +420,15 @@ void PlayingState::render(SDL_Renderer* renderer, float logicalScale, SDL_Rect l
// Render game content (no overlays)
// 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.
if (s_pendingTransport) {
if (!coopActive && s_pendingTransport) {
GameRenderer::startTransportEffectForGame(ctx.game, ctx.blocksTex, 1200.0f, 1000.0f, logicalScale, (float)winW, (float)winH, 0.4f);
s_pendingTransport = false;
}
GameRenderer::renderPlayingState(
if (coopActive && ctx.coopGame) {
GameRenderer::renderCoopPlayingState(
renderer,
ctx.game,
ctx.coopGame,
ctx.pixelFont,
ctx.lineEffect,
ctx.blocksTex,
@ -239,12 +436,39 @@ void PlayingState::render(SDL_Renderer* renderer, float logicalScale, SDL_Rect l
ctx.scorePanelTex,
ctx.nextPanelTex,
ctx.holdPanelTex,
1200.0f, // LOGICAL_W
1000.0f, // LOGICAL_H
paused,
1200.0f,
1000.0f,
logicalScale,
(float)winW,
(float)winH
);
} else {
GameRenderer::renderPlayingState(
renderer,
ctx.game,
ctx.pixelFont,
ctx.lineEffect,
ctx.blocksTex,
ctx.asteroidsTex,
ctx.statisticsPanelTex,
ctx.scorePanelTex,
ctx.nextPanelTex,
ctx.holdPanelTex,
countdown,
1200.0f, // LOGICAL_W
1000.0f, // LOGICAL_H
logicalScale,
(float)winW,
(float)winH,
challengeClearFx,
challengeClearOrder,
challengeClearElapsed,
challengeClearDuration,
countdown ? nullptr : ctx.challengeStoryText,
countdown ? 0.0f : (ctx.challengeStoryAlpha ? *ctx.challengeStoryAlpha : 0.0f)
);
}
// Reset to screen
SDL_SetRenderTarget(renderer, nullptr);
@ -291,6 +515,9 @@ void PlayingState::render(SDL_Renderer* renderer, float logicalScale, SDL_Rect l
SDL_SetRenderViewport(renderer, &oldVP);
SDL_SetRenderScale(renderer, oldSX, oldSY);
// Net overlay (on top of blurred game, under pause/exit overlays)
renderNetOverlay();
// Draw overlays
if (exitPopup) {
GameRenderer::renderExitPopup(
@ -313,13 +540,15 @@ void PlayingState::render(SDL_Renderer* renderer, float logicalScale, SDL_Rect l
} else {
// 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);
s_pendingTransport = false;
}
GameRenderer::renderPlayingState(
if (coopActive && ctx.coopGame) {
GameRenderer::renderCoopPlayingState(
renderer,
ctx.game,
ctx.coopGame,
ctx.pixelFont,
ctx.lineEffect,
ctx.blocksTex,
@ -327,11 +556,41 @@ void PlayingState::render(SDL_Renderer* renderer, float logicalScale, SDL_Rect l
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(
renderer,
ctx.game,
ctx.pixelFont,
ctx.lineEffect,
ctx.blocksTex,
ctx.asteroidsTex,
ctx.statisticsPanelTex,
ctx.scorePanelTex,
ctx.nextPanelTex,
ctx.holdPanelTex,
countdown,
1200.0f,
1000.0f,
logicalScale,
(float)winW,
(float)winH,
challengeClearFx,
challengeClearOrder,
challengeClearElapsed,
challengeClearDuration,
countdown ? nullptr : ctx.challengeStoryText,
countdown ? 0.0f : (ctx.challengeStoryAlpha ? *ctx.challengeStoryAlpha : 0.0f)
);
}
}
}

View File

@ -6,9 +6,13 @@
#include <functional>
#include <string>
#include <array>
#include <cstdint>
#include "../network/NetSession.h"
// Forward declarations for frequently used types
class Game;
class CoopGame;
class ScoreManager;
class Starfield;
class Starfield3D;
@ -24,6 +28,7 @@ class StateManager;
struct StateContext {
// Core subsystems (may be null if not available)
Game* game = nullptr;
CoopGame* coopGame = nullptr;
ScoreManager* scores = nullptr;
Starfield* starfield = nullptr;
Starfield3D* starfield3D = nullptr;
@ -40,6 +45,7 @@ struct StateContext {
// backgroundTex is set once in `main.cpp` and passed to states via this context.
// Prefer reading this field instead of relying on any `extern SDL_Texture*` globals.
SDL_Texture* blocksTex = nullptr;
SDL_Texture* asteroidsTex = nullptr;
SDL_Texture* scorePanelTex = nullptr;
SDL_Texture* statisticsPanelTex = nullptr;
SDL_Texture* nextPanelTex = nullptr;
@ -66,13 +72,43 @@ struct StateContext {
int* exitPopupSelectedButton = nullptr; // 0 = YES, 1 = NO (default)
bool* gameplayCountdownActive = nullptr; // True if start-of-game countdown is running
bool* menuPlayCountdownArmed = nullptr; // True if we are transitioning to play and countdown is pending
bool* skipNextLevelUpJingle = nullptr; // Allows states to silence initial level-up SFX
// Challenge clear FX (slow block-by-block explosion before next level)
bool* challengeClearFxActive = nullptr;
double* challengeClearFxElapsedMs = nullptr;
double* challengeClearFxDurationMs = nullptr;
std::vector<int>* challengeClearFxOrder = nullptr;
std::string* challengeStoryText = nullptr; // Per-level briefing string for Challenge mode
int* challengeStoryLevel = nullptr; // Cached level for the current story line
float* challengeStoryAlpha = nullptr; // Current render alpha for story text fade
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
std::function<void(bool)> applyFullscreen; // Allows states to request fullscreen changes
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()> startPlayTransition; // Optional fade hook when transitioning from menu to gameplay
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
StateManager* stateManager = nullptr;
// Optional explicit per-button coordinates (logical coordinates). When

389
src/states/VideoState.cpp Normal file
View File

@ -0,0 +1,389 @@
// VideoState.cpp
#include "VideoState.h"
#include "../video/VideoPlayer.h"
#include "../audio/Audio.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).
Audio::instance().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;
};

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@ -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);
}
BottomMenu buildBottomMenu(const MenuLayoutParams& params, int startLevel) {
BottomMenu buildBottomMenu(const MenuLayoutParams& params, int startLevel, bool coopVsAI) {
BottomMenu menu{};
auto rects = computeMenuButtonRects(params);
@ -22,11 +22,14 @@ BottomMenu buildBottomMenu(const MenuLayoutParams& params, int startLevel) {
std::snprintf(levelBtnText, sizeof(levelBtnText), "LEVEL %d", startLevel);
menu.buttons[0] = Button{ BottomMenuItem::Play, rects[0], "PLAY", false };
menu.buttons[1] = Button{ BottomMenuItem::Level, rects[1], levelBtnText, true };
menu.buttons[2] = Button{ BottomMenuItem::Options, rects[2], "OPTIONS", true };
menu.buttons[3] = Button{ BottomMenuItem::Help, rects[3], "HELP", true };
menu.buttons[4] = Button{ BottomMenuItem::About, rects[4], "ABOUT", true };
menu.buttons[5] = Button{ BottomMenuItem::Exit, rects[5], "EXIT", true };
// Always show a neutral "COOPERATE" label (remove per-mode suffixes)
menu.buttons[1] = Button{ BottomMenuItem::Cooperate, rects[1], "COOPERATE", false };
menu.buttons[2] = Button{ BottomMenuItem::Challenge, rects[2], "CHALLENGE", false };
menu.buttons[3] = Button{ BottomMenuItem::Level, rects[3], levelBtnText, true };
menu.buttons[4] = Button{ BottomMenuItem::Options, rects[4], "OPTIONS", 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;
}
@ -60,8 +63,20 @@ void renderBottomMenu(SDL_Renderer* renderer,
const double aMul = std::clamp(baseMul + (playIsActive ? flashMul : 0.0), 0.0, 1.0);
if (!b.textOnly) {
const bool isPlay = (i == 0);
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 bdCol{ 255, 200, 70, static_cast<Uint8>(std::round(220.0 * aMul)) };
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
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)) };
}
UIRenderer::drawButton(renderer, font, cx, cy, r.w, r.h,
b.label, isHovered, isSelected,
bgCol, bdCol, false, nullptr);
@ -74,14 +89,14 @@ void renderBottomMenu(SDL_Renderer* renderer,
}
}
// '+' separators between the bottom HUD buttons (indices 1..last)
// '+' separators between the bottom HUD buttons (indices 3..last)
{
SDL_BlendMode prevBlend = SDL_BLENDMODE_NONE;
SDL_GetRenderDrawBlendMode(renderer, &prevBlend);
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
SDL_SetRenderDrawColor(renderer, 120, 220, 255, static_cast<Uint8>(std::round(180.0 * baseMul)));
const int firstSmall = 1;
const int firstSmall = 3;
const int lastSmall = MENU_BTN_COUNT - 1;
float y = menu.buttons[firstSmall].rect.y + menu.buttons[firstSmall].rect.h * 0.5f;
for (int i = firstSmall; i < lastSmall; ++i) {

View File

@ -15,11 +15,13 @@ namespace ui {
enum class BottomMenuItem : int {
Play = 0,
Level = 1,
Options = 2,
Help = 3,
About = 4,
Exit = 5,
Cooperate = 1,
Challenge = 2,
Level = 3,
Options = 4,
Help = 5,
About = 6,
Exit = 7,
};
struct Button {
@ -33,11 +35,11 @@ struct BottomMenu {
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.
// hoveredIndex: -1..5
// selectedIndex: 0..5 (keyboard selection)
// hoveredIndex: -1..7
// selectedIndex: 0..7 (keyboard selection)
// alphaMul: 0..1 (overall group alpha)
void renderBottomMenu(SDL_Renderer* renderer,
FontAtlas* font,

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@ -1,7 +1,8 @@
#include "ui/MenuLayout.h"
#include "ui/UIConstants.h"
#include <cmath>
#include <algorithm>
#include <array>
#include <cmath>
namespace ui {
@ -12,28 +13,33 @@ std::array<SDL_FRect, MENU_BTN_COUNT> computeMenuButtonRects(const MenuLayoutPar
float contentOffsetY = (p.winH - LOGICAL_H * p.logicalScale) * 0.5f / p.logicalScale;
// Cockpit HUD layout (matches main_screen art):
// - A big centered PLAY button
// - A second row of 5 smaller buttons: LEVEL / OPTIONS / HELP / ABOUT / EXIT
// - Top row: PLAY / COOPERATE / CHALLENGE (big buttons)
// - Second row: LEVEL / OPTIONS / HELP / ABOUT / EXIT (smaller buttons)
const float marginX = std::max(24.0f, LOGICAL_W * 0.03f);
const float marginBottom = std::max(26.0f, LOGICAL_H * 0.03f);
const float availableW = std::max(120.0f, LOGICAL_W - marginX * 2.0f);
float playW = std::min(230.0f, availableW * 0.27f);
float playH = 35.0f;
float smallW = std::min(220.0f, availableW * 0.23f);
float playW = std::min(220.0f, availableW * 0.25f);
float playH = 36.0f;
float bigGap = 28.0f;
float smallW = std::min(210.0f, availableW * 0.22f);
float smallH = 34.0f;
float smallSpacing = 28.0f;
float smallSpacing = 26.0f;
// Scale down for narrow windows so nothing goes offscreen.
const int smallCount = MENU_BTN_COUNT - 1;
float smallTotal = smallW * static_cast<float>(smallCount) + smallSpacing * static_cast<float>(smallCount - 1);
if (smallTotal > availableW) {
float s = availableW / smallTotal;
const int bigCount = 3;
const int smallCount = MENU_BTN_COUNT - bigCount;
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) {
float s = availableW / std::max(std::max(smallTotal, topRowTotal), 1.0f);
smallW *= s;
smallH *= s;
smallSpacing *= s;
playW *= s;
playH = std::max(26.0f, playH * std::max(0.75f, s));
bigGap *= s;
playW = std::min(playW, availableW);
playH *= std::max(0.75f, s);
}
float centerX = LOGICAL_W * 0.5f + contentOffsetX;
@ -44,7 +50,13 @@ std::array<SDL_FRect, MENU_BTN_COUNT> computeMenuButtonRects(const MenuLayoutPar
float playCY = smallCY - smallH * 0.5f - rowGap - playH * 0.5f;
std::array<SDL_FRect, MENU_BTN_COUNT> rects{};
rects[0] = SDL_FRect{ centerX - playW * 0.5f, playCY - playH * 0.5f, playW, playH };
// Top row big buttons (PLAY / COOPERATE / CHALLENGE)
float bigRowW = playW * static_cast<float>(bigCount) + bigGap * static_cast<float>(bigCount - 1);
float leftBig = centerX - bigRowW * 0.5f;
for (int i = 0; i < bigCount; ++i) {
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 left = centerX - rowW * 0.5f;
@ -55,7 +67,7 @@ std::array<SDL_FRect, MENU_BTN_COUNT> computeMenuButtonRects(const MenuLayoutPar
for (int i = 0; i < smallCount; ++i) {
float x = left + i * (smallW + smallSpacing);
rects[i + 1] = SDL_FRect{ x, smallCY - smallH * 0.5f, smallW, smallH };
rects[i + bigCount] = SDL_FRect{ x, smallCY - smallH * 0.5f, smallW, smallH };
}
return rects;
}

View File

@ -17,7 +17,7 @@ struct MenuLayoutParams {
std::array<SDL_FRect, MENU_BTN_COUNT> computeMenuButtonRects(const MenuLayoutParams& p);
// 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);
// Return settings button rect (logical coords)

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@ -83,6 +83,6 @@ void menu_drawSettingsPopup(SDL_Renderer* renderer, FontAtlas& font, bool musicE
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 + 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});
}

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@ -1,6 +1,6 @@
#pragma once
static constexpr int MENU_BTN_COUNT = 6;
static constexpr int MENU_BTN_COUNT = 8;
static constexpr float MENU_SMALL_THRESHOLD = 700.0f;
static constexpr float MENU_BTN_WIDTH_LARGE = 300.0f;
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;
};

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@ -6,8 +6,10 @@
"name": "sdl3-image",
"features": ["jpeg", "png", "webp"]
},
"enet",
"catch2",
"cpr",
"nlohmann-json"
"nlohmann-json",
"ffmpeg"
]
}