|
|
/*
|
|
|
Live 50K Sub Special - Matching Gems Game
|
|
|
"Thanks everyone, it means so much..." - javidx9
|
|
|
|
|
|
License (OLC-3)
|
|
|
~~~~~~~~~~~~~~~
|
|
|
|
|
|
Copyright 2018-2019 OneLoneCoder.com
|
|
|
|
|
|
Redistribution and use in source and binary forms, with or without
|
|
|
modification, are permitted provided that the following conditions
|
|
|
are met:
|
|
|
|
|
|
1. Redistributions or derivations of source code must retain the above
|
|
|
copyright notice, this list of conditions and the following disclaimer.
|
|
|
|
|
|
2. Redistributions or derivative works in binary form must reproduce
|
|
|
the above copyright notice. This list of conditions and the following
|
|
|
disclaimer must be reproduced in the documentation and/or other
|
|
|
materials provided with the distribution.
|
|
|
|
|
|
3. Neither the name of the copyright holder nor the names of its
|
|
|
contributors may be used to endorse or promote products derived
|
|
|
from this software without specific prior written permission.
|
|
|
|
|
|
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
|
|
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
|
|
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
|
|
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
|
|
HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
|
|
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
|
|
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
|
|
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
|
|
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
|
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
|
|
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
|
|
|
|
Relevant Video: https://youtu.be/7y8Zg87rtjs
|
|
|
|
|
|
Links
|
|
|
~~~~~
|
|
|
YouTube: https://www.youtube.com/javidx9
|
|
|
https://www.youtube.com/javidx9extra
|
|
|
Discord: https://discord.gg/WhwHUMV
|
|
|
Twitter: https://www.twitter.com/javidx9
|
|
|
Twitch: https://www.twitch.tv/javidx9
|
|
|
GitHub: https://www.github.com/onelonecoder
|
|
|
Patreon: https://www.patreon.com/javidx9
|
|
|
Homepage: https://www.onelonecoder.com
|
|
|
|
|
|
Author
|
|
|
~~~~~~
|
|
|
David Barr, aka javidx9, <EFBFBD>OneLoneCoder 2019
|
|
|
*/
|
|
|
|
|
|
|
|
|
// NOTE: THIS CODE IS PROVIDED AS IS FROM THE END OF THE
|
|
|
// LIVE STREAM. SO ITS A MESS. ENJOY!
|
|
|
|
|
|
#include <iostream>
|
|
|
#include <string>
|
|
|
#include <algorithm>
|
|
|
|
|
|
#include "olcConsoleGameEngine.h"
|
|
|
|
|
|
#undef min
|
|
|
#undef max
|
|
|
|
|
|
|
|
|
class Gems : public olcConsoleGameEngine
|
|
|
{
|
|
|
public:
|
|
|
Gems()
|
|
|
{
|
|
|
m_sAppName = L"50K Subscriber Gems";
|
|
|
}
|
|
|
|
|
|
struct sGem
|
|
|
{
|
|
|
short colour;
|
|
|
bool bExist;
|
|
|
bool bRemove;
|
|
|
bool bBomb;
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
enum STATES
|
|
|
{
|
|
|
STATE_USER,
|
|
|
STATE_SWAP,
|
|
|
STATE_CHECK,
|
|
|
STATE_ERASE,
|
|
|
STATE_COMPRESS,
|
|
|
STATE_NEWGEMS,
|
|
|
} nState, nNextState;
|
|
|
|
|
|
sGem gems[8][8];
|
|
|
|
|
|
float fDelayTime = 0.0f;
|
|
|
std::wstring sprGem, sprBomb;
|
|
|
|
|
|
int nTotalGems = 0;
|
|
|
|
|
|
int nCursorX = 0, nCursorY = 0;
|
|
|
int nSwapX = 0, nSwapY = 0;
|
|
|
|
|
|
bool bSwapFail = false;
|
|
|
bool bGemsToRemove = false;
|
|
|
|
|
|
|
|
|
struct sFragment
|
|
|
{
|
|
|
float x;
|
|
|
float y;
|
|
|
float vx;
|
|
|
float vy;
|
|
|
short colour;
|
|
|
};
|
|
|
|
|
|
|
|
|
std::list<sFragment> fragments;
|
|
|
|
|
|
|
|
|
public:
|
|
|
bool OnUserCreate()
|
|
|
{
|
|
|
sprGem += L"..XXXX..";
|
|
|
sprGem += L".XXXXXX.";
|
|
|
sprGem += L"XXXXXXXX";
|
|
|
sprGem += L"XXX..XXX";
|
|
|
sprGem += L"XXX..XXX";
|
|
|
sprGem += L"XXXXXXXX";
|
|
|
sprGem += L".XXXXXX.";
|
|
|
sprGem += L"..XXXX..";
|
|
|
|
|
|
sprBomb += L"...XX...";
|
|
|
sprBomb += L".X.XX.X.";
|
|
|
sprBomb += L"..XXXX..";
|
|
|
sprBomb += L"XXXXXXXX";
|
|
|
sprBomb += L"XXXXXXXX";
|
|
|
sprBomb += L"..XXXX..";
|
|
|
sprBomb += L".X.XX.X.";
|
|
|
sprBomb += L"...XX...";
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
for (int x = 0; x < 8; x++)
|
|
|
{
|
|
|
for (int y = 0; y < 8; y++)
|
|
|
{
|
|
|
gems[x][y].bExist = false;
|
|
|
gems[x][y].bRemove = false;
|
|
|
gems[x][y].colour = rand() % 7 + 8;
|
|
|
}
|
|
|
}
|
|
|
|
|
|
nState = STATE_USER;
|
|
|
nNextState = STATE_USER;
|
|
|
|
|
|
|
|
|
|
|
|
return true;
|
|
|
}
|
|
|
|
|
|
bool OnUserUpdate(float fElapsedTime)
|
|
|
{
|
|
|
if (fDelayTime > 0.0f)
|
|
|
{
|
|
|
fDelayTime -= fElapsedTime;
|
|
|
}
|
|
|
else
|
|
|
{
|
|
|
auto boom = [&](int x, int y, int size, short colour)
|
|
|
{
|
|
|
auto random_float = [&](float min, float max)
|
|
|
{
|
|
|
return ((float)rand() / (float)RAND_MAX) * (max - min) + min;
|
|
|
};
|
|
|
|
|
|
|
|
|
for (int i = 0; i < size; i++)
|
|
|
{
|
|
|
float a = random_float(0, 2.0f * 3.14159f);
|
|
|
sFragment f = { (float)x, (float)y, cos(a) * random_float(30.0f, 75.0), sin(a) * random_float(30.0f, 75.0), colour };
|
|
|
fragments.push_back(f);
|
|
|
}
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
// Gameplay
|
|
|
switch (nState)
|
|
|
{
|
|
|
case STATE_USER:
|
|
|
if (nTotalGems < 64)
|
|
|
nNextState = STATE_COMPRESS;
|
|
|
else
|
|
|
{
|
|
|
if (!GetKey(VK_SPACE).bHeld)
|
|
|
{
|
|
|
if (GetKey(VK_LEFT).bPressed) nCursorX--;
|
|
|
if (GetKey(VK_RIGHT).bPressed) nCursorX++;
|
|
|
if (GetKey(VK_UP).bPressed) nCursorY--;
|
|
|
if (GetKey(VK_DOWN).bPressed) nCursorY++;
|
|
|
if (nCursorX < 0) nCursorX = 0;
|
|
|
if (nCursorX > 7) nCursorX = 7;
|
|
|
if (nCursorY < 0) nCursorY = 0;
|
|
|
if (nCursorY > 7) nCursorY = 7;
|
|
|
}
|
|
|
else
|
|
|
{
|
|
|
nSwapX = nCursorX;
|
|
|
nSwapY = nCursorY;
|
|
|
if (GetKey(VK_LEFT).bPressed && nCursorX > 0) nSwapX = nCursorX - 1;
|
|
|
if (GetKey(VK_RIGHT).bPressed && nCursorX < 7) nSwapX = nCursorX + 1;
|
|
|
if (GetKey(VK_UP).bPressed && nCursorY > 0) nSwapY = nCursorY - 1;
|
|
|
if (GetKey(VK_DOWN).bPressed && nCursorY < 7) nSwapY = nCursorY + 1;
|
|
|
if (nSwapX != nCursorX || nSwapY != nCursorY) nNextState = STATE_SWAP;
|
|
|
}
|
|
|
}
|
|
|
|
|
|
break;
|
|
|
case STATE_SWAP:
|
|
|
bSwapFail = true;
|
|
|
std::swap(gems[nCursorX][nCursorY], gems[nSwapX][nSwapY]);
|
|
|
fDelayTime = 0.5f;
|
|
|
nNextState = STATE_CHECK;
|
|
|
break;
|
|
|
case STATE_CHECK:
|
|
|
|
|
|
bGemsToRemove = false;
|
|
|
|
|
|
for (int x = 0; x < 8; x++)
|
|
|
{
|
|
|
for (int y = 0; y < 8; y++)
|
|
|
{
|
|
|
if (!gems[x][y].bRemove)
|
|
|
{
|
|
|
bool bPlaceBomb = false;
|
|
|
|
|
|
// Check Horizontally
|
|
|
int nChain = 1;
|
|
|
while (gems[x][y].colour == gems[x + nChain][y].colour && (nChain + x) < 8) nChain++;
|
|
|
if (nChain >= 3)
|
|
|
{
|
|
|
if (nChain >= 4) bPlaceBomb = true;
|
|
|
|
|
|
while (nChain > 0)
|
|
|
{
|
|
|
gems[x + nChain - 1][y].bRemove = true;
|
|
|
|
|
|
if (gems[x + nChain - 1][y].bBomb)
|
|
|
{
|
|
|
for (int i = -1; i < 2; i++)
|
|
|
{
|
|
|
for (int j = -1; j < 2; j++)
|
|
|
{
|
|
|
int m = std::min(std::max(i + (x + nChain - 1), 0), 7);
|
|
|
int n = std::min(std::max(j + y, 0), 7);
|
|
|
gems[m][n].bRemove = true;
|
|
|
}
|
|
|
}
|
|
|
}
|
|
|
|
|
|
nChain--;
|
|
|
bSwapFail = false;
|
|
|
bGemsToRemove = true;
|
|
|
}
|
|
|
}
|
|
|
|
|
|
|
|
|
// Check Vertically
|
|
|
nChain = 1;
|
|
|
while (gems[x][y].colour == gems[x][y + nChain].colour && (nChain + y) < 8) nChain++;
|
|
|
if (nChain >= 3)
|
|
|
{
|
|
|
if (nChain >= 4) bPlaceBomb = true;
|
|
|
|
|
|
while (nChain > 0)
|
|
|
{
|
|
|
gems[x][y + nChain - 1].bRemove = true;
|
|
|
|
|
|
|
|
|
if (gems[x][y + nChain - 1].bBomb)
|
|
|
{
|
|
|
for (int i = -1; i < 2; i++)
|
|
|
{
|
|
|
for (int j = -1; j < 2; j++)
|
|
|
{
|
|
|
int m = std::min(std::max(i + x, 0), 7);
|
|
|
int n = std::min(std::max(j + (y + nChain - 1), 0), 7);
|
|
|
gems[m][n].bRemove = true;
|
|
|
}
|
|
|
}
|
|
|
}
|
|
|
|
|
|
nChain--;
|
|
|
bSwapFail = false;
|
|
|
bGemsToRemove = true;
|
|
|
}
|
|
|
}
|
|
|
|
|
|
if (bPlaceBomb)
|
|
|
{
|
|
|
gems[x][y].bBomb = true;
|
|
|
gems[x][y].bRemove = false;
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
}
|
|
|
|
|
|
if (bGemsToRemove)
|
|
|
fDelayTime = 0.75f;
|
|
|
|
|
|
nNextState = STATE_ERASE;
|
|
|
break;
|
|
|
case STATE_ERASE:
|
|
|
if (!bGemsToRemove)
|
|
|
{
|
|
|
if (bSwapFail)
|
|
|
{
|
|
|
std::swap(gems[nCursorX][nCursorY], gems[nSwapX][nSwapY]);
|
|
|
}
|
|
|
|
|
|
nNextState = STATE_USER;
|
|
|
}
|
|
|
else
|
|
|
{
|
|
|
for (int x = 0; x < 8; x++)
|
|
|
{
|
|
|
for (int y = 0; y < 8; y++)
|
|
|
{
|
|
|
if (gems[x][y].bRemove)
|
|
|
{
|
|
|
gems[x][y].bExist = false;
|
|
|
gems[x][y].bBomb = false;
|
|
|
boom(x * 8 + 4, y * 8 + 4, 50, gems[x][y].colour);
|
|
|
nTotalGems--;
|
|
|
}
|
|
|
}
|
|
|
}
|
|
|
nNextState = STATE_COMPRESS;
|
|
|
}
|
|
|
break;
|
|
|
case STATE_COMPRESS:
|
|
|
|
|
|
for (int y = 6; y >= 0; y--)
|
|
|
{
|
|
|
for (int x = 0; x < 8; x++)
|
|
|
{
|
|
|
if (gems[x][y].bExist && !gems[x][y + 1].bExist)
|
|
|
std::swap(gems[x][y], gems[x][y + 1]);
|
|
|
}
|
|
|
}
|
|
|
|
|
|
fDelayTime = 0.1f;
|
|
|
nNextState = STATE_NEWGEMS;
|
|
|
break;
|
|
|
|
|
|
case STATE_NEWGEMS:
|
|
|
for (int x = 0; x < 8; x++)
|
|
|
{
|
|
|
if (!gems[x][0].bExist)
|
|
|
{
|
|
|
gems[x][0].bExist = true;
|
|
|
gems[x][0].bRemove = false;
|
|
|
gems[x][0].bBomb = false;
|
|
|
gems[x][0].colour = rand() % 7 + 8;
|
|
|
nTotalGems++;
|
|
|
}
|
|
|
}
|
|
|
|
|
|
if (nTotalGems < 64)
|
|
|
{
|
|
|
fDelayTime = 0.1f;
|
|
|
nNextState = STATE_COMPRESS;
|
|
|
}
|
|
|
else
|
|
|
nNextState = STATE_CHECK;
|
|
|
|
|
|
|
|
|
break;
|
|
|
}
|
|
|
|
|
|
|
|
|
nState = nNextState;
|
|
|
|
|
|
} // End Gameplay
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Rendering
|
|
|
Fill(0, 0, ScreenWidth(), ScreenHeight(), L' ');
|
|
|
|
|
|
// Draw Field
|
|
|
for (int x = 0; x < 8; x++)
|
|
|
{
|
|
|
for (int y = 0; y < 8; y++)
|
|
|
{
|
|
|
if (gems[x][y].bExist)
|
|
|
{
|
|
|
for (int i = 0; i < 8; i++)
|
|
|
{
|
|
|
for (int j = 0; j < 8; j++)
|
|
|
{
|
|
|
std::wstring &source = gems[x][y].bBomb ? sprBomb : sprGem;
|
|
|
|
|
|
if (source[j * 8 + i] != L'.')
|
|
|
Draw(x * 8 + i, y * 8 + j, gems[x][y].bRemove ? PIXEL_QUARTER : PIXEL_SOLID, gems[x][y].colour);
|
|
|
}
|
|
|
}
|
|
|
}
|
|
|
}
|
|
|
}
|
|
|
|
|
|
// Draw Cursor
|
|
|
DrawRect(nCursorX * 8, nCursorY * 8, 7, 7, PIXEL_SOLID, FG_WHITE);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
for (auto &f : fragments)
|
|
|
{
|
|
|
Draw(f.x, f.y, PIXEL_SOLID, f.colour);
|
|
|
f.x += f.vx * fElapsedTime;
|
|
|
f.y += f.vy * fElapsedTime;
|
|
|
}
|
|
|
|
|
|
std::remove_if(fragments.begin(), fragments.end(),
|
|
|
[&](const sFragment &f)
|
|
|
{
|
|
|
return f.x < 0 || f.x > ScreenWidth() || f.y < 0 || f.y > ScreenHeight();
|
|
|
});
|
|
|
|
|
|
|
|
|
return true;
|
|
|
}
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
int main()
|
|
|
{
|
|
|
Gems game;
|
|
|
if (game.ConstructConsole(64, 64, 14, 14))
|
|
|
game.Start();
|
|
|
|
|
|
return 0;
|
|
|
} |