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| // Fill out your copyright notice in the Description page of Project Settings.
#include "Tetris6.h"
#include "Cube.h"
#include "CubesManager.h"
#include <vector>
ACubesManager::ACubesManager()
{
PrimaryActorTick.bCanEverTick = true;
CubesHaveSpawned = false;
CubesCanBeMoved = true;
SpaceInterCubes = 2;
CubeWidth = 100;
NumCubesPerRow = 10;
NumCubesPerColumn = 20;
RightBoundary = float((NumCubesPerRow + 3) + float(CubeWidth * (NumCubesPerRow + 2))) / 2;
LeftBoundary = -RightBoundary;
TopBoundary = (NumCubesPerColumn + 1) * SpaceInterCubes + NumCubesPerColumn * CubeWidth;
NumCubes = NumCubesPerRow * NumCubesPerColumn;
TopCubeIndex = 0; //index du cube le plus haut dans la matrice
Score = 0;
level = 1;
MinDeltaTimeMoveCubesDown = 0.05;
MaxDeltaTimeMoveCubesDown = 0.6;
GlobalTick = 1;
CollapseCubesRowsDuration = 40; //40 fois DeltaTime donc une durée de 1 seconde
Delay = 3;
DeltaTime = 0.016666666; //pour des SetTimer() d'animation à 40fps
CurrentShape = 7;
Angle = 90;
pi = 3.141592;
EasePennerObject = new EasePenner();
for (int32 i = 0; i < NumCubesPerRow + 2; i++) { // pour les collisions sur les bords de la grille on fait comme si ils contenaient un cube
for (int32 j = 0; j < NumCubesPerColumn + 1; j++) {
CubesMatrix[i][j].Cube = nullptr;
if (i == 0 || i == NumCubesPerRow + 1 || j == 0) {
CubesMatrix[i][j].IsACube = true;
}
else {
CubesMatrix[i][j].IsACube = false;
}
}
}
}
// Called when the game starts or when spawned
void ACubesManager::BeginPlay()
{
Super::BeginPlay();
for (int32 i = 0; i < NumCubes; i++) {
CubesArray.Add(GetWorld()->SpawnActor<ACube>(SpawningObject, FVector(0.f, 0.f, float(3000 + i * 200)), FRotator::ZeroRotator));
if (!CubesArray[i]) { return; }
}
CubesHaveSpawned = CubesArray.Num() == NumCubesPerRow * NumCubesPerColumn;
}
// Called every frame
void ACubesManager::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
if (CubesHaveSpawned) {
SpawnCurrentShape(CurrentShape);
SetMovingDownCubesTimer(MaxDeltaTimeMoveCubesDown);
CubesHaveSpawned = false;
}
}
void ACubesManager::SetMovingDownCubesTimer(float DeltaTime) {
GetWorld()->GetTimerManager().SetTimer(MovingDownCubesHandle, this, &ACubesManager::MoveCubesDown, DeltaTime, true);
}
void ACubesManager::SetSpinningCubesTimer() {
CubesCanBeMoved = false;
GetWorld()->GetTimerManager().SetTimer(SpinCubesHandle, this, &ACubesManager::SpinCubes, DeltaTime, true);
}
void ACubesManager::MoveCubesDown() {
MoveCubes(Direction::DOWN);
}
void ACubesManager::RotateCubes(float Angle) {
float PivotPointY = CubesCurrentShapeArray[0]->GetActorLocation().Y;
float PivotPointZ = CubesCurrentShapeArray[0]->GetActorLocation().Z;
float y, z, s, c, NewY, NewZ;
float AngleRadians = Angle * pi / float(180);
FRotator ActorRotation;
TArray<float> newY_arr, newZ_arr;
TArray<FRotator> rotation;
CubeStruct current_shape_arr[4];
//UE_LOG(LogTemp, Warning, TEXT("%f"), CubesCurrentShapeArray[1]->GetActorRotation().Pitch);
for (int32 i = 0; i < 4; i++) {
s = FMath::Sin(AngleRadians);
c = FMath::Cos(AngleRadians);
y = CubesCurrentShapeArray[i]->GetActorLocation().Y;
z = CubesCurrentShapeArray[i]->GetActorLocation().Z;
// translate point back to origin:
y -= PivotPointY;
z -= PivotPointZ;
// translate point back:
NewY = y * c - z * s + PivotPointY;
NewZ = y * s + z * c + PivotPointZ;
ActorRotation = CubesCurrentShapeArray[i]->GetActorRotation();
ActorRotation.Yaw += Angle;
newY_arr.Add(NewY); newZ_arr.Add(NewZ); rotation.Add(ActorRotation);
}
for (int32 i = 0; i < 4; i++) {
current_shape_arr[i].Cube = CubesCurrentShapeArray[i];
current_shape_arr[i].y = newY_arr[i];
current_shape_arr[i].z = newZ_arr[i];
}
if (!ShapeCollidesWithMatrix(current_shape_arr)) {
for (int32 i = 0; i < 4; i++) {
CubesCurrentShapeArray[i]->SetActorLocation(FVector(-482.f, newY_arr[i], newZ_arr[i]));
//Array[i]->SetActorRotation(rotation[i]);
}
}
}
void ACubesManager::MoveCubes(Direction Dir) {
int32 right_boundary, left_boundary, factor_y = 0, factor_z = 0;
CubeStruct cube_movement[4]; //va stocker step movement en y et z
right_boundary = RightBoundary - CubeWidth / 4;
left_boundary = LeftBoundary + CubeWidth / 4;
switch (Dir) //TODO utiliser ENUM
{
case Direction::LEFT:
factor_y = -1;
factor_z = 0;
break;
case Direction::RIGHT:
factor_y = 1;
factor_z = 0;
break;
case Direction::DOWN:
factor_y = 0;
factor_z = -1;
break;
}
for (int32 i = 0; i <= 3; i++) {
CubesCurrentShapeArrayTest[i].Cube = CubesCurrentShapeArray[i];
cube_movement[i].y = factor_y * (CubeWidth + SpaceInterCubes);
cube_movement[i].z = factor_z * (CubeWidth + SpaceInterCubes);
CubesCurrentShapeArrayTest[i].y = CubesCurrentShapeArrayTest[i].Cube->GetActorLocation().Y + factor_y * (CubeWidth + SpaceInterCubes);
CubesCurrentShapeArrayTest[i].z = CubesCurrentShapeArrayTest[i].Cube->GetActorLocation().Z + factor_z * (CubeWidth + SpaceInterCubes);
}
if (!ShapeCollidesWithMatrix(CubesCurrentShapeArrayTest)) { // si non collision
for (int32 i = 0; i <= 3; i++) {
CubesCurrentShapeArray[i]->SetActorLocation(CubesCurrentShapeArray[i]->GetActorLocation() + FVector(0.f, cube_movement[i].y, cube_movement[i].z));
//CubesCurrentShapeArray[i]->Move(Dir);
}
}
else { // si collision
if (Dir == Direction::DOWN) { // Si une forme est posée au sol
if (UpdateMatrix(CubesCurrentShapeArrayTest)) {
ClearMatrixRows();
}
}
}
}
bool ACubesManager::UpdateMatrix(CubeStruct ShapeArr[]) { // intégre les 4 nouveaux cubes dans la matrices après collision au sol
int32 top_cube_index = TopCubeIndex;
for (int32 k = 0; k < 4; k++) {
CubesMatrix[ShapeArr[k].YMat][ShapeArr[k].ZMat].IsACube = true;
CubesMatrix[ShapeArr[k].YMat][ShapeArr[k].ZMat].Cube = ShapeArr[k].Cube;
if (ShapeArr[k].ZMat > top_cube_index) { //on detecte la position Z du cube la plus grande
top_cube_index = ShapeArr[k].ZMat;
}
}
TopCubeIndex = top_cube_index;
//UE_LOG(LogTemp, Warning, TEXT("top cube index : %d"), TopCubeIndex);
return true;
}
void ACubesManager::SpinCubes() { //TODO faire aussi une rotation de 360 degrés autour axe Z du shape
FVector actor_location;
FRotator actor_rotator;
for (int32 i = 0; i <= 3; i++) {
if (CubesCurrentShapeArray[i]->MovementZTick > CollapseCubesRowsDuration) {
SetMovingDownCubesTimer(MaxDeltaTimeMoveCubesDown);
if (UpdateMatrix(CubesCurrentShapeArrayTest)) {
ClearMatrixRows();
}
GetWorld()->GetTimerManager().ClearTimer(SpinCubesHandle);
return;
}
else {
/*actor_rotator = CubesCurrentShapeArray[i]->GetActorRotation();
actor_rotator.Pitch = EasePennerObject->EaseInOutExpo(float(CubesCurrentShapeArray[i]->MovementZTick), 0, -90, (float)CollapseCubesRowsDuration); //TODO rendre CubeWidth et SpaceInterCubes Globales
CubesCurrentShapeArray[i]->SetActorRotation(actor_rotator); */
actor_location = CubesCurrentShapeArray[i]->GetActorLocation();
actor_location.Z = EasePennerObject->EaseInOutQuart(float(CubesCurrentShapeArray[i]->MovementZTick), CubesCurrentShapeArray[i]->InitZ, - SpinSteps * (CubeWidth + SpaceInterCubes), (float)CollapseCubesRowsDuration); //TODO rendre CubeWidth et SpaceInterCubes Globales
CubesCurrentShapeArray[i]->SetActorLocation(actor_location);
CubesCurrentShapeArray[i]->MovementZTick++;
}
}
}
void ACubesManager::EaseRemoveCubesRows() {
int32 duration = (CubesToCollapseArray.Num() - 1) * Delay + CollapseCubesRowsDuration;
//UE_LOG(LogTemp, Warning, TEXT("REMOVE_EASE"));
FVector actor_location;
for (int32 i = 0; i < CubesToRemoveArray.Num(); i++) {
if (CubesToRemoveArray[CubesToRemoveArray.Num() - 1]->MovementZTick > duration) {
CubesToRemoveArray.Empty();
GetWorld()->GetTimerManager().ClearTimer(RemoveCubesRowsHandle);
return;
}
else {
if (CubesToRemoveArray[i]->MovementZTick <= duration) {
actor_location = CubesToRemoveArray[i]->GetActorLocation();
actor_location.X = EasePennerObject->EaseOutQuart(float(CubesToRemoveArray[i]->MovementZTick), CubesToRemoveArray[i]->InitX, 828, (float)duration);
actor_location.Z = EasePennerObject->EaseOutQuart(float(CubesToRemoveArray[i]->MovementZTick), CubesToRemoveArray[i]->InitZ, 2500 - CubesToRemoveArray[i]->InitZ, (float)duration);
CubesToRemoveArray[i]->SetActorLocation(actor_location);
CubesToRemoveArray[i]->MovementZTick++;
}
}
}
}
void ACubesManager::EaseCollapseCubesRows() {
FVector actor_location;
for (int32 i = 0; i < CubesToCollapseArray.Num(); i++) {
if (CubesToCollapseArray[CubesToCollapseArray.Num() - 1]->MovementZTick > CollapseCubesRowsDuration) {
GlobalTick = 1;
CubesToCollapseArray.Empty();
CurrentShape = FMath::RandRange(1, 7);
SpawnCurrentShape(CurrentShape);
SetMovingDownCubesTimer(MaxDeltaTimeMoveCubesDown);
CubesCanBeMoved = true;
GetWorld()->GetTimerManager().ClearTimer(CollapseCubesRowsHandle);
return;
}else {
if (i * Delay <= GlobalTick - 1) { //mise en place d'un delay entre chaque animation de cube
if (CubesToCollapseArray[i]->MovementZTick <= CollapseCubesRowsDuration) {
actor_location = CubesToCollapseArray[i]->GetActorLocation();
actor_location.Z = EasePennerObject->EaseOutBounce(float(CubesToCollapseArray[i]->MovementZTick), CubesToCollapseArray[i]->InitZ, -(CubeWidth + SpaceInterCubes)*CubesToCollapseArray[i]->NumRowsToCollapse, (float)CollapseCubesRowsDuration); //TODO rendre CubeWidth et SpaceInterCubes Globales
CubesToCollapseArray[i]->SetActorLocation(actor_location);
CubesToCollapseArray[i]->MovementZTick++;
}
}
}
}
GlobalTick++;
}
bool ACubesManager::CollapseMatrix(int32 RowToClearStartIndex, bool RowsIndexesToClear[]) {
GetWorld()->GetTimerManager().ClearTimer(MovingDownCubesHandle);
int32 num_rows_to_collapse = 0; //utile pour savoir de combien chaque rangée de cube chute
for (int32 j = RowToClearStartIndex; j < TopCubeIndex + 1; j++) {
if (RowsIndexesToClear[j - RowToClearStartIndex] && j - RowToClearStartIndex < 4) {
num_rows_to_collapse++;
}
else {
for (int32 i = 1; i <= NumCubesPerRow; i++) {
if (CubesMatrix[i][j].IsACube && num_rows_to_collapse > 0) {
CubesMatrix[i][j].Cube->MovementZTick = 1;
CubesMatrix[i][j - num_rows_to_collapse].Cube = CubesMatrix[i][j].Cube;
CubesMatrix[i][j - num_rows_to_collapse].IsACube = true;
CubesToCollapseArray.Add(CubesMatrix[i][j].Cube);// va être utile pour l'animation dans le SetTimer()
CubesToCollapseArray[CubesToCollapseArray.Num() - 1]->NumRowsToCollapse = num_rows_to_collapse;
CubesToCollapseArray[CubesToCollapseArray.Num() - 1]->InitZ = CubesMatrix[i][j].Cube->GetActorLocation().Z;
//CubesMatrix[i][j].Cube->SetActorLocation(CubesMatrix[i][j].Cube->GetActorLocation() + FVector(0.f, 0.f, -(CubeWidth + SpaceInterCubes)*num_rows_to_collapse));
CubesMatrix[i][j].Cube = nullptr;
CubesMatrix[i][j].IsACube = false;
}
}
}
}
TopCubeIndex -= num_rows_to_collapse;
CubesCanBeMoved = false;
GetWorld()->GetTimerManager().SetTimer(CollapseCubesRowsHandle, this, &ACubesManager::EaseCollapseCubesRows, DeltaTime, true);
GetWorld()->GetTimerManager().SetTimer(RemoveCubesRowsHandle, this, &ACubesManager::EaseRemoveCubesRows, DeltaTime, true);
return true;
}
bool ACubesManager::ClearMatrixRows() {
int32 cubes_compteur = 0, row_to_clear_start_index = 0;
bool rows_indexes_to_clear_arr[4] = { false };
if (TopCubeIndex == 0) { return false; }
for (int32 j = 1; j < TopCubeIndex + 1; j++) {
for (int32 i = 1; i < NumCubesPerRow + 1; i++) {
cubes_compteur += CubesMatrix[i][j].IsACube;
}
if (cubes_compteur == NumCubesPerRow) {
if (row_to_clear_start_index == 0) { //si on en est à la premiere rangée pleine
row_to_clear_start_index = j; // on indique l'index de la première rangée à vider
}
rows_indexes_to_clear_arr[j - row_to_clear_start_index] = true;
if (j == row_to_clear_start_index + 3) {
break;
}
}
cubes_compteur = 0;
}
if (row_to_clear_start_index > 0) { //Si on a au moins une rangée à éliminer
for (int32 j = row_to_clear_start_index; j < row_to_clear_start_index + 4; j++) {
for (int32 i = 1; i < NumCubesPerRow + 1; i++) {
if (rows_indexes_to_clear_arr[j - row_to_clear_start_index]) {
CubesMatrix[i][j].Cube->MovementZTick = 1;
CubesArray.Add(CubesMatrix[i][j].Cube);
CubesToRemoveArray.Add(CubesMatrix[i][j].Cube);// va être utile pour l'animation dans le SetTimer()
CubesToRemoveArray[CubesToRemoveArray.Num() - 1]->InitX = CubesMatrix[i][j].Cube->GetActorLocation().X;
CubesToRemoveArray[CubesToRemoveArray.Num() - 1]->InitZ = CubesMatrix[i][j].Cube->GetActorLocation().Z;
CubesMatrix[i][j].Cube = nullptr;
CubesMatrix[i][j].IsACube = false;
}
}
}
}
if (row_to_clear_start_index > 0) {
return CollapseMatrix(row_to_clear_start_index, rows_indexes_to_clear_arr);
}else {
CubesCanBeMoved = true;
CurrentShape = FMath::RandRange(1, 7);
SpawnCurrentShape(CurrentShape);
return false;
}
}
bool ACubesManager::ShapeCollidesWithMatrix(CubeStruct ShapeArr[]) { //TODO optimiser, en ne bouclant les j que jusqu'à TopCubeIndex
CubeStruct shape_array_temp[4];
float radius = 20; //rayon de tolérence pour que le cube soit "snappé" le point de la grille 2D
float cube_y, cube_z, horizontal_step, vertical_step;
float semi_cube_width = CubeWidth / 2;
horizontal_step = RightBoundary * 2 / float(NumCubesPerRow + 2);
vertical_step = TopBoundary / float(NumCubesPerColumn);
for (int32 i = 0; i < NumCubesPerRow + 2; i++) {
for (int32 j = 0; j < NumCubesPerColumn + 1; j++) {
for (int32 k = 0; k < 4; k++) {
cube_y = ShapeArr[k].y;
cube_z = ShapeArr[k].z;
cube_y += semi_cube_width; // pour bien positionner le cube virtuel sur la grille 2D prenant en compte les bords et vu que le point de pivot du cube est au centre;
cube_z += semi_cube_width + CubeWidth + SpaceInterCubes;
if (cube_y < horizontal_step * (i + 1) + radius - RightBoundary &&
cube_y > horizontal_step * (i + 1) - radius - RightBoundary &&
cube_z < vertical_step * (j + 1) + radius && cube_z > vertical_step * (j + 1) - radius) { // repère chaque élément de la matric correspondant aux coordonnées du cube
if (CubesMatrix[i][j].IsACube == true) { return true; } // si une collision est détectée
shape_array_temp[k].YMat = i;
shape_array_temp[k].ZMat = j;
}
}
}
}
for (int32 k = 0; k < 4; k++) {
ShapeArr[k].YMat = shape_array_temp[k].YMat; //sert pour UpdateMatrix()
ShapeArr[k].ZMat = shape_array_temp[k].ZMat;
}
return false;
}
void ACubesManager::SpawnCurrentShape(int32 CurrentShape) { //CurrentShape =====> 1 Cube, 2 stick, 3 stair right, 4 stair left, 5 L right, 6 L left, 7 T
FLinearColor material_color_array[7]; //stocke chaque couleur de chaque forme
material_color_array[0] = FLinearColor(0.295f, 0.295f, 0.295f);
material_color_array[1] = FLinearColor(0.148f, 0.242f, 0.845f);
material_color_array[2] = FLinearColor(0.103f, 0.49f, 0.176f);
material_color_array[3] = FLinearColor(0.675f, 0.174f, 0.214f);
material_color_array[4] = FLinearColor(0.615f, 0.242f, 0.635f);
material_color_array[5] = FLinearColor(0.29f, 0.081f, 0.345f);
material_color_array[6] = FLinearColor(0.8f, 0.79f, 0.256f);
int offset = CubeWidth + SpaceInterCubes;
if (!CubesArray[3]) { return; }
CubesCurrentShapeArray.Empty();
CubesCurrentShapeArray.Add(CubesArray[0]);
CubesCurrentShapeArray.Add(CubesArray[1]);
CubesCurrentShapeArray.Add(CubesArray[2]);
CubesCurrentShapeArray.Add(CubesArray[3]);
CubesArray.RemoveAt(0, 4, true);
CubesCurrentShapeArray[0]->SetActorLocation(FVector(-482.f, float(CubeWidth / 2 + SpaceInterCubes), float((NumCubesPerColumn - 0.5) * CubeWidth + (NumCubesPerColumn)*SpaceInterCubes)));
switch (CurrentShape)
{
case 1:
CubesCurrentShapeArray[1]->SetActorLocation(CubesCurrentShapeArray[0]->GetActorLocation() + FVector(0.f, 0.f, float(-offset)));
CubesCurrentShapeArray[2]->SetActorLocation(CubesCurrentShapeArray[0]->GetActorLocation() + FVector(0.f, float(offset), 0.f));
CubesCurrentShapeArray[3]->SetActorLocation(CubesCurrentShapeArray[0]->GetActorLocation() + FVector(0.f, float(offset), float(-offset)));
break;
case 2:
CubesCurrentShapeArray[1]->SetActorLocation(CubesCurrentShapeArray[0]->GetActorLocation() + FVector(0.f, 0.f, float(-offset)));
CubesCurrentShapeArray[2]->SetActorLocation(CubesCurrentShapeArray[0]->GetActorLocation() + FVector(0.f, 0.f, float(-2 * offset)));
CubesCurrentShapeArray[3]->SetActorLocation(CubesCurrentShapeArray[0]->GetActorLocation() + FVector(0.f, 0.f, float(offset)));
break;
case 3:
CubesCurrentShapeArray[1]->SetActorLocation(CubesCurrentShapeArray[0]->GetActorLocation() + FVector(0.f, -float(offset), 0.f));
CubesCurrentShapeArray[2]->SetActorLocation(CubesCurrentShapeArray[0]->GetActorLocation() + FVector(0.f, 0.f, float(-offset)));
CubesCurrentShapeArray[3]->SetActorLocation(CubesCurrentShapeArray[0]->GetActorLocation() + FVector(0.f, -float(-offset), float(-offset)));
break;
case 4:
CubesCurrentShapeArray[1]->SetActorLocation(CubesCurrentShapeArray[0]->GetActorLocation() + FVector(0.f, float(offset), 0.f));
CubesCurrentShapeArray[2]->SetActorLocation(CubesCurrentShapeArray[0]->GetActorLocation() + FVector(0.f, 0.f, float(-offset)));
CubesCurrentShapeArray[3]->SetActorLocation(CubesCurrentShapeArray[0]->GetActorLocation() + FVector(0.f, float(-offset), float(-offset)));
break;
case 5:
CubesCurrentShapeArray[1]->SetActorLocation(CubesCurrentShapeArray[0]->GetActorLocation() + FVector(0.f, 0.f, float(-offset)));
CubesCurrentShapeArray[2]->SetActorLocation(CubesCurrentShapeArray[0]->GetActorLocation() + FVector(0.f, float(-offset), float(-offset)));
CubesCurrentShapeArray[3]->SetActorLocation(CubesCurrentShapeArray[0]->GetActorLocation() + FVector(0.f, 0.f, float(offset)));
break;
case 6:
CubesCurrentShapeArray[1]->SetActorLocation(CubesCurrentShapeArray[0]->GetActorLocation() + FVector(0.f, 0.f, float(-offset)));
CubesCurrentShapeArray[2]->SetActorLocation(CubesCurrentShapeArray[0]->GetActorLocation() + FVector(0.f, float(offset), float(-offset)));
CubesCurrentShapeArray[3]->SetActorLocation(CubesCurrentShapeArray[0]->GetActorLocation() + FVector(0.f, 0.f, float(offset)));
break;
case 7:
CubesCurrentShapeArray[1]->SetActorLocation(CubesCurrentShapeArray[0]->GetActorLocation() + FVector(0.f, 0.f, float(-offset)));
CubesCurrentShapeArray[2]->SetActorLocation(CubesCurrentShapeArray[0]->GetActorLocation() + FVector(0.f, float(offset), 0.f));
CubesCurrentShapeArray[3]->SetActorLocation(CubesCurrentShapeArray[0]->GetActorLocation() + FVector(0.f, float(-offset), 0.f));
break;
}
for (int32 i = 0; i < 4; i++) {
CubesCurrentShapeArray[i]->MaterialColor = material_color_array[CurrentShape - 1];
CubesCurrentShapeArray[i]->ReadyToSetMaterialColor = true;
}
} |
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