Replaced tabs by spaces

This commit is contained in:
Ray 2016-03-03 13:24:56 +01:00
parent fffbf48dec
commit dcbf2a0e0c
3 changed files with 234 additions and 234 deletions

View File

@ -179,22 +179,22 @@ void InitGame(void)
// Initialize grid matrices
for (int i = 0; i < GRID_HORIZONTAL_SIZE; i++)
{
for (int j = 0; j < GRID_VERTICAL_SIZE; j++)
{
{
for (int j = 0; j < GRID_VERTICAL_SIZE; j++)
{
if ((j == GRID_VERTICAL_SIZE - 1) || (i == 0) || (i == GRID_HORIZONTAL_SIZE - 1)) grid[i][j] = BLOCK;
else grid[i][j] = EMPTY;
}
}
}
}
// Initialize incoming piece matrices
for (int i = 0; i < 4; i++)
{
for (int j = 0; j< 4; j++)
{
incomingPiece[i][j] = EMPTY;
}
}
{
for (int j = 0; j< 4; j++)
{
incomingPiece[i][j] = EMPTY;
}
}
}
// Update game (one frame)
@ -423,34 +423,34 @@ static bool Createpiece()
piecePositionY = 0;
// If the game is starting and you are going to create the first piece, we create an extra one
if (beginPlay)
{
if (beginPlay)
{
GetRandompiece();
beginPlay = false;
}
}
// We assign the incoming piece to the actual piece
for (int i = 0; i < 4; i++)
{
for (int j = 0; j< 4; j++)
{
piece[i][j] = incomingPiece[i][j];
}
}
{
for (int j = 0; j< 4; j++)
{
piece[i][j] = incomingPiece[i][j];
}
}
// We assign a random piece to the incoming one
GetRandompiece();
GetRandompiece();
// Assign the piece to the grid
for (int i = piecePositionX; i < piecePositionX + 4; i++)
{
for (int j = 0; j < 4; j++)
{
if (piece[i - (int)piecePositionX][j] == MOVING) grid[i][j] = MOVING;
}
}
{
for (int j = 0; j < 4; j++)
{
if (piece[i - (int)piecePositionX][j] == MOVING) grid[i][j] = MOVING;
}
}
return true;
return true;
}
static void GetRandompiece()
@ -459,22 +459,22 @@ static void GetRandompiece()
int random = rand() % 7;
for (int i = 0; i < 4; i++)
{
for (int j = 0; j < 4; j++)
{
incomingPiece[i][j] = EMPTY;
}
}
{
for (int j = 0; j < 4; j++)
{
incomingPiece[i][j] = EMPTY;
}
}
switch(random)
{
case 0: { incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; } break; //Cube
case 1: { incomingPiece[1][0] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; } break; //L
case 2: { incomingPiece[1][2] = MOVING; incomingPiece[2][0] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[2][2] = MOVING; } break; //L inversa
case 3: { incomingPiece[0][1] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[3][1] = MOVING; } break; //Recta
case 4: { incomingPiece[1][0] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][1] = MOVING; } break; //Creu tallada
case 5: { incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[2][2] = MOVING; incomingPiece[3][2] = MOVING; } break; //S
case 6: { incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[3][1] = MOVING; } break; //S inversa
{
case 0: { incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; } break; //Cube
case 1: { incomingPiece[1][0] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; } break; //L
case 2: { incomingPiece[1][2] = MOVING; incomingPiece[2][0] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[2][2] = MOVING; } break; //L inversa
case 3: { incomingPiece[0][1] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[3][1] = MOVING; } break; //Recta
case 4: { incomingPiece[1][0] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][1] = MOVING; } break; //Creu tallada
case 5: { incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[2][2] = MOVING; incomingPiece[3][2] = MOVING; } break; //S
case 6: { incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[3][1] = MOVING; } break; //S inversa
}
}
@ -482,34 +482,34 @@ static void ResolveFallingMovement(bool *detection, bool *pieceActive)
{
// If we finished moving this piece, we stop it
if (*detection)
{
{
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if (grid[i][j] == MOVING)
{
grid[i][j] = FULL;
*detection = false;
*pieceActive = false;
}
}
}
}
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if (grid[i][j] == MOVING)
{
grid[i][j] = FULL;
*detection = false;
*pieceActive = false;
}
}
}
}
// We move down the piece
else
{
else
{
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if (grid[i][j] == MOVING)
{
grid[i][j+1] = MOVING;
grid[i][j] = EMPTY;
}
}
}
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if (grid[i][j] == MOVING)
{
grid[i][j+1] = MOVING;
grid[i][j] = EMPTY;
}
}
}
piecePositionY++;
}
}
@ -519,78 +519,78 @@ static bool ResolveLateralMovement()
bool collision = false;
// Move left
if (IsKeyDown(KEY_LEFT))
{
if (IsKeyDown(KEY_LEFT))
{
// Check if is possible to move to left
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if (grid[i][j] == MOVING)
{
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if (grid[i][j] == MOVING)
{
// Check if we are touching the left wall or we have a full square at the left
if ((i-1 == 0) || (grid[i-1][j] == FULL)) collision = true;
}
}
}
if ((i-1 == 0) || (grid[i-1][j] == FULL)) collision = true;
}
}
}
// If able, move left
if (!collision)
{
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++) // We check the matrix from left to right
{
if (!collision)
{
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++) // We check the matrix from left to right
{
// Move everything to the left
if (grid[i][j] == MOVING)
{
grid[i-1][j] = MOVING;
grid[i][j] = EMPTY;
}
}
}
if (grid[i][j] == MOVING)
{
grid[i-1][j] = MOVING;
grid[i][j] = EMPTY;
}
}
}
piecePositionX--;
}
}
}
}
// Move right
else if (IsKeyDown(KEY_RIGHT))
{
else if (IsKeyDown(KEY_RIGHT))
{
// Check if is possible to move to right
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if (grid[i][j] == MOVING)
{
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if (grid[i][j] == MOVING)
{
// Check if we are touching the right wall or we have a full square at the right
if ((i+1 == GRID_HORIZONTAL_SIZE - 1) || (grid[i+1][j] == FULL))
if ((i+1 == GRID_HORIZONTAL_SIZE - 1) || (grid[i+1][j] == FULL))
{
collision = true;
}
}
}
}
}
}
}
// If able move right
if (!collision)
{
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = GRID_HORIZONTAL_SIZE - 1; i >= 1; i--) // We check the matrix from right to left
{
if (!collision)
{
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = GRID_HORIZONTAL_SIZE - 1; i >= 1; i--) // We check the matrix from right to left
{
// Move everything to the right
if (grid[i][j] == MOVING)
{
grid[i+1][j] = MOVING;
grid[i][j] = EMPTY;
}
}
}
if (grid[i][j] == MOVING)
{
grid[i+1][j] = MOVING;
grid[i][j] = EMPTY;
}
}
}
piecePositionX++;
}
}
}
}
return collision;
}
@ -599,164 +599,164 @@ static bool ResolveTurnMovement()
{
// Input for turning the piece
if (IsKeyDown(KEY_UP))
{
int aux;
bool checker = false;
{
int aux;
bool checker = false;
// Check all turning possibilities
if ((grid[piecePositionX + 3][piecePositionY] == MOVING) &&
if ((grid[piecePositionX + 3][piecePositionY] == MOVING) &&
(grid[piecePositionX][piecePositionY] != EMPTY) &&
(grid[piecePositionX][piecePositionY] != MOVING))
{
{
checker = true;
}
if ((grid[piecePositionX + 3][piecePositionY + 3] == MOVING) &&
if ((grid[piecePositionX + 3][piecePositionY + 3] == MOVING) &&
(grid[piecePositionX + 3][piecePositionY] != EMPTY) &&
(grid[piecePositionX + 3][piecePositionY] != MOVING))
{
{
checker = true;
}
if ((grid[piecePositionX][piecePositionY + 3] == MOVING) &&
if ((grid[piecePositionX][piecePositionY + 3] == MOVING) &&
(grid[piecePositionX + 3][piecePositionY + 3] != EMPTY) &&
(grid[piecePositionX + 3][piecePositionY + 3] != MOVING))
{
{
checker = true;
}
if ((grid[piecePositionX][piecePositionY] == MOVING) &&
if ((grid[piecePositionX][piecePositionY] == MOVING) &&
(grid[piecePositionX][piecePositionY + 3] != EMPTY) &&
(grid[piecePositionX][piecePositionY + 3] != MOVING))
{
{
checker = true;
}
if ((grid[piecePositionX + 1][piecePositionY] == MOVING) &&
if ((grid[piecePositionX + 1][piecePositionY] == MOVING) &&
(grid[piecePositionX][piecePositionY + 2] != EMPTY) &&
(grid[piecePositionX][piecePositionY + 2] != MOVING))
{
{
checker = true;
}
if ((grid[piecePositionX + 3][piecePositionY + 1] == MOVING) &&
if ((grid[piecePositionX + 3][piecePositionY + 1] == MOVING) &&
(grid[piecePositionX + 1][piecePositionY] != EMPTY) &&
(grid[piecePositionX + 1][piecePositionY] != MOVING))
{
{
checker = true;
}
if ((grid[piecePositionX + 2][piecePositionY + 3] == MOVING) &&
if ((grid[piecePositionX + 2][piecePositionY + 3] == MOVING) &&
(grid[piecePositionX + 3][piecePositionY + 1] != EMPTY) &&
(grid[piecePositionX + 3][piecePositionY + 1] != MOVING))
{
{
checker = true;
}
if ((grid[piecePositionX][piecePositionY + 2] == MOVING) &&
if ((grid[piecePositionX][piecePositionY + 2] == MOVING) &&
(grid[piecePositionX + 2][piecePositionY + 3] != EMPTY) &&
(grid[piecePositionX + 2][piecePositionY + 3] != MOVING))
{
{
checker = true;
}
if ((grid[piecePositionX + 2][piecePositionY] == MOVING) &&
if ((grid[piecePositionX + 2][piecePositionY] == MOVING) &&
(grid[piecePositionX][piecePositionY + 1] != EMPTY) &&
(grid[piecePositionX][piecePositionY + 1] != MOVING))
{
{
checker = true;
}
if ((grid[piecePositionX + 3][piecePositionY + 2] == MOVING) &&
if ((grid[piecePositionX + 3][piecePositionY + 2] == MOVING) &&
(grid[piecePositionX + 2][piecePositionY] != EMPTY) &&
(grid[piecePositionX + 2][piecePositionY] != MOVING))
{
{
checker = true;
}
if ((grid[piecePositionX + 1][piecePositionY + 3] == MOVING) &&
if ((grid[piecePositionX + 1][piecePositionY + 3] == MOVING) &&
(grid[piecePositionX + 3][piecePositionY + 2] != EMPTY) &&
(grid[piecePositionX + 3][piecePositionY + 2] != MOVING))
{
{
checker = true;
}
if ((grid[piecePositionX][piecePositionY + 1] == MOVING) &&
if ((grid[piecePositionX][piecePositionY + 1] == MOVING) &&
(grid[piecePositionX + 1][piecePositionY + 3] != EMPTY) &&
(grid[piecePositionX + 1][piecePositionY + 3] != MOVING))
{
{
checker = true;
}
if ((grid[piecePositionX + 1][piecePositionY + 1] == MOVING) &&
if ((grid[piecePositionX + 1][piecePositionY + 1] == MOVING) &&
(grid[piecePositionX + 1][piecePositionY + 2] != EMPTY) &&
(grid[piecePositionX + 1][piecePositionY + 2] != MOVING))
{
{
checker = true;
}
if ((grid[piecePositionX + 2][piecePositionY + 1] == MOVING) &&
if ((grid[piecePositionX + 2][piecePositionY + 1] == MOVING) &&
(grid[piecePositionX + 1][piecePositionY + 1] != EMPTY) &&
(grid[piecePositionX + 1][piecePositionY + 1] != MOVING))
{
{
checker = true;
}
if ((grid[piecePositionX + 2][piecePositionY + 2] == MOVING) &&
if ((grid[piecePositionX + 2][piecePositionY + 2] == MOVING) &&
(grid[piecePositionX + 2][piecePositionY + 1] != EMPTY) &&
(grid[piecePositionX + 2][piecePositionY + 1] != MOVING))
{
{
checker = true;
}
if ((grid[piecePositionX + 1][piecePositionY + 2] == MOVING) &&
if ((grid[piecePositionX + 1][piecePositionY + 2] == MOVING) &&
(grid[piecePositionX + 2][piecePositionY + 2] != EMPTY) &&
(grid[piecePositionX + 2][piecePositionY + 2] != MOVING))
{
{
checker = true;
}
if (!checker)
{
aux = piece[0][0];
piece[0][0] = piece[3][0];
piece[3][0] = piece[3][3];
piece[3][3] = piece[0][3];
piece[0][3] = aux;
if (!checker)
{
aux = piece[0][0];
piece[0][0] = piece[3][0];
piece[3][0] = piece[3][3];
piece[3][3] = piece[0][3];
piece[0][3] = aux;
aux = piece[1][0];
piece[1][0] = piece[3][1];
piece[3][1] = piece[2][3];
piece[2][3] = piece[0][2];
piece[0][2] = aux;
aux = piece[1][0];
piece[1][0] = piece[3][1];
piece[3][1] = piece[2][3];
piece[2][3] = piece[0][2];
piece[0][2] = aux;
aux = piece[2][0];
piece[2][0] = piece[3][2];
piece[3][2] = piece[1][3];
piece[1][3] = piece[0][1];
piece[0][1] = aux;
aux = piece[2][0];
piece[2][0] = piece[3][2];
piece[3][2] = piece[1][3];
piece[1][3] = piece[0][1];
piece[0][1] = aux;
aux = piece[1][1];
piece[1][1] = piece[2][1];
piece[2][1] = piece[2][2];
piece[2][2] = piece[1][2];
piece[1][2] = aux;
}
aux = piece[1][1];
piece[1][1] = piece[2][1];
piece[2][1] = piece[2][2];
piece[2][2] = piece[1][2];
piece[1][2] = aux;
}
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if (grid[i][j] == MOVING)
{
grid[i][j] = EMPTY;
}
}
}
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if (grid[i][j] == MOVING)
{
grid[i][j] = EMPTY;
}
}
}
for (int i = piecePositionX; i < piecePositionX + 4; i++)
{
for (int j = piecePositionY; j < piecePositionY + 4; j++)
{
if (piece[i - piecePositionX][j - piecePositionY] == MOVING)
{
grid[i][j] = MOVING;
}
}
}
for (int i = piecePositionX; i < piecePositionX + 4; i++)
{
for (int j = piecePositionY; j < piecePositionY + 4; j++)
{
if (piece[i - piecePositionX][j - piecePositionY] == MOVING)
{
grid[i][j] = MOVING;
}
}
}
return true;
}
}
return false;
}
@ -764,44 +764,44 @@ static bool ResolveTurnMovement()
static void CheckDetection(bool *detection)
{
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if ((grid[i][j] == MOVING) && ((grid[i][j+1] == FULL) || (grid[i][j+1] == BLOCK))) *detection = true;
}
}
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if ((grid[i][j] == MOVING) && ((grid[i][j+1] == FULL) || (grid[i][j+1] == BLOCK))) *detection = true;
}
}
}
static void CheckCompletition(bool *lineToDelete)
{
int calculator;
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
calculator = 0;
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
calculator = 0;
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
// Count each square of the line
if (grid[i][j] == FULL)
{
calculator++;
}
if (grid[i][j] == FULL)
{
calculator++;
}
// Check if we completed the whole line
if (calculator == GRID_HORIZONTAL_SIZE - 2)
{
if (calculator == GRID_HORIZONTAL_SIZE - 2)
{
*lineToDelete = true;
calculator = 0;
// points++;
// points++;
// Mark the completed line
for (int z = 1; z < GRID_HORIZONTAL_SIZE - 1; z++)
{
grid[z][j] = FADING;
}
}
}
}
for (int z = 1; z < GRID_HORIZONTAL_SIZE - 1; z++)
{
grid[z][j] = FADING;
}
}
}
}
}
static void DeleteCompleteLines()

View File

@ -1752,8 +1752,8 @@ static void MouseButtonCallback(GLFWwindow *window, int button, int action, int
// Normalize gestureEvent.position[0] for screenWidth and screenHeight
gestureEvent.position[0].x /= (float)GetScreenWidth();
gestureEvent.position[0].y /= (float)GetScreenHeight();
// Gesture data is sent to gestures system for processing
// Gesture data is sent to gestures system for processing
ProcessGestureEvent(gestureEvent);
#endif
}
@ -1890,7 +1890,7 @@ static void AndroidCommandCallback(struct android_app *app, int32_t cmd)
// TODO: GPU assets reload in case of lost focus (lost context)
// NOTE: This problem has been solved just unbinding and rebinding context from display
/*
/*
if (assetsReloadRequired)
{
for (int i = 0; i < assetsCount; i++)
@ -2471,9 +2471,9 @@ static void *GamepadThread(void *arg)
const int joystickAxisY = 1;
// Read gamepad event
struct js_event gamepadEvent;
struct js_event gamepadEvent;
while (1)
while (1)
{
if (read(gamepadStream, &gamepadEvent, sizeof(struct js_event)) == (int)sizeof(struct js_event))
{
@ -2507,7 +2507,7 @@ static void *GamepadThread(void *arg)
*/
}
}
}
}
return NULL;
}

View File

@ -385,7 +385,7 @@ typedef struct Model {
Matrix transform;
Texture2D texture; // Only for OpenGL 1.1, on newer versions this should be in the shader
Shader shader;
//Material material;
//Material material;
} Model;
// Ray type (useful for raycast)