792 lines
26 KiB
C
792 lines
26 KiB
C
/*******************************************************************************************
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*
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* raylib - sample game: tetris
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*
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* Sample game Marc Palau and Ramon Santamaria
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*
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* This game has been created using raylib v1.3 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2015 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include <stdio.h>
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#include <stdlib.h>
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#include <time.h>
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#include <math.h>
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#if defined(PLATFORM_WEB)
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#include <emscripten/emscripten.h>
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#endif
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//----------------------------------------------------------------------------------
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// Some Defines
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//----------------------------------------------------------------------------------
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#define SQUARE_SIZE 20
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#define GRID_HORIZONTAL_SIZE 12
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#define GRID_VERTICAL_SIZE 20
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#define LATERAL_SPEED 10
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#define TURNING_SPEED 12
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#define FAST_FALL_AWAIT_COUNTER 30
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#define FADING_TIME 33
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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typedef enum GridSquare { EMPTY, MOVING, FULL, BLOCK, FADING } GridSquare;
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//------------------------------------------------------------------------------------
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// Global Variables Declaration
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//------------------------------------------------------------------------------------
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static const int screenWidth = 800;
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static const int screenHeight = 450;
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static bool gameOver = false;
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static bool pause = false;
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// Matrices
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static GridSquare grid [GRID_HORIZONTAL_SIZE][GRID_VERTICAL_SIZE];
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static GridSquare piece [4][4];
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static GridSquare incomingPiece [4][4];
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// Theese variables keep track of the active piece position
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static int piecePositionX = 0;
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static int piecePositionY = 0;
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// Game parameters
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static Color fadingColor;
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//static int fallingSpeed; // In frames
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static bool beginPlay = true; // This var is only true at the begining of the game, used for the first matrix creations
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static bool pieceActive = false;
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static bool detection = false;
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static bool lineToDelete = false;
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// Statistics
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static int level = 1;
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static int lines = 0;
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// Counters
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static int gravityMovementCounter = 0;
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static int lateralMovementCounter = 0;
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static int turnMovementCounter = 0;
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static int fastFallMovementCounter = 0;
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static int fadeLineCounter = 0;
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// Based on level
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static int gravitySpeed = 30;
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//------------------------------------------------------------------------------------
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// Module Functions Declaration (local)
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//------------------------------------------------------------------------------------
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static void InitGame(void); // Initialize game
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static void UpdateGame(void); // Update game (one frame)
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static void DrawGame(void); // Draw game (one frame)
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static void UnloadGame(void); // Unload game
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static void UpdateDrawFrame(void); // Update and Draw (one frame)
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// Additional module functions
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static bool Createpiece();
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static void GetRandompiece();
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static void ResolveFallingMovement();
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static bool ResolveLateralMovement();
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static bool ResolveTurnMovement();
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static void CheckDetection();
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static void CheckCompletion();
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static void DeleteCompleteLines();
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main(void)
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{
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// Initialization (Note windowTitle is unused on Android)
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//---------------------------------------------------------
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InitWindow(screenWidth, screenHeight, "sample game: tetris");
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InitGame();
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#if defined(PLATFORM_WEB)
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emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
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#else
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update and Draw
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//----------------------------------------------------------------------------------
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UpdateDrawFrame();
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//----------------------------------------------------------------------------------
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}
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#endif
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadGame(); // Unload loaded data (textures, sounds, models...)
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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//--------------------------------------------------------------------------------------
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// Game Module Functions Definition
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//--------------------------------------------------------------------------------------
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// Initialize game variables
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void InitGame(void)
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{
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// Initialize game statistics
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level = 1;
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lines = 0;
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fadingColor = GRAY;
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piecePositionX = 0;
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piecePositionY = 0;
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pause = false;
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beginPlay = true;
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pieceActive = false;
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detection = false;
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lineToDelete = false;
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// Counters
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gravityMovementCounter = 0;
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lateralMovementCounter = 0;
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turnMovementCounter = 0;
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fastFallMovementCounter = 0;
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fadeLineCounter = 0;
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gravitySpeed = 30;
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// Initialize grid matrices
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for (int i = 0; i < GRID_HORIZONTAL_SIZE; i++)
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{
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for (int j = 0; j < GRID_VERTICAL_SIZE; j++)
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{
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if ((j == GRID_VERTICAL_SIZE - 1) || (i == 0) || (i == GRID_HORIZONTAL_SIZE - 1)) grid[i][j] = BLOCK;
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else grid[i][j] = EMPTY;
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}
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}
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// Initialize incoming piece matrices
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for (int i = 0; i < 4; i++)
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{
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for (int j = 0; j< 4; j++)
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{
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incomingPiece[i][j] = EMPTY;
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}
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}
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}
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// Update game (one frame)
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void UpdateGame(void)
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{
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if (!gameOver)
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{
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if (IsKeyPressed('P')) pause = !pause;
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if (!pause)
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{
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if (!lineToDelete)
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{
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if (!pieceActive)
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{
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// Get another piece
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pieceActive = Createpiece();
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// We leave a little time before starting the fast falling down
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fastFallMovementCounter = 0;
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}
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else // Piece falling
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{
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// Counters update
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fastFallMovementCounter++;
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gravityMovementCounter++;
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lateralMovementCounter++;
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turnMovementCounter++;
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// We make sure to move if we've pressed the key this frame
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if (IsKeyPressed(KEY_LEFT) || IsKeyPressed(KEY_RIGHT)) lateralMovementCounter = LATERAL_SPEED;
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if (IsKeyPressed(KEY_UP)) turnMovementCounter = TURNING_SPEED;
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// Fall down
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if (IsKeyDown(KEY_DOWN) && (fastFallMovementCounter >= FAST_FALL_AWAIT_COUNTER))
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{
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// We make sure the piece is going to fall this frame
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gravityMovementCounter += gravitySpeed;
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}
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if (gravityMovementCounter >= gravitySpeed)
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{
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// Basic falling movement
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CheckDetection(&detection);
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// Check if the piece has collided with another piece or with the boundings
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ResolveFallingMovement(&detection, &pieceActive);
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// Check if we fullfilled a line and if so, erase the line and pull down the the lines above
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CheckCompletion(&lineToDelete);
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gravityMovementCounter = 0;
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}
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// Move laterally at player's will
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if (lateralMovementCounter >= LATERAL_SPEED)
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{
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// Update the lateral movement and if success, reset the lateral counter
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if (!ResolveLateralMovement()) lateralMovementCounter = 0;
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}
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// Turn the piece at player's will
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if (turnMovementCounter >= TURNING_SPEED)
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{
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// Update the turning movement and reset the turning counter
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if (ResolveTurnMovement()) turnMovementCounter = 0;
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}
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}
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// Game over logic
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for (int j = 0; j < 2; j++)
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{
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for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
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{
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if (grid[i][j] == FULL)
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{
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gameOver = true;
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}
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}
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}
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}
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else
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{
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// Animation when deleting lines
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fadeLineCounter++;
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if (fadeLineCounter%8 < 4) fadingColor = MAROON;
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else fadingColor = GRAY;
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if (fadeLineCounter >= FADING_TIME)
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{
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DeleteCompleteLines();
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fadeLineCounter = 0;
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lineToDelete = false;
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lines++;
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}
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}
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}
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}
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else
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{
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if (IsKeyPressed(KEY_ENTER))
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{
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InitGame();
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gameOver = false;
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}
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}
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}
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// Draw game (one frame)
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void DrawGame(void)
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{
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BeginDrawing();
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ClearBackground(RAYWHITE);
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if (!gameOver)
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{
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// Draw gameplay area
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Vector2 offset;
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offset.x = screenWidth/2 - (GRID_HORIZONTAL_SIZE*SQUARE_SIZE/2) - 50;
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offset.y = screenHeight/2 - ((GRID_VERTICAL_SIZE - 1)*SQUARE_SIZE/2) + SQUARE_SIZE*2;
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offset.y -= 50; // NOTE: Harcoded position!
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int controller = offset.x;
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for (int j = 0; j < GRID_VERTICAL_SIZE; j++)
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{
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for (int i = 0; i < GRID_HORIZONTAL_SIZE; i++)
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{
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// Draw each square of the grid
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if (grid[i][j] == EMPTY)
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{
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DrawLine(offset.x, offset.y, offset.x + SQUARE_SIZE, offset.y, LIGHTGRAY );
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DrawLine(offset.x, offset.y, offset.x, offset.y + SQUARE_SIZE, LIGHTGRAY );
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DrawLine(offset.x + SQUARE_SIZE, offset.y, offset.x + SQUARE_SIZE, offset.y + SQUARE_SIZE, LIGHTGRAY );
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DrawLine(offset.x, offset.y + SQUARE_SIZE, offset.x + SQUARE_SIZE, offset.y + SQUARE_SIZE, LIGHTGRAY );
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offset.x += SQUARE_SIZE;
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}
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else if (grid[i][j] == FULL)
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{
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DrawRectangle(offset.x, offset.y, SQUARE_SIZE, SQUARE_SIZE, GRAY);
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offset.x += SQUARE_SIZE;
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}
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else if (grid[i][j] == MOVING)
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{
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DrawRectangle(offset.x, offset.y, SQUARE_SIZE, SQUARE_SIZE, DARKGRAY);
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offset.x += SQUARE_SIZE;
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}
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else if (grid[i][j] == BLOCK)
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{
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DrawRectangle(offset.x, offset.y, SQUARE_SIZE, SQUARE_SIZE, LIGHTGRAY);
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offset.x += SQUARE_SIZE;
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}
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else if (grid[i][j] == FADING)
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{
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DrawRectangle(offset.x, offset.y, SQUARE_SIZE, SQUARE_SIZE, fadingColor);
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offset.x += SQUARE_SIZE;
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}
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}
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offset.x = controller;
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offset.y += SQUARE_SIZE;
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}
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// Draw incoming piece (hardcoded)
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offset.x = 500;
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offset.y = 45;
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int controler = offset.x;
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for (int j = 0; j < 4; j++)
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{
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for (int i = 0; i < 4; i++)
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{
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if (incomingPiece[i][j] == EMPTY)
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{
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DrawLine(offset.x, offset.y, offset.x + SQUARE_SIZE, offset.y, LIGHTGRAY );
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DrawLine(offset.x, offset.y, offset.x, offset.y + SQUARE_SIZE, LIGHTGRAY );
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DrawLine(offset.x + SQUARE_SIZE, offset.y, offset.x + SQUARE_SIZE, offset.y + SQUARE_SIZE, LIGHTGRAY );
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DrawLine(offset.x, offset.y + SQUARE_SIZE, offset.x + SQUARE_SIZE, offset.y + SQUARE_SIZE, LIGHTGRAY );
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offset.x += SQUARE_SIZE;
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}
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else if (incomingPiece[i][j] == MOVING)
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{
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DrawRectangle(offset.x, offset.y, SQUARE_SIZE, SQUARE_SIZE, GRAY);
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offset.x += SQUARE_SIZE;
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}
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}
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offset.x = controler;
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offset.y += SQUARE_SIZE;
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}
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DrawText("INCOMING:", offset.x, offset.y - 100, 10, GRAY);
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DrawText(TextFormat("LINES: %04i", lines), offset.x, offset.y + 20, 10, GRAY);
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if (pause) DrawText("GAME PAUSED", screenWidth/2 - MeasureText("GAME PAUSED", 40)/2, screenHeight/2 - 40, 40, GRAY);
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}
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else DrawText("PRESS [ENTER] TO PLAY AGAIN", GetScreenWidth()/2 - MeasureText("PRESS [ENTER] TO PLAY AGAIN", 20)/2, GetScreenHeight()/2 - 50, 20, GRAY);
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EndDrawing();
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}
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// Unload game variables
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void UnloadGame(void)
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{
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// TODO: Unload all dynamic loaded data (textures, sounds, models...)
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}
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// Update and Draw (one frame)
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void UpdateDrawFrame(void)
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{
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UpdateGame();
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DrawGame();
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}
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//--------------------------------------------------------------------------------------
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// Additional module functions
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//--------------------------------------------------------------------------------------
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static bool Createpiece()
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{
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piecePositionX = (int)((GRID_HORIZONTAL_SIZE - 4)/2);
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piecePositionY = 0;
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// If the game is starting and you are going to create the first piece, we create an extra one
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if (beginPlay)
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{
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GetRandompiece();
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beginPlay = false;
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}
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// We assign the incoming piece to the actual piece
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for (int i = 0; i < 4; i++)
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{
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for (int j = 0; j< 4; j++)
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{
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piece[i][j] = incomingPiece[i][j];
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}
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}
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// We assign a random piece to the incoming one
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GetRandompiece();
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// Assign the piece to the grid
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for (int i = piecePositionX; i < piecePositionX + 4; i++)
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{
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for (int j = 0; j < 4; j++)
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{
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if (piece[i - (int)piecePositionX][j] == MOVING) grid[i][j] = MOVING;
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}
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}
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return true;
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}
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static void GetRandompiece()
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{
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int random = GetRandomValue(0, 6);
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for (int i = 0; i < 4; i++)
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{
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for (int j = 0; j < 4; j++)
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{
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incomingPiece[i][j] = EMPTY;
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}
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}
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switch (random)
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{
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case 0: { incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; } break; //Cube
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case 1: { incomingPiece[1][0] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; } break; //L
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case 2: { incomingPiece[1][2] = MOVING; incomingPiece[2][0] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[2][2] = MOVING; } break; //L inversa
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case 3: { incomingPiece[0][1] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[3][1] = MOVING; } break; //Recta
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case 4: { incomingPiece[1][0] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][1] = MOVING; } break; //Creu tallada
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case 5: { incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[2][2] = MOVING; incomingPiece[3][2] = MOVING; } break; //S
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case 6: { incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[3][1] = MOVING; } break; //S inversa
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}
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}
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static void ResolveFallingMovement(bool *detection, bool *pieceActive)
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{
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// If we finished moving this piece, we stop it
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if (*detection)
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{
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for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
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{
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for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
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{
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if (grid[i][j] == MOVING)
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{
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grid[i][j] = FULL;
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*detection = false;
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*pieceActive = false;
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}
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}
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}
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}
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else // We move down the piece
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{
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for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
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{
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for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
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{
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if (grid[i][j] == MOVING)
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{
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grid[i][j+1] = MOVING;
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grid[i][j] = EMPTY;
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}
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}
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}
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piecePositionY++;
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}
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}
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static bool ResolveLateralMovement()
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{
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bool collision = false;
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// Piece movement
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if (IsKeyDown(KEY_LEFT)) // Move left
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{
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// Check if is possible to move to left
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for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
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{
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for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
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{
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if (grid[i][j] == MOVING)
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{
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// Check if we are touching the left wall or we have a full square at the left
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if ((i-1 == 0) || (grid[i-1][j] == FULL)) collision = true;
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}
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}
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}
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// If able, move left
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if (!collision)
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{
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for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
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{
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for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++) // We check the matrix from left to right
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{
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// Move everything to the left
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if (grid[i][j] == MOVING)
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{
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grid[i-1][j] = MOVING;
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grid[i][j] = EMPTY;
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|
}
|
|
}
|
|
}
|
|
|
|
piecePositionX--;
|
|
}
|
|
}
|
|
else if (IsKeyDown(KEY_RIGHT)) // Move 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)
|
|
{
|
|
// 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))
|
|
{
|
|
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
|
|
{
|
|
// Move everything to the right
|
|
if (grid[i][j] == MOVING)
|
|
{
|
|
grid[i+1][j] = MOVING;
|
|
grid[i][j] = EMPTY;
|
|
}
|
|
}
|
|
}
|
|
|
|
piecePositionX++;
|
|
}
|
|
}
|
|
|
|
return collision;
|
|
}
|
|
|
|
static bool ResolveTurnMovement()
|
|
{
|
|
// Input for turning the piece
|
|
if (IsKeyDown(KEY_UP))
|
|
{
|
|
int aux = 0;
|
|
bool checker = false;
|
|
|
|
// Check all turning possibilities
|
|
if ((grid[piecePositionX + 3][piecePositionY] == MOVING) &&
|
|
(grid[piecePositionX][piecePositionY] != EMPTY) &&
|
|
(grid[piecePositionX][piecePositionY] != MOVING)) checker = true;
|
|
|
|
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) &&
|
|
(grid[piecePositionX + 3][piecePositionY + 3] != EMPTY) &&
|
|
(grid[piecePositionX + 3][piecePositionY + 3] != MOVING)) checker = true;
|
|
|
|
if ((grid[piecePositionX][piecePositionY] == MOVING) &&
|
|
(grid[piecePositionX][piecePositionY + 3] != EMPTY) &&
|
|
(grid[piecePositionX][piecePositionY + 3] != MOVING)) checker = true;
|
|
|
|
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) &&
|
|
(grid[piecePositionX + 1][piecePositionY] != EMPTY) &&
|
|
(grid[piecePositionX + 1][piecePositionY] != MOVING)) checker = true;
|
|
|
|
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) &&
|
|
(grid[piecePositionX + 2][piecePositionY + 3] != EMPTY) &&
|
|
(grid[piecePositionX + 2][piecePositionY + 3] != MOVING)) checker = true;
|
|
|
|
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) &&
|
|
(grid[piecePositionX + 2][piecePositionY] != EMPTY) &&
|
|
(grid[piecePositionX + 2][piecePositionY] != MOVING)) checker = true;
|
|
|
|
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) &&
|
|
(grid[piecePositionX + 1][piecePositionY + 3] != EMPTY) &&
|
|
(grid[piecePositionX + 1][piecePositionY + 3] != MOVING)) checker = true;
|
|
|
|
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) &&
|
|
(grid[piecePositionX + 1][piecePositionY + 1] != EMPTY) &&
|
|
(grid[piecePositionX + 1][piecePositionY + 1] != MOVING)) checker = true;
|
|
|
|
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) &&
|
|
(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;
|
|
|
|
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[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 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;
|
|
}
|
|
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
|
|
static void CheckCompletion(bool *lineToDelete)
|
|
{
|
|
int calculator = 0;
|
|
|
|
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++;
|
|
}
|
|
|
|
// Check if we completed the whole line
|
|
if (calculator == GRID_HORIZONTAL_SIZE - 2)
|
|
{
|
|
*lineToDelete = true;
|
|
calculator = 0;
|
|
// points++;
|
|
|
|
// Mark the completed line
|
|
for (int z = 1; z < GRID_HORIZONTAL_SIZE - 1; z++)
|
|
{
|
|
grid[z][j] = FADING;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static void DeleteCompleteLines()
|
|
{
|
|
// Erase the completed line
|
|
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
|
|
{
|
|
while (grid[1][j] == FADING)
|
|
{
|
|
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
|
|
{
|
|
grid[i][j] = EMPTY;
|
|
}
|
|
|
|
for (int j2 = j-1; j2 >= 0; j2--)
|
|
{
|
|
for (int i2 = 1; i2 < GRID_HORIZONTAL_SIZE - 1; i2++)
|
|
{
|
|
if (grid[i2][j2] == FULL)
|
|
{
|
|
grid[i2][j2+1] = FULL;
|
|
grid[i2][j2] = EMPTY;
|
|
}
|
|
else if (grid[i2][j2] == FADING)
|
|
{
|
|
grid[i2][j2+1] = FADING;
|
|
grid[i2][j2] = EMPTY;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|