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https://github.com/thepigeongenerator/tetris_clone.git
synced 2025-12-17 14:05:45 +01:00
implement logic-based function in rendering
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@@ -68,25 +68,20 @@ static void draw_score_text(void) {
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// TODO: this is suboptimal, since each block will be 2 triangles, wasting perf. Consider using switch...case hard-coded drawing
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// TODO: this is suboptimal, since each block will be 2 triangles, wasting perf. Consider using switch...case hard-coded drawing
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// draws a block at the specified position
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// draws a block at the specified position
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static inline int draw_block(SDL_Renderer* const renderer, int8_t const x, int8_t const y) {
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static inline int draw_block(SDL_Renderer* const renderer, i8vec2 pos) {
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SDL_Rect const block = {get_column_pos(x), get_row_pos(y), BLOCK_WIDTH - 1, BLOCK_HEIGHT - 1};
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SDL_Rect const block = {get_column_pos(pos[VX]), get_row_pos(pos[VY]), BLOCK_WIDTH - 1, BLOCK_HEIGHT - 1};
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return SDL_RenderFillRect(renderer, &block);
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return SDL_RenderFillRect(renderer, &block);
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}
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}
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// draws a shape at the specified position
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// draws a shape at the specified position
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static void draw_shape(u8 const id, i8vec2 pos) {
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static void draw_shape(u8 const id, i8vec2 pos) {
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u16 shape = shape_from_id(id);
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set_colour8(rend, colour_from_id(id));
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set_colour8(rend, colour_from_id(id));
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i8vec2 bpos[4];
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for (int8_t y = 0; y < SHAPE_HEIGHT; y++) {
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shape_getblocks(id, bpos);
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u8 shape_row = shape_get_row(shape, y);
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draw_block(rend, pos + bpos[0]);
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draw_block(rend, pos + bpos[1]);
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if (shape_row == 0) continue;
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draw_block(rend, pos + bpos[2]);
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draw_block(rend, pos + bpos[3]);
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for (int8_t x = 0; x < SHAPE_WIDTH; x++)
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if (shape_is_set(shape_row, x))
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draw_block(rend, pos[VX] + x, pos[VY] + y);
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}
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}
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}
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// draw the block data in the level
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// draw the block data in the level
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@@ -97,7 +92,7 @@ static void render_level(void) {
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for (int x = 0; x < COLUMNS; x++) {
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for (int x = 0; x < COLUMNS; x++) {
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if (row[x] != 0) {
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if (row[x] != 0) {
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set_colour8(rend, row[x]);
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set_colour8(rend, row[x]);
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draw_block(rend, x, y);
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draw_block(rend, (i8vec2){x, y});
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}
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}
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}
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}
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}
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}
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