mirror of
https://github.com/thepigeongenerator/tetris_clone.git
synced 2025-12-17 14:05:45 +01:00
code cleanup:
- rename typedefs to a lowercase variant - change variable names to shorter variants
This commit is contained in:
@@ -16,39 +16,39 @@
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// shuffle the array using a Fisher–Yates shuffle
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static inline void shuffle(uint8_t const size, ShapeId* const elmnts) {
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static inline void shuffle(uint8_t const size, shape_id* const elmnts) {
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for (uint8_t i = 0; i < (size - 1); i++) {
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uint8_t const j = i + rand() % (size - i);
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ShapeId const cache = elmnts[i];
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shape_id const cache = elmnts[i];
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elmnts[i] = elmnts[j];
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elmnts[j] = cache;
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}
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}
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void next_shape(GameData* const game_data) {
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game_data->curr_idx++; // increase the current shape index
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game_data->sel_x = COLUMNS / 2 - SHAPE_WIDTH / 2; // move the shape position to the centre
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game_data->sel_y = 0;
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void next_shape(game_data* const dat) {
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dat->curr_idx++; // increase the current shape index
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dat->sel_x = COLUMNS / 2 - SHAPE_WIDTH / 2; // move the shape position to the centre
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dat->sel_y = 0;
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// return if know which shape is next
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if (game_data->curr_idx < (TETROMINO_COUNT - 1))
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if (dat->curr_idx < (TETROMINO_COUNT - 1))
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return;
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game_data->curr_idx = 0;
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dat->curr_idx = 0;
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shuffle(TETROMINO_COUNT - 1, game_data->nxt);
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ShapeId cache = game_data->nxt[0];
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game_data->nxt[0] = game_data->nxt[TETROMINO_COUNT - 1];
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game_data->nxt[TETROMINO_COUNT - 1] = cache;
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shuffle(TETROMINO_COUNT - 1, dat->nxt);
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shape_id cache = dat->nxt[0];
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dat->nxt[0] = dat->nxt[TETROMINO_COUNT - 1];
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dat->nxt[TETROMINO_COUNT - 1] = cache;
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}
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void game_init(GameData* const game_data) {
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void game_init(game_data* const dat) {
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// zero-initialize the game data
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*game_data = (GameData){0};
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*dat = (game_data){0};
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// allocate size for each row
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for (int8_t i = 0; i < ROWS; i++) {
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game_data->rows[i] = calloc(COLUMNS, sizeof(colour8));
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dat->rows[i] = calloc(COLUMNS, sizeof(colour8));
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// game_data->rows[i][0] = (colour8){(uint8_t)((((i + 1) ^ ((i + 1) >> 3)) * 0x27) & 0xFF)}; // for debugging rows
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}
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@@ -56,21 +56,21 @@ void game_init(GameData* const game_data) {
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srand(time(NULL));
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// set the shape data in each slot to it's corrsponding ID
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for (ShapeId i = 0; i < TETROMINO_COUNT; i++)
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game_data->nxt[i] = i;
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for (shape_id i = 0; i < TETROMINO_COUNT; i++)
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dat->nxt[i] = i;
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game_data->curr_idx = -1; // set the current index to the max so it becomes zero after increasement
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next_shape(game_data); // select the next shape (shuffle should not be triggered)
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shuffle(TETROMINO_COUNT, game_data->nxt); // manually trigger a shuffle
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dat->curr_idx = -1; // set the current index to the max so it becomes zero after increasement
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next_shape(dat); // select the next shape (shuffle should not be triggered)
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shuffle(TETROMINO_COUNT, dat->nxt); // manually trigger a shuffle
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// initialize audio
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game_data->audio_device = audio_device_init(32000, AUDIO_S16, 1, 4096);
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game_data->music = audio_load_wav(game_data->audio_device, "korobeiniki.wav");
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audio_play(game_data->audio_device, game_data->music);
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dat->audio_device = audio_device_init(32000, AUDIO_S16, 1, 4096);
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dat->music = audio_load_wav(dat->audio_device, "korobeiniki.wav");
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audio_play(dat->audio_device, dat->music);
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}
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// called every time the game's state is updated
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void game_update(GameData* const game_data, uint8_t const* const keys) {
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void game_update(game_data* const dat, uint8_t const* const keys) {
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if (keys[SDL_SCANCODE_ESCAPE])
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stop();
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@@ -80,10 +80,10 @@ void game_update(GameData* const game_data, uint8_t const* const keys) {
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if (keys[SDL_SCANCODE_DOWN] || keys[SDL_SCANCODE_S] || keys[SDL_SCANCODE_SPACE]) move |= MOVE_DOWN;
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if (keys[SDL_SCANCODE_Q]) move |= MOVE_ROTLEFT;
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if (keys[SDL_SCANCODE_E]) move |= MOVE_ROTRIGHT;
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place_update(game_data, move);
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place_update(dat, move);
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}
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void game_free(GameData* const game_data) {
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void game_free(game_data* const game_data) {
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// clear each row
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for (int8_t i = 0; i < ROWS; i++) {
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free(game_data->rows[i]);
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@@ -10,21 +10,21 @@
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#define COLUMNS ((int8_t)10)
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#define ROWS ((int8_t)24)
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typedef const colour8* const CRow;
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typedef colour8* Row;
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typedef colour8 const* const row_const;
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typedef colour8* row;
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typedef struct {
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Row rows[ROWS];
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AudioDevice const* audio_device;
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AudioData music;
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row rows[ROWS];
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audio_device const* audio_device;
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audio_data music;
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uint16_t score;
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ShapeId nxt[7]; // the order of the shape ids that they should appear in
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shape_id nxt[7]; // the order of the shape ids that they should appear in
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uint8_t curr_idx; // current shape index
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int8_t sel_x; // selected shape x position
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int8_t sel_y; // selected shape y position
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} GameData;
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} game_data;
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void next_shape(GameData* game_data);
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void game_init(GameData* game_data); // initializes the game
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void game_update(GameData* game_data, uint8_t const* keys); // updates the game's state
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void game_free(GameData* game_data); // free all data stored with the game
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void next_shape(game_data* dat);
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void game_init(game_data* dat); // initializes the game
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void game_update(game_data* dat, uint8_t const* keys); // updates the game's state
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void game_free(game_data* dat); // free all data stored with the game
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@@ -7,7 +7,7 @@
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#include "shapes.h"
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static bool is_filled(CRow const row) {
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static bool is_filled(row_const const row) {
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for (int8_t x = 0; x < COLUMNS; x++) {
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if (row[x].packed == 0) {
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return false;
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@@ -17,8 +17,8 @@ static bool is_filled(CRow const row) {
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return true;
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}
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static void clear_rows(Row* const rows, uint16_t* const score) {
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Row cache[4] = {0}; // you can only clear four rows at a time
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static void clear_rows(row* const rows, uint16_t* const score) {
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row cache[4] = {0}; // you can only clear four rows at a time
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struct {
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uint8_t filled : 3; // values will only ever be 0..4
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uint8_t checked : 3; // values will only ever be 0..4
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@@ -57,7 +57,7 @@ static void clear_rows(Row* const rows, uint16_t* const score) {
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}
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// sets a shape to the screen
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static void set_shape_i(Row const* const row, ShapeId const id, int8_t const pos_x) {
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static void set_shape_i(row const* const row, shape_id const id, int8_t const pos_x) {
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Shape const shape = shape_from_id(id);
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colour8 const colour = colour_from_id(id);
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for (int8_t y = 0; y < SHAPE_HEIGHT; y++) {
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@@ -72,11 +72,11 @@ static void set_shape_i(Row const* const row, ShapeId const id, int8_t const pos
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}
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}
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static inline void set_shape(Row const* const row, ShapeId const id, int8_t const pos_x, int8_t const pos_y) {
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static inline void set_shape(row const* const row, shape_id const id, int8_t const pos_x, int8_t const pos_y) {
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set_shape_i(&row[pos_y], id, pos_x); // calls itself, but omitting the pos_y argument, instead opting for specifying the row
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}
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static bool shape_intersects(Row const* const rows, ShapeId const id, int8_t const x, int8_t const y) {
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static bool shape_intersects(row const* const rows, shape_id const id, int8_t const x, int8_t const y) {
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Shape const shape = shape_from_id(id);
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for (int8_t y0 = 0; y0 < SHAPE_HEIGHT; y0++) {
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@@ -96,14 +96,14 @@ static bool shape_intersects(Row const* const rows, ShapeId const id, int8_t con
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return false;
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}
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static inline ShapeId rotate_id(ShapeId const id, int const dir) {
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static inline shape_id rotate_id(shape_id const id, int const dir) {
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return (id + dir) & 31;
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}
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void place_update(GameData* const game_data, InputData const move) {
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void place_update(game_data* const game_data, InputData const move) {
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// store the current index and ID, only changes when placed (which yields no movement) and rotation (which occurs last)
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uint8_t const curr_idx = game_data->curr_idx;
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ShapeId const curr_id = game_data->nxt[curr_idx];
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shape_id const curr_id = game_data->nxt[curr_idx];
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// set the shape if we moved vertically and intersected
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@@ -131,7 +131,7 @@ void place_update(GameData* const game_data, InputData const move) {
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// update the shape's rotation
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if (move & 8 || move & 16) {
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ShapeId const id = move & 8 // check which direction we should move
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shape_id const id = move & 8 // check which direction we should move
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? rotate_id(curr_id, -8)
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: rotate_id(curr_id, 8);
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if (shape_intersects(game_data->rows, id, game_data->sel_x, game_data->sel_y) == false) {
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@@ -15,8 +15,8 @@ enum {
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MOVE_ROTRIGHT = 16,
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};
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void place_update(GameData* game_data, InputData move);
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void place_update(game_data* game_data, InputData move);
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#ifdef DEBUG
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void dbg_set_all(GameData* game_data);
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void dbg_set_all(game_data* game_data);
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#endif
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@@ -35,7 +35,7 @@
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#define SHAPE_J_180 ((Shape)0x6440) // 0110 0100 0100 0000 the J tetromino with a 180° rotation
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#define SHAPE_J_270 ((Shape)0x0E20) // 0000 1110 0010 0000 the J tetromino with a 270° rotation
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Shape shape_from_id(ShapeId const id) {
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Shape shape_from_id(shape_id const id) {
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// clang-format off
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static Shape const shapes[TETROMINO_COUNT][4] = {
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// 0° 90° 180° 170°
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@@ -53,7 +53,7 @@ Shape shape_from_id(ShapeId const id) {
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return shapes[id & 7][id >> 3];
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}
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colour8 colour_from_id(ShapeId const id) {
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colour8 colour_from_id(shape_id const id) {
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switch (id & 7) {
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case TETROMINO_O: return COLOUR_YELLOW;
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case TETROMINO_I: return COLOUR_CYAN;
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@@ -7,7 +7,7 @@
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typedef uint16_t Shape;
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typedef uint8_t ShapeRow;
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typedef uint8_t ShapeId;
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typedef uint8_t shape_id;
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enum {
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TETROMINO_O = 0,
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TETROMINO_I = 1,
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@@ -35,5 +35,5 @@ static inline bool is_set(ShapeRow const row, uint8_t const index) {
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return (row >> ((SHAPE_WIDTH - 1) - index) & 1) != 0;
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}
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Shape shape_from_id(ShapeId id);
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colour8 colour_from_id(ShapeId id);
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Shape shape_from_id(shape_id id);
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colour8 colour_from_id(shape_id id);
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