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https://github.com/thepigeongenerator/tetris_clone.git
synced 2025-12-17 14:05:45 +01:00
fix: lines cleared yield in various errors
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@@ -17,36 +17,26 @@ static bool is_filled(CRow row) {
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return true;
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}
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static inline void set_row(Row* rows, const uint8_t y, Row row) {
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rows[(ROWS - 1) - y] = row;
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}
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static void clear_rows(Row* row) {
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uint8_t filled_rows = 0;
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uint8_t filled = 0;
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// loop through each row
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for (uint8_t y = 0; y < ROWS; y++) {
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// zero out the row instead if we've reached the top rows
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if ((ROWS - y) <= filled_rows) {
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for (uint8_t x = 0; x < COLUMNS; x++)
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row[filled_rows--][x].packed = 0; // use filled_rows as the y index and decrease them as we go.
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continue;
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}
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// loop through each row (excluding the empty rows at the top when clearing a line)
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for (uint8_t y = 0; y < (ROWS - filled); y++) {
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const uint8_t i = (ROWS - 1) - y; // get the index starting from the bottom
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// get the row we currently need to check
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Row crow = filled_rows > 0
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? row[y + filled_rows]
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: row[y];
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Row row_cache = row[i]; // cache this row address in case the row is filled
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row[i] = row[i - filled]; // set the row to the new or same address
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// set the current y to the current row
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Row row_cache = row[y];
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set_row(row, y, crow);
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if (!is_filled(row[i])) continue;
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if (!is_filled(crow)) continue;
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// zero out the cache
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for (uint8_t x = 0; x < COLUMNS; x++)
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row_cache[x].packed = 0;
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// write the cached row to the top if we know that the current row pointer will be lost
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row[filled_rows] = row_cache;
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filled_rows++;
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// write the cached address to a row starting from the top
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row[filled] = row_cache;
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filled++;
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row[i] = row[i - filled];
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}
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}
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@@ -102,6 +92,7 @@ void place_update(GameData* const game_data, const InputData move) {
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if (shape_intersects(game_data->row, selected->id, selected->x, y)) {
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set_shape(game_data->row, selected->id, selected->x, selected->y); // if the shape intersects vertically, write the shape at the current position and return
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clear_rows(game_data->row); // clear the rows that have been completed
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game_data->selected = (SelectedShape){game_data->next_shape, 0, 0};
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set_next_shape(game_data);
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return;
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