implement new code, and remove deprecated old code. Overal optimisation.

this code is currently broken, but this'll be fixed in a subsequent
commit
This commit is contained in:
2025-06-25 15:51:27 +02:00
parent a202442853
commit 937ecedfe3
12 changed files with 252 additions and 550 deletions

View File

@@ -1,152 +1,71 @@
#include "game.h"
#include <SDL_audio.h>
#include <SDL_keyboard.h>
#include <SDL_scancode.h>
#include <stdbool.h>
#include <stdint.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "../io/audio.h"
#include "../io/colour/colour8.h"
#include "../util/types.h"
#include "../util/vec.h"
#include "./tetromino/shapes.h"
#include "gametime.h"
#include "tetromino/placing.h"
/* shuffle the array using a FisherYates shuffle */
static inline void shuffle(uint8_t const size, u8* const elmnts) {
for (uint i = 0; i < (size - 1); i++) {
uint const j = i + rand() % (size - i);
u8 const cache = elmnts[i];
elmnts[i] = elmnts[j];
elmnts[j] = cache;
static colour8 rowdat[COLUMNS * ROWS] = {0}; // contains the raw data of the rows, in no particular order
static struct gamedata dat = {0};
/* shuffle an array using the FisherYates shuffle algorithm.
* `nmemb` is the number of members.
* `membs` is the byte size of each member */
static void shuffle(void* restrict ptr, size_t nmemb, size_t membs) {
u8 dat[membs];
for (size_t i = 0; i < nmemb; i++) {
size_t j = i + rand() % (nmemb - i);
void* ptri = (u8*)ptr + i * membs;
void* ptrj = (u8*)ptr + j * membs;
memcpy(dat, ptri, membs);
memcpy(ptri, ptrj, membs);
memcpy(ptrj, ptri, membs);
}
}
void next_shape(gamedata* const dat) {
dat->curr_idx++; // increase the current shape index
dat->sel_x = COLUMNS / 2 - SHAPE_WIDTH / 2; // move the shape position to the centre
dat->sel_y = 0;
void next_shape(void) {
// as long as we're not at the last shape, we can just increment
dat.pdat.sel = (i8vec2){COLUMNS / 2 - SHAPE_WIDTH / 2, 0};
dat.pdat.idx++;
if (dat.pdat.idx < TETROMINO_COUNT - 1) return;
// return if know which shape is next
if (dat->curr_idx < (TETROMINO_COUNT - 1))
return;
// shuffle all next shapes, preserving the last
dat.pdat.idx = 0;
shuffle(dat.pdat.nxt, TETROMINO_COUNT - 1, sizeof(u8));
dat->curr_idx = 0;
shuffle(TETROMINO_COUNT - 1, dat->nxt);
u8 cache = dat->nxt[0];
dat->nxt[0] = dat->nxt[TETROMINO_COUNT - 1];
dat->nxt[TETROMINO_COUNT - 1] = cache;
// swap the first and last shape, thus preserving what the shape would've been
u8 cache = dat.pdat.nxt[0];
dat.pdat.nxt[0] = dat.pdat.nxt[TETROMINO_COUNT - 1];
dat.pdat.nxt[TETROMINO_COUNT - 1] = cache;
}
void game_init(gamedata* const dat) {
// set a random seed using the system clock
struct gamedata* game_init(void) {
srand(time(NULL));
struct gametime gt = {{0}, 0};
gametime_get(&gt.ts);
// populate the data arrays
for (int i = 0; i < ROWS; i++)
dat.rows[i] = rowdat + i * COLUMNS;
for (int i = 0; i < TETROMINO_COUNT; i++)
dat.pdat.nxt[i] = i;
// initialize audio device
audio_device_init(32000, AUDIO_S16, 1, 4096);
*dat = (gamedata){
{0}, // rowdat
{0}, // row
gt, // time
audio_wav_load("korobeiniki.wav"), // music
audio_wav_load("place.wav"), // place_sfx
0, // score
{0}, // nxt
0, // curr_idx
0, // sel_x
0, // sel_y
true, // run
};
// initialize the rows within the game data
for (int8_t i = 0; i < ROWS; i++) {
dat->rows[i] = dat->rowdat + (i * COLUMNS);
}
// set the shape data in each slot to it's corrsponding ID
for (uint i = 0; i < TETROMINO_COUNT; i++)
dat->nxt[i] = i;
dat->curr_idx = -1; // set the current index to the max so it becomes zero after increasement
next_shape(dat); // select the next shape (shuffle should not be triggered)
shuffle(TETROMINO_COUNT, dat->nxt); // manually trigger a shuffle
}
// updates the gametime
static inline void update_gametime(gamedata* dat) {
struct timespec ts;
gametime_get(&ts);
dat->time.ms = ts.tv_sec * 1000 + ts.tv_nsec / 1000000;
dat->time.ts = ts;
// initialise the placing data correctly
dat.pdat.sel = (i8vec2){COLUMNS / 2 - SHAPE_WIDTH / 2, 0};
shuffle(dat.pdat.nxt, TETROMINO_COUNT, sizeof(u8));
return &dat;
}
// called every time the game's state is updated
void game_update(gamedata* const dat) {
static time_t timer_update = 0;
static time_t timer_music = 0;
static time_t timer_move = 0;
static time_t timer_rot = 0;
update_gametime(dat);
uint8_t const* keys = SDL_GetKeyboardState(NULL);
if (keys[SDL_SCANCODE_ESCAPE])
dat->run = false;
input_data move = MOVE_NONE; // contains the move data
time_t ctime = dat->time.ms;
if (ctime > timer_update) {
timer_update = ctime + 500;
move |= MOVE_DOWN;
}
if (ctime > timer_music) {
timer_music = ctime + (dat->music.ms);
audio_play(&dat->music);
}
// for rotation updating
if (ctime > timer_rot) {
input_data urot = MOVE_NONE;
if (keys[SDL_SCANCODE_Q]) urot |= MOVE_ROTLEFT;
if (keys[SDL_SCANCODE_E]) urot |= MOVE_ROTRIGHT;
if (urot != MOVE_NONE) {
timer_rot = ctime + 100;
move |= urot;
}
}
// for movement updating
if (ctime > timer_move) {
input_data umove = MOVE_NONE;
if (keys[SDL_SCANCODE_LEFT] || keys[SDL_SCANCODE_A]) umove |= MOVE_LEFT;
if (keys[SDL_SCANCODE_RIGHT] || keys[SDL_SCANCODE_D]) umove |= MOVE_RIGHT;
if (keys[SDL_SCANCODE_DOWN] || keys[SDL_SCANCODE_S] || keys[SDL_SCANCODE_SPACE]) umove |= MOVE_DOWN;
if (umove != MOVE_NONE) {
timer_move = ctime + 20;
move |= umove;
}
}
// update the block position
if (move != MOVE_NONE)
place_update(dat, move);
void game_update(int movdat) {
place_update(&dat, movdat);
}
void game_free(gamedata* const dat) {
audio_wav_unload(&dat->music);
audio_wav_unload(&dat->place_sfx);
audio_device_free();
// zero-out the rest of the data
*dat = (gamedata){0};
void game_free(void) {
}