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https://github.com/thepigeongenerator/tetris_clone.git
synced 2025-12-17 14:05:45 +01:00
optimise row storage by just using one list
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@@ -93,9 +93,9 @@ void place_update(GameData* const game_data, const InputData move) {
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// set the shape if we moved vertically and intersected
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if (move & 4) {
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const int8_t y = selected->y + 1;
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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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if (shape_intersects(game_data->rows, selected->id, selected->x, y)) {
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set_shape(game_data->rows, 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->rows); // clear the rows that have been completed
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game_data->selected = (SelectedShape){game_data->next_shape, COLUMNS / 2 - SHAPE_WIDTH / 2, 0};
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set_next_shape(game_data);
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@@ -109,7 +109,7 @@ void place_update(GameData* const game_data, const InputData move) {
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// update shape's X coordinate movement
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if ((move & 3) != 3 && (move & 3)) {
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const int8_t x = selected->x + ((move & 3) == 1 ? -1 : 1); // either move along -x or +x
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if (shape_intersects(game_data->row, selected->id, x, selected->y) == false) {
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if (shape_intersects(game_data->rows, selected->id, x, selected->y) == false) {
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selected->x = x; // set X if the shape does not intersect
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}
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}
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@@ -117,7 +117,7 @@ void place_update(GameData* const game_data, const InputData move) {
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// update the shape's rotation
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if (move & 8 || move & 16) {
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const ShapeId id = move & 8 ? rotate_id(selected->id, -8) : rotate_id(selected->id, 8);
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if (shape_intersects(game_data->row, id, selected->x, selected->y) == false) {
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if (shape_intersects(game_data->rows, id, selected->x, selected->y) == false) {
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selected->id = id;
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}
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}
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@@ -127,6 +127,6 @@ void place_update(GameData* const game_data, const InputData move) {
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void dbg_set_all(GameData* game_data) {
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for (uint8_t i = 0; i < TETROMINO_COUNT; i++)
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for (uint8_t r = 0; r < 4; r++)
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set_shape(game_data->row, i | (r << 3), r * 4, i * 4);
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set_shape(game_data->rows, i | (r << 3), r * 4, i * 4);
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}
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#endif
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