mirror of
https://github.com/thepigeongenerator/tetris_clone.git
synced 2025-12-17 05:55:46 +01:00
optimise row storage by just using one list
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@@ -8,6 +8,7 @@
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#include <time.h>
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#include "../main.h"
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#include "../window/colour.h"
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#include "./tetromino/shapes.h"
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#include "tetromino/placing.h"
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@@ -21,9 +22,9 @@ void game_init(GameData* const game_data) {
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// zero-initialize the game data
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*game_data = (GameData){0};
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// write the pointer information for the rows
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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->row[i] = game_data->row_raw[i];
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game_data->rows[i] = calloc(COLUMNS, sizeof(Colour));
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// set a random seed using the system clock
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srand(time(NULL));
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@@ -48,3 +49,11 @@ void game_update(GameData* game_data, const uint8_t* keys) {
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// dbg_set_all(game_data);
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}
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void game_free(GameData* 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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game_data->rows[i] = NULL;
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}
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}
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@@ -19,8 +19,7 @@ typedef const Colour* CRow;
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typedef Colour* Row;
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typedef struct {
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Colour* row[ROWS]; // stores how to interpert the raw level data
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Colour row_raw[ROWS][COLUMNS]; // stores the raw level data
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Row rows[ROWS];
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SelectedShape selected;
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ShapeId next_shape;
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} GameData;
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@@ -28,3 +27,4 @@ typedef struct {
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void set_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, const uint8_t* 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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@@ -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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@@ -90,6 +90,7 @@ int main(int argc, char** argv) {
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}
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// cleanup of resources
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game_free(&game_data);
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SDL_Quit();
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return 0;
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@@ -63,7 +63,7 @@ static void render_selected(SDL_Renderer* renderer, SelectedShape selected) {
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// draw the block data in the level
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static void render_level(SDL_Renderer* renderer, GameData* data) {
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for (int8_t y = 0; y < ROWS; y++) {
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Row row = data->row[y];
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Row row = data->rows[y];
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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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