mirror of
https://github.com/thepigeongenerator/tetris_clone.git
synced 2025-12-17 05:55:46 +01:00
make a start on the logic
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@@ -3,9 +3,20 @@
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#include "../main.h"
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static void add_shape(const Shape shape, Uint16* row) {
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for (int i = 0; i < 4; i++) {
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Uint8 rowData = (shape >> (4 * i)) & 0x0F;
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if (rowData != 0)
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row[4 - i] |= rowData;
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}
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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 game_data, const Uint8* keys) {
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void game_update(GameData* game_data, const Uint8* keys) {
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if (keys[SDL_SCANCODE_ESCAPE]) {
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stop();
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}
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add_shape(TETROMINO_I, &game_data->row[4]);
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}
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@@ -1,9 +1,34 @@
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#pragma once
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#include <SDL2/SDL.h>
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typedef Uint16 Shape;
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// 0 1 2 3
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#define TETROMINO_I ((Shape)0b1000100010001000) // 1000 1000 1000 1000 the I tetromino with no rotation
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#define TETROMINO_I_90 ((Shape)0b0000000000001111) // 0000 0000 0000 1111 the I tetromino with a no rotation
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#define TETROMINO_O ((Shape)0b1100110000000000) // 1100 1100 0000 0000 the O tetromino with no rotation
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#define TETROMINO_T ((Shape)0b1110010000000000) // 1110 0100 0000 0000 the T tetromino with no rotation
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#define TETROMINO_T_90 ((Shape)0b1100110010000000) // 1100 1100 1000 0000 the T tetromino with a no rotation
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#define TETROMINO_T_180 ((Shape)0b0100111000000000) // 0100 1110 0000 0000 the T tetromino with a 180° rotation
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#define TETROMINO_T_270 ((Shape)0b0010011000100000) // 0010 0110 0010 0000 the T tetromino with a 270° rotation
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#define TETROMINO_L ((Shape)0b1000100011000000) // 1000 1000 1100 0000 the L tetromino with no rotation
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#define TETROMINO_L_90 ((Shape)0b1110100000000000) // 1110 1000 0000 0000 the L tetromino with a no rotation
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#define TETROMINO_L_180 ((Shape)0b1100010001000000) // 1100 0100 0100 0000 the L tetromino with a 180° rotation
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#define TETROMINO_L_270 ((Shape)0b0000001011100000) // 0000 0010 1110 0000 the L tetromino with a 270° rotation
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#define TETROMINO_J ((Shape)0b0100010011000000) // 0100 0100 1100 0000 the J tetromino with no rotation
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#define TETROMINO_J_90 ((Shape)0b1000111000000000) // 1000 1110 0000 0000 the J tetromino with a no rotation
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#define TETROMINO_J_180 ((Shape)0b1100100010000000) // 1100 1000 1000 0000 the J tetromino with a 180° rotation
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#define TETROMINO_J_270 ((Shape)0b1110001000000000) // 1110 0010 0000 0000 the J tetromino with a 270° rotation
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#define TETROMINO_S ((Shape)0b0110110000000000) // 0110 1100 0000 0000 the S tetromino with no rotation
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#define TETROMINO_S_90 ((Shape)0b1000110001000000) // 1000 1100 0100 0000 the S tetromino with a no rotation
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#define TETROMINO_Z ((Shape)0b1100011000000000) // 1100 0110 0000 0000 the Z tetromino with no rotation
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#define TETROMINO_Z_90 ((Shape)0b0100110010000000) // 0100 1100 1000 0000 the Z tetromino with a no rotation
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// stores the data used in the game
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#define ROWS 32
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typedef struct {
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Uint16 row[ROWS];
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} GameData;
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// updates the game's state
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void game_update(GameData game_data, const Uint8* keys);
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void game_update(GameData* game_data, const Uint8* keys);
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@@ -19,6 +19,8 @@ bool playing = true;
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SDL_Window* window = NULL;
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SDL_Renderer* renderer = NULL;
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GameData game_data = {};
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// handles game application initialisation
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static void init(void) {
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@@ -54,9 +56,9 @@ static void update(void) {
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}
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// preform updates
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game_update((GameData){}, SDL_GetKeyboardState(NULL));
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game_update(&game_data, SDL_GetKeyboardState(NULL));
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renderer_update(&(RenderData){
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window, renderer});
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window, renderer, &game_data});
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}
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// handles game application quitting
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@@ -10,7 +10,7 @@
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int renderer_init(SDL_Window** window, SDL_Renderer** renderer) {
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// create a new window
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*window = SDL_CreateWindow("", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 100, 100, SDL_WINDOW_SHOWN);
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*window = SDL_CreateWindow("tetris clone", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN);
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if (*window == NULL) {
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error(ERROR_SDL_RENDERER_INIT, "Window failed to be created! SDL Error: %s", SDL_GetError());
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return -1;
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@@ -28,6 +28,7 @@ int renderer_init(SDL_Window** window, SDL_Renderer** renderer) {
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void renderer_update(const RenderData* render_data) {
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SDL_Renderer* renderer = render_data->renderer;
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GameData* data = render_data->game_data;
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int success = 0; // if an error occurs, this value is <0
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@@ -35,6 +36,17 @@ void renderer_update(const RenderData* render_data) {
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success |= SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0x50);
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success |= SDL_RenderClear(renderer);
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SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
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for (int y = 0; y < ROWS; y++) {
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Uint16 row = data->row[y];
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for (int x = 16; x >= 0; x--) {
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if ((row & (1 << x)) != 0) {
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success |= SDL_RenderFillRect(renderer, &(SDL_Rect){x * BLOCK_WIDTH + 1, y * BLOCK_HEIGHT + 1, BLOCK_WIDTH - 1, BLOCK_HEIGHT - 1});
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}
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}
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}
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if (success < 0) {
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warn("\033[93mW\033[0m: something went wrong whilst renderering! SDL Error: %s\n", SDL_GetError());
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return;
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@@ -1,9 +1,16 @@
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#pragma once
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#include <SDL2/SDL.h>
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#include "../game/game.h"
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#define SCREEN_WIDTH 256
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#define SCREEN_HEIGHT (SCREEN_WIDTH * 2)
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#define BLOCK_WIDTH (SCREEN_WIDTH / 16)
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#define BLOCK_HEIGHT (SCREEN_HEIGHT / (BLOCK_WIDTH * 2))
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typedef struct {
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SDL_Window* window;
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SDL_Renderer* renderer;
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GameData* game_data;
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} RenderData;
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int renderer_init(SDL_Window** window, SDL_Renderer** renderer);
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