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https://github.com/thepigeongenerator/tetris_clone.git
synced 2025-12-17 14:05:45 +01:00
rework random shape selection
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@@ -97,36 +97,39 @@ static inline ShapeId rotate_id(const ShapeId id, const int dir) {
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}
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void place_update(GameData* const game_data, const InputData move) {
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SelectedShape* const selected = &game_data->selected;
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// store the current index, only changes when placed (which yields no movement) and rotation (which occurs last)
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ShapeId const curr_idx = game_data->curr_idx;
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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->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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const int8_t y = game_data->sel_y + 1;
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if (shape_intersects(game_data->rows, game_data->nxt[curr_idx], game_data->sel_x, y)) {
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set_shape(game_data->rows, game_data->nxt[curr_idx], game_data->sel_x, game_data->sel_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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next_shape(game_data);
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return;
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}
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// otherwise, just set Y
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selected->y = y;
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game_data->sel_y = y;
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}
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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->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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const int8_t x = game_data->sel_x + ((move & 3) == 1 ? -1 : 1); // either move along -x or +x
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if (shape_intersects(game_data->rows, game_data->nxt[curr_idx], x, game_data->sel_y) == false) {
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game_data->sel_x = x; // set X if the shape does not intersect
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}
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}
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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->rows, id, selected->x, selected->y) == false) {
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selected->id = id;
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const ShapeId id = move & 8 // check which direction we should move
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? rotate_id(game_data->nxt[curr_idx], -8)
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: rotate_id(game_data->nxt[curr_idx], 8);
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if (shape_intersects(game_data->rows, id, game_data->sel_x, game_data->sel_y) == false) {
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game_data->nxt[curr_idx] = id;
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}
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}
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}
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