rework random shape selection

This commit is contained in:
2025-02-03 14:05:53 +01:00
parent c21419480c
commit df93300798
4 changed files with 54 additions and 36 deletions

View File

@@ -13,9 +13,24 @@
#include "tetromino/placing.h" #include "tetromino/placing.h"
void set_next_shape(GameData* const game_data) { void next_shape(GameData* const game_data) {
ShapeId id = (rand() % TETROMINO_COUNT) | (rand() % 4 << 3); game_data->curr_idx++; // increase the current shape index
game_data->next_shape = id; game_data->sel_x = COLUMNS / 2 - SHAPE_WIDTH / 2; // move the shape position to the centre
game_data->sel_y = 0;
// return if know which shape is next
if (game_data->curr_idx < (TETROMINO_COUNT - 1))
return;
game_data->curr_idx = 0;
// shuffle the next shapes using a FisherYates shuffle
for (uint8_t i = 0; i < (TETROMINO_COUNT - 1); i++) {
const uint8_t j = i + rand() % (TETROMINO_COUNT - i);
const ShapeId cache = game_data->nxt[i];
game_data->nxt[i] = game_data->nxt[j];
game_data->nxt[j] = cache;
}
} }
void game_init(GameData* const game_data) { void game_init(GameData* const game_data) {
@@ -25,15 +40,18 @@ void game_init(GameData* const game_data) {
// allocate size for each row // allocate size for each row
for (int8_t i = 0; i < ROWS; i++) { for (int8_t i = 0; i < ROWS; i++) {
game_data->rows[i] = calloc(COLUMNS, sizeof(Colour)); game_data->rows[i] = calloc(COLUMNS, sizeof(Colour));
//game_data->rows[i][0] = (Colour){(uint8_t)((((i + 1) ^ ((i + 1) >> 3)) * 0x27) & 0xFF)}; // for debugging // game_data->rows[i][0] = (Colour){(uint8_t)((((i + 1) ^ ((i + 1) >> 3)) * 0x27) & 0xFF)}; // for debugging
} }
// set a random seed using the system clock // set a random seed using the system clock
srand(time(NULL)); srand(time(NULL));
set_next_shape(game_data); // set the shape data in each slot to it's corrsponding ID
game_data->selected = (SelectedShape){game_data->next_shape, COLUMNS / 2 - SHAPE_WIDTH / 2, 0}; for (ShapeId i = 0; i < TETROMINO_COUNT; i++)
set_next_shape(game_data); game_data->nxt[i] = i;
game_data->curr_idx = ~1; // set the current index to the max (well, so it becomes the max after increment)
next_shape(game_data); // select the next shape (a refresh is triggered due to the current index being too high)
} }
// called every time the game's state is updated // called every time the game's state is updated

View File

@@ -9,22 +9,18 @@
#define COLUMNS ((int8_t)10) #define COLUMNS ((int8_t)10)
#define ROWS ((int8_t)(COLUMNS * 2)) #define ROWS ((int8_t)(COLUMNS * 2))
typedef struct {
ShapeId id;
int8_t x;
int8_t y;
} SelectedShape;
typedef const Colour* CRow; typedef const Colour* CRow;
typedef Colour* Row; typedef Colour* Row;
typedef struct { typedef struct {
Row rows[ROWS]; Row rows[ROWS];
SelectedShape selected; ShapeId nxt[7]; // the order of the shape ids that they should appear in
ShapeId next_shape; uint8_t curr_idx; // current shape index
int8_t sel_x; // selected shape x position
int8_t sel_y; // selected shape y position
} GameData; } GameData;
void set_next_shape(GameData* game_data); void next_shape(GameData* game_data);
void game_init(GameData* game_data); // initializes the game void game_init(GameData* game_data); // initializes the game
void game_update(GameData* game_data, const uint8_t* keys); // updates the game's state void game_update(GameData* game_data, const uint8_t* keys); // updates the game's state
void game_free(GameData* game_data); // free all data stored with the game void game_free(GameData* game_data); // free all data stored with the game

View File

@@ -97,36 +97,39 @@ static inline ShapeId rotate_id(const ShapeId id, const int dir) {
} }
void place_update(GameData* const game_data, const InputData move) { void place_update(GameData* const game_data, const InputData move) {
SelectedShape* const selected = &game_data->selected; // store the current index, only changes when placed (which yields no movement) and rotation (which occurs last)
ShapeId const curr_idx = game_data->curr_idx;
// set the shape if we moved vertically and intersected // set the shape if we moved vertically and intersected
if (move & 4) { if (move & 4) {
const int8_t y = selected->y + 1; const int8_t y = game_data->sel_y + 1;
if (shape_intersects(game_data->rows, selected->id, selected->x, y)) { if (shape_intersects(game_data->rows, game_data->nxt[curr_idx], game_data->sel_x, y)) {
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 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
clear_rows(game_data->rows); // clear the rows that have been completed clear_rows(game_data->rows); // clear the rows that have been completed
game_data->selected = (SelectedShape){game_data->next_shape, COLUMNS / 2 - SHAPE_WIDTH / 2, 0}; next_shape(game_data);
set_next_shape(game_data);
return; return;
} }
// otherwise, just set Y // otherwise, just set Y
selected->y = y; game_data->sel_y = y;
} }
// update shape's X coordinate movement // update shape's X coordinate movement
if ((move & 3) != 3 && (move & 3)) { if ((move & 3) != 3 && (move & 3)) {
const int8_t x = selected->x + ((move & 3) == 1 ? -1 : 1); // either move along -x or +x const int8_t x = game_data->sel_x + ((move & 3) == 1 ? -1 : 1); // either move along -x or +x
if (shape_intersects(game_data->rows, selected->id, x, selected->y) == false) { if (shape_intersects(game_data->rows, game_data->nxt[curr_idx], x, game_data->sel_y) == false) {
selected->x = x; // set X if the shape does not intersect game_data->sel_x = x; // set X if the shape does not intersect
} }
} }
// update the shape's rotation // update the shape's rotation
if (move & 8 || move & 16) { if (move & 8 || move & 16) {
const ShapeId id = move & 8 ? rotate_id(selected->id, -8) : rotate_id(selected->id, 8); const ShapeId id = move & 8 // check which direction we should move
if (shape_intersects(game_data->rows, id, selected->x, selected->y) == false) { ? rotate_id(game_data->nxt[curr_idx], -8)
selected->id = id; : rotate_id(game_data->nxt[curr_idx], 8);
if (shape_intersects(game_data->rows, id, game_data->sel_x, game_data->sel_y) == false) {
game_data->nxt[curr_idx] = id;
} }
} }
} }

View File

@@ -44,19 +44,20 @@ static inline void set_colour(SDL_Renderer* renderer, Colour c) {
} }
// draw the selected block // draw the selected block
static void render_selected(SDL_Renderer* renderer, SelectedShape selected) { static void render_selected(SDL_Renderer* renderer, GameData* const game_data) {
Shape selected_shape = shape_from_id(selected.id); const ShapeId id = game_data->nxt[game_data->curr_idx];
set_colour(renderer, colour_from_id(selected.id)); const Shape shape = shape_from_id(id);
set_colour(renderer, colour_from_id(id));
for (int8_t y = 0; y < SHAPE_HEIGHT; y++) { for (int8_t y = 0; y < SHAPE_HEIGHT; y++) {
ShapeRow shape_row = shape_get_row(selected_shape, y); const ShapeRow shape_row = shape_get_row(shape, y);
if (shape_row == 0) if (shape_row == 0)
continue; continue;
for (int8_t x = 0; x < SHAPE_WIDTH; x++) for (int8_t x = 0; x < SHAPE_WIDTH; x++)
if (is_set(shape_row, x)) if (is_set(shape_row, x))
draw_block(renderer, selected.x + x, selected.y + y); draw_block(renderer, game_data->sel_x + x, game_data->sel_y + y);
} }
} }
@@ -83,7 +84,7 @@ void renderer_update(const RenderData* render_data) {
success |= SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0xFF); success |= SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0xFF);
success |= SDL_RenderClear(renderer); success |= SDL_RenderClear(renderer);
render_selected(renderer, render_data->game_data->selected); render_selected(renderer, render_data->game_data);
render_level(renderer, render_data->game_data); render_level(renderer, render_data->game_data);
if (success < 0) { if (success < 0) {