mirror of
https://github.com/thepigeongenerator/tetris_clone.git
synced 2025-12-17 05:55:46 +01:00
rework random shape selection
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@@ -13,9 +13,24 @@
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#include "tetromino/placing.h"
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void set_next_shape(GameData* const game_data) {
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ShapeId id = (rand() % TETROMINO_COUNT) | (rand() % 4 << 3);
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game_data->next_shape = id;
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void next_shape(GameData* const game_data) {
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game_data->curr_idx++; // increase the current shape index
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game_data->sel_x = COLUMNS / 2 - SHAPE_WIDTH / 2; // move the shape position to the centre
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game_data->sel_y = 0;
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// return if know which shape is next
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if (game_data->curr_idx < (TETROMINO_COUNT - 1))
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return;
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game_data->curr_idx = 0;
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// shuffle the next shapes using a Fisher–Yates shuffle
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for (uint8_t i = 0; i < (TETROMINO_COUNT - 1); i++) {
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const uint8_t j = i + rand() % (TETROMINO_COUNT - i);
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const ShapeId cache = game_data->nxt[i];
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game_data->nxt[i] = game_data->nxt[j];
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game_data->nxt[j] = cache;
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}
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}
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void game_init(GameData* const game_data) {
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@@ -31,9 +46,12 @@ void game_init(GameData* const game_data) {
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// set a random seed using the system clock
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srand(time(NULL));
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set_next_shape(game_data);
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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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// set the shape data in each slot to it's corrsponding ID
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for (ShapeId i = 0; i < TETROMINO_COUNT; i++)
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game_data->nxt[i] = i;
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game_data->curr_idx = ~1; // set the current index to the max (well, so it becomes the max after increment)
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next_shape(game_data); // select the next shape (a refresh is triggered due to the current index being too high)
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}
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// called every time the game's state is updated
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@@ -9,22 +9,18 @@
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#define COLUMNS ((int8_t)10)
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#define ROWS ((int8_t)(COLUMNS * 2))
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typedef struct {
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ShapeId id;
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int8_t x;
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int8_t y;
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} SelectedShape;
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typedef const Colour* CRow;
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typedef Colour* Row;
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typedef struct {
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Row rows[ROWS];
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SelectedShape selected;
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ShapeId next_shape;
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ShapeId nxt[7]; // the order of the shape ids that they should appear in
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uint8_t curr_idx; // current shape index
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int8_t sel_x; // selected shape x position
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int8_t sel_y; // selected shape y position
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} GameData;
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void set_next_shape(GameData* game_data);
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void 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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@@ -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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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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@@ -44,19 +44,20 @@ static inline void set_colour(SDL_Renderer* renderer, Colour c) {
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}
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// draw the selected block
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static void render_selected(SDL_Renderer* renderer, SelectedShape selected) {
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Shape selected_shape = shape_from_id(selected.id);
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set_colour(renderer, colour_from_id(selected.id));
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static void render_selected(SDL_Renderer* renderer, GameData* const game_data) {
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const ShapeId id = game_data->nxt[game_data->curr_idx];
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const Shape shape = shape_from_id(id);
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set_colour(renderer, colour_from_id(id));
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for (int8_t y = 0; y < SHAPE_HEIGHT; y++) {
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ShapeRow shape_row = shape_get_row(selected_shape, y);
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const ShapeRow shape_row = shape_get_row(shape, y);
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if (shape_row == 0)
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continue;
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for (int8_t x = 0; x < SHAPE_WIDTH; x++)
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if (is_set(shape_row, x))
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draw_block(renderer, selected.x + x, selected.y + y);
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draw_block(renderer, game_data->sel_x + x, game_data->sel_y + y);
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}
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}
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@@ -83,7 +84,7 @@ void renderer_update(const RenderData* render_data) {
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success |= SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0xFF);
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success |= SDL_RenderClear(renderer);
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render_selected(renderer, render_data->game_data->selected);
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render_selected(renderer, render_data->game_data);
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render_level(renderer, render_data->game_data);
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if (success < 0) {
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