mirror of
https://github.com/thepigeongenerator/tetris_clone.git
synced 2025-12-17 14:05:45 +01:00
99 lines
2.5 KiB
C
99 lines
2.5 KiB
C
#include "game.h"
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#include <SDL_scancode.h>
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#include <stdbool.h>
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#include <stdint.h>
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#include <stdlib.h>
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#include <string.h>
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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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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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for (uint8_t i = 0; i < ROWS; i++)
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game_data->row[i] = game_data->row_raw[i];
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// set a random seed using the system clock
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srand(time(NULL));
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}
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static bool is_filled(CRow row) {
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for (uint8_t x = 0; x < COLUMNS; x++) {
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if (row[x].packed == NONE) {
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return false;
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}
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}
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return true;
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}
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static inline void set_row(Row* rows, const uint8_t y, Row row) {
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rows[(ROWS - 1) - y] = row;
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}
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static void clear_rows(Row* row) {
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uint8_t filled_rows = 0;
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// loop through each row
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for (uint8_t y = 0; y < ROWS; y++) {
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// zero out the row instead if we've reached the top rows
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if ((ROWS - y) <= filled_rows) {
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for (uint8_t x = 0; x < COLUMNS; x++)
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row[filled_rows--][x].packed = 0; // use filled_rows as the y index and decrease them as we go.
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continue;
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}
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// get the row we currently need to check
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Row crow = filled_rows > 0
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? row[y + filled_rows]
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: row[y];
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// set the current y to the current row
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Row row_cache = row[y];
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set_row(row, y, crow);
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if (!is_filled(crow)) continue;
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// write the cached row to the top if we know that the current row pointer will be lost
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row[filled_rows] = row_cache;
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filled_rows++;
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}
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}
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static void update_input(GameData* game_data, const uint8_t* keys) {
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if (keys[SDL_SCANCODE_ESCAPE])
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stop();
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if (keys[SDL_SCANCODE_DOWN] || keys[SDL_SCANCODE_S] || keys[SDL_SCANCODE_SPACE])
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game_data->selected.y++;
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if (keys[SDL_SCANCODE_LEFT] || keys[SDL_SCANCODE_A])
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game_data->selected.x--;
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if (keys[SDL_SCANCODE_RIGHT] || keys[SDL_SCANCODE_D])
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game_data->selected.x++;
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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_t* keys) {
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static int x = 0;
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if (!x) {
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x = 1;
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game_data->selected = (SelectedShape){TETROMINO_L, 0, 0};
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}
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update_input(game_data, keys);
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// tmp_set_random(game_data);
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dbg_set_all(game_data);
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}
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