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tetris.c
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tetris.c
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#include <SDL.h>
#include <time.h>
#include <math.h>
#include <stdlib.h>
long now() {
return SDL_GetTicks();
}
#define ROWS 30
#define COLS 10
/*
* AAA A A AA
* A AAA A AA
* A
* AA A A AA
* AA AAA AA
*/
const int shape_bar[4][4] = {
{0, 0, 0, 0},
{0, 0, 0, 0},
{1, 1, 1, 1},
{0, 0, 0, 0}
};
const int shape_square[4][4] = {
{0, 0, 0, 0},
{0, 1, 1, 0},
{0, 1, 1, 0},
{0, 0, 0, 0}
};
const int shape_j[4][4] = {
{0, 0, 0, 0},
{1, 0, 0, 0},
{1, 1, 1, 0},
{0, 0, 0, 0}
};
const int shape_l[4][4] = {
{0, 0, 1, 0},
{1, 1, 1, 0},
{0, 0, 0, 0},
{0, 0, 0, 0}
};
const int shape_s[4][4] = {
{0, 1, 1, 0},
{1, 1, 0, 0},
{0, 0, 0, 0},
{0, 0, 0, 0}
};
const int shape_z[4][4] = {
{1, 1, 0, 0},
{0, 1, 1, 0},
{0, 0, 0, 0},
{0, 0, 0, 0}
};
const int shape_t[4][4] = {
{0, 1, 0, 0},
{1, 1, 1, 0},
{0, 0, 0, 0},
{0, 0, 0, 0}
};
const int (*shapes[7])[4][4] = {
&shape_bar,
&shape_square,
&shape_l,
&shape_j,
&shape_s,
&shape_z,
&shape_t,
};
typedef struct {
int shape[4][4];
int x;
int y;
int id;
} Piece;
typedef struct {
int right;
int left;
int rot;
int rotb;
int drop;
int fast;
} KeyTable;
void draw(SDL_Renderer* renderer, int* map, Piece piece) {
// bg
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
// frame
SDL_Rect rect_frame = {0, 0, COLS*14, ROWS*14};
SDL_SetRenderDrawColor(renderer, 0, 0, 255, 255);
SDL_RenderDrawRect(renderer, &rect_frame);
// map
SDL_Rect rect_square = {0, 0, 12, 12};
for (int row=0; row < ROWS; row++) {
for (int col=0; col < COLS; col++) {
int color = map[row*COLS+col];
rect_square.y = row*14 + 1;
rect_square.x = col*14 + 1;
if (color != 0) {
SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255);
SDL_RenderDrawRect(renderer, &rect_square);
}
}
}
// piece TODO: abstract
for (int row=0; row < 4; row++) {
for (int col=0; col < 4; col++) {
int color = piece.shape[row][col];
rect_square.y = (row + piece.y)*14 + 1;
rect_square.x = (col + piece.x)*14 + 1;
if (color != 0) {
switch (piece.id) {
case 0:
SDL_SetRenderDrawColor(renderer, 255, 0, 0, 255);
break;
case 1:
SDL_SetRenderDrawColor(renderer, 255, 255, 0, 255);
break;
case 2:
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
break;
case 3:
SDL_SetRenderDrawColor(renderer, 0, 255, 255, 255);
break;
case 4:
SDL_SetRenderDrawColor(renderer, 0, 0, 255, 255);
break;
case 5:
SDL_SetRenderDrawColor(renderer, 255, 0, 255, 255);
break;
case 6:
SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255);
break;
case 7:
SDL_SetRenderDrawColor(renderer, 255, 0, 0, 255);
break;
}
SDL_RenderDrawRect(renderer, &rect_square);
}
}
}
SDL_RenderPresent(renderer);
}
int rotate(Piece* piece) {
Piece tmp;
memcpy(&tmp, piece, sizeof(tmp));
int n = 3;
if (piece->id == 0) n = 4; // line
for (int row=0; row < n; row++) {
for (int col=0; col < n; col++) {
piece->shape[row][col] = tmp.shape[n - col - 1][row];
}
}
return 0;
}
int colliding (const int *map, const Piece* piece) {
for (int row=0; row < 4; row++) {
for (int col=0; col < 4; col++) {
int mapx = piece->x + col;
int mapy = piece->y + row;
if (mapy < 0 ||
(piece->shape[row][col] &&
(map[mapy*COLS+mapx] ||
mapx < 0 || mapy >= ROWS || mapx >= COLS))) {
printf("collision\n");
return 1;
}
}
}
return 0;
}
int place_on_map(int *map, Piece* piece) {
for (int row=0; row < 4; row++) {
for (int col=0; col < 4; col++) {
int mapx = piece->x + col;
int mapy = piece->y + row;
int tile = piece->shape[row][col];
if (tile) {
map[mapy*COLS+mapx] = tile;
}
}
}
return 0;
}
void get_piece(Piece* piece) {
piece->id = random() % 7;
memcpy(piece->shape, shapes[piece->id], sizeof(piece->shape));
}
void drop_line(int *map, int n) {
for (int row=n; row > 0; row--) {
if (row == ROWS) continue;
memcpy(&map[row*COLS], &map[(row-1)*COLS], sizeof(int)*COLS);
}
}
int clear_lines(int *map) {
int n_lines = 0;
for (int row=0; row < ROWS; row++) {
int good = 1;
for (int col=0; col < COLS; col++) {
if (!map[row*COLS+col]) {
good = 0;
}
}
if (good) {
drop_line(map, row);
n_lines++;
}
}
return n_lines;
}
int step(int *map, Piece *piece, int *cleared_lines) {
piece->y += 1;
if (!colliding(map, piece)) {
return 0;
}
piece->y -= 1;
place_on_map(map, piece);
*cleared_lines = clear_lines(map);
// new piece
piece->x = (COLS/2-2);
piece->y = 0;
get_piece(piece);
if (colliding(map, piece)) {
return 2;
}
return 1;
}
int handle_input(KeyTable* key) {
SDL_Event e;
while (SDL_PollEvent(&e)) {
if (e.type == SDL_QUIT) {
return 1;
}
if (e.type == SDL_KEYDOWN) {
switch (e.key.keysym.sym) {
case SDLK_RIGHT:
key->right = 1;
break;
case SDLK_LEFT:
key->left = 1;
break;
case SDLK_UP:
key->rot = 1;
break;
case SDLK_SPACE:
key->drop = 1;
break;
case SDLK_DOWN:
key->fast = 1;
break;
}
}
if (e.type == SDL_KEYUP) {
switch (e.key.keysym.sym) {
case SDLK_RIGHT:
key->right = 0;
break;
case SDLK_LEFT:
key->left = 0;
break;
case SDLK_UP:
key->rot = 0;
break;
case SDLK_DOWN:
key->fast = 0;
break;
}
}
}
return 0;
}
int gameover() {
puts("game over");
return 0;
}
int main() {
srandom(time(NULL));
int step_time = 500; // fall down a tile every step_time
int input_step_time = 1000/15; // apply input at 15 fps
long next_step = now() + step_time;
long next_input_step = now() + input_step_time;
int score = 0;
int cleared_lines;
int map[ROWS*COLS] = {0};
Piece piece = {{0}, (COLS/2-2), 0, 0};
get_piece(&piece);
SDL_Init(SDL_INIT_VIDEO);
SDL_Window* window = SDL_CreateWindow(
"Tetris", // window title
SDL_WINDOWPOS_UNDEFINED, // initial x position
SDL_WINDOWPOS_UNDEFINED, // initial y position
640, // width, in pixels
480, // height, in pixels
SDL_WINDOW_OPENGL // flags - see below
);
SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, 0);
KeyTable key_table = {0};
while (1) {
if (handle_input(&key_table) == 1) {
break;
}
if (now() > next_input_step) {
next_input_step = now() + input_step_time;
if (key_table.right) {
piece.x += 1;
if (colliding(map, &piece)) {
piece.x -= 1;
}
}
if (key_table.left) {
piece.x -= 1;
if (colliding(map, &piece)) {
piece.x += 1;
}
}
if (key_table.rot) {
Piece bak;
memcpy(&bak, &piece, sizeof(bak));
rotate(&piece);
if (colliding(map, &piece)) {
memcpy(&piece, &bak, sizeof(piece));
}
key_table.rot = 0; // can't hold rot
}
}
if (key_table.drop || now() > next_step -
(key_table.fast ? (7 * step_time / 8) : 0)) {
int step_r = step(map, &piece, &cleared_lines);
if (step_r) {
if (step_time > 120) {
step_time -= 20;
}
key_table.drop = 0;
}
if (step_r == 2) {
gameover();
break;
}
next_step = now() + step_time;
}
// score
switch (cleared_lines) {
case 1:
score += 40;
break;
case 2:
score += 100;
break;
case 3:
score += 300;
break;
case 4:
score += 1200;
break;
}
// drawing
draw(renderer, map, piece);
}
//end:
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}