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gridutils.c
Normal file
119
gridutils.c
Normal file
@ -0,0 +1,119 @@
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#include "tetris.h"
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void grid_set(bitgrid_t* grid, int x, int y, bool value){
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if(x < 0 || x >= TOTAL_WIDTH || y < 0 || y >= TOTAL_HEIGHT) return;
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int bitIndex = y * TOTAL_WIDTH + x;
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int wordIndex = bitIndex / 32;
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int bitPosition = bitIndex % 32;
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if(value){
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grid->bits[wordIndex] |= (1U << bitPosition);
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} else {
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grid->bits[wordIndex] &= ~(1U << bitPosition);
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}
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}
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void grid_get(bitgrid_t* grid, int x, int y, bool* value) {
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if(x < 0 || x >= TOTAL_WIDTH || y < 0 || y >= TOTAL_HEIGHT) {
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*value = false;
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return;
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}
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int bitIndex = y * TOTAL_WIDTH + x;
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int wordIndex = bitIndex / 32;
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int bitPosition = bitIndex % 32;
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*value = (grid->bits[wordIndex] & (1U << bitPosition)) != 0;
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}
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bool grid_equals(bitgrid_t* a, bitgrid_t* b){
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for(int i = 0; i < GRID_WORDS; i++){
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if(a->bits[i] != b->bits[i]){
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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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bitgrid_t grid_copy(bitgrid_t* src){
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bitgrid_t result;
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for(int i = 0; i < GRID_WORDS; i++){
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result.bits[i] = src->bits[i];
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}
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return result;
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}
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void bitgrid_bitwise_and(bitgrid_t* dest, bitgrid_t* a, bitgrid_t* b){
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for(int i = 0; i < GRID_WORDS; i++){
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dest->bits[i] = a->bits[i] & b->bits[i];
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}
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}
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void bitgrid_bitwise_or(bitgrid_t* dest, bitgrid_t* a, bitgrid_t* b){
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for(int i = 0; i < GRID_WORDS; i++){
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dest->bits[i] = a->bits[i] | b->bits[i];
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}
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}
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void bitgrid_bitwise_xor(bitgrid_t* dest, bitgrid_t* a, bitgrid_t* b){
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for(int i = 0; i < GRID_WORDS; i++){
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dest->bits[i] = a->bits[i] ^ b->bits[i];
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}
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}
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void bitgrid_bitwise_not(bitgrid_t* dest, bitgrid_t* src){
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for(int i = 0; i < GRID_WORDS; i++){
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dest->bits[i] = ~(src->bits[i]);
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}
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}
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void bitgrid_bitwise_shift_left(bitgrid_t* dest, bitgrid_t* src, int shift){
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if(shift < 0) return; // Invalid shift
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if(shift == 0){
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*dest = *src;
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return;
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}
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int totalBits = TOTAL_WIDTH * TOTAL_HEIGHT;
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if(shift >= totalBits){
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for(int i = 0; i < GRID_WORDS; i++){
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dest->bits[i] = 0;
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}
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return;
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}
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int wordShift = shift / 32;
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int bitShift = shift % 32;
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for(int i = GRID_WORDS - 1; i >= 0; i--){
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uint32_t upper = (i - wordShift - 1 >= 0 && bitShift != 0) ? (src->bits[i - wordShift - 1] >> (32 - bitShift)) : 0;
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uint32_t lower = (i - wordShift >= 0) ? (src->bits[i - wordShift] << bitShift) : 0;
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dest->bits[i] = upper | lower;
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}
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}
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void bitgrid_bitwise_shift_right(bitgrid_t* dest, bitgrid_t* src, int shift){
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if(shift < 0) return; // Invalid shift
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if(shift == 0){
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*dest = *src;
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return;
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}
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int totalBits = TOTAL_WIDTH * TOTAL_HEIGHT;
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if(shift >= totalBits){
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for(int i = 0; i < GRID_WORDS; i++){
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dest->bits[i] = 0;
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}
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return;
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}
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int wordShift = shift / 32;
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int bitShift = shift % 32;
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for(int i = 0; i < GRID_WORDS; i++){
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uint32_t lower = (i + wordShift + 1 < GRID_WORDS && bitShift != 0) ? (src->bits[i + wordShift + 1] << (32 - bitShift)) : 0;
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uint32_t upper = (i + wordShift < GRID_WORDS) ? (src->bits[i + wordShift] >> bitShift) : 0;
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dest->bits[i] = upper | lower;
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}
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}
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568
tetris.c
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568
tetris.c
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@ -0,0 +1,568 @@
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// Tetris in C using raylib
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#include "tetris.h"
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// Game state
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unsigned char board[BOARD_HEIGHT][BOARD_WIDTH] = {0};
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unsigned int iBoardMask[BOARD_HEIGHT] = {0}; // bitmask for each row
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unsigned int iPieceMask[BOARD_HEIGHT + PIECE_BUFFER_OFFSET] = {0}; // bitmask for piece position
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bool board_mask[BOARD_HEIGHT][BOARD_WIDTH] = {0};
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bool piece_mask[BOARD_HEIGHT+PIECE_BUFFER_OFFSET][BOARD_WIDTH] = {0};
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char piece_rotation = 0;
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// Piece shapes[] = { T_PIECE, O_PIECE, Z_PIECE, S_PIECE, I_PIECE, J_PIECE, L_PIECE};
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// Main function
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int main(){
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printf("Let's play some tetris motherfucker");
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InitWindow(BOARD_WIDTH*GRID_SCREEN_PIXELS, BOARD_HEIGHT*GRID_SCREEN_PIXELS, "yaa");
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SetTargetFPS(60);
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zero_board();
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init_game();
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while(1){
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BeginDrawing();
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update();
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draw();
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EndDrawing();
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if(WindowShouldClose()) break;
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}
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cleanup_shapes();
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CloseWindow();
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return 0;
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}
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// Initialize shapes array properly
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Piece shapes[7];
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bool shapes_initialized = false;
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Piece* current_piece = NULL;
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void init_shapes() {
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if(shapes_initialized) return;
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shapes[0] = T_PIECE;
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shapes[1] = O_PIECE;
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shapes[2] = Z_PIECE;
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shapes[3] = S_PIECE;
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shapes[4] = I_PIECE;
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shapes[5] = J_PIECE;
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shapes[6] = L_PIECE;
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shapes_initialized = true;
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}
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void cleanup_shapes() {
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for(int i = 0; i < 7; i++) {
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free_shape(shapes[i].shape, shapes[i].dims.y);
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}
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}
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void init_game(){
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init_shapes();
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zero_board();
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zero_board_mask();
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zero_piece_mask();
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spawn_piece();
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}
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// Function implementations
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void zero_board(){
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for(int i = 0; i < BOARD_HEIGHT; i++){
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for(int j = 0; j < BOARD_WIDTH; j++){
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board[i][j] = 0;
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}
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}
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}
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void zero_board_mask(){
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for(int iter_height = 0; iter_height < BOARD_HEIGHT; iter_height++){
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for(int iter_width = 0; iter_width < BOARD_WIDTH; iter_width++){
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board_mask[iter_height][iter_width] = false;
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}
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}
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}
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void zero_piece_mask(){
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for(int iter_height = 0; iter_height < BOARD_HEIGHT + PIECE_BUFFER_OFFSET; iter_height++){
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for(int iter_width = 0; iter_width < BOARD_WIDTH; iter_width++){
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piece_mask[iter_height][iter_width] = false;
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}
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}
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}
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void populate_board_mask(){
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for(int i = 0; i < BOARD_HEIGHT; i++){
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for(int j = 0; j < BOARD_WIDTH; j++){
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if(board[i][j] != 0){
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board_mask[i][j] = true;
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} else {
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board_mask[i][j] = false;
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}
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}
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}
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}
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bool next_tick_valid(){
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populate_board_mask();
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for(int iter_height = 0; iter_height < BOARD_HEIGHT; iter_height++)
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{
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for(int iter_width = 0; iter_width < BOARD_WIDTH; iter_width++)
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{
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if( board_mask[iter_height][iter_width] &&
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piece_mask[iter_height-1+PIECE_BUFFER_OFFSET][iter_width] )
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{
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return false;
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}
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}
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}
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return true;
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}
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bool piece_tick(){
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if(!next_tick_valid()){
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return 0;
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}
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// Check if piece can go down
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// We should convert this to a simpler check where the booleans are converted to a single binary value and compared
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for(int k = 0; k < BOARD_WIDTH; k++){
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if(piece_mask[BOARD_HEIGHT-1 + PIECE_BUFFER_OFFSET][k]){
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return 0; // piece would go out of bounds
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}
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}
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// Move piece down
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for(int j = BOARD_HEIGHT - 1 + PIECE_BUFFER_OFFSET; j >= 0; j--){
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for(int i = 0; i < BOARD_WIDTH; i++){
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if(piece_mask[j][i]){
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piece_mask[j+1][i] = piece_mask[j][i]; // This somehow doesn't crash out of bounds?
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piece_mask[j][i] = 0;
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}
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}
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}
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return 1;
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}
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void place_piece(){
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for(int i = 0; i < BOARD_HEIGHT+PIECE_BUFFER_OFFSET; i++){
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for(int j = 0; j < BOARD_WIDTH; j++){
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if(piece_mask[i][j]){
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board[i-PIECE_BUFFER_OFFSET][j] = current_piece->color;
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}
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}
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}
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populate_board_mask();
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}
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void spawn_piece(){
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current_piece = &shapes[GetRandomValue(0, 6)];
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piece_rotation = 0;
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// position piece at top of board
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// calculate piece_mask based on shape and position
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Vector2* bounds = get_shape_bounds();
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int spawn_x = (BOARD_WIDTH / 2) - (int)bounds[0].x; // center horizontally, adjust for shape bounds
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int spawn_y = 2 + (int)bounds[0].y;
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for(int i = 0; i < current_piece->dims.y; i++){
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for(int j = 0; j < current_piece->dims.x; j++){
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if(current_piece->shape[i][j] == 1){
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int board_x = spawn_x + j;
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int board_y = spawn_y + i;
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if(board_x >= 0 && board_x < BOARD_WIDTH && board_y >= 0 && board_y < BOARD_HEIGHT){
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piece_mask[board_y][board_x] = true;
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}
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}
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}
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}
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}
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// void Vector2Rotate(Vector2* v, float angle){
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// if (v == NULL) return;
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// float rad = angle * (3.14159265 / 180.0);
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// float cosA = cos(rad);
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// float sinA = sin(rad);
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// float x_new = v->x * cosA - v->y * sinA;
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// float y_new = v->x * sinA + v->y * cosA;
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// v->x = x_new;
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// v->y = y_new;
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// }
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void Vector2Rotate(Vector2* v, float angle){
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if (v == NULL) return;
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float rad = angle * (PI / 180.0);
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float cosA = cosf(rad);
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float sinA = sinf(rad);
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// Store original values
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float orig_x = v->x;
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float orig_y = v->y;
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// Calculate new values using original coordinates
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v->x = orig_x * cosA - orig_y * sinA;
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v->y = orig_x * sinA + orig_y * cosA;
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}
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Vector2 Vector2Subtract(Vector2* v1, Vector2* v2){
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Vector2 result = (Vector2) {0,0};
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result.x = v1->x - v2->x;
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result.y = v1->y - v2->y;
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return result;
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}
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void debug_draw_blocks_on_axis(Vector2 pblock_vecs[4], Color color){
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bool debugDrawing = 1;
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int numVecs = sizeof(pblock_vecs) / sizeof(pblock_vecs[0]);
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Vector2 block_vecs[numVecs];
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#ifdef NDEBUG
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int axis_zero_x = BOARD_WIDTH / 2;
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int axis_zero_y = BOARD_HEIGHT / 2;
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BeginDrawing();
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//
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// Draw axis
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for(int i = -5; i <= 5; i++){
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debugDraw(axis_zero_x + i, axis_zero_y, (Color){255,255,0,255});
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debugDraw(axis_zero_x, axis_zero_y + i, (Color){255,255,0,255});
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}
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for(int i = 0; i < numVecs; i++){
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debugDraw((int)(block_vecs[i].x)+axis_zero_x, (int)(block_vecs[i].y+axis_zero_y), (Color) color);
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}
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asm("nop"); // debug breakpoint
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draw(); // reset
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EndDrawing();
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#endif
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}
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void debug_draw_blocks(Vector2 block_vecs[1], Color color){
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bool debugDrawing = 1;
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int numVecs = sizeof(block_vecs) / sizeof(block_vecs[0]);
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#ifdef NDEBUG
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BeginDrawing();
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for(int i = 0; i < numVecs; i++){
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debugDraw((int)(block_vecs[i].x), (int)(block_vecs[i].y), (Color) color);
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}
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asm("nop"); // debug breakpoint
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draw(); // reset
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EndDrawing();
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#endif
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}
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void turn_piece(bool clockwise){
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if(!current_piece || !current_piece->has_origin){
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return;
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}
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Piece* cpiece = current_piece; // Assuming current_piece is already Piece*
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Vector2 block_vecs[4] = {{0,0},{0,0},{0,0},{0,0}};
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// Verified fixed
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get_vecs_from_shape(cpiece, block_vecs);
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asm("nop"); // debug breakpoint
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// rotate blocks from shape data to match currently tracked orientation
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// somehow this turns a J piece into a T piece. wtf
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// Apply current rotation incrementally to avoid precision errors
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for(int rotation_step = 0; rotation_step < piece_rotation; rotation_step++){
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for(int i = 0; i < 4; i++){
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Vector2Rotate(&block_vecs[i], 90); // Always rotate by 90°
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block_vecs[i].x = roundf(block_vecs[i].x); // Round instead of truncate
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block_vecs[i].y = roundf(block_vecs[i].y);
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}
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}
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debug_draw_blocks_on_axis(block_vecs, (Color){255,255,255,255});
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// sort blocks, also broken
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sort_blocks(block_vecs);
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debug_draw_blocks_on_axis(block_vecs, (Color){255,255,255,255});
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asm("nop"); // debug breakpoint
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Vector2 topleftmost_block = find_topleftmost_block_from_buffer();
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Vector2 origin_on_piece_mask = Vector2Subtract(&topleftmost_block,&block_vecs[0]);
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debug_draw_blocks((Vector2[1]){(Vector2){(int)origin_on_piece_mask.x, (int)origin_on_piece_mask.y-PIECE_BUFFER_OFFSET}}, (Color){255,255,255,255});
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// clear piece mask
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// try to rotate to new position now
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Vector2 test_vecs[4];
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memcpy(test_vecs, block_vecs, sizeof(block_vecs));
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for(int i = 0; i < 4; i++){
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Vector2Rotate(&test_vecs[i], 90 * (clockwise ? 1 : -1));
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int new_y = (float)(int)(test_vecs[i].y + origin_on_piece_mask.y);
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int new_x = (float)(int)(test_vecs[i].x + origin_on_piece_mask.x);
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if(new_x < 0 || new_x >= BOARD_WIDTH){
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return; // out of bounds
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}
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if(new_y < 0 || new_y >= BOARD_HEIGHT + PIECE_BUFFER_OFFSET){
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return; // out of bounds
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}
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if(board_mask[new_y - PIECE_BUFFER_OFFSET][new_x]){
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return; // collision
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}
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test_vecs[i].x = roundf(test_vecs[i].x);
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test_vecs[i].y = roundf(test_vecs[i].y);
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}
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zero_piece_mask();
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for(int i = 0; i < 4; i++){
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Vector2 vec = test_vecs[i];
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piece_mask[(int)(vec.y + origin_on_piece_mask.y)][(int)(vec.x + origin_on_piece_mask.x)] = true;
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}
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// update piece rotation tracker
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piece_rotation += clockwise ? 1 : -1;
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if(piece_rotation > 3) piece_rotation = 0;
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if(piece_rotation < 0) piece_rotation = 3;
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}
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Vector2* get_shape_bounds(){
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static Vector2 bounds[2]; // [0] = origin--> top-left, [1] = bottom-right
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Piece* cpiece = current_piece;
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Vector2* origin = &cpiece->origin;
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Vector2* dims = &cpiece->dims;
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bounds[0].x = 0 - origin->x;
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bounds[0].y = 0 - origin->y;
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bounds[1].x = (dims->x -1) - origin->x;
|
||||
bounds[1].y = (dims->y -1) - origin->y;
|
||||
|
||||
return bounds;
|
||||
}
|
||||
|
||||
void get_vecs_from_shape(Piece* cpiece, Vector2* blocks){
|
||||
Vector2* dims = get_shape_dimensions(current_piece);
|
||||
|
||||
// Allocate memory for temporary shape copy
|
||||
int** shape = malloc(dims->y * sizeof(int*));
|
||||
for(int i = 0; i < dims->y; i++){
|
||||
shape[i] = malloc(dims->x * sizeof(int));
|
||||
}
|
||||
|
||||
// Copy the current piece shape
|
||||
for(int i = 0; i < dims->y; i++){
|
||||
memcpy(shape[i], cpiece->shape[i], dims->x *sizeof(int));
|
||||
}
|
||||
|
||||
Vector2* origin = ¤t_piece->origin;
|
||||
|
||||
int block_count = 0;
|
||||
|
||||
for(int i = 0; i < dims->y; i++){
|
||||
for(int j = 0; j < dims->x; j++){
|
||||
if (shape[i][j] == 1 && block_count < 4) {
|
||||
blocks[block_count].x = j - origin->x;
|
||||
blocks[block_count].y = i - origin->y;
|
||||
block_count++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
// Sort blocks by y, then by x
|
||||
void sort_blocks(Vector2* blocks){
|
||||
for(int i = 0; i < 4; i++){
|
||||
for(int j = i + 1; j < 4; j++){
|
||||
if(blocks[j].y < blocks[i].y || (blocks[j].y == blocks[i].y && blocks[j].x < blocks[i].x)){
|
||||
Vector2 tmp = blocks[i];
|
||||
blocks[i] = blocks[j];
|
||||
blocks[j] = tmp;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Vector2 find_topleftmost_block_from_buffer(){
|
||||
for (int i = 0; i < BOARD_HEIGHT + PIECE_BUFFER_OFFSET; i++){
|
||||
for (int j = 0; j < BOARD_WIDTH; j++){
|
||||
if(piece_mask[i][j]){
|
||||
return (Vector2) {(float)j,(float)i};
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void game_tick(){
|
||||
if(piece_tick()){
|
||||
return;
|
||||
}
|
||||
place_piece();
|
||||
zero_piece_mask();
|
||||
populate_board_mask();
|
||||
spawn_piece();
|
||||
}
|
||||
|
||||
Color resolve_color(unsigned char colorValue){
|
||||
switch(colorValue){
|
||||
case PC_CYAN: return (Color) {0x00, 0xFF, 0xFF, 0xFF};
|
||||
case PC_YELLOW: return (Color) {0xFF, 0xFF, 0x00, 0xFF};
|
||||
case PC_PURPLE: return (Color) {0x80, 0x00, 0x80, 0xFF};
|
||||
case PC_GREEN: return (Color) {0x00, 0xFF, 0x00, 0xFF};
|
||||
case PC_RED: return (Color) {0xFF, 0x00, 0x00, 0xFF};
|
||||
case PC_BLUE: return (Color) {0x00, 0x00, 0xFF, 0xFF};
|
||||
case PC_ORANGE: return (Color) {0xFF, 0xA5, 0x00, 0xFF};
|
||||
default: return (Color) {0xFF, 0xFF, 0xFF, 0xFF};
|
||||
}
|
||||
}
|
||||
|
||||
void debugDraw(int x, int y, Color color){
|
||||
#ifndef NDEBUG
|
||||
return;
|
||||
#endif
|
||||
DrawRectangle(x * GRID_SCREEN_PIXELS + 1 * PIXEL_SCALE, y * GRID_SCREEN_PIXELS + 1 * PIXEL_SCALE, BLOCK_SIZE, BLOCK_SIZE, color);
|
||||
}
|
||||
|
||||
void createSecondWindow(){
|
||||
|
||||
}
|
||||
|
||||
void draw(){
|
||||
ClearBackground(RAYWHITE);
|
||||
for(int i = 0; i < BOARD_HEIGHT; i++){
|
||||
for(int j = 0; j < BOARD_WIDTH; j++){
|
||||
if(piece_mask[i+PIECE_BUFFER_OFFSET][j]){
|
||||
unsigned char pieceColorValue = current_piece->color;
|
||||
Color drawColor = resolve_color(pieceColorValue);
|
||||
DrawRectangle(j * GRID_SCREEN_PIXELS + 1 * PIXEL_SCALE, i * GRID_SCREEN_PIXELS + 1 * PIXEL_SCALE, BLOCK_SIZE, BLOCK_SIZE, drawColor);
|
||||
continue;
|
||||
}
|
||||
if(board[i][j] != 0){
|
||||
unsigned char boardColorValue = board[i][j];
|
||||
Color drawColor = resolve_color(boardColorValue);
|
||||
DrawRectangle(j * GRID_SCREEN_PIXELS + 1 * PIXEL_SCALE, i * GRID_SCREEN_PIXELS + 1 * PIXEL_SCALE, BLOCK_SIZE, BLOCK_SIZE, drawColor);
|
||||
continue;
|
||||
}
|
||||
// background
|
||||
DrawRectangle(j * GRID_SCREEN_PIXELS, i * GRID_SCREEN_PIXELS, GRID_SCREEN_PIXELS, GRID_SCREEN_PIXELS, COLOR_GRID_FG);
|
||||
DrawRectangle(j * GRID_SCREEN_PIXELS + 1 * PIXEL_SCALE, i * GRID_SCREEN_PIXELS + 1 * PIXEL_SCALE, BLOCK_SIZE, BLOCK_SIZE, COLOR_GRID_BG);
|
||||
}
|
||||
}
|
||||
}
|
||||
int milis_elapsed = 0;
|
||||
int next_tick = 0;
|
||||
|
||||
|
||||
void move_piece_left(){
|
||||
// Perform checks
|
||||
for(int iter_y = 0; iter_y < BOARD_HEIGHT + PIECE_BUFFER_OFFSET; iter_y++){
|
||||
if(piece_mask[iter_y][0]){
|
||||
return; // piece would go out of bounds
|
||||
}
|
||||
for(int iter_x = 0; iter_x < BOARD_WIDTH; iter_x++){
|
||||
bool board_bit = board_mask[iter_y-PIECE_BUFFER_OFFSET][iter_x - 1];
|
||||
bool piece_bit = piece_mask[iter_y][iter_x];
|
||||
if(board_bit && piece_bit){
|
||||
return; // collision
|
||||
}
|
||||
}
|
||||
}
|
||||
// Move Piece
|
||||
for(int iter_x = 0; iter_x < BOARD_WIDTH; iter_x++){
|
||||
for(int iter_y = 0; iter_y < BOARD_HEIGHT + PIECE_BUFFER_OFFSET; iter_y++){
|
||||
if(piece_mask[iter_y][iter_x]){
|
||||
piece_mask[iter_y][iter_x-1] = 1;
|
||||
piece_mask[iter_y][iter_x] = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void move_piece_right(){
|
||||
// Perform checks
|
||||
for(int iter_x = 0; iter_x < BOARD_HEIGHT + PIECE_BUFFER_OFFSET; iter_x++){
|
||||
if(piece_mask[iter_x][BOARD_WIDTH - 1]){
|
||||
return; // piece would go out of bounds
|
||||
}
|
||||
for(int iter_y = 0; iter_y < BOARD_HEIGHT + PIECE_BUFFER_OFFSET; iter_y++){
|
||||
bool board_bit = board_mask[iter_y - PIECE_BUFFER_OFFSET][iter_x+1];
|
||||
bool piece_bit = piece_mask[iter_y][iter_x];
|
||||
if(board_bit && piece_bit){
|
||||
return; // collision
|
||||
}
|
||||
}
|
||||
}
|
||||
// Move piece
|
||||
for(int j = BOARD_WIDTH - 1; j >= 0; j--){
|
||||
for(int i = 0; i < BOARD_HEIGHT + PIECE_BUFFER_OFFSET; i++){
|
||||
if(piece_mask[i][j]){
|
||||
int new_x = j + 1;
|
||||
int new_y = i;
|
||||
if(board_mask[new_y - PIECE_BUFFER_OFFSET][new_x]){
|
||||
return; // collision
|
||||
}
|
||||
piece_mask[i][j+1] = piece_mask[i][j];
|
||||
piece_mask[i][j] = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void update(){
|
||||
bool accelerate = 0;
|
||||
int accel_tick_time = 75;
|
||||
// Update game state
|
||||
if (IsKeyPressed(KEY_W)) {
|
||||
// Rotate the current piece
|
||||
turn_piece(true);
|
||||
}
|
||||
if (IsKeyPressed(KEY_A)) {
|
||||
// Move piece left
|
||||
move_piece_left();
|
||||
}
|
||||
if (IsKeyPressed(KEY_D)) {
|
||||
// Move piece right
|
||||
move_piece_right();
|
||||
}
|
||||
if (IsKeyDown(KEY_S)) {
|
||||
// Accelerate piece down
|
||||
accelerate = 1;
|
||||
if (next_tick > milis_elapsed + accel_tick_time)
|
||||
{
|
||||
game_tick();
|
||||
}
|
||||
}
|
||||
if(milis_elapsed > next_tick){
|
||||
game_tick();
|
||||
next_tick = milis_elapsed + (accelerate ? accel_tick_time : 1000);
|
||||
}
|
||||
milis_elapsed += GetFrameTime() * 1000;
|
||||
}
|
||||
|
||||
Vector2* get_shape_dimensions(Piece* piece){
|
||||
static Vector2 dims;
|
||||
dims = piece->dims;
|
||||
return &dims;
|
||||
}
|
||||
|
||||
|
||||
|
||||
// Helper function to create 2D array from 1D data
|
||||
int** create_shape_from_array(int rows, int cols, int* data) {
|
||||
int** shape = malloc(rows * sizeof(int*));
|
||||
for(int i = 0; i < rows; i++) {
|
||||
shape[i] = malloc(cols * sizeof(int));
|
||||
for(int j = 0; j < cols; j++) {
|
||||
shape[i][j] = data[i * cols + j];
|
||||
}
|
||||
}
|
||||
return shape;
|
||||
}
|
||||
|
||||
void free_shape(int** shape, int rows) {
|
||||
if(shape) {
|
||||
for(int i = 0; i < rows; i++) {
|
||||
free(shape[i]);
|
||||
}
|
||||
free(shape);
|
||||
}
|
||||
}
|
||||
174
tetris.h
Normal file
174
tetris.h
Normal file
@ -0,0 +1,174 @@
|
||||
#pragma once
|
||||
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
#include <stdint.h>
|
||||
#include <math.h>
|
||||
#include "raylib.h"
|
||||
|
||||
|
||||
typedef enum {
|
||||
PC_EMPTY = 0,
|
||||
PC_CYAN = 1,
|
||||
PC_BLUE = 3,
|
||||
PC_ORANGE = 4,
|
||||
PC_YELLOW = 5,
|
||||
PC_GREEN = 6,
|
||||
PC_PURPLE = 7,
|
||||
PC_RED = 8
|
||||
} ColorCode;
|
||||
|
||||
|
||||
typedef struct {
|
||||
int** shape;
|
||||
bool has_origin;
|
||||
Vector2 dims;
|
||||
Vector2 origin;
|
||||
char color;
|
||||
} Piece;
|
||||
|
||||
|
||||
// Helper function to create shape from static array
|
||||
int** create_shape_from_array(int rows, int cols, int* data);
|
||||
void free_shape(int** shape, int rows);
|
||||
|
||||
#define T_PIECE (Piece) { \
|
||||
.shape = create_shape_from_array(2, 3, (int[]){ \
|
||||
0,1,0, \
|
||||
1,1,1}), \
|
||||
.has_origin = true, \
|
||||
.dims = (Vector2) {3, 2}, \
|
||||
.origin = (Vector2) {1, 1}, \
|
||||
.color = PC_PURPLE \
|
||||
}
|
||||
|
||||
#define O_PIECE (Piece) { \
|
||||
.shape = create_shape_from_array(2, 2, (int[]){ \
|
||||
1,1, \
|
||||
1,1}), \
|
||||
.has_origin = false, \
|
||||
.dims = (Vector2) {2, 2}, \
|
||||
.origin = (Vector2) {0, 0}, \
|
||||
.color = PC_YELLOW \
|
||||
}
|
||||
|
||||
#define Z_PIECE (Piece) { \
|
||||
.shape = create_shape_from_array(2, 3, (int[]){ \
|
||||
1,1,0, \
|
||||
0,1,1}), \
|
||||
.has_origin = true, \
|
||||
.dims = (Vector2) {3, 2}, \
|
||||
.origin = (Vector2) {1, 1}, \
|
||||
.color = PC_RED \
|
||||
}
|
||||
|
||||
#define S_PIECE (Piece) { \
|
||||
.shape = create_shape_from_array(2, 3, (int[]){ \
|
||||
0,1,1, \
|
||||
1,1,0}), \
|
||||
.has_origin = true, \
|
||||
.dims = (Vector2) {3, 2}, \
|
||||
.origin = (Vector2) {1, 1}, \
|
||||
.color = PC_GREEN \
|
||||
}
|
||||
|
||||
#define I_PIECE (Piece) { \
|
||||
.shape = create_shape_from_array(4, 1, (int[]){ \
|
||||
1, \
|
||||
1, \
|
||||
1, \
|
||||
1}), \
|
||||
.has_origin = true, \
|
||||
.dims = (Vector2) {1, 4}, \
|
||||
.origin = (Vector2) {0, 2}, \
|
||||
.color = PC_CYAN \
|
||||
}
|
||||
|
||||
#define J_PIECE (Piece) { \
|
||||
.shape = create_shape_from_array(2, 3, (int[]){ \
|
||||
1,0,0, \
|
||||
1,1,1}), \
|
||||
.has_origin = true, \
|
||||
.dims = (Vector2) {3, 2}, \
|
||||
.origin = (Vector2) {1, 1}, \
|
||||
.color = PC_BLUE \
|
||||
}
|
||||
|
||||
#define L_PIECE (Piece) { \
|
||||
.shape = create_shape_from_array(2, 3, (int[]){ \
|
||||
0,0,1, \
|
||||
1,1,1}), \
|
||||
.has_origin = true, \
|
||||
.dims = (Vector2) {3, 2}, \
|
||||
.origin = (Vector2) {1, 1}, \
|
||||
.color = PC_ORANGE \
|
||||
}
|
||||
|
||||
#define COLOR_GRID_BG (Color) { 0x00, 0x00, 0x00, 0xff}
|
||||
#define COLOR_GRID_FG (Color) { 0xD0, 0xD0, 0xD0, 0xff}
|
||||
|
||||
|
||||
|
||||
#define BOARD_WIDTH 10
|
||||
#define BOARD_HEIGHT 20
|
||||
|
||||
#define PIECE_BUFFER_OFFSET 4
|
||||
|
||||
#define BORDERBUFFER_WIDTH 1
|
||||
#define BORDERBUFFER_HEIGHT 1
|
||||
|
||||
#define TOTAL_WIDTH (BOARD_WIDTH + 2 * BORDERBUFFER_WIDTH)
|
||||
#define TOTAL_HEIGHT (BOARD_HEIGHT + 2 * BORDERBUFFER_HEIGHT + PIECE_BUFFER_OFFSET)
|
||||
#define GRID_BITS (TOTAL_WIDTH * TOTAL_HEIGHT)
|
||||
|
||||
#define GRID_WORDS ((GRID_BITS + 31) / 32)
|
||||
|
||||
typedef struct {
|
||||
uint32_t bits[GRID_WORDS];
|
||||
} bitgrid_t;
|
||||
|
||||
|
||||
#define PIXEL_SCALE 8
|
||||
#define BLOCK_SIZE (4 * PIXEL_SCALE)
|
||||
#define GRID_SCREEN_PIXELS (BLOCK_SIZE + 2 * PIXEL_SCALE)
|
||||
|
||||
#define NDEBUG
|
||||
|
||||
|
||||
typedef struct {
|
||||
int x;
|
||||
int y;
|
||||
} IntVector2;
|
||||
|
||||
typedef struct{
|
||||
|
||||
} BoardBits;
|
||||
|
||||
|
||||
// Function prototypes
|
||||
Color resolve_color(unsigned char colorValue);
|
||||
void zero_board();
|
||||
void zero_board_mask();
|
||||
void zero_piece_mask();
|
||||
void populate_board_mask();
|
||||
bool next_tick_valid();
|
||||
bool piece_tick();
|
||||
void place_piece();
|
||||
void spawn_piece();
|
||||
void turn_piece(bool clockwise);
|
||||
void game_tick();
|
||||
void debugDraw(int x, int y, Color color);
|
||||
void debug_draw_blocks(Vector2 block_vecs[], Color color);
|
||||
void debug_draw_blocks_on_axis(Vector2 block_vecs[], Color color);
|
||||
void draw();
|
||||
void update();
|
||||
void init_game();
|
||||
void init_shapes();
|
||||
void cleanup_shapes();
|
||||
void get_vecs_from_shape(Piece* cpiece, Vector2* blocks);
|
||||
void sort_blocks(Vector2* blocks);
|
||||
Vector2 find_topleftmost_block_from_buffer();
|
||||
Vector2 get_origin_offset();
|
||||
Vector2* get_shape_bounds();
|
||||
Vector2* get_shape_dimensions(Piece* piece);
|
||||
Loading…
x
Reference in New Issue
Block a user