569 lines
17 KiB
C
569 lines
17 KiB
C
// 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;
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bounds[1].y = (dims->y -1) - origin->y;
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return bounds;
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}
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void get_vecs_from_shape(Piece* cpiece, Vector2* blocks){
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Vector2* dims = get_shape_dimensions(current_piece);
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// Allocate memory for temporary shape copy
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int** shape = malloc(dims->y * sizeof(int*));
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for(int i = 0; i < dims->y; i++){
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shape[i] = malloc(dims->x * sizeof(int));
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}
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// Copy the current piece shape
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for(int i = 0; i < dims->y; i++){
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memcpy(shape[i], cpiece->shape[i], dims->x *sizeof(int));
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}
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Vector2* origin = ¤t_piece->origin;
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int block_count = 0;
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for(int i = 0; i < dims->y; i++){
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for(int j = 0; j < dims->x; j++){
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if (shape[i][j] == 1 && block_count < 4) {
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blocks[block_count].x = j - origin->x;
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blocks[block_count].y = i - origin->y;
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block_count++;
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}
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}
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}
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return;
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}
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// Sort blocks by y, then by x
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void sort_blocks(Vector2* blocks){
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for(int i = 0; i < 4; i++){
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for(int j = i + 1; j < 4; j++){
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if(blocks[j].y < blocks[i].y || (blocks[j].y == blocks[i].y && blocks[j].x < blocks[i].x)){
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Vector2 tmp = blocks[i];
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blocks[i] = blocks[j];
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blocks[j] = tmp;
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}
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}
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}
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}
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Vector2 find_topleftmost_block_from_buffer(){
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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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return (Vector2) {(float)j,(float)i};
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}
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}
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}
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}
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void game_tick(){
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if(piece_tick()){
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return;
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}
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place_piece();
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zero_piece_mask();
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populate_board_mask();
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spawn_piece();
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}
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Color resolve_color(unsigned char colorValue){
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switch(colorValue){
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case PC_CYAN: return (Color) {0x00, 0xFF, 0xFF, 0xFF};
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case PC_YELLOW: return (Color) {0xFF, 0xFF, 0x00, 0xFF};
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case PC_PURPLE: return (Color) {0x80, 0x00, 0x80, 0xFF};
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case PC_GREEN: return (Color) {0x00, 0xFF, 0x00, 0xFF};
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case PC_RED: return (Color) {0xFF, 0x00, 0x00, 0xFF};
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case PC_BLUE: return (Color) {0x00, 0x00, 0xFF, 0xFF};
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case PC_ORANGE: return (Color) {0xFF, 0xA5, 0x00, 0xFF};
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default: return (Color) {0xFF, 0xFF, 0xFF, 0xFF};
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}
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}
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void debugDraw(int x, int y, Color color){
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#ifndef NDEBUG
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return;
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#endif
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DrawRectangle(x * GRID_SCREEN_PIXELS + 1 * PIXEL_SCALE, y * GRID_SCREEN_PIXELS + 1 * PIXEL_SCALE, BLOCK_SIZE, BLOCK_SIZE, color);
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}
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void createSecondWindow(){
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}
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void draw(){
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ClearBackground(RAYWHITE);
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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(piece_mask[i+PIECE_BUFFER_OFFSET][j]){
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unsigned char pieceColorValue = current_piece->color;
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Color drawColor = resolve_color(pieceColorValue);
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DrawRectangle(j * GRID_SCREEN_PIXELS + 1 * PIXEL_SCALE, i * GRID_SCREEN_PIXELS + 1 * PIXEL_SCALE, BLOCK_SIZE, BLOCK_SIZE, drawColor);
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continue;
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}
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if(board[i][j] != 0){
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unsigned char boardColorValue = board[i][j];
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Color drawColor = resolve_color(boardColorValue);
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DrawRectangle(j * GRID_SCREEN_PIXELS + 1 * PIXEL_SCALE, i * GRID_SCREEN_PIXELS + 1 * PIXEL_SCALE, BLOCK_SIZE, BLOCK_SIZE, drawColor);
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continue;
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}
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// background
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DrawRectangle(j * GRID_SCREEN_PIXELS, i * GRID_SCREEN_PIXELS, GRID_SCREEN_PIXELS, GRID_SCREEN_PIXELS, COLOR_GRID_FG);
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DrawRectangle(j * GRID_SCREEN_PIXELS + 1 * PIXEL_SCALE, i * GRID_SCREEN_PIXELS + 1 * PIXEL_SCALE, BLOCK_SIZE, BLOCK_SIZE, COLOR_GRID_BG);
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}
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}
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}
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int milis_elapsed = 0;
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int next_tick = 0;
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void move_piece_left(){
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// Perform checks
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for(int iter_y = 0; iter_y < BOARD_HEIGHT + PIECE_BUFFER_OFFSET; iter_y++){
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if(piece_mask[iter_y][0]){
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return; // piece would go out of bounds
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}
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for(int iter_x = 0; iter_x < BOARD_WIDTH; iter_x++){
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bool board_bit = board_mask[iter_y-PIECE_BUFFER_OFFSET][iter_x - 1];
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bool piece_bit = piece_mask[iter_y][iter_x];
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if(board_bit && piece_bit){
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return; // collision
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}
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}
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}
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// Move Piece
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for(int iter_x = 0; iter_x < BOARD_WIDTH; iter_x++){
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for(int iter_y = 0; iter_y < BOARD_HEIGHT + PIECE_BUFFER_OFFSET; iter_y++){
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if(piece_mask[iter_y][iter_x]){
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piece_mask[iter_y][iter_x-1] = 1;
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piece_mask[iter_y][iter_x] = 0;
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}
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}
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}
|
|
}
|
|
|
|
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);
|
|
}
|
|
}
|