Review sample games

This commit is contained in:
Ray 2019-05-21 17:47:06 +02:00
parent 0027868d1f
commit 8b4f58b9e9
11 changed files with 199 additions and 263 deletions

View file

@ -44,8 +44,8 @@ typedef enum GridSquare { EMPTY, MOVING, FULL, BLOCK, FADING } GridSquare;
//------------------------------------------------------------------------------------
// Global Variables Declaration
//------------------------------------------------------------------------------------
static int screenWidth = 800;
static int screenHeight = 450;
static const int screenWidth = 800;
static const int screenHeight = 450;
static bool gameOver = false;
static bool pause = false;
@ -99,7 +99,7 @@ static void ResolveFallingMovement();
static bool ResolveLateralMovement();
static bool ResolveTurnMovement();
static void CheckDetection();
static void CheckCompletition();
static void CheckCompletion();
static void DeleteCompleteLines();
//------------------------------------------------------------------------------------
@ -116,7 +116,6 @@ int main(void)
#if defined(PLATFORM_WEB)
emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
#else
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
@ -129,7 +128,6 @@ int main(void)
//----------------------------------------------------------------------------------
}
#endif
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadGame(); // Unload loaded data (textures, sounds, models...)
@ -239,7 +237,7 @@ void UpdateGame(void)
ResolveFallingMovement(&detection, &pieceActive);
// Check if we fullfilled a line and if so, erase the line and pull down the the lines above
CheckCompletition(&lineToDelete);
CheckCompletion(&lineToDelete);
gravityMovementCounter = 0;
}
@ -387,7 +385,7 @@ void DrawGame(void)
}
DrawText("INCOMING:", offset.x, offset.y - 100, 10, GRAY);
DrawText(FormatText("LINES: %04i", lines), offset.x, offset.y + 20, 10, GRAY);
DrawText(TextFormat("LINES: %04i", lines), offset.x, offset.y + 20, 10, GRAY);
if (pause) DrawText("GAME PAUSED", screenWidth/2 - MeasureText("GAME PAUSED", 40)/2, screenHeight/2 - 40, 40, GRAY);
}
@ -450,8 +448,7 @@ static bool Createpiece()
static void GetRandompiece()
{
srand(time(NULL));
int random = rand() % 7;
int random = GetRandomValue(0, 6);
for (int i = 0; i < 4; i++)
{
@ -461,15 +458,15 @@ static void GetRandompiece()
}
}
switch(random)
switch (random)
{
case 0: { incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; } break; //Cube
case 1: { incomingPiece[1][0] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; } break; //L
case 2: { incomingPiece[1][2] = MOVING; incomingPiece[2][0] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[2][2] = MOVING; } break; //L inversa
case 3: { incomingPiece[0][1] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[3][1] = MOVING; } break; //Recta
case 4: { incomingPiece[1][0] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][1] = MOVING; } break; //Creu tallada
case 5: { incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[2][2] = MOVING; incomingPiece[3][2] = MOVING; } break; //S
case 6: { incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[3][1] = MOVING; } break; //S inversa
case 0: { incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; } break; //Cube
case 1: { incomingPiece[1][0] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; } break; //L
case 2: { incomingPiece[1][2] = MOVING; incomingPiece[2][0] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[2][2] = MOVING; } break; //L inversa
case 3: { incomingPiece[0][1] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[3][1] = MOVING; } break; //Recta
case 4: { incomingPiece[1][0] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][1] = MOVING; } break; //Creu tallada
case 5: { incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[2][2] = MOVING; incomingPiece[3][2] = MOVING; } break; //S
case 6: { incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[3][1] = MOVING; } break; //S inversa
}
}
@ -491,8 +488,7 @@ static void ResolveFallingMovement(bool *detection, bool *pieceActive)
}
}
}
// We move down the piece
else
else // We move down the piece
{
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
@ -505,6 +501,7 @@ static void ResolveFallingMovement(bool *detection, bool *pieceActive)
}
}
}
piecePositionY++;
}
}
@ -513,8 +510,8 @@ static bool ResolveLateralMovement()
{
bool collision = false;
// Move left
if (IsKeyDown(KEY_LEFT))
// Piece movement
if (IsKeyDown(KEY_LEFT)) // Move left
{
// Check if is possible to move to left
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
@ -528,6 +525,7 @@ static bool ResolveLateralMovement()
}
}
}
// If able, move left
if (!collision)
{
@ -547,9 +545,7 @@ static bool ResolveLateralMovement()
piecePositionX--;
}
}
// Move right
else if (IsKeyDown(KEY_RIGHT))
else if (IsKeyDown(KEY_RIGHT)) // Move right
{
// Check if is possible to move to right
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
@ -567,6 +563,7 @@ static bool ResolveLateralMovement()
}
}
}
// If able move right
if (!collision)
{
@ -595,112 +592,73 @@ static bool ResolveTurnMovement()
// Input for turning the piece
if (IsKeyDown(KEY_UP))
{
int aux;
int aux = 0;
bool checker = false;
// Check all turning possibilities
if ((grid[piecePositionX + 3][piecePositionY] == MOVING) &&
(grid[piecePositionX][piecePositionY] != EMPTY) &&
(grid[piecePositionX][piecePositionY] != MOVING))
{
checker = true;
}
(grid[piecePositionX][piecePositionY] != MOVING)) checker = true;
if ((grid[piecePositionX + 3][piecePositionY + 3] == MOVING) &&
(grid[piecePositionX + 3][piecePositionY] != EMPTY) &&
(grid[piecePositionX + 3][piecePositionY] != MOVING))
{
checker = true;
}
(grid[piecePositionX + 3][piecePositionY] != MOVING)) checker = true;
if ((grid[piecePositionX][piecePositionY + 3] == MOVING) &&
(grid[piecePositionX + 3][piecePositionY + 3] != EMPTY) &&
(grid[piecePositionX + 3][piecePositionY + 3] != MOVING))
{
checker = true;
}
(grid[piecePositionX + 3][piecePositionY + 3] != MOVING)) checker = true;
if ((grid[piecePositionX][piecePositionY] == MOVING) &&
(grid[piecePositionX][piecePositionY + 3] != EMPTY) &&
(grid[piecePositionX][piecePositionY + 3] != MOVING))
{
checker = true;
}
(grid[piecePositionX][piecePositionY + 3] != MOVING)) checker = true;
if ((grid[piecePositionX + 1][piecePositionY] == MOVING) &&
(grid[piecePositionX][piecePositionY + 2] != EMPTY) &&
(grid[piecePositionX][piecePositionY + 2] != MOVING))
{
checker = true;
}
(grid[piecePositionX][piecePositionY + 2] != MOVING)) checker = true;
if ((grid[piecePositionX + 3][piecePositionY + 1] == MOVING) &&
(grid[piecePositionX + 1][piecePositionY] != EMPTY) &&
(grid[piecePositionX + 1][piecePositionY] != MOVING))
{
checker = true;
}
(grid[piecePositionX + 1][piecePositionY] != MOVING)) checker = true;
if ((grid[piecePositionX + 2][piecePositionY + 3] == MOVING) &&
(grid[piecePositionX + 3][piecePositionY + 1] != EMPTY) &&
(grid[piecePositionX + 3][piecePositionY + 1] != MOVING))
{
checker = true;
}
(grid[piecePositionX + 3][piecePositionY + 1] != MOVING)) checker = true;
if ((grid[piecePositionX][piecePositionY + 2] == MOVING) &&
(grid[piecePositionX + 2][piecePositionY + 3] != EMPTY) &&
(grid[piecePositionX + 2][piecePositionY + 3] != MOVING))
{
checker = true;
}
(grid[piecePositionX + 2][piecePositionY + 3] != MOVING)) checker = true;
if ((grid[piecePositionX + 2][piecePositionY] == MOVING) &&
(grid[piecePositionX][piecePositionY + 1] != EMPTY) &&
(grid[piecePositionX][piecePositionY + 1] != MOVING))
{
checker = true;
}
(grid[piecePositionX][piecePositionY + 1] != MOVING)) checker = true;
if ((grid[piecePositionX + 3][piecePositionY + 2] == MOVING) &&
(grid[piecePositionX + 2][piecePositionY] != EMPTY) &&
(grid[piecePositionX + 2][piecePositionY] != MOVING))
{
checker = true;
}
(grid[piecePositionX + 2][piecePositionY] != MOVING)) checker = true;
if ((grid[piecePositionX + 1][piecePositionY + 3] == MOVING) &&
(grid[piecePositionX + 3][piecePositionY + 2] != EMPTY) &&
(grid[piecePositionX + 3][piecePositionY + 2] != MOVING))
{
checker = true;
}
(grid[piecePositionX + 3][piecePositionY + 2] != MOVING)) checker = true;
if ((grid[piecePositionX][piecePositionY + 1] == MOVING) &&
(grid[piecePositionX + 1][piecePositionY + 3] != EMPTY) &&
(grid[piecePositionX + 1][piecePositionY + 3] != MOVING))
{
checker = true;
}
(grid[piecePositionX + 1][piecePositionY + 3] != MOVING)) checker = true;
if ((grid[piecePositionX + 1][piecePositionY + 1] == MOVING) &&
(grid[piecePositionX + 1][piecePositionY + 2] != EMPTY) &&
(grid[piecePositionX + 1][piecePositionY + 2] != MOVING))
{
checker = true;
}
(grid[piecePositionX + 1][piecePositionY + 2] != MOVING)) checker = true;
if ((grid[piecePositionX + 2][piecePositionY + 1] == MOVING) &&
(grid[piecePositionX + 1][piecePositionY + 1] != EMPTY) &&
(grid[piecePositionX + 1][piecePositionY + 1] != MOVING))
{
checker = true;
}
(grid[piecePositionX + 1][piecePositionY + 1] != MOVING)) checker = true;
if ((grid[piecePositionX + 2][piecePositionY + 2] == MOVING) &&
(grid[piecePositionX + 2][piecePositionY + 1] != EMPTY) &&
(grid[piecePositionX + 2][piecePositionY + 1] != MOVING))
{
checker = true;
}
(grid[piecePositionX + 2][piecePositionY + 1] != MOVING)) checker = true;
if ((grid[piecePositionX + 1][piecePositionY + 2] == MOVING) &&
(grid[piecePositionX + 2][piecePositionY + 2] != EMPTY) &&
(grid[piecePositionX + 2][piecePositionY + 2] != MOVING))
{
checker = true;
}
(grid[piecePositionX + 2][piecePositionY + 2] != MOVING)) checker = true;
if (!checker)
{
@ -750,6 +708,7 @@ static bool ResolveTurnMovement()
}
}
}
return true;
}
@ -767,9 +726,9 @@ static void CheckDetection(bool *detection)
}
}
static void CheckCompletition(bool *lineToDelete)
static void CheckCompletion(bool *lineToDelete)
{
int calculator;
int calculator = 0;
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
@ -801,7 +760,7 @@ static void CheckCompletition(bool *lineToDelete)
static void DeleteCompleteLines()
{
// erase the completed line
// Erase the completed line
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
while (grid[1][j] == FADING)
@ -810,6 +769,7 @@ static void DeleteCompleteLines()
{
grid[i][j] = EMPTY;
}
for (int j2 = j-1; j2 >= 0; j2--)
{
for (int i2 = 1; i2 < GRID_HORIZONTAL_SIZE - 1; i2++)