Esempio n. 1
0
void Game::movePiece(std::pair<int,int>& move)
{

	// Move in board
	if(board.getBoard()[move.second] != 0)
		lasteat = 0;
	else
		lasteat++;
	board.movePiece(move.first, move.second);
	int index = board.updateState(move.second, 0); // Returns index if update needed
	if (index != -1) {
		// If stateword 0-63-> means pawn has reached enemy backline. Pawn is promotee
		changePiece(index);
		board.updateState(move.second, 0);
	}

	if((board.getState() >> 6) == 0x01) //01000000 passant made by white
	{

	}

	if((board.getState() >> 6) == 0x02) //10000000 passant made by black
	{

	}

	if((board.getState() >> 6) ==  0x03) //11000000 castling
	{
		if((move.second%8)>4) //castling to right
		{

		}

		else // castling to left
		{

		}
	}
}
Esempio n. 2
0
int playGame()
{
	int tempx = current.getPosX(); //Temp variables for position
	int tempy = current.getPosY();

	if (keyboard_counter > 0 && keypressed()) //Keyboard Delay
	{
		if (key[KEY_LEFT]) //Move to the left
		{
			if (noCollision(current, tempx - 1, tempy)) //Checks collisions with the left movement
			{
				tempx--; //If there is not collision move the piece
				current.setPosX(tempx);
			}
		}
			
		if (key[KEY_RIGHT])
		{
			if (noCollision(current, tempx + 1, tempy))
			{
				tempx++;
				current.setPosX(tempx);
			}
		}
		
		if (key[KEY_DOWN])
		{
			if (noCollision(current, tempx, tempy + 1))
			{
				tempy++;
				current.setPosY(tempy);
			}
		}
		
		if (key[KEY_UP]) //Rotate the piece to the right
		{	
			/*Create a temp piece for the request rotation*/

			cPiece temp;
				
			temp.type = current.type;
			temp.rotation = rotateBlock(1, current.rotation);
				
			cleanPiece(temp);
			changePiece(temp, temp.type, temp.rotation);
			temp.setPosX(current.getPosX());
			temp.setPosY(current.getPosY());
				
			if (noCollision(temp, temp.getPosX(), temp.getPosY())) //Checks collision for the temp piece
			{
				//If there is not collision, the real falling(current) piece rotates to the right
				current.rotation = rotateBlock(1, current.rotation);
				cleanPiece(current);
				changePiece(current, current.type, current.rotation);
			}
		}

		if (key[KEY_T]) //Up the volume of the music
		{
			volume[0]+= 5;
			if (volume[0] > 255){
				volume[0] = 255;}

			options[4].d2 = volume[0];
			adjust_sample(sound[0], volume[0], 128, 1000, TRUE);
			adjust_sample(sound[1], volume[0], 128, 1000, TRUE);
		}

		if (key[KEY_G]) //Down the volume of the music
		{
			volume[0]-= 5;
			if (volume[0] < 0){
				volume[0] = 0;}

			options[4].d2 = volume[0];
			adjust_sample(sound[0], volume[0], 128, 1000, TRUE);
			adjust_sample(sound[1], volume[0], 128, 1000, TRUE);
		}

		if (key[KEY_Y]) //Up the volume of the sound effects
		{
			volume[1]+= 5;
			if (volume[1] > 255){
				volume[1] = 255;}

			options[6].d2 = volume[1];
			adjust_sample(sound[2], volume[1], 128, 1000, TRUE);
			adjust_sample(sound[3], volume[1], 128, 1000, TRUE);
		}

		if (key[KEY_H]) //Down the volume of the sound effects
		{
			volume[1]-= 5;
			if (volume[1] < 0){
				volume[1] = 0;}

			options[6].d2 = volume[1];
			adjust_sample(sound[2], volume[1], 128, 1000, TRUE);
			adjust_sample(sound[3], volume[1], 128, 1000, TRUE);
		}

	keyboard_counter--;
	}

    fpscount++;
	
	if (ticks > speed) 
	{
		tempx = current.getPosX();
		tempy = current.getPosY();
		
		if (noCollision(current, tempx, tempy + 1)) //Checks collision for the falling
		{
			tempy++;
			current.setPosY(tempy);
		}
		
		else
		{
			play_sample(sound[2], volume[1], 128, 1000, FALSE);
			putBlock(current, tempx, tempy); //Put block on the board

			possibleRows(); //Check if a row is fill

			if (gameOver()) //Checks if the game is over
			{
				quitgame = 1;
			}
			
			else
				createBlock(current, next); //If the game it's not over create new pieces

		}

		ticks = 0;

	}

	return quitgame;
}