Пример #1
0
/**
 * params:
 *  game -- the game to draw
 */
void game_draw(game_t *game) {
  field_draw(&game->field);

  screen_clear(&game->block_screen, 0x30);
  for(int x = 0; x < BLOCK_QUEUE_SIZE; ++x) {
    if(game->player != (game->queue + x)) {
      block_draw(&game->block_screen, &game->queue[x]);
    }
  }

  field_block_draw(&game->field, game->player);
}
Пример #2
0
void game_frame(SDL_Surface *screen)
{
	game_handle_keys();
	switch(game_state)
	{
	case TS_FALLING:
		curr_piece.y += 4;
		if(collision_check(curr_piece.t, f, curr_piece.x, _py(curr_piece.y), curr_piece.rot))
		{
			curr_piece.y = _bx(_py(curr_piece.y)-1);
			++curr_piece.lock;
		}
		if(game_get_key_DAS(TK_DOWN)) curr_piece.y += 0xFF;
		if(collision_check(curr_piece.t, f, curr_piece.x, _py(curr_piece.y), curr_piece.rot))
		{
			curr_piece.y = _bx(_py(curr_piece.y)-1);
			curr_piece.lock = T_LOCKDELAY+1;
		}
		if(game_get_key(TK_UP))
		{
			while(!collision_check(curr_piece.t, f, curr_piece.x, _py(curr_piece.y), curr_piece.rot))
				curr_piece.y += 0xFF;
			curr_piece.y -= 0xFF;
		}	
		if(game_get_key_DAS(TK_RIGHT))
		{
			curr_piece.x += 1;
			if(collision_check(curr_piece.t, f, curr_piece.x, _py(curr_piece.y), curr_piece.rot))
				curr_piece.x -= 1;
		}
		if(game_get_key_DAS(TK_LEFT))
		{
			curr_piece.x -= 1;
			if(collision_check(curr_piece.t, f, curr_piece.x, _py(curr_piece.y), curr_piece.rot))
				curr_piece.x += 1;
		}
		int init_rot = curr_piece.rot;
		if(game_get_key(TK_A)||game_get_key(TK_B)||game_get_key(TK_C))
		{
			if(game_get_key(TK_A)||game_get_key(TK_C))
			{
				curr_piece.rot -= 1;
				if(curr_piece.rot < 0) curr_piece.rot = curr_piece.t->frames-1;
			}
			else if(game_get_key(TK_B))
			{
				curr_piece.rot += 1;
				if(curr_piece.rot >= curr_piece.t->frames) curr_piece.rot = 0;
			}

			if(collision_check(curr_piece.t, f, curr_piece.x, _py(curr_piece.y), curr_piece.rot))
			{
				curr_piece.x -= 1;
				if(collision_check(curr_piece.t, f, curr_piece.x, _py(curr_piece.y), curr_piece.rot))
				{
					curr_piece.x += 2;
					if(collision_check(curr_piece.t, f, curr_piece.x, _py(curr_piece.y), curr_piece.rot))
					{
						curr_piece.x -= 1;
						curr_piece.rot = init_rot;
					}
				}
			}
		}
		if(curr_piece.lock >= T_LOCKDELAY)
		{
			game_state = TS_LINECLEAR;
			clear_time = T_CLEARDELAY;
			lock_piece();
		}
		break;
	case TS_LINECLEAR:
		if(clear_time == T_CLEARDELAY)
		{
			int x,y,numclear=0,empty;
			for(y=f->h-1; y>=0; --y)
			{
				empty = 0;
				for(x=f->w-1; x>=0; --x)
				{
					if(f->field[y*f->w + x] == 0)
					{
						empty = 1;
						break;
					}
				}
				if(empty == 0)
				{
					for(x=f->w-1; x>=0; --x)
						f->field[y*f->w + x] = 0xFE;
					++numclear;
				}
			}
			if(numclear == 0)
			{
				game_state = TS_ENTRY;
				break;
			}
		}
		--clear_time;
		if(clear_time == 0)	
		{
			int y,cy,cx;
			for(y=0; y<f->h; ++y)
			{
				if((unsigned char)f->field[y*f->w+0] == 0xFE)
				{
					printf("clearing line %i\n", y);
					for(cy=y; cy>0; --cy)
						for(cx=f->w-1; cx>=0; --cx)
							f->field[cy*f->w+cx] = f->field[(cy-1)*f->w+cx];
				}
			}
			game_state = TS_ENTRY;
		}
		break;
	case TS_ENTRY:
		--are_time;
		if(are_time == 0)
		{
			are_time = T_ENTRYDELAY;
			game_next_piece();
			game_state = TS_FALLING;
		}
		break;
	}

	SDL_Rect rect = { (SCREEN_WIDTH) / 2 - (10 * BLOCK_SIZE) / 2, (SCREEN_HEIGHT) - (20 * BLOCK_SIZE) - 20, BLOCK_SIZE * 10 + 1, BLOCK_SIZE * 20 + 1};
	SDL_Rect next_rect = { (rect.x) + ((BLOCK_SIZE * 10/2) - (BLOCK_SIZE * 4/2)), rect.y - (4 * BLOCK_SIZE) - 10, 4 * BLOCK_SIZE+1, 4 * BLOCK_SIZE+1};
	SDL_FillRect(screen, &rect, block_color[0xFF]);
	field_draw(f, screen, rect.x, rect.y);
	next_draw(next_piece, screen, next_rect.x, next_rect.y + (4-next_piece->mask_size)*BLOCK_SIZE);
	if(game_state == TS_FALLING)
		drop_draw(curr_piece, screen, rect.x, rect.y);
}