示例#1
0
bool test_intersect()
{
    bool result = true;
    //the first one (set_up_1()) is with new_piece_rh (int x, int y, bool small, bool horizontal)
    set_up_1();
    for (int i = 0; i < NB_PIECES; i++)
        for (int j = 0; j < NB_PIECES; j++) {
            result = result && test_equality_bool(i == j, intersect(pieces[i], pieces[j]), "intersect");
        }

    piece pb_piece1 = new_piece_rh(3, 3, false, false);
    piece pb_piece2 = new_piece_rh(3, 1, false, false);
    result = result && test_equality_bool(true, intersect(pieces[0], pb_piece1), "set up 1 intersect pb1");
    result = result && test_equality_bool(true, intersect(pb_piece2, pb_piece1), "set up 1 intersect pb2");
    tear_down();
    delete_piece(pb_piece1);
    delete_piece(pb_piece2);

    //the second one (set_up_2()) is with new_piece(int x, int y, int width, int height, bool move_x, bool move_y)
    set_up_2();
    for (int i = 0; i < NB_PIECES; i++)
        for (int j = 0; j < NB_PIECES; j++) {
            result = result && test_equality_bool(i == j, intersect(pieces[i], pieces[j]), "intersect");
        }

    piece pb_piece3 = new_piece(3, 3, 1, 3, false, true);
    piece pb_piece4 = new_piece(3, 1, 1, 3, false, true);
    result = result && test_equality_bool(true, intersect(pieces[0], pb_piece3), "set up 2 intersect pb1");
    result = result && test_equality_bool(true, intersect(pb_piece4, pb_piece3), "set up 2 intersect pb2");
    tear_down();
    delete_piece(pb_piece3);
    delete_piece(pb_piece4);

    return result;
}
示例#2
0
void set_up_2()
{
    pieces[0] = new_piece(3, 3, 2, 1, true, false);
    pieces[1] = new_piece(3, 0, 1, 2, false, true);
    pieces[2] = new_piece(4, 1, 2, 1, true, false);
    pieces[3] = new_piece(5, 3, 1, 3, false, true);
}
示例#3
0
文件: game.c 项目: 04348/RushHour
bool play_move(game g, int piece_num, dir d, int distance){
	if ((!can_move_y(g->pieces[piece_num]) && (d == 0 || d == 2))
			|| ((!can_move_x(g->pieces[piece_num])) && (d == 1 || d == 3))) return false;
	bool move_isAllowed = true;
	piece tmp_piece = new_piece(0,0,0,0,true,true); // Initialisation d'une pièce temporaire (mallocs)
	copy_piece(g->pieces[piece_num],tmp_piece); 
	
	for (int i = 0; i < distance; i++) { // On decompose le mouvement en déplacement de une case
		move_piece(g->pieces[piece_num], d, 1);
		if ((get_x(g->pieces[piece_num])+get_width(g->pieces[piece_num])-1 >= game_width(g) || get_x(g->pieces[piece_num]) < 0)
				|| (get_y(g->pieces[piece_num])+get_height(g->pieces[piece_num])-1 >= game_height(g) || get_y(g->pieces[piece_num]) < 0)) move_isAllowed = false;
		for(int p = 0; p < game_nb_pieces(g);++p) { // On verifie si le mouvement est valide (intersect+depassement grille)
			if (piece_num != p && intersect(g->pieces[piece_num], g->pieces[p])) move_isAllowed = false;
		}
	}
	if (move_isAllowed) {
		for(int p = 0; p < game_nb_pieces(g);++p) {
			if (piece_num != p && intersect(g->pieces[piece_num], g->pieces[p])) printf("Erreur\n");
		}
		g->nb_mouv += distance;
		delete_piece(tmp_piece);
		return true;
	}
	// si le mouvement n'est pas valide on remets la piece a sa place initiale
	copy_piece(tmp_piece, g->pieces[piece_num]);
	delete_piece(tmp_piece);
	return false;
}
示例#4
0
piece copy_piece_for_solver(cpiece src){
  int x = get_x(src);
  int y = get_y(src);
  int width = get_width(src);
  int height = get_height(src);
  bool move_x = can_move_x(src);
  bool move_y = can_move_y(src);
  piece dst = new_piece (x, y, width, height, move_x, move_y);
  return dst;
}
示例#5
0
bool test_move() {
  bool result = true;
  
  piece p = new_piece(0, 0, 2, 1, true, false); //move_x-> TRUE, move_y->FALSE
  set_up();
  
  for (int dist = 1; dist < NB_PIECES; dist++)
    for (int i=0; i < NB_PIECES; i++) {

      // Test move LEFT
      copy_piece(pieces[i],p);
      move_piece(p, LEFT, dist);

      if (can_move_x(pieces[i]))
        result = result && test_equality_int(get_x(pieces[i])-dist,get_x(p),"move LEFT");
      else
        result = result && test_equality_int(get_x(pieces[i]),get_x(p),"move LEFT");

      // Test move RIGHT
      copy_piece(pieces[i],p);
      move_piece(p, RIGHT, dist);
      
      if (can_move_x(pieces[i]))
        result = result && test_equality_int(get_x(pieces[i])+dist,get_x(p),"move RIGHT");
      else
        result = result && test_equality_int(get_x(pieces[i]),get_x(p),"move RIGHT");

      // Test move UP
      copy_piece(pieces[i],p);
      move_piece(p, UP, dist);
      
      if (can_move_y(pieces[i]))
        result = result && test_equality_int(get_y(pieces[i])+dist,get_y(p),"move UP");
      else
        result = result && test_equality_int(get_y(pieces[i]),get_y(p),"move UP");

      // Test move DOWN
      copy_piece(pieces[i],p);
      move_piece(p, DOWN, dist);
      
      if (can_move_y(pieces[i]))
        result = result && test_equality_int(get_y(pieces[i])-dist,get_y(p),"move DOWN");
      else
        result = result && test_equality_int(get_y(pieces[i]),get_y(p),"move DOWN");

    }
  
  tear_down();
  delete_piece(p);
  
  return result;
}
示例#6
0
bool test_intersect() {
  bool result = true;
  set_up();
  
  for (int i = 0; i < NB_PIECES; i++)
    for (int j = 0; j < NB_PIECES; j++) {
      result = result && test_equality_bool(i==j, intersect(pieces[i], pieces[j]),"intersect");
    }

  piece pb_piece1 = new_piece(3, 3, 2, 1, true, false);
  piece pb_piece2 = new_piece(5, 3, 1, 3, false, true);
  
  result = result && test_equality_bool(true, intersect(pieces[0], pb_piece1),"intersect pb1");
  result = result && test_equality_bool(false, intersect(pb_piece2, pb_piece1),"intersect pb2");
  
  delete_piece(pb_piece1);
  delete_piece(pb_piece2);
  
  tear_down();
  
  return result;
}
示例#7
0
文件: game.c 项目: 04348/RushHour
game new_game (int width, int height, int nb_pieces, piece *pieces){
	game g = malloc(sizeof(struct game_s));
	g->pieces = malloc(nb_pieces*sizeof(struct piece_s*));

	for(int i=0;i<nb_pieces;i++)
		g->pieces[i]= new_piece(get_x(pieces[i]),get_y(pieces[i]),get_width(pieces[i]),get_height(pieces[i]),can_move_x(pieces[i]), can_move_y(pieces[i]));

	g->nb_mouv = 0;
	g->nb_pieces = nb_pieces;
	g->w = width;
	g->h = height;
	return g;
}
示例#8
0
piece new_piece_rh(int x, int y, bool small, bool horizontal)
{
    piece newp = NULL;
    if (small) {
        if (horizontal) {
            newp = new_piece(x, y, smallSize, thickness, horizontal, !horizontal);
        } else {
            newp = new_piece(x, y, thickness, smallSize, horizontal, !horizontal);
        }
    } else {
        if (horizontal) {
            newp = new_piece(x, y, bigSize, thickness, horizontal, !horizontal);
        } else {
            newp = new_piece(x, y, thickness, bigSize, horizontal, !horizontal);
        }
    }
    if (!newp) {
        failure("new_piece_rh alloc newp");
        return NULL;
    }
    return newp;
}
示例#9
0
piece new_piece_rh (int x, int y, bool small, bool horizontal){

	int width;
	int height;

	if(horizontal)
	{
		height = 1;
		width = small ? 2 : 3;
	}
	else
	{
		height = small ? 2 : 3;
		width = 1;
	}

	piece newPiece = new_piece(x, y, width, height, horizontal, !horizontal);
	
	return newPiece;
}
示例#10
0
bool test_copy() {
  bool result = true;
  
  piece p = new_piece(0, 0, 2, 1, true, false);

  set_up();
  for (int i = 0 ; i < NB_PIECES; i++) {
    copy_piece(pieces[i],p);
    result = result && test_equality_int(get_height(pieces[i]), get_height(p), "copy get_height");
    result = result && test_equality_int(get_width(pieces[i]), get_width(p), "copy get_width");
    result = result && test_equality_int(get_x(pieces[i]), get_x(p), "copy get_x");
    result = result && test_equality_int(get_y(pieces[i]), get_y(p), "copy get_y");
    result = result && test_equality_bool(can_move_x(pieces[i]), can_move_x(p), "copy can_move_x");
    result = result && test_equality_bool(can_move_y(pieces[i]), can_move_y(p), "copy can_move_y");
  }
  
  tear_down();
  delete_piece(p);
  
  return result;
}
示例#11
0
bool test_new_piece() {
  bool result = true;

  for(int y = 0; y < 5; y++){
    for(int x = 0; x < 5; x++){

      for(bool move_y = false; !move_y; move_y = !move_y){
	for(bool move_x = false; !move_x; move_x = !move_x){

	  int sizeX = 5 - x;
	  int sizeY = 5 - y;

	  piece p = new_piece(x, y, sizeX, sizeY, move_x, move_y);

	  // Test coordonnées de p
	  result = result && test_equality_int(x, get_x(p), "get_x");
	  result = result && test_equality_int(y, get_y(p), "get_y");

	  // Test hauteur/largeur de p
	  result = result && test_equality_int(sizeY, get_height(p), "get_height");
          result = result && test_equality_int(sizeX, get_width(p), "get_width");

	  // Test mouvement sur x
	  result = result && test_equality_bool(move_x, can_move_x(p), "move_x");

	  // Test mouvement sur y
	  result = result && test_equality_bool(move_y, can_move_y(p), "move_y");

	  delete_piece(p);
	}
      }
      
    }
  }
  return result;
}
示例#12
0
/** This is a very ugly function that draws blocks on the
 *  info window for statistical purposes.
 *  It uses several position hacks that i need to fix later.
 *  The problem is that pieces always start relative to the
 *  middle of the board, independent of the screen.
 *  So im repositioning them according to it, on the info screen.
 */
void engine_draw_statistics(game_s* g)
{
    window_s w = engine.screen.info;
    int k;
    int x_offset = 3;

    wattrset(w.win, engine_get_color(COLOR_WHITE, COLOR_BLACK, false));
    mvwprintw(w.win, 3, 1, "%10d x", g->I_count);
    piece_s  p = new_piece(PIECE_I);
    p.x = x_offset;
    p.y = 4;
    for (k = 0; k < 4; k++)
    {
        p.block[k].x += p.x;
        p.block[k].y += p.y;
    }
    engine_draw_piece(&p, w.win);

    wattrset(w.win, engine_get_color(COLOR_WHITE, COLOR_BLACK, false));
    mvwprintw(w.win, 5, 1, "%10d x", g->T_count);
    p = new_piece(PIECE_T);
    p.x = x_offset;
    p.y = 6;
    for (k = 0; k < 4; k++)
    {
        p.block[k].x += p.x;
        p.block[k].y += p.y;
    }
    engine_draw_piece(&p, w.win);

    wattrset(w.win, engine_get_color(COLOR_WHITE, COLOR_BLACK, false));
    mvwprintw(w.win, 7, 1, "%10d x", g->L_count);
    p = new_piece(PIECE_L);
    p.x = x_offset;
    p.y = 8;
    for (k = 0; k < 4; k++)
    {
        p.block[k].x += p.x;
        p.block[k].y += p.y;
    }
    engine_draw_piece(&p, w.win);

    wattrset(w.win, engine_get_color(COLOR_WHITE, COLOR_BLACK, false));
    mvwprintw(w.win, 9, 1, "%10d x", g->J_count);
    p = new_piece(PIECE_J);
    p.x = x_offset;
    p.y = 10;
    for (k = 0; k < 4; k++)
    {
        p.block[k].x += p.x;
        p.block[k].y += p.y;
    }
    engine_draw_piece(&p, w.win);

    wattrset(w.win, engine_get_color(COLOR_WHITE, COLOR_BLACK, false));
    mvwprintw(w.win, 11, 1, "%10d x", g->S_count);
    p = new_piece(PIECE_S);
    p.x = x_offset;
    p.y = 12;
    for (k = 0; k < 4; k++)
    {
        p.block[k].x += p.x;
        p.block[k].y += p.y;
    }
    engine_draw_piece(&p, w.win);

    wattrset(w.win, engine_get_color(COLOR_WHITE, COLOR_BLACK, false));
    mvwprintw(w.win, 13, 1, "%10d x", g->Z_count);
    p = new_piece(PIECE_Z);
    p.x = x_offset;
    p.y = 14;
    for (k = 0; k < 4; k++)
    {
        p.block[k].x += p.x;
        p.block[k].y += p.y;
    }
    engine_draw_piece(&p, w.win);

    wattrset(w.win, engine_get_color(COLOR_WHITE, COLOR_BLACK, false));
    mvwprintw(w.win, 15, 1, "%10d x", g->O_count);
    p = new_piece(PIECE_O);
    p.x = x_offset - 1;
    p.y = 16;
    for (k = 0; k < 4; k++)
    {
        p.block[k].x += p.x;
        p.block[k].y += p.y;
    }
    engine_draw_piece(&p, w.win);

    wattrset(w.win, engine_get_color(COLOR_WHITE, COLOR_BLACK, false));
    mvwprintw(w.win, 16, 1, "%10d   Total", g->piece_count);
}
示例#13
0
/**
* Main game cycle, handles user interaction and checks if game is over
*/
void Game::play() {

	// run indefinitely
	while (1) {
		auto b1 = new Board();
		auto b2 = new Board();
		srand(time(NULL)); //random seed set as current time

		int game_over = 0;
		int winner;

		while (!game_over) {
			display_help();
			display_score(b1, b2);

			// if any board needs a piece, add it
			if (b1->needs_piece) {
				int next = rand() % 7;
				Piece new_piece(next);
				if (b1->is_collision(new_piece)) {
					game_over = 1;
					winner = 2;
				}
				b1->set_curr_piece(new_piece);
			}

			if (b2->needs_piece) {
				int next = rand() % 7;
				Piece new_piece(next);
				if (b2->is_collision(new_piece)) {
					game_over = 1;
					winner = 1;
				}
				b2->set_curr_piece(new_piece);
			}

			Piece current1 = b1->get_curr_piece(), potential1;
			Piece current2 = b2->get_curr_piece(), potential2;
			char move;

			// draw boards
			b1->draw(b2);

			move = wait_for_char(WAIT_TIME); // wait for input

			// quit immediatly
			if (move == 'q') {
				winner = 1;
				break;
			}

			if (move == 'w') {
				current1.move(UP);
				if (!b1->is_collision(current1))
					b1->set_curr_piece(current1);
				continue;
			}
			else if (move == 's') {
				current1.move(DOWN);
				if (!b1->is_collision(current1))
					b1->set_curr_piece(current1);
				continue;
			}
			else if (move == 'a') {
				current1.rotate();
				if (!b1->is_collision(current1))
					b1->set_curr_piece(current1);
				continue;
			}

			else if (move == 'i') {
				current2.move(UP);
				if (!b2->is_collision(current2))
					b2->set_curr_piece(current2);
				continue;
			}
			else if (move == 'k') {
				current2.move(DOWN);
				if (!b2->is_collision(current2))
					b2->set_curr_piece(current2);
				continue;
			}
			else if (move == 'l') {
				current2.rotate();
				if (!b2->is_collision(current2))
					b2->set_curr_piece(current2);
				continue;
			}

			// check if current piece of the boards has completely fallen
			potential1 = current1;
			potential2 = current2;


			potential1.move(RIGHT);
			if (!b1->is_collision(potential1))
				b1->set_curr_piece(potential1);
			else {
				b1->add_piece(current1);
				b1->needs_piece = true;
			}

			potential2.move(RIGHT);
			if (!b2->is_collision(potential2))
				b2->set_curr_piece(potential2);
			else {
				b2->add_piece(current2);
				b2->needs_piece = true;
			}

			int adjust1 = b1->delete_needed_lines();
			int adjust2 = b2->delete_needed_lines();

			// for each deleted line adjust the base of the boards accordingly 
			for (int i = 0; i < adjust1; i++)
			{
				b1->adjust_middle(DOWN);
				b2->adjust_middle(UP);
			}

			for (int i = 0; i < adjust2; i++)
			{
				b2->adjust_middle(DOWN);
				b1->adjust_middle(UP);
			}
		}

		// ask for input, if input is 'y' start another game
		cout << "\nPlayer " << winner << " WINS!\n\n";
		cout << "Play again? (Y or N)\n";
		char resume = getch();
		if (resume == 'n')
			break;

	}
}
示例#14
0
bool test_new_piece()
{
    bool result = true;
    for (int x = 0; x < 5; x++) {
        for (int y = 0; y < 5; y++) {
            for (int compt_small = 0; compt_small < 2; ++compt_small) {
                for (int compt_horizontal = 0; compt_horizontal < 2; ++compt_horizontal) {
                    int size;
                    bool small;
                    bool horizontal;

                    if (compt_small == 0) {
                        small = true;
                        size = 2;
                    } else {
                        small = false;
                        size = 3;
                    }

                    if (compt_horizontal == 0)
                        horizontal = true;
                    else
                        horizontal = false;

                    piece p = new_piece_rh(x, y, small, horizontal);
                    result = result && test_equality_int(x, get_x(p), "get_x");
                    result = result && test_equality_int(y, get_y(p), "get_y");
                    if (horizontal) {
                        result = result && test_equality_int(1, get_height(p), "get_height");
                        result = result && test_equality_int(size, get_width(p), "get_width");
                        result = result && test_equality_bool(true, can_move_x(p), "can_move_x");
                        result = result && test_equality_bool(false, can_move_y(p), "can_move_y");
                    } else {
                        result = result && test_equality_int(size, get_height(p), "get_height");
                        result = result && test_equality_int(1, get_width(p), "get_width");
                        result = result && test_equality_bool(false, can_move_x(p), "can_move_x");
                        result = result && test_equality_bool(true, can_move_y(p), "can_move_y");
                    }
                    delete_piece(p);
                }
            }
            for (int width = 1; width < 4; width++) {
                for (int height = 1; height < 4; height++) {
                    for (int compt_move_x = 0; compt_move_x < 2; ++compt_move_x) {
                        for (int compt_move_y = 0; compt_move_y < 2; ++compt_move_y) {
                            bool move_x;
                            bool move_y;

                            if (compt_move_x == 0)
                                move_x = true;
                            else
                                move_x = false;

                            if (compt_move_y == 0)
                                move_y = true;
                            else
                                move_y = false;

                            piece p = new_piece(x, y, width, height, move_x, move_y);

                            result = result && test_equality_int(x, get_x(p), "get_x");
                            result = result && test_equality_int(y, get_y(p), "get_y");
                            result = result && test_equality_int(height, get_height(p), "get_height");
                            result = result && test_equality_int(width, get_width(p), "get_width");
                            if (move_x)
                                result = result && test_equality_bool(true, can_move_x(p), "can_move_x");
                            else
                                result = result && test_equality_bool(false, can_move_x(p), "not can_move_x");
                            if (move_y)
                                result = result && test_equality_bool(true, can_move_y(p), "can_move_y");
                            else
                                result = result && test_equality_bool(false, can_move_y(p), "not can_move_y");

                            delete_piece(p);
                        }
                    }
                }
            }
        }
    }
    return result;
}
示例#15
0
文件: tetris.c 项目: phillid/tetris
void
main_loop()
{
	struct colour *board[WIDTH_CELLS][HEIGHT_CELLS];
	SDL_Event e = {0};
	bool running = false;
	bool game_over = false;
	int i = 0;
	int x = 0;
	int y = 0;
	int score = 0;
	int last_x = 0;
	int last_y = 1;
	struct piece held;
	new_piece(&held);

	TTF_Font *font = TTF_OpenFont(FONT_FILE, FONT_SIZE);
	if (!font) {
		printf("TTF_OpenFont: %s\n", TTF_GetError());
		return;
	}

	for (y = 0; y < HEIGHT_CELLS; y++)
		for (x = 0; x < WIDTH_CELLS; x++)
			board[x][y] = &(palette[0]);

	running = true;
	last_x = last_y = x = y = 0;
	SDL_AddTimer(INTERVAL_NORMAL, &gravity_callback, NULL);
	char lockout;

	while (running) {
		lockout = 0;
		score += clear_rows(&board);

		if (hit_side(x, y, &held, &board))
			x = last_x;

		if (hit_floor(x, y, &held, &board))
			lockout = 1;

		draw_board(&board);

		if (!game_over)
			draw_piece(x, y, held.colour, held.bitmap);

		char score_string[16];
		snprintf(score_string, sizeof(score_string), "Score: %d", score);
		score_string[sizeof(score_string) - 1] = '\0';
		plot_text(score_string, font, ((SDL_Color){255,255,255,255}), 10, 10);

		if (game_over)
			plot_text("Game over", font, ((SDL_Color){255,255,255,255}), 90, 50);

		plot_update();
		SDL_WaitEvent(&e);
		if (pause_mode) {
			if (e.type == SDL_KEYDOWN && e.key.keysym.sym == SDLK_p) {
				pause_mode = 0;
			}
			continue;
		}

		switch (e.type) {
		case SDL_USEREVENT:
			if (lockout && !game_over) {
				drop_piece(x, y, &held, &board);
				last_x = last_y = x = y = 0;
				new_piece(&held);
				if (piece_overlaps(&held, &board, x, y)) {
					game_over = true;
				}

				lockout = 0;
			} else {
				last_y = y++; /* gravity */
				last_x = x;
			}
			break;
		case SDL_QUIT:
			fprintf(stderr, "quit\n");
			running = false;
			break;
		case SDL_KEYDOWN:
			switch (e.key.keysym.sym)
			{
			case SDLK_p: pause_mode = 1; break;
			case SDLK_a: last_x = x--; break;
			case SDLK_d: last_x = x++; break;
			case SDLK_w:
				i = 0;
				do {
					rotate(&held, 1);
				} while(hit_side(x, y, &held, &board) && i++ < 4);
				break;
			case SDLK_s:
				speed_mode = 1;
				break;
			case SDLK_q:
				running = false;
				break;
			default:
				break;
			}
			break;
		case SDL_KEYUP:
			switch (e.key.keysym.sym)
			{
			case SDLK_s:
				speed_mode = 0;
				break;
			default:
				break;
		}
		default:
			break;
		}
	}
}
示例#16
0
/*
 * @brief Show different game and wait for user to choose
 * @return game The new game created
 */
static game select_game()
{
    int row, col;
    int pos = 0;
    int ch = 0;
    game newGame = NULL;
    while (ch != '\n') {
        clear();
        getmaxyx(stdscr, row, col);
        mvprintw(row / 2, col / 2 - 20, "Use arrow key to select your game");
        if (pos == 0) {
            mvprintw(row / 2 + 1, col / 2 - 20, "-> Rush Hour");
            mvprintw(row / 2 + 2, col / 2 - 20, "   Ane rouge");
        } else {
            mvprintw(row / 2 + 1, col / 2 - 20, "   Rush Hour");
            mvprintw(row / 2 + 2, col / 2 - 20, "-> Ane rouge");
        }
        ch = getch();
        if (ch == KEY_UP) {
            if (pos > 0)
                pos--;
        } else if (ch == KEY_DOWN) {
            if (pos < 1)
                pos++;
        }
        refresh();
    }
    if (pos == 0) {
        //Rush hour
        piece pieces[4];
        pieces[0] = new_piece_rh(3, 3, true, true);
        pieces[1] = new_piece_rh(3, 0, true, false);
        pieces[2] = new_piece_rh(4, 1, true, true);
        pieces[3] = new_piece_rh(5, 3, false, false);
        newGame = new_game(6, 6, 4, pieces);
        MAXCOL = game_width(newGame);
        MAXROW = game_height(newGame);
        MINH = MAXROW * SIZE + 2;
        MINW = MAXCOL * SIZE;
        game_over = game_over_hr;
        gameOverRh = true;
        for (int i = 0; i < game_nb_pieces(newGame); i++) {
            delete_piece(pieces[i]);
        }
        clear();
        refresh();
        return newGame;
    } else {
        //Ane rouge
        piece pieces[10];
        pieces[0] = new_piece(1, 3, 2, 2, true, true); //Rouge
        pieces[1] = new_piece(3, 3, 1, 2, true, true); // 2
        pieces[2] = new_piece(3, 1, 1, 2, true, true); // 3
        pieces[3] = new_piece(3, 0, 1, 1, true, true); // 4
        pieces[4] = new_piece(1, 2, 2, 1, true, true); // 5
        pieces[5] = new_piece(2, 1, 1, 1, true, true); // 6
        pieces[6] = new_piece(1, 1, 1, 1, true, true); // 7
        pieces[7] = new_piece(0, 0, 1, 1, true, true); // 8
        pieces[8] = new_piece(0, 1, 1, 2, true, true); // 9
        pieces[9] = new_piece(0, 3, 1, 2, true, true); // 10
        newGame = new_game(4, 5, 10, pieces);
        MAXCOL = game_width(newGame);
        MAXROW = game_height(newGame);
        MINH = MAXROW * SIZE + 2;
        MINW = MAXCOL * SIZE;
        game_over = game_over_an;
        gameOverRh = false;
        for (int i = 0; i < game_nb_pieces(newGame); i++) {
            delete_piece(pieces[i]);
        }
        clear();
        refresh();
        return newGame;
    }
}