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quadblox.c
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quadblox.c
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// includes
#include "raylib.h"
#include "string.h"
#include "stdbool.h"
#include "stdlib.h"
#include "stdio.h"
// macros
#define BOARD_HEIGHT 28
#define BOARD_WIDTH 10
// constants
const int boardHeight = BOARD_HEIGHT;
const int boardWidth = BOARD_WIDTH;
const int boardXOffset = 10;
const int boardYOffset = 10;
const int screenWidth = 500;
const int screenHeight = 550;
const int fontSizeTitle = 40;
const int fontSizeGame = 20;
const int tileSize = 18;
const int tileOutlineSize = 1;
double lastTick = 0;
double tickRate = 0.75;
Color colorTable[9] = { BLACK, PURPLE, DARKPURPLE, GREEN, WHITE, YELLOW, RED, MAROON, ORANGE};
int state = 0;
int score = 0;
int lines = 0;
int board[BOARD_WIDTH][BOARD_HEIGHT];
// Function prototypes
Color randomColor();
bool Tick();
bool detectSwapPieceCollision();
int randomColorIndex();
void addLine();
void clearBoard();
void clearLines();
void drawLines();
void drawScore();
void drawTile(int x, int y, Color c);
void generatePiece();
void placePiece();
void positionPiece();
void rotatePiece();
void sceneBoard();
void sceneTitle();
void startGame();
// structs
struct GamePiece
{
int blocks[4][4];
int x;
int y;
}
piece, swapPiece;
// it's game time!
int main(void)
{
InitWindow(screenWidth, screenHeight, "QuadBlox");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while(!WindowShouldClose()) // Detect window close button or ESC key
{
switch(state)
{
case 0:
// start off at the title screen
sceneTitle();
break;
case 1:
sceneBoard();
break;
// an unknown state was found revert to title
default:
state = 0;
break;
}
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
void sceneTitle()
{
if(IsKeyDown(KEY_ENTER))
{
startGame();
state += 1;
}
BeginDrawing();
ClearBackground(BLUE);
DrawText("Welcome to QuadBlox", 50, 200, fontSizeTitle, LIGHTGRAY);
DrawText("Press[ENTER]", 100, 250, fontSizeTitle, LIGHTGRAY);
EndDrawing();
}
void sceneBoard()
{
BeginDrawing();
ClearBackground(BLUE);
drawScore();
drawLines();
if(IsKeyPressed(KEY_UP))
{
rotatePiece();
}
if(IsKeyPressed(KEY_LEFT))
{
swapPiece = piece;
swapPiece.x -= 1;
if(!detectSwapPieceCollision())
{
piece = swapPiece;
}
}
if(IsKeyPressed(KEY_RIGHT))
{
swapPiece = piece;
swapPiece.x += 1;
if(!detectSwapPieceCollision())
{
piece = swapPiece;
}
}
if(Tick() || IsKeyPressed(KEY_DOWN))
{
swapPiece = piece;
swapPiece.y += 1;
if(detectSwapPieceCollision())
{
placePiece();
generatePiece();
}
else
{
piece = swapPiece;
}
}
// draw board outline
for(int y = 0; y < boardHeight; y++)
{
// Draw outline
drawTile(-1, y, LIGHTGRAY);
drawTile(boardWidth, y, LIGHTGRAY);
}
for(int x = -1; x <= boardWidth; x++)
{
drawTile(x, boardHeight, LIGHTGRAY);
}
// draw board
for(int x = 0; x < boardWidth; x++)
{
for(int y = 0; y < boardHeight; y++)
{
if(board[x][y]) drawTile(x, y, colorTable[board[x][y]]);
}
}
// draw piece
for(int x = 0; x < 4; x++)
{
for(int y = 0; y < 4; y++)
{
if(piece.blocks[x][y])
{
drawTile(piece.x + x, piece.y + y, colorTable[piece.blocks[x][y]]);
}
}
}
EndDrawing();
}
void drawTile(int x, int y, Color c)
{
int dx = boardXOffset + tileSize + x * tileSize;
int dy = boardYOffset + y * tileSize;
// draw black bacground of the tile allowing for an outline of varying width
DrawRectangle(dx, dy, tileSize, tileSize, BLACK);
// fill the rectangle with our desired color inside the black background
DrawRectangle(dx + tileOutlineSize, dy + tileOutlineSize, tileSize - tileOutlineSize * 2, tileSize - tileOutlineSize * 2, c);
}
void clearBoard()
{
memset(board, 0, sizeof board);
for(int y = 1; y <= 5; y++)
{
addLine();
}
// board[4][4] = randomColorIndex();
// board[5][5] = randomColorIndex();
}
void generatePiece()
{
memset(piece.blocks, 0, sizeof piece.blocks);
int blockColorIndex = randomColorIndex();
piece.x = 5;
piece.y = 0;
switch(GetRandomValue(1, 7))
{
case 1: // straight line
piece.blocks[1][0] = blockColorIndex;
piece.blocks[1][1] = blockColorIndex;
piece.blocks[1][2] = blockColorIndex;
piece.blocks[1][3] = blockColorIndex;
break;
case 2: // square
piece.blocks[1][1] = blockColorIndex;
piece.blocks[1][2] = blockColorIndex;
piece.blocks[2][1] = blockColorIndex;
piece.blocks[2][2] = blockColorIndex;
break;
case 3: // T
piece.blocks[1][1] = blockColorIndex;
piece.blocks[2][1] = blockColorIndex;
piece.blocks[3][1] = blockColorIndex;
piece.blocks[2][2] = blockColorIndex;
break;
case 4: // s
piece.blocks[2][0] = blockColorIndex;
piece.blocks[3][0] = blockColorIndex;
piece.blocks[1][1] = blockColorIndex;
piece.blocks[2][1] = blockColorIndex;
break;
case 5: // backwards s
piece.blocks[1][0] = blockColorIndex;
piece.blocks[2][0] = blockColorIndex;
piece.blocks[2][1] = blockColorIndex;
piece.blocks[3][1] = blockColorIndex;
break;
case 6: // L
piece.blocks[1][1] = blockColorIndex;
piece.blocks[1][2] = blockColorIndex;
piece.blocks[1][3] = blockColorIndex;
piece.blocks[2][3] = blockColorIndex;
break;
case 7: // backwards L
piece.blocks[1][1] = blockColorIndex;
piece.blocks[1][2] = blockColorIndex;
piece.blocks[1][3] = blockColorIndex;
piece.blocks[2][1] = blockColorIndex;
break;
}
positionPiece();
}
void positionPiece()
{
// left shift the piece
while(!piece.blocks[0][0] && !piece.blocks[0][1] && !piece.blocks[0][2] && !piece.blocks[0][3])
{
for(int i = 1; i < 4; i++)
{
piece.blocks[i - 1][0] = piece.blocks[i][0];
piece.blocks[i - 1][1] = piece.blocks[i][1];
piece.blocks[i - 1][2] = piece.blocks[i][2];
piece.blocks[i - 1][3] = piece.blocks[i][3];
}
piece.blocks[3][0] = 0;
piece.blocks[3][1] = 0;
piece.blocks[3][2] = 0;
piece.blocks[3][3] = 0;
}
// up shift the piece
while(!piece.blocks[0][0] && !piece.blocks[1][0] && !piece.blocks[2][0] && !piece.blocks[3][0])
{
for(int i = 1; i < 4; i++)
{
piece.blocks[0][i - 1] = piece.blocks[0][i];
piece.blocks[1][i - 1] = piece.blocks[1][i];
piece.blocks[2][i - 1] = piece.blocks[2][i];
piece.blocks[3][i - 1] = piece.blocks[3][i];
}
piece.blocks[0][3] = 0;
piece.blocks[1][3] = 0;
piece.blocks[2][3] = 0;
piece.blocks[3][3] = 0;
}
}
void rotatePiece()
{
struct GamePiece backup = piece;
swapPiece.x = piece.x;
swapPiece.y = piece.y;
for(int x = 0; x < 4; x++)
{
for(int y = 0; y < 4; y++)
{
swapPiece.blocks[3 - x][y] = piece.blocks[y][x];
}
}
piece = swapPiece;
positionPiece();
swapPiece = piece;
if(detectSwapPieceCollision())
{
piece = backup;
}
}
bool detectSwapPieceCollision()
{
for(int x = 0; x < 4; x++)
{
for(int y = 0; y < 4; y++)
{
if(swapPiece.blocks[x][y])
{
int tx = swapPiece.x + x;
int ty = swapPiece.y + y;
// check for piece on board collision
if(board[tx][ty]) return true;
// check for boundry collision
if(tx >= boardWidth) return true;
if(tx < 0) return true;
if(ty >= boardHeight) return true;
}
}
}
return false;
}
void placePiece()
{
for(int x = 0; x < 4; x++)
{
for(int y = 0; y < 4; y++)
{
if(piece.blocks[x][y])
{
int tx = piece.x + x;
int ty = piece.y + y;
// check for piece on board collision
board[tx][ty] = piece.blocks[x][y];
}
}
}
clearLines();
}
void startGame()
{
clearBoard();
generatePiece();
lastTick = GetTime();
}
Color randomColor()
{
return colorTable[randomColorIndex()];
}
int randomColorIndex()
{
return GetRandomValue(1, 8);
}
void addLine()
{
for(int y = 1; y < boardHeight; y++)
{
for(int x = 0; x < boardWidth; x++)
{
board[x][y - 1] = board[x][y];
}
}
int xSkip = GetRandomValue(0, boardWidth - 1);
int y = boardHeight - 1;
for(int x = 0; x < boardWidth; x++)
{
if(x != xSkip)
{
board[x][y] = randomColorIndex();
}
else
{
board[x][y] = 0;
}
}
}
bool Tick()
{
if(GetTime() - lastTick >= tickRate)
{
lastTick = GetTime();
return true;
}
else
{
return false;
}
}
void clearLines()
{
int linesCleared = 0;
bool clearLine;
for(int y = boardHeight - 1; y > 0; y--)
{
clearLine = true;
for(int x = 0; x < boardWidth; x++)
{
if(!board[x][y]) clearLine = false;
}
if(clearLine)
{
linesCleared++;
for(int ys = y; ys > 1; ys--)
{
for(int xs = 0; xs < boardWidth; xs++)
{
board[xs][ys] = board[xs][ys - 1];
}
}
y++; // check this line again as we shifted the board down
}
}
if(linesCleared == 1) score += 1;
if(linesCleared == 2) score += 3;
if(linesCleared == 3) score += 6;
if(linesCleared == 4) score += 12;
lines += linesCleared;
}
void drawScore()
{
DrawText("Score", boardXOffset + tileSize * (boardWidth + 3), boardYOffset, fontSizeGame, LIGHTGRAY);
int length = snprintf( NULL, 0, "%d", score );
char* str = malloc( length + 1 );
snprintf( str, length + 1, "%d", score );
DrawText(str, boardXOffset + tileSize * (boardWidth + 3), boardYOffset + tileSize * 2, fontSizeGame, WHITE);
free(str);
}
void drawLines()
{
DrawText("Lines", boardXOffset + tileSize * (boardWidth + 3), boardYOffset + tileSize * 5, fontSizeGame, LIGHTGRAY);
int length = snprintf( NULL, 0, "%d", lines );
char* str = malloc( length + 1 );
snprintf( str, length + 1, "%d", lines );
DrawText(str, boardXOffset + tileSize * (boardWidth + 3), boardYOffset + tileSize * 7, fontSizeGame, WHITE);
free(str);
}