Upload files to "src"

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2026-04-06 21:05:08 +00:00
parent fd7c4ae775
commit c81eb45f20
4 changed files with 334 additions and 0 deletions
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#include "tetris.h"
int generateNextBlock(){
int seed = rand();
srand(seed);
int nextBlock = rand() % (7 - 1 + 1);
return nextBlock;
}
void renderBlockSquare(GameInit *game){
static SDL_FRect BlockSquare[4];
int i = 0, gridPosX = 221, gridPosY = 100;
while(i < 4){
BlockSquare[i].x = gridPosX;
BlockSquare[i].y = gridPosY;
BlockSquare[i].w = BlockSquare[i].h = squareSize;
gridPosX = gridPosX + squareSize;
i++;
if(i == 2){
gridPosX = 221;
gridPosY = gridPosY + squareSize;
}
}
SDL_SetRenderDrawColor(game->renderer, ColourSquare);
SDL_RenderFillRects(game->renderer, BlockSquare, 4);
}
void renderBlockRightL(GameInit *game){
static SDL_FRect BlockRightL[4];
int i = 0, gridPosX = 221, gridPosY = 100;
while(i < 4){
BlockRightL[i].x = gridPosX;
BlockRightL[i].y = gridPosY;
BlockRightL[i].w = BlockRightL[i].h = squareSize;
gridPosY = gridPosY + squareSize;
i++;
if(i == 3){
gridPosY = gridPosY - squareSize;
gridPosX = gridPosX - squareSize;
}
}
SDL_SetRenderDrawColor(game->renderer, ColourRightL);
SDL_RenderFillRects(game->renderer, BlockRightL, 4);
}
void renderBlockLeftL(GameInit *game){
static SDL_FRect BlockLeftL[4];
int i = 0, gridPosX = 221, gridPosY = 100;
while(i < 4){
BlockLeftL[i].x = gridPosX;
BlockLeftL[i].y = gridPosY;
BlockLeftL[i].w = BlockLeftL[i].h = squareSize;
gridPosY = gridPosY + squareSize;
i++;
if(i == 3){
gridPosY = gridPosY - squareSize;
gridPosX = gridPosX + squareSize;
}
}
SDL_SetRenderDrawColor(game->renderer, ColourLeftL);
SDL_RenderFillRects(game->renderer, BlockLeftL, 4);
}
void renderBlockT(GameInit *game){
static SDL_FRect BlockT[4];
int i = 0, gridPosX = 221, gridPosY = 130;
while(i < 4){
BlockT[i].x = gridPosX;
BlockT[i].y = gridPosY;
BlockT[i].w = BlockT[i].h = squareSize;
gridPosX = gridPosX + squareSize;
i++;
if(i == 2){
gridPosY = gridPosY - squareSize;
gridPosX = gridPosX - squareSize;
}
if(i == 3)
gridPosY = gridPosY + squareSize;
// gridPosX = gridPosX - squareSize;
}
SDL_SetRenderDrawColor(game->renderer, ColourT);
SDL_RenderFillRects(game->renderer, BlockT, 4);
}
void renderBlockI(GameInit *game){
static SDL_FRect BlockI[4];
int i = 0, gridPosX = 221, gridPosY = 100;
while(i < 4){
BlockI[i].x = gridPosX;
BlockI[i].y = gridPosY;
BlockI[i].w = BlockI[i].h = squareSize;
gridPosY = gridPosY + squareSize;
i++;
}
SDL_SetRenderDrawColor(game->renderer, ColourI);
SDL_RenderFillRects(game->renderer, BlockI, 4);
}
void renderBlockLeftZ(GameInit *game){
static SDL_FRect BlockLeftZ[4];
int i = 0, gridPosX = 221, gridPosY = 130;
while(i < 4){
BlockLeftZ[i].x = gridPosX;
BlockLeftZ[i].y = gridPosY;
BlockLeftZ[i].w = BlockLeftZ[i].h = squareSize;
gridPosX = gridPosX + squareSize;
i++;
if(i == 2){
gridPosX = gridPosX - squareSize;
gridPosY = gridPosY - squareSize;
}
}
SDL_SetRenderDrawColor(game->renderer, ColourLeftZ);
SDL_RenderFillRects(game->renderer, BlockLeftZ, 4);
}
void renderBlockRightZ(GameInit *game){
static SDL_FRect BlockRightZ[4];
int i = 0, gridPosX = 221, gridPosY = 100;
while(i < 4){
BlockRightZ[i].x = gridPosX;
BlockRightZ[i].y = gridPosY;
BlockRightZ[i].w = BlockRightZ[i].h = squareSize;
gridPosX = gridPosX + squareSize;
i++;
if(i == 2){
gridPosX = gridPosX - squareSize;
gridPosY = gridPosY + squareSize;
}
}
SDL_SetRenderDrawColor(game->renderer, ColourRightZ);
SDL_RenderFillRects(game->renderer, BlockRightZ, 4);
}
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#include "tetris.h"
// initalize sdl
void sdlGameInit(GameInit *game){
// ensure sdl loads flags
if(!SDL_Init(SDL_FLAGS)){
safeError("error in sdl init\n");
}
// create window and check if it exists
game->window = SDL_CreateWindow(WindowTitle, width, height, 0);
if(!game->window){
safeError("error in creating window\n");
}
game->renderer = SDL_CreateRenderer(game->window, NULL);
if(!game->renderer){
safeError("error in creating renderer\n");
}
}
// clean up and removal
void sdlGameFree(GameInit **gameInit){
// check to see if the pointer to gameinit exists
if(!*gameInit){
safeError("null pointer where value is expected\n");
}
// set the pointer for game from gameinit
GameInit *game = *gameInit;
// kill prosseses
if(game->window){
SDL_DestroyWindow(game->window);
game->window = NULL;
}
if(game->renderer){
SDL_DestroyRenderer(game->renderer);
game->renderer = NULL;
}
//quit the renderer and clean up pointers
SDL_Quit();
free(game);
game = NULL;
*gameInit = NULL;
}
// create game context
void gameCreateContext(GameInit **gameInit){
*gameInit = calloc(1, sizeof(GameInit));
if(*gameInit == NULL){
safeError("failed to allocate pointer\n");
}
GameInit *game = *gameInit;
sdlGameInit(game);
game->isRunning = true;
}
// get events from the game
void gameEventCheck(GameInit *game){
while(SDL_PollEvent(&game->event)){
switch(game->event.type){
case SDL_EVENT_QUIT:
game->isRunning = false;
break;
default:
break;
}
}
}
// game loop handle logic and frames
void gameLoop(GameInit *game){
while(game->isRunning){
gameDrawContext(game);
gameEventCheck(game);
}
}
// entry point and declerations
int main(void){
GameInit *gamePoint = NULL;
gameCreateContext(&gamePoint);
gameLoop(gamePoint);
sdlGameFree(&gamePoint);
return 0;
}
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#include "tetris.h"
//void tetrisPlayerSwitch(GameInit *game){
//switch(generateNextBlock()){
// case 1:
// playerBlock[i].x = BlockSquare[i].x;
// playerBlock[i].y = BlockSquare[i].y;
// playerBlock[i].w =
// playerBlock[i].h =
// }
//}
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#include "tetris.h"
void tetrisGridBoxes(GameInit *game){
SDL_FRect gridrect[200];
int i = 0, gridY = 100, gridX = 101, tmpX = 101;
while(i < 200 /*&& gridX < 501*/) {
// declare the starting values for the grid
gridrect[i].x = gridX;
gridrect[i].y = gridY;
gridrect[i].w = gridrect[i].h = squareSize;
// grid marcher
gridX = gridX + squareSize;
i++;
// chage Y on multiples of 10
if(i %10 == 0){
gridX = tmpX;
gridY = gridY + squareSize;
}
}
SDL_SetRenderDrawColor(game->renderer, 128, 128, 128, SDL_ALPHA_OPAQUE);
SDL_RenderRects(game->renderer, gridrect, 200);
}
void playerSquare(GameInit *game){
//SDL_FRect playerBlock[1];
//playerBlock[0].w = playerBlock[0].h = squareSize;
//playerBlock[0].x = 221;
//playerBlock[0].y = 100;
//SDL_SetRenderDrawColor(game->renderer, 255, 0, 0, SDL_ALPHA_OPAQUE);
// SDL_RenderFillRect(game->renderer, &playerBlock[0]);
renderBlockRightZ(game);
}
// draws everything related to the grid
void tetrisDrawGrid(GameInit *game){
SDL_FRect backrect[1];
backrect[0].x = backrect[0].y = 100;
backrect[0].w = 300;
backrect[0].h = 600;
SDL_SetRenderDrawColor(game->renderer, 112, 128, 144, SDL_ALPHA_OPAQUE);
SDL_RenderRect(game->renderer, &backrect[0]);
tetrisGridBoxes(game);
}
// the code for drawing shit to the screen
void gameDrawContext(GameInit *game){
SDL_SetRenderDrawColor(game->renderer, 0, 0, 0, SDL_ALPHA_OPAQUE);
SDL_RenderClear(game->renderer);
tetrisDrawGrid(game);
playerSquare(game);
SDL_RenderPresent(game->renderer);
SDL_Delay(16);
}