Upload files to "src"
This commit is contained in:
+160
@@ -0,0 +1,160 @@
|
||||
#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);
|
||||
}
|
||||
+101
@@ -0,0 +1,101 @@
|
||||
#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;
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
#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 =
|
||||
// }
|
||||
//}
|
||||
@@ -0,0 +1,61 @@
|
||||
#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);
|
||||
}
|
||||
Reference in New Issue
Block a user