almost done

This commit is contained in:
Rorikstr | Rust Dev 2025-10-15 18:24:43 +03:00
parent 2f975d8e74
commit 411b2e4bb3
10 changed files with 203 additions and 138 deletions

1
.gitignore vendored
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@ -60,3 +60,4 @@ src/ginpee.toml
src/tetris.log
src/high_score.txt
src/build/high_score.txt
code-samples/frogger/project.md

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@ -2,7 +2,7 @@
# Автоопределение компилятора и флагов
CC ?= gcc
CFLAGS ?= -Wall -Wextra -std=c11 -g
CFLAGS ?= -Wall -Wextra -std=c11 -g -D_POSIX_C_SOURCE=199309L
CHECK_CFLAGS ?= -I/usr/include/check
# Проверяем наличие библиотек

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@ -1,12 +1,12 @@
#ifndef AUTOMATO_H
#define AUTOMATO_H
#define _POSIX_C_SOURCE 199309L // Добавляем здесь для POSIX
#define _POSIX_C_SOURCE 199309L
#include "00_tetris.h"
#include <stdbool.h>
#include <stdlib.h>
#include <time.h> // Для clock_gettime
#include <time.h>
typedef enum {
Init,
@ -50,8 +50,11 @@ typedef struct {
Moving_t moving_type;
int field[FIELD_HEIGHT][FIELD_WIDTH];
GameInfo_t* info;
long long last_move_time; // Время последнего движения (мс)
long long pause_start_time; // Время начала паузы (мс)
long long last_move_time;
long long pause_start_time;
long long attach_start_time; // Время начала attach
int attach_completed; // Флаг завершения attach (фигура размещена)
int down_key_was_released;
} GameState_t;
GameState_t* get_game_state(void);
@ -61,9 +64,8 @@ void do_init(void);
int load_high_score();
void save_high_score(int score);
void generate_next_figure(void);
void terminate_and_free(void); // Добавляем прототип здесь
void terminate_and_free(void);
// Вспомогательная функция для времени
long long get_current_time_ms(void);
// spawn

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@ -4,63 +4,87 @@ void userInput(UserAction_t action, bool hold) {
(void)hold;
GameState_t* state = get_game_state();
if (state->info->pause &&
(action == Left || action == Right || action == Down || action == Up ||
action == Action || action == Start)) {
return;
int should_process = 1;
// Проверка паузы
if (state->info->pause) {
if (action == Left || action == Right || action == Down ||
action == Up || action == Action || action == Start) {
should_process = 0;
}
}
// Блокируем движения во время Attaching (до завершения задержки)
if (state->state == Attaching && !state->attach_completed) {
if (action == Left || action == Right || action == Down ||
action == Up || action == Action) {
should_process = 0;
}
}
switch (action) {
case Start:
if (state->info->score >= state->info->high_score) {
state->info->high_score = state->info->score;
save_high_score(state->info->high_score);
}
state->info->high_score = load_high_score();
state->state = Init;
break;
case Terminate:
if (state->info->score > state->info->high_score) {
state->info->high_score = state->info->score;
save_high_score(state->info->high_score);
}
terminate_and_free(); // Освобождаем память здесь - единственное место
state->state = GameOver;
break;
case Left:
state->state = Moving;
state->moving_type = LeftDown;
break;
case Right:
state->state = Moving;
state->moving_type = RightDown;
break;
case Action:
state->state = Moving;
state->moving_type = Rotate;
break;
case Down:
state->state = Moving;
state->moving_type = ToDown;
break;
case Pause:
if (!state->info->pause) {
state->pause_start_time = get_current_time_ms();
} else {
long long pause_duration = get_current_time_ms() - state->pause_start_time;
state->last_move_time += pause_duration;
}
state->info->pause = !state->info->pause;
break;
default:
break;
if (should_process) {
switch (action) {
case Start:
if (state->info->score >= state->info->high_score) {
state->info->high_score = state->info->score;
save_high_score(state->info->high_score);
}
state->info->high_score = load_high_score();
state->state = Init;
state->down_key_was_released = 1;
break;
case Terminate:
if (state->info->score > state->info->high_score) {
state->info->high_score = state->info->score;
save_high_score(state->info->high_score);
}
terminate_and_free();
state->state = GameOver;
break;
case Left:
state->state = Moving;
state->moving_type = LeftDown;
break;
case Right:
state->state = Moving;
state->moving_type = RightDown;
break;
case Action:
state->state = Moving;
state->moving_type = Rotate;
break;
case Down:
if (state->down_key_was_released) {
state->state = Moving;
state->moving_type = ToDown;
state->down_key_was_released = 0;
}
break;
case Up:
state->down_key_was_released = 1;
break;
case Pause:
if (!state->info->pause) {
state->pause_start_time = get_current_time_ms();
} else {
long long pause_duration = get_current_time_ms() - state->pause_start_time;
state->last_move_time += pause_duration;
// Корректируем attach_start_time если мы в Attaching
state->attach_start_time += (state->state == Attaching) * pause_duration;
}
state->info->pause = !state->info->pause;
break;
default:
break;
}
}
}
GameInfo_t updateCurrentState() {
GameState_t* state = get_game_state();
if (!state->info->pause || state->state == GameOver) {
int should_update = (!state->info->pause || state->state == GameOver);
if (should_update) {
switch (state->state) {
case Init:
do_init();

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@ -47,6 +47,9 @@ GameState_t* get_game_state(void) {
state.info->pause = 0;
state.last_move_time = get_current_time_ms();
state.pause_start_time = 0;
state.attach_start_time = 0;
state.attach_completed = 0;
state.down_key_was_released = 1;
state.info->high_score = load_high_score();
state.state = GameOver;

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@ -13,19 +13,25 @@ void generate_next_figure(void) {
state->next.sprite = rand() % FIGURE_COUNT;
state->next.rotation = 0;
const int (*shape)[4] = get_figure_shape(state->next.sprite, 0);
for (int i = 0; i < 4; ++i)
for (int j = 0; j < 4; ++j)
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
state->next.mtrx[i][j] = shape[i][j];
}
}
}
void do_spawn(void) {
GameState_t* state = get_game_state();
set_current_figure_from_next();
generate_next_figure();
if (check_collision()) {
get_game_state()->state = GameOver;
return; // TODO
int has_collision = check_collision();
if (has_collision) {
state->state = GameOver;
} else {
state->state = Move;
state->down_key_was_released = 1;
}
get_game_state()->state = Move;
}
}

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@ -2,14 +2,16 @@
int get_milliseconds_to_wait(void) {
GameState_t* state = get_game_state();
int result = 0;
if (state->moving_type == ToDown) {
return 30;
result = 30;
} else {
int base_delay = 1100 - (state->info->speed * 100);
result = (base_delay > 100) ? base_delay : 100;
}
// Скорость от 1 до 10: 1000ms -> 100ms
int base_delay = 1100 - (state->info->speed * 100);
return base_delay > 100 ? base_delay : 100;
return result;
}
void do_move(void) {
@ -18,15 +20,17 @@ void do_move(void) {
long long current_time = get_current_time_ms();
int ms_to_wait = get_milliseconds_to_wait();
if (current_time - state->last_move_time < ms_to_wait) {
return;
}
int should_move = (current_time - state->last_move_time >= ms_to_wait);
state->last_move_time = current_time;
state->curr.y++;
if (check_collision()) {
state->curr.y--;
state->state = Attaching;
if (should_move) {
state->last_move_time = current_time;
state->curr.y++;
int has_collision = check_collision();
if (has_collision) {
state->curr.y--;
state->state = Attaching;
}
}
}

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@ -2,35 +2,60 @@
void do_attaching(void) {
GameState_t* state = get_game_state();
place_figure();
clear_lines();
if (is_game_over()) {
state->state = GameOver;
} else {
state->state = Spawn;
long long current_time = get_current_time_ms();
// Если только что вошли в Attaching - размещаем фигуру и запускаем таймер
if (!state->attach_completed) {
// Первый вход в Attaching
if (state->attach_start_time == 0) {
place_figure();
clear_lines();
state->attach_start_time = current_time;
state->attach_completed = 0;
}
// Проверяем, прошло ли 350мс
if (current_time - state->attach_start_time >= 350) {
state->attach_completed = 1;
state->attach_start_time = 0; // Сбрасываем таймер
// Проверяем game over и переходим
int game_over = is_game_over();
if (game_over) {
state->state = GameOver;
} else {
state->state = Spawn;
}
state->attach_completed = 0; // Сбрасываем флаг для следующего attach
}
// Иначе остаёмся в Attaching и ждём
}
}
int check_collision() {
GameState_t* state = get_game_state();
Figure_t* fig = &state->curr;
int collision_detected = 0;
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
for (int i = 0; i < 4 && !collision_detected; ++i) {
for (int j = 0; j < 4 && !collision_detected; ++j) {
if (fig->mtrx[i][j]) {
int x = fig->x + j;
int y = fig->y + i;
if (x < 0 || x >= FIELD_WIDTH || y >= FIELD_HEIGHT) {
return 1; // TODO
}
if (y >= 0 && state->field[y][x]) {
return 1; // TODO
int out_of_bounds = (x < 0 || x >= FIELD_WIDTH || y >= FIELD_HEIGHT);
int hits_placed_block = (y >= 0 && state->field[y][x]);
if (out_of_bounds || hits_placed_block) {
collision_detected = 1;
}
}
}
}
return 0;
return collision_detected;
}
void place_figure() {
@ -43,7 +68,7 @@ void place_figure() {
int x = fig->x + j;
int y = fig->y + i;
if (y >= 0 && y < FIELD_HEIGHT && x >= 0 && x < FIELD_WIDTH) {
state->field[y][x] = 2; // закреплённая фигура
state->field[y][x] = 2;
}
}
}
@ -68,31 +93,36 @@ void clear_lines() {
for (int i = FIELD_HEIGHT - 1; i >= 0; --i) {
int full = 1;
for (int j = 0; j < FIELD_WIDTH; ++j) {
if (state->field[i][j] != 2) {
full = 0;
break; // TODO
}
}
if (full) {
shift_lines_down(i);
lines_cleared++;
i++; // Check the same row again after shifting
i++;
}
}
if (lines_cleared > 0) {
int points[] = {0, 100, 300, 700, 1500};
state->info->score += points[lines_cleared];
if (state->info->score > state->info->high_score) {
state->info->high_score = state->info->score;
}
int new_level = (state->info->score / 600) + 1;
if (new_level > 10) new_level = 10;
if (new_level > 10) {
new_level = 10;
}
if (new_level > state->info->level) {
state->info->level = new_level;
state->info->speed = new_level * 3;
}
}
}
}

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@ -9,19 +9,22 @@ void do_gameover(void) {
}
const int (*shape)[4] = empty_fig();
for (int i = 0; i < 4; ++i)
for (int j = 0; j < 4; ++j)
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
state->next.mtrx[i][j] = shape[i][j];
}
}
}
int is_game_over() {
GameState_t* state = get_game_state();
int game_over = 0;
for (int j = 0; j < FIELD_WIDTH; ++j) {
if (state->field[0][j] || state->field[1][j]) {
return 1; // TODO
game_over = 1;
}
}
return 0;
}
return game_over;
}

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@ -2,7 +2,7 @@
#include <unistd.h>
#include <stdlib.h>
#include <time.h>
#include "../../brick_game/tetris/00_tetris.h" // Только этот хедер!
#include "../../brick_game/tetris/00_tetris.h"
void display_game(GameInfo_t game_state);
@ -20,11 +20,12 @@ int main() {
refresh();
int ch = 0;
while (1) {
int started = 0;
while (!started) {
ch = getch();
if (ch == 'f' || ch == 'F') {
userInput(Start, false);
break;
started = 1;
}
}
@ -39,39 +40,30 @@ int main() {
ch = getch();
action_valid = false;
switch (ch) {
case 'q':
userInput(Terminate, false); // Это освободит память через бэкенд
running = false;
break;
case 'r': case ' ':
current_action = Action;
action_valid = true;
break;
case KEY_LEFT:
current_action = Left;
action_valid = true;
break;
case KEY_RIGHT:
current_action = Right;
action_valid = true;
break;
case KEY_DOWN:
current_action = Down;
action_valid = true;
break;
case KEY_UP:
current_action = Up;
action_valid = true;
break;
case 's': case 'S':
current_action = Start;
action_valid = true;
break;
case 'p': case 'P':
current_action = Pause;
action_valid = true;
break;
if (ch == 'q') {
userInput(Terminate, false);
running = false;
} else if (ch == 'r' || ch == ' ') {
current_action = Action;
action_valid = true;
} else if (ch == KEY_LEFT) {
current_action = Left;
action_valid = true;
} else if (ch == KEY_RIGHT) {
current_action = Right;
action_valid = true;
} else if (ch == KEY_DOWN) {
current_action = Down;
action_valid = true;
} else if (ch == KEY_UP) {
current_action = Up;
action_valid = true;
} else if (ch == 's' || ch == 'S') {
current_action = Start;
action_valid = true;
} else if (ch == 'p' || ch == 'P') {
current_action = Pause;
action_valid = true;
}
if (action_valid) {