it's working but should fix return issue

This commit is contained in:
Rorikstr | Rust Dev 2025-09-28 12:16:58 +03:00
parent 1911d23459
commit 9de308925c
7 changed files with 609 additions and 212 deletions

View file

@ -5,31 +5,40 @@
void display_game() {
clear();
GameStateData* state = get_game_state();
GameInfo_t game_state = updateCurrentState();
// Очистка поля
// Отображение игрового поля
for (int i = 0; i < FIELD_HEIGHT; i++) {
for (int j = 0; j < FIELD_WIDTH; j++) {
mvaddch(i + 1, j * 2 + 1, '.');
}
}
// Если фигура активна — отображаем её
if (state->figure_active) {
Figure* f = &state->current_figure;
const int (*shape)[4] = get_figure_shape(f->type, f->rotation);
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
if (shape[i][j]) {
int x = f->x + j;
int y = f->y + i;
if (x >= 0 && x < FIELD_WIDTH && y >= 0 && y < FIELD_HEIGHT) {
mvaddch(y + 1, x * 2 + 1, '$');
}
}
if (game_state.field[i][j] != 0) {
mvaddch(i + 1, j * 2 + 1, '#'); // Заполненные блоки
} else {
mvaddch(i + 1, j * 2 + 1, '.'); // Пустые ячейки
}
}
}
// Отображение следующей фигуры
mvaddstr(1, FIELD_WIDTH * 2 + 5, "Next figure:");
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
if (game_state.next[i][j]) {
mvaddch(i + 3, (FIELD_WIDTH * 2 + 5) + j * 2, '@');
} else {
mvaddch(i + 3, (FIELD_WIDTH * 2 + 5) + j * 2, ' ');
}
}
}
mvprintw(FIELD_HEIGHT + 2, 1, "Score: %d", game_state.score);
mvprintw(FIELD_HEIGHT + 3, 1, "High Score: %d", game_state.high_score);
mvprintw(FIELD_HEIGHT + 4, 1, "Level: %d", game_state.level);
mvprintw(FIELD_HEIGHT + 5, 1, "Speed: %d", game_state.speed);
if (game_state.pause) {
mvprintw(FIELD_HEIGHT / 2, FIELD_WIDTH - 4, "PAUSED");
}
refresh();
}

View file

@ -14,35 +14,57 @@ int main() {
nodelay(stdscr, TRUE);
curs_set(0);
timeout(100); // Таймаут для getch()
timeout(100);
int ch;
UserAction_t action = Undefined;
while (Terminate != action) {
UserAction_t current_action;
bool action_valid = false;
bool running = true;
while (running) {
ch = getch();
action_valid = false;
switch (ch) {
case 'q': action = Terminate; break;
case '1': action = Figure1; break;
case '2': action = Figure2; break;
case '3': action = Figure3; break;
case '4': action = Figure4; break;
case '5': action = Figure5; break;
case '6': action = Figure6; break;
case '7': action = Figure7; break;
case 'r': action = Rotate; break;
case ' ': action = Rotate; break;
case KEY_LEFT: action = Left; break;
case KEY_RIGHT: action = Right; break;
case KEY_DOWN: action = Down; break;
case KEY_UP: action = Up; break;
default: action = Undefined;
}
if (action != Undefined) {
user_input(action);
case 'q':
userInput(Terminate, false);
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 (action_valid) {
userInput(current_action, false);
}
updateCurrentState();
display_game();
}