Decomposed and fixed saves

This commit is contained in:
Rorikstr | Rust Dev 2025-10-01 00:01:44 +03:00
parent 65d2c2e287
commit cc6f9bb2d1
9 changed files with 112 additions and 72 deletions

1
.gitignore vendored
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@ -58,3 +58,4 @@ ginpee.toml
src/ginpee.toml src/ginpee.toml
.vscode/launch.json .vscode/launch.json
src/tetris.log src/tetris.log
src/high_score.txt

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@ -58,6 +58,7 @@ GameState_t* get_game_state(void);
void do_init(void); void do_init(void);
int load_high_score(); int load_high_score();
void save_high_score(int score); void save_high_score(int score);
void generate_next_figure(void);
// spawn // spawn
void do_spawn(void); void do_spawn(void);
@ -78,7 +79,6 @@ void clear_lines();
void do_gameover(void); void do_gameover(void);
int is_game_over(); int is_game_over();
// Функции фигур // Функции фигур
const int (*get_figure_shape(Sprite_t sprite, int rotation))[4]; const int (*get_figure_shape(Sprite_t sprite, int rotation))[4];
@ -110,5 +110,4 @@ const int (*z_fig_down())[4];
const int (*z_fig_left())[4]; const int (*z_fig_left())[4];
const int (*empty_fig())[4]; const int (*empty_fig())[4];
#endif #endif

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@ -12,7 +12,7 @@ void userInput(UserAction_t action, bool hold) {
switch (action) { switch (action) {
case Start: case Start:
if (state->info->score > state->info->high_score) { if (state->info->score >= state->info->high_score) {
state->info->high_score = state->info->score; state->info->high_score = state->info->score;
save_high_score(state->info->high_score); save_high_score(state->info->high_score);
} }

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@ -1,23 +1,22 @@
#include "01_automato.h" #include "01_automato.h"
void do_init(void) { void clear_field(void) {
GameState_t* state = get_game_state(); GameState_t* state = get_game_state();
// Очищаем поле
for (int i = 0; i < FIELD_HEIGHT; ++i) for (int i = 0; i < FIELD_HEIGHT; ++i)
for (int j = 0; j < FIELD_WIDTH; ++j) for (int j = 0; j < FIELD_WIDTH; ++j)
state->field[i][j] = 0; state->field[i][j] = 0;
}
void reset_game_stats(void) {
GameState_t* state = get_game_state();
state->info->score = 0; state->info->score = 0;
state->info->level = 1; state->info->level = 1;
state->info->speed = 10; state->info->speed = 10;
}
state->next.sprite = rand() % FIGURE_COUNT; void do_init(void) {
state->next.rotation = 0; clear_field();
const int (*shape)[4] = get_figure_shape(state->next.sprite, 0); reset_game_stats();
for (int i = 0; i < 4; ++i) generate_next_figure();
for (int j = 0; j < 4; ++j) get_game_state()->state = Spawn; // Переход в Spawn
state->next.mtrx[i][j] = shape[i][j];
state->state = Spawn; // Переход в Spawn
} }

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@ -1,24 +1,31 @@
#include "01_automato.h" #include "01_automato.h"
void do_spawn(void) { void set_current_figure_from_next(void) {
GameState_t* state = get_game_state(); GameState_t* state = get_game_state();
state->curr = state->next; state->curr = state->next;
state->curr.x = FIELD_WIDTH / 2 - 2; state->curr.x = FIELD_WIDTH / 2 - 2;
state->curr.y = 0; state->curr.y = 0;
state->moving_type = DoNothing; state->moving_type = DoNothing;
}
void generate_next_figure(void) {
GameState_t* state = get_game_state();
state->next.sprite = rand() % FIGURE_COUNT; state->next.sprite = rand() % FIGURE_COUNT;
state->next.rotation = 0; state->next.rotation = 0;
const int (*shape)[4] = get_figure_shape(state->next.sprite, 0); const int (*shape)[4] = get_figure_shape(state->next.sprite, 0);
for (int i = 0; i < 4; ++i) for (int i = 0; i < 4; ++i)
for (int j = 0; j < 4; ++j) for (int j = 0; j < 4; ++j)
state->next.mtrx[i][j] = shape[i][j]; state->next.mtrx[i][j] = shape[i][j];
}
void do_spawn(void) {
set_current_figure_from_next();
generate_next_figure();
if (check_collision()) { if (check_collision()) {
state->state = GameOver; get_game_state()->state = GameOver;
return; return; // TODO
} }
state->state = Move; get_game_state()->state = Move;
} }

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@ -1,13 +1,21 @@
// brick_game/tetris/06_move.c
#include "01_automato.h" #include "01_automato.h"
int get_frames_to_wait(void) {
GameState_t* state = get_game_state();
if (state->moving_type == ToDown) {
return 1; // TODO
} else {
return 1000 / state->info->speed; // TODO
}
}
void do_move(void) { void do_move(void) {
GameState_t* state = get_game_state(); GameState_t* state = get_game_state();
int frames_to_wait = (state->moving_type == ToDown) ? 1 : (1000 / state->info->speed); int frames_to_wait = get_frames_to_wait();
if (state->frame_count - state->last_move_frame < frames_to_wait) { if (state->frame_count - state->last_move_frame < frames_to_wait) {
return; return; // TODO
} }
state->last_move_frame = state->frame_count; state->last_move_frame = state->frame_count;

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@ -1,47 +1,73 @@
#include "01_automato.h" #include "01_automato.h"
void handle_move_direction(Moving_t direction) {
GameState_t* state = get_game_state();
switch (direction) {
case LeftDown:
state->curr.x--;
break;
case RightDown:
state->curr.x++;
break;
default:
break;
}
}
void handle_rotate(void) {
GameState_t* state = get_game_state();
state->curr.rotation = (state->curr.rotation + 1) % 4;
const int (*shape)[4] = get_figure_shape(state->curr.sprite, state->curr.rotation);
for (int i = 0; i < 4; ++i)
for (int j = 0; j < 4; ++j)
state->curr.mtrx[i][j] = shape[i][j];
}
void handle_horizontal_rotate_move(void) {
GameState_t* state = get_game_state();
Figure_t old = state->curr;
switch (state->moving_type) {
case LeftDown:
case RightDown:
handle_move_direction(state->moving_type);
break;
case Rotate:
handle_rotate();
break;
default:
break;
}
if (check_collision()) {
state->curr = old;
}
state->state = Move;
}
void handle_to_down_move(void) {
GameState_t* state = get_game_state();
while (!check_collision()) {
state->curr.y++;
}
state->curr.y--;
state->state = Attaching;
}
void do_moving(void) { void do_moving(void) {
GameState_t* state = get_game_state(); GameState_t* state = get_game_state();
switch (state->moving_type) { switch (state->moving_type) {
case LeftDown: case LeftDown:
case RightDown: case RightDown:
case (Rotate): { case Rotate:
Figure_t old = state->curr; handle_horizontal_rotate_move();
switch (state->moving_type) {
case LeftDown:
state->curr.x--;
break;
case RightDown:
state->curr.x++;
break;
case Rotate:
state->curr.rotation = (state->curr.rotation + 1) % 4;
const int (*shape)[4] = get_figure_shape(state->curr.sprite, state->curr.rotation);
for (int i = 0; i < 4; ++i)
for (int j = 0; j < 4; ++j)
state->curr.mtrx[i][j] = shape[i][j];
break;
default:
break;
}
if (check_collision()) {
state->curr = old;
}
state->state = Move;
break; break;
}
case ToDown: case ToDown:
while (!check_collision()) { handle_to_down_move();
state->curr.y++;
}
state->curr.y--;
state->state = Attaching;
break; break;
case DoNothing: case DoNothing:
state->state = Move; state->state = Move;
break; break;
} }
state->state = Move;
} }

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@ -22,10 +22,10 @@ int check_collision() {
int y = fig->y + i; int y = fig->y + i;
if (x < 0 || x >= FIELD_WIDTH || y >= FIELD_HEIGHT) { if (x < 0 || x >= FIELD_WIDTH || y >= FIELD_HEIGHT) {
return 1; return 1; // TODO
} }
if (y >= 0 && state->field[y][x]) { if (y >= 0 && state->field[y][x]) {
return 1; return 1; // TODO
} }
} }
} }
@ -34,7 +34,6 @@ int check_collision() {
} }
void place_figure() { void place_figure() {
GameState_t* state = get_game_state(); GameState_t* state = get_game_state();
Figure_t* fig = &state->curr; Figure_t* fig = &state->curr;
@ -51,10 +50,20 @@ void place_figure() {
} }
} }
void clear_lines() { void shift_lines_down(int from_row) {
GameState_t* state = get_game_state();
for (int y = from_row; y > 0; --y) {
for (int x = 0; x < FIELD_WIDTH; ++x) {
state->field[y][x] = state->field[y - 1][x];
}
}
for (int x = 0; x < FIELD_WIDTH; ++x) {
state->field[0][x] = 0;
}
}
void clear_lines() {
GameState_t* state = get_game_state(); GameState_t* state = get_game_state();
int lines_cleared = 0; int lines_cleared = 0;
for (int i = FIELD_HEIGHT - 1; i >= 0; --i) { for (int i = FIELD_HEIGHT - 1; i >= 0; --i) {
@ -62,20 +71,13 @@ void clear_lines() {
for (int j = 0; j < FIELD_WIDTH; ++j) { for (int j = 0; j < FIELD_WIDTH; ++j) {
if (state->field[i][j] != 2) { if (state->field[i][j] != 2) {
full = 0; full = 0;
break; break; // TODO
} }
} }
if (full) { if (full) {
for (int y = i; y > 0; --y) { shift_lines_down(i);
for (int x = 0; x < FIELD_WIDTH; ++x) {
state->field[y][x] = state->field[y - 1][x];
}
}
for (int x = 0; x < FIELD_WIDTH; ++x) {
state->field[0][x] = 0;
}
lines_cleared++; lines_cleared++;
i++; i++; // Check the same row again after shifting
} }
} }
@ -90,9 +92,7 @@ void clear_lines() {
if (new_level > state->info->level) { if (new_level > state->info->level) {
state->info->level = new_level; state->info->level = new_level;
state->info->speed = new_level * 10; state->info->speed = new_level * 10;
return;
} }
} }
} }

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@ -19,7 +19,7 @@ int is_game_over() {
GameState_t* state = get_game_state(); GameState_t* state = get_game_state();
for (int j = 0; j < FIELD_WIDTH; ++j) { for (int j = 0; j < FIELD_WIDTH; ++j) {
if (state->field[0][j] || state->field[1][j]) { if (state->field[0][j] || state->field[1][j]) {
return 1; return 1; // TODO
} }
} }