73 lines
No EOL
1.7 KiB
C
73 lines
No EOL
1.7 KiB
C
#include "01_automato.h"
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void handle_move_direction(Moving_t direction) {
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GameState_t* state = get_game_state();
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switch (direction) {
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case LeftDown:
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state->curr.x--;
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break;
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case RightDown:
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state->curr.x++;
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break;
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default:
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break;
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}
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}
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void handle_rotate(void) {
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GameState_t* state = get_game_state();
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state->curr.rotation = (state->curr.rotation + 1) % 4;
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const int (*shape)[4] = get_figure_shape(state->curr.sprite, state->curr.rotation);
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for (int i = 0; i < 4; ++i)
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for (int j = 0; j < 4; ++j)
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state->curr.mtrx[i][j] = shape[i][j];
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}
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void handle_horizontal_rotate_move(void) {
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GameState_t* state = get_game_state();
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Figure_t old = state->curr;
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switch (state->moving_type) {
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case LeftDown:
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case RightDown:
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handle_move_direction(state->moving_type);
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break;
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case Rotate:
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handle_rotate();
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break;
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default:
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break;
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}
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if (check_collision()) {
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state->curr = old;
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}
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state->state = Move;
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}
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void handle_to_down_move(void) {
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GameState_t* state = get_game_state();
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while (!check_collision()) {
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state->curr.y++;
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}
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state->curr.y--;
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state->state = Attaching;
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}
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void do_moving(void) {
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GameState_t* state = get_game_state();
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switch (state->moving_type) {
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case LeftDown:
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case RightDown:
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case Rotate:
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handle_horizontal_rotate_move();
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break;
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case ToDown:
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handle_to_down_move();
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break;
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case DoNothing:
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state->state = Move;
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break;
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}
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} |