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-rw-r--r--games/tetris.c466
-rw-r--r--src/core.c12
-rw-r--r--src/raylib.h2
3 files changed, 240 insertions, 240 deletions
diff --git a/games/tetris.c b/games/tetris.c
index 62400201..84ba9196 100644
--- a/games/tetris.c
+++ b/games/tetris.c
@@ -179,22 +179,22 @@ void InitGame(void)
// Initialize grid matrices
for (int i = 0; i < GRID_HORIZONTAL_SIZE; i++)
- {
- for (int j = 0; j < GRID_VERTICAL_SIZE; j++)
- {
+ {
+ for (int j = 0; j < GRID_VERTICAL_SIZE; j++)
+ {
if ((j == GRID_VERTICAL_SIZE - 1) || (i == 0) || (i == GRID_HORIZONTAL_SIZE - 1)) grid[i][j] = BLOCK;
else grid[i][j] = EMPTY;
- }
- }
+ }
+ }
// Initialize incoming piece matrices
for (int i = 0; i < 4; i++)
- {
- for (int j = 0; j< 4; j++)
- {
- incomingPiece[i][j] = EMPTY;
- }
- }
+ {
+ for (int j = 0; j< 4; j++)
+ {
+ incomingPiece[i][j] = EMPTY;
+ }
+ }
}
// Update game (one frame)
@@ -423,34 +423,34 @@ static bool Createpiece()
piecePositionY = 0;
// If the game is starting and you are going to create the first piece, we create an extra one
- if (beginPlay)
- {
+ if (beginPlay)
+ {
GetRandompiece();
beginPlay = false;
- }
-
+ }
+
// We assign the incoming piece to the actual piece
for (int i = 0; i < 4; i++)
- {
- for (int j = 0; j< 4; j++)
- {
- piece[i][j] = incomingPiece[i][j];
- }
- }
-
+ {
+ for (int j = 0; j< 4; j++)
+ {
+ piece[i][j] = incomingPiece[i][j];
+ }
+ }
+
// We assign a random piece to the incoming one
- GetRandompiece();
+ GetRandompiece();
// Assign the piece to the grid
for (int i = piecePositionX; i < piecePositionX + 4; i++)
- {
- for (int j = 0; j < 4; j++)
- {
- if (piece[i - (int)piecePositionX][j] == MOVING) grid[i][j] = MOVING;
- }
- }
-
- return true;
+ {
+ for (int j = 0; j < 4; j++)
+ {
+ if (piece[i - (int)piecePositionX][j] == MOVING) grid[i][j] = MOVING;
+ }
+ }
+
+ return true;
}
static void GetRandompiece()
@@ -459,22 +459,22 @@ static void GetRandompiece()
int random = rand() % 7;
for (int i = 0; i < 4; i++)
- {
- for (int j = 0; j < 4; j++)
- {
- incomingPiece[i][j] = EMPTY;
- }
- }
+ {
+ for (int j = 0; j < 4; j++)
+ {
+ incomingPiece[i][j] = EMPTY;
+ }
+ }
switch(random)
- {
- case 0: { incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; } break; //Cube
- case 1: { incomingPiece[1][0] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; } break; //L
- case 2: { incomingPiece[1][2] = MOVING; incomingPiece[2][0] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[2][2] = MOVING; } break; //L inversa
- case 3: { incomingPiece[0][1] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[3][1] = MOVING; } break; //Recta
- case 4: { incomingPiece[1][0] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][1] = MOVING; } break; //Creu tallada
- case 5: { incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[2][2] = MOVING; incomingPiece[3][2] = MOVING; } break; //S
- case 6: { incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[3][1] = MOVING; } break; //S inversa
+ {
+ case 0: { incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; } break; //Cube
+ case 1: { incomingPiece[1][0] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; } break; //L
+ case 2: { incomingPiece[1][2] = MOVING; incomingPiece[2][0] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[2][2] = MOVING; } break; //L inversa
+ case 3: { incomingPiece[0][1] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[3][1] = MOVING; } break; //Recta
+ case 4: { incomingPiece[1][0] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][1] = MOVING; } break; //Creu tallada
+ case 5: { incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[2][2] = MOVING; incomingPiece[3][2] = MOVING; } break; //S
+ case 6: { incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[3][1] = MOVING; } break; //S inversa
}
}
@@ -482,34 +482,34 @@ static void ResolveFallingMovement(bool *detection, bool *pieceActive)
{
// If we finished moving this piece, we stop it
if (*detection)
- {
+ {
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
- {
- for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
- {
- if (grid[i][j] == MOVING)
- {
- grid[i][j] = FULL;
- *detection = false;
- *pieceActive = false;
- }
- }
- }
- }
+ {
+ for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
+ {
+ if (grid[i][j] == MOVING)
+ {
+ grid[i][j] = FULL;
+ *detection = false;
+ *pieceActive = false;
+ }
+ }
+ }
+ }
// We move down the piece
- else
- {
+ else
+ {
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
- {
- for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
- {
- if (grid[i][j] == MOVING)
- {
- grid[i][j+1] = MOVING;
- grid[i][j] = EMPTY;
- }
- }
- }
+ {
+ for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
+ {
+ if (grid[i][j] == MOVING)
+ {
+ grid[i][j+1] = MOVING;
+ grid[i][j] = EMPTY;
+ }
+ }
+ }
piecePositionY++;
}
}
@@ -519,78 +519,78 @@ static bool ResolveLateralMovement()
bool collision = false;
// Move left
- if (IsKeyDown(KEY_LEFT))
- {
+ if (IsKeyDown(KEY_LEFT))
+ {
// Check if is possible to move to left
- for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
- {
- for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
- {
- if (grid[i][j] == MOVING)
- {
+ for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
+ {
+ for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
+ {
+ if (grid[i][j] == MOVING)
+ {
// Check if we are touching the left wall or we have a full square at the left
- if ((i-1 == 0) || (grid[i-1][j] == FULL)) collision = true;
- }
- }
- }
+ if ((i-1 == 0) || (grid[i-1][j] == FULL)) collision = true;
+ }
+ }
+ }
// If able, move left
- if (!collision)
- {
- for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
- {
- for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++) // We check the matrix from left to right
- {
+ if (!collision)
+ {
+ for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
+ {
+ for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++) // We check the matrix from left to right
+ {
// Move everything to the left
- if (grid[i][j] == MOVING)
- {
- grid[i-1][j] = MOVING;
- grid[i][j] = EMPTY;
- }
- }
- }
+ if (grid[i][j] == MOVING)
+ {
+ grid[i-1][j] = MOVING;
+ grid[i][j] = EMPTY;
+ }
+ }
+ }
piecePositionX--;
- }
- }
+ }
+ }
// Move right
- else if (IsKeyDown(KEY_RIGHT))
- {
+ else if (IsKeyDown(KEY_RIGHT))
+ {
// Check if is possible to move to right
- for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
- {
- for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
- {
- if (grid[i][j] == MOVING)
- {
+ for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
+ {
+ for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
+ {
+ if (grid[i][j] == MOVING)
+ {
// Check if we are touching the right wall or we have a full square at the right
- if ((i+1 == GRID_HORIZONTAL_SIZE - 1) || (grid[i+1][j] == FULL))
+ if ((i+1 == GRID_HORIZONTAL_SIZE - 1) || (grid[i+1][j] == FULL))
{
collision = true;
}
- }
- }
- }
+ }
+ }
+ }
// If able move right
- if (!collision)
- {
- for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
- {
- for (int i = GRID_HORIZONTAL_SIZE - 1; i >= 1; i--) // We check the matrix from right to left
- {
+ if (!collision)
+ {
+ for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
+ {
+ for (int i = GRID_HORIZONTAL_SIZE - 1; i >= 1; i--) // We check the matrix from right to left
+ {
// Move everything to the right
- if (grid[i][j] == MOVING)
- {
- grid[i+1][j] = MOVING;
- grid[i][j] = EMPTY;
- }
- }
- }
+ if (grid[i][j] == MOVING)
+ {
+ grid[i+1][j] = MOVING;
+ grid[i][j] = EMPTY;
+ }
+ }
+ }
piecePositionX++;
- }
- }
+ }
+ }
return collision;
}
@@ -599,164 +599,164 @@ static bool ResolveTurnMovement()
{
// Input for turning the piece
if (IsKeyDown(KEY_UP))
- {
- int aux;
- bool checker = false;
+ {
+ int aux;
+ bool checker = false;
// Check all turning possibilities
- if ((grid[piecePositionX + 3][piecePositionY] == MOVING) &&
+ if ((grid[piecePositionX + 3][piecePositionY] == MOVING) &&
(grid[piecePositionX][piecePositionY] != EMPTY) &&
(grid[piecePositionX][piecePositionY] != MOVING))
- {
+ {
checker = true;
}
- if ((grid[piecePositionX + 3][piecePositionY + 3] == MOVING) &&
+ if ((grid[piecePositionX + 3][piecePositionY + 3] == MOVING) &&
(grid[piecePositionX + 3][piecePositionY] != EMPTY) &&
(grid[piecePositionX + 3][piecePositionY] != MOVING))
- {
+ {
checker = true;
}
- if ((grid[piecePositionX][piecePositionY + 3] == MOVING) &&
+ if ((grid[piecePositionX][piecePositionY + 3] == MOVING) &&
(grid[piecePositionX + 3][piecePositionY + 3] != EMPTY) &&
(grid[piecePositionX + 3][piecePositionY + 3] != MOVING))
- {
+ {
checker = true;
}
- if ((grid[piecePositionX][piecePositionY] == MOVING) &&
+ if ((grid[piecePositionX][piecePositionY] == MOVING) &&
(grid[piecePositionX][piecePositionY + 3] != EMPTY) &&
(grid[piecePositionX][piecePositionY + 3] != MOVING))
- {
+ {
checker = true;
}
- if ((grid[piecePositionX + 1][piecePositionY] == MOVING) &&
+ if ((grid[piecePositionX + 1][piecePositionY] == MOVING) &&
(grid[piecePositionX][piecePositionY + 2] != EMPTY) &&
(grid[piecePositionX][piecePositionY + 2] != MOVING))
- {
+ {
checker = true;
}
- if ((grid[piecePositionX + 3][piecePositionY + 1] == MOVING) &&
+ if ((grid[piecePositionX + 3][piecePositionY + 1] == MOVING) &&
(grid[piecePositionX + 1][piecePositionY] != EMPTY) &&
(grid[piecePositionX + 1][piecePositionY] != MOVING))
- {
+ {
checker = true;
}
- if ((grid[piecePositionX + 2][piecePositionY + 3] == MOVING) &&
+ if ((grid[piecePositionX + 2][piecePositionY + 3] == MOVING) &&
(grid[piecePositionX + 3][piecePositionY + 1] != EMPTY) &&
(grid[piecePositionX + 3][piecePositionY + 1] != MOVING))
- {
+ {
checker = true;
}
- if ((grid[piecePositionX][piecePositionY + 2] == MOVING) &&
+ if ((grid[piecePositionX][piecePositionY + 2] == MOVING) &&
(grid[piecePositionX + 2][piecePositionY + 3] != EMPTY) &&
(grid[piecePositionX + 2][piecePositionY + 3] != MOVING))
- {
+ {
checker = true;
}
- if ((grid[piecePositionX + 2][piecePositionY] == MOVING) &&
+ if ((grid[piecePositionX + 2][piecePositionY] == MOVING) &&
(grid[piecePositionX][piecePositionY + 1] != EMPTY) &&
(grid[piecePositionX][piecePositionY + 1] != MOVING))
- {
+ {
checker = true;
}
- if ((grid[piecePositionX + 3][piecePositionY + 2] == MOVING) &&
+ if ((grid[piecePositionX + 3][piecePositionY + 2] == MOVING) &&
(grid[piecePositionX + 2][piecePositionY] != EMPTY) &&
(grid[piecePositionX + 2][piecePositionY] != MOVING))
- {
+ {
checker = true;
}
- if ((grid[piecePositionX + 1][piecePositionY + 3] == MOVING) &&
+ if ((grid[piecePositionX + 1][piecePositionY + 3] == MOVING) &&
(grid[piecePositionX + 3][piecePositionY + 2] != EMPTY) &&
(grid[piecePositionX + 3][piecePositionY + 2] != MOVING))
- {
+ {
checker = true;
}
- if ((grid[piecePositionX][piecePositionY + 1] == MOVING) &&
+ if ((grid[piecePositionX][piecePositionY + 1] == MOVING) &&
(grid[piecePositionX + 1][piecePositionY + 3] != EMPTY) &&
(grid[piecePositionX + 1][piecePositionY + 3] != MOVING))
- {
+ {
checker = true;
}
- if ((grid[piecePositionX + 1][piecePositionY + 1] == MOVING) &&
+ if ((grid[piecePositionX + 1][piecePositionY + 1] == MOVING) &&
(grid[piecePositionX + 1][piecePositionY + 2] != EMPTY) &&
(grid[piecePositionX + 1][piecePositionY + 2] != MOVING))
- {
+ {
checker = true;
}
- if ((grid[piecePositionX + 2][piecePositionY + 1] == MOVING) &&
+ if ((grid[piecePositionX + 2][piecePositionY + 1] == MOVING) &&
(grid[piecePositionX + 1][piecePositionY + 1] != EMPTY) &&
(grid[piecePositionX + 1][piecePositionY + 1] != MOVING))
- {
+ {
checker = true;
}
- if ((grid[piecePositionX + 2][piecePositionY + 2] == MOVING) &&
+ if ((grid[piecePositionX + 2][piecePositionY + 2] == MOVING) &&
(grid[piecePositionX + 2][piecePositionY + 1] != EMPTY) &&
(grid[piecePositionX + 2][piecePositionY + 1] != MOVING))
- {
+ {
checker = true;
}
- if ((grid[piecePositionX + 1][piecePositionY + 2] == MOVING) &&
+ if ((grid[piecePositionX + 1][piecePositionY + 2] == MOVING) &&
(grid[piecePositionX + 2][piecePositionY + 2] != EMPTY) &&
(grid[piecePositionX + 2][piecePositionY + 2] != MOVING))
- {
+ {
checker = true;
}
- if (!checker)
- {
- aux = piece[0][0];
- piece[0][0] = piece[3][0];
- piece[3][0] = piece[3][3];
- piece[3][3] = piece[0][3];
- piece[0][3] = aux;
-
- aux = piece[1][0];
- piece[1][0] = piece[3][1];
- piece[3][1] = piece[2][3];
- piece[2][3] = piece[0][2];
- piece[0][2] = aux;
-
- aux = piece[2][0];
- piece[2][0] = piece[3][2];
- piece[3][2] = piece[1][3];
- piece[1][3] = piece[0][1];
- piece[0][1] = aux;
-
- aux = piece[1][1];
- piece[1][1] = piece[2][1];
- piece[2][1] = piece[2][2];
- piece[2][2] = piece[1][2];
- piece[1][2] = aux;
- }
-
- for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
- {
- for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
- {
- if (grid[i][j] == MOVING)
- {
- grid[i][j] = EMPTY;
- }
- }
- }
-
- for (int i = piecePositionX; i < piecePositionX + 4; i++)
- {
- for (int j = piecePositionY; j < piecePositionY + 4; j++)
- {
- if (piece[i - piecePositionX][j - piecePositionY] == MOVING)
- {
- grid[i][j] = MOVING;
- }
- }
- }
+ if (!checker)
+ {
+ aux = piece[0][0];
+ piece[0][0] = piece[3][0];
+ piece[3][0] = piece[3][3];
+ piece[3][3] = piece[0][3];
+ piece[0][3] = aux;
+
+ aux = piece[1][0];
+ piece[1][0] = piece[3][1];
+ piece[3][1] = piece[2][3];
+ piece[2][3] = piece[0][2];
+ piece[0][2] = aux;
+
+ aux = piece[2][0];
+ piece[2][0] = piece[3][2];
+ piece[3][2] = piece[1][3];
+ piece[1][3] = piece[0][1];
+ piece[0][1] = aux;
+
+ aux = piece[1][1];
+ piece[1][1] = piece[2][1];
+ piece[2][1] = piece[2][2];
+ piece[2][2] = piece[1][2];
+ piece[1][2] = aux;
+ }
+
+ for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
+ {
+ for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
+ {
+ if (grid[i][j] == MOVING)
+ {
+ grid[i][j] = EMPTY;
+ }
+ }
+ }
+
+ for (int i = piecePositionX; i < piecePositionX + 4; i++)
+ {
+ for (int j = piecePositionY; j < piecePositionY + 4; j++)
+ {
+ if (piece[i - piecePositionX][j - piecePositionY] == MOVING)
+ {
+ grid[i][j] = MOVING;
+ }
+ }
+ }
return true;
- }
+ }
return false;
}
@@ -764,44 +764,44 @@ static bool ResolveTurnMovement()
static void CheckDetection(bool *detection)
{
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
- {
- for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
- {
- if ((grid[i][j] == MOVING) && ((grid[i][j+1] == FULL) || (grid[i][j+1] == BLOCK))) *detection = true;
- }
- }
+ {
+ for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
+ {
+ if ((grid[i][j] == MOVING) && ((grid[i][j+1] == FULL) || (grid[i][j+1] == BLOCK))) *detection = true;
+ }
+ }
}
static void CheckCompletition(bool *lineToDelete)
{
int calculator;
- for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
- {
- calculator = 0;
- for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
- {
+ for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
+ {
+ calculator = 0;
+ for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
+ {
// Count each square of the line
- if (grid[i][j] == FULL)
- {
- calculator++;
- }
+ if (grid[i][j] == FULL)
+ {
+ calculator++;
+ }
// Check if we completed the whole line
- if (calculator == GRID_HORIZONTAL_SIZE - 2)
- {
+ if (calculator == GRID_HORIZONTAL_SIZE - 2)
+ {
*lineToDelete = true;
calculator = 0;
- // points++;
+ // points++;
// Mark the completed line
- for (int z = 1; z < GRID_HORIZONTAL_SIZE - 1; z++)
- {
- grid[z][j] = FADING;
- }
- }
- }
- }
+ for (int z = 1; z < GRID_HORIZONTAL_SIZE - 1; z++)
+ {
+ grid[z][j] = FADING;
+ }
+ }
+ }
+ }
}
static void DeleteCompleteLines()
diff --git a/src/core.c b/src/core.c
index 1589439e..259e1f29 100644
--- a/src/core.c
+++ b/src/core.c
@@ -1752,8 +1752,8 @@ static void MouseButtonCallback(GLFWwindow *window, int button, int action, int
// Normalize gestureEvent.position[0] for screenWidth and screenHeight
gestureEvent.position[0].x /= (float)GetScreenWidth();
gestureEvent.position[0].y /= (float)GetScreenHeight();
-
- // Gesture data is sent to gestures system for processing
+
+ // Gesture data is sent to gestures system for processing
ProcessGestureEvent(gestureEvent);
#endif
}
@@ -1890,7 +1890,7 @@ static void AndroidCommandCallback(struct android_app *app, int32_t cmd)
// TODO: GPU assets reload in case of lost focus (lost context)
// NOTE: This problem has been solved just unbinding and rebinding context from display
- /*
+ /*
if (assetsReloadRequired)
{
for (int i = 0; i < assetsCount; i++)
@@ -2471,9 +2471,9 @@ static void *GamepadThread(void *arg)
const int joystickAxisY = 1;
// Read gamepad event
- struct js_event gamepadEvent;
+ struct js_event gamepadEvent;
- while (1)
+ while (1)
{
if (read(gamepadStream, &gamepadEvent, sizeof(struct js_event)) == (int)sizeof(struct js_event))
{
@@ -2507,7 +2507,7 @@ static void *GamepadThread(void *arg)
*/
}
}
- }
+ }
return NULL;
}
diff --git a/src/raylib.h b/src/raylib.h
index f8f1683e..00afb4f3 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -385,7 +385,7 @@ typedef struct Model {
Matrix transform;
Texture2D texture; // Only for OpenGL 1.1, on newer versions this should be in the shader
Shader shader;
- //Material material;
+ //Material material;
} Model;
// Ray type (useful for raycast)