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#include <stdlib.h>
#include <time.h>
#include <stdbool.h>
#include "raylib.h"
/*
* each cube is 1 unit, so FACT is used as a scale factor for the size of the
* screen
*/
#define WIDTH 10
#define HEIGHT 22
#define VIS_HEIGHT 20
#define FACT 40
/* since the game only moves on a block per block basis, no smoothness is
* necessary, so the only thing FPS controls is how fast the blocks move left
* and right, due to how often it polls */
#define FPS 30
#define CYAN CLITERAL(Color){ 0, 255, 255, 255 }
typedef struct Vector2Int {
int x, y;
} Vector2Int;
typedef struct Tetromino {
Color colour;
Vector2Int pos[4]; // position of 4 cubes making the tetromino
} Tetromino;
void Draw2DGrid(Color grid[WIDTH][HEIGHT]);
int
main(void){
int const width = WIDTH * FACT, height = HEIGHT * FACT,
vis_height = VIS_HEIGHT * FACT;
Color grid[WIDTH][HEIGHT]; // if colour is WHITE, the position is empty
int interval = FPS, count, i, j;
Tetromino cur_trmno; // trnmo is faster and easier to write than tetromino
bool gen_trmno = true;
srand(time(NULL));
for (i = 0; i < WIDTH; i++)
for (j = 0; j < HEIGHT; j++)
grid[i][j] = WHITE;
InitWindow(width, height, "retris");
SetTargetFPS(FPS);
for (count = 0; !WindowShouldClose(); count++) {
if (gen_trmno) {
switch (rand() % 1) {
case 0:
cur_trmno.colour = CYAN;
for (i = 0; i < 4; i++) {
cur_trmno.pos[i].x = WIDTH / 2;
// 3 - i so that tetrominoes are listed from bottom up; if drawn
// from top to bottom on line 69, then they will overlap and just
// be 1 cube
cur_trmno.pos[i].y = 3 - i;
grid[cur_trmno.pos[i].x][cur_trmno.pos[i].y] =
cur_trmno.colour;
}
}
gen_trmno = false;
}
if (count >= (IsKeyDown(KEY_DOWN) ? FPS/30 : interval)) {
count = 0;
for (i = 0; i < 4; i++) {
grid[cur_trmno.pos[i].x][cur_trmno.pos[i].y] = WHITE;
cur_trmno.pos[i].y++;
grid[cur_trmno.pos[i].x][cur_trmno.pos[i].y] = cur_trmno.colour;
}
}
if (IsKeyDown(KEY_RIGHT)) {
for (i = 0; i < 4; i++) {
grid[cur_trmno.pos[i].x][cur_trmno.pos[i].y] = WHITE;
cur_trmno.pos[i].x++;
grid[cur_trmno.pos[i].x][cur_trmno.pos[i].y] = cur_trmno.colour;
}
}
else if (IsKeyDown(KEY_LEFT)) {
for (i = 0; i < 4; i++) {
grid[cur_trmno.pos[i].x][cur_trmno.pos[i].y] = WHITE;
cur_trmno.pos[i].x--;
grid[cur_trmno.pos[i].x][cur_trmno.pos[i].y] = cur_trmno.colour;
}
}
if (IsKeyDown(KEY_G))
gen_trmno = true;
BeginDrawing();
Draw2DGrid(grid);
EndDrawing();
}
CloseWindow();
return 0;
}
void
Draw2DGrid(Color grid[WIDTH][HEIGHT]){
int i, j;
for (i = 0; i < WIDTH; i++) {
for (j = 0; j < HEIGHT; j++) {
DrawRectangle(i*FACT, j*FACT, FACT, FACT, grid[i][j]);
}
}
for (i = 0; i <= WIDTH; i++)
DrawLine(i*FACT, 0, i*FACT, HEIGHT*FACT, LIGHTGRAY);
for (i = 0; i <= HEIGHT; i++)
DrawLine(0, i*FACT, WIDTH*FACT, i*FACT, LIGHTGRAY);
}
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