Kicking, not for I pieces

This commit is contained in:
Dusk 2022-07-06 02:12:18 +02:00
parent 8d2259b6c7
commit 1d5bc310b9
6 changed files with 111 additions and 22 deletions

3
.gitignore vendored
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@ -88,4 +88,5 @@ tags
zig
zig-out
zig-cache
zig-cache/*
zig-cache/h
zig-cache/z

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@ -1,3 +1,4 @@
const std = @import("std");
const Grid = @import("grid.zig");
const Piece = @import("piece.zig");
@ -65,9 +66,12 @@ pub fn shadow(grid: Grid, piece: Piece) Piece {
fn checkCollision(grid: Grid, piece: Piece) bool {
for (piece.structure) |_, y| {
for (piece.structure[y]) |_, x| {
if (piece.structure[y][x] and ((@intCast(i32, x) + piece.col > Grid.ncolumns - 1) or
(@intCast(i32, x) + piece.col < 0) or (@intCast(i32, y) + piece.row > Grid.nrows - 1) or
(!grid.cells[@intCast(usize, piece.row + @intCast(i32, y))][@intCast(usize, piece.col + @intCast(i32, x))].free)))
if (piece.structure[y][x]
and ((@intCast(i32, x) + piece.col > Grid.ncolumns - 1)
or (@intCast(i32, x) + piece.col < 0)
or (@intCast(i32, y) + piece.row > Grid.nrows - 1)
or (@intCast(i32, y) + piece.row < 0)
or (!grid.cells[@intCast(usize, piece.row + @intCast(i32, y))][@intCast(usize, piece.col + @intCast(i32, x))].free)))
{
return true;
}
@ -78,16 +82,65 @@ fn checkCollision(grid: Grid, piece: Piece) bool {
pub fn rotateLeft(grid: Grid, piece: Piece) Piece {
var new_piece = piece.rotate(Piece.Rot.left);
if (checkCollision(grid, new_piece)) {
return piece;
}
new_piece = kick(grid, new_piece, piece);
std.debug.print("{}\n",.{new_piece.rot_stage});
return new_piece;
}
pub fn rotateRight(grid: Grid, piece: Piece) Piece {
var new_piece = piece.rotate(Piece.Rot.right);
if (checkCollision(grid, new_piece)) {
return piece;
}
new_piece = kick(grid, new_piece, piece);
std.debug.print("{}\n",.{new_piece.rot_stage});
return new_piece;
}
pub fn kick(grid: Grid, piece: Piece, prev_piece: Piece) Piece {
if (piece.piece_type == Piece.Type.o) return piece;
const prev_stage = prev_piece.rot_stage;
const next_stage = piece.rot_stage;
var new_piece = piece;
if (piece.piece_type == Piece.Type.i) {
if (!checkCollision(grid, new_piece)) return new_piece;
} //TODO
if (
(prev_stage == Piece.RotStage.init and next_stage == Piece.RotStage.right)
or (prev_stage == Piece.RotStage.flip and next_stage == Piece.RotStage.right)
or (prev_stage == Piece.RotStage.left and next_stage == Piece.RotStage.flip)
or (prev_stage == Piece.RotStage.left and next_stage == Piece.RotStage.init)
) {
// Test Positions
if (!checkCollision(grid, new_piece)) return new_piece;
new_piece.col -= 1;
if (!checkCollision(grid, new_piece)) return new_piece;
new_piece.row -= 1;
if (!checkCollision(grid, new_piece)) return new_piece;
new_piece.col += 1;
new_piece.row += 3;
if (!checkCollision(grid, new_piece)) return new_piece;
new_piece.col -= 1;
if (!checkCollision(grid, new_piece)) return new_piece;
} else {
if (!checkCollision(grid, new_piece)) return new_piece;
new_piece.col += 1;
if (!checkCollision(grid, new_piece)) return new_piece;
new_piece.row += 1;
if (!checkCollision(grid, new_piece)) return new_piece;
new_piece.col -= 1;
new_piece.row -= 3;
if (!checkCollision(grid, new_piece)) return new_piece;
new_piece.col += 1;
if (!checkCollision(grid, new_piece)) return new_piece;
}
return prev_piece;
}

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@ -11,6 +11,13 @@ pub const Rot = enum {
left,
};
pub const RotStage = enum(i8) {
init,
right,
flip,
left,
};
pub const Type = enum {
o,
i,
@ -31,9 +38,14 @@ col: i32,
// 4x4 grid indicating piece form
structure: [4][4]bool,
// Rotation Stage
rot_stage: RotStage = RotStage.init,
// Should this be dropped and become part of the grid (flag)
dropped: bool = false,
// Has the piece been swapped?
swapped: bool = false,
piece_type: Type,
color: SDL.SDL_Color,
@ -107,15 +119,28 @@ pub fn rotate(self: Self, dir: Rot) Self {
var new_piece = self;
// The "sequences" indicate square coords and are always the same when rotating, so we make all squares follow said rotation
// [Inner/Outer][The sequence (0 -> 1 -> 2 -> 3 -> 0...)][Rows, Cols]
if (self.piece_type == Type.i) {
const sequences = .{ .{ .{ 1, 0 }, .{ 0, 2 }, .{ 2, 3 }, .{ 3, 1 } }, .{ .{ 2, 0 }, .{ 0, 1 }, .{ 1, 3 }, .{ 3, 2 } }, .{ .{ 1, 1 }, .{ 1, 2 }, .{ 2, 2 }, .{ 2, 1 } } };
inline for (sequences) |seq| {
inline for (seq) |_, i| {
if (dir == Rot.right) {
if (dir == Rot.right) {
// Cicle through rotation stage
new_piece.rot_stage = @intToEnum(RotStage, @mod((@enumToInt(new_piece.rot_stage) + 1), 4));
// Rotate structure CW
inline for (sequences) |seq| {
inline for (seq) |_, i| {
const refi = @mod((@intCast(i32, i) - 1), 4);
new_piece.structure[seq[i][0]][seq[i][1]] = self.structure[seq[refi][0]][seq[refi][1]];
} else {
}
}
} else {
// Cicle through rotation stage
new_piece.rot_stage = @intToEnum(RotStage, @mod((@enumToInt(new_piece.rot_stage) - 1), 4));
// Rotate structure CCW
inline for (sequences) |seq| {
inline for (seq) |_, i| {
const refi = @mod((@intCast(i32, i) + 1), 4);
new_piece.structure[seq[i][0]][seq[i][1]] = self.structure[seq[refi][0]][seq[refi][1]];
}
@ -124,12 +149,22 @@ pub fn rotate(self: Self, dir: Rot) Self {
} else {
const sequences = .{ .{ .{ 0, 0 }, .{ 0, 2 }, .{ 2, 2 }, .{ 2, 0 } }, .{ .{ 0, 1 }, .{ 1, 2 }, .{ 2, 1 }, .{ 1, 0 } } };
inline for (sequences) |seq| {
inline for (seq) |_, i| {
if (dir == Rot.right) {
if (dir == Rot.right) {
// Cicle through rotation stage
new_piece.rot_stage = @intToEnum(RotStage, @mod((@enumToInt(new_piece.rot_stage) + 1), 4));
// Rotate structure CW
inline for (sequences) |seq| {
inline for (seq) |_, i| {
const refi = @mod((@intCast(i32, i) - 1), 4);
new_piece.structure[seq[i][0]][seq[i][1]] = self.structure[seq[refi][0]][seq[refi][1]];
} else {
}
}
} else {
// Cicle through rotation stage
new_piece.rot_stage = @intToEnum(RotStage, @mod((@enumToInt(new_piece.rot_stage) - 1), 4));
// Rotate structure CCW
inline for (sequences) |seq| {
inline for (seq) |_, i| {
const refi = @mod((@intCast(i32, i) + 1), 4);
new_piece.structure[seq[i][0]][seq[i][1]] = self.structure[seq[refi][0]][seq[refi][1]];
}

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@ -1,7 +1,7 @@
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@ -21,7 +21,7 @@
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@ -29,7 +29,7 @@
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@ -40,7 +40,7 @@
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