Change some names to coincide with zig style
This commit is contained in:
parent
af1c24853f
commit
df495eb608
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@ -1,6 +1,6 @@
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const std = @import("std");
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const std = @import("std");
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const Piece = @import("piece.zig");
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const Piece = @import("Piece.zig");
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const Self = @This();
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const Self = @This();
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@ -1,10 +1,10 @@
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const std = @import("std");
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const std = @import("std");
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const SDL = @import("sdl2");
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const SDL = @import("sdl2");
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const Grid = @import("grid.zig");
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const Grid = @import("Grid.zig");
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const Piece = @import("piece.zig");
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const Piece = @import("Piece.zig");
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const Bag = @import("bag.zig");
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const Bag = @import("Bag.zig");
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const Timer = @import("timer.zig");
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const Timer = @import("Timer.zig");
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const renderer = @import("renderer.zig");
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const renderer = @import("renderer.zig");
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const movement = @import("movement.zig");
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const movement = @import("movement.zig");
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@ -27,7 +27,6 @@ const Action = struct {
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};
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};
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};
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};
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grid: Grid,
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grid: Grid,
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grid_cell_size: i32,
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grid_cell_size: i32,
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grid_pos_x: i32,
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grid_pos_x: i32,
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@ -132,14 +131,13 @@ pub fn tick(self: *Self) void {
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}
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}
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}
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}
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// Update Shadow
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// Update Shadow
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{
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{
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self.shadow = movement.shadow(self.grid, self.piece);
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self.shadow = movement.shadow(self.grid, self.piece);
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self.shadow.color.a /= 4;
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self.shadow.color.a /= 4;
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}
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self.grid.clearLines();
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self.grid.clearLines();
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}
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renderer.render(self.*);
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renderer.render(self.*);
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}
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}
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@ -1,8 +1,8 @@
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const std = @import("std");
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const std = @import("std");
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const SDL = @import("sdl2");
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const SDL = @import("sdl2");
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const Color = @import("color.zig");
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const color = @import("color.zig");
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const Cell = @import("cell.zig");
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const Cell = @import("Cell.zig");
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const utils = @import("utils.zig");
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const utils = @import("utils.zig");
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const range = utils.range;
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const range = utils.range;
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@ -69,7 +69,7 @@ pub fn render(self: Self, renderer: *SDL.SDL_Renderer, cell_size: i32, pos_x: i3
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_ = SDL.SDL_SetRenderDrawColor(renderer, r, g, b, a);
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_ = SDL.SDL_SetRenderDrawColor(renderer, r, g, b, a);
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_ = SDL.SDL_RenderFillRect(renderer, &rect);
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_ = SDL.SDL_RenderFillRect(renderer, &rect);
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_ = SDL.SDL_SetRenderDrawColor(renderer, Color.light_grey.r, Color.light_grey.g, Color.light_grey.b, Color.light_grey.a);
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_ = SDL.SDL_SetRenderDrawColor(renderer, color.light_grey.r, color.light_grey.g, color.light_grey.b, color.light_grey.a);
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_ = SDL.SDL_RenderDrawRect(renderer, &rect);
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_ = SDL.SDL_RenderDrawRect(renderer, &rect);
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}
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}
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}
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}
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@ -1,9 +1,10 @@
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const SDL = @import("sdl2");
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const SDL = @import("sdl2");
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const std = @import("std");
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const std = @import("std");
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const Color = @import("color.zig");
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const Grid = @import("Grid.zig");
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const Grid = @import("grid.zig");
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const Timer = @import("Timer.zig");
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const Timer = @import("timer.zig");
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const color = @import("color.zig");
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const Self = @This();
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const Self = @This();
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@ -106,13 +107,13 @@ pub fn init(piece_type: Type) Self {
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},
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},
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.color = switch (piece_type) {
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.color = switch (piece_type) {
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Type.o => Color.yellow,
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Type.o => color.yellow,
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Type.i => Color.cyan,
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Type.i => color.cyan,
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Type.l => Color.orange,
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Type.l => color.orange,
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Type.j => Color.blue,
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Type.j => color.blue,
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Type.s => Color.green,
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Type.s => color.green,
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Type.z => Color.red,
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Type.z => color.red,
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Type.t => Color.purple,
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Type.t => color.purple,
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},
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},
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};
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};
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}
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}
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@ -1,7 +1,7 @@
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const std = @import("std");
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const std = @import("std");
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const SDL = @import("sdl2");
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const SDL = @import("sdl2");
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const Game = @import("game.zig");
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const Game = @import("Game.zig");
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pub fn main() !void {
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pub fn main() !void {
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const stderr = std.io.getStdErr();
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const stderr = std.io.getStdErr();
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101
src/movement.zig
101
src/movement.zig
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@ -1,6 +1,6 @@
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const std = @import("std");
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const std = @import("std");
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const Grid = @import("grid.zig");
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const Grid = @import("Grid.zig");
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const Piece = @import("piece.zig");
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const Piece = @import("Piece.zig");
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fn checkDrop(grid: Grid, piece: Piece) Piece {
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fn checkDrop(grid: Grid, piece: Piece) Piece {
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var new_piece = piece;
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var new_piece = piece;
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@ -17,7 +17,6 @@ fn checkDrop (grid: Grid, piece: Piece) Piece {
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}
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}
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pub fn moveRight(grid: Grid, piece: Piece) Piece {
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pub fn moveRight(grid: Grid, piece: Piece) Piece {
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var new_piece = piece;
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var new_piece = piece;
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new_piece.col += 1;
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new_piece.col += 1;
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if (checkCollision(grid, new_piece)) {
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if (checkCollision(grid, new_piece)) {
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@ -86,7 +85,13 @@ pub fn shadow(grid: Grid, piece: Piece) Piece {
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fn checkCollision(grid: Grid, piece: Piece) bool {
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fn checkCollision(grid: Grid, piece: Piece) bool {
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for (piece.structure) |_, y| {
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for (piece.structure) |_, y| {
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for (piece.structure[y]) |_, x| {
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for (piece.structure[y]) |_, x| {
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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))) {
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if (piece.structure[y][x] and
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((@intCast(i32, x) + piece.col > Grid.ncolumns - 1) or
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(@intCast(i32, x) + piece.col < 0) or
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(@intCast(i32, y) + piece.row > Grid.nrows - 1) or
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(@intCast(i32, y) + piece.row < 0) or
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(!grid.cells[@intCast(usize, piece.row + @intCast(i32, y))][@intCast(usize, piece.col + @intCast(i32, x))].free)))
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{
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return true;
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return true;
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}
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}
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}
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}
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@ -117,26 +122,54 @@ pub fn kick(grid: Grid, piece: Piece, prev_piece: Piece) Piece {
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var new_piece = piece;
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var new_piece = piece;
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// Test 1
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// Test 1
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if (!checkCollision(grid, new_piece)) return new_piece;
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if (!checkCollision(grid, new_piece)) {
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// T TWIST DETECTION
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_ = checkTTwist(grid, piece);
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return new_piece;
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}
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var offsets: [4][2]i8 = undefined;
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var offsets: [4][2]i8 = undefined;
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if (piece.piece_type == Piece.Type.i) {
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if (piece.piece_type == Piece.Type.i) {
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if ((prev_stage == Piece.RotStage.init and next_stage == Piece.RotStage.right) or (prev_stage == Piece.RotStage.left and next_stage == Piece.RotStage.flip)) {
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if ((prev_stage == Piece.RotStage.init and
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next_stage == Piece.RotStage.right) or
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(prev_stage == Piece.RotStage.left and
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next_stage == Piece.RotStage.flip))
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{
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offsets = .{ .{ -2, 0 }, .{ 1, 0 }, .{ -2, 1 }, .{ 1, -2 } };
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offsets = .{ .{ -2, 0 }, .{ 1, 0 }, .{ -2, 1 }, .{ 1, -2 } };
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} else if ((prev_stage == Piece.RotStage.right and next_stage == Piece.RotStage.init) or (prev_stage == Piece.RotStage.flip and next_stage == Piece.RotStage.left)) {
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} else if ((prev_stage == Piece.RotStage.right and
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next_stage == Piece.RotStage.init) or
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(prev_stage == Piece.RotStage.flip and
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next_stage == Piece.RotStage.left))
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{
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offsets = .{ .{ 2, 0 }, .{ -1, 0 }, .{ 2, -1 }, .{ -1, 2 } };
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offsets = .{ .{ 2, 0 }, .{ -1, 0 }, .{ 2, -1 }, .{ -1, 2 } };
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} else if ((prev_stage == Piece.RotStage.right and next_stage == Piece.RotStage.flip) or (prev_stage == Piece.RotStage.init and next_stage == Piece.RotStage.left)) {
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} else if ((prev_stage == Piece.RotStage.right and
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next_stage == Piece.RotStage.flip) or
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(prev_stage == Piece.RotStage.init and
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next_stage == Piece.RotStage.left))
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{
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offsets = .{ .{ -1, 0 }, .{ 2, 0 }, .{ -1, -2 }, .{ 2, 1 } };
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offsets = .{ .{ -1, 0 }, .{ 2, 0 }, .{ -1, -2 }, .{ 2, 1 } };
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} else {
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} else {
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offsets = .{ .{ 1, 0 }, .{ -2, 0 }, .{ 1, 2 }, .{ -2, -1 } };
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offsets = .{ .{ 1, 0 }, .{ -2, 0 }, .{ 1, 2 }, .{ -2, -1 } };
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}
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}
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} else {
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} else {
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if ((prev_stage == Piece.RotStage.init and next_stage == Piece.RotStage.right) or (prev_stage == Piece.RotStage.flip and next_stage == Piece.RotStage.right)) {
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if ((prev_stage == Piece.RotStage.init and
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next_stage == Piece.RotStage.right) or
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(prev_stage == Piece.RotStage.flip and
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next_stage == Piece.RotStage.right))
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{
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offsets = .{ .{ -1, 0 }, .{ -1, -1 }, .{ 0, 2 }, .{ -1, 2 } };
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offsets = .{ .{ -1, 0 }, .{ -1, -1 }, .{ 0, 2 }, .{ -1, 2 } };
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} else if ((prev_stage == Piece.RotStage.right and next_stage == Piece.RotStage.init) or (prev_stage == Piece.RotStage.right and next_stage == Piece.RotStage.flip)) {
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} else if ((prev_stage == Piece.RotStage.right and
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next_stage == Piece.RotStage.init) or
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(prev_stage == Piece.RotStage.right and
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next_stage == Piece.RotStage.flip))
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{
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offsets = .{ .{ 1, 0 }, .{ 1, 1 }, .{ 0, -2 }, .{ 1, -2 } };
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offsets = .{ .{ 1, 0 }, .{ 1, 1 }, .{ 0, -2 }, .{ 1, -2 } };
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} else if ((prev_stage == Piece.RotStage.flip and next_stage == Piece.RotStage.left) or (prev_stage == Piece.RotStage.init and next_stage == Piece.RotStage.left)) {
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} else if ((prev_stage == Piece.RotStage.flip and
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next_stage == Piece.RotStage.left) or
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(prev_stage == Piece.RotStage.init and
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next_stage == Piece.RotStage.left))
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{
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offsets = .{ .{ 1, 0 }, .{ 1, -1 }, .{ 0, 2 }, .{ 1, 2 } };
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offsets = .{ .{ 1, 0 }, .{ 1, -1 }, .{ 0, 2 }, .{ 1, 2 } };
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} else {
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} else {
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offsets = .{ .{ -1, 0 }, .{ -1, 1 }, .{ 0, -2 }, .{ -1, -2 } };
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offsets = .{ .{ -1, 0 }, .{ -1, 1 }, .{ 0, -2 }, .{ -1, -2 } };
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@ -148,10 +181,54 @@ pub fn kick(grid: Grid, piece: Piece, prev_piece: Piece) Piece {
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for (offsets) |offset| {
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for (offsets) |offset| {
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new_piece.col += offset[0];
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new_piece.col += offset[0];
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new_piece.row += offset[1];
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new_piece.row += offset[1];
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if (!checkCollision(grid, new_piece)) return new_piece;
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if (!checkCollision(grid, new_piece)) {
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// T TWIST DETECTION
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_ = checkTTwist(grid, piece);
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return new_piece;
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}
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new_piece.col -= offset[0];
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new_piece.col -= offset[0];
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new_piece.row -= offset[1];
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new_piece.row -= offset[1];
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}
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}
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return prev_piece;
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return prev_piece;
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}
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}
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fn checkTTwist(grid: Grid, piece: Piece) bool {
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if (piece.piece_type == Piece.Type.t) {
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var diagonals: u8 = 0;
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// [x][-][-]
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// [-][-][-]
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// [-][-][-]
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//
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// [-][-][-]
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// [-][-][-]
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// [x][-][-]
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//
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// [-][-][x]
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// [-][-][-]
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// [-][-][-]
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//
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// [-][-][-]
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// [-][-][-]
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// [-][-][x]
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//
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const rows = [_]i32{ 0, 2, 0, 2 };
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const cols = [_]i32{ 0, 0, 2, 2 };
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for (rows) |_, i| {
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var row = piece.row + rows[i];
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var col = piece.col + cols[i];
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if ((row > 0 and row < Grid.nrows and col > 0 and col < Grid.ncolumns) and
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!grid.cells[@intCast(usize, row)][@intCast(usize, col)].free)
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{
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std.debug.print("Hit\n", .{});
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diagonals += 1;
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}
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}
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if (diagonals > 2) {
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std.debug.print("T-Twist\n", .{});
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return true;
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}
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}
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return false;
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}
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@ -1,10 +1,11 @@
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const SDL = @import("sdl2");
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const SDL = @import("sdl2");
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const Game = @import("game.zig");
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const Game = @import("Game.zig");
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const Bag = @import("bag.zig");
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const Bag = @import("Bag.zig");
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const Grid = @import("grid.zig");
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const Grid = @import("Grid.zig");
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const Piece = @import("piece.zig");
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const Piece = @import("Piece.zig");
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const Color = @import("color.zig");
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const color = @import("color.zig");
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pub fn renderBag(game: Game) void {
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pub fn renderBag(game: Game) void {
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const pos_x = game.grid_pos_x + ((Grid.ncolumns + 1) * game.grid_cell_size);
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const pos_x = game.grid_pos_x + ((Grid.ncolumns + 1) * game.grid_cell_size);
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