Update tetris.cpp

This commit is contained in:
felixalbrigtsen 2020-05-04 23:21:51 +02:00 committed by GitHub
parent 5719c6c8ca
commit 2cacba211c
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
1 changed files with 8 additions and 4 deletions

View File

@ -8,6 +8,7 @@
#include <iostream>
void Tetris::newPiece() {
//Initialize a new piece at the top, and prepare the next.
cury = 0;
curx = (BOARDWIDTH / 2)-1;
curr = 0;
@ -15,6 +16,7 @@ void Tetris::newPiece() {
curPiece = nextPiece;
nextPiece = rand() % 7;
//If the piece being placed exceeds the top of the board
if (staticBoard[BOARDWIDTH*1.5] != 0) { gameOver = true; }
}
@ -30,7 +32,7 @@ void Tetris::init() {
}
std::array<int, BOARDSIZE> Tetris::getBoard() {
//Returns staticboard and the current piece
//Returns staticboard, with the current piece superimposed on it
std::array<int, BOARDSIZE> board = staticBoard;
for (int i = 0; i < 4; i++) {
int xpos = curx + TETROMINOES[curPiece][curr][i][0];
@ -48,6 +50,7 @@ std::array<int, 4> Tetris::getInfo() {
}
void Tetris::clearRows() {
//Scan the lines for full rows. Remove filled lines and give points
int prevlines = lines;
for (int line = 0; line < BOARDHEIGHT; line++) {
@ -74,7 +77,7 @@ void Tetris::clearRows() {
}
}
//Scoring according to the Tetris wikia
switch (lines - prevlines) {
case 1:
points += 40 * (level+1);
@ -105,6 +108,7 @@ bool Tetris::testLanded() {
}
void Tetris::lock() {
//Places the current piece onto the staticboard
for (int i = 0; i < 4; i++) {
int xpos = curx + TETROMINOES[curPiece][curr][i][0];
int ypos = cury + TETROMINOES[curPiece][curr][i][1];
@ -173,7 +177,7 @@ void Tetris::rotate() {
void Tetris::tick(bool keys[], bool fallfast) {
//Main Game Loop
//Takes these inputs:
// keys[] = boolean, true uf these keys are held down, in order: left, right, up, down, space
// keys[] = boolean, true if these keys are held down, in order: left, right, up, down, space
// fall = boolean, true if this is a "gravity tick". Otherwise, only right/left and rotation is performed
if (gameOver) { return; }