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OneLoneCoder_Tetris.cpp
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OneLoneCoder_Tetris.cpp
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/*
OneLoneCoder.com - Command Line Tetris
"Put Your Money Where Your Mouth Is" - @Javidx9
License
~~~~~~~
Copyright (C) 2018 Javidx9
This program comes with ABSOLUTELY NO WARRANTY.
This is free software, and you are welcome to redistribute it
under certain conditions; See license for details.
Original works located at:
https://www.github.com/onelonecoder
https://www.onelonecoder.com
https://www.youtube.com/javidx9
GNU GPLv3
https://github.com/OneLoneCoder/videos/blob/master/LICENSE
From Javidx9 :)
~~~~~~~~~~~~~~~
Hello! Ultimately I don't care what you use this for. It's intended to be
educational, and perhaps to the oddly minded - a little bit of fun.
Please hack this, change it and use it in any way you see fit. You acknowledge
that I am not responsible for anything bad that happens as a result of
your actions. However this code is protected by GNU GPLv3, see the license in the
github repo. This means you must attribute me if you use it. You can view this
license here: https://github.com/OneLoneCoder/videos/blob/master/LICENSE
Cheers!
Background
~~~~~~~~~~
I made a video "8-Bits of advice for new programmers" (https://youtu.be/vVRCJ52g5m4)
and suggested that building a tetris clone instead of Dark Sould IV might be a better
approach to learning to code. Tetris is nice as it makes you think about algorithms.
Controls are Arrow keys Left, Right & Down. Use Z to rotate the piece.
You score 25pts per tetronimo, and 2^(number of lines)*100 when you get lines.
Future Modifications
~~~~~~~~~~~~~~~~~~~~
1) Show next block and line counter
Author
~~~~~~
Twitter: @javidx9
Blog: www.onelonecoder.com
Video:
~~~~~~
https://youtu.be/8OK8_tHeCIA
Last Updated: 30/03/2017
*/
#include <iostream>
#include <thread>
#include <vector>
using namespace std;
#include <stdio.h>
#include <Windows.h>
int nScreenWidth = 80; // Console Screen Size X (columns)
int nScreenHeight = 30; // Console Screen Size Y (rows)
wstring tetromino[7];
int nFieldWidth = 12;
int nFieldHeight = 18;
unsigned char *pField = nullptr;
int Rotate(int px, int py, int r)
{
int pi = 0;
switch (r % 4)
{
case 0: // 0 degrees // 0 1 2 3
pi = py * 4 + px; // 4 5 6 7
break; // 8 9 10 11
//12 13 14 15
case 1: // 90 degrees //12 8 4 0
pi = 12 + py - (px * 4); //13 9 5 1
break; //14 10 6 2
//15 11 7 3
case 2: // 180 degrees //15 14 13 12
pi = 15 - (py * 4) - px; //11 10 9 8
break; // 7 6 5 4
// 3 2 1 0
case 3: // 270 degrees // 3 7 11 15
pi = 3 - py + (px * 4); // 2 6 10 14
break; // 1 5 9 13
} // 0 4 8 12
return pi;
}
bool DoesPieceFit(int nTetromino, int nRotation, int nPosX, int nPosY)
{
// All Field cells >0 are occupied
for (int px = 0; px < 4; px++)
for (int py = 0; py < 4; py++)
{
// Get index into piece
int pi = Rotate(px, py, nRotation);
// Get index into field
int fi = (nPosY + py) * nFieldWidth + (nPosX + px);
// Check that test is in bounds. Note out of bounds does
// not necessarily mean a fail, as the long vertical piece
// can have cells that lie outside the boundary, so we'll
// just ignore them
if (nPosX + px >= 0 && nPosX + px < nFieldWidth)
{
if (nPosY + py >= 0 && nPosY + py < nFieldHeight)
{
// In Bounds so do collision check
if (tetromino[nTetromino][pi] != L'.' && pField[fi] != 0)
return false; // fail on first hit
}
}
}
return true;
}
int main()
{
// Create Screen Buffer
wchar_t *screen = new wchar_t[nScreenWidth*nScreenHeight];
for (int i = 0; i < nScreenWidth*nScreenHeight; i++) screen[i] = L' ';
HANDLE hConsole = CreateConsoleScreenBuffer(GENERIC_READ | GENERIC_WRITE, 0, NULL, CONSOLE_TEXTMODE_BUFFER, NULL);
SetConsoleActiveScreenBuffer(hConsole);
DWORD dwBytesWritten = 0;
tetromino[0].append(L"..X...X...X...X."); // Tetronimos 4x4
tetromino[1].append(L"..X..XX...X.....");
tetromino[2].append(L".....XX..XX.....");
tetromino[3].append(L"..X..XX..X......");
tetromino[4].append(L".X...XX...X.....");
tetromino[5].append(L".X...X...XX.....");
tetromino[6].append(L"..X...X..XX.....");
pField = new unsigned char[nFieldWidth*nFieldHeight]; // Create play field buffer
for (int x = 0; x < nFieldWidth; x++) // Board Boundary
for (int y = 0; y < nFieldHeight; y++)
pField[y*nFieldWidth + x] = (x == 0 || x == nFieldWidth - 1 || y == nFieldHeight - 1) ? 9 : 0;
// Game Logic
bool bKey[4];
int nCurrentPiece = 0;
int nCurrentRotation = 0;
int nCurrentX = nFieldWidth / 2;
int nCurrentY = 0;
int nSpeed = 20;
int nSpeedCount = 0;
bool bForceDown = false;
bool bRotateHold = true;
int nPieceCount = 0;
int nScore = 0;
vector<int> vLines;
bool bGameOver = false;
while (!bGameOver) // Main Loop
{
// Timing =======================
this_thread::sleep_for(50ms); // Small Step = 1 Game Tick
nSpeedCount++;
bForceDown = (nSpeedCount == nSpeed);
// Input ========================
for (int k = 0; k < 4; k++) // R L D Z
bKey[k] = (0x8000 & GetAsyncKeyState((unsigned char)("\x27\x25\x28Z"[k]))) != 0;
// Game Logic ===================
// Handle player movement
nCurrentX += (bKey[0] && DoesPieceFit(nCurrentPiece, nCurrentRotation, nCurrentX + 1, nCurrentY)) ? 1 : 0;
nCurrentX -= (bKey[1] && DoesPieceFit(nCurrentPiece, nCurrentRotation, nCurrentX - 1, nCurrentY)) ? 1 : 0;
nCurrentY += (bKey[2] && DoesPieceFit(nCurrentPiece, nCurrentRotation, nCurrentX, nCurrentY + 1)) ? 1 : 0;
// Rotate, but latch to stop wild spinning
if (bKey[3])
{
nCurrentRotation += (bRotateHold && DoesPieceFit(nCurrentPiece, nCurrentRotation + 1, nCurrentX, nCurrentY)) ? 1 : 0;
bRotateHold = false;
}
else
bRotateHold = true;
// Force the piece down the playfield if it's time
if (bForceDown)
{
// Update difficulty every 50 pieces
nSpeedCount = 0;
nPieceCount++;
if (nPieceCount % 50 == 0)
if (nSpeed >= 10) nSpeed--;
// Test if piece can be moved down
if (DoesPieceFit(nCurrentPiece, nCurrentRotation, nCurrentX, nCurrentY + 1))
nCurrentY++; // It can, so do it!
else
{
// It can't! Lock the piece in place
for (int px = 0; px < 4; px++)
for (int py = 0; py < 4; py++)
if (tetromino[nCurrentPiece][Rotate(px, py, nCurrentRotation)] != L'.')
pField[(nCurrentY + py) * nFieldWidth + (nCurrentX + px)] = nCurrentPiece + 1;
// Check for lines
for (int py = 0; py < 4; py++)
if(nCurrentY + py < nFieldHeight - 1)
{
bool bLine = true;
for (int px = 1; px < nFieldWidth - 1; px++)
bLine &= (pField[(nCurrentY + py) * nFieldWidth + px]) != 0;
if (bLine)
{
// Remove Line, set to =
for (int px = 1; px < nFieldWidth - 1; px++)
pField[(nCurrentY + py) * nFieldWidth + px] = 8;
vLines.push_back(nCurrentY + py);
}
}
nScore += 25;
if(!vLines.empty()) nScore += (1 << vLines.size()) * 100;
// Pick New Piece
nCurrentX = nFieldWidth / 2;
nCurrentY = 0;
nCurrentRotation = 0;
nCurrentPiece = rand() % 7;
// If piece does not fit straight away, game over!
bGameOver = !DoesPieceFit(nCurrentPiece, nCurrentRotation, nCurrentX, nCurrentY);
}
}
// Display ======================
// Draw Field
for (int x = 0; x < nFieldWidth; x++)
for (int y = 0; y < nFieldHeight; y++)
screen[(y + 2)*nScreenWidth + (x + 2)] = L" ABCDEFG=#"[pField[y*nFieldWidth + x]];
// Draw Current Piece
for (int px = 0; px < 4; px++)
for (int py = 0; py < 4; py++)
if (tetromino[nCurrentPiece][Rotate(px, py, nCurrentRotation)] != L'.')
screen[(nCurrentY + py + 2)*nScreenWidth + (nCurrentX + px + 2)] = nCurrentPiece + 65;
// Draw Score
swprintf_s(&screen[2 * nScreenWidth + nFieldWidth + 6], 16, L"SCORE: %8d", nScore);
// Animate Line Completion
if (!vLines.empty())
{
// Display Frame (cheekily to draw lines)
WriteConsoleOutputCharacter(hConsole, screen, nScreenWidth * nScreenHeight, { 0,0 }, &dwBytesWritten);
this_thread::sleep_for(400ms); // Delay a bit
for (auto &v : vLines)
for (int px = 1; px < nFieldWidth - 1; px++)
{
for (int py = v; py > 0; py--)
pField[py * nFieldWidth + px] = pField[(py - 1) * nFieldWidth + px];
pField[px] = 0;
}
vLines.clear();
}
// Display Frame
WriteConsoleOutputCharacter(hConsole, screen, nScreenWidth * nScreenHeight, { 0,0 }, &dwBytesWritten);
}
// Oh Dear
CloseHandle(hConsole);
cout << "Game Over!! Score:" << nScore << endl;
system("pause");
return 0;
}