Update column.c

This commit is contained in:
Jason Bou-Samra
2024-08-03 10:24:08 +10:00
committed by GitHub
parent 17350280e2
commit a561c89da9
+94 -13
View File
@@ -1,19 +1,90 @@
#include <sodium.h>
#include <stdio.h>
extern int grid [2][18][8];
extern int tile_current[3];
extern int tile_next[3];
/********************
* tile colours *
* empty = 0 *
* pink = 1 *
* green = 2 *
* purple = 3 *
* yellow = 4 *
* orange = 5 *
* cyan = 6 *
* ******************/
int tile_current[3] = {0};
int tile_next[3] = {0};
int mask[2] = {360, 372};
int spr_y[6] = {0, 11, 22, 33, 44, 55};
// =============== game board array
int grid [2][18][8] = {
{
{0, 0, 0, 0, 0, 0, 0, 0}, // colours
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 5, 0, 0, 0, 0, 0},
{0, 0, 1, 0, 0, 0, 0, 0},
{0, 0, 6, 0, 0, 0, 0, 0},
{0, 0, 3, 0, 4, 0, 0, 0},
{0, 0, 5, 0, 3, 0, 0, 0},
{3, 0, 1, 0, 5, 0, 0, 0},
{5, 0, 4, 0, 0, 0, 0, 0},
{6, 0, 3, 0, 2, 0, 0, 6},
{3, 0, 5, 3, 2, 0, 0, 3},
{6, 0, 4, 1, 6, 1, 4, 2},
{4, 0, 5, 2, 4, 2, 3, 2},
{1, 1, 2, 4, 3, 2, 5, 6},
{5, 6, 2, 2, 4, 5, 3, 2},
{4, 1, 4, 4, 1, 1, 4, 1},
{6, 4, 6, 1, 3, 3, 6, 3},
{5, 4, 6, 5, 6, 1, 1, 6},
},
{
{0, 0, 0, 0, 0, 0, 0, 0}, // matches
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0},
}
};
// randomly choose from remaining available columns to drop next brick into
int new_column() {
totcol_avail = 0;
for (i = 0; i < 8; i++) {
for (j = 0; j < 18; j++) {
int new_column(void) {
int colcnt[8] = {0, 0, 0, 0, 0, 0, 0, 0}; // number of empty spaces in each column
int avl; // general counter
int actual_col = 0; // actual absolute column in game panel
int totcol_avail = 0; // keep track of available columns
int randc; // random column number
//totcol_avail = 0;
for (int i = 0; i < 8; i++) {
for (int j = 0; j < 18; j++) {
if (grid[0][j][i] == 0) { colcnt[i]++;} // count empty spaces in each column
}
}
for (i = 0; i < 8; i++) {
for (int i = 0; i < 8; i++) {
if (colcnt[i] > 2) {totcol_avail++;} // count total available columns
}
if (totcol_avail == 0) {
printf("game over\n");} else { // no more columns available
randc = randombytes_uniform(totcol_avail) + 0; // choose random number from available columns
int avl = -1;
for (i = 0; randc != avl; i++) { // translate random num from avail column to actual column
avl = -1;
for (int i = 0; randc != avl; i++) { // translate random num from avail column to actual column
if (colcnt[i] > 2) {avl++;}
actual_col = i; // might need to move this down to next brace
}
@@ -21,18 +92,17 @@ int new_column() {
return actual_col; // return the random column
}
// display brick in relevant row/column of board array
int disp_column(int row, int col) {
for (i = 0; i < 3; i++) {
for (int i = 0; i < 3; i++) {
grid[0][row + i][col] = tile_current[i];
}
return 0;
}
// generate random 3 tile bricks for current and preview
int new_brick () {
for (i = 0; i < 3; i++) {
int new_brick (void) {
for (int i = 0; i < 3; i++) {
tile_current[i] = randombytes_uniform(5) + 1; // brick in play
tile_next[i] = randombytes_uniform(5) + 1; // next brick preview
}
@@ -42,10 +112,21 @@ int new_brick () {
// rotate (cycle) tiles in brick by 1
int rotate_col (void)
{
int temp;
temp = tile_current[0];
int temp = tile_current[0];
tile_current[0] = tile_current[1];
tile_current[1] = tile_current[2];
tile_current[2] = temp;
return 0;
}
// move brick left & right using cursor keys
int move_horiz (void)
{
return 0;
}
// move brick down one place at a time
int move_down (void)
{
return 0;
}