Update column.c

This commit is contained in:
Jason Bou-Samra
2024-09-28 09:39:10 +10:00
committed by GitHub
parent f767446b74
commit fb9c08fdf3
+37 -11
View File
@@ -15,11 +15,15 @@
* orange = 5 *
* cyan = 6 *
* ******************/
int tile_current[3] = {1, 2, 3};
int tile_next[3] = {5, 5, 5};
int tile_current[3];
int tile_next[3];
int tile_initial[3];
int colcnt[8] = {0, 0, 0, 0, 0, 0, 0, 0}; // number of empty spaces in each column
//////////////////////////////// GAME BOARD ARRAY //////////////////////////
// central to game
int grid [2][18][8] = {
{
{0, 0, 0, 0, 0, 0, 0, 0}, // colours
@@ -64,6 +68,8 @@ int grid [2][18][8] = {
};
///////////////////////////// COUNT COLUMNS ////////////////////////////////
// count available rows in each column
int count_col(void) {
for (int i = 0; i < 8; i++) {
colcnt[i] = 0;
@@ -71,16 +77,17 @@ colcnt[i] = 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
if (grid[0][j][i] == 0) { colcnt[i]++;} // count empty rows in each column
}
}
}
//////////////////////////////// NEW COLUMN //////////////////////////
// randomly choose from remaining available columns to drop next brick into
int new_column(void) {
int avl; // general counter
int actual_col = 0; // actual absolute column in game panel
int actual_col = -1; // actual absolute column in game panel
int totcol_avail = 0; // keep track of available columns
int randc; // random column number
@@ -90,8 +97,7 @@ int new_column(void) {
if (colcnt[i] > 3) {totcol_avail++;} // count total available columns
}
if (totcol_avail == 0) {
printf("game over\n");
restart = true;
game_end = 2; // game over
} else { // no more columns available
randc = randombytes_uniform(totcol_avail) + 0; // choose random number from available columns
avl = -1;
@@ -107,6 +113,7 @@ int new_column(void) {
//////////////////////////////// DISPLAY COLUMN //////////////////////////
// display brick in relevant row/column of board array
int disp_column(int row, int col) {
for (int i = -1; i < 3; i++) {
grid[0][row + i][col] = tile_current[i];
@@ -115,18 +122,34 @@ int new_column(void) {
}
//////////////////////////////// NEW BRICK //////////////////////////
// generate random 3 tile bricks for current and preview
int new_brick(void) {
// generate random 3 tile bricks for initial, current and preview
int next_brick(void) {
for (int i = 0; i < 3; i++) {
tile_current[i] = randombytes_uniform(6) + 1; // brick in play
tile_next[i] = randombytes_uniform(6) + 1; // next brick preview
}
return 0;
}
int current_brick(void) {
for (int i = 0; i < 3; i++) {
tile_current[i] = tile_next[i]; // brick in play (current brick)
}
next_brick();
return 0;
}
int initial_brick(void) {
for (int i = 0; i < 3; i++) {
tile_current[i] = randombytes_uniform(6) + 1; // initial brick
}
return 0;
}
//////////////////////////////// ROTATE COLUMN //////////////////////////
// rotate (cycle) tiles in brick by 1
int rotate_col(void) {
int rotate_col(void) {
int temp = tile_current[0];
tile_current[0] = tile_current[1];
tile_current[1] = tile_current[2];
@@ -136,12 +159,14 @@ int rotate_col(void) {
//////////////////////////////// MOVE HORIZONTALLY //////////////////////////
// move brick left & right using cursor keys
int move_horiz(void) {
return 0;
}
//////////////////////////////// MOVE VERTICALLY //////////////////////////
// move brick down one place at a time
int move_down(void) {
return 0;
}
@@ -162,6 +187,7 @@ int reset(void) {
}
// reset row/column
row = col = 0;
row = -1;
col = 0; // col = new_column();
return 0;
}