-
Notifications
You must be signed in to change notification settings - Fork 8
/
Tetris.cpp
389 lines (320 loc) · 9.38 KB
/
Tetris.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
// compile
// g++ tetris.cpp -o tetris -lncurses -lrt
#include <iostream>
#include <curses.h>
#include <list>
#include <stdlib.h>
#include <signal.h>
#include <sys/time.h>
#include <time.h>
using namespace std;
// store row, col of a point on the screen
class coord {
public:
int row, col;
};
// a square has a position on the screen and what
// character to display there.
class square {
public:
coord where;
char what;
};
// base class for blocks. there will be specialized
// versions for each of the different shapes.
class block {
public:
int row, col; // position of left-upper corner of the block
list<square> squares; // squares the block is made of
// constructor - shape is a doubly-NULL terminated string, where
// each row of the block is terminated by a single NULL character.
block(char *shape, int gameWidth) {
// by default start in the top middle of the screen
row = 0;
col = gameWidth/2;
// scan through the shape to pull squares
// out of it.
int r=0, c = 0;
bool lastWasNull = false;
square sq;
for(int i=0; ; i++) {
if (shape[i] == '\0') {
if (lastWasNull) break; // two NULL's in a row, we're done.
else {
// one NULL - go to the next row.
lastWasNull = true;
r++; c=0;
continue;
}
}
lastWasNull = false; // not a NULL
// if not a space, put a new square for this in our list of squares
if (shape[i] != ' ') {
sq.where.row = r; sq.where.col = c;
sq.what = shape[i];
squares.push_back(sq);
}
c++; // move over one column.
}
}
// display the block on the screen, or erase it from the screen.
// note: displayBlock(win); is the same as displayBlock(win, true);
void displayBlock(WINDOW *win, bool yes=true) {
// go through list of blocks and draw each one.
for(list<square>::iterator it= squares.begin(); it != squares.end(); ++it) {
if (yes)
mvwprintw(win, row + it->where.row, col + it->where.col, "%c", it->what);
else
mvwprintw(win, row + it->where.row, col + it->where.col, " ");
}
}
// move block down
void moveDown(WINDOW *win) {
// first draw blanks where I was before.
displayBlock(win, false);
row++;
// now redraw where I am now.
displayBlock(win, true);
}
// move block to the left
void moveLeft(WINDOW *win) {
// first draw blanks where I was before.
displayBlock(win, false);
col--;
// now redraw where I am now.
displayBlock(win, true);
}
// move block to the right
void moveRight(WINDOW *win) {
// first draw blanks where I was before.
displayBlock(win, false);
col++;
// now redraw where I am now.
displayBlock(win, true);
}
};
// the specialized block classes. each one
// calls the block constructor with a different
// shape. otherwise, they're all the same and just
// use the inherited methods and variables from block.
class blockT : public block {
public:
blockT(int gameWidth) :
block((char *)
" t \0"
"ttt\0", gameWidth) {
}
};
class block_ : public block {
public:
block_(int gameWidth) :
block((char *)
"====\0", gameWidth) {
}
};
class blockL : public block {
public:
blockL(int gameWidth) :
block((char *)
"l \0"
"lll\0", gameWidth) {
}
};
class block7 : public block {
public:
block7(int gameWidth) :
block((char *)
" 7\0"
"777\0", gameWidth) {
}
};
class block2 : public block {
public:
block2(int gameWidth) :
block((char *)
" 22\0"
"22 \0", gameWidth) {
}
};
class blockZ: public block {
public:
blockZ(int gameWidth) :
block((char *)
"zz \0"
" zz\0", gameWidth) {
}
};
class block0 : public block {
public:
block0(int gameWidth) :
block((char *)
"00\0"
"00\0", gameWidth) {
}
};
// function to create a new random block and
// return a pointer to it. gameWidth is needed
// for the block constructor so it knows where
// the middle of the screen is. which is which
// one to create, which typically is rand()%7
block * newBlock(int which, int gameWidth) {
which = which % 7; // must be 0 - 6 because there are only 7 kinds of blocks
switch (which) {
case 0: return new block0(gameWidth);
case 1: return new blockZ(gameWidth);
case 2: return new block2(gameWidth);
case 3: return new block7(gameWidth);
case 4: return new blockL(gameWidth);
case 5: return new block_(gameWidth);
case 6: return new blockT(gameWidth);
default: return new blockT(gameWidth);
}
}
// signal handler for SIGALRM, defined below.
void alarmFunc(int signal);
// class that stores the blocks for tetris, sets up the game,
// and plays it.
class tetrisGame {
public:
bool timeToMoveDown; // flag set in signal handler when time to move block down.
WINDOW * mainwin;
list<block *> blocks; // list of blocks
int gameWidth, gameHeight;
// constructor - save the width and height for the game.
tetrisGame(int width, int height) {
gameWidth = width;
gameHeight = height;
timeToMoveDown = false;
}
// do curses stuff to get the window ready before play.
bool setupWindow() {
mainwin = initscr(); // create the curses window
keypad(mainwin, TRUE); // handle arrow and other special keys
noecho(); // we'll choose where to display typed characters
cbreak(); // give us characters before they type enter
curs_set(0); // do not display cursor.
if (mainwin == NULL) {
printf("Error initializing screen with ncurses.\n");
return false;
}
//halfdelay(1); // when getch is called, wait 1 tenth
nodelay(mainwin, TRUE); // make getch not wait at all when it's called.
// if there is no character, it returns ERR immediately.
// bottom of the screen
for(int c=0;c<gameWidth+2;c++)
mvprintw(gameHeight,c,"_");
// left and right of the screen
for(int r=0; r < gameHeight;r++) {
mvprintw(r,0,"|");
mvprintw(r,gameWidth+1,"|");
}
mvprintw(gameHeight+2,0,"Press q to quit.");
return true;
}
// main game-playing loop.
void playGame() {
int ch;
if (! setupWindow()) return;
// first block...
blocks.push_back(newBlock(rand(), gameWidth));
// create a timer that will go off every __ amount of time, to
// tell us to redraw the screen.
// timer will send SIGALRM signal to the program when it "goes off"
timer_t timerID;
struct sigevent sevp;
sevp.sigev_notify = SIGEV_SIGNAL;
sevp.sigev_signo = SIGALRM;
timer_create(CLOCK_REALTIME,&sevp,&timerID);
// tell the OS to call alarmFunc when SIGALRM is recieved by
// the program.
signal(SIGALRM, alarmFunc);
// timer was created above but not turned on yet. Now, turn it
// on and set the interval for how often it goes off.
struct itimerspec timeSpec, oldSpec;
timeSpec.it_interval.tv_sec = 0;
timeSpec.it_interval.tv_nsec = 200000000;
timeSpec.it_value.tv_sec = 0;
timeSpec.it_value.tv_nsec = 200000000;
timer_settime(timerID, 0, &timeSpec, &oldSpec);
ch = getch();
block * b;
while (ch != 'q') { // q to quit
// note: the below mostly looks at the last block
// on our list - blocks.back(). That's because
// that will be the "active" block that's moving
// down the screen.
// if time to move block down...
if (timeToMoveDown && blocks.size() > 0) {
b = blocks.back();
if (canDown(b)) // move it down
b->moveDown(mainwin);
else // if can't, leave it there and create a new one
blocks.push_back(newBlock(rand(), gameWidth));
refresh();
timeToMoveDown = false; // reset display flag
}
// if key was pressed, see about moving the block
if ((ch == KEY_LEFT || ch == KEY_RIGHT) &&
blocks.size() > 0) {
b = blocks.back();
if (ch == KEY_LEFT)
if (canLeft(b))
b->moveLeft(mainwin);
if (ch == KEY_RIGHT)
if (canRight(b))
b->moveRight(mainwin);
refresh();
}
ch = getch();
}
// when we're done, clean up so the screen will look
// right again after the program closes.
delwin(mainwin);
endwin();
refresh();
}
// can the given block be moved by the given change in row and column?
bool canMove(block *b, int deltaR, int deltaC) {
// for each square of the b block...
for(list<square>::iterator it= b->squares.begin();
it != b->squares.end(); ++it) {
// new location for that square
int newR = b->row + it->where.row + deltaR,
newC = b->col + it->where.col + deltaC;
// would it go off the screen?
if (newC < 1 || newC > gameWidth ||
newR < 0 || newR >= gameHeight) return false;
// would it collide with any other blocks?
for(list<block *>::iterator itt= blocks.begin();
itt != blocks.end(); ++itt) {
block *otherB = *itt;
if (otherB == b) continue; // don't check if I'll collide with myself
for(list<square>::iterator it2 = otherB->squares.begin();
it2 != otherB->squares.end(); ++it2) {
if (otherB->row + it2->where.row == newR &&
otherB->col + it2->where.col == newC) return false;
}
}
}
return true;
}
bool canDown(block *b) {
return canMove(b, 1,0);
}
bool canRight(block *b) {
return canMove(b, 0,1);
}
bool canLeft(block *b) {
return canMove(b, 0,-1);
}
};
// create the tetris game object
tetrisGame g(10, 20);
void alarmFunc(int signal) {
g.timeToMoveDown = true;
}
int main() {
// and play the game.
g.playGame();
return 0;
}