Tetris
Tetris
hpp>
#include <time.h>
using namespace sf;
struct Point
{int x,y;} a[4], b[4];
int figures[7][4] =
{
1,3,5,7, // I
2,4,5,7, // Z
3,5,4,6, // S
3,5,4,7, // T
2,3,5,7, // L
3,5,7,6, // J
2,3,4,5, // O
};
bool check()
{
for (int i=0;i<4;i++)
if (a[i].x<0 || a[i].x>=N || a[i].y>=M) return 0;
else if (field[a[i].y][a[i].x]) return 0;
return 1;
};
int main()
{
srand(time(0));
Texture t1,t2,t3;
t1.loadFromFile("images/tiles.png");
t2.loadFromFile("images/background.png");
t3.loadFromFile("images/frame.png");
Clock clock;
while (window.isOpen())
{
float time = clock.getElapsedTime().asSeconds();
clock.restart();
timer+=time;
Event e;
while (window.pollEvent(e))
{
if (e.type == Event::Closed)
window.close();
if (e.type == Event::KeyPressed)
if (e.key.code==Keyboard::Up) rotate=true;
else if (e.key.code==Keyboard::Left) dx=-1;
else if (e.key.code==Keyboard::Right) dx=1;
}
if (Keyboard::isKeyPressed(Keyboard::Down)) delay=0.05;
//////Rotate//////
if (rotate)
{
Point p = a[1]; //center of rotation
for (int i=0;i<4;i++)
{
int x = a[i].y-p.y;
int y = a[i].x-p.x;
a[i].x = p.x - x;
a[i].y = p.y + y;
}
if (!check()) for (int i=0;i<4;i++) a[i]=b[i];
}
///////Tick//////
if (timer>delay)
{
for (int i=0;i<4;i++) { b[i]=a[i]; a[i].y+=1; }
if (!check())
{
for (int i=0;i<4;i++) field[b[i].y][b[i].x]=colorNum;
colorNum=1+rand()%7;
int n=rand()%7;
for (int i=0;i<4;i++)
{
a[i].x = figures[n][i] % 2;
a[i].y = figures[n][i] / 2;
}
}
timer=0;
}
///////check lines//////////
int k=M-1;
for (int i=M-1;i>0;i--)
{
int count=0;
for (int j=0;j<N;j++)
{
if (field[i][j]) count++;
field[k][j]=field[i][j];
}
if (count<N) k--;
}
/////////draw//////////
window.clear(Color::White);
window.draw(background);
window.draw(frame);
window.display();
}
return 0;
}