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Tetris.cpp
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//Tetris Game
#include <SFML/Graphics.hpp>
#include <time.h>
using namespace sf;
const int M = 20;
const int N = 10;
int field[M][N] = {0};
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));
RenderWindow window(VideoMode(320, 480), "The Game!");
Texture t1,t2,t3;
t1.loadFromFile("images/tiles.png");
t2.loadFromFile("images/background.png");
t3.loadFromFile("images/frame.png");
Sprite s(t1), background(t2), frame(t3);
int dx=0; bool rotate=0; int colorNum=1;
float timer=0,delay=0.3;
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;
//// <- Move -> ///
for (int i=0;i<4;i++) { b[i]=a[i]; a[i].x+=dx; }
if (!check()) for (int i=0;i<4;i++) a[i]=b[i];
//////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--;
}
dx=0; rotate=0; delay=0.3;
/////////draw//////////
window.clear(Color::White);
window.draw(background);
for (int i=0;i<M;i++)
for (int j=0;j<N;j++)
{
if (field[i][j]==0) continue;
s.setTextureRect(IntRect(field[i][j]*18,0,18,18));
s.setPosition(j*18,i*18);
s.move(28,31); //offset
window.draw(s);
}
for (int i=0;i<4;i++)
{
s.setTextureRect(IntRect(colorNum*18,0,18,18));
s.setPosition(a[i].x*18,a[i].y*18);
s.move(28,31); //offset
window.draw(s);
}
window.draw(frame);
window.display();
}
return 0;
}