Tetris Base Game

Dependencies:   4DGL-uLCD-SE SDFileSystem mbed-rtos mbed wave_player

Committer:
jsanchez307
Date:
Wed Nov 30 21:57:25 2022 +0000
Revision:
0:1858f2b100fd
Tetris Skeleton V 1.0

Who changed what in which revision?

UserRevisionLine numberNew contents of line
jsanchez307 0:1858f2b100fd 1 #include "Board.h"
jsanchez307 0:1858f2b100fd 2
jsanchez307 0:1858f2b100fd 3 /*
jsanchez307 0:1858f2b100fd 4 ==================
jsanchez307 0:1858f2b100fd 5 Init
jsanchez307 0:1858f2b100fd 6 ==================
jsanchez307 0:1858f2b100fd 7 */
jsanchez307 0:1858f2b100fd 8 Board::Board (Pieces *pPieces, int pScreenHeight)
jsanchez307 0:1858f2b100fd 9 {
jsanchez307 0:1858f2b100fd 10 // Get the screen height
jsanchez307 0:1858f2b100fd 11 mScreenHeight = pScreenHeight;
jsanchez307 0:1858f2b100fd 12
jsanchez307 0:1858f2b100fd 13 // Get the pointer to the pieces class
jsanchez307 0:1858f2b100fd 14 mPieces = pPieces;
jsanchez307 0:1858f2b100fd 15
jsanchez307 0:1858f2b100fd 16 //Init the board blocks with free positions
jsanchez307 0:1858f2b100fd 17 InitBoard();
jsanchez307 0:1858f2b100fd 18 }
jsanchez307 0:1858f2b100fd 19
jsanchez307 0:1858f2b100fd 20 /*
jsanchez307 0:1858f2b100fd 21 ======================================
jsanchez307 0:1858f2b100fd 22 Init the board blocks with free positions
jsanchez307 0:1858f2b100fd 23 ======================================
jsanchez307 0:1858f2b100fd 24 */
jsanchez307 0:1858f2b100fd 25 void Board::InitBoard()
jsanchez307 0:1858f2b100fd 26 {
jsanchez307 0:1858f2b100fd 27 for (int i = 0; i < BOARD_WIDTH; i++)
jsanchez307 0:1858f2b100fd 28 for (int j = 0; j < BOARD_HEIGHT; j++)
jsanchez307 0:1858f2b100fd 29 mBoard[i][j] = POS_FREE;
jsanchez307 0:1858f2b100fd 30 }
jsanchez307 0:1858f2b100fd 31
jsanchez307 0:1858f2b100fd 32 /*
jsanchez307 0:1858f2b100fd 33 ======================================
jsanchez307 0:1858f2b100fd 34 Store a piece in the board by filling the blocks
jsanchez307 0:1858f2b100fd 35
jsanchez307 0:1858f2b100fd 36 Parameters:
jsanchez307 0:1858f2b100fd 37
jsanchez307 0:1858f2b100fd 38 >> pX: Horizontal position in blocks
jsanchez307 0:1858f2b100fd 39 >> pY: Vertical position in blocks
jsanchez307 0:1858f2b100fd 40 >> pPiece: Piece to draw
jsanchez307 0:1858f2b100fd 41 >> pRotation: 1 of the 4 possible rotations
jsanchez307 0:1858f2b100fd 42 ======================================
jsanchez307 0:1858f2b100fd 43 */
jsanchez307 0:1858f2b100fd 44 void Board::StorePiece (int pX, int pY, int pPiece, int pRotation)
jsanchez307 0:1858f2b100fd 45 {
jsanchez307 0:1858f2b100fd 46 // Store each block of the piece into the board
jsanchez307 0:1858f2b100fd 47 for (int i1 = pX, i2 = 0; i1 < pX + PIECE_BLOCKS; i1++, i2++)
jsanchez307 0:1858f2b100fd 48 {
jsanchez307 0:1858f2b100fd 49 for (int j1 = pY, j2 = 0; j1 < pY + PIECE_BLOCKS; j1++, j2++)
jsanchez307 0:1858f2b100fd 50 {
jsanchez307 0:1858f2b100fd 51 // Store only the blocks of the piece that are not holes
jsanchez307 0:1858f2b100fd 52 if (mPieces->GetBlockType (pPiece, pRotation, j2, i2) != 0)
jsanchez307 0:1858f2b100fd 53 mBoard[i1][j1] = POS_FILLED;
jsanchez307 0:1858f2b100fd 54 }
jsanchez307 0:1858f2b100fd 55 }
jsanchez307 0:1858f2b100fd 56 }
jsanchez307 0:1858f2b100fd 57
jsanchez307 0:1858f2b100fd 58 /*
jsanchez307 0:1858f2b100fd 59 ======================================
jsanchez307 0:1858f2b100fd 60 Check if the game is over becase a piece have achived the upper position
jsanchez307 0:1858f2b100fd 61
jsanchez307 0:1858f2b100fd 62 Returns true or false
jsanchez307 0:1858f2b100fd 63 ======================================
jsanchez307 0:1858f2b100fd 64 */
jsanchez307 0:1858f2b100fd 65 bool Board::IsGameOver()
jsanchez307 0:1858f2b100fd 66 {
jsanchez307 0:1858f2b100fd 67 //If the first line has blocks, then, game over
jsanchez307 0:1858f2b100fd 68 for (int i = 0; i < BOARD_WIDTH; i++)
jsanchez307 0:1858f2b100fd 69 {
jsanchez307 0:1858f2b100fd 70 if (mBoard[i][0] == POS_FILLED) return true;
jsanchez307 0:1858f2b100fd 71 }
jsanchez307 0:1858f2b100fd 72
jsanchez307 0:1858f2b100fd 73 return false;
jsanchez307 0:1858f2b100fd 74 }
jsanchez307 0:1858f2b100fd 75
jsanchez307 0:1858f2b100fd 76 /*
jsanchez307 0:1858f2b100fd 77 ======================================
jsanchez307 0:1858f2b100fd 78 Delete a line of the board by moving all above lines down
jsanchez307 0:1858f2b100fd 79
jsanchez307 0:1858f2b100fd 80 Parameters:
jsanchez307 0:1858f2b100fd 81
jsanchez307 0:1858f2b100fd 82 >> pY: Vertical position in blocks of the line to delete
jsanchez307 0:1858f2b100fd 83 ======================================
jsanchez307 0:1858f2b100fd 84 */
jsanchez307 0:1858f2b100fd 85 void Board::DeleteLine (int pY)
jsanchez307 0:1858f2b100fd 86 {
jsanchez307 0:1858f2b100fd 87 // Moves all the upper lines one row down
jsanchez307 0:1858f2b100fd 88 for (int j = pY; j > 0; j--)
jsanchez307 0:1858f2b100fd 89 {
jsanchez307 0:1858f2b100fd 90 for (int i = 0; i < BOARD_WIDTH; i++)
jsanchez307 0:1858f2b100fd 91 {
jsanchez307 0:1858f2b100fd 92 mBoard[i][j] = mBoard[i][j-1];
jsanchez307 0:1858f2b100fd 93 }
jsanchez307 0:1858f2b100fd 94 }
jsanchez307 0:1858f2b100fd 95 }
jsanchez307 0:1858f2b100fd 96
jsanchez307 0:1858f2b100fd 97 /*
jsanchez307 0:1858f2b100fd 98 ======================================
jsanchez307 0:1858f2b100fd 99 Delete all the lines that should be removed
jsanchez307 0:1858f2b100fd 100 ======================================
jsanchez307 0:1858f2b100fd 101 */
jsanchez307 0:1858f2b100fd 102 int Board::DeletePossibleLines ()
jsanchez307 0:1858f2b100fd 103 {
jsanchez307 0:1858f2b100fd 104 int count =0;
jsanchez307 0:1858f2b100fd 105 for (int j = 0; j < BOARD_HEIGHT; j++)
jsanchez307 0:1858f2b100fd 106 {
jsanchez307 0:1858f2b100fd 107 int i = 0;
jsanchez307 0:1858f2b100fd 108 while (i < BOARD_WIDTH)
jsanchez307 0:1858f2b100fd 109 {
jsanchez307 0:1858f2b100fd 110 if (mBoard[i][j] != POS_FILLED) break;
jsanchez307 0:1858f2b100fd 111 i++;
jsanchez307 0:1858f2b100fd 112 }
jsanchez307 0:1858f2b100fd 113
jsanchez307 0:1858f2b100fd 114 if (i == BOARD_WIDTH)
jsanchez307 0:1858f2b100fd 115 {
jsanchez307 0:1858f2b100fd 116 DeleteLine (j);
jsanchez307 0:1858f2b100fd 117 count++;
jsanchez307 0:1858f2b100fd 118 }
jsanchez307 0:1858f2b100fd 119 }
jsanchez307 0:1858f2b100fd 120 return count;
jsanchez307 0:1858f2b100fd 121 }
jsanchez307 0:1858f2b100fd 122
jsanchez307 0:1858f2b100fd 123 /*
jsanchez307 0:1858f2b100fd 124 ======================================
jsanchez307 0:1858f2b100fd 125 Returns 1 (true) if the this block of the board is empty, 0 if it is filled
jsanchez307 0:1858f2b100fd 126
jsanchez307 0:1858f2b100fd 127 Parameters:
jsanchez307 0:1858f2b100fd 128
jsanchez307 0:1858f2b100fd 129 >> pX: Horizontal position in blocks
jsanchez307 0:1858f2b100fd 130 >> pY: Vertical position in blocks
jsanchez307 0:1858f2b100fd 131 ======================================
jsanchez307 0:1858f2b100fd 132 */
jsanchez307 0:1858f2b100fd 133 bool Board::IsFreeBlock (int pX, int pY)
jsanchez307 0:1858f2b100fd 134 {
jsanchez307 0:1858f2b100fd 135 if (mBoard [pX][pY] == POS_FREE) return true; else return false;
jsanchez307 0:1858f2b100fd 136 }
jsanchez307 0:1858f2b100fd 137
jsanchez307 0:1858f2b100fd 138 /*
jsanchez307 0:1858f2b100fd 139 ======================================
jsanchez307 0:1858f2b100fd 140 Returns the horizontal position (isn pixels) of the block given like parameter
jsanchez307 0:1858f2b100fd 141
jsanchez307 0:1858f2b100fd 142 Parameters:
jsanchez307 0:1858f2b100fd 143
jsanchez307 0:1858f2b100fd 144 >> pPos: Horizontal position of the block in the board
jsanchez307 0:1858f2b100fd 145 ======================================
jsanchez307 0:1858f2b100fd 146 */
jsanchez307 0:1858f2b100fd 147 int Board::GetXPosInPixels (int pPos)
jsanchez307 0:1858f2b100fd 148 {
jsanchez307 0:1858f2b100fd 149 return ( ( BOARD_POSITION - (BLOCK_SIZE * (BOARD_WIDTH / 2)) ) + (pPos * BLOCK_SIZE) );
jsanchez307 0:1858f2b100fd 150 }
jsanchez307 0:1858f2b100fd 151
jsanchez307 0:1858f2b100fd 152 /*
jsanchez307 0:1858f2b100fd 153 ======================================
jsanchez307 0:1858f2b100fd 154 Returns the vertical position (in pixels) of the block given like parameter
jsanchez307 0:1858f2b100fd 155
jsanchez307 0:1858f2b100fd 156 Parameters:
jsanchez307 0:1858f2b100fd 157
jsanchez307 0:1858f2b100fd 158 >> pPos: Horizontal position of the block in the board
jsanchez307 0:1858f2b100fd 159 ======================================
jsanchez307 0:1858f2b100fd 160 */
jsanchez307 0:1858f2b100fd 161 int Board::GetYPosInPixels (int pPos)
jsanchez307 0:1858f2b100fd 162 {
jsanchez307 0:1858f2b100fd 163 return ( (mScreenHeight - (BLOCK_SIZE * BOARD_HEIGHT)) + (pPos * BLOCK_SIZE) );
jsanchez307 0:1858f2b100fd 164 }
jsanchez307 0:1858f2b100fd 165
jsanchez307 0:1858f2b100fd 166 /*
jsanchez307 0:1858f2b100fd 167 ======================================
jsanchez307 0:1858f2b100fd 168 Check if the piece can be stored at this position without any collision
jsanchez307 0:1858f2b100fd 169 Returns true if the movement is possible, false if it not possible
jsanchez307 0:1858f2b100fd 170
jsanchez307 0:1858f2b100fd 171 Parameters:
jsanchez307 0:1858f2b100fd 172
jsanchez307 0:1858f2b100fd 173 >> pX: Horizontal position in blocks
jsanchez307 0:1858f2b100fd 174 >> pY: Vertical position in blocks
jsanchez307 0:1858f2b100fd 175 >> pPiece: Piece to draw
jsanchez307 0:1858f2b100fd 176 >> pRotation: 1 of the 4 possible rotations
jsanchez307 0:1858f2b100fd 177 ======================================
jsanchez307 0:1858f2b100fd 178 */
jsanchez307 0:1858f2b100fd 179 bool Board::IsPossibleMovement (int pX, int pY, int pPiece, int pRotation)
jsanchez307 0:1858f2b100fd 180 {
jsanchez307 0:1858f2b100fd 181 // Checks collision with pieces already stored in the board or the board limits
jsanchez307 0:1858f2b100fd 182 // This is just to check the 5x5 blocks of a piece with the appropiate area in the board
jsanchez307 0:1858f2b100fd 183 for (int i1 = pX, i2 = 0; i1 < pX + PIECE_BLOCKS; i1++, i2++)
jsanchez307 0:1858f2b100fd 184 {
jsanchez307 0:1858f2b100fd 185 for (int j1 = pY, j2 = 0; j1 < pY + PIECE_BLOCKS; j1++, j2++)
jsanchez307 0:1858f2b100fd 186 {
jsanchez307 0:1858f2b100fd 187 // Check if the piece is outside the limits of the board
jsanchez307 0:1858f2b100fd 188 if ( i1 < 0 ||
jsanchez307 0:1858f2b100fd 189 i1 > BOARD_WIDTH - 1 ||
jsanchez307 0:1858f2b100fd 190 j1 > BOARD_HEIGHT - 1)
jsanchez307 0:1858f2b100fd 191 {
jsanchez307 0:1858f2b100fd 192 if (mPieces->GetBlockType (pPiece, pRotation, j2, i2) != 0)
jsanchez307 0:1858f2b100fd 193 return 0;
jsanchez307 0:1858f2b100fd 194 }
jsanchez307 0:1858f2b100fd 195
jsanchez307 0:1858f2b100fd 196 // Check if the piece have collisioned with a block already stored in the map
jsanchez307 0:1858f2b100fd 197 if (j1 >= 0)
jsanchez307 0:1858f2b100fd 198 {
jsanchez307 0:1858f2b100fd 199 if ((mPieces->GetBlockType (pPiece, pRotation, j2, i2) != 0) &&
jsanchez307 0:1858f2b100fd 200 (!IsFreeBlock (i1, j1)) )
jsanchez307 0:1858f2b100fd 201 return false;
jsanchez307 0:1858f2b100fd 202 }
jsanchez307 0:1858f2b100fd 203 }
jsanchez307 0:1858f2b100fd 204 }
jsanchez307 0:1858f2b100fd 205
jsanchez307 0:1858f2b100fd 206 // No collision
jsanchez307 0:1858f2b100fd 207 return true;
jsanchez307 0:1858f2b100fd 208 }