This commit is contained in:
Tančáková 2024-05-15 13:21:54 +02:00
parent 1b1a63e78c
commit 23c8325ade
5 changed files with 204 additions and 75 deletions

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#include <stdio.h> CC = gcc
#include <stdlib.h> CFLAGS = -Wall -Wextra -std=c99
#include "world.h"
#define WIDTH 11 all: game
#define HEIGHT 11
typedef enum {EMPTY, CROSS, CIRCLE} Cell; game: game.c world.o
$(CC) $(CFLAGS) -o game game.c world.o
Cell board[HEIGHT][WIDTH] = {EMPTY}; world.o: world.c world.h
$(CC) $(CFLAGS) -c world.c
void draw_board() { clean:
clear_world(); rm -f game world.o
for (int y = 0; y < HEIGHT; ++y) {
for (int x = 0; x < WIDTH; ++x) {
int world_x = x * 2 + 1;
int world_y = y * 2 + 1;
if (board[y][x] == CROSS) {
draw_character('X', world_x, world_y);
} else if (board[y][x] == CIRCLE) {
draw_character('O', world_x, world_y);
}
}
}
refresh_world();
}
int check_win(Cell player) {
// Check rows
for (int y = 0; y < HEIGHT; ++y) {
int count = 0;
for (int x = 0; x < WIDTH; ++x) {
if (board[y][x] == player) {
count++;
} else {
count = 0;
}
if (count == 5) return 1;
}
}
// Check columns
for (int x = 0; x < WIDTH; ++x) {
int count = 0;
for (int y = 0; y < HEIGHT; ++y) {
if (board[y][x] == player) {
count++;
} else {
count = 0;
}
if (count == 5) return 1;
}
}
// TODO: Implement diagonal checks
return 0;
}
int main() {
init_world(2 * WIDTH + 1, 2 * HEIGHT + 1);
draw_board();
int turn = 0;
while (1) {
int x, y;
printf("Player %d's turn. Enter coordinates (x y): ", turn % 2 + 1);
scanf("%d %d", &x, &y);
if (x >= 0 && x < WIDTH && y >= 0 && y < HEIGHT && board[y][x] == EMPTY) {
board[y][x] = (turn % 2 == 0) ? CROSS : CIRCLE;
draw_board();
if (check_win(board[y][x])) {
printf("Player %d wins!\n", turn % 2 + 1);
break;
}
turn++;
} else {
printf("Invalid move. Try again.\n");
}
}
close_world();
return 0;
}

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final/README.md Normal file
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# Tetris Game
## Description
This is a simple implementation of the classic Tetris game. The player controls falling tetrominoes to create complete lines, which then disappear. The game ends when the tetrominoes stack up to the top of the screen.
## How to Build and Run
1. Ensure you have a C compiler installed on your system.
2. Clone the repository and navigate to the directory containing the source code.
3. Compile the game using the provided Makefile:

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final/game.c Normal file
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#include <stdlib.h>
#include <time.h>
#include <string.h>
#include "world.h"
#define EMPTY ' '
#define BLOCK '#'
#define WIDTH 10
#define HEIGHT 20
typedef struct {
int x, y;
} Point;
typedef struct {
Point blocks[4];
Point position;
} Tetromino;
typedef struct {
char grid[HEIGHT][WIDTH];
Tetromino current;
} GameState;
Tetromino tetrominoes[] = {
{{{0,0}, {1,0}, {0,1}, {1,1}}, {0,0}}, // Square
{{{0,0}, {1,0}, {2,0}, {3,0}}, {0,0}}, // Line
{{{0,0}, {1,0}, {1,1}, {2,1}}, {0,0}}, // Z shape
{{{1,0}, {2,0}, {0,1}, {1,1}}, {0,0}}, // S shape
{{{0,0}, {1,0}, {2,0}, {1,1}}, {0,0}}, // T shape
{{{0,0}, {0,1}, {1,1}, {2,1}}, {0,0}}, // L shape
{{{2,0}, {0,1}, {1,1}, {2,1}}, {0,0}} // J shape
};
void draw_grid(GameState* game) {
clear_world();
for (int y = 0; y < HEIGHT; ++y) {
for (int x = 0; x < WIDTH; ++x) {
draw_character(game->grid[y][x], x, y);
}
}
for (int i = 0; i < 4; ++i) {
draw_character(BLOCK, game->current.position.x + game->current.blocks[i].x,
game->current.position.y + game->current.blocks[i].y);
}
refresh_world();
}
int is_valid_position(GameState* game, Point new_position) {
for (int i = 0; i < 4; ++i) {
int new_x = new_position.x + game->current.blocks[i].x;
int new_y = new_position.y + game->current.blocks[i].y;
if (new_x < 0 || new_x >= WIDTH || new_y < 0 || new_y >= HEIGHT || game->grid[new_y][new_x] != EMPTY) {
return 0;
}
}
return 1;
}
void place_tetromino(GameState* game) {
for (int i = 0; i < 4; ++i) {
int x = game->current.position.x + game->current.blocks[i].x;
int y = game->current.position.y + game->current.blocks[i].y;
game->grid[y][x] = BLOCK;
}
}
void clear_lines(GameState* game) {
for (int y = HEIGHT - 1; y >= 0; --y) {
int full = 1;
for (int x = 0; x < WIDTH; ++x) {
if (game->grid[y][x] == EMPTY) {
full = 0;
break;
}
}
if (full) {
for (int row = y; row > 0; --row) {
memcpy(game->grid[row], game->grid[row - 1], WIDTH);
}
memset(game->grid[0], EMPTY, WIDTH);
y++;
}
}
}
void* init_game() {
srand(time(NULL));
GameState* game = malloc(sizeof(GameState));
memset(game->grid, EMPTY, sizeof(game->grid));
game->current = tetrominoes[rand() % 7];
game->current.position.x = WIDTH / 2 - 1;
game->current.position.y = 0;
return game;
}
int game_event(struct event* event, void* state) {
GameState* game = (GameState*)state;
Point new_position = game->current.position;
if (event->key) {
switch (event->key) {
case 'a': new_position.x -= 1; break;
case 'd': new_position.x += 1; break;
case 's': new_position.y += 1; break;
case 'w': // TODO: Implement rotation
break;
case 27: return 1; // Escape key
}
if (is_valid_position(game, new_position)) {
game->current.position = new_position;
}
}
new_position.y += 1;
if (!is_valid_position(game, new_position)) {
place_tetromino(game);
clear_lines(game);
game->current = tetrominoes[rand() % 7];
game->current.position.x = WIDTH / 2 - 1;
game->current.position.y = 0;
if (!is_valid_position(game, game->current.position)) {
return 1; // Game over
}
} else {
game->current.position = new_position;
}
draw_grid(game);
return 0;
}

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final/world.c Normal file
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#include <ncurses.h>
#include "world.h"
static int width, height;
void init_world(int w, int h) {
width = w;
height = h;
initscr();
noecho();
curs_set(FALSE);
timeout(100);
keypad(stdscr, TRUE);
}
void clear_world() {
clear();
}
void draw_character(char c, int x, int y) {
mvaddch(y, x, c);
}
void refresh_world() {
refresh();
}
int world_width() {
return width;
}
int world_height() {
return height;
}

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final/world.h Normal file
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#ifndef WORLD_H
#define WORLD_H
struct event {
int key;
};
void init_world(int width, int height);
void clear_world();
void draw_character(char c, int x, int y);
void refresh_world();
int world_width();
int world_height();
#endif // WORLD_H