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1b1a63e78c
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714dc3dbdb
Author | SHA1 | Date | |
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714dc3dbdb | |||
23c8325ade |
@ -1,80 +1,14 @@
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#include <stdio.h>
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#include <stdlib.h>
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#include "world.h"
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CC = gcc
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CFLAGS = -Wall -Wextra -std=c99
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#define WIDTH 11
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#define HEIGHT 11
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all: game
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typedef enum {EMPTY, CROSS, CIRCLE} Cell;
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game: game.c world.o
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$(CC) $(CFLAGS) -o game game.c world.o
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Cell board[HEIGHT][WIDTH] = {EMPTY};
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world.o: world.c world.h
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$(CC) $(CFLAGS) -c world.c
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void draw_board() {
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clear_world();
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for (int y = 0; y < HEIGHT; ++y) {
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for (int x = 0; x < WIDTH; ++x) {
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int world_x = x * 2 + 1;
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int world_y = y * 2 + 1;
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if (board[y][x] == CROSS) {
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draw_character('X', world_x, world_y);
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} else if (board[y][x] == CIRCLE) {
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draw_character('O', world_x, world_y);
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}
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}
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}
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refresh_world();
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}
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int check_win(Cell player) {
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// Check rows
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for (int y = 0; y < HEIGHT; ++y) {
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int count = 0;
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for (int x = 0; x < WIDTH; ++x) {
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if (board[y][x] == player) {
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count++;
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} else {
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count = 0;
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}
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if (count == 5) return 1;
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}
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}
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// Check columns
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for (int x = 0; x < WIDTH; ++x) {
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int count = 0;
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for (int y = 0; y < HEIGHT; ++y) {
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if (board[y][x] == player) {
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count++;
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} else {
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count = 0;
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}
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if (count == 5) return 1;
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}
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}
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// TODO: Implement diagonal checks
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return 0;
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}
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int main() {
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init_world(2 * WIDTH + 1, 2 * HEIGHT + 1);
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draw_board();
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int turn = 0;
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while (1) {
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int x, y;
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printf("Player %d's turn. Enter coordinates (x y): ", turn % 2 + 1);
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scanf("%d %d", &x, &y);
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if (x >= 0 && x < WIDTH && y >= 0 && y < HEIGHT && board[y][x] == EMPTY) {
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board[y][x] = (turn % 2 == 0) ? CROSS : CIRCLE;
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draw_board();
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if (check_win(board[y][x])) {
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printf("Player %d wins!\n", turn % 2 + 1);
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break;
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}
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turn++;
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} else {
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printf("Invalid move. Try again.\n");
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}
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}
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close_world();
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return 0;
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}
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clean:
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rm -f game world.o
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12
final/README.md
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12
final/README.md
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@ -0,0 +1,12 @@
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# Tetris Game
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## Description
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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.
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## How to Build and Run
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1. Ensure you have a C compiler installed on your system.
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2. Clone the repository and navigate to the directory containing the source code.
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3. Compile the game using the provided Makefile:
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@ -1,80 +0,0 @@
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#include <stdio.h>
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#include <stdlib.h>
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#include "world.h"
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#define WIDTH 11
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#define HEIGHT 11
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typedef enum {EMPTY, CROSS, CIRCLE} Cell;
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Cell board[HEIGHT][WIDTH] = {EMPTY};
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void draw_board() {
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clear_world();
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for (int y = 0; y < HEIGHT; ++y) {
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for (int x = 0; x < WIDTH; ++x) {
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int world_x = x * 2 + 1;
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int world_y = y * 2 + 1;
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if (board[y][x] == CROSS) {
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draw_character('X', world_x, world_y);
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} else if (board[y][x] == CIRCLE) {
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draw_character('O', world_x, world_y);
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}
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}
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}
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refresh_world();
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}
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int check_win(Cell player) {
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// Check rows
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for (int y = 0; y < HEIGHT; ++y) {
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int count = 0;
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for (int x = 0; x < WIDTH; ++x) {
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if (board[y][x] == player) {
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count++;
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} else {
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count = 0;
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}
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if (count == 5) return 1;
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}
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}
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// Check columns
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for (int x = 0; x < WIDTH; ++x) {
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int count = 0;
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for (int y = 0; y < HEIGHT; ++y) {
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if (board[y][x] == player) {
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count++;
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} else {
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count = 0;
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}
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if (count == 5) return 1;
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}
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}
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// TODO: Implement diagonal checks
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return 0;
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}
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int main() {
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init_world(2 * WIDTH + 1, 2 * HEIGHT + 1);
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draw_board();
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int turn = 0;
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while (1) {
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int x, y;
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printf("Player %d's turn. Enter coordinates (x y): ", turn % 2 + 1);
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scanf("%d %d", &x, &y);
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if (x >= 0 && x < WIDTH && y >= 0 && y < HEIGHT && board[y][x] == EMPTY) {
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board[y][x] = (turn % 2 == 0) ? CROSS : CIRCLE;
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draw_board();
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if (check_win(board[y][x])) {
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printf("Player %d wins!\n", turn % 2 + 1);
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break;
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}
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turn++;
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} else {
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printf("Invalid move. Try again.\n");
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}
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}
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close_world();
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return 0;
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}
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132
final/game.c
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132
final/game.c
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@ -0,0 +1,132 @@
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#include <stdlib.h>
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#include <time.h>
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#include <string.h>
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#include "world.h"
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#define EMPTY ' '
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#define BLOCK '#'
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#define WIDTH 10
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#define HEIGHT 20
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typedef struct {
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int x, y;
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} Point;
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typedef struct {
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Point blocks[4];
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Point position;
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} Tetromino;
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typedef struct {
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char grid[HEIGHT][WIDTH];
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Tetromino current;
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} GameState;
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Tetromino tetrominoes[] = {
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{{{0,0}, {1,0}, {0,1}, {1,1}}, {0,0}}, // Square
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{{{0,0}, {1,0}, {2,0}, {3,0}}, {0,0}}, // Line
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{{{0,0}, {1,0}, {1,1}, {2,1}}, {0,0}}, // Z shape
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{{{1,0}, {2,0}, {0,1}, {1,1}}, {0,0}}, // S shape
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{{{0,0}, {1,0}, {2,0}, {1,1}}, {0,0}}, // T shape
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{{{0,0}, {0,1}, {1,1}, {2,1}}, {0,0}}, // L shape
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{{{2,0}, {0,1}, {1,1}, {2,1}}, {0,0}} // J shape
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};
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void draw_grid(GameState* game) {
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clear_world();
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for (int y = 0; y < HEIGHT; ++y) {
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for (int x = 0; x < WIDTH; ++x) {
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draw_character(game->grid[y][x], x, y);
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}
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}
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for (int i = 0; i < 4; ++i) {
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draw_character(BLOCK, game->current.position.x + game->current.blocks[i].x,
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game->current.position.y + game->current.blocks[i].y);
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}
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refresh_world();
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}
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int is_valid_position(GameState* game, Point new_position) {
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for (int i = 0; i < 4; ++i) {
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int new_x = new_position.x + game->current.blocks[i].x;
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int new_y = new_position.y + game->current.blocks[i].y;
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if (new_x < 0 || new_x >= WIDTH || new_y < 0 || new_y >= HEIGHT || game->grid[new_y][new_x] != EMPTY) {
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return 0;
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}
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}
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return 1;
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}
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void place_tetromino(GameState* game) {
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for (int i = 0; i < 4; ++i) {
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int x = game->current.position.x + game->current.blocks[i].x;
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int y = game->current.position.y + game->current.blocks[i].y;
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game->grid[y][x] = BLOCK;
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}
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}
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void clear_lines(GameState* game) {
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for (int y = HEIGHT - 1; y >= 0; --y) {
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int full = 1;
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for (int x = 0; x < WIDTH; ++x) {
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if (game->grid[y][x] == EMPTY) {
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full = 0;
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break;
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}
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}
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if (full) {
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for (int row = y; row > 0; --row) {
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memcpy(game->grid[row], game->grid[row - 1], WIDTH);
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}
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memset(game->grid[0], EMPTY, WIDTH);
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y++;
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}
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}
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}
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void* init_game() {
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srand(time(NULL));
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GameState* game = malloc(sizeof(GameState));
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memset(game->grid, EMPTY, sizeof(game->grid));
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game->current = tetrominoes[rand() % 7];
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game->current.position.x = WIDTH / 2 - 1;
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game->current.position.y = 0;
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return game;
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}
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int game_event(struct event* event, void* state) {
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GameState* game = (GameState*)state;
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Point new_position = game->current.position;
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if (event->key) {
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switch (event->key) {
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case 'a': new_position.x -= 1; break;
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case 'd': new_position.x += 1; break;
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case 's': new_position.y += 1; break;
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case 'w': // TODO: Implement rotation
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break;
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case 27: return 1; // Escape key
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}
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if (is_valid_position(game, new_position)) {
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game->current.position = new_position;
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}
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}
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new_position.y += 1;
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if (!is_valid_position(game, new_position)) {
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place_tetromino(game);
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clear_lines(game);
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game->current = tetrominoes[rand() % 7];
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game->current.position.x = WIDTH / 2 - 1;
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game->current.position.y = 0;
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if (!is_valid_position(game, game->current.position)) {
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return 1; // Game over
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}
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} else {
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game->current.position = new_position;
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}
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draw_grid(game);
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return 0;
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}
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35
final/world.c
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35
final/world.c
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@ -0,0 +1,35 @@
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#include <ncurses.h>
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#include "world.h"
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static int width, height;
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void init_world(int w, int h) {
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width = w;
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height = h;
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initscr();
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noecho();
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curs_set(FALSE);
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timeout(100);
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keypad(stdscr, TRUE);
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}
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void clear_world() {
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clear();
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}
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void draw_character(char c, int x, int y) {
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mvaddch(y, x, c);
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}
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void refresh_world() {
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refresh();
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}
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int world_width() {
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return width;
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}
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int world_height() {
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return height;
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}
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16
final/world.h
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16
final/world.h
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@ -0,0 +1,16 @@
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#ifndef WORLD_H
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#define WORLD_H
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struct event {
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int key;
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};
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void init_world(int width, int height);
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void clear_world();
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void draw_character(char c, int x, int y);
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void refresh_world();
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int world_width();
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int world_height();
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#endif // WORLD_H
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