Files

151 lines
4.9 KiB
C

#include "include/raylib.h"
#include <stdio.h>
//-------------------------------------------------------------------------------------------------------------------------------------
typedef struct Block {
Vector2 position, size;
int form, onGround;
float speed, step;
struct Block *next;
} Block;
void createBlock(Block **head) {
Block *block = MemAlloc(sizeof(Block));
block->position = (Vector2){ 400, -40 };
block->size = (Vector2){ 20, 20 };
block->form = 1;
block->onGround = 0;
block->speed = 4;
block->step = 20;
block->next = NULL;
// Falls die Liste leer ist
if (*head == NULL) {
*head = block;
return;
}
// Durch alle Blöcke iterieren und den neuesten am Schluss hinzufügen
Block *currentBlock = *head;
while (currentBlock->next != NULL) {
currentBlock = currentBlock->next;
}
currentBlock->next = block;
}
int main(void) {
// INIT
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "Tetris-C");
Block *block = { 0 };
createBlock(&block);
int blockMoving = 1;
int blockCounter = 1;
SetTargetFPS(60);
while (!WindowShouldClose()) {
//-------------------------------------------------------------------------------------------------------------------------------------
// UPDATE GAME LOGIC
// INPUT
Block *currentBlock = block;
// Alle Blöcke fallen lassen
while (currentBlock != NULL) {
// Wenn Block noch nicht auf Boden, dann fallen
if (currentBlock->onGround == 0) {
// MOVEMENT -------------------------------------------------
if (IsKeyPressed(KEY_LEFT)) {
currentBlock->position.x -= currentBlock->step;
}
if (IsKeyPressed(KEY_RIGHT)) {
currentBlock->position.x += currentBlock->step;
}
// ----------------------------------------------------------
// Kollision gegen anderen Block checken
float nextY = currentBlock->position.y + currentBlock->speed;
if (nextY > screenHeight - currentBlock->size.y) {
currentBlock->position.y = screenHeight - currentBlock->size.y;
blockMoving = 0;
currentBlock->onGround = 1;
}
else {
Rectangle nextRect = { currentBlock->position.x, nextY, currentBlock->size.x, currentBlock->size.y };
int collided = 0;
Block *collisionCheck = block;
while (collisionCheck != NULL) {
// Nur gegen andere, bereits gelandete Blöcke prüfen (und nicht gegen sich selbst!)
if (collisionCheck != currentBlock && collisionCheck->onGround == 1) {
Rectangle otherRect = { collisionCheck->position.x, collisionCheck->position.y, collisionCheck->size.x, collisionCheck->size.y };
if (CheckCollisionRecs(nextRect, otherRect)) {
collided = 1;
break;
}
}
collisionCheck = collisionCheck->next;
}
if (collided) {
blockMoving = 0;
currentBlock->onGround = 1;
}
else {
currentBlock->position.y = nextY;
}
}
}
currentBlock = currentBlock->next;
}
// Wenn sich kein Block mehr bewegt, einen neuen erstellen
if (blockMoving == 0) {
createBlock(&block);
blockCounter++;
blockMoving = 1;
}
//-------------------------------------------------------------------------------------------------------------------------------------
// ZEICHNEN
BeginDrawing();
ClearBackground(RAYWHITE);
DrawFPS(20, 20);
DrawText(TextFormat("Blocks: %i", blockCounter), 20, 40, 20, GREEN);
// BLOCK ZEICHNEN
currentBlock = block;
while (currentBlock != NULL) {
DrawRectangleV(currentBlock->position, currentBlock->size, BLUE);
currentBlock = currentBlock->next;
}
EndDrawing();
//-------------------------------------------------------------------------------------------------------------------------------------
}
// Alle Blöcke im Speicher freigeben
Block *currentBlock = block;
while (currentBlock != NULL) {
Block *nextBlock = currentBlock->next;
MemFree(currentBlock);
currentBlock = nextBlock;
}
CloseWindow();
return 0;
}