# Tetris第四週進度 ## 課前 先將上禮拜製作的 Code 從 GitHub 上 Pull 下 可參考先前的講義內容 ## 第四周功能 上個禮拜讓俄羅斯方塊呈現出慢慢掉下來的感覺、輸出儲存的方塊、將方塊固定於版面上,並讓同學試著自己製作 logic,而今天將完成一整個俄羅斯方塊。 ### 目標: ## 步驟: ### 1. 定義各個按鍵相對應16進制 ```c= #define LEFT_KEY 0x25 #define RIGHT_KEY 0x27 #define ROTATE_KEY 0x26 #define DOWN_KEY 0x28 #define FALL_KEY 0x20 ``` [10進制對照表](https://web.tnu.edu.tw/me/study/moodle/tutor/vb6/tutor/r03/index.htm) ### 2. 定義函式判斷是否某個按鍵被按下 [GetAsyncKeyState()](https://learn.microsoft.com/zh-tw/windows/win32/api/winuser/nf-winuser-getasynckeystate) &8000 = 1000 0000 0000 000 判斷是否最高位為 1 ```c= #define LEFT_FUNC() GetAsyncKeyState(LEFT_KEY) & 0x8000 #define RIGHT_FUNC() GetAsyncKeyState(RIGHT_KEY) & 0x8000 #define ROTATE_FUNC() GetAsyncKeyState(ROTATE_KEY) & 0x8000 #define DOWN_FUNC() GetAsyncKeyState(DOWN_KEY) & 0x8000 #define FALL_FUNC() GetAsyncKeyState(FALL_KEY) & 0x8000 ``` ### 3. 改變 logic() 使玩家能控制鍵盤 #### 新增按鍵判斷 - 上->進行 rotate - 左\右\下 -> 方塊進行移動 - 空白鍵 -> 掉到可到達的最下方 #### 定義方塊自動下落時間 ```c= #define FALL_DELAY 500 #define RENDER_DELAY 100 ``` 為何要有?? 控制方塊自動下落的時間,每500毫秒就會下降一次 #### 新增按鍵判斷 ```c= if (ROTATE_FUNC()) { int newRotate = (state->rotate + 1) % 4; if (新狀態 move 成立) { state->rotate = newRotate; } } else if (LEFT_FUNC()) { if (新狀態 move() 成立) { state->x -= 1; } } else if (RIGHT_FUNC()) { if (新狀態 move() 成立) { state->x += 1; } } ``` #### while的新增判斷是否要向下一格 掉落時間只要滿足一開始的設定掉落時間 就進行判斷是否需要 y++ ```c= state->fallTime += RENDER_DELAY; while (state->fallTime >= FALL_DELAY) { state->fallTime -= FALL_DELAY; if (move() 成立) { state->y++; } else { score += 透過clearLine()的方塊 x,y 從頭開始 rotate = 0 queue往前推 [3]隨機新增一個 } return; } ``` #### 前面的按鍵判斷新增 掉一格與瞬間掉落 ```c= else if (DOWN_FUNC()) { state->fallTime = FALL_DELAY; } else if (FALL_FUNC()) { state->fallTime += FALL_DELAY * CANVAS_HEIGHT; } ``` ### 4. 結束畫面處理 在 logic() -> !move() 中運用 [exit()](https://www.cnblogs.com/nufangrensheng/archive/2013/03/01/2938508.html) ```c= while (state->fallTime >= FALL_DELAY) { state->fallTime -= FALL_DELAY; if (move() 成立) { state->y++; } else { score += 透過clearLine()的方塊 x,y 從頭開始 rotate = 0 queue往前推 [3]隨機新增一個 if (move() 在開始座標仍無法成立) { printf("\033[%d;%dH\x1b[41m GAME OVER \x1b[0m\033[%d;%dH", CANVAS_HEIGHT - 3, CANVAS_WIDTH * 2 + 5, CANVAS_HEIGHT + 5, 0); exit(0);//結束遊戲 } } return; } ``` ### 5. 完成 clearLine() 使方塊在同一列滿的時後消除 在得到的分數下方加上雙重迴圈 從最下方 i 開始看,因為消除後要將上方的方塊向下移動 接著 寫一個變數預設為 true 跑一遍高度 i 的一整列 j 當 [i][j] 為 EMPTY 時代表這列不用消除 如果都不是 EMPTY 那麼就要消除方塊,將上方的方塊向下移動 ```c= for (int i = CANVAS_HEIGHT - 1; i >= 0; i--) { //原本的code bool isFull = true; for (int j = 0; j < CANVAS_WIDTH; j++) { if (canvas[i][j].shape == EMPTY) { isFull = false; break; } } //新增的 if (isFull) { linesCleared += 1; for (int j = i; j > 0; j--) { for (int k = 0; k < CANVAS_WIDTH; k++) { setBlock(&canvas[j][k], canvas[j - 1][k].color, canvas[j - 1][k].shape, false); resetBlock(&canvas[j - 1][k]); } } i++; } } ``` ## 額外功能 : 伺服器 我試著做出,當遊戲停止時會將分數傳遞給架設好的伺服器 ### 畫面 ![image](https://hackmd.io/_uploads/BJ-pDZ3X0.png) ### 可利用 AI 先完成伺服器端跟用戶端 - 打開ChatGPT - 我們先從簡單的架設伺服器與一個使用者端可以輸入上傳數字並顯示在伺服器上 - 輸入 : ``` 幫我使用 C 語言的 <winsock2.h> 實現出一個簡單的伺服器與使用者可輸入一個數字並上傳至伺服器端 ``` - 完成圖 ![image](https://hackmd.io/_uploads/HyejDbnmC.png) ### 接著在加入遊戲內 - 輸入 : ``` 可以幫我設計一個函式放入我的遊戲內 可以回傳數字給伺服器嗎 ``` - 會給你一個函式的架構將相關的標頭黨、定義使用到遊戲的程式碼中 此外,幫我在最上方加上 `#define WIN32_LEAN_AND_MEAN // 避免包含 winsock.h` ### [各個函式的作用](https://hackmd.io/@FCU1B112/rJ51klKG0) ### 上課練習 請試著改出我們的 GameOver 顯示 ![image](https://hackmd.io/_uploads/H1z_yVhXR.png) ### 上課 Code ```c= #include <stdio.h> #include <stdlib.h> #include <stdbool.h> #include <time.h> #include <windows.h> #define CANVAS_WIDTH 10 #define CANVAS_HEIGHT 20 //掉落時間 #define FALL_DELAY 500 #define RENDER_DELAY 100 //鍵盤對照表 #define LEFT_KEY 0x25 #define RIGHT_KEY 0x27 #define ROTATE_KEY 0x26 #define DOWN_KEY 0x28 #define FALL_KEY 0x20 // 判斷是否有按下按鈕的函式 #define LEFT_FUNC() GetAsyncKeyState(LEFT_KEY) & 0x8000 #define RIGHT_FUNC() GetAsyncKeyState(RIGHT_KEY) & 0x8000 #define ROTATE_FUNC() GetAsyncKeyState(ROTATE_KEY) & 0x8000 #define DOWN_FUNC() GetAsyncKeyState(DOWN_KEY) & 0x8000 #define FALL_FUNC() GetAsyncKeyState(FALL_KEY) & 0x8000 typedef enum { RED = 41, GREEN, YELLOW, BLUE, PURPLE, CYAN, WHITE, BLACK = 0, } Color; typedef enum { EMPTY = -1, I, J, L, O, S, T, Z } ShapeId; typedef struct { ShapeId shape; Color color; int size; char rotates[4][4][4]; } Shape; typedef struct { int x; int y; int score; int rotate; int fallTime; ShapeId queue[4]; } State; typedef struct { Color color; ShapeId shape; bool current; } Block; Shape shapes[7] = { {.shape = I, .color = CYAN, .size = 4, .rotates = { {{0, 0, 0, 0}, {1, 1, 1, 1}, {0, 0, 0, 0}, {0, 0, 0, 0}}, {{0, 0, 1, 0}, {0, 0, 1, 0}, {0, 0, 1, 0}, {0, 0, 1, 0}}, {{0, 0, 0, 0}, {0, 0, 0, 0}, {1, 1, 1, 1}, {0, 0, 0, 0}}, {{0, 1, 0, 0}, {0, 1, 0, 0}, {0, 1, 0, 0}, {0, 1, 0, 0}}}}, {.shape = J, .color = BLUE, .size = 3, .rotates = { {{1, 0, 0}, {1, 1, 1}, {0, 0, 0}}, {{0, 1, 1}, {0, 1, 0}, {0, 1, 0}}, {{0, 0, 0}, {1, 1, 1}, {0, 0, 1}}, {{0, 1, 0}, {0, 1, 0}, {1, 1, 0}}}}, {.shape = L, .color = YELLOW, .size = 3, .rotates = { {{0, 0, 1}, {1, 1, 1}, {0, 0, 0}}, {{0, 1, 0}, {0, 1, 0}, {0, 1, 1}}, {{0, 0, 0}, {1, 1, 1}, {1, 0, 0}}, {{1, 1, 0}, {0, 1, 0}, {0, 1, 0}}}}, {.shape = O, .color = WHITE, .size = 2, .rotates = { {{1, 1}, {1, 1}}, {{1, 1}, {1, 1}}, {{1, 1}, {1, 1}}, {{1, 1}, {1, 1}}}}, {.shape = S, .color = GREEN, .size = 3, .rotates = { {{0, 1, 1}, {1, 1, 0}, {0, 0, 0}}, {{0, 1, 0}, {0, 1, 1}, {0, 0, 1}}, {{0, 0, 0}, {0, 1, 1}, {1, 1, 0}}, {{1, 0, 0}, {1, 1, 0}, {0, 1, 0}}}}, {.shape = T, .color = PURPLE, .size = 3, .rotates = { {{0, 1, 0}, {1, 1, 1}, {0, 0, 0}}, {{0, 1, 0}, {0, 1, 1}, {0, 1, 0}}, {{0, 0, 0}, {1, 1, 1}, {0, 1, 0}}, {{0, 1, 0}, {1, 1, 0}, {0, 1, 0}}}}, {.shape = Z, .color = RED, .size = 3, .rotates = { {{1, 1, 0}, {0, 1, 1}, {0, 0, 0}}, {{0, 0, 1}, {0, 1, 1}, {0, 1, 0}}, {{0, 0, 0}, {1, 1, 0}, {0, 1, 1}}, {{0, 1, 0}, {1, 1, 0}, {1, 0, 0}}}}, }; void setBlock(Block* block, Color color, ShapeId shape, bool current) { block->color = color; block->shape = shape; block->current = current; } void resetBlock(Block* block) { block->color = BLACK; block->shape = EMPTY; block->current = false; } void printCanvas(Block canvas[CANVAS_HEIGHT][CANVAS_WIDTH], State* state) { printf("\033[0;0H\n"); for (int i = 0; i < CANVAS_HEIGHT; i++) { printf("|"); for (int j = 0; j < CANVAS_WIDTH; j++) { printf("\033[%dm\u3000", canvas[i][j].color); } printf("\033[0m|\n"); } // 輸出Next: printf("\033[%d;%dHNext:", 3, CANVAS_WIDTH * 2 + 5); // 輸出有甚麼方塊 for (int i = 1; i <= 3; i++) { Shape shapeData = shapes[state->queue[i]]; for (int j = 0; j < 4; j++) { printf("\033[%d;%dH", i * 4 + j, CANVAS_WIDTH * 2 + 15); for (int k = 0; k < 4; k++) { if (j < shapeData.size && k < shapeData.size && shapeData.rotates[0][j][k]) { printf("\x1b[%dm ", shapeData.color); } else { printf("\x1b[0m "); } } } } return; } bool move(Block canvas[CANVAS_HEIGHT][CANVAS_WIDTH], int originalX, int originalY, int originalRotate, int newX, int newY, int newRotate, ShapeId shapeId) { Shape shapeData = shapes[shapeId]; int size = shapeData.size; // 判斷方塊有沒有不符合條件 for (int i = 0; i < size; i++) { for (int j = 0; j < size; j++) { if (shapeData.rotates[newRotate][i][j]) { // 判斷有沒有出去邊界 if (newX + j < 0 || newX + j >= CANVAS_WIDTH || newY + i < 0 || newY + i >= CANVAS_HEIGHT) { return false; } // 判斷有沒有碰到別的方塊 if (!canvas[newY + i][newX + j].current && canvas[newY + i][newX + j].shape != EMPTY) { return false; } } } } // 移除方塊舊的位置 for (int i = 0; i < size; i++) { for (int j = 0; j < size; j++) { if (shapeData.rotates[originalRotate][i][j]) { resetBlock(&canvas[originalY + i][originalX + j]); } } } // 移動方塊至新的位置 for (int i = 0; i < size; i++) { for (int j = 0; j < size; j++) { if (shapeData.rotates[newRotate][i][j]) { setBlock(&canvas[newY + i][newX + j], shapeData.color, shapeId, true); } } } return true; } int clearLine(Block canvas[CANVAS_HEIGHT][CANVAS_WIDTH]) { for (int i = 0; i < CANVAS_HEIGHT; i++) { for (int j = 0; j < CANVAS_WIDTH; j++) { if (canvas[i][j].current) { canvas[i][j].current = false; } } } int linesCleared = 0; for (int i = CANVAS_HEIGHT - 1; i >= 0; i--) { //原本的code bool isFull = true; for (int j = 0; j < CANVAS_WIDTH; j++) { if (canvas[i][j].shape == EMPTY) { isFull = false; break; } } //新增的 if (isFull) { linesCleared += 1; for (int j = i; j > 0; j--) { for (int k = 0; k < CANVAS_WIDTH; k++) { setBlock(&canvas[j][k], canvas[j - 1][k].color, canvas[j - 1][k].shape, false); resetBlock(&canvas[j - 1][k]); } } i++; } } return linesCleared; } void logic(Block canvas[CANVAS_HEIGHT][CANVAS_WIDTH], State* state) { if (ROTATE_FUNC()) { int newRotate = (state->rotate + 1) % 4; if (move(canvas, state->x, state->y, state->rotate, state->x , state->y, newRotate, state->queue[0])) { state->rotate = newRotate; } } else if (LEFT_FUNC()) { if (move(canvas, state->x, state->y, state->rotate, state->x - 1, state->y, state->rotate, state->queue[0])) { state->x -= 1; } } else if (RIGHT_FUNC()) { if (move(canvas, state->x, state->y, state->rotate, state->x + 1, state->y, state->rotate, state->queue[0])) { state->x += 1; } } else if (DOWN_FUNC()) { state->fallTime = FALL_DELAY; } else if (FALL_FUNC()) { state->fallTime += FALL_DELAY * CANVAS_HEIGHT; } state->fallTime += RENDER_DELAY; //100 //200 //300 //400 //500 while (state->fallTime >= FALL_DELAY) { state->fallTime -= FALL_DELAY; if (move(canvas, state->x, state->y, state->rotate, state->x, state->y + 1, state->rotate, state->queue[0])) { state->y++; } else { state->score += clearLine(canvas); state->x = CANVAS_WIDTH / 2; state->y = 0; state->rotate = 0; state->queue[0] = state->queue[1]; state->queue[1] = state->queue[2]; state->queue[2] = state->queue[3]; state->queue[3] = rand() % 7; //結束輸出 if (!move(canvas, state->x, state->y, state->rotate, state->x, state->y , state->rotate, state->queue[0])) { printf("\033[%d;%dH\x1b[41m GAME OVER \x1b[0m\033[%d;%dH", CANVAS_HEIGHT - 3, CANVAS_WIDTH * 2 + 5, CANVAS_HEIGHT + 5, 0); exit(0);//結束遊戲 } } } return; } int main() { srand(time(NULL)); State state = { .x = CANVAS_WIDTH / 2, .y = 0, .score = 0, .rotate = 0, .fallTime = 0 }; for (int i = 0; i < 4; i++) { state.queue[i] = rand() % 7; } Block canvas[CANVAS_HEIGHT][CANVAS_WIDTH]; for (int i = 0; i < CANVAS_HEIGHT; i++) { for (int j = 0; j < CANVAS_WIDTH; j++) { resetBlock(&canvas[i][j]); } } Shape shapeData = shapes[state.queue[0]]; for (int i = 0; i < shapeData.size; i++) { for (int j = 0; j < shapeData.size; j++) { if (shapeData.rotates[0][i][j]) { setBlock(&canvas[state.y + i][state.x + j], shapeData.color, state.queue[0], true); } } } while (1) { printCanvas(canvas, &state); logic(canvas, &state); Sleep(100); } // printf("\e[?25l"); // hide cursor return 0; } ``` <!-- ```c= #include <stdio.h> #include <stdlib.h> #include <stdbool.h> #include <time.h> #include <windows.h> #define LEFT_KEY 0x25 // The key to move left, default = 0x25 (left arrow) #define RIGHT_KEY 0x27 // The key to move right, default = 0x27 (right arrow) #define ROTATE_KEY 0x26 // The key to rotate, default = 0x26 (up arrow) #define DOWN_KEY 0x28 // The key to move down, default = 0x28 (down arrow) #define FALL_KEY 0x20 // The key to fall, default = 0x20 (spacebar) #define FALL_DELAY 500 // The delay between each fall, default = 500 #define RENDER_DELAY 100 // The delay between each frame, default = 100 #define LEFT_FUNC() GetAsyncKeyState(LEFT_KEY) & 0x8000 #define RIGHT_FUNC() GetAsyncKeyState(RIGHT_KEY) & 0x8000 #define ROTATE_FUNC() GetAsyncKeyState(ROTATE_KEY) & 0x8000 #define DOWN_FUNC() GetAsyncKeyState(DOWN_KEY) & 0x8000 #define FALL_FUNC() GetAsyncKeyState(FALL_KEY) & 0x8000 #define CANVAS_WIDTH 10 #define CANVAS_HEIGHT 20 typedef enum { RED = 41, GREEN, YELLOW, BLUE, PURPLE, CYAN, WHITE, BLACK = 0, }Color; typedef enum { EMPTY = -1, I, J, L, O, S, T, Z }ShapeId; typedef struct { ShapeId shape; Color color; int size; char rotates[4][4][4]; }Shape; typedef struct { int x; int y; int score; int rotate; int fallTime; ShapeId queue[4]; }State; typedef struct { Color color; ShapeId shape; bool current; }Block; Shape shapes[7] = { { .shape = I, .color = CYAN, .size = 4, .rotates = { { {0, 0, 0, 0}, {1, 1, 1, 1}, {0, 0, 0, 0}, {0, 0, 0, 0} }, { {0, 0, 1, 0}, {0, 0, 1, 0}, {0, 0, 1, 0}, {0, 0, 1, 0} }, { {0, 0, 0, 0}, {0, 0, 0, 0}, {1, 1, 1, 1}, {0, 0, 0, 0} }, { {0, 1, 0, 0}, {0, 1, 0, 0}, {0, 1, 0, 0}, {0, 1, 0, 0} } } }, { .shape = J, .color = BLUE, .size = 3, .rotates = { { {1, 0, 0}, {1, 1, 1}, {0, 0, 0} }, { {0, 1, 1}, {0, 1, 0}, {0, 1, 0} }, { {0, 0, 0}, {1, 1, 1}, {0, 0, 1} }, { {0, 1, 0}, {0, 1, 0}, {1, 1, 0} } } }, { .shape = L, .color = YELLOW, .size = 3, .rotates = { { {0, 0, 1}, {1, 1, 1}, {0, 0, 0} }, { {0, 1, 0}, {0, 1, 0}, {0, 1, 1} }, { {0, 0, 0}, {1, 1, 1}, {1, 0, 0} }, { {1, 1, 0}, {0, 1, 0}, {0, 1, 0} } } }, { .shape = O, .color = WHITE, .size = 2, .rotates = { { {1, 1}, {1, 1} }, { {1, 1}, {1, 1} }, { {1, 1}, {1, 1} }, { {1, 1}, {1, 1} } } }, { .shape = S, .color = GREEN, .size = 3, .rotates = { { {0, 1, 1}, {1, 1, 0}, {0, 0, 0} }, { {0, 1, 0}, {0, 1, 1}, {0, 0, 1} }, { {0, 0, 0}, {0, 1, 1}, {1, 1, 0} }, { {1, 0, 0}, {1, 1, 0}, {0, 1, 0} } } }, { .shape = T, .color = PURPLE, .size = 3, .rotates = { { {0, 1, 0}, {1, 1, 1}, {0, 0, 0} }, {{0, 1, 0}, {0, 1, 1}, {0, 1, 0} }, { {0, 0, 0}, {1, 1, 1}, {0, 1, 0} }, { {0, 1, 0}, {1, 1, 0}, {0, 1, 0} } } }, { .shape = Z, .color = RED, .size = 3, .rotates = { { {1, 1, 0}, {0, 1, 1}, {0, 0, 0} }, { {0, 0, 1}, {0, 1, 1}, {0, 1, 0} }, { {0, 0, 0}, {1, 1, 0}, {0, 1, 1} }, { {0, 1, 0}, {1, 1, 0}, {1, 0, 0} } } }, }; void setBlock(Block* block, Color color, ShapeId shape, bool current) { block->color = color; block->shape = shape; block->current = current; } void resetBlock(Block* block) { block->color = BLACK; block->shape = EMPTY; block->current = false; } bool move(Block canvas[CANVAS_HEIGHT][CANVAS_WIDTH], int originalX, int originalY, int originalRotate, int newX, int newY, int newRotate, ShapeId shapeId) { Shape shapeData = shapes[shapeId]; int size = shapeData.size; // check if the new position is valid to place the block for (int i = 0; i < size; i++) { for (int j = 0; j < size; j++) { if (shapeData.rotates[newRotate][i][j]) { if (newX + j < 0 || newX + j >= CANVAS_WIDTH || newY + i < 0 || newY + i >= CANVAS_HEIGHT) { return false; } if (!canvas[newY + i][newX + j].current && canvas[newY + i][newX + j].shape != EMPTY) { return false; } } } } // remove the old position for (int i = 0; i < size; i++) { for (int j = 0; j < size; j++) { if (shapeData.rotates[originalRotate][i][j]) { resetBlock(&canvas[originalY + i][originalX + j]); } } } // move the block for (int i = 0; i < size; i++) { for (int j = 0; j < size; j++) { if (shapeData.rotates[newRotate][i][j]) { setBlock(&canvas[newY + i][newX + j], shapeData.color, shapeId, true); } } } return true; } void printCanvas(Block canvas[CANVAS_HEIGHT][CANVAS_WIDTH], State* state) { printf("\033[0;0H\n"); for (int i = 0; i < CANVAS_HEIGHT; i++) { printf("|"); for (int j = 0; j < CANVAS_WIDTH; j++) { printf("\033[%dm\u3000", canvas[i][j].color); } printf("\033[0m|\n"); } Shape shapeData = shapes[state->queue[1]]; printf("\033[%d;%dHNext:", 3, CANVAS_WIDTH * 2 + 5); for (int i = 1; i <= 3; i++) { shapeData = shapes[state->queue[i]]; for (int j = 0; j < 4; j++) { printf("\033[%d;%dH", i * 4 + j, CANVAS_WIDTH * 2 + 15); for (int k = 0; k < 4; k++) { if (j < shapeData.size && k < shapeData.size && shapeData.rotates[0][j][k]) { printf("\x1b[%dm ", shapeData.color); } else { printf("\x1b[0m "); } } } } return; } int clearLine(Block canvas[CANVAS_HEIGHT][CANVAS_WIDTH]) { for (int i = 0; i < CANVAS_HEIGHT; i++) { for (int j = 0; j < CANVAS_WIDTH; j++) { if (canvas[i][j].current) { canvas[i][j].current = false; } } } int linesCleared = 0; for (int i = CANVAS_HEIGHT - 1; i >= 0; i--) { bool isFull = true; for (int j = 0; j < CANVAS_WIDTH; j++) { if (canvas[i][j].shape == EMPTY) { isFull = false; break; } } if (isFull) { linesCleared += 1; for (int j = i; j > 0; j--) { for (int k = 0; k < CANVAS_WIDTH; k++) { setBlock(&canvas[j][k], canvas[j - 1][k].color, canvas[j - 1][k].shape, false); resetBlock(&canvas[j - 1][k]); } } i++; } } return linesCleared; } void logic(Block canvas[CANVAS_HEIGHT][CANVAS_WIDTH], State* state) { if (ROTATE_FUNC()) { int newRotate = (state->rotate + 1) % 4; if (move(canvas, state->x, state->y, state->rotate, state->x, state->y, newRotate, state->queue[0])) { state->rotate = newRotate; } } else if (LEFT_FUNC()) { if (move(canvas, state->x, state->y, state->rotate, state->x - 1, state->y, state->rotate, state->queue[0])) { state->x -= 1; } } else if (RIGHT_FUNC()) { if (move(canvas, state->x, state->y, state->rotate, state->x + 1, state->y, state->rotate, state->queue[0])) { state->x += 1; } } else if (DOWN_FUNC()) { state->fallTime = FALL_DELAY; } else if (FALL_FUNC()) { state->fallTime += FALL_DELAY * CANVAS_HEIGHT; } state->fallTime += RENDER_DELAY; while (state->fallTime >= FALL_DELAY) { state->fallTime -= FALL_DELAY; if (move(canvas, state->x, state->y, state->rotate, state->x, state->y + 1, state->rotate, state->queue[0])) { state->y++; } else { state->score += clearLine(canvas); state->x = CANVAS_WIDTH / 2; state->y = 0; state->rotate = 0; state->fallTime = 0; state->queue[0] = state->queue[1]; state->queue[1] = state->queue[2]; state->queue[2] = state->queue[3]; state->queue[3] = rand() % 7; if (!move(canvas, state->x, state->y, state->rotate, state->x, state->y, state->rotate, state->queue[0])) { printf("\033[%d;%dH\x1b[41m GAME OVER \x1b[0m\033[%d;%dH", CANVAS_HEIGHT - 3, CANVAS_WIDTH * 2 + 5, CANVAS_HEIGHT + 5, 0); exit(0); } } } return; } int main() { srand(time(NULL)); State state = { .x = CANVAS_WIDTH / 2, .y = 0, .score = 0, .rotate = 0, .fallTime = 0 }; for (int i = 0; i < 4; i++) { state.queue[i] = rand() % 7; } Block canvas[CANVAS_HEIGHT][CANVAS_WIDTH]; for (int i = 0; i < CANVAS_HEIGHT; i++) { for (int j = 0; j < CANVAS_WIDTH; j++) { resetBlock(&canvas[i][j]); } } system("cls"); // printf("\e[?25l"); // hide cursor move(canvas, state.x, state.y, state.rotate, state.x, state.y, state.rotate, state.queue[0]); while (1) { logic(canvas, &state); printCanvas(canvas, &state); Sleep(100); } return 0; } ``` -->