The official distribution of olcConsoleGameEngine, a tool used in javidx9's YouTube videos and projects
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videos/OneLoneCoder_Tetris.cpp

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7.9 KiB

/*
OneLoneCoder.com - Command Line Tetris
"Put Your Money Where Your Mouth Is" - @Javidx9
Disclaimer
~~~~~~~~~~
I don't care what you use this for. It's intended to be educational, and perhaps
to the oddly minded - a little bit of fun. Please hack this, change it and use it
in any way you see fit. BUT, you acknowledge that I am not responsible for anything
bad that happens as a result of your actions. However, if good stuff happens, I
would appreciate a shout out, or at least give the blog some publicity for me.
Cheers!
Background
~~~~~~~~~~
I made a video "8-Bits of advice for new programmers" (https://youtu.be/vVRCJ52g5m4)
and suggested that building a tetris clone instead of Dark Sould IV might be a better
approach to learning to code. Tetris is nice as it makes you think about algorithms.
Controls are Arrow keys Left, Right & Down. Use Z to rotate the piece.
You score 25pts per tetronimo, and 2^(number of lines)*100 when you get lines.
Future Modifications
~~~~~~~~~~~~~~~~~~~~
1) Show next block and line counter
Author
~~~~~~
Twitter: @javidx9
Blog: www.onelonecoder.com
Video:
~~~~~~
xxxxxxx
Last Updated: 30/03/2017
*/
#include <iostream>
#include <thread>
#include <vector>
using namespace std;
#include <stdio.h>
#include <Windows.h>
int nScreenWidth = 80; // Console Screen Size X (columns)
int nScreenHeight = 30; // Console Screen Size Y (rows)
wstring tetromino[7];
int nFieldWidth = 12;
int nFieldHeight = 18;
unsigned char *pField = nullptr;
int Rotate(int px, int py, int r)
{
int pi = 0;
switch (r % 4)
{
case 0: // 0 degrees // 0 1 2 3
pi = py * 4 + px; // 4 5 6 7
break; // 8 9 10 11
//12 13 14 15
case 1: // 90 degrees //12 8 4 0
pi = 12 + py - (px * 4); //13 9 5 1
break; //14 10 6 2
//15 11 7 3
case 2: // 180 degrees //15 14 13 12
pi = 15 - (py * 4) - px; //11 10 9 8
break; // 7 6 5 4
// 3 2 1 0
case 3: // 270 degrees // 3 7 11 15
pi = 3 - py + (px * 4); // 2 6 10 14
break; // 1 5 9 13
} // 0 4 8 12
return pi;
}
bool DoesPieceFit(int nTetromino, int nRotation, int nPosX, int nPosY)
{
// All Field cells >0 are occupied
for (int px = 0; px < 4; px++)
for (int py = 0; py < 4; py++)
{
// Get index into piece
int pi = Rotate(px, py, nRotation);
// Get index into field
int fi = (nPosY + py) * nFieldWidth + (nPosX + px);
// Check that test is in bounds. Note out of bounds does
// not necessarily mean a fail, as the long vertical piece
// can have cells that lie outside the boundary, so we'll
// just ignore them
if (nPosX + px >= 0 && nPosX + px < nFieldWidth)
{
if (nPosY + py >= 0 && nPosY + py < nFieldHeight)
{
// In Bounds so do collision check
if (tetromino[nTetromino][pi] != L'.' && pField[fi] != 0)
return false; // fail on first hit
}
}
}
return true;
}
int main()
{
// Create Screen Buffer
wchar_t *screen = new wchar_t[nScreenWidth*nScreenHeight];
for (int i = 0; i < nScreenWidth*nScreenHeight; i++) screen[i] = L' ';
HANDLE hConsole = CreateConsoleScreenBuffer(GENERIC_READ | GENERIC_WRITE, 0, NULL, CONSOLE_TEXTMODE_BUFFER, NULL);
SetConsoleActiveScreenBuffer(hConsole);
DWORD dwBytesWritten = 0;
tetromino[0].append(L"..X...X...X...X."); // Tetronimos 4x4
tetromino[1].append(L"..X..XX...X.....");
tetromino[2].append(L".....XX..XX.....");
tetromino[3].append(L"..X..XX..X......");
tetromino[4].append(L".X...XX...X.....");
tetromino[5].append(L".X...X...XX.....");
tetromino[6].append(L"..X...X..XX.....");
pField = new unsigned char[nFieldWidth*nFieldHeight]; // Create play field buffer
for (int x = 0; x < nFieldWidth; x++) // Board Boundary
for (int y = 0; y < nFieldHeight; y++)
pField[y*nFieldWidth + x] = (x == 0 || x == nFieldWidth - 1 || y == nFieldHeight - 1) ? 9 : 0;
// Game Logic
bool bKey[4];
int nCurrentPiece = 0;
int nCurrentRotation = 0;
int nCurrentX = nFieldWidth / 2;
int nCurrentY = 0;
int nSpeed = 20;
int nSpeedCount = 0;
bool bForceDown = false;
bool bRotateHold = true;
int nPieceCount = 0;
int nScore = 0;
vector<int> vLines;
bool bGameOver = false;
while (!bGameOver) // Main Loop
{
// Timing =======================
this_thread::sleep_for(50ms); // Small Step = 1 Game Tick
nSpeedCount++;
bForceDown = (nSpeedCount == nSpeed);
// Input ========================
for (int k = 0; k < 4; k++) // R L D Z
bKey[k] = (0x8000 & GetAsyncKeyState((unsigned char)("\x27\x25\x28Z"[k]))) != 0;
// Game Logic ===================
// Handle player movement
nCurrentX += (bKey[0] && DoesPieceFit(nCurrentPiece, nCurrentRotation, nCurrentX + 1, nCurrentY)) ? 1 : 0;
nCurrentX -= (bKey[1] && DoesPieceFit(nCurrentPiece, nCurrentRotation, nCurrentX - 1, nCurrentY)) ? 1 : 0;
nCurrentY += (bKey[2] && DoesPieceFit(nCurrentPiece, nCurrentRotation, nCurrentX, nCurrentY + 1)) ? 1 : 0;
// Rotate, but latch to stop wild spinning
if (bKey[3])
{
nCurrentRotation += (bRotateHold && DoesPieceFit(nCurrentPiece, nCurrentRotation + 1, nCurrentX, nCurrentY)) ? 1 : 0;
bRotateHold = false;
}
else
bRotateHold = true;
// Force the piece down the playfield if it's time
if (bForceDown)
{
// Update difficulty every 50 pieces
nSpeedCount = 0;
nPieceCount++;
if (nPieceCount % 50 == 0)
if (nSpeed >= 10) nSpeed--;
// Test if piece can be moved down
if (DoesPieceFit(nCurrentPiece, nCurrentRotation, nCurrentX, nCurrentY + 1))
nCurrentY++; // It can, so do it!
else
{
// It can't! Lock the piece in place
for (int px = 0; px < 4; px++)
for (int py = 0; py < 4; py++)
if (tetromino[nCurrentPiece][Rotate(px, py, nCurrentRotation)] != L'.')
pField[(nCurrentY + py) * nFieldWidth + (nCurrentX + px)] = nCurrentPiece + 1;
// Check for lines
for (int py = 0; py < 4; py++)
if(nCurrentY + py < nFieldHeight - 1)
{
bool bLine = true;
for (int px = 1; px < nFieldWidth - 1; px++)
bLine &= (pField[(nCurrentY + py) * nFieldWidth + px]) != 0;
if (bLine)
{
// Remove Line, set to =
for (int px = 1; px < nFieldWidth - 1; px++)
pField[(nCurrentY + py) * nFieldWidth + px] = 8;
vLines.push_back(nCurrentY + py);
}
}
nScore += 25;
if(!vLines.empty()) nScore += (1 << vLines.size()) * 100;
// Pick New Piece
nCurrentX = nFieldWidth / 2;
nCurrentY = 0;
nCurrentRotation = 0;
nCurrentPiece = rand() % 7;
// If piece does not fit straight away, game over!
bGameOver = !DoesPieceFit(nCurrentPiece, nCurrentRotation, nCurrentX, nCurrentY);
}
}
// Display ======================
// Draw Field
for (int x = 0; x < nFieldWidth; x++)
for (int y = 0; y < nFieldHeight; y++)
screen[(y + 2)*nScreenWidth + (x + 2)] = L" ABCDEFG=#"[pField[y*nFieldWidth + x]];
// Draw Current Piece
for (int px = 0; px < 4; px++)
for (int py = 0; py < 4; py++)
if (tetromino[nCurrentPiece][Rotate(px, py, nCurrentRotation)] != L'.')
screen[(nCurrentY + py + 2)*nScreenWidth + (nCurrentX + px + 2)] = nCurrentPiece + 65;
// Draw Score
swprintf_s(&screen[2 * nScreenWidth + nFieldWidth + 6], 16, L"SCORE: %8d", nScore);
// Animate Line Completion
if (!vLines.empty())
{
// Display Frame (cheekily to draw lines)
WriteConsoleOutputCharacter(hConsole, screen, nScreenWidth * nScreenHeight, { 0,0 }, &dwBytesWritten);
this_thread::sleep_for(400ms); // Delay a bit
for (auto &v : vLines)
for (int px = 1; px < nFieldWidth - 1; px++)
{
for (int py = v; py > 0; py--)
pField[py * nFieldWidth + px] = pField[(py - 1) * nFieldWidth + px];
pField[px] = 0;
}
vLines.clear();
}
// Display Frame
WriteConsoleOutputCharacter(hConsole, screen, nScreenWidth * nScreenHeight, { 0,0 }, &dwBytesWritten);
}
// Oh Dear
CloseHandle(hConsole);
cout << "Game Over!! Score:" << nScore << endl;
system("pause");
return 0;
}