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## Having trouble understanding collision in tetris

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### #1ISDCaptain01  Members

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Posted 05 June 2014 - 07:43 PM

Okay so I've been following this tutorial on how to make tetris:

http://javilop.com/gamedev/tetris-tutorial-in-c-platform-independent-focused-in-game-logic-for-beginners/

Basically we store all our pieces in a 4x4 array like this:

//Pieces definition
char mPieces[7][4][5][5] =
{
//Square
{
{
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 2, 1, 0},
{0, 0, 1, 1, 0},
{0, 0, 0, 0, 0}
},
{
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 2, 1, 0},
{0, 0, 1, 1, 0},
{0, 0, 0, 0, 0}
},
{
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 2, 1, 0},
{0, 0, 1, 1, 0},
{0, 0, 0, 0, 0},
},
{
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 2, 1, 0},
{0, 0, 1, 1, 0},
{0, 0, 0, 0, 0}
}
},
//I
{
{
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 1, 2, 1, 1},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0}
},
{
{0, 0, 0, 0, 0},
{0, 0, 1, 0, 0},
{0, 0, 2, 0, 0},
{0, 0, 1, 0, 0},
{0, 0, 1, 0, 0}
},
{
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{1, 1, 2, 1, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0}
},
{
{0, 0, 1, 0, 0},
{0, 0, 1, 0, 0},
{0, 0, 2, 0, 0},
{0, 0, 1, 0, 0},
{0, 0, 0, 0, 0}
}
},
//L
{
{
{0, 0, 0, 0, 0},
{0, 0, 1, 0, 0},
{0, 0, 2, 0, 0},
{0, 0, 1, 1, 0},
{0, 0, 0, 0, 0}
},
{
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 1, 2, 1, 0},
{0, 1, 0, 0, 0},
{0, 0, 0, 0, 0}
},
{
{0, 0, 0, 0, 0},
{0, 1, 1, 0, 0},
{0, 0, 2, 0, 0},
{0, 0, 1, 0, 0},
{0, 0, 0, 0, 0}
},
{
{0, 0, 0, 0, 0},
{0, 0, 0, 1, 0},
{0, 1, 2, 1, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0}
},
},
// L mirrored
{
{
{0, 0, 0, 0, 0},
{0, 0, 1, 0, 0},
{0, 0, 2, 0, 0},
{0, 1, 1, 0, 0},
{0, 0, 0, 0, 0}
},
{
{0, 0, 0, 0, 0},
{0, 1, 0, 0, 0},
{0, 1, 2, 1, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0}
},
{
{0, 0, 0, 0, 0},
{0, 0, 1, 1, 0},
{0, 0, 2, 0, 0},
{0, 0, 1, 0, 0},
{0, 0, 0, 0, 0}
},
{
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 1, 2, 1, 0},
{0, 0, 0, 1, 0},
{0, 0, 0, 0, 0}
}
},
//N
{
{
{0, 0, 0, 0, 0},
{0, 0, 0, 1, 0},
{0, 0, 2, 1, 0},
{0, 0, 1, 0, 0},
{0, 0, 0, 0, 0}
},
{
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 1, 2, 0, 0},
{0, 0, 1, 1, 0},
{0, 0, 0, 0, 0}
},
{
{0, 0, 0, 0, 0},
{0, 0, 1, 0, 0},
{0, 1, 2, 0, 0},
{0, 1, 0, 0, 0},
{0, 0, 0, 0, 0}
},
{
{0, 0, 0, 0, 0},
{0, 1, 1, 0, 0},
{0, 0, 2, 1, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0}
}
},
//N Mirrored
{
{
{0, 0, 0, 0, 0},
{0, 0, 1, 0, 0},
{0, 0, 2, 1, 0},
{0, 0, 0, 1, 0},
{0, 0, 0, 0, 0}
},
{
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 2, 1, 0},
{0, 1, 1, 0, 0},
{0, 0, 0, 0, 0}
},
{
{0, 0, 0, 0, 0},
{0, 1, 0, 0, 0},
{0, 1, 2, 0, 0},
{0, 0, 1, 0, 0},
{0, 0, 0, 0, 0}
},
{
{0, 0, 0, 0, 0},
{0, 0, 1, 1, 0},
{0, 1, 2, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0}
}
},
//T
{
{
{0, 0, 0, 0, 0},
{0, 0, 1, 0, 0},
{0, 0, 2, 1, 0},
{0, 0, 1, 0, 0},
{0, 0, 0, 0, 0}
},
{
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 1, 2, 1, 0},
{0, 0, 1, 0, 0},
{0, 0, 0, 0, 0}
},
{
{0, 0, 0, 0, 0},
{0, 0, 1, 0, 0},
{0, 1, 2, 0, 0},
{0, 0, 1, 0, 0},
{0, 0, 0, 0, 0}
},
{
{0, 0, 0, 0, 0},
{0, 0, 1, 0, 0},
{0, 1, 2, 1, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0}
}
}
};



Okay than I define my board where the pieces are falling with these defines:

#define BOARD_LINE_WIDTH 6        //Width of each of the two lines that delimit the board
#define BLOCK_SIZE 16             //Width and height of each block of a piece
#define BOARD_POSITION 423  //320        //Center position of the board from the left of the screen
#define BOARD_WIDTH 16  //10            //Board width in blocks
#define BOARD_HEIGHT 20           //Board height in blocks
#define MIN_VERTICAL_MARGIN 20    //Minimum vertical margin for the board limit
#define MIN_HORIZONTAL_MARGIN 20  //Minimum horizontal margin for the board limit
#define PIECE_BLOCKS 5            //Number of horizontal and vertical blocks of a matrix piece


Okay now for collision, I have no clue what the heck hes doing here:

bool Board::IsPossibleMovement (int pX, int pY, int pPiece, int pRotation)
{
// Checks collision with pieces already stored in the board or the board limits
// This is just to check the 5x5 blocks of a piece with the appropiate area in the board
for (int i1 = pX, i2 = 0; i1 < pX + PIECE_BLOCKS; i1++, i2++)
{
for (int j1 = pY, j2 = 0; j1 < pY + PIECE_BLOCKS; j1++, j2++)
{
// Check if the piece is outside the limits of the board
if (	i1 < 0 			||
i1 > BOARD_WIDTH  - 1	||
j1 > BOARD_HEIGHT - 1)
{
if (mPieces->GetBlockType (pPiece, pRotation, j2, i2) != 0)
return 0;
}

// Check if the piece have collisioned with a block already stored in the map
if (j1 >= 0)
{
if ((mPieces->GetBlockType (pPiece, pRotation, j2, i2) != 0) &&
(!IsFreeBlock (i1, j1))	)
return false;
}
}
}

// No collision
return true;
}


If someone can explain it, it'll make my life easier. Thanks

### #2DiegoSLTS  Members

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Posted 05 June 2014 - 08:09 PM

That code checks if pPiece rotated according to pRotation in position (pX, pY) has any block outside the playfield or has any block over another block. It checks if moving to a position is valid before actually moving the piece.

The first "for" runes 5 times, the second one runes 5 times for each of the first for.

i1 and j1 are used as index of the board, i2 and j2 are used as index of the 5x5 block.

It first checks if the 5x5 block is outside the board (it looks like pX and pY are the position where the upper left corner of the 5x5 block is placed), but since the 5x5 block can have empty spaces, it can still be a valid move. So it checks if for that piece in that rotation, that block that's outside the field is actually a block of the piece.

Since i1 and j1 are index of the board, i1 < 0, i1 > width - 1 and j1 > height - 1 mean that that block (i1, j1) it's outside the board.

If it's a block (type != 0) then the movement isn't valid.

If that fails it checks if the block inside the 5x5 block is a part of the piece and if that block on the board is free. If it's not free then the movement isn't valid. Also, before that check it checks if j1 >= 0 since when a piece appears on the board there are blocks that may be outside the board (over the top) and those will never be occupied by a previous piece.

Try drawing it in paper and following the iterations by hand, you'll understand it if you see the 5x5 blocks over the board.

Edited by DiegoSLTS, 05 June 2014 - 08:41 PM.

### #3ISDCaptain01  Members

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Posted 06 June 2014 - 10:18 PM

That makes so much more sense. Thanks a bunch!

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