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Dylan Metz

Need help with tetris game in C++

1 post in this topic

I am making tetris in c++ and darkGDK. I need help from stopping shapes from going right through other shapes. Someone said I needed a board matrix, but I have no Idea how to set that up.

Right now I have all movement and roation done and have a random generator to randomaly put shapes on canvas/grid.

Code:
[CODE]
//Dylan Metz
//Nick Rohman
//Jumar Jones
//Dark GDK - The Game Creators - www.thegamecreators.com
//the wizard has created a very simple project that uses Dark GDK
//it contains the basic code for a GDK application
//whenever using Dark GDK you must ensure you include the header file
#include "DarkGDK.h"
#include <cstdlib>
#include <ctime>

//Global
int Block_Size=20;
int grid[20][10];
//colors
const DWORD Red = dbRGB(255,0,0);
const DWORD Green = dbRGB(0,255,0);
const DWORD Blue = dbRGB(0,0,255);
const DWORD Magenta = dbRGB(255,0,255);
const DWORD Black = dbRGB(0,0,0);
const DWORD White = dbRGB(255,255,255);
const DWORD Yellow = dbRGB(255,255,0);
const DWORD Cyan = dbRGB(0,255,255);
const DWORD Orange = dbRGB(255,165,0);
const DWORD Grey = dbRGB(177,177,177);
//end colors
//end global
//Classes
class Block {
private:
DWORD color;
//int blocks[4];
public:
int x,y;
Block();
Block(int, int, DWORD);
void draw();
void move(int, int);
void clear();
void rotation(int,int);

};
Block::Block(){
x = 0;
y = 0;
color = White;
}
//Methods (Block)
void Block::rotation(int px , int py)
{
int xp, yp;
xp=px-py+y;
yp=px+py-x;
x=xp;
y=yp;
dbInk(color, Grey);
draw();
}
Block::Block(int X, int Y, DWORD COLOR)
{
x=X;
y=Y;
color=COLOR;
}
void Block::draw()
{
int x1, y1, x2, y2;
x1=x*Block_Size;
y1=y*Block_Size;
x2=x1+Block_Size;
y2=y1+Block_Size;
// dbInk(color, Black);
dbBox(x1,y1,x2,y2);
}
void Block::clear()
{
dbInk(Grey, Grey);
//dbBox(x1,y1,x2,y2);
draw();
}
void Block::move(int dx, int dy)
{
x=x+dx;
y=y+dy;
dbInk(color, Grey);
draw();
}
//End Method (Block)
class Shape {
private:
Block blocks[4];
//int pos[8];
public:
int pos[8];
DWORD color;
Shape();
void make_ishape();
void make_oshape();
void make_jshape();
void make_lshape();
void make_tshape();
void make_zshape();
void make_sshape();
void move_shape(int,int);
void draw_shape();
bool col(int,int);
bool colnew(int,int);
void rotate_shape();
//void rotate_zshape();
//void rot(int,int);

};
//Methods (Shape)
Shape::Shape() {
blocks[0] = Block(0,0, White);
blocks[1] = Block(0,0, White);
blocks[2] = Block(0,0, White);
blocks[3] = Block(0,0, White);
}
bool Shape::col(int dx, int dy)
{
for (int i=0; i<=4; i++)
{
if (blocks[i].y + dy > 19 || blocks[i].x + dx < 0 || blocks[i].x +dx > 9)
{
return false;
}

}
return true;
}
bool Shape::colnew(int dx, int dy)
{
for (int i=0; i<=4; i++)
{
if (blocks[i].y + dy > 19)
{
return false;
}

}
return true;
}

void Shape::make_ishape()
{
blocks[0] = Block(pos[0],pos[1],Blue);
blocks[1] = Block(pos[2],pos[3],Blue);
blocks[2] = Block(pos[4],pos[5],Blue);
blocks[3] = Block(pos[6],pos[7],Blue);

}
void Shape::make_oshape()
{
blocks[0] = Block(pos[0],pos[1],Green);
blocks[1] = Block(pos[2],pos[3],Green);
blocks[2] = Block(pos[4],pos[5],Green);
blocks[3] = Block(pos[6],pos[7],Green);

}
void Shape::make_jshape()
{
blocks[0] = Block(pos[0],pos[1],Yellow);
blocks[1] = Block(pos[2],pos[3],Yellow);
blocks[2] = Block(pos[4],pos[5],Yellow);
blocks[3] = Block(pos[6],pos[7],Yellow);

}
void Shape::make_lshape()
{
blocks[0] = Block(pos[0],pos[1],Orange);
blocks[1] = Block(pos[2],pos[3],Orange);
blocks[2] = Block(pos[4],pos[5],Orange);
blocks[3] = Block(pos[6],pos[7],Orange);

}
void Shape::make_tshape()
{
blocks[0] = Block(pos[0],pos[1],Cyan);
blocks[1] = Block(pos[2],pos[3],Cyan);
blocks[2] = Block(pos[4],pos[5],Cyan);
blocks[3] = Block(pos[6],pos[7],Cyan);

}
void Shape::make_zshape()
{
blocks[0] = Block(pos[0],pos[1],Red);
blocks[1] = Block(pos[2],pos[3],Red);
blocks[2] = Block(pos[4],pos[5],Red);
blocks[3] = Block(pos[6],pos[7],Red);

}
/*/void Shape::rotate_zshape()
{
blocks[0] = Block(pos[0],pos[1],Red);
blocks[1] = Block(pos[2],pos[3],Red);
blocks[2] = Block(pos[4],pos[5],Red);
blocks[3] = Block(pos[6],pos[7],Red);
}
/*/
void Shape::make_sshape()
{
blocks[0] = Block(pos[0],pos[1],Magenta);
blocks[1] = Block(pos[2],pos[3],Magenta);
blocks[2] = Block(pos[4],pos[5],Magenta);
blocks[3] = Block(pos[6],pos[7],Magenta);

}
void Shape::draw_shape()
{
for (int i=0; i<4; i++)
{
blocks[i].draw();
}
}
void Shape::move_shape(int dx, int dy)
{
for (int i=0; i<4; i++)
{
blocks[i].clear();
}
for (int i=0; i<4; i++)
{
blocks[i].move(dx,dy);
}
}
void Shape::rotate_shape()
{
for (int i=0; i<4; i++)
{
blocks[i].clear();
}
for (int i=0; i<4; i++)
{
blocks[i].rotation(blocks[1].x,blocks[1].y);
}

}
class I_Shape: public Shape{
public:
I_Shape(int,int);

private:
DWORD color;
//int pos[8];
};
//Methods (I_Shape)

I_Shape::I_Shape(int x, int y):Shape()
{
color=Blue;
pos[0]=x-1;
pos[1]=y;
pos[2]=x;
pos[3]=y;
pos[4]=x+1;
pos[5]=y;
pos[6]=x+2;
pos[7]=y;
make_ishape(); //makes I_Shape
}

class O_Shape: public Shape{
public:
O_Shape(int,int);
private:
DWORD color;
};
O_Shape::o_Shape(int x, int y):Shape()
{
color=Red;
pos[0]=x;
pos[1]=y;
pos[2]=x;
pos[3]=y-1;
pos[4]=x+1;
pos[5]=y-1;
pos[6]=x+1;
pos[7]=y;
make_oshape(); //makes O_Shape
}
class J_Shape: public Shape{
public:
J_Shape(int,int);
private:
DWORD color;
};
J_Shape::J_Shape(int x, int y):Shape()
{
color=Yellow;
pos[0]=x-1;
pos[1]=y;
pos[2]=x;
pos[3]=y;
pos[4]=x+1;
pos[5]=y;
pos[6]=x+1;
pos[7]=y-1;
make_jshape(); //makes I_Shape
}
class L_Shape: public Shape{
public:
L_Shape(int,int);
private:
DWORD color;
};
L_Shape::L_Shape(int x, int y):Shape()
{
color=Orange;
pos[0]=x+1;
pos[1]=y;
pos[2]=x;
pos[3]=y;
pos[4]=x-1;
pos[5]=y;
pos[6]=x-1;
pos[7]=y-1;
make_lshape(); //makes L_Shape
}
class T_Shape: public Shape{
public:
T_Shape(int,int);
private:
DWORD color;
};
T_Shape::T_Shape(int x, int y):Shape()
{
color=Cyan;
pos[0]=x-1;
pos[1]=y;
pos[2]=x;
pos[3]=y;
pos[4]=x;
pos[5]=y-1;
pos[6]=x+1;
pos[7]=y;
make_tshape(); //makes T_Shape
}
class Z_Shape: public Shape{
public:
Z_Shape(int,int);
//Rotate_Z(int,int);
private:
DWORD color;
};
Z_Shape::Z_Shape(int x, int y):Shape()
{
color=Red;
pos[0]=x-1;
pos[1]=y;
pos[2]=x;
pos[3]=y;
pos[4]=x;
pos[5]=y+1;
pos[6]=x+1;
pos[7]=y+1;
make_zshape(); //makes Z_Shape

}
//new code
Shape* random()
{
int x=3;
int y=1;
Shape *currentshape;
unsigned seed = time(0);
srand(seed);
int random = 1 + rand() % 6;
switch (random)
{
case 1:
currentshape = new I_Shape(x,y);
break;
case 2:
currentshape = new L_Shape(x,y);
break;
case 3:
currentshape = new J_Shape(x,y);
break;
case 4:
currentshape = new Z_Shape(x,y);
break;
case 5:
currentshape = new T_Shape(x,y);
break;
case 6:
currentshape = new O_Shape(x,y);
break;
}
return currentshape;
}

/*/class S_Shape: public Shape{
public:
S_Shape(int,int);
private:
DWORD color;
};
S_Shape::S_Shape(int x, int y):Shape()
{
color=Magenta;
pos[0]=x-1;
pos[1]=y;
pos[2]=x;
pos[3]=y;
pos[4]=x;
pos[5]=y+1;
pos[6]=x-1;
pos[7]=y+1;
make_sshape(); //makes S_Shape
}/*/
// the main entry point for the application is this function
//(MAIN)
void DarkGDK ( void )
{
dbInk(Grey,Grey);
dbBox(0,0,200,400);

//I_Shape First(3,1);
//O_Shape First(3,1);
//J_Shape First(3,1);
//L_Shape First(3,1);
//T_Shape First(3,1);
//Z_Shape First(3,1);
Shape *currentshape;
currentshape=random();
currentshape->draw_shape();

// turn on sync rate and set maximum rate to 1 fps
dbSyncOn ( );
dbSyncRate (1);
//First.draw_shape();
//First.move_shape(5,4);
// our main loop
while ( LoopGDK ( ) )
{


if (dbLeftKey())
{
if (currentshape->col(-1,0))
{
currentshape->move_shape(-1,0);
}
}
if (dbRightKey())
{
if (currentshape->col(1,0))
{
currentshape->move_shape(1,0);
}
}

if (dbDownKey())
{
if (currentshape->col(0,1))
{
currentshape->move_shape(0,1);
}
}
else if (currentshape->col(0,1))
{
currentshape->move_shape(0,1);
}
else
{
currentshape=random();
}
if (dbUpKey())
{
// if (First.col(0,1))
// {
currentshape->rotate_shape();
// }
}


// update the screen
dbSync ( );
//dbWaitKey();
}


// return back to windows
return;
}
[/CODE]
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The basic idea in Tetris collision is to see if there are any obstacles (other blocks of a border of the game) in the shape where it [i]would[/i] be if it could move. If there's nothing there then you can actually move the shape there. If there is collision, simply don't move the shape at all. If the shape can't move downwards, stop it and "freeze" it into the board.

Board matrix is simply a 2D array that stores the state of the blocks on the board (empty or filled, or moving depending on the implementation).

For mode details check [url="http://www.gamedev.net/topic/554502-tetris-collision-detection/page__st__20"]this thread[/url], I gave a detailed explanation there of a possible solution. Edited by szecs
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