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moonbeamer2234@yahoo.com

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  1. Well...the tutorial from this site that im following on building a tetris clone is outdated and i cant seem to get my blocks to appear on the screen. I do understand what im doing for the most part but up until this tutorial i never really worked much with Device Context, i normally used libraries and such for sprites and transformation... Anyways my problem is that i cant seem to get any blocks to display. I might have made a mistake somewhere but its compiling fine. Or maybe im just misunderstanding the tutorial because i dont see anywhere where actual block graphics are loaded in. So uh...thanks :D Heres the code: Actually...Heres the link to the tut im following first: http://www.gamedev.net/topic/192483-tetris-clone-in-an-hour-with-c/   bitmap.h   #ifndef BIMAPOBJECT_H #define BIMAPOBJECT_H #pragma once #include <windows.h> class bimapobject { public: bimapobject(); virtual ~bimapobject(); void Load(HDC hdccompatable, LPCTSTR lpszFileName); void Create(HDC hdccompatable, int height, int width); void Destroy(); int GetHeight(); int GetWidth(); operator HDC(); protected: private: HDC hdcMemory; HBITMAP hbitnewmap; HBITMAP hbitoldmap; int iWidth; int iHeight; };     #endif // BIMAPOBJECT_H   bimap.cpp     #include "bimapobject.h" #include <windows.h> bimapobject::bimapobject() { hdcMemory = NULL; hbitnewmap = NULL; hbitoldmap = NULL; iWidth = 0; iHeight = 0; } bimapobject::~bimapobject() { if(hdcMemory) Destroy(); } void bimapobject::Load(HDC hdcCompatable, LPCTSTR lpcFileName) { if(hdcMemory) Destroy(); hdcCompatable = CreateCompatibleDC(hdcCompatable); //Creates Device Context Handler hbitnewmap = (HBITMAP)LoadImage(NULL, lpcFileName, IMAGE_BITMAP,0,0,LR_LOADFROMFILE); // hbitnew holds this image hbitoldmap = (HBITMAP)SelectObject(hdcMemory, hbitnewmap); // hbitoldmap takes the newmap and shoves it into hdcMemory BITMAP bmp; GetObject(hbitnewmap, sizeof(BITMAP),(LPVOID) &bmp); //bmp is the buffer to be filled by newmap, the size of the buffer is sizeofBITMAP iWidth = bmp.bmWidth; //Sets the Private vars to their corrosponding Values iHeight = bmp.bmHeight; // Sets the Private vars to their corrosponding Values ie. whatever the loaded bmp was } void bimapobject::Create(HDC hdcompatable, int height, int width) { if(hdcMemory) Destroy(); hdcMemory = CreateCompatibleDC(hdcompatable); //Creates Device Context instance hbitnewmap = CreateCompatibleBitmap(hdcompatable, height, width); //Creates the Bitmap hbitoldmap =(HBITMAP)SelectObject(hdcMemory, hbitnewmap); iWidth = width; iHeight = height; } void bimapobject::Destroy() { SelectObject(hdcMemory,hbitoldmap); DeleteObject(hbitnewmap); DeleteDC(hdcMemory); hdcMemory = NULL; hbitnewmap = NULL; hbitoldmap = NULL; iWidth = 0; iHeight = 0; } bimapobject::operator HDC() { return(hdcMemory); } int bimapobject::GetHeight(){ return iHeight; } int bimapobject::GetWidth(){ return iWidth; }       main.cpp   #include <windows.h> #include <stdlib.h> #include "bimapobject.h" //Create Variables #define Windowclassname "Tetris" #define WindowTitle "TetrisGame" const int TILESIZE = 16; const int MAP_WIDTH = 10; const int MAP_HEIGHT = 30; const int GREY = 8; const int TILENODRAW = -1; const int TILEBLACK = 0; const int TILEGREY = 1; const int TILEBLUE = 2; const int TILERED = 3; const int TILEGREEN = 4; const int TILEYELLOW = 5; const int TILEWHITE = 6; const int TILESTEEL = 7; const int TILEPURPLE = 8; //functions bool Gameint(); void GameLoop(); void GameDone(); void DrawTile(int x, int y, int tile); void DrawMap(); void NewBlock(); void RotateBlock(); void move(int x, int y); int CollisionDetect(int nx, int ny); void RemoveRow(int x); void NewGame(); HINSTANCE hInstmain = NULL; HWND hwndMain; int map[MAP_WIDTH][MAP_HEIGHT+1]; //PieceMaxSize = 16(4x4). struct Piece { int size [4][4]; int x; int y; }; //Creates 2 objects; Piece sPrePiece; Piece sPiece; //More Variables DWORD start_time; bool gamestarted=false; //Creates two bitmap objects for the tiles and for the map bimapobject bmoMap; bimapobject bmoTiles; //Predefined WindowProcFunction LRESULT CALLBACK TheWindowProc(HWND hwnd, UINT uMsg,WPARAM wParam, LPARAM lParam) { switch(uMsg) { case WM_KEYDOWN: { if (wParam ==VK_ESCAPE) { DestroyWindow(hwnd); return 0; } if(wParam == VK_DOWN) { move(0, 1); return(0); } if(wParam == VK_UP) { RotateBlock(); return(0); } if(wParam == VK_LEFT) { move(-1,0); } if(wParam == VK_RIGHT) { move(1,0); } } break; case WM_DESTROY: { PostQuitMessage(0); return(0); } break; case WM_PAINT: //Called to Pain The Window { PAINTSTRUCT ps; HDC hdc = BeginPaint(hwnd, &ps); BitBlt(hdc,0,0,TILESIZE*MAP_WIDTH+TILESIZE*GREY,TILESIZE*MAP_HEIGHT,bmoMap,0,0,SRCCOPY); //Pushes window paint info into the hdc EndPaint(hwnd, &ps); //endPain Standard. return(0); } break; } return (DefWindowProc(hwnd,uMsg,wParam,lParam)); } int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE Irrelevent, LPSTR lpcmdline, int nCmdShow) { hInstmain = hInstance; WNDCLASSEX wclass; wclass.cbClsExtra = 0; wclass.cbSize = sizeof(WNDCLASSEX); wclass.cbWndExtra = 0; wclass.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH); wclass.hCursor = LoadCursor(NULL, IDC_ARROW); wclass.hIcon = LoadIcon(NULL, IDI_APPLICATION); wclass.hIconSm = LoadIcon(NULL, IDI_APPLICATION); wclass.hInstance = hInstmain; wclass.lpfnWndProc = TheWindowProc; wclass.lpszClassName = Windowclassname; wclass.lpszMenuName = NULL; wclass.style = CS_OWNDC | CS_HREDRAW | CS_VREDRAW | CS_DBLCLKS; if(!RegisterClassEx(&wclass)) return (0); hwndMain = CreateWindowEx( 0, Windowclassname, WindowTitle, WS_BORDER | WS_SYSMENU | WS_CAPTION | WS_VISIBLE, 0, 0, 320, 240, NULL, NULL, hInstmain, NULL); if(!hwndMain) return (0); if(!Gameint()) return(0); MSG msg; for( ; ;) { if(PeekMessage(&msg,NULL,0,0,PM_REMOVE)) { if(msg.message == WM_QUIT) break; TranslateMessage(&msg); DispatchMessage(&msg); } GameLoop(); } GameDone(); return(msg.wParam); } bool Gameint() { RECT rcTemp; SetRect(&rcTemp,0,0,MAP_WIDTH*TILESIZE+TILESIZE*TILEGREY, MAP_HEIGHT*TILESIZE); //160X480 Client Area AdjustWindowRect(&rcTemp,WS_BORDER | WS_SYSMENU | WS_CAPTION | WS_VISIBLE, FALSE); //Stores adjustions in rcTemp SetWindowPos(hwndMain,NULL,0,0,rcTemp.right-rcTemp.left,rcTemp.bottom-rcTemp.top,SWP_NOMOVE); //Sets Client Window Position HDC hdc = GetDC(hwndMain); // Gets Device Context from window bmoMap.Create(hdc, MAP_WIDTH*TILESIZE+TILEGREY*TILESIZE, MAP_HEIGHT*TILESIZE); //Creates map 10 tiles wide+grey tiles wide FillRect(bmoMap,&rcTemp, (HBRUSH)GetStockObject(BLACK_BRUSH)); //Fills Client Area ReleaseDC(hwndMain, hdc); // Release bmoTiles.Load(hdc, "bitmap.bmp"); //Load NewGame(); //Calls NewGame() return(true); } void GameDone() { } void GameLoop() { if((GetTickCount()-start_time) > 1000) { move(0,1); //Every one second move down start_time = GetTickCount(); } } void NewGame() { start_time = GetTickCount(); gamestarted = false; for (int x=0; x<MAP_WIDTH+1; x++) //Not Sure come back to this { for( int y=0; y<MAP_HEIGHT+1; y++) //Not sure, come back to this { if(y == MAP_HEIGHT) map[x][y] = TILEGREY; //if y == the bottom of the mat its on a tile grey else map[x][y] = TILEBLACK; //If not y is in the black area } } NewBlock(); DrawMap(); } void DrawTile(int x, int y, int tile) { //mask than paint BitBlt(bmoMap, x*TILESIZE, y*TILESIZE, TILESIZE, TILESIZE, bmoTiles, tile*TILESIZE, TILESIZE, SRCAND); BitBlt(bmoMap, x*TILESIZE, y*TILESIZE, TILESIZE, TILESIZE, bmoTiles, tile*TILESIZE, TILESIZE, SRCPAINT); } void DrawMap() { //Draw Holder for Next Block int xmy, ymx; for(xmy = MAP_WIDTH; xmy < 4; xmy++ ) for(ymx = MAP_HEIGHT; ymx < 4; xmy++) DrawTile(xmy, ymx, TILEGREY); //Draw Previous Block for(xmy = 0; xmy < 4; xmy++) for(ymx = 0; ymx <4; ymx++ ) if(sPrePiece.size[xmy][ymx] != TILENODRAW) DrawTile(sPrePiece.x+xmy, sPrePiece.y+ymx, sPrePiece.size[xmy][ymx]); //Draw map for(xmy = 0; xmy < MAP_WIDTH; xmy++) for(ymx = 0; ymx <MAP_HEIGHT; ymx++) DrawTile(xmy, ymx, map[xmy][ymx]); //draw moving block for(xmy = 0; xmy < 4; xmy++) for(ymx = 0; ymx <4; ymx++) if(sPiece.size[xmy][ymx] != TILENODRAW) DrawTile(sPiece.x=xmy, sPiece.y+ymx, sPiece.size[xmy][ymx]); InvalidateRect(hwndMain,NULL, FALSE); } void NewBlock() { int newblock; int i, j; // 0 1 2 3 4 5 6 // X These // X XX X XX XX XX XX are // X XX XXX XX XX X X block // X X X types srand(GetTickCount()); for(i = 0; i < 4; i++) for(j = 0; j < 4; j++) sPiece.size[i][j] = TILENODRAW; sPiece.x = MAP_WIDTH/2-2; sPiece.y = -1; if(gamestarted == false) { gamestarted = true; newblock = rand()%7; switch(newblock) { case 0: //Tower { sPiece.size[1][0]=TILERED; sPiece.size[1][1]=TILERED; sPiece.size[1][2]=TILERED; sPiece.size[1][3]=TILERED; sPiece.y = 0; } break; case 1: //Cube { sPiece.size[1][1]=TILEBLUE; sPiece.size[1][2]=TILEBLUE; sPiece.size[2][1]=TILEBLUE; sPiece.size[2][2]=TILEBLUE; } break; case 2: //Pyramid { sPiece.size[1][1] = TILESTEEL; sPiece.size[0][2]=TILESTEEL; sPiece.size[1][2]=TILESTEEL; sPiece.size[2][2]=TILESTEEL; } break; case 3: //Left Leaner { sPiece.size[0][1]=TILEYELLOW; sPiece.size[1][1]=TILEYELLOW; sPiece.size[1][2]=TILEYELLOW; sPiece.size[0][2]=TILEYELLOW; } break; case 4: //Right Leaner { sPiece.size[2][1]=TILEGREEN; sPiece.size[1][1]=TILEGREEN; sPiece.size[1][2]=TILEGREEN; sPiece.size[0][2]=TILEGREEN; } break; case 5: //Left Knight { sPiece.size[1][1]=TILEWHITE; sPiece.size[2][1]=TILEWHITE; sPiece.size[2][2]=TILEWHITE; sPiece.size[2][3]=TILEWHITE; } break; case 6: //Right Knight { sPiece.size[2][1]=TILEPURPLE; sPiece.size[1][1]=TILEPURPLE; sPiece.size[1][2]=TILEPURPLE; sPiece.size[1][3]=TILEPURPLE; } break; } } else { for(i = 0; i < 4; i++) for(j=0; j< 4; j++) sPiece.size[i][j] = sPrePiece.size[i][j]; newblock = rand()%7; for(i = 0; i < 4; i++) for(j=0; j< 4; j++) sPrePiece.size[i][j] = TILENODRAW; sPrePiece.x = MAP_WIDTH+GREY/4; sPrePiece.x = GREY/4; switch(newblock) { case 0: //Tower { sPiece.size[1][0]=TILERED; sPiece.size[1][1]=TILERED; sPiece.size[1][2]=TILERED; sPiece.size[1][3]=TILERED; sPiece.y = 0; } break; case 1: //Cube { sPiece.size[1][1]=TILEBLUE; sPiece.size[1][2]=TILEBLUE; sPiece.size[2][1]=TILEBLUE; sPiece.size[2][2]=TILEBLUE; } break; case 2: //Pyramid { sPiece.size[1][1] = TILESTEEL; sPiece.size[0][2]=TILESTEEL; sPiece.size[1][2]=TILESTEEL; sPiece.size[2][2]=TILESTEEL; } break; case 3: //Left Leaner { sPiece.size[0][1]=TILEYELLOW; sPiece.size[1][1]=TILEYELLOW; sPiece.size[1][2]=TILEYELLOW; sPiece.size[0][2]=TILEYELLOW; } break; case 4: //Right Leaner { sPiece.size[2][1]=TILEGREEN; sPiece.size[1][1]=TILEGREEN; sPiece.size[1][2]=TILEGREEN; sPiece.size[0][2]=TILEGREEN; } break; case 5: //Left Knight { sPiece.size[1][1]=TILEWHITE; sPiece.size[2][1]=TILEWHITE; sPiece.size[2][2]=TILEWHITE; sPiece.size[2][3]=TILEWHITE; } break; case 6: //Right Knight { sPiece.size[2][1]=TILEPURPLE; sPiece.size[1][1]=TILEPURPLE; sPiece.size[1][2]=TILEPURPLE; sPiece.size[1][3]=TILEPURPLE; } break; } } DrawMap(); } void RotateBlock() //Come Back To this { int i,j,temp[4][4]; for(i=0; i<4; i++) for(j = 0; j<4; j++)// temp[3-j][i]=sPiece.size[i][j]; //Collision Detection with border for(i = 0; i <4 ; i++) for(j=0; j<4; j++) if(temp[i][j] != TILENODRAW) if(sPiece.x + i <0 || sPiece.x + i > MAP_WIDTH-1 || sPiece.y + j < 0 || sPiece.y +j > MAP_HEIGHT-1 ) return; //If piece is on top or bottom or either side dont allow rotate. Return the function before rotate //Come Back To This for(int x=0; x< MAP_WIDTH; x++) for(int y=0; y< MAP_HEIGHT; y++) if(x >= sPiece.x && x < sPiece.x + 4) if(y >= sPiece.y && y < sPiece.y +4) if(map[x][y] != TILEBLACK) if(temp[x - sPiece.x][y - sPiece.y] != TILENODRAW) return; for(i=0; i<4; i++) for(j=0; j<4; j++) sPiece.size[ i ][j]=temp[ i ][j]; DrawMap(); return; } void move(int x , int y) { if(CollisionDetect(x,y)) { if(y == 1) { if(sPiece.y < 1) { NewGame(); }//You Lost else { bool killblock = false; int i, j; //Come Back for(i = 0; i<4; i++ ) for(j = 0; j<4; j++) if(sPiece.size[i][j] != TILENODRAW) //If it can be drawn map[sPiece.x+1][sPiece.y+1] =sPiece.size[i][j]; //sPiece.size says where to move on the map for(j =0; j<MAP_HEIGHT; j++) { bool filled =true; for(i=0; i<MAP_WIDTH; i++) if(map[i][j] == TILEBLACK) //if there are any black tiles filled = false; //Filled isnt true if(filled) { RemoveRow(j); killblock = true; } if(killblock) { for(i=0; i<4; i++) for(j=0; j<4; j++) sPiece.size[ i ][j]=TILENODRAW; } NewBlock(); } } } else { sPiece.x +=x; sPiece.y +=y; } DrawMap(); } } int CollisionDetect(int nx, int ny) { int newx=sPiece.x+nx; int newy=sPiece.y+ny; int i,j,x,y; for(i=0; i<4; i++) for(j=0; j<4; j++) if(sPiece.size[i][j] != TILENODRAW) if(newx +i < 0 || newx+i > MAP_WIDTH - 1 || newy + j <0 || newy + j > MAP_HEIGHT -1 ) return 1; for(x= 0; x < MAP_WIDTH; x++) for(y=0; y<MAP_HEIGHT; y++) if(x>=newx && x < newx+4) if(y >=newy && y < newy+4) if(map[x][y] !=TILEBLACK) if(sPiece.size[x-newx][y-newy] !=TILENODRAW) return 1; return 0; } void RemoveRow(int row) {     int x,y;     int counter=0;     for(x=0; x< MAP_WIDTH; x++)         for(y=row; y>0; y--)             map[x][y]=map[x][y-1]; }