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authorraysan5 <[email protected]>2016-02-20 20:25:01 +0100
committerraysan5 <[email protected]>2016-02-20 20:25:01 +0100
commit7b360d8579c63658ee05377b44d2e0b478d12b74 (patch)
tree16c1553ba117869aeb370ae40f99bb4086701b55 /games/tetris.c
parent83459159f4c8622cefe93a062138e7e2391b6761 (diff)
downloadraylib-7b360d8579c63658ee05377b44d2e0b478d12b74.tar.gz
raylib-7b360d8579c63658ee05377b44d2e0b478d12b74.zip
Reorganized games folder
Simplified to match raylib installer package folder structure
Diffstat (limited to 'games/tetris.c')
-rw-r--r--games/tetris.c836
1 files changed, 836 insertions, 0 deletions
diff --git a/games/tetris.c b/games/tetris.c
new file mode 100644
index 00000000..62400201
--- /dev/null
+++ b/games/tetris.c
@@ -0,0 +1,836 @@
+/*******************************************************************************************
+*
+* raylib - sample game: tetris
+*
+* Sample game Marc Palau and Ramon Santamaria
+*
+* This game has been created using raylib v1.3 (www.raylib.com)
+* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+* Copyright (c) 2015 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <time.h>
+#include <math.h>
+
+#if defined(PLATFORM_WEB)
+ #include <emscripten/emscripten.h>
+#endif
+
+//----------------------------------------------------------------------------------
+// Some Defines
+//----------------------------------------------------------------------------------
+#define SQUARE_SIZE 20
+
+#define GRID_HORIZONTAL_SIZE 12
+#define GRID_VERTICAL_SIZE 20
+
+#define LATERAL_SPEED 10
+#define TURNING_SPEED 12
+#define FAST_FALL_AWAIT_COUNTER 30
+
+#define FADING_TIME 33
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+typedef enum GridSquare { EMPTY, MOVING, FULL, BLOCK, FADING } GridSquare;
+
+//------------------------------------------------------------------------------------
+// Global Variables Declaration
+//------------------------------------------------------------------------------------
+static int screenWidth = 800;
+static int screenHeight = 450;
+
+static bool gameOver = false;
+static bool pause = false;
+
+// Matrices
+static GridSquare grid [GRID_HORIZONTAL_SIZE][GRID_VERTICAL_SIZE];
+static GridSquare piece [4][4];
+static GridSquare incomingPiece [4][4];
+
+// Theese variables keep track of the active piece position
+static int piecePositionX = 0;
+static int piecePositionY = 0;
+
+// Game parameters
+static Color fadingColor;
+//static int fallingSpeed; // In frames
+
+static bool beginPlay = true; // This var is only true at the begining of the game, used for the first matrix creations
+static bool pieceActive = false;
+static bool detection = false;
+static bool lineToDelete = false;
+
+// Statistics
+static int level = 1;
+static int lines = 0;
+
+// Counters
+static int gravityMovementCounter = 0;
+static int lateralMovementCounter = 0;
+static int turnMovementCounter = 0;
+static int fastFallMovementCounter = 0;
+
+static int fadeLineCounter = 0;
+
+// Based on level
+static int gravitySpeed = 30;
+
+//------------------------------------------------------------------------------------
+// Module Functions Declaration (local)
+//------------------------------------------------------------------------------------
+static void InitGame(void); // Initialize game
+static void UpdateGame(void); // Update game (one frame)
+static void DrawGame(void); // Draw game (one frame)
+static void UnloadGame(void); // Unload game
+static void UpdateDrawFrame(void); // Update and Draw (one frame)
+
+// Additional module functions
+static bool Createpiece();
+static void GetRandompiece();
+static void ResolveFallingMovement();
+static bool ResolveLateralMovement();
+static bool ResolveTurnMovement();
+static void CheckDetection();
+static void CheckCompletition();
+static void DeleteCompleteLines();
+
+//------------------------------------------------------------------------------------
+// Program main entry point
+//------------------------------------------------------------------------------------
+int main()
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ InitWindow(screenWidth, screenHeight, "sample game: tetris");
+
+ InitGame();
+
+#if defined(PLATFORM_WEB)
+ emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
+#else
+
+ SetTargetFPS(60);
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ UpdateGame();
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ DrawGame();
+ //----------------------------------------------------------------------------------
+ }
+#endif
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ UnloadGame(); // Unload loaded data (textures, sounds, models...)
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+}
+
+//--------------------------------------------------------------------------------------
+// Game Module Functions Definition
+//--------------------------------------------------------------------------------------
+
+// Initialize game variables
+void InitGame(void)
+{
+ // Initialize game statistics
+ level = 1;
+ lines = 0;
+
+ fadingColor = GRAY;
+
+ piecePositionX = 0;
+ piecePositionY = 0;
+
+ pause = false;
+
+ beginPlay = true;
+ pieceActive = false;
+ detection = false;
+ lineToDelete = false;
+
+ // Counters
+ gravityMovementCounter = 0;
+ lateralMovementCounter = 0;
+ turnMovementCounter = 0;
+ fastFallMovementCounter = 0;
+
+ fadeLineCounter = 0;
+ gravitySpeed = 30;
+
+ // Initialize grid matrices
+ for (int i = 0; i < GRID_HORIZONTAL_SIZE; i++)
+ {
+ for (int j = 0; j < GRID_VERTICAL_SIZE; j++)
+ {
+ if ((j == GRID_VERTICAL_SIZE - 1) || (i == 0) || (i == GRID_HORIZONTAL_SIZE - 1)) grid[i][j] = BLOCK;
+ else grid[i][j] = EMPTY;
+ }
+ }
+
+ // Initialize incoming piece matrices
+ for (int i = 0; i < 4; i++)
+ {
+ for (int j = 0; j< 4; j++)
+ {
+ incomingPiece[i][j] = EMPTY;
+ }
+ }
+}
+
+// Update game (one frame)
+void UpdateGame(void)
+{
+ if (!gameOver)
+ {
+ if (IsKeyPressed('P')) pause = !pause;
+
+ if (!pause)
+ {
+ if (!lineToDelete)
+ {
+ if (!pieceActive)
+ {
+ // Get another piece
+ pieceActive = Createpiece();
+
+ // We leave a little time before starting the fast falling down
+ fastFallMovementCounter = 0;
+ }
+ else // Piece falling
+ {
+ // Counters update
+ fastFallMovementCounter++;
+ gravityMovementCounter++;
+ lateralMovementCounter++;
+ turnMovementCounter++;
+
+ // We make sure to move if we've pressed the key this frame
+ if (IsKeyPressed(KEY_LEFT) || IsKeyPressed(KEY_RIGHT)) lateralMovementCounter = LATERAL_SPEED;
+ if (IsKeyPressed(KEY_UP)) turnMovementCounter = TURNING_SPEED;
+
+ // Fall down
+ if (IsKeyDown(KEY_DOWN) && (fastFallMovementCounter >= FAST_FALL_AWAIT_COUNTER))
+ {
+ // We make sure the piece is going to fall this frame
+ gravityMovementCounter += gravitySpeed;
+ }
+
+ if (gravityMovementCounter >= gravitySpeed)
+ {
+ // Basic falling movement
+ CheckDetection(&detection);
+
+ // Check if the piece has collided with another piece or with the boundings
+ ResolveFallingMovement(&detection, &pieceActive);
+
+ // Check if we fullfilled a line and if so, erase the line and pull down the the lines above
+ CheckCompletition(&lineToDelete);
+
+ gravityMovementCounter = 0;
+ }
+
+ // Move laterally at player's will
+ if (lateralMovementCounter >= LATERAL_SPEED)
+ {
+ // Update the lateral movement and if success, reset the lateral counter
+ if (!ResolveLateralMovement()) lateralMovementCounter = 0;
+ }
+
+ // Turn the piece at player's will
+ if (turnMovementCounter >= TURNING_SPEED)
+ {
+ // Update the turning movement and reset the turning counter
+ if (ResolveTurnMovement()) turnMovementCounter = 0;
+ }
+ }
+
+ // Game over logic
+ for (int j = 0; j < 2; j++)
+ {
+ for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
+ {
+ if (grid[i][j] == FULL)
+ {
+ gameOver = true;
+ }
+ }
+ }
+ }
+ else
+ {
+ // Animation when deleting lines
+ fadeLineCounter++;
+
+ if (fadeLineCounter%8 < 4) fadingColor = MAROON;
+ else fadingColor = GRAY;
+
+ if (fadeLineCounter >= FADING_TIME)
+ {
+ DeleteCompleteLines();
+ fadeLineCounter = 0;
+ lineToDelete = false;
+
+ lines++;
+ }
+ }
+ }
+ }
+ else
+ {
+ if (IsKeyPressed(KEY_ENTER))
+ {
+ InitGame();
+ gameOver = false;
+ }
+ }
+}
+
+// Draw game (one frame)
+void DrawGame(void)
+{
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ if (!gameOver)
+ {
+ // Draw gameplay area
+ Vector2 offset;
+ offset.x = screenWidth/2 - (GRID_HORIZONTAL_SIZE*SQUARE_SIZE/2) - 50;
+ offset.y = screenHeight/2 - ((GRID_VERTICAL_SIZE - 1)*SQUARE_SIZE/2) + SQUARE_SIZE*2;
+
+ offset.y -= 50; // NOTE: Harcoded position!
+
+ int controller = offset.x;
+
+ for (int j = 0; j < GRID_VERTICAL_SIZE; j++)
+ {
+ for (int i = 0; i < GRID_HORIZONTAL_SIZE; i++)
+ {
+ // Draw each square of the grid
+ if (grid[i][j] == EMPTY)
+ {
+ DrawLine(offset.x, offset.y, offset.x + SQUARE_SIZE, offset.y, LIGHTGRAY );
+ DrawLine(offset.x, offset.y, offset.x, offset.y + SQUARE_SIZE, LIGHTGRAY );
+ DrawLine(offset.x + SQUARE_SIZE, offset.y, offset.x + SQUARE_SIZE, offset.y + SQUARE_SIZE, LIGHTGRAY );
+ DrawLine(offset.x, offset.y + SQUARE_SIZE, offset.x + SQUARE_SIZE, offset.y + SQUARE_SIZE, LIGHTGRAY );
+ offset.x += SQUARE_SIZE;
+ }
+ else if (grid[i][j] == FULL)
+ {
+ DrawRectangle(offset.x, offset.y, SQUARE_SIZE, SQUARE_SIZE, GRAY);
+ offset.x += SQUARE_SIZE;
+ }
+ else if (grid[i][j] == MOVING)
+ {
+ DrawRectangle(offset.x, offset.y, SQUARE_SIZE, SQUARE_SIZE, DARKGRAY);
+ offset.x += SQUARE_SIZE;
+ }
+ else if (grid[i][j] == BLOCK)
+ {
+ DrawRectangle(offset.x, offset.y, SQUARE_SIZE, SQUARE_SIZE, LIGHTGRAY);
+ offset.x += SQUARE_SIZE;
+ }
+ else if (grid[i][j] == FADING)
+ {
+ DrawRectangle(offset.x, offset.y, SQUARE_SIZE, SQUARE_SIZE, fadingColor);
+ offset.x += SQUARE_SIZE;
+ }
+ }
+
+ offset.x = controller;
+ offset.y += SQUARE_SIZE;
+ }
+
+ // Draw incoming piece (hardcoded)
+ offset.x = 500;
+ offset.y = 45;
+
+ int controler = offset.x;
+
+ for (int j = 0; j < 4; j++)
+ {
+ for (int i = 0; i < 4; i++)
+ {
+ if (incomingPiece[i][j] == EMPTY)
+ {
+ DrawLine(offset.x, offset.y, offset.x + SQUARE_SIZE, offset.y, LIGHTGRAY );
+ DrawLine(offset.x, offset.y, offset.x, offset.y + SQUARE_SIZE, LIGHTGRAY );
+ DrawLine(offset.x + SQUARE_SIZE, offset.y, offset.x + SQUARE_SIZE, offset.y + SQUARE_SIZE, LIGHTGRAY );
+ DrawLine(offset.x, offset.y + SQUARE_SIZE, offset.x + SQUARE_SIZE, offset.y + SQUARE_SIZE, LIGHTGRAY );
+ offset.x += SQUARE_SIZE;
+ }
+ else if (incomingPiece[i][j] == MOVING)
+ {
+ DrawRectangle(offset.x, offset.y, SQUARE_SIZE, SQUARE_SIZE, GRAY);
+ offset.x += SQUARE_SIZE;
+ }
+ }
+
+ offset.x = controler;
+ offset.y += SQUARE_SIZE;
+ }
+
+ DrawText("INCOMING:", offset.x, offset.y - 100, 10, GRAY);
+ DrawText(FormatText("LINES: %04i", lines), offset.x, offset.y + 20, 10, GRAY);
+
+ if (pause) DrawText("GAME PAUSED", screenWidth/2 - MeasureText("GAME PAUSED", 40)/2, screenHeight/2 - 40, 40, GRAY);
+ }
+ else DrawText("PRESS [ENTER] TO PLAY AGAIN", GetScreenWidth()/2 - MeasureText("PRESS [ENTER] TO PLAY AGAIN", 20)/2, GetScreenHeight()/2 - 50, 20, GRAY);
+
+ EndDrawing();
+}
+
+// Unload game variables
+void UnloadGame(void)
+{
+ // TODO: Unload all dynamic loaded data (textures, sounds, models...)
+}
+
+// Update and Draw (one frame)
+void UpdateDrawFrame(void)
+{
+ UpdateGame();
+ DrawGame();
+}
+
+//--------------------------------------------------------------------------------------
+// Additional module functions
+//--------------------------------------------------------------------------------------
+static bool Createpiece()
+{
+ piecePositionX = (int)((GRID_HORIZONTAL_SIZE - 4)/2);
+ piecePositionY = 0;
+
+ // If the game is starting and you are going to create the first piece, we create an extra one
+ if (beginPlay)
+ {
+ GetRandompiece();
+ beginPlay = false;
+ }
+
+ // We assign the incoming piece to the actual piece
+ for (int i = 0; i < 4; i++)
+ {
+ for (int j = 0; j< 4; j++)
+ {
+ piece[i][j] = incomingPiece[i][j];
+ }
+ }
+
+ // We assign a random piece to the incoming one
+ GetRandompiece();
+
+ // Assign the piece to the grid
+ for (int i = piecePositionX; i < piecePositionX + 4; i++)
+ {
+ for (int j = 0; j < 4; j++)
+ {
+ if (piece[i - (int)piecePositionX][j] == MOVING) grid[i][j] = MOVING;
+ }
+ }
+
+ return true;
+}
+
+static void GetRandompiece()
+{
+ srand(time(NULL));
+ int random = rand() % 7;
+
+ for (int i = 0; i < 4; i++)
+ {
+ for (int j = 0; j < 4; j++)
+ {
+ incomingPiece[i][j] = EMPTY;
+ }
+ }
+
+ switch(random)
+ {
+ case 0: { incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; } break; //Cube
+ case 1: { incomingPiece[1][0] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; } break; //L
+ case 2: { incomingPiece[1][2] = MOVING; incomingPiece[2][0] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[2][2] = MOVING; } break; //L inversa
+ case 3: { incomingPiece[0][1] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[3][1] = MOVING; } break; //Recta
+ case 4: { incomingPiece[1][0] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][1] = MOVING; } break; //Creu tallada
+ case 5: { incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[2][2] = MOVING; incomingPiece[3][2] = MOVING; } break; //S
+ case 6: { incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[3][1] = MOVING; } break; //S inversa
+ }
+}
+
+static void ResolveFallingMovement(bool *detection, bool *pieceActive)
+{
+ // If we finished moving this piece, we stop it
+ if (*detection)
+ {
+ for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
+ {
+ for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
+ {
+ if (grid[i][j] == MOVING)
+ {
+ grid[i][j] = FULL;
+ *detection = false;
+ *pieceActive = false;
+ }
+ }
+ }
+ }
+ // We move down the piece
+ else
+ {
+ for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
+ {
+ for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
+ {
+ if (grid[i][j] == MOVING)
+ {
+ grid[i][j+1] = MOVING;
+ grid[i][j] = EMPTY;
+ }
+ }
+ }
+ piecePositionY++;
+ }
+}
+
+static bool ResolveLateralMovement()
+{
+ bool collision = false;
+
+ // Move left
+ if (IsKeyDown(KEY_LEFT))
+ {
+ // Check if is possible to move to left
+ for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
+ {
+ for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
+ {
+ if (grid[i][j] == MOVING)
+ {
+ // Check if we are touching the left wall or we have a full square at the left
+ if ((i-1 == 0) || (grid[i-1][j] == FULL)) collision = true;
+ }
+ }
+ }
+ // If able, move left
+ if (!collision)
+ {
+ for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
+ {
+ for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++) // We check the matrix from left to right
+ {
+ // Move everything to the left
+ if (grid[i][j] == MOVING)
+ {
+ grid[i-1][j] = MOVING;
+ grid[i][j] = EMPTY;
+ }
+ }
+ }
+
+ piecePositionX--;
+ }
+ }
+
+ // Move right
+ else if (IsKeyDown(KEY_RIGHT))
+ {
+ // Check if is possible to move to right
+ for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
+ {
+ for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
+ {
+ if (grid[i][j] == MOVING)
+ {
+ // Check if we are touching the right wall or we have a full square at the right
+ if ((i+1 == GRID_HORIZONTAL_SIZE - 1) || (grid[i+1][j] == FULL))
+ {
+ collision = true;
+
+ }
+ }
+ }
+ }
+ // If able move right
+ if (!collision)
+ {
+ for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
+ {
+ for (int i = GRID_HORIZONTAL_SIZE - 1; i >= 1; i--) // We check the matrix from right to left
+ {
+ // Move everything to the right
+ if (grid[i][j] == MOVING)
+ {
+ grid[i+1][j] = MOVING;
+ grid[i][j] = EMPTY;
+ }
+ }
+ }
+
+ piecePositionX++;
+ }
+ }
+
+ return collision;
+}
+
+static bool ResolveTurnMovement()
+{
+ // Input for turning the piece
+ if (IsKeyDown(KEY_UP))
+ {
+ int aux;
+ bool checker = false;
+
+ // Check all turning possibilities
+ if ((grid[piecePositionX + 3][piecePositionY] == MOVING) &&
+ (grid[piecePositionX][piecePositionY] != EMPTY) &&
+ (grid[piecePositionX][piecePositionY] != MOVING))
+ {
+ checker = true;
+ }
+ if ((grid[piecePositionX + 3][piecePositionY + 3] == MOVING) &&
+ (grid[piecePositionX + 3][piecePositionY] != EMPTY) &&
+ (grid[piecePositionX + 3][piecePositionY] != MOVING))
+ {
+ checker = true;
+ }
+ if ((grid[piecePositionX][piecePositionY + 3] == MOVING) &&
+ (grid[piecePositionX + 3][piecePositionY + 3] != EMPTY) &&
+ (grid[piecePositionX + 3][piecePositionY + 3] != MOVING))
+ {
+ checker = true;
+ }
+ if ((grid[piecePositionX][piecePositionY] == MOVING) &&
+ (grid[piecePositionX][piecePositionY + 3] != EMPTY) &&
+ (grid[piecePositionX][piecePositionY + 3] != MOVING))
+ {
+ checker = true;
+ }
+
+
+ if ((grid[piecePositionX + 1][piecePositionY] == MOVING) &&
+ (grid[piecePositionX][piecePositionY + 2] != EMPTY) &&
+ (grid[piecePositionX][piecePositionY + 2] != MOVING))
+ {
+ checker = true;
+ }
+ if ((grid[piecePositionX + 3][piecePositionY + 1] == MOVING) &&
+ (grid[piecePositionX + 1][piecePositionY] != EMPTY) &&
+ (grid[piecePositionX + 1][piecePositionY] != MOVING))
+ {
+ checker = true;
+ }
+ if ((grid[piecePositionX + 2][piecePositionY + 3] == MOVING) &&
+ (grid[piecePositionX + 3][piecePositionY + 1] != EMPTY) &&
+ (grid[piecePositionX + 3][piecePositionY + 1] != MOVING))
+ {
+ checker = true;
+ }
+ if ((grid[piecePositionX][piecePositionY + 2] == MOVING) &&
+ (grid[piecePositionX + 2][piecePositionY + 3] != EMPTY) &&
+ (grid[piecePositionX + 2][piecePositionY + 3] != MOVING))
+ {
+ checker = true;
+ }
+
+
+ if ((grid[piecePositionX + 2][piecePositionY] == MOVING) &&
+ (grid[piecePositionX][piecePositionY + 1] != EMPTY) &&
+ (grid[piecePositionX][piecePositionY + 1] != MOVING))
+ {
+ checker = true;
+ }
+ if ((grid[piecePositionX + 3][piecePositionY + 2] == MOVING) &&
+ (grid[piecePositionX + 2][piecePositionY] != EMPTY) &&
+ (grid[piecePositionX + 2][piecePositionY] != MOVING))
+ {
+ checker = true;
+ }
+ if ((grid[piecePositionX + 1][piecePositionY + 3] == MOVING) &&
+ (grid[piecePositionX + 3][piecePositionY + 2] != EMPTY) &&
+ (grid[piecePositionX + 3][piecePositionY + 2] != MOVING))
+ {
+ checker = true;
+ }
+ if ((grid[piecePositionX][piecePositionY + 1] == MOVING) &&
+ (grid[piecePositionX + 1][piecePositionY + 3] != EMPTY) &&
+ (grid[piecePositionX + 1][piecePositionY + 3] != MOVING))
+ {
+ checker = true;
+ }
+
+ if ((grid[piecePositionX + 1][piecePositionY + 1] == MOVING) &&
+ (grid[piecePositionX + 1][piecePositionY + 2] != EMPTY) &&
+ (grid[piecePositionX + 1][piecePositionY + 2] != MOVING))
+ {
+ checker = true;
+ }
+
+ if ((grid[piecePositionX + 2][piecePositionY + 1] == MOVING) &&
+ (grid[piecePositionX + 1][piecePositionY + 1] != EMPTY) &&
+ (grid[piecePositionX + 1][piecePositionY + 1] != MOVING))
+ {
+ checker = true;
+ }
+ if ((grid[piecePositionX + 2][piecePositionY + 2] == MOVING) &&
+ (grid[piecePositionX + 2][piecePositionY + 1] != EMPTY) &&
+ (grid[piecePositionX + 2][piecePositionY + 1] != MOVING))
+ {
+ checker = true;
+ }
+ if ((grid[piecePositionX + 1][piecePositionY + 2] == MOVING) &&
+ (grid[piecePositionX + 2][piecePositionY + 2] != EMPTY) &&
+ (grid[piecePositionX + 2][piecePositionY + 2] != MOVING))
+ {
+ checker = true;
+ }
+
+ if (!checker)
+ {
+ aux = piece[0][0];
+ piece[0][0] = piece[3][0];
+ piece[3][0] = piece[3][3];
+ piece[3][3] = piece[0][3];
+ piece[0][3] = aux;
+
+ aux = piece[1][0];
+ piece[1][0] = piece[3][1];
+ piece[3][1] = piece[2][3];
+ piece[2][3] = piece[0][2];
+ piece[0][2] = aux;
+
+ aux = piece[2][0];
+ piece[2][0] = piece[3][2];
+ piece[3][2] = piece[1][3];
+ piece[1][3] = piece[0][1];
+ piece[0][1] = aux;
+
+ aux = piece[1][1];
+ piece[1][1] = piece[2][1];
+ piece[2][1] = piece[2][2];
+ piece[2][2] = piece[1][2];
+ piece[1][2] = aux;
+ }
+
+ for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
+ {
+ for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
+ {
+ if (grid[i][j] == MOVING)
+ {
+ grid[i][j] = EMPTY;
+ }
+ }
+ }
+
+ for (int i = piecePositionX; i < piecePositionX + 4; i++)
+ {
+ for (int j = piecePositionY; j < piecePositionY + 4; j++)
+ {
+ if (piece[i - piecePositionX][j - piecePositionY] == MOVING)
+ {
+ grid[i][j] = MOVING;
+ }
+ }
+ }
+ return true;
+ }
+
+ return false;
+}
+
+static void CheckDetection(bool *detection)
+{
+ for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
+ {
+ for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
+ {
+ if ((grid[i][j] == MOVING) && ((grid[i][j+1] == FULL) || (grid[i][j+1] == BLOCK))) *detection = true;
+ }
+ }
+}
+
+static void CheckCompletition(bool *lineToDelete)
+{
+ int calculator;
+
+ for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
+ {
+ calculator = 0;
+ for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
+ {
+ // Count each square of the line
+ if (grid[i][j] == FULL)
+ {
+ calculator++;
+ }
+
+ // Check if we completed the whole line
+ if (calculator == GRID_HORIZONTAL_SIZE - 2)
+ {
+ *lineToDelete = true;
+ calculator = 0;
+ // points++;
+
+ // Mark the completed line
+ for (int z = 1; z < GRID_HORIZONTAL_SIZE - 1; z++)
+ {
+ grid[z][j] = FADING;
+ }
+ }
+ }
+ }
+}
+
+static void DeleteCompleteLines()
+{
+ // erase the completed line
+ for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
+ {
+ while (grid[1][j] == FADING)
+ {
+ for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
+ {
+ grid[i][j] = EMPTY;
+ }
+ for (int j2 = j-1; j2 >= 0; j2--)
+ {
+ for (int i2 = 1; i2 < GRID_HORIZONTAL_SIZE - 1; i2++)
+ {
+ if (grid[i2][j2] == FULL)
+ {
+ grid[i2][j2+1] = FULL;
+ grid[i2][j2] = EMPTY;
+ }
+ else if (grid[i2][j2] == FADING)
+ {
+ grid[i2][j2+1] = FADING;
+ grid[i2][j2] = EMPTY;
+ }
+ }
+ }
+ }
+ }
+} \ No newline at end of file