clean up, bugfixes and snes controller

This commit is contained in:
Baipyrus 2022-10-20 14:28:16 +02:00
parent 13b59a4d55
commit b60d8efc85

336
Tetris.cs
View File

@ -25,12 +25,15 @@ namespace Tetris {
new[] { new[] { 0, 1 }, new[] { 1, 1 }, new[] { 2, 1 }, new[] { 1, 2 } } }; // T-Block
// Global Variables
private static int frameCount = 0, FPS = 60;
private static int FPS = 60;
public static int frameCount = 0;
private static Color[,] board = new Color[10, 21];
private static readonly Color black = new(0, 0, 0);
private static bool canSwap = true, gameOver = false;
private static Player player;
private static int score = 0;
private static bool canSwap = true, gameOver = false, startOver = true;
private static int score = 0, bounds = 0;
public static int selectionIndex = 0;
public static bool selection = false;
private static Player player = new(), next = new(true);
// Matrix variables
private static RGBLedMatrix? _matrix = null;
@ -39,7 +42,6 @@ namespace Tetris {
public static void Init(RGBLedMatrix matrix, RGBLedCanvas canvas) {
_matrix = matrix;
_canvas = canvas;
player = new();
for (int i = 0; i < board.GetLength(0); i++)
for (int j = 0; j < board.GetLength(1); j++)
@ -73,8 +75,8 @@ namespace Tetris {
RGBLedFont font = new("fonts/5x8.bdf");
Console.ForegroundColor = ConsoleColor.White;
Color col = new(255, 255, 255), grey = new(127, 127, 127);
bool startOver = true;
startOver = true;
while (startOver) {
Console.Clear();
canvas.Clear();
@ -88,11 +90,11 @@ namespace Tetris {
Console.WriteLine($"Score: {score}");
// Handle Keypresses
if (keyHandler()) {
startOver = false;
gameOver = true;
if (Console.KeyAvailable && keyHandler()) {
EndGame();
break;
}
// Gameplay hahaha
for (int i = 0; i < board.GetLength(0); i++)
for (int j = 0; j < board.GetLength(1); j++) {
@ -126,6 +128,14 @@ namespace Tetris {
for (int k = 0; k < 3; k++)
for (int l = 0; l < 3; l++)
canvas.SetPixel((14 + b[0]) * 3 + k, (4+ b[1]) * 3 + l, (Color)player.memCol);
// Statically display next item below the previous
canvas.DrawText(font, 38, 40, col, "Next:");
if (next.memDis != null)
foreach (int[] b in next.memDis)
for (int k = 0; k < 3; k++)
for (int l = 0; l < 3; l++)
canvas.SetPixel((14 + b[0]) * 3 + k, (15+ b[1]) * 3 + l, (Color)next.color);
// End of Frame
canvas = matrix.SwapOnVsync(canvas);
@ -138,36 +148,46 @@ namespace Tetris {
}
if (startOver) {
canvas.Clear();
canvas.DrawText(font, 0, 8, col, "Game Over!");
canvas.DrawText(font, 0, 24, col, "0) Beenden");
canvas.DrawText(font, 0, 32, col, "1) Weiter");
canvas = matrix.SwapOnVsync(canvas);
int fC = 0;
bool selection = true;
frameCount = 0;
selection = true;
while (selection) {
canvas.Clear();
canvas.DrawText(font, 0, 8, col, "Game Over!");
canvas.DrawText(font, 0, 24, col, " ) Beenden");
canvas.DrawText(font, 0, 32, col, " ) Weiter");
canvas.DrawText(font, 0, 24+selectionIndex*8, col, "#");
canvas = matrix.SwapOnVsync(canvas);
// Handle key presses for continue game or exit
if (Console.KeyAvailable) {
frameCount = 0;
switch (Console.ReadKey(true).Key) {
case ConsoleKey.D0:
case ConsoleKey.Escape:
selection = false;
startOver = false;
break;
case ConsoleKey.D1:
selection = false;
case ConsoleKey.DownArrow:
if (selectionIndex < 1)
selectionIndex++;
break;
case ConsoleKey.UpArrow:
if (selectionIndex > 0)
selectionIndex--;
break;
case ConsoleKey.Enter:
enterSelection();
break;
}
}
// Exit if no response for 30 secs
if (fC >= 300) {
if (frameCount >= 300) {
selection = false;
startOver = false;
}
// Wait for input
fC++;
frameCount++;
Thread.Sleep(100);
}
}
@ -185,7 +205,7 @@ namespace Tetris {
private static void placeBlock() {
// Block placing
foreach (var current in player.positions)
foreach (int[] current in player.positions)
board[player.x + current[0], player.y + current[1]] = player.color;
// Count rows lines
@ -220,17 +240,24 @@ namespace Tetris {
// Generating new Block
int[][]? tempPos = player.memPos;
int[][]? tempDis = player.memDis;
Color? tempCol = player.memCol;
player = new();
if (!collisionCheck(player.x, player.y, player.positions)) {
// Carry memory
player.memPos = tempPos;
player.memDis = tempDis;
player.memCol = tempCol;
int blockIndex = 0;
for (int i = 1; i < blocks.Length; i++)
if (blocks[i].Equals(next.positions)) {
blockIndex = i;
break;
}
player = new(
blockIndex,
player.memPos,
player.memDis,
player.memCol
);
next = new(true);
if (!collisionCheck(player.x, player.y, player.positions))
canSwap = true;
} else {
else {
// Reset Game
gameOver = true;
for (int i = 0; i < board.GetLength(0); i++)
@ -243,15 +270,66 @@ namespace Tetris {
private static bool keyHandler() {
// If key is pressed, handle logic
if (!Console.KeyAvailable) return false;
switch (Console.ReadKey(true).Key) {
case ConsoleKey.Escape:
// Exit program.
return true;
case ConsoleKey.Spacebar:
// Place block on lowest point at current x
placeDownBlock();
break;
case ConsoleKey.DownArrow:
// Lower block by 1 on y-axis
moveDownOnce();
break;
case ConsoleKey.LeftArrow:
// Move block to the left on the x axis
moveLeftSide();
break;
case ConsoleKey.RightArrow:
// Move block to the right on the x axis
moveRightSide();
break;
case ConsoleKey.A:
// Rotate block counter-clockwise
calcBounds();
rotateCounterClockwise();
adjustXPos();
break;
case ConsoleKey.S:
// Swap current block with memory
swapMemory();
break;
case ConsoleKey.D:
// Rotate block clockwise
calcBounds();
rotateClockwise();
adjustXPos();
break;
}
return false;
}
public static void enterSelection() {
switch (selectionIndex) {
case 0:
selection = false;
startOver = false;
break;
case 1:
selection = false;
frameCount = 0;
break;
}
}
public static void calcBounds() {
int blockIndex = 0;
for (int i = 1; i < blocks.Length; i++)
if (blocks[i].Equals(player.positions)) {
blockIndex = i;
break;
}
int bounds;
switch (blockIndex) {
default:
bounds = 3;
@ -263,72 +341,10 @@ namespace Tetris {
bounds = 4;
break;
}
}
switch (Console.ReadKey(true).Key) {
case ConsoleKey.Escape:
// Exit program.
return true;
case ConsoleKey.Spacebar:
// Place block on lowest point at current x
while (!collisionCheck(player.x, ++player.y, player.positions)) { }
player.y--;
placeBlock();
break;
case ConsoleKey.DownArrow:
// Lower block by 1 on y-axis
if (collisionCheck(player.x, ++player.y, player.positions))
player.y--;
break;
case ConsoleKey.LeftArrow:
// Move block to the left on the x axis
if (collisionCheck(--player.x, player.y, player.positions))
player.x++;
break;
case ConsoleKey.RightArrow:
// Move block to the right on the x axis
if (collisionCheck(++player.x, player.y, player.positions))
player.x--;
break;
case ConsoleKey.A:
// Rotate block counter-clockwise
foreach (int[] a in player.positions) {
int temp = a[1];
a[1] = bounds - 1 - a[0];
a[0] = temp;
}
break;
case ConsoleKey.S:
// Swap current block with memory
if (canSwap) {
int[][] tempPos = player.positions;
int[][]? tempMem = player.memPos;
Color tempCol1 = player.color;
Color? tempCol2 = player.memCol;
player = new();
player.memPos = tempPos;
player.memCol = tempCol1;
if (tempMem != null && tempCol2 != null) {
player.positions = tempMem;
player.color = (Color)tempCol2;
}
player.memDis = new int[tempPos.Length][];
for (int i = 0; i < tempPos.Length; i++) {
player.memDis[i] = new int[tempPos[i].Length];
for (int j = 0; j < tempPos[i].Length; j++)
player.memDis[i][j] = tempPos[i][j];
}
canSwap = false;
}
break;
case ConsoleKey.D:
// Rotate block clockwise
foreach (int[] a in player.positions) {
int temp = a[0];
a[0] = bounds - 1 - a[1];
a[1] = temp;
}
break;
}
public static void adjustXPos() {
// Adjust x-postions if necessary
foreach (int[] b in player.positions) {
int nx = player.x + b[0];
while (nx > 9) {
@ -340,7 +356,71 @@ namespace Tetris {
nx = player.x + b[0];
}
}
return false;
}
public static void swapMemory() {
if (canSwap) {
int[][] tempPos = player.positions;
int[][]? tempMem = player.memPos;
Color tempCol1 = player.color;
Color? tempCol2 = player.memCol;
player = new();
player.memPos = tempPos;
player.memCol = tempCol1;
if (tempMem != null && tempCol2 != null) {
player.positions = tempMem;
player.color = (Color)tempCol2;
}
player.memDis = new int[tempPos.Length][];
for (int i = 0; i < tempPos.Length; i++) {
player.memDis[i] = new int[tempPos[i].Length];
for (int j = 0; j < tempPos[i].Length; j++)
player.memDis[i][j] = tempPos[i][j];
}
canSwap = false;
}
}
public static void rotateClockwise() {
foreach (int[] a in player.positions) {
int temp = a[0];
a[0] = bounds - 1 - a[1];
a[1] = temp;
}
}
public static void rotateCounterClockwise() {
foreach (int[] a in player.positions) {
int temp = a[1];
a[1] = bounds - 1 - a[0];
a[0] = temp;
}
}
public static void moveRightSide() {
if (collisionCheck(++player.x, player.y, player.positions))
player.x--;
}
public static void moveLeftSide() {
if (collisionCheck(--player.x, player.y, player.positions))
player.x++;
}
public static void moveDownOnce() {
if (collisionCheck(player.x, ++player.y, player.positions))
player.y--;
}
public static void placeDownBlock() {
while (!collisionCheck(player.x, ++player.y, player.positions)) { }
player.y--;
placeBlock();
}
public static void EndGame() {
gameOver = true;
startOver = false;
}
private class Player {
@ -351,25 +431,61 @@ namespace Tetris {
public Color color;
public int x, y;
public Player() {
public Player(bool displaySelf=false) {
int randInt = (new Random()).Next(7);
if (displaySelf) {
int[][] tempPos = blocks[randInt];
memDis = new int[tempPos.Length][];
for (int i = 0; i < tempPos.Length; i++) {
memDis[i] = new int[tempPos[i].Length];
for (int j = 0; j < tempPos[i].Length; j++)
memDis[i][j] = tempPos[i][j];
}
}
positions = blocks[randInt];
color = colors[randInt];
int bounds;
int xB;
switch (randInt) {
default:
bounds = 3;
xB = 3;
break;
case 2:
bounds = 2;
xB = 2;
break;
case 4:
bounds = 4;
xB = 4;
break;
}
x = 4 - bounds / 2;
x = 4 - xB / 2;
y = 0;
}
public Player(int blockIndex, int[][]? _memPos, int[][]? _memDis, Color? _memCol) {
memPos = _memPos;
memDis = _memDis;
memCol = _memCol;
positions = blocks[blockIndex];
color = colors[blockIndex];
int xB;
switch (blockIndex) {
default:
xB = 3;
break;
case 2:
xB = 2;
break;
case 4:
xB = 4;
break;
}
x = 4 - xB / 2;
y = 0;
}
}