0342-Tetris-解决旋转时碰撞
环境
- Time 2023-08-22
- Zig 0.12.0-dev.161+6a5463951
- WSL-Ubuntu 22.04.3 LTS
前言
说明
参考资料:
目标
移动时现在都有碰撞检测,但是旋转时没有。在旋转的时候,也需要检测是否碰撞,碰撞时不旋转。
app.zig
...
pub fn rotate(self: *Game, screen: *Screen) void {
var temp = self.current;
self.current.rotate();
self.current.locateIn();
if (self.isFit(screen)) {
self.current = temp;
}
}
...
旋转前保存当前的方块状态,旋转后,如果发生了碰撞,则将其还原。
效果

总结
如果旋转后有碰撞,则将其还原,相当于如果有碰撞,则不能进行旋转。
附录
app.zig 源码
const std = @import("std");
const Screen = @import("display.zig").Screen;
const Tetrimino = @import("block.zig").Tetrimino;
pub const Game = struct {
current: Tetrimino,
prng: std.rand.DefaultPrng,
pub fn new() Game {
const seed = @as(u64, @intCast(std.time.timestamp()));
var rand = std.rand.DefaultPrng.init(seed);
return Game{
.current = Tetrimino.random(&rand),
.prng = rand,
};
}
pub fn drawCurrent(self: *Game, screen: *Screen) void {
draw(&self.current, screen);
}
pub fn moveLeft(self: *Game, screen: *Screen) void {
_ = self.move(screen, -1, 0);
}
pub fn moveRight(self: *Game, screen: *Screen) void {
_ = self.move(screen, 1, 0);
}
pub fn moveDown(self: *Game, screen: *Screen) void {
if (self.move(screen, 0, 1)) {
self.current.solid = true;
draw(&self.current, screen);
self.current = Tetrimino.random(&self.prng);
}
}
fn move(self: *Game, screen: *const Screen, x: i8, y: i8) bool {
self.current.x = self.current.x + x;
self.current.y = self.current.y + y;
self.current.locateIn();
return if (self.isFit(screen)) {
_ = self.move(screen, -x, -y);
return true;
} else false;
}
pub fn rotate(self: *Game, screen: *Screen) void {
var temp = self.current;
self.current.rotate();
self.current.locateIn();
if (self.isFit(screen)) {
self.current = temp;
}
}
fn isFit(self: *const Game, screen: *const Screen) bool {
const value = self.current.position();
var index: usize = 0;
while (index < value.len) : (index += 2) {
const col = self.current.y + value[index + 1];
if (col < 0) return true;
const row: usize = @intCast(self.current.x + value[index]);
if (screen.hasSolid(row, @intCast(col))) return true;
}
return false;
}
};
fn draw(block: *const Tetrimino, screen: *Screen) void {
const value = block.position();
var index: usize = 0;
while (index < value.len) : (index += 2) {
const row: usize = @intCast(block.x + value[index]);
const col: usize = @intCast(block.y + value[index + 1]);
if (block.solid) {
screen.drawSolid(row, col, block.color);
} else {
screen.draw(row, col, block.color);
}
}
}

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