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10/30/2017

FOCUSED movie online in english with subtitles

FOCUSED movie online in english with subtitles Average ratng: 5,9/10 2672votes

Tetris tutorial in C++ platform independent focused in game logic for beginners. We are going to learn how to create a Tetris clone from scratch using simple and clean C++. And this will take you less than an hour! This is the perfect tutorial for beginners.

Just enjoy it and leave a comment if you want me to explain something better. I know my English sucks, so if you see some mistakes, please, tell me.

Download sourcecode. Stream Best Franchise Ever online in english with english subtitles 4K. Here it is the complete sourcecode. Windows platforms. The sourcecode comes with SDL includes and libs ready to compile in Visual C++ Express Edition 2. In “Release” folder there is also an executable file just in case you want to try it directly. Other platforms. Thanks to lmelior and to Javier Santana, there is a Linux version of this tutorial.

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The sourcecode is platform independent and comes with a “makefile”. However, under Linux, you need libsdl- gfx. If you are using Ubuntu you can get them this way: sudo apt- get install libsdl. Keys. ESCQuit the gamez. Rotate piecex. Drop piece. Left, Right, Down.

I will not offend your intelligence. Step 0: Introduction. We are going to focus on the game logic, using only rectangle primitives (SDL) for the rendering. All the game logic is isolated from the drawing, so you can expand the tutorial easily.

I’m planning making a second tutorial of how to improve this Tetris clone using sprites, background, effects, etc. But right now, let’s focus on the game logic. This is how your prototype will look after you finish the tutorial: In this tutorial you will learn: How to store the pieces and board using matrices (multidimensional arrays). How to solve the rotation problem in Tetris, in a really easy way, without using complex maths or anything difficult, just using an intelligent hack.

How to check collisions between the pieces and the board. How the main loop of a Tetris game works. What you are supposed to already know: C++A little bit of graphical programming if you want expand the tutorial with improved graphics. Don’t worry about that if you just want to learn the Tetris game logic. What do you need?

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A compiler or programming IDE. I’ve used Visual C++ Express Edition for this tutorial, that is a free C++ IDE. But you can use the one of your choice, of course. Desire to learn . That means you can copy, distribute and transmit the work and to adapt it. But you must attribute the work (but not in any way that suggests that they endorse you or your use of the work).

The manner of attribution is up to you. You can just mention me (Javier L. A backlink would be also appreciated. Step 1: The pieces. First, we are going to create a class for storing all the pieces.

There are 7 different types of pieces: square, I, L, L- mirrored, N, N- mirrored and T. But, how can we define each piece? Just check out the figure: As you can see, this piece is defined in a matrix of 5. The pivot block is the rotation point: yes, the original Tetris game has a rotation point for each piece ?

Easy: using a bidimensional array of 5. The previous piece is stored like that. We can solve the rotation problem in a lot of different ways.

In other tutorials, I’ve seen them use complex rotation algebra in order to rotate the piece. If we can store each piece? There are four possible rotations for each piece: As you can see, the longer piece is only 4 block widht. But we are using 5 blocks matrices in order to be able to store all the rotations respeting the pivot block. In a previous version of this tutorial, I was using 4- block matrices, but then it was necessary to store translations of the pivot to the origin.

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This way, we are using some bytes more but the sourcecode is cleaner. In total we only use 4. Now, in order to rotate a piece we just have to choose the following stored rotated piece. There is something important that we have to take in count. Each different piece must be correctly positioned every time it is created on the top of the screen. In other words, it needs to be translated to the correct position (in order to show ONLY one row of blocks in the board and to be centered, upper blocks should be OUTSIDE the board).

Like each piece is different (some are lower or smaller than others in the matrices), each one needs a different translation every time it is created. We will store these translations in another array, one translation per rotated piece. Take your time to understand this. The translation are two numbers (horizontal tranlastion, vertical translation) that we have to store for each piece. We will use these numbers later in “Game” class when creating the pieces each time a new piece appears, so it will be initialized in the correct position.

This is the array that stores these displacements. Displacement of the piece to the position where it is first drawn in the board when it is created. Pieces. Initial. Position . Their implementation is trivial.

Return the type of a block (0 = no- block, 1 = normal block, 2 = pivot block). Piece:Piece to draw.

Rotation:1 of the 4 possible rotations. X:Horizontal position in blocks. Y:Vertical position in blocks.

Pieces: :Get. Block. Type (int p. Piece, int p. Rotation, int p. X, int p. Y). . This class stores a bidimensional array of N x N blocks that are initialized to POS. The pieces will be stored by filling these blocks when they fall down updating the block to POS.

In this class we need to implement methods in order to store a piece, check if a movement is possible, delete lines, etc. Our board is going to be very flexible, we will be able to choose the amount of horizontal and vertical blocks and the size of each block.

This is the header of the class (“Board. There is a nested loop that iterates through the piece matrix and store the blocks in the board.

That means the game is over. It just starts from the line that has to be removed, and then, iterating through the board in a nested loop, moves all the blocks of the upper lines one row done.

It works by first checking which lines should be removed (the ones that have all their horizontal blocks filled). Then, it uses the Delete.

Line method in order to erase that line and move all the upper lines one row down. But in order to draw them to the screen we need to specify the position in pixels. So, we need two methods (Get.

XPos. In. Pixels and Get. YPos. In. Pixels ) in order to obtain the horizontal and vertical position in pixels of a given block. This method will be used later in the main loop to check if the movement of a piece is possible or not. The method compares all the blocks of a piece with the blocks already stored in the board and with the board limits. That comparison is made by iterating through the piece matrix and comparing with the appropriate 5.

If there is a collision that means the movement is not possible, so it returns false. If there is no collision, the movement is possible and it returns true. The next piece is shown so the player can see which piece will appear next. This method also sets the position in blocks of that pieces. We use two methods that we have seen before in “Pieces” class: Get.

XInitial. Position and Get. YInitial. Position in order to initialize the piece in the correct position. It uses green for the normal blocks and blue for the pivot block.

For drawing the rectangles it calls to Draw. Rectangle method of the class “IO” that we will see later. It draws two blue columns that are used as the limits of the boards.

Then draws the board blocks that are flagged as POS. It uses SDL in order to create the window, clear it, update the screen and take care of the keyboard input. You can check out “IO. IO. h” files in order to see its implementation. I’m not going to explain the methods that are SDL related.

You can change this class in order to use a different renderer (like Indie. Lib, Allegro, Open. GL, Direct. 3d, etc).

This is the header (“IO. In each frame we draw everything. Later, we use keyboard input in order to move the piece. Before each movement, we first check out if it is possible. We also measure the time in order to move the piece down every n milliseconds. When the piece fall down one block, we check out if that movement is possible, if not, we store the piece in the board. We also check out if there are blocks in the upper row, if so, the game is over.

Let’s see “Main. cpp” step by step: First, we initialize all the classes. Then, we get the actual milliseconds, which will be used to determine when the piece should move down. Change the methods of this class. Screen. Height = m. IO. Get. Screen. Height(). Pieces m. Pieces.

Board m. Board (& m. Pieces, m. Screen. Height). Game m. Game (& m.

Board, & m. Pieces, & m. IO, m. Screen. Height). Get the actual clock milliseconds (SDL).

Time. 1 = SDL. We can exit by pressing ESC. In each frame we clear and update the screen and draw everything. If we press left, down or right we try to move the piece in that directions. We only move the piece if the movement is possible. This is really easy to implement by trying to move the piece down until the movement is not possible. Then we store the piece, delete possible lines and check out if the game is over, if not, we create a new piece. With the methods that we have already implement this is an easy task.

The rotation is in fact to change to the next rotated stored piece. We first should check that the rotated piece will be drawn without colliding, if so, we sets this rotation as the current one. We have to check out if the movement is possible, if not, the piece should be stored and we have to check if we can delete lines. We also see if the game is over, if not, we create a new piece.

Please leave a comment if you see some mistakes, language errors or if you have any doubts! Crazy example. #define BLOCK? Then you should follow me on twitter here.

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