Tetris/Program.cs
2024-11-13 17:01:28 +01:00

333 lines
7.2 KiB
C#
Executable File

using System;
using System.Media;
using System.Threading;
namespace Tetris
{
public class Tetris
{
private static int keyDelay = 50; // Delay between keypress handling (in ms)
private static DateTime lastKeyPressTime = DateTime.Now;
public static void Main(string[] args)
{
Matrix matrix = new Matrix();
Shape shape = new Shape(matrix);
int previousScore = 0;
while (true)
{
matrix.Print();
shape.Draw();
HandleInput(shape);
if (!shape.MoveDown())
{
shape = new Shape(matrix);
matrix.CheckForCompleteLines();
if (matrix.IsGameOver() == true)
{
Console.WriteLine("Game Over!");
break;
}
}
int score = matrix.GetScore();
if (score >= previousScore + 800)
{
Speed.SpeedUp();
previousScore = matrix.GetScore();
}
System.Threading.Thread.Sleep(Speed.ShowSpeed());
}
}
// TODO: Improve input handling
private static void HandleInput(Shape shape)
{
for (int i = 0; i < 5; i++)
{
if (Console.KeyAvailable)
{
ConsoleKeyInfo key = Console.ReadKey(true);
if (key.Key == ConsoleKey.LeftArrow)
shape.MoveLeft();
else if (key.Key == ConsoleKey.RightArrow)
shape.MoveRight();
else if (key.Key == ConsoleKey.UpArrow)
shape.Rotate();
else if (key.Key == ConsoleKey.DownArrow)
shape.MoveDown();
}
}
}
}
public class Speed()
{
private static int speed = 400;
public static int ShowSpeed() { return speed; }
public static void SpeedUp() { speed -= 50; }
}
public class Shape
{
private int[,] current_shape;
private int randomRotation;
private int randomShape;
private static List<List<int[,]>> shapes = ShapesData.shapes;
private static List<int[,]> shape;
private int x, y;
private Matrix matrix;
public Shape(Matrix matrix)
{
Random random = new Random();
randomShape = random.Next(0, shapes.Count);
shape = shapes[randomShape];
randomRotation = random.Next(0, shape.Count);
current_shape = shape[randomRotation];
this.matrix = matrix;
matrix.IncreaseScore(10);
this.x = 0; // Starting position
this.y = 8; // Center of the grid
}
public void Draw()
{
for (int i = 0; i < current_shape.GetLength(0); i++)
{
matrix.SetBlock(x + current_shape[i, 0], y + current_shape[i, 1], '█');
}
}
public bool MoveDown()
{
if (CanMove(x + 1, y))
{
Clear();
x++;
Draw();
return true;
}
return false;
}
public void MoveLeft()
{
if (CanMove(x, y - 1))
{
Clear();
y--;
y--;
Draw();
}
}
public void MoveRight()
{
if (CanMove(x, y + 1))
{
Clear();
y++;
y++;
Draw();
}
}
public void Rotate()
{
int nextRotation = (randomRotation + 1) % shape.Count;
int[,] nextShape = shape[nextRotation];
if (CanRotate(nextShape))
{
Clear();
current_shape = nextShape;
randomRotation = nextRotation;
Draw();
}
}
private bool CanRotate(int[,] newShape)
{
for (int i = 0; i < newShape.GetLength(0); i++)
{
int newX = x + newShape[i, 0];
int newY = y + newShape[i, 1];
if (newX >= Matrix.HEIGHT || newX < 0 || newY < 0 || newY >= Matrix.WIDTH ||
(matrix.GetBlock(newX, newY) != ' ' && !IsPartOfShape(newX, newY)))
{
return false;
}
}
return true;
}
private bool IsPartOfShape(int matrixX, int matrixY)
{
for (int i = 0; i < current_shape.GetLength(0); i++)
{
if (x + current_shape[i, 0] == matrixX && y + current_shape[i, 1] == matrixY)
{
return true;
}
}
return false;
}
private bool CanMove(int newX, int newY)
{
for (int i = 0; i < current_shape.GetLength(0); i++)
{
int newBlockX = newX + current_shape[i, 0];
int newBlockY = newY + current_shape[i, 1];
if (newBlockX >= Matrix.HEIGHT || newBlockX < 0 || newBlockY < 0 ||
newBlockY >= Matrix.WIDTH ||
(matrix.GetBlock(newBlockX, newBlockY) != ' ' && !IsPartOfShape(newBlockX, newBlockY)))
{
return false;
}
}
return true;
}
private void Clear()
{
for (int i = 0; i < current_shape.GetLength(0); i++)
{
matrix.ClearBlock(x + current_shape[i, 0], y + current_shape[i, 1]);
}
}
}
public class Matrix
{
public const int HEIGHT = 22;
public const int WIDTH = 20;
private char[,] matrix;
private int score = 0;
public Matrix()
{
matrix = new char[HEIGHT, WIDTH];
Clear();
}
public void SetBlock(int x, int y, char c)
{
if (IsInBounds(x, y))
{
matrix[x, y] = c;
}
}
public void ClearBlock(int x, int y)
{
if (IsInBounds(x, y))
{
matrix[x, y] = ' ';
}
}
public char GetBlock(int x, int y)
{
return IsInBounds(x, y) ? matrix[x, y] : 'E';
}
public void Print()
{
Console.Clear();
for (int i = 0; i < HEIGHT; i++)
{
Console.Write("│ ");
for (int j = 0; j < WIDTH; j++)
{
Console.ForegroundColor =
matrix[i, j] == ' ' ? ConsoleColor.DarkBlue : ConsoleColor.DarkBlue;
Console.Write(matrix[i, j]);
}
Console.ResetColor();
Console.WriteLine(" │");
}
Console.WriteLine(" ──────────────────────");
Console.WriteLine("Score: " + score);
}
public int GetScore() { return score; }
public void IncreaseScore(int score) { this.score += score; }
public void CheckForCompleteLines()
{
for (int i = 0; i < HEIGHT; i++)
{
bool isComplete = true;
for (int j = 0; j < WIDTH; j++)
{
if (matrix[i, j] == ' ')
{
isComplete = false;
break;
}
}
if (isComplete)
{
// Remove line
IncreaseScore(100);
for (int j = 0; j < WIDTH; j++)
{
matrix[i, j] = ' ';
}
// Move all lines above one down
for (int k = i; k > 0; k--)
{
for (int j = 0; j < WIDTH; j++)
{
matrix[k, j] = matrix[k - 1, j];
}
}
}
}
}
public bool IsGameOver()
{
for (int i = 0; i < WIDTH; i++)
{
if (matrix[0, i] != ' ')
{
return true;
}
}
return false;
}
public void Clear()
{
for (int i = 0; i < HEIGHT; i++)
{
for (int j = 0; j < WIDTH; j++)
{
matrix[i, j] = ' ';
}
}
}
private bool IsInBounds(int x, int y)
{
return x >= 0 && x < HEIGHT && y >= 0 && y < WIDTH;
}
}
}