consolidate all repos to one for archive

This commit is contained in:
2025-01-28 13:46:42 +01:00
commit a6610fbc7a
5350 changed files with 2705721 additions and 0 deletions

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using System.Collections.Generic;
namespace TetrisRPS;
public abstract class Block
{
protected abstract Position[][] Tiles { get; }
public abstract Position StartOffset { get; }
public abstract int Id { get; }
private int rotationState;
private Position offset;
public Block()
{
offset = new Position(StartOffset.Row, StartOffset.Column);
}
public IEnumerable<Position> TilePositions()
{
foreach (var tile in Tiles[rotationState])
{
yield return new Position(tile.Row + offset.Row, tile.Column + offset.Column);
}
}
public void RotateCW()
{
rotationState = (rotationState + 1) % Tiles.Length;
}
public void RotateCCW()
{
if (rotationState == 0)
{
rotationState = Tiles.Length - 1;
}
else
{
rotationState--;
}
}
//Move by x rows and y columns.
public void Move(int row, int column)
{
offset.Row += row;
offset.Column += column;
}
public void Reset()
{
rotationState = 0;
offset.Row = StartOffset.Row;
offset.Column = StartOffset.Column;
}
}

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using System;
using Microsoft.VisualBasic;
namespace TetrisRPS;
public class BlockQueue
{
private readonly Block[] blocks = new Block[]
{
new IBlock(),
new JBlock(),
new LBlock(),
new OBlock(),
new SBlock(),
new TBlock(),
new ZBlock()
};
private readonly Random random = new();
public Block NextBlock { get; private set; }
int curBlockID = 0;
public BlockQueue()
{
NextBlock = RandomBlock();
}
private Block RandomBlock()
{
curBlockID++;
curBlockID %= blocks.Length;
return blocks[curBlockID].GetType().GetConstructor(Type.EmptyTypes).Invoke(null) as Block;
}
public Block GetAndReplaceNextBlock()
{
Block block = NextBlock;
do
{
NextBlock = RandomBlock();
} while (block.Id == NextBlock.Id);
return block;
}
}

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namespace TetrisRPS
{
public class GameGrid
{
private readonly int[,] grid;
public int Rows { get; }
public int Columns { get; }
// Easy access to the grid values.
public int this[int row, int column]
{
get => grid[row, column];
set => grid[row, column] = value;
}
//So it could be made for differently sized grids.
public GameGrid(int rows, int columns)
{
Rows = rows;
Columns = columns;
grid = new int[rows, columns];
}
public bool IsInsideGrid(int row, int column)
{
return row >= 0 && row < Rows && column >= 0 && column < Columns;
}
// Must be inside array and the value must be 0. -> all empty values are 0.
public bool IsEmpty(int row, int column)
{
return IsInsideGrid(row, column) && grid[row, column] == 0;
}
//Goes trough the entire row, if it isn't all zeroes it returns false.
public bool IsRowFull(int row)
{
for (int column = 0; column < Columns; column++)
{
if (grid[row, column] == 0)
{
return false;
}
}
return true;
}
//Goes trough the entire row, if it isn't all zeroes it returns false.
public bool IsRowEmpty(int row)
{
for (int column = 0; column < Columns; column++)
{
if (grid[row, column] != 0)
{
return false;
}
}
return true;
}
//Set entire row to 0.
private void ClearRow(int row)
{
for (int column = 0; column < Columns; column++)
{
grid[row, column] = 0;
}
}
private void MoveRowDown(int row, int numOfRows)
{
for (int column = 0; column < Columns; column++)
{
grid[row + numOfRows, column] = grid[row, column];
grid[row, column] = 0;
}
}
public int ClearFullRows()
{
int clearedRows = 0;
for (int row = Rows - 1; row >= 0; row--)
{
if (IsRowFull(row))
{
ClearRow(row);
clearedRows++;
}
else if (clearedRows > 0)
{
MoveRowDown(row, clearedRows);
}
}
return clearedRows;
}
}
}

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using System.ComponentModel.Design;
using System.Windows.Ink;
using System.Windows.Input;
namespace TetrisRPS;
public class GameState
{
public Block currentBlock { get; set; }
public Block CurrentBlock
{
get => currentBlock;
private set
{
currentBlock = value;
currentBlock.Reset();
}
}
public GameGrid GameGrid { get; }
public BlockQueue BlockQueue { get; }
public bool IsGameOver { get; private set; }
public Block HeldBlock { get; private set; }
public bool CanHold { get; private set; }
public GameState()
{
GameGrid = new GameGrid(22, 10);
BlockQueue = new BlockQueue();
CurrentBlock = BlockQueue.GetAndReplaceNextBlock();
CanHold = true;
}
// Holding the block
public void HoldBlock()
{
if (!CanHold)
{
return;
}
if (HeldBlock == null)
{
HeldBlock = CurrentBlock;
CurrentBlock = BlockQueue.GetAndReplaceNextBlock();
}
else
{
Block tmp = CurrentBlock;
CurrentBlock = HeldBlock;
HeldBlock = tmp;
}
CanHold = false;
}
// If any block is out of bounds, it will return true.
private bool IsBlockOutOfBounds()
{
foreach (Position position in CurrentBlock.TilePositions())
{
if (!GameGrid.IsEmpty(position.Row, position.Column))
{
return true;
}
}
return false;
}
// If the block is out of bounds, it will rotate it back.
private void RotateBlockCW()
{
CurrentBlock.RotateCW();
if (IsBlockOutOfBounds())
{
CurrentBlock.RotateCCW();
}
}
private void RotateBlockCCW()
{
CurrentBlock.RotateCCW();
if (IsBlockOutOfBounds())
{
CurrentBlock.RotateCW();
}
}
// If the block is out of bounds, it will move it back.
private void MoveBlockLeft()
{
CurrentBlock.Move(0, -1);
if (IsBlockOutOfBounds())
{
CurrentBlock.Move(0, 1);
}
}
private void MoveBlockRight()
{
CurrentBlock.Move(0, 1);
if (IsBlockOutOfBounds())
{
CurrentBlock.Move(0, -1);
}
}
private bool IsGameOverCheck()
{
return !(GameGrid.IsRowEmpty(0) && GameGrid.IsRowEmpty(1));
}
private void PlaceBlock()
{
foreach (Position position in CurrentBlock.TilePositions())
{
GameGrid[position.Row, position.Column] = CurrentBlock.Id;
}
GameGrid.ClearFullRows();
if (IsGameOverCheck())
{
IsGameOver = true;
}
else
{
currentBlock = BlockQueue.GetAndReplaceNextBlock();
CanHold = true;
}
}
public void MoveBlockDown()
{
CurrentBlock.Move(1, 0);
if (IsBlockOutOfBounds())
{
CurrentBlock.Move(-1, 0);
PlaceBlock();
}
}
private int TileDropDistance(Position p)
{
int drop = 0;
while (GameGrid.IsEmpty(p.Row + drop + 1, p.Column))
{
drop++;
}
return drop;
}
private int BlockDropDistance()
{
int drop = GameGrid.Rows;
foreach (Position p in CurrentBlock.TilePositions())
{
drop = System.Math.Min(drop, TileDropDistance(p));
}
return drop;
}
private void DropBlock()
{
CurrentBlock.Move(BlockDropDistance(), 0);
PlaceBlock();
}
public void MoveBlock(int key)
{
switch (key)
{
case 18:
DropBlock();
break;
case 23:
MoveBlockLeft();
break;
case 24:
RotateBlockCW();
break;
case 25:
MoveBlockRight();
break;
case 26:
MoveBlockDown();
break;
case 46:
HoldBlock();
break;
case 68:
RotateBlockCCW();
break;
default:
return;
}
}
}

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namespace TetrisRPS;
public class IBlock : Block
{
private readonly Position[][] tiles = new Position[][]
{
new Position[] { new(1, 0), new(1, 1), new(1, 2), new(1, 3) },
new Position[] { new(0, 2), new(1, 2), new(2, 2), new(3, 2) },
new Position[] { new(2, 0), new(2, 1), new(2, 2), new(2, 3) },
new Position[] { new(0, 1), new(1, 1), new(2, 1), new(3, 1) }
};
public override Position StartOffset => new(-1, 3);
public override int Id => 1;
protected override Position[][] Tiles => tiles;
}

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namespace TetrisRPS;
public class JBlock : Block
{
private readonly Position[][] tiles = new Position[][]
{
new Position[] { new(0, 0), new(1, 0), new(2, 0), new(2, 1) },
new Position[] { new(1, 0), new(1, 1), new(1, 2), new(0, 2) },
new Position[] { new(0, 1), new(1, 1), new(2, 1), new(0, 0) },
new Position[] { new(0, 0), new(0, 1), new(0, 2), new(1, 2 ) }
};
public override Position StartOffset => new(0, 3);
public override int Id => 2;
protected override Position[][] Tiles => tiles;
}

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namespace TetrisRPS;
public class LBlock : Block
{
private readonly Position[][] tiles = new Position[][]
{
new Position[] { new(0, 2), new(1, 0), new(1, 1), new(1, 2) },
new Position[] { new(0, 1), new(1, 1), new(2, 1), new(2, 2) },
new Position[] { new(1, 0), new(1, 1), new(1, 2), new(2, 0) },
new Position[] { new(0, 0), new(0, 1), new(1, 1), new(2, 1) }
};
public override Position StartOffset => new(0, 3);
public override int Id => 3;
protected override Position[][] Tiles => tiles;
}

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namespace TetrisRPS;
public class OBlock : Block
{
private readonly Position[][] tiles = new Position[][]
{
new Position[] { new(0, 0), new(0, 1), new(1, 0), new(1, 1) }
};
public override Position StartOffset => new(0, 4);
public override int Id => 4;
protected override Position[][] Tiles => tiles;
}

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namespace TetrisRPS;
public class Position
{
public int Row { get; set; }
public int Column { get; set; }
public Position(int row, int column)
{
Row = row;
Column = column;
}
}

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namespace TetrisRPS;
public class SBlock : Block
{
private readonly Position[][] tiles = new Position[][]
{
new Position[] { new(0, 1), new(0, 2), new(1, 0), new(1, 1) },
new Position[] { new(0, 0), new(1, 0), new(1, 1), new(2, 1) }
};
public override Position StartOffset => new(0, 3);
public override int Id => 5;
protected override Position[][] Tiles => tiles;
}

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namespace TetrisRPS;
public class TBlock : Block
{
private readonly Position[][] tiles = new Position[][]
{
new Position[] { new(0, 1), new(1, 0), new(1, 1), new(1, 2) },
new Position[] { new(0, 1), new(1, 1), new(1, 2), new(2, 1) },
new Position[] { new(1, 0), new(1, 1), new(1, 2), new(2, 1) },
new Position[] { new(0, 1), new(1, 0), new(1, 1), new(2, 1) }
};
public override Position StartOffset => new(0, 3);
public override int Id => 6;
protected override Position[][] Tiles => tiles;
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace TetrisRPS
{
internal class Tetris
{
public int[,] array = new int[10, 20];
// public int holding;
// public int next;
public int button;
public void ButtonPress(int butt)
{
button = butt;
}
public void Tick()
{
}
}
}

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namespace TetrisRPS;
public class ZBlock : Block
{
private readonly Position[][] tiles = new Position[][]
{
new Position[] { new(0, 0), new(0, 1), new(1, 1), new(1, 2) },
new Position[] { new(0, 1), new(1, 0), new(1, 1), new(2, 0) }
};
public override Position StartOffset => new(0, 3);
public override int Id => 7;
protected override Position[][] Tiles => tiles;
}