Advertisement

werid conceptual problem

Started by April 25, 2002 12:32 AM
1 comment, last by edwinnie 22 years, 7 months ago
okie, still makin the tetris clonie.. there is somethin that i dun understand... if u can explain it, i will be very much appreciated. ok,this code deals with the aftermath of colliding tetris blocks, that is, what happens after a block hits another block. i got a 2d array hidden in the playarea. everytime collision occurs,the clone bob is destroyed, and the playarea''s bobs which are under the clone bob, will "SHOW".
  
void Show_Crystal(void)       
{

if (player_state == PLAYER_STATE_SLEEP)
{
//check for collision with playarea crystals

	for (int i=0; i<COLS; i++)
	{
		for (int j=0; j<ROWS; j++)
        {
			if(playarea[i][j].state == PLAYAREA_STATE_OFF) 
			{
				//query each cell

				for(int index=0; index<MAX_CRYSTALS; index++)
				{
				if( (crystal[index].x == playarea[i][j].x) && (crystal[index].y == playarea[i][j].y) )
				{
				    //crystal[index].state = CRYSTAL_STATE_OFF;

					Destroy_BOB(&crystal[index]);
					Show_BOB(&playarea[i][j]);
					//playarea[j].state = PLAYAREA_STATE_ON;	
</font>
				}
				}<font color="gray">//end for	
</font>
			}<font color="gray">//end if
</font>
		}<font color="gray">//end for
</font>
	}<font color="gray">//end for
</font>

<font color="gray">//player_state = PLAYER_STATE_ALIVE;
</font>
<font color="gray">//Clone_Next_Crystal();
</font>
}<font color="gray">//end if
</font>
}<font color="gray">//end show_crystal
</font>
  </pre></DIV><!–ENDSCRIPT–>

if this line>
>>> Show_BOB(&playarea<i>[j]);
is not present, 
>>> Destroy_BOB(&crystal[index]);
occurs as expected and clone bob disappears.
if both lines are present, the playarea
shows the correct bobs in place of clone bob.

but if this line>
>>> crystal[index].state = CRYSTAL_STATE_OFF;
is added, togther with
>>> Destroy_BOB(&crystal[index]);
>>> Show_BOB(&playarea[j]);
the playarea''s bobs din "SHOW"

and if this line>
>>> playarea[j].state = PLAYAREA_STATE_ON;
is added togther with
>>> Destroy_BOB(&crystal[index]);
>>> Show_BOB(&playarea[j]);
the clone bob "flies up".

next i kinda assume that this line>
>>> crystal[index].state = CRYSTAL_STATE_OFF;
is not needed as the clone would be destroyed
anyway.

but this line is needed>
>>> playarea[j].state = PLAYAREA_STATE_ON;
as which bobs in the playarea are actualli
"SHOWN".  </i>   
ok i just found out that from the collision code,

  void Crystal_Collision(void)           {//check collision with crystals   for (int i=0; i<COLS; i++)   {   	   for (int j=0; j<ROWS; j++)	   {		   if(playarea[i][j].state == PLAYAREA_STATE_ON) 		   {			   for(int index=0; index<MAX_CRYSTALS; index++)			   {			   if(Collision_Test(crystal[index].x, crystal[index].y, 				                 crystal[index].width, crystal[index].height,				                 playarea[i][j].x, playarea[i][j].y,								 playarea[i][j].width, playarea[i][j].height))			   {				  crystal[0].y -= 30;                                  crystal[1].y -= 30;				  crystal[2].y -= 30;				  crystal[3].y -= 30;				  player_state = PLAYER_STATE_SLEEP;			   } //end if			   } //end for		   }// end if	   }//end for   }//end for}//end crystal_collision  


the clone flies up is because of crystal[0].y -= 30; blah blah

Advertisement
nvm i solved the godamn problem..

This topic is closed to new replies.

Advertisement