Tetris v.1#10
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hBuzzy
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Исправить замечания.
Доп. задание - принято.
| Figures::Figures() | ||
| { | ||
| } | ||
| Figures::~Figures() | ||
| { | ||
| } |
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Скобки либо везде не переносим (как принято у нас в стиле), либо везде переносим, если принципиально, но всегда в одном стиле. Исправьте во всем проекте в единый стиль.
| @@ -0,0 +1,84 @@ | |||
| #include "figures.h" | |||
| Figures::Figures() | |||
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Блоки Include Отделяем от всего остального пустой строкой
| Figures::~Figures() | ||
| { | ||
| } | ||
| std::vector<std::vector<int> > Figures::getFigure(int figure, int state) { |
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Методы отделяем друг от друга пустой строкой. Лишний пробел <int> > -> <int>>
| if ( figure < 1 ) figure = 1; | ||
| else if ( figure > 7 ) figure = 7; | ||
| if ( state < 1 ) state = 1; | ||
| else if ( state > 4 ) state = 4; | ||
| std::vector<std::vector<int> > v; | ||
| for ( int i = 0; i < 4; i++ ) { |
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1, 4, 7 и т.д. в коде ниже - магические значения. Что это ? Как понять? Выделите в поля / переменные.
| } else if ( figure == 2 ) { | ||
| if ( state == 1 ) { | ||
| a.push_back(Figures::figure2_1[i][j]); | ||
| } else if ( state == 2 ) { | ||
| a.push_back(Figures::figure2_2[i][j]); | ||
| } else if ( state == 3 ) { | ||
| a.push_back(Figures::figure2_3[i][j]); | ||
| } else if ( state == 4 ) { | ||
| a.push_back(Figures::figure2_4[i][j]); | ||
| } | ||
| } else if ( figure == 3 ) { | ||
| if ( state == 1 ) { | ||
| a.push_back(Figures::figure3_1[i][j]); | ||
| } else if ( state == 2 ) { | ||
| a.push_back(Figures::figure3_2[i][j]); | ||
| } else if ( state == 3 ) { | ||
| a.push_back(Figures::figure3_3[i][j]); | ||
| } else if ( state == 4 ) { | ||
| a.push_back(Figures::figure3_4[i][j]); | ||
| } | ||
| } else if ( figure == 4 ) { | ||
| if ( state == 1 ) { | ||
| a.push_back(Figures::figure4_1[i][j]); | ||
| } else if ( state == 2 ) { | ||
| a.push_back(Figures::figure4_2[i][j]); | ||
| } else if ( state == 3 ) { | ||
| a.push_back(Figures::figure4_3[i][j]); | ||
| } else if ( state == 4 ) { | ||
| a.push_back(Figures::figure4_4[i][j]); | ||
| } | ||
| } else if ( figure == 5 ) { | ||
| if ( state == 1 ) { | ||
| a.push_back(Figures::figure5_1[i][j]); | ||
| } else if ( state == 2 ) { | ||
| a.push_back(Figures::figure5_2[i][j]); | ||
| } else if ( state == 3 ) { | ||
| a.push_back(Figures::figure5_3[i][j]); | ||
| } else if ( state == 4 ) { | ||
| a.push_back(Figures::figure5_4[i][j]); | ||
| } | ||
| } else if ( figure == 6 ) { | ||
| if ( state == 1 ) { | ||
| a.push_back(Figures::figure6_1[i][j]); | ||
| } else if ( state == 2 ) { | ||
| a.push_back(Figures::figure6_2[i][j]); | ||
| } else if ( state == 3 ) { | ||
| a.push_back(Figures::figure6_3[i][j]); | ||
| } else if ( state == 4 ) { | ||
| a.push_back(Figures::figure6_4[i][j]); | ||
| } | ||
| } else if ( figure == 7 ) { | ||
| if ( state == 1 ) { | ||
| a.push_back(Figures::figure7_1[i][j]); | ||
| } else if ( state == 2 ) { | ||
| a.push_back(Figures::figure7_2[i][j]); | ||
| } else if ( state == 3 ) { | ||
| a.push_back(Figures::figure7_1[i][j]); | ||
| } else if ( state == 4 ) { | ||
| a.push_back(Figures::figure7_2[i][j]); | ||
| } | ||
| } |
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Весь блок явно должен быть левее по отступам.
| if (i + CurrentPiece.Y > 19) return false; | ||
| if (j + CurrentPiece.X > 9) return false; |
| for (int i = 0; i < 4; i++) | ||
| for (int j = 0; j < 4; j++) |
| score += 100; | ||
| k++; | ||
| num_lines++; | ||
| if (num_lines % 5 == 0) |
| for (int k = 19; k >= 1; k--) | ||
| { | ||
| int c = 0; | ||
| for (int i = 0; i < 10; i++) | ||
| if (Board[k][i] != 0) | ||
| c++; | ||
| if (c == 10) | ||
| { | ||
| for (int i = k; i >= 1; i--) | ||
| for (int j = 0; j < 10; j++) | ||
| Board[i][j] = Board[i - 1][j]; |
| if (!PieceIsBlocked() && !gameover) | ||
| CurrentPiece.Y++; | ||
| else if (gameover) | ||
| { | ||
| } | ||
| else | ||
| { | ||
| BlockPiece(); | ||
| Gameover(); | ||
| RowFull(); | ||
| InitPiece(); | ||
| } |
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Раз дальше идут скобки, то и в первом блоке сделайте их.
else if (gameover)
{
}Тело пустое. к чему тогда вообще условие?
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