   Tetris Clone confused
Well...the tutorial from this site that im following on building a tetris clone is outdated and i cant seem to get my blocks to appear on the screen. I do understand what im doing for the most part but up until this tutorial i never really worked much with Device Context, i normally used libraries and such for sprites and transformation... Anyways my problem is that i cant seem to get any blocks to display. I might have made a mistake somewhere but its compiling fine. Or maybe im just misunderstanding the tutorial because i dont see anywhere where actual block graphics are loaded in. So uh...thanks :DHeres the code:Actually...Heres the link to the tut im following first: http://www.gamedev.net/topic/192483-tetris-clone-in-an-hour-with-c/ bitmap.h #ifndef BIMAPOBJECT_H#define BIMAPOBJECT_H#pragma once#include <windows.h>class bimapobject{public:bimapobject();virtual ~bimapobject();void Load(HDC hdccompatable, LPCTSTR lpszFileName);void Create(HDC hdccompatable, int height, int width);void Destroy();int GetHeight();int GetWidth();operator HDC();protected:private:HDC hdcMemory;HBITMAP hbitnewmap;HBITMAP hbitoldmap;int iWidth;int iHeight;};  #endif // BIMAPOBJECT_Hbimap.cpp  #include "bimapobject.h"#include <windows.h>bimapobject::bimapobject(){hdcMemory = NULL;hbitnewmap = NULL;hbitoldmap = NULL;iWidth = 0;iHeight = 0;}bimapobject::~bimapobject(){if(hdcMemory)Destroy();}void bimapobject::Load(HDC hdcCompatable, LPCTSTR lpcFileName){if(hdcMemory)Destroy();hdcCompatable = CreateCompatibleDC(hdcCompatable); //Creates Device Context Handlerhbitnewmap = (HBITMAP)LoadImage(NULL, lpcFileName, IMAGE_BITMAP,0,0,LR_LOADFROMFILE); // hbitnew holds this imagehbitoldmap = (HBITMAP)SelectObject(hdcMemory, hbitnewmap); // hbitoldmap takes the newmap and shoves it into hdcMemoryBITMAP bmp;GetObject(hbitnewmap, sizeof(BITMAP),(LPVOID) &bmp); //bmp is the buffer to be filled by newmap, the size of the buffer is sizeofBITMAPiWidth = bmp.bmWidth; //Sets the Private vars to their corrosponding ValuesiHeight = bmp.bmHeight; // Sets the Private vars to their corrosponding Values ie. whatever the loaded bmp was}void bimapobject::Create(HDC hdcompatable, int height, int width){if(hdcMemory)Destroy();hdcMemory = CreateCompatibleDC(hdcompatable); //Creates Device Context instancehbitnewmap = CreateCompatibleBitmap(hdcompatable, height, width); //Creates the Bitmaphbitoldmap =(HBITMAP)SelectObject(hdcMemory, hbitnewmap);iWidth = width;iHeight = height;}void bimapobject::Destroy(){SelectObject(hdcMemory,hbitoldmap);DeleteObject(hbitnewmap);DeleteDC(hdcMemory);hdcMemory = NULL;hbitnewmap = NULL;hbitoldmap = NULL;iWidth = 0;iHeight = 0;}bimapobject::operator HDC(){return(hdcMemory);}int bimapobject::GetHeight(){return iHeight;}int bimapobject::GetWidth(){return iWidth;}  main.cpp #include <windows.h>#include <stdlib.h>#include "bimapobject.h"//Create Variables#define Windowclassname "Tetris"#define WindowTitle "TetrisGame"const int TILESIZE = 16;const int MAP_WIDTH = 10;const int MAP_HEIGHT = 30;const int GREY = 8;const int TILENODRAW = -1;const int TILEBLACK = 0;const int TILEGREY = 1;const int TILEBLUE = 2;const int TILERED = 3;const int TILEGREEN = 4;const int TILEYELLOW = 5;const int TILEWHITE = 6;const int TILESTEEL = 7;const int TILEPURPLE = 8;//functionsbool Gameint();void GameLoop();void GameDone();void DrawTile(int x, int y, int tile);void DrawMap();void NewBlock();void RotateBlock();void move(int x, int y);int CollisionDetect(int nx, int ny);void RemoveRow(int x);void NewGame();HINSTANCE hInstmain = NULL;HWND hwndMain;int map[MAP_WIDTH][MAP_HEIGHT+1];//PieceMaxSize = 16(4x4).struct Piece{int size [4][4];int x;int y;};//Creates 2 objects;Piece sPrePiece;Piece sPiece;//More VariablesDWORD start_time;bool gamestarted=false;//Creates two bitmap objects for the tiles and for the mapbimapobject bmoMap;bimapobject bmoTiles;//Predefined WindowProcFunctionLRESULT CALLBACK TheWindowProc(HWND hwnd, UINT uMsg,WPARAM wParam, LPARAM lParam){switch(uMsg){case WM_KEYDOWN:{if (wParam ==VK_ESCAPE){DestroyWindow(hwnd);return 0;}if(wParam == VK_DOWN){move(0, 1);return(0);}if(wParam == VK_UP){RotateBlock();return(0);}if(wParam == VK_LEFT){move(-1,0);}if(wParam == VK_RIGHT){move(1,0);}}break;case WM_DESTROY:{PostQuitMessage(0);return(0);}break;case WM_PAINT: //Called to Pain The Window{PAINTSTRUCT ps;HDC hdc = BeginPaint(hwnd, &ps);BitBlt(hdc,0,0,TILESIZE*MAP_WIDTH+TILESIZE*GREY,TILESIZE*MAP_HEIGHT,bmoMap,0,0,SRCCOPY); //Pushes window paint info into the hdcEndPaint(hwnd, &ps); //endPain Standard.return(0);}break;}return (DefWindowProc(hwnd,uMsg,wParam,lParam));}int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE Irrelevent, LPSTR lpcmdline, int nCmdShow){hInstmain = hInstance;WNDCLASSEX wclass;wclass.cbClsExtra = 0;wclass.cbSize = sizeof(WNDCLASSEX);wclass.cbWndExtra = 0;wclass.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);wclass.hCursor = LoadCursor(NULL, IDC_ARROW);wclass.hIcon = LoadIcon(NULL, IDI_APPLICATION);wclass.hIconSm = LoadIcon(NULL, IDI_APPLICATION);wclass.hInstance = hInstmain;wclass.lpfnWndProc = TheWindowProc;wclass.lpszClassName = Windowclassname;wclass.lpszMenuName = NULL;wclass.style = CS_OWNDC | CS_HREDRAW | CS_VREDRAW | CS_DBLCLKS;if(!RegisterClassEx(&wclass))return (0);hwndMain = CreateWindowEx(0,Windowclassname,WindowTitle,WS_BORDER | WS_SYSMENU | WS_CAPTION | WS_VISIBLE,0,0,320,240,NULL,NULL,hInstmain,NULL);if(!hwndMain) return (0);if(!Gameint()) return(0);MSG msg;for( ; ;){if(PeekMessage(&msg,NULL,0,0,PM_REMOVE)){if(msg.message == WM_QUIT) break;TranslateMessage(&msg);DispatchMessage(&msg);}GameLoop();}GameDone();return(msg.wParam);}bool Gameint(){RECT rcTemp;SetRect(&rcTemp,0,0,MAP_WIDTH*TILESIZE+TILESIZE*TILEGREY, MAP_HEIGHT*TILESIZE); //160X480 Client AreaAdjustWindowRect(&rcTemp,WS_BORDER | WS_SYSMENU | WS_CAPTION | WS_VISIBLE, FALSE); //Stores adjustions in rcTempSetWindowPos(hwndMain,NULL,0,0,rcTemp.right-rcTemp.left,rcTemp.bottom-rcTemp.top,SWP_NOMOVE); //Sets Client Window PositionHDC hdc = GetDC(hwndMain); // Gets Device Context from windowbmoMap.Create(hdc, MAP_WIDTH*TILESIZE+TILEGREY*TILESIZE, MAP_HEIGHT*TILESIZE); //Creates map 10 tiles wide+grey tiles wideFillRect(bmoMap,&rcTemp, (HBRUSH)GetStockObject(BLACK_BRUSH)); //Fills Client AreaReleaseDC(hwndMain, hdc); // ReleasebmoTiles.Load(hdc, "bitmap.bmp"); //LoadNewGame(); //Calls NewGame()return(true);}void GameDone(){}void GameLoop(){if((GetTickCount()-start_time) > 1000){move(0,1); //Every one second move downstart_time = GetTickCount();}}void NewGame(){start_time = GetTickCount();gamestarted = false;for (int x=0; x<MAP_WIDTH+1; x++) //Not Sure come back to this{for( int y=0; y<MAP_HEIGHT+1; y++) //Not sure, come back to this{if(y == MAP_HEIGHT)map[x][y] = TILEGREY; //if y == the bottom of the mat its on a tile greyelsemap[x][y] = TILEBLACK; //If not y is in the black area}}NewBlock();DrawMap();}void DrawTile(int x, int y, int tile){//mask than paintBitBlt(bmoMap, x*TILESIZE, y*TILESIZE, TILESIZE, TILESIZE, bmoTiles, tile*TILESIZE, TILESIZE, SRCAND);BitBlt(bmoMap, x*TILESIZE, y*TILESIZE, TILESIZE, TILESIZE, bmoTiles, tile*TILESIZE, TILESIZE, SRCPAINT);}void DrawMap(){//Draw Holder for Next Blockint xmy, ymx;for(xmy = MAP_WIDTH; xmy < 4; xmy++ )for(ymx = MAP_HEIGHT; ymx < 4; xmy++)DrawTile(xmy, ymx, TILEGREY);//Draw Previous Blockfor(xmy = 0; xmy < 4; xmy++)for(ymx = 0; ymx <4; ymx++ )if(sPrePiece.size[xmy][ymx] != TILENODRAW)DrawTile(sPrePiece.x+xmy, sPrePiece.y+ymx, sPrePiece.size[xmy][ymx]);//Draw mapfor(xmy = 0; xmy < MAP_WIDTH; xmy++)for(ymx = 0; ymx <MAP_HEIGHT; ymx++)DrawTile(xmy, ymx, map[xmy][ymx]);//draw moving blockfor(xmy = 0; xmy < 4; xmy++)for(ymx = 0; ymx <4; ymx++)if(sPiece.size[xmy][ymx] != TILENODRAW)DrawTile(sPiece.x=xmy, sPiece.y+ymx, sPiece.size[xmy][ymx]);InvalidateRect(hwndMain,NULL, FALSE);}void NewBlock(){int newblock;int i, j;// 0 1 2 3 4 5 6// X These// X XX X XX XX XX XX are// X XX XXX XX XX X X block// X X X typessrand(GetTickCount());for(i = 0; i < 4; i++)for(j = 0; j < 4; j++)sPiece.size[j] = TILENODRAW;sPiece.x = MAP_WIDTH/2-2;sPiece.y = -1;if(gamestarted == false){gamestarted = true;newblock = rand()%7;switch(newblock){case 0: //Tower{sPiece.size[1][0]=TILERED;sPiece.size[1][1]=TILERED;sPiece.size[1][2]=TILERED;sPiece.size[1][3]=TILERED;sPiece.y = 0;}break;case 1: //Cube{sPiece.size[1][1]=TILEBLUE;sPiece.size[1][2]=TILEBLUE;sPiece.size[2][1]=TILEBLUE;sPiece.size[2][2]=TILEBLUE;}break;case 2: //Pyramid{sPiece.size[1][1] = TILESTEEL;sPiece.size[0][2]=TILESTEEL;sPiece.size[1][2]=TILESTEEL;sPiece.size[2][2]=TILESTEEL;}break;case 3: //Left Leaner{sPiece.size[0][1]=TILEYELLOW;sPiece.size[1][1]=TILEYELLOW;sPiece.size[1][2]=TILEYELLOW;sPiece.size[0][2]=TILEYELLOW;}break;case 4: //Right Leaner{sPiece.size[2][1]=TILEGREEN;sPiece.size[1][1]=TILEGREEN;sPiece.size[1][2]=TILEGREEN;sPiece.size[0][2]=TILEGREEN;}break;case 5: //Left Knight{sPiece.size[1][1]=TILEWHITE;sPiece.size[2][1]=TILEWHITE;sPiece.size[2][2]=TILEWHITE;sPiece.size[2][3]=TILEWHITE;}break;case 6: //Right Knight{sPiece.size[2][1]=TILEPURPLE;sPiece.size[1][1]=TILEPURPLE;sPiece.size[1][2]=TILEPURPLE;sPiece.size[1][3]=TILEPURPLE;}break;}}else{for(i = 0; i < 4; i++)for(j=0; j< 4; j++)sPiece.size[j] = sPrePiece.size[j];newblock = rand()%7;for(i = 0; i < 4; i++)for(j=0; j< 4; j++)sPrePiece.size[j] = TILENODRAW;sPrePiece.x = MAP_WIDTH+GREY/4;sPrePiece.x = GREY/4;switch(newblock){case 0: //Tower{sPiece.size[1][0]=TILERED;sPiece.size[1][1]=TILERED;sPiece.size[1][2]=TILERED;sPiece.size[1][3]=TILERED;sPiece.y = 0;}break;case 1: //Cube{sPiece.size[1][1]=TILEBLUE;sPiece.size[1][2]=TILEBLUE;sPiece.size[2][1]=TILEBLUE;sPiece.size[2][2]=TILEBLUE;}break;case 2: //Pyramid{sPiece.size[1][1] = TILESTEEL;sPiece.size[0][2]=TILESTEEL;sPiece.size[1][2]=TILESTEEL;sPiece.size[2][2]=TILESTEEL;}break;case 3: //Left Leaner{sPiece.size[0][1]=TILEYELLOW;sPiece.size[1][1]=TILEYELLOW;sPiece.size[1][2]=TILEYELLOW;sPiece.size[0][2]=TILEYELLOW;}break;case 4: //Right Leaner{sPiece.size[2][1]=TILEGREEN;sPiece.size[1][1]=TILEGREEN;sPiece.size[1][2]=TILEGREEN;sPiece.size[0][2]=TILEGREEN;}break;case 5: //Left Knight{sPiece.size[1][1]=TILEWHITE;sPiece.size[2][1]=TILEWHITE;sPiece.size[2][2]=TILEWHITE;sPiece.size[2][3]=TILEWHITE;}break;case 6: //Right Knight{sPiece.size[2][1]=TILEPURPLE;sPiece.size[1][1]=TILEPURPLE;sPiece.size[1][2]=TILEPURPLE;sPiece.size[1][3]=TILEPURPLE;}break;}}DrawMap();}void RotateBlock() //Come Back To this{int i,j,temp[4][4];for(i=0; i<4; i++)for(j = 0; j<4; j++)//temp[3-j]=sPiece.size[j];//Collision Detection with borderfor(i = 0; i <4 ; i++)for(j=0; j<4; j++)if(temp[j] != TILENODRAW)if(sPiece.x + i <0 || sPiece.x + i > MAP_WIDTH-1 ||sPiece.y + j < 0 || sPiece.y +j > MAP_HEIGHT-1 )return; //If piece is on top or bottom or either side dont allow rotate. Return the function before rotate//Come Back To Thisfor(int x=0; x< MAP_WIDTH; x++)for(int y=0; y< MAP_HEIGHT; y++)if(x >= sPiece.x && x < sPiece.x + 4)if(y >= sPiece.y && y < sPiece.y +4)if(map[x][y] != TILEBLACK)if(temp[x - sPiece.x][y - sPiece.y] != TILENODRAW)return;for(i=0; i<4; i++)for(j=0; j<4; j++)sPiece.size[ i ][j]=temp[ i ][j];DrawMap();return;}void move(int x , int y){if(CollisionDetect(x,y)){if(y == 1){if(sPiece.y < 1){NewGame();}//You Lostelse{bool killblock = false;int i, j;//Come Backfor(i = 0; i<4; i++ )for(j = 0; j<4; j++)if(sPiece.size[j] != TILENODRAW) //If it can be drawnmap[sPiece.x+1][sPiece.y+1] =sPiece.size[j]; //sPiece.size says where to move on the mapfor(j =0; j<MAP_HEIGHT; j++){bool filled =true;for(i=0; i<MAP_WIDTH; i++)if(map[j] == TILEBLACK) //if there are any black tilesfilled = false; //Filled isnt trueif(filled){RemoveRow(j);killblock = true;}if(killblock){for(i=0; i<4; i++)for(j=0; j<4; j++)sPiece.size[ i ][j]=TILENODRAW;}NewBlock();}}}else{sPiece.x +=x;sPiece.y +=y;}DrawMap();}}int CollisionDetect(int nx, int ny){int newx=sPiece.x+nx;int newy=sPiece.y+ny;int i,j,x,y;for(i=0; i<4; i++)for(j=0; j<4; j++)if(sPiece.size[j] != TILENODRAW)if(newx +i < 0 || newx+i > MAP_WIDTH - 1 ||newy + j <0 || newy + j > MAP_HEIGHT -1 )return 1;for(x= 0; x < MAP_WIDTH; x++)for(y=0; y<MAP_HEIGHT; y++)if(x>=newx && x < newx+4)if(y >=newy && y < newy+4)if(map[x][y] !=TILEBLACK)if(sPiece.size[x-newx][y-newy] !=TILENODRAW)return 1;return 0;}void RemoveRow(int row){    int x,y;    int counter=0;    for(x=0; x< MAP_WIDTH; x++)   for(y=row; y>0; y--)  map[x][y]=map[x][y-1];}  
  An outdated tutorial???  What do you mean?   ;I haven't tried out the code but I think that it's not that the tutorial is outdated, it's that it was done using formatted from the site, I think, two versions ago. You'll find the code that loads the blocks in Gameint(). Evil_GrevenPosted 01 December 2003 - 09:59 PMPosted 01 December 2003 - 04:16 PMHmm, just get a black screen...it compiles but its blank!That''s because it requires that you make the graphics (a single bitmap file named blocks.bmp) for it yourself. To see how, look at the very bottom of the original post.-Greven If that isn't the problem, my advice would be to try to use pieces of the code from the tutorial to get a bitmap (or portion of a bitmap) to display on the screen. Once you have that hopefully you should be able to figure out what changes you need to make to get it to do what you want to.