#include <graphics.h>
#include <stdlib.h>
#include <conio.h>
#include <time.h>
#define WIDTH 64
#define HEIGHT 20
int map[HEIGHT][WIDTH];
int piece[4][3] = {{1,1,0},{0,1,1},{1,0,1},{1,1,1}};
int dx = 0, dy = 0;
int newPiecePos(int x, int y);
int score = 0;
bool gameOver = false;
bool drawNextPiece = false;
void draw() { ... } // From previous segment
void update() { ... } // From previous segment
void newPiece() { ... } // Placeholder function for future development.
void handleInput() {
if (_kbhit()) { // Check if a key is pressed.
char key = _getch(); // Get the pressed key.
switch (key) { // Check the pressed key.
case 'a': // Left arrow key.
if (dx > 0) dx--; break; // Move the piece left.
case 'd': // Right arrow key.
if (dx < 3) dx++; break; // Move the piece right.
case 'w': // Up arrow key. Rotate the piece clockwise.
piece[2][0] = piece[2][0] == 0 ? 1 : 0; // Flip the third row of the piece. (Rotation).
piece[2][1] = piece[2][1] == 1 ? 0 : 1; // Flip the third column of the piece. (Rotation).
drawNextPiece = true; break; // Trigger a redraw with the new rotation. Note: Placeholder for future development. DrawNextPiece should be handled in draw() function.
case 's': // Down arrow key. Move the piece down if it's not in the ground or out of bounds. Otherwise, it's a suicide move. No need to handle it here since it'll cause an error in update() function.
break; // Not implemented yet.
case 'r': // Reset the game.
gameOver = false; break; // Set gameOver to false to start a new game.
default: break; // Other keys are not handled here.
}
}
}
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