I am having a small problem with movement in tetris game

I am building this tetris game in c++ and DarkGDK.

The movement works, but the computer is having a hard time reconginzing the left and right keys. you need to hold down the key for it to move left or right.

CODE:
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//Dark GDK - The Game Creators - www.thegamecreators.com

//the wizard has created a very simple project that uses Dark GDK
//it contains the basic code for a GDK application

//whenever using Dark GDK you must ensure you include the header file
#include "DarkGDK.h"


//Global
int Block_Size=20;
int grid[20][10];
//colors
const DWORD Red = dbRGB(255,0,0);
const DWORD Green = dbRGB(0,255,0);
const DWORD Blue = dbRGB(0,0,255);
const DWORD Magenta = dbRGB(255,0,255);
const DWORD Black = dbRGB(0,0,0);
const DWORD White = dbRGB(255,255,255);
const DWORD Yellow = dbRGB(255,255,0);
const DWORD Cyan = dbRGB(0,255,255);
const DWORD Orange = dbRGB(255,165,0);
const DWORD Grey = dbRGB(177,177,177);
//end colors
//end global

//Classes

class Block {
private:
	DWORD color;
	//int blocks[4];
public:
	int x,y;
	Block();
	Block(int, int, DWORD);
	void draw();
	void move(int, int);
	void clear();
	//bool col();

};
Block::Block(){
x = 0;
y =0;
color = White;
}
//Methods (Block)

Block::Block(int X, int Y, DWORD COLOR)
{
	x=X;
	y=Y;
	color=COLOR;
}

void Block::draw()
{
	int x1, y1, x2, y2;
	x1=x*Block_Size;
	y1=y*Block_Size;
	x2=x1+Block_Size;
	y2=y1+Block_Size;

//	dbInk(color, Black);
	dbBox(x1,y1,x2,y2);
}

void Block::clear()
{

	dbInk(Black, Black);
	//dbBox(x1,y1,x2,y2);
	draw();
}

void Block::move(int dx, int dy)
{
	x=x+dx;
	y=y+dy;
	dbInk(color, Black);
	draw();
}

//End Method (Block)

class Shape {

private:
	Block blocks[4];
	//int pos[8];
public:
	int pos[8];
	DWORD color;
    Shape();
	void make_ishape();
	void move_shape(int,int);
	void draw_shape();
	bool col(); 
};
//Methods (Shape)
Shape::Shape() {
blocks[0] = Block(0,0, Red);
blocks[1] = Block(0,0, Red);
blocks[2] = Block(0,0, Red);
blocks[3] = Block(0,0, Red);
}
bool Shape::col()
{
	for (int i=0; i<=4; i++)
	{
		if (blocks[i].y >= 19)
		{
			return false;
		}
		/*/else if (blocks[i].x >= 0 && blocks[i].x <= 9)
		{
			return false;
		}/*/
	}
	return true;
}

void Shape::make_ishape()
{
	blocks[0] = Block(pos[0],pos[1],Blue);
	blocks[1] = Block(pos[2],pos[3],Blue);
	blocks[2] = Block(pos[4],pos[5],Blue);
	blocks[3] = Block(pos[6],pos[7],Blue);
	
}

void Shape::draw_shape()
{
	for (int i=0; i<4; i++)
	{
		blocks[i].draw();
	}
}

void Shape::move_shape(int dx, int dy)
{
	for (int i=0; i<4; i++)
	{
		blocks[i].clear();
	}
	for (int i=0; i<4; i++)
	{
		blocks[i].move(dx,dy);
	}
}


class I_Shape: public Shape{
public:
	I_Shape(int,int);
	
private:
	DWORD color;
	//int pos[8];
};

//Methods (I_Shape)


I_Shape::I_Shape(int x, int y):Shape()
{
//make_shape(pos[8],color);
	color=Blue;
	pos[0]=x-1;
	pos[1]=y;
	pos[2]=x;
	pos[3]=y;
	pos[4]=x+1;
	pos[5]=y;
	pos[6]=x+2;
	pos[7]=y;
	//Shape();  //makes one block
	make_ishape(); //makes I_Shape
}

// the main entry point for the application is this function
void DarkGDK ( void )
{

	
	I_Shape First(5,0);
	// turn on sync rate and set maximum rate to 1 fps
	dbSyncOn   ( );
	dbSyncRate (1);
	First.draw_shape();
	//First.move_shape(5,4);
	


	
	// our main loop
	while ( LoopGDK ( ) )
	{
		if (First.col())
		{
			if (dbLeftKey())
			{
				First.move_shape(-1,0);
			}
			else if (dbRightKey())
			{
				First.move_shape(1,0);
			}
			else if (First.col())
			{
				First.move_shape(0,1);	
			}
		}
	
	
	
		
		// update the screen
		dbSync ( );
		//dbWaitKey();
	}
	
	
	// return back to windows
	return;
}
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