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vlib: sdl module + tVintris example
This commit is contained in:

committed by
Alexander Medvednikov

parent
6dd1270539
commit
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17
vlib/sdl/examples/tvintris/README.md
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vlib/sdl/examples/tvintris/README.md
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# tVintris
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tvintris.v is a dual-player (local) version based on original source from <a href='https://github.com/vlang/v/examples/tetris'>tetris example</a> by Alex M.
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It is largely inspired by ancient game Twintris.
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-uses vlib sdl module
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# how to run tVintris
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`$ v run .`
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# Credits
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Colors, Music and Sounds inspired/ripped from amiga title Twintris (1990 nostalgia !)
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- Graphician : Svein Berge
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- Musician : Tor Bernhard Gausen (Walkman/Cryptoburners)
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vlib/sdl/examples/tvintris/fonts/RobotoMono-Regular.ttf
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vlib/sdl/examples/tvintris/fonts/RobotoMono-Regular.ttf
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vlib/sdl/examples/tvintris/images/tvintris.png
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vlib/sdl/examples/tvintris/images/tvintris.png
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After Width: | Height: | Size: 21 KiB |
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vlib/sdl/examples/tvintris/images/v-logo_30_30.png
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vlib/sdl/examples/tvintris/images/v-logo_30_30.png
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After Width: | Height: | Size: 926 B |
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vlib/sdl/examples/tvintris/sounds/TwintrisThosenine.mod
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vlib/sdl/examples/tvintris/sounds/TwintrisThosenine.mod
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vlib/sdl/examples/tvintris/sounds/block.wav
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vlib/sdl/examples/tvintris/sounds/block.wav
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vlib/sdl/examples/tvintris/sounds/single.wav
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vlib/sdl/examples/tvintris/sounds/single.wav
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vlib/sdl/examples/tvintris/sounds/triple.wav
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vlib/sdl/examples/tvintris/sounds/triple.wav
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vlib/sdl/examples/tvintris/tvintris.v
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vlib/sdl/examples/tvintris/tvintris.v
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// Copyright (c) 2019 Alexander Medvednikov. All rights reserved.
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// Use of this source code is governed by an MIT license
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// that can be found in the LICENSE file.
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// SDL2 port+wrapper, Twintris-like dual-game logic,
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// and more, by Nicolas Sauzede 2019.
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module main
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import rand
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import time
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import os
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import math
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import sdl
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import sdl.image as img
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[inline] fn sdl_fill_rect(s &vsdl2.Surface,r &vsdl2.Rect,c &vsdl2.Color){vsdl2.fill_rect(s,r,c)}
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const (
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Title = 'tVintris'
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BASE = os.dir( os.realpath( os.executable() ) )
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FontName = BASE + '/fonts/RobotoMono-Regular.ttf'
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MusicName = BASE + '/sounds/TwintrisThosenine.mod'
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SndBlockName = BASE + '/sounds/block.wav'
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SndLineName = BASE + '/sounds/single.wav'
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SndDoubleName = BASE + '/sounds/triple.wav'
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VLogo = BASE + '/images/v-logo_30_30.png'
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BlockSize = 20 // pixels
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FieldHeight = 20 // # of blocks
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FieldWidth = 10
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TetroSize = 4
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WinWidth = BlockSize * FieldWidth * 3
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WinHeight = BlockSize * FieldHeight
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TimerPeriod = 250 // ms
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TextSize = 16
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AudioBufSize = 1024
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P2FIRE = C.SDLK_l
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P2UP = C.SDLK_UP
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P2DOWN = C.SDLK_DOWN
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P2LEFT = C.SDLK_LEFT
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P2RIGHT = C.SDLK_RIGHT
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P1FIRE = C.SDLK_s
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P1UP = C.SDLK_w
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P1DOWN = C.SDLK_x
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P1LEFT = C.SDLK_a
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P1RIGHT = C.SDLK_d
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NJOYMAX = 2
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// joystick name => enter your own device name
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JOYP1NAME = 'Generic X-Box pad'
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// following are joystick button number
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JBP1FIRE = 1
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// following are joystick hat value
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JHP1UP = 1
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JHP1DOWN = 4
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JHP1LEFT = 8
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JHP1RIGHT = 3
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// joystick name => enter your own device name
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JOYP2NAME = 'RedOctane Guitar Hero X-plorer'
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// following are joystick button number
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JBP2FIRE = 0
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// following are joystick hat value
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JHP2UP = 4
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JHP2DOWN = 1
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JHP2LEFT = 8
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JHP2RIGHT = 2
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)
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const (
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// Tetros' 4 possible states are encoded in binaries
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BTetros = [
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// 0000 0
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// 0000 0
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// 0110 6
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// 0110 6
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[66, 66, 66, 66],
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// 0000 0
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// 0000 0
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// 0010 2
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// 0111 7
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[27, 131, 72, 232],
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// 0000 0
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// 0000 0
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// 0011 3
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// 0110 6
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[36, 231, 36, 231],
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// 0000 0
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// 0000 0
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// 0110 6
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// 0011 3
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[63, 132, 63, 132],
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// 0000 0
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// 0011 3
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// 0001 1
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// 0001 1
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[311, 17, 223, 74],
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// 0000 0
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// 0011 3
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// 0010 2
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// 0010 2
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[322, 71, 113, 47],
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// Special case since 15 can't be used
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// 1111
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[1111, 9, 1111, 9],
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]
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// Each tetro has its unique color
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Colors = [
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vsdl2.Color{byte(0), byte(0), byte(0), byte(0)}, // unused ?
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vsdl2.Color{byte(0), byte(0x62), byte(0xc0), byte(0)}, // quad : darkblue 0062c0
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vsdl2.Color{byte(0xca), byte(0x7d), byte(0x5f), byte(0)}, // tricorn : lightbrown ca7d5f
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vsdl2.Color{byte(0), byte(0xc1), byte(0xbf), byte(0)}, // short topright : lightblue 00c1bf
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vsdl2.Color{byte(0), byte(0xc1), byte(0), byte(0)}, // short topleft : lightgreen 00c100
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vsdl2.Color{byte(0xbf), byte(0xbe), byte(0), byte(0)}, // long topleft : yellowish bfbe00
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vsdl2.Color{byte(0xd1), byte(0), byte(0xbf), byte(0)}, // long topright : pink d100bf
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vsdl2.Color{byte(0xd1), byte(0), byte(0), byte(0)}, // longest : lightred d10000
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vsdl2.Color{byte(0), byte(170), byte(170), byte(0)}, // unused ?
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]
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// Background color
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BackgroundColor = vsdl2.Color{byte(0), byte(0), byte(0), byte(0)}
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// BackgroundColor = vsdl2.Color{byte(255), byte(255), byte(255), byte(0)}
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// Foreground color
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ForegroundColor = vsdl2.Color{byte(0), byte(170), byte(170), byte(0)}
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// ForegroundColor = vsdl2.Color{byte(0), byte(0), byte(0), byte(0)}
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// Text color
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TextColor = vsdl2.Color{byte(0xca), byte(0x7d), byte(0x5f), byte(0)}
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// TextColor = vsdl2.Color{byte(0), byte(0), byte(0), byte(0)}
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)
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// TODO: type Tetro [TetroSize]struct{ x, y int }
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struct Block {
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mut:
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x int
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y int
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}
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enum GameState {
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paused running gameover
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}
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struct AudioContext {
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mut:
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music voidptr
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volume int
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waves [3]voidptr
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}
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struct SdlContext {
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pub:
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mut:
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// VIDEO
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w int
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h int
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window voidptr
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renderer voidptr
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screen &vsdl2.Surface
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texture voidptr
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// AUDIO
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actx AudioContext
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// JOYSTICKS
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jnames [2]string
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jids [2]int
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// V logo
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v_logo &vsdl2.Surface
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tv_logo voidptr
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}
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struct Game {
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mut:
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// Score of the current game
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score int
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// Count consecutive lines for scoring
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lines int
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// State of the current game
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state GameState
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// X offset of the game display
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ofs_x int
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// keys
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k_fire int
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k_up int
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k_down int
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k_left int
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k_right int
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// joystick ID
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joy_id int
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// joystick buttons
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jb_fire int
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// joystick hat values
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jh_up int
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jh_down int
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jh_left int
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jh_right int
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// game rand seed
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seed int
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seed_ini int
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// Position of the current tetro
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pos_x int
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pos_y int
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// field[y][x] contains the color of the block with (x,y) coordinates
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// "-1" border is to avoid bounds checking.
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// -1 -1 -1 -1
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// -1 0 0 -1
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// -1 0 0 -1
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// -1 -1 -1 -1
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field [][]int
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// TODO: tetro Tetro
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tetro []Block
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// TODO: tetros_cache []Tetro
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tetros_cache []Block
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// Index of the current tetro. Refers to its color.
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tetro_idx int
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// Index of the next tetro. Refers to its color.
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tetro_next int
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// tetro stats : buckets of drawn tetros
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tetro_stats []int
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// total number of drawn tetros
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tetro_total int
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// Index of the rotation (0-3)
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rotation_idx int
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// SDL2 context for drawing
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sdl SdlContext
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// TTF context for font drawing
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font voidptr
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}
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fn (sdl mut SdlContext) set_sdl_context(w int, h int, title string) {
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C.SDL_Init(C.SDL_INIT_VIDEO | C.SDL_INIT_AUDIO | C.SDL_INIT_JOYSTICK)
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C.atexit(C.SDL_Quit)
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C.TTF_Init()
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C.atexit(C.TTF_Quit)
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bpp := 32
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vsdl2.create_window_and_renderer(w, h, 0, &sdl.window, &sdl.renderer)
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// C.SDL_CreateWindowAndRenderer(w, h, 0, voidptr(&sdl.window), voidptr(&sdl.renderer))
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C.SDL_SetWindowTitle(sdl.window, title.str)
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sdl.w = w
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sdl.h = h
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sdl.screen = vsdl2.create_rgb_surface(0, w, h, bpp, 0x00FF0000, 0x0000FF00, 0x000000FF, 0xFF000000)
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sdl.texture = C.SDL_CreateTexture(sdl.renderer, C.SDL_PIXELFORMAT_ARGB8888, C.SDL_TEXTUREACCESS_STREAMING, w, h)
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C.Mix_Init(0)
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C.atexit(C.Mix_Quit)
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if C.Mix_OpenAudio(48000,C.MIX_DEFAULT_FORMAT,2,AudioBufSize) < 0 {
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println('couldn\'t open audio')
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}
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println('opening music $MusicName')
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sdl.actx.music = C.Mix_LoadMUS(MusicName.str)
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sdl.actx.waves[0] = C.Mix_LoadWAV(SndBlockName.str)
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sdl.actx.waves[1] = C.Mix_LoadWAV(SndLineName.str)
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sdl.actx.waves[2] = C.Mix_LoadWAV(SndDoubleName.str)
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sdl.actx.volume = C.SDL_MIX_MAXVOLUME
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if C.Mix_PlayMusic(sdl.actx.music, 1) != -1 {
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C.Mix_VolumeMusic(sdl.actx.volume)
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}
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njoy := C.SDL_NumJoysticks()
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for i := 0; i < njoy; i++ {
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C.SDL_JoystickOpen(i)
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jn := tos_clone(vsdl2.joystick_name_for_index(i))
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println('JOY NAME $jn')
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for j := 0; j < NJOYMAX; j++ {
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if sdl.jnames[j] == jn {
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println('FOUND JOYSTICK $j $jn ID=$i')
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sdl.jids[j] = i
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}
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}
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}
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flags := C.IMG_INIT_PNG
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imgres := img.img_init(flags)
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if ((imgres & flags) != flags) {
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println('error initializing image library.')
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}
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println('opening logo $VLogo')
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sdl.v_logo = img.load(VLogo)
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if !isnil(sdl.v_logo) {
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// println('got v_logo=$sdl.v_logo')
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sdl.tv_logo = vsdl2.create_texture_from_surface(sdl.renderer, sdl.v_logo)
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// println('got tv_logo=$sdl.tv_logo')
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}
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C.SDL_JoystickEventState(C.SDL_ENABLE)
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}
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fn main() {
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println('tVintris -- tribute to venerable Twintris')
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mut game := &Game{ font: 0 }
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game.sdl.jnames[0] = JOYP1NAME
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game.sdl.jnames[1] = JOYP2NAME
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game.sdl.jids[0] = -1
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game.sdl.jids[1] = -1
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game.sdl.set_sdl_context(WinWidth, WinHeight, Title)
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game.font = C.TTF_OpenFont(FontName.str, TextSize)
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seed := time.now().uni
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mut game2 := &Game{ font: 0 }
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game2.sdl = game.sdl
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game2.font = game.font
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game.joy_id = game.sdl.jids[0]
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// println('JOY1 id=${game.joy_id}')
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game2.joy_id = game.sdl.jids[1]
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// println('JOY2 id=${game2.joy_id}')
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// delay uses milliseconds so 1000 ms / 30 frames (30fps) roughly = 33.3333 ms/frame
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time_per_frame := 1000.0 / 30.0
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game.k_fire = P1FIRE
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game.k_up = P1UP
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game.k_down = P1DOWN
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game.k_left = P1LEFT
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game.k_right = P1RIGHT
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game.jb_fire = JBP1FIRE
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game.jh_up = JHP1UP
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game.jh_down = JHP1DOWN
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game.jh_left = JHP1LEFT
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game.jh_right = JHP1RIGHT
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game.ofs_x = 0
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game.seed_ini = seed
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game.init_game()
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game.state = .running
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go game.run() // Run the game loop in a new thread
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game2.k_fire = P2FIRE
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game2.k_up = P2UP
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game2.k_down = P2DOWN
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game2.k_left = P2LEFT
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game2.k_right = P2RIGHT
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game2.jb_fire = JBP2FIRE
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game2.jh_up = JHP2UP
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game2.jh_down = JHP2DOWN
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game2.jh_left = JHP2LEFT
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game2.jh_right = JHP2RIGHT
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game2.ofs_x = WinWidth * 2 / 3
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game2.seed_ini = seed
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game2.init_game()
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game2.state = .running
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go game2.run() // Run the game loop in a new thread
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mut g := Game{ font: 0 }
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mut should_close := false
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mut total_frame_ticks := u64(0)
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mut total_frames := u32(0)
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for {
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total_frames += 1
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start_ticks := vsdl2.get_perf_counter()
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g1 := game
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g2 := game2
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// here we determine which game contains most recent state
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if g1.tetro_total > g.tetro_total {
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g = *g1
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}
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if g2.tetro_total > g.tetro_total {
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g = *g2
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}
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g.draw_begin()
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g1.draw_tetro()
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g1.draw_field()
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g2.draw_tetro()
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g2.draw_field()
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g.draw_middle()
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g1.draw_score()
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g2.draw_score()
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g.draw_stats()
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g.draw_v_logo()
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g.draw_end()
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// game.handle_events() // CRASHES if done in function ???
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ev := vsdl2.Event{}
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for 0 < vsdl2.poll_event(&ev) {
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match int(ev._type) {
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C.SDL_QUIT { should_close = true }
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C.SDL_KEYDOWN {
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key := int(ev.key.keysym.sym)
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if key == C.SDLK_ESCAPE {
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should_close = true
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break
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}
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game.handle_key(key)
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game2.handle_key(key)
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}
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C.SDL_JOYBUTTONDOWN {
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jb := int(ev.jbutton.button)
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joyid := int(ev.jbutton.which)
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// println('JOY BUTTON $jb $joyid')
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game.handle_jbutton(jb, joyid)
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game2.handle_jbutton(jb, joyid)
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}
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C.SDL_JOYHATMOTION {
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jh := int(ev.jhat.hat)
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jv := int(ev.jhat.value)
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joyid := int(ev.jhat.which)
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// println('JOY HAT $jh $jv $joyid')
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game.handle_jhat(jh, jv, joyid)
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game2.handle_jhat(jh, jv, joyid)
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}
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||||
}
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}
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||||
if should_close {
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break
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}
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end_ticks := vsdl2.get_perf_counter()
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||||
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total_frame_ticks += end_ticks-start_ticks
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elapsed_time := f64(end_ticks - start_ticks) / f64(vsdl2.get_perf_frequency())
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// current_fps := 1.0 / elapsed_time
|
||||
|
||||
// should limit system to (1 / time_per_frame) fps
|
||||
vsdl2.delay(u32(math.floor(time_per_frame - elapsed_time)))
|
||||
}
|
||||
if game.font != voidptr(0) {
|
||||
C.TTF_CloseFont(game.font)
|
||||
}
|
||||
if game.sdl.actx.music != voidptr(0) {
|
||||
C.Mix_FreeMusic(game.sdl.actx.music)
|
||||
}
|
||||
C.Mix_CloseAudio()
|
||||
if game.sdl.actx.waves[0] != voidptr(0) {
|
||||
C.Mix_FreeChunk(game.sdl.actx.waves[0])
|
||||
}
|
||||
if game.sdl.actx.waves[1] != voidptr(0) {
|
||||
C.Mix_FreeChunk(game.sdl.actx.waves[1])
|
||||
}
|
||||
if game.sdl.actx.waves[2] != voidptr(0) {
|
||||
C.Mix_FreeChunk(game.sdl.actx.waves[2])
|
||||
}
|
||||
if !isnil(game.sdl.tv_logo) {
|
||||
vsdl2.destroy_texture(game.sdl.tv_logo)
|
||||
}
|
||||
if !isnil(game.sdl.v_logo) {
|
||||
vsdl2.free_surface(game.sdl.v_logo)
|
||||
}
|
||||
}
|
||||
|
||||
enum Action {
|
||||
idle space fire
|
||||
}
|
||||
fn (game mut Game) handle_key(key int) {
|
||||
// global keys
|
||||
mut action := Action(.idle)
|
||||
match key {
|
||||
C.SDLK_SPACE { action = .space }
|
||||
game.k_fire { action = .fire }
|
||||
}
|
||||
|
||||
if action == .space {
|
||||
match game.state {
|
||||
.running {
|
||||
C.Mix_PauseMusic()
|
||||
game.state = .paused
|
||||
}
|
||||
.paused {
|
||||
C.Mix_ResumeMusic()
|
||||
game.state = .running
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if action == .fire {
|
||||
match game.state {
|
||||
.gameover {
|
||||
game.init_game()
|
||||
game.state = .running
|
||||
}
|
||||
}
|
||||
}
|
||||
if game.state != .running { return }
|
||||
// keys while game is running
|
||||
match key {
|
||||
game.k_up { game.rotate_tetro() }
|
||||
game.k_left { game.move_right(-1) }
|
||||
game.k_right { game.move_right(1) }
|
||||
game.k_down { game.move_tetro() } // drop faster when the player presses <down>
|
||||
}
|
||||
}
|
||||
|
||||
fn (game mut Game) handle_jbutton(jb int, joyid int) {
|
||||
if joyid != game.joy_id {
|
||||
return
|
||||
}
|
||||
// global buttons
|
||||
mut action := Action(.idle)
|
||||
match jb {
|
||||
game.jb_fire { action = .fire }
|
||||
}
|
||||
|
||||
if action == .fire {
|
||||
match game.state {
|
||||
.gameover {
|
||||
game.init_game()
|
||||
game.state = .running
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn (game mut Game) handle_jhat(jh int, jv int, joyid int) {
|
||||
if joyid != game.joy_id {
|
||||
return
|
||||
}
|
||||
if game.state != .running { return }
|
||||
// println('testing hat values.. joyid=$joyid jh=$jh jv=$jv')
|
||||
// hat values while game is running
|
||||
match jv {
|
||||
game.jh_up { game.rotate_tetro() }
|
||||
game.jh_left { game.move_right(-1) }
|
||||
game.jh_right { game.move_right(1) }
|
||||
game.jh_down { game.move_tetro() } // drop faster when the player presses <down>
|
||||
}
|
||||
}
|
||||
|
||||
fn (g mut Game) init_game() {
|
||||
g.score = 0
|
||||
g.tetro_total = 0
|
||||
g.tetro_stats = [0, 0, 0, 0, 0, 0, 0]
|
||||
g.parse_tetros()
|
||||
g.seed = g.seed_ini
|
||||
g.generate_tetro()
|
||||
g.field = []
|
||||
// Generate the field, fill it with 0's, add -1's on each edge
|
||||
for i := 0; i < FieldHeight + 2; i++ {
|
||||
mut row := [0].repeat(FieldWidth + 2)
|
||||
row[0] = - 1
|
||||
row[FieldWidth + 1] = - 1
|
||||
g.field << row
|
||||
}
|
||||
mut first_row := g.field[0]
|
||||
mut last_row := g.field[FieldHeight + 1]
|
||||
for j := 0; j < FieldWidth + 2; j++ {
|
||||
first_row[j] = - 1
|
||||
last_row[j] = - 1
|
||||
}
|
||||
}
|
||||
|
||||
fn (g mut Game) parse_tetros() {
|
||||
for b_tetros in BTetros {
|
||||
for b_tetro in b_tetros {
|
||||
for t in parse_binary_tetro(b_tetro) {
|
||||
g.tetros_cache << t
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn (g mut Game) run() {
|
||||
for {
|
||||
if g.state == .running {
|
||||
g.move_tetro()
|
||||
n := g.delete_completed_lines()
|
||||
if n > 0 {
|
||||
g.lines += n
|
||||
} else {
|
||||
if g.lines > 0 {
|
||||
if g.lines > 1 {
|
||||
C.Mix_PlayChannel(0, g.sdl.actx.waves[2], 0)
|
||||
} else if g.lines == 1 {
|
||||
C.Mix_PlayChannel(0, g.sdl.actx.waves[1], 0)
|
||||
}
|
||||
g.score += 10 * g.lines * g.lines
|
||||
g.lines = 0
|
||||
}
|
||||
}
|
||||
}
|
||||
time.sleep_ms(TimerPeriod) // medium delay between game step
|
||||
}
|
||||
}
|
||||
|
||||
fn (game mut Game) rotate_tetro() {
|
||||
// Rotate the tetro
|
||||
old_rotation_idx := game.rotation_idx
|
||||
game.rotation_idx++
|
||||
if game.rotation_idx == TetroSize {
|
||||
game.rotation_idx = 0
|
||||
}
|
||||
game.get_tetro()
|
||||
if !game.move_right(0) {
|
||||
game.rotation_idx = old_rotation_idx
|
||||
game.get_tetro()
|
||||
}
|
||||
if game.pos_x < 0 {
|
||||
game.pos_x = 1
|
||||
}
|
||||
}
|
||||
|
||||
fn (g mut Game) move_tetro() {
|
||||
// Check each block in current tetro
|
||||
for block in g.tetro {
|
||||
y := block.y + g.pos_y + 1
|
||||
x := block.x + g.pos_x
|
||||
// Reached the bottom of the screen or another block?
|
||||
// TODO: if g.field[y][x] != 0
|
||||
//if g.field[y][x] != 0 {
|
||||
row := g.field[y]
|
||||
if row[x] != 0 {
|
||||
// The new tetro has no space to drop => end of the game
|
||||
if g.pos_y < 2 {
|
||||
g.state = .gameover
|
||||
g.tetro_total = 0
|
||||
return
|
||||
}
|
||||
// Drop it and generate a new one
|
||||
g.drop_tetro()
|
||||
g.generate_tetro()
|
||||
C.Mix_PlayChannel(0, g.sdl.actx.waves[0], 0)
|
||||
return
|
||||
}
|
||||
}
|
||||
g.pos_y++
|
||||
}
|
||||
|
||||
fn (g mut Game) move_right(dx int) bool {
|
||||
// Reached left/right edge or another tetro?
|
||||
for i := 0; i < TetroSize; i++ {
|
||||
tetro := g.tetro[i]
|
||||
y := tetro.y + g.pos_y
|
||||
x := tetro.x + g.pos_x + dx
|
||||
row := g.field[y]
|
||||
if row[x] != 0 {
|
||||
// Do not move
|
||||
return false
|
||||
}
|
||||
}
|
||||
g.pos_x += dx
|
||||
return true
|
||||
}
|
||||
|
||||
fn (g &Game) delete_completed_lines() int {
|
||||
mut n := 0
|
||||
for y := FieldHeight; y >= 1; y-- {
|
||||
n += g.delete_completed_line(y)
|
||||
}
|
||||
return n
|
||||
}
|
||||
|
||||
fn (g &Game) delete_completed_line(y int) int {
|
||||
for x := 1; x <= FieldWidth; x++ {
|
||||
f := g.field[y]
|
||||
if f[x] == 0 {
|
||||
return 0
|
||||
}
|
||||
}
|
||||
// Move everything down by 1 position
|
||||
for yy := y - 1; yy >= 1; yy-- {
|
||||
for x := 1; x <= FieldWidth; x++ {
|
||||
mut a := g.field[yy + 1]
|
||||
b := g.field[yy]
|
||||
a[x] = b[x]
|
||||
}
|
||||
}
|
||||
return 1
|
||||
}
|
||||
|
||||
// Draw a rand tetro index
|
||||
fn (g mut Game) rand_tetro() int {
|
||||
cur := g.tetro_next
|
||||
g.tetro_next = rand.rand_r(&g.seed)
|
||||
g.tetro_next = g.tetro_next % BTetros.len
|
||||
return cur
|
||||
}
|
||||
|
||||
// Place a new tetro on top
|
||||
fn (g mut Game) generate_tetro() {
|
||||
g.pos_y = 0
|
||||
g.pos_x = FieldWidth / 2 - TetroSize / 2
|
||||
g.tetro_idx = g.rand_tetro()
|
||||
// println('idx=${g.tetro_idx}')
|
||||
g.tetro_stats[g.tetro_idx] += 1
|
||||
g.tetro_total++
|
||||
g.rotation_idx = 0
|
||||
g.get_tetro()
|
||||
}
|
||||
|
||||
// Get the right tetro from cache
|
||||
fn (g mut Game) get_tetro() {
|
||||
idx := g.tetro_idx * TetroSize * TetroSize + g.rotation_idx * TetroSize
|
||||
g.tetro = g.tetros_cache[idx .. idx + TetroSize]
|
||||
}
|
||||
|
||||
fn (g &Game) drop_tetro() {
|
||||
for i := 0; i < TetroSize; i++ {
|
||||
tetro := g.tetro[i]
|
||||
x := tetro.x + g.pos_x
|
||||
y := tetro.y + g.pos_y
|
||||
// Remember the color of each block
|
||||
// TODO: g.field[y][x] = g.tetro_idx + 1
|
||||
mut row := g.field[y]
|
||||
row[x] = g.tetro_idx + 1
|
||||
}
|
||||
}
|
||||
|
||||
fn (g &Game) draw_tetro() {
|
||||
for i := 0; i < TetroSize; i++ {
|
||||
tetro := g.tetro[i]
|
||||
g.draw_block(g.pos_y + tetro.y, g.pos_x + tetro.x, g.tetro_idx + 1)
|
||||
}
|
||||
}
|
||||
|
||||
fn (g &Game) draw_block(i, j, color_idx int) {
|
||||
rect := vsdl2.Rect {g.ofs_x + (j - 1) * BlockSize, (i - 1) * BlockSize,
|
||||
BlockSize - 1, BlockSize - 1}
|
||||
col := Colors[color_idx]
|
||||
sdl_fill_rect(g.sdl.screen, &rect, &col)
|
||||
}
|
||||
|
||||
fn (g &Game) draw_field() {
|
||||
for i := 1; i < FieldHeight + 1; i++ {
|
||||
for j := 1; j < FieldWidth + 1; j++ {
|
||||
f := g.field[i]
|
||||
if f[j] > 0 {
|
||||
g.draw_block(i, j, f[j])
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn (g &Game) draw_v_logo() {
|
||||
if isnil(g.sdl.tv_logo) {
|
||||
return
|
||||
}
|
||||
texw := 0
|
||||
texh := 0
|
||||
C.SDL_QueryTexture(g.sdl.tv_logo, 0, 0, &texw, &texh)
|
||||
dstrect := vsdl2.Rect { (WinWidth / 2) - (texw / 2), 20, texw, texh }
|
||||
// Currently we can't seem to use vsdl2.render_copy when we need to pass a nil pointer (eg: srcrect to be NULL)
|
||||
// vsdl2.render_copy(g.sdl.renderer, tv_logo, 0, &dstrect)
|
||||
C.SDL_RenderCopy(g.sdl.renderer, g.sdl.tv_logo, voidptr(0), voidptr(&dstrect))
|
||||
}
|
||||
|
||||
fn (g &Game) draw_text(x int, y int, text string, tcol vsdl2.Color) {
|
||||
_tcol := C.SDL_Color{tcol.r, tcol.g, tcol.b, tcol.a}
|
||||
tsurf := C.TTF_RenderText_Solid(g.font, text.str, _tcol)
|
||||
ttext := C.SDL_CreateTextureFromSurface(g.sdl.renderer, tsurf)
|
||||
texw := 0
|
||||
texh := 0
|
||||
C.SDL_QueryTexture(ttext, 0, 0, &texw, &texh)
|
||||
dstrect := vsdl2.Rect { x, y, texw, texh }
|
||||
// vsdl2.render_copy(g.sdl.renderer, ttext, 0, &dstrect)
|
||||
C.SDL_RenderCopy(g.sdl.renderer, ttext, voidptr(0), voidptr(&dstrect))
|
||||
C.SDL_DestroyTexture(ttext)
|
||||
vsdl2.free_surface(tsurf)
|
||||
}
|
||||
|
||||
[inline] fn (g &Game) draw_ptext(x int, y int, text string, tcol vsdl2.Color) {
|
||||
g.draw_text(g.ofs_x + x, y, text, tcol)
|
||||
}
|
||||
|
||||
[live]
|
||||
fn (g &Game) draw_begin() {
|
||||
// println('about to clear')
|
||||
C.SDL_RenderClear(g.sdl.renderer)
|
||||
mut rect := vsdl2.Rect {0,0,g.sdl.w,g.sdl.h}
|
||||
col := vsdl2.Color{byte(00), byte(00), byte(0), byte(0)}
|
||||
// sdl_fill_rect(g.sdl.screen, &rect, BackgroundColor)
|
||||
sdl_fill_rect(g.sdl.screen, &rect, col)
|
||||
|
||||
rect = vsdl2.Rect {BlockSize * FieldWidth + 2,0,2,g.sdl.h}
|
||||
sdl_fill_rect(g.sdl.screen, &rect, ForegroundColor)
|
||||
rect = vsdl2.Rect {WinWidth - BlockSize * FieldWidth - 4,0,2,g.sdl.h}
|
||||
sdl_fill_rect(g.sdl.screen, &rect, ForegroundColor)
|
||||
|
||||
mut idx := 0
|
||||
for st in g.tetro_stats {
|
||||
mut s := 10
|
||||
if g.tetro_total > 0 {
|
||||
s += 90 * st / g.tetro_total
|
||||
}
|
||||
w := BlockSize
|
||||
h := s * 4 * w / 100
|
||||
rect = vsdl2.Rect {(WinWidth - 7 * (w + 1)) / 2 + idx * (w + 1), WinHeight * 3 / 4 - h, w, h}
|
||||
sdl_fill_rect(g.sdl.screen, &rect, Colors[idx + 1])
|
||||
idx++
|
||||
}
|
||||
}
|
||||
|
||||
fn (g &Game) draw_middle() {
|
||||
C.SDL_UpdateTexture(g.sdl.texture, 0, g.sdl.screen.pixels, g.sdl.screen.pitch)
|
||||
// vsdl2.render_copy(g.sdl.renderer, g.sdl.texture, voidptr(0), voidptr(0))
|
||||
C.SDL_RenderCopy(g.sdl.renderer, g.sdl.texture, voidptr(0), voidptr(0))
|
||||
}
|
||||
|
||||
fn (g &Game) draw_score() {
|
||||
if g.font != voidptr(0) {
|
||||
g.draw_ptext(1, 2, 'score: ' + g.score.str() + ' nxt=' + g.tetro_next.str(), TextColor)
|
||||
if g.state == .gameover {
|
||||
g.draw_ptext(1, WinHeight / 2 + 0 * TextSize, 'Game Over', TextColor)
|
||||
g.draw_ptext(1, WinHeight / 2 + 2 * TextSize, 'FIRE to restart', TextColor)
|
||||
} else if g.state == .paused {
|
||||
g.draw_ptext(1, WinHeight / 2 + 0 * TextSize, 'Game Paused', TextColor)
|
||||
g.draw_ptext(1, WinHeight / 2 + 2 * TextSize, 'SPACE to resume', TextColor)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn (g &Game) draw_stats() {
|
||||
if g.font != voidptr(0) {
|
||||
g.draw_text(WinWidth / 3 + 10, WinHeight * 3 / 4 + 0 * TextSize, 'stats: ' + g.tetro_total.str() + ' tetros', TextColor)
|
||||
mut stats := ''
|
||||
for st in g.tetro_stats {
|
||||
mut s := 0
|
||||
if g.tetro_total > 0 {
|
||||
s = 100 * st / g.tetro_total
|
||||
}
|
||||
stats += ' '
|
||||
stats += s.str()
|
||||
}
|
||||
g.draw_text(WinWidth / 3 - 8, WinHeight * 3 / 4 + 2 * TextSize, stats, TextColor)
|
||||
}
|
||||
}
|
||||
|
||||
fn (g &Game) draw_end() {
|
||||
C.SDL_RenderPresent(g.sdl.renderer)
|
||||
}
|
||||
|
||||
fn parse_binary_tetro(t_ int) []Block {
|
||||
mut t := t_
|
||||
res := [Block{}].repeat(4)
|
||||
mut cnt := 0
|
||||
horizontal := t == 9// special case for the horizontal line
|
||||
for i := 0; i <= 3; i++ {
|
||||
// Get ith digit of t
|
||||
p := int(math.pow(10, 3 - i))
|
||||
mut digit := int(t / p)
|
||||
t %= p
|
||||
// Convert the digit to binary
|
||||
for j := 3; j >= 0; j-- {
|
||||
bin := digit % 2
|
||||
digit /= 2
|
||||
if bin == 1 || (horizontal && i == TetroSize - 1) {
|
||||
// TODO: res[cnt].x = j
|
||||
// res[cnt].y = i
|
||||
mut point := &res[cnt]
|
||||
point.x = j
|
||||
point.y = i
|
||||
cnt++
|
||||
}
|
||||
}
|
||||
}
|
||||
return res
|
||||
}
|
Reference in New Issue
Block a user