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examples: tetris: better mobile device support (#8519)
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@ -11,7 +11,7 @@ import gg
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import sokol.sapp
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const (
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block_size = 20 // pixels
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block_size = 20 // virtual pixels
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field_height = 20 // # of blocks
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field_width = 10
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tetro_size = 4
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@ -88,6 +88,10 @@ mut:
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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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// Block size in screen dimensions
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block_size int = block_size
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// Field margin
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margin 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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@ -119,6 +123,10 @@ mut:
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second_sw time.StopWatch = time.new_stopwatch({})
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}
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fn remap(v f32, min f32, max f32, new_min f32, new_max f32) f32 {
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return (((v - min) * (new_max - new_min)) / (max - min)) + new_min
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}
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[if showfps]
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fn (mut game Game) showfps() {
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game.frame++
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@ -135,6 +143,11 @@ fn (mut game Game) showfps() {
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}
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fn frame(mut game Game) {
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ws := gg.window_size()
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bs := remap(block_size, 0, win_height, 0, ws.height)
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m := (f32(ws.width) - bs * field_width) * 0.5
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game.block_size = int(bs)
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game.margin = int(m)
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game.frame_sw.restart()
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game.gg.begin()
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game.draw_scene()
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@ -343,8 +356,8 @@ fn (g &Game) draw_next_tetro() {
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}
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fn (g &Game) draw_block_color(i int, j int, color gx.Color) {
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g.gg.draw_rect(f32((j - 1) * block_size), f32((i - 1) * block_size), f32(block_size - 1),
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f32(block_size - 1), color)
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g.gg.draw_rect(f32((j - 1) * g.block_size) + g.margin, f32((i - 1) * g.block_size),
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f32(g.block_size - 1), f32(g.block_size - 1), color)
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}
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fn (g &Game) draw_block(i int, j int, color_idx int) {
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@ -363,17 +376,19 @@ fn (g &Game) draw_field() {
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}
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fn (mut g Game) draw_ui() {
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ws := gg.window_size()
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textsize := int(remap(text_size, 0, win_width, 0, ws.width))
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g.gg.draw_text(1, 3, g.score.str(), text_cfg)
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lines := g.lines.str()
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g.gg.draw_text(win_width - lines.len * text_size, 3, lines, text_cfg)
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g.gg.draw_text(ws.width - lines.len * textsize, 3, lines, text_cfg)
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if g.state == .gameover {
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g.gg.draw_rect(0, win_height / 2 - text_size, win_width, 5 * text_size, ui_color)
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g.gg.draw_text(1, win_height / 2 + 0 * text_size, 'Game Over', over_cfg)
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g.gg.draw_text(1, win_height / 2 + 2 * text_size, 'Space to restart', over_cfg)
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g.gg.draw_rect(0, ws.height / 2 - textsize, ws.width, 5 * textsize, ui_color)
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g.gg.draw_text(1, ws.height / 2 + 0 * textsize, 'Game Over', over_cfg)
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g.gg.draw_text(1, ws.height / 2 + 2 * textsize, 'Space to restart', over_cfg)
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} else if g.state == .paused {
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g.gg.draw_rect(0, win_height / 2 - text_size, win_width, 5 * text_size, ui_color)
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g.gg.draw_text(1, win_height / 2 + 0 * text_size, 'Game Paused', text_cfg)
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g.gg.draw_text(1, win_height / 2 + 2 * text_size, 'SPACE to resume', text_cfg)
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g.gg.draw_rect(0, ws.height / 2 - textsize, ws.width, 5 * textsize, ui_color)
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g.gg.draw_text(1, ws.height / 2 + 0 * textsize, 'Game Paused', text_cfg)
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g.gg.draw_text(1, ws.height / 2 + 2 * textsize, 'SPACE to resume', text_cfg)
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}
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// g.gg.draw_rect(0, block_size, win_width, limit_thickness, ui_color)
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}
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@ -416,6 +431,28 @@ fn on_event(e &sapp.Event, mut game Game) {
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if e.typ == .key_down {
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game.key_down(e.key_code)
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}
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if e.typ == .touches_began || e.typ == .touches_moved {
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if e.num_touches > 0 {
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touch_point := e.touches[0]
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game.touch_event(touch_point)
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}
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}
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}
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fn (mut game Game) rotate_tetro() {
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old_rotation_idx := game.rotation_idx
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game.rotation_idx++
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if game.rotation_idx == tetro_size {
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game.rotation_idx = 0
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}
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game.get_tetro()
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if !game.move_right(0) {
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game.rotation_idx = old_rotation_idx
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game.get_tetro()
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}
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if game.pos_x < 0 {
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// game.pos_x = 1
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}
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}
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fn (mut game Game) key_down(key sapp.KeyCode) {
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@ -443,19 +480,7 @@ fn (mut game Game) key_down(key sapp.KeyCode) {
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match key {
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.up {
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// Rotate the tetro
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old_rotation_idx := game.rotation_idx
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game.rotation_idx++
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if game.rotation_idx == tetro_size {
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game.rotation_idx = 0
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}
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game.get_tetro()
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if !game.move_right(0) {
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game.rotation_idx = old_rotation_idx
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game.get_tetro()
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}
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if game.pos_x < 0 {
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// game.pos_x = 1
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}
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game.rotate_tetro()
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}
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.left {
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game.move_right(-1)
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@ -476,3 +501,18 @@ fn (mut game Game) key_down(key sapp.KeyCode) {
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else {}
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}
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}
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fn (mut game Game) touch_event(touch_point C.sapp_touchpoint) {
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ws := gg.window_size()
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tx := touch_point.pos_x
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ty := touch_point.pos_y
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if ty < f32(ws.height) * 0.5 {
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game.rotate_tetro()
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} else {
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if tx <= f32(ws.width) * 0.5 {
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game.move_right(-1)
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} else {
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game.move_right(1)
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}
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}
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}
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