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examples/tetris
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examples/tetris/README.md
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examples/tetris/README.md
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<img src='https://raw.githubusercontent.com/vlang/v/master/examples/tetris/screenshot.png' width=540>
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examples/tetris/screenshot.png
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examples/tetris/screenshot.png
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examples/tetris/tetris.v
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examples/tetris/tetris.v
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import rand
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import time
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import gx
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import gl
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import gg
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import glfw
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const (
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BLOCK_SIZE = 20 // 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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WIN_WIDTH = BLOCK_SIZE * FIELD_WIDTH
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WIN_HEIGHT = BLOCK_SIZE * FIELD_HEIGHT
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TIMER_PERIOD = 250 // ms
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)
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// TODO: type Tetro [TETRO_SIZE]struct{ x, y int }
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struct Block {
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x int
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y int
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}
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const (
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// Tetros and their 4 possible states are encoded in binaries
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B_TETROS = [
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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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gx.rgb(0, 0, 0),
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gx.rgb(253, 32, 47),
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gx.rgb(0, 110, 194),
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gx.rgb(34, 169, 16),
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gx.rgb(170, 0, 170),
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gx.rgb(0, 0, 170),
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gx.rgb(0, 170, 0),
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gx.rgb(170, 85, 0),
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gx.rgb(0, 170, 170),
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]
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)
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struct Game {
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// Position of the dropping tetromino
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posX int
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posY 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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// TODO: field [][]int
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field array_array_int
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// TODO: tetro Tetro
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tetro []Block
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// Index of the dropping tetromino. Refers to its color.
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tetroIdx int
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// Index of the rotation (0-3)
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rotationIdx int
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// gg context for drawing
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gg *gg.GG
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}
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fn main() {
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mut game := &Game{}
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game.init_game()
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glfw.init()
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mut window := glfw.create_window(glfw.WinCfg {
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width: WIN_WIDTH
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height: WIN_HEIGHT
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title: 'V Tetris'
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ptr: game // glfw user pointer
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})
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window.make_context_current()
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window.onkeydown(key_down)
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gg.init()
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game.gg = gg.new_context(gg.Cfg {
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width: WIN_WIDTH
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height: WIN_HEIGHT
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use_ortho: true // This is needed for 2D drawing
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})
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go game.run() // Run the game loop in a new thread
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gl.clear() // For some reason this is necessary to avoid an intial flickering
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gl.clear_color(255, 255, 255, 255)
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for {
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gl.clear()
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gl.clear_color(255, 255, 255, 255)
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game.draw_scene()
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window.swap_buffers()
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glfw.wait_events()
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}
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}
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fn (g mut Game) init_game() {
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rand.seed()
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g.generate_tetro()
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g.field = []array_int // TODO: g.field = [][]int
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// Generate the field, fill it with 0's, add -1's on each edge
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for i := 0; i < FIELD_HEIGHT + 2; i++ {
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mut row := [0; FIELD_WIDTH + 2]
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row[0] = - 1
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row[FIELD_WIDTH + 1] = - 1
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g.field << row
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}
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mut first_row := g.field[0]
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mut last_row := g.field[FIELD_HEIGHT + 1]
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for j := 0; j < FIELD_WIDTH + 2; j++ {
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first_row[j] = - 1
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last_row[j] = - 1
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}
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}
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fn (g mut Game) run() {
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for {
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g.move_tetro()
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g.delete_completed_lines()
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glfw.post_empty_event() // force window redraw
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time.sleep_ms(TIMER_PERIOD)
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}
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}
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fn (g mut Game) move_tetro() {
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// Check each block in the dropping tetro
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for i := 0; i < TETRO_SIZE; i++ {
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tetro := g.tetro[i]
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y := tetro.y + g.posY + 1
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x := tetro.x + g.posX
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// Reached the bottom of the screen or another block?
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// TODO: if g.field[y][x] != 0
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row := g.field[y]
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if row[x] != 0 {
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// The new tetro has no space to drop => end of the game
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if g.posY < 2 {
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g.init_game()
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return
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}
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// Drop it and generate a new one
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g.drop_tetro()
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g.generate_tetro()
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return
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}
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}
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g.posY++
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}
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fn (g mut Game) move_right(dx int) {
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for i := 0; i < TETRO_SIZE; i++ {
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// Reached left/right edges?
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tetro := g.tetro[i]
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y := tetro.y + g.posY
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x := tetro.x + g.posX + dx
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row := g.field[y]
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if row[x] != 0 {
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// Do not move
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return
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}
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}
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g.posX += dx
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}
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fn (g mut Game) delete_completed_lines() {
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for y := FIELD_HEIGHT; y >= 1; y-- {
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g.delete_completed_line(y)
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}
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}
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fn (g mut Game) delete_completed_line(y int) {
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for x := 1; x <= FIELD_WIDTH; x++ {
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f := g.field[y]
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if f[x] == 0 {
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return
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}
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}
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// Move everything down by 1 position
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for yy := y - 1; yy >= 1; yy-- {
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for x := 1; x <= FIELD_WIDTH; x++ {
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mut a := g.field[yy + 1]
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mut b := g.field[yy]
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a[x] = b[x]
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}
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}
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}
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// Place a new tetro on top
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fn (g mut Game) generate_tetro() {
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g.posY = 0
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g.posX = FIELD_WIDTH / 2 - TETRO_SIZE / 2
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g.tetroIdx = rand.next(B_TETROS.len)
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g.rotationIdx = 0
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b := B_TETROS[g.tetroIdx]
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g.tetro = parse_binary_tetro(b[0])
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}
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fn (g mut Game) drop_tetro() {
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for i := 0; i < TETRO_SIZE; i++ {
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tetro := g.tetro[i]
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x := tetro.x + g.posX
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y := tetro.y + g.posY
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// Remember the color of each block
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// TODO: g.field[y][x] = g.tetroIdx + 1
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mut row := g.field[y]
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row[x] = g.tetroIdx + 1
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}
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}
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fn (g mut Game) draw_tetro() {
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for i := 0; i < TETRO_SIZE; i++ {
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tetro := g.tetro[i]
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g.draw_block(g.posY + tetro.y, g.posX + tetro.x, g.tetroIdx + 1)
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}
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}
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fn (g mut Game) draw_block(i, j int, color_idx int) {
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g.gg.draw_rect((j - 1) * BLOCK_SIZE, (i - 1) * BLOCK_SIZE,
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BLOCK_SIZE - 1, BLOCK_SIZE - 1, COLORS[color_idx])
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}
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fn (g mut Game) draw_field() {
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for i := 1; i < FIELD_HEIGHT + 1; i++ {
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for j := 1; j < FIELD_WIDTH + 1; j++ {
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f := g.field[i]
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if f[j] > 0 {
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g.draw_block(i, j, f[j])
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}
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}
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}
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}
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fn (g mut Game) draw_scene() {
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g.draw_tetro()
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g.draw_field()
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}
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fn parse_binary_tetro(t int) []Block {
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res := [Block{}
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; 4]
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mut cnt := 0
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horizontal := t == 9// special case for the horizontal line
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for i := 0; i <= 3; i++ {
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// Get ith digit of t
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p := int(math.pow(10, 3 - i))
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mut digit := int(t / p)
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t %= p
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// Convert the digit to binary
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for j := 3; j >= 0; j-- {
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bin := digit % 2
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digit /= 2
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if bin == 1 || (horizontal && i == TETRO_SIZE - 1) {
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// TODO: res[cnt].x = j
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// res[cnt].y = i
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mut point := &res[cnt]
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point.x = j
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point.y = i
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cnt++
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}
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}
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}
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return res
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}
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// TODO: this exposes the unsafe C interface, clean up
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fn key_down(wnd *glfw.Window, key int, code int, action, mods int) {
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if action != 2 && action != 1 {
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return
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}
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// Fetch the game object stored in the user pointer
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mut game := &Game(glfw.get_window_user_pointer(wnd))
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switch key {
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case GLFW_KEY_UP:
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// Rotate the tetro
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game.rotationIdx++
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if game.rotationIdx == TETRO_SIZE {
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game.rotationIdx = 0
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}
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t := B_TETROS[game.tetroIdx]
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// game.tetro = parse_binary_tetro(B_TETROS[game.tetroIdx][game.rotationIdx])
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game.tetro = parse_binary_tetro(t[game.rotationIdx])
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if game.posX < 0 {
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game.posX = 1
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}
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case GLFW_KEY_LEFT:
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game.move_right(-1)
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case GLFW_KEY_RIGHT:
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game.move_right(1)
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case GLFW_KEY_DOWN:
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game.move_tetro() // drop faster when the player preses <down>
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}
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}
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