mirror of
https://github.com/vlang/v.git
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340 lines
6.8 KiB
Go
340 lines
6.8 KiB
Go
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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import math
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const (
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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
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WinHeight = BlockSize * FieldHeight
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TimerPeriod = 250 // ms
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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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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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// 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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struct Game {
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mut:
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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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// 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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// 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 rotation (0-3)
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rotation_idx 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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glfw.init()
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mut game := &Game{gg: 0} // TODO
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game.parse_tetros()
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game.init_game()
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mut window := glfw.create_window(glfw.WinCfg {
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width: WinWidth
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height: WinHeight
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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: WinWidth
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height: WinHeight
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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 < FieldHeight + 2; i++ {
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mut row := [0; FieldWidth + 2]
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row[0] = - 1
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row[FieldWidth + 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[FieldHeight + 1]
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for j := 0; j < FieldWidth + 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) parse_tetros() {
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for b_tetros in BTetros {
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for b_tetro in b_tetros {
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for t in parse_binary_tetro(b_tetro) {
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g.tetros_cache << t
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}
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}
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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(TimerPeriod)
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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 current tetro
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for block in g.tetro {
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y := block.y + g.pos_y + 1
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x := block.x + g.pos_x
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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.pos_y < 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.pos_y++
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}
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fn (g mut Game) move_right(dx int) {
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// Reached left/right edge or another tetro?
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for i := 0; i < TetroSize; i++ {
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tetro := g.tetro[i]
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y := tetro.y + g.pos_y
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x := tetro.x + g.pos_x + 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.pos_x += dx
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}
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fn (g mut Game) delete_completed_lines() {
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for y := FieldHeight; 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 <= FieldWidth; 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 <= FieldWidth; 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.pos_y = 0
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g.pos_x = FieldWidth / 2 - TetroSize / 2
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g.tetro_idx = rand.next(BTetros.len)
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g.rotation_idx = 0
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g.get_tetro()
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}
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// Get the right tetro from cache
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fn (g mut Game) get_tetro() {
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idx := g.tetro_idx * TetroSize * TetroSize + g.rotation_idx * TetroSize
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g.tetro = g.tetros_cache.slice(idx, idx + TetroSize)
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}
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fn (g mut Game) drop_tetro() {
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for i := 0; i < TetroSize; i++ {
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tetro := g.tetro[i]
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x := tetro.x + g.pos_x
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y := tetro.y + g.pos_y
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// Remember the color of each block
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// TODO: g.field[y][x] = g.tetro_idx + 1
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mut row := g.field[y]
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row[x] = g.tetro_idx + 1
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}
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}
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fn (g &Game) draw_tetro() {
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for i := 0; i < TetroSize; i++ {
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tetro := g.tetro[i]
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g.draw_block(g.pos_y + tetro.y, g.pos_x + tetro.x, g.tetro_idx + 1)
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}
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}
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fn (g &Game) draw_block(i, j int, color_idx int) {
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g.gg.draw_rect((j - 1) * BlockSize, (i - 1) * BlockSize,
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BlockSize - 1, BlockSize - 1, Colors[color_idx])
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}
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fn (g &Game) draw_field() {
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for i := 1; i < FieldHeight + 1; i++ {
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for j := 1; j < FieldWidth + 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 &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{} ; 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 == TetroSize - 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 voidptr, 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.KeyUp:
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// Rotate the tetro
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game.rotation_idx++
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if game.rotation_idx == TetroSize {
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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.pos_x < 0 {
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game.pos_x = 1
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}
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case glfw.KeyLeft:
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game.move_right(-1)
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case glfw.KeyRight:
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game.move_right(1)
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case glfw.KeyDown:
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game.move_tetro() // drop faster when the player presses <down>
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}
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}
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