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498 lines
11 KiB
V
498 lines
11 KiB
V
// Copyright (c) 2019-2023 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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module main
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import rand
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import time
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import gx
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import gg
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// import sokol.sapp
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const (
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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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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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text_size = 24
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limit_thickness = 3
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)
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const (
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text_cfg = gx.TextCfg{
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align: .left
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size: text_size
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color: gx.rgb(0, 0, 0)
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}
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over_cfg = gx.TextCfg{
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align: .left
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size: text_size
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color: gx.white
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}
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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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// 0000 0 0000 0 0000 0 0000 0 0000 0 0000 0
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// 0000 0 0000 0 0000 0 0000 0 0011 3 0011 3
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// 0110 6 0010 2 0011 3 0110 6 0001 1 0010 2
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// 0110 6 0111 7 0110 6 0011 3 0001 1 0010 2
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// There is a special case 1111, since 15 can't be used.
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b_tetros = [
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[66, 66, 66, 66],
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[27, 131, 72, 232],
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[36, 231, 36, 231],
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[63, 132, 63, 132],
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[311, 17, 223, 74],
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[322, 71, 113, 47],
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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), /* unused ? */
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gx.rgb(255, 242, 0), /* yellow quad */
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gx.rgb(174, 0, 255), /* purple triple */
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gx.rgb(60, 255, 0), /* green short topright */
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gx.rgb(255, 0, 0), /* red short topleft */
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gx.rgb(255, 180, 31), /* orange long topleft */
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gx.rgb(33, 66, 255), /* blue long topright */
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gx.rgb(74, 198, 255), /* lightblue longest */
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gx.rgb(0, 170, 170),
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]
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background_color = gx.white
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ui_color = gx.rgba(255, 0, 0, 210)
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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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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
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running
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gameover
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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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// Lines of the current game
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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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// 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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// Idem for the next tetro
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next_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.Context = unsafe { nil }
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font_loaded bool
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show_ghost bool = true
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// frame/time counters:
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frame int
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frame_old int
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frame_sw time.StopWatch = time.new_stopwatch()
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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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last_frame_ms := f64(game.frame_sw.elapsed().microseconds()) / 1000.0
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ticks := f64(game.second_sw.elapsed().microseconds()) / 1000.0
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if ticks > 999.0 {
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fps := f64(game.frame - game.frame_old) * ticks / 1000.0
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$if debug {
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eprintln('fps: ${fps:5.1f} | last frame took: ${last_frame_ms:6.3f}ms | frame: ${game.frame:6} ')
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}
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game.second_sw.restart()
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game.frame_old = game.frame
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}
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}
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fn frame(mut game Game) {
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if game.gg.frame & 15 == 0 {
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game.update_game_state()
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}
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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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game.showfps()
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game.gg.end()
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}
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fn main() {
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mut game := &Game{
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gg: &gg.Context{}
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}
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game.gg = gg.new_context(
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bg_color: gx.white
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width: win_width
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height: win_height
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create_window: true
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window_title: 'V Tetris' //
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user_data: game
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frame_fn: frame
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event_fn: on_event
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canvas: 'canvas'
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)
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game.init_game()
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game.gg.run() // Run the render loop in the main thread
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}
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fn (mut g Game) init_game() {
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g.parse_tetros()
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g.next_tetro_idx = rand.intn(b_tetros.len) or { 0 } // generate initial "next"
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g.generate_tetro()
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g.field = []
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// Generate the field, fill it with 0's, add -1's on each edge
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for _ in 0 .. field_height + 2 {
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mut row := [0].repeat(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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for j in 0 .. field_width + 2 {
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g.field[0][j] = -1
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g.field[field_height + 1][j] = -1
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}
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g.score = 0
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g.lines = 0
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g.state = .running
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}
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fn (mut g Game) parse_tetros() {
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for b_tetros0 in b_tetros {
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for b_tetro in b_tetros0 {
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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 (mut g Game) update_game_state() {
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if g.state == .running {
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g.move_tetro()
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g.delete_completed_lines()
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}
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}
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fn (mut g Game) draw_ghost() {
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if g.state != .gameover && g.show_ghost {
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pos_y := g.move_ghost()
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for i in 0 .. tetro_size {
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tetro := g.tetro[i]
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g.draw_block_color(pos_y + tetro.y, g.pos_x + tetro.x, gx.rgba(125, 125, 225,
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40))
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}
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}
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}
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fn (g Game) move_ghost() int {
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mut pos_y := g.pos_y
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mut end := false
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for !end {
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for block in g.tetro {
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y := block.y + pos_y + 1
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x := block.x + g.pos_x
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if g.field[y][x] != 0 {
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end = true
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break
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}
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}
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pos_y++
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}
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return pos_y - 1
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}
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fn (mut g Game) move_tetro() bool {
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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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if g.field[y][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.state = .gameover
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return false
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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 false
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}
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}
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g.pos_y++
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return true
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}
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fn (mut g Game) move_right(dx int) bool {
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// Reached left/right edge or another tetro?
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for i in 0 .. tetro_size {
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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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if g.field[y][x] != 0 {
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// Do not move
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return false
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}
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}
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g.pos_x += dx
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return true
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}
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fn (mut g 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 (mut g Game) delete_completed_line(y int) {
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for x := 1; x <= field_width; x++ {
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if g.field[y][x] == 0 {
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return
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}
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}
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g.score += 10
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g.lines++
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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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g.field[yy + 1][x] = g.field[yy][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 (mut g Game) generate_tetro() {
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g.pos_y = 0
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g.pos_x = field_width / 2 - tetro_size / 2
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g.tetro_idx = g.next_tetro_idx
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g.next_tetro_idx = rand.intn(b_tetros.len) or { 0 }
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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 (mut g Game) get_tetro() {
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idx := g.tetro_idx * tetro_size * tetro_size + g.rotation_idx * tetro_size
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mut tetros := []Block{}
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for tetro in g.tetros_cache[idx..idx + tetro_size] {
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tetros << Block{tetro.x, tetro.y}
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}
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g.tetro = tetros
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// g.tetro = g.tetros_cache[idx..idx + tetro_size].clone()
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}
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// TODO mut
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fn (mut g Game) drop_tetro() {
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for i in 0 .. tetro_size {
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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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g.field[y][x] = g.tetro_idx + 1
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}
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}
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fn (mut g Game) draw_tetro() {
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for i in 0 .. tetro_size {
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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 (mut g Game) draw_next_tetro() {
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if g.state != .gameover {
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idx := g.next_tetro_idx * tetro_size * tetro_size
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next_tetro := g.tetros_cache[idx..idx + tetro_size]
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pos_y := 0
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pos_x := field_width / 2 - tetro_size / 2
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for i in 0 .. tetro_size {
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block := next_tetro[i]
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g.draw_block_color(pos_y + block.y, pos_x + block.x, gx.rgb(220, 220, 220))
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}
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}
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}
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fn (mut g Game) draw_block_color(i int, j int, color gx.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 (mut g Game) draw_block(i int, j int, color_idx int) {
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color := if g.state == .gameover { gx.gray } else { colors[color_idx] }
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g.draw_block_color(i, j, color)
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}
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fn (mut g 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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if g.field[i][j] > 0 {
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g.draw_block(i, j, g.field[i][j])
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}
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}
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}
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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, 10, g.score.str(), text_cfg)
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lines := g.lines.str()
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g.gg.draw_text(ws.width - lines.len * textsize, 10, lines, text_cfg)
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if g.state == .gameover {
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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, 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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fn (mut g Game) draw_scene() {
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g.draw_ghost()
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g.draw_next_tetro()
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g.draw_tetro()
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g.draw_field()
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g.draw_ui()
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}
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fn parse_binary_tetro(t_ int) []Block {
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mut t := t_
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mut res := [Block{}, Block{}, Block{}, Block{}]
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mut cnt := 0
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horizontal := t == 9 // special case for the horizontal line
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ten_powers := [1000, 100, 10, 1]
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for i := 0; i <= 3; i++ {
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// Get ith digit of t
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p := ten_powers[i]
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mut digit := 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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res[cnt].x = j
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res[cnt].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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fn on_event(e &gg.Event, mut game Game) {
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// println('code=$e.char_code')
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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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}
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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 gg.KeyCode) {
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// global keys
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match key {
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.escape {
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game.gg.quit()
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}
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.space {
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if game.state == .running {
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game.state = .paused
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} else if game.state == .paused {
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game.state = .running
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} else if game.state == .gameover {
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game.init_game()
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game.state = .running
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}
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}
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else {}
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}
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if game.state != .running {
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return
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}
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// keys while game is running
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match key {
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.up {
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// Rotate the tetro
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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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}
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.right {
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game.move_right(1)
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}
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.down {
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game.move_tetro() // drop faster when the player presses <down>
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}
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.d {
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for game.move_tetro() {
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}
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}
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.g {
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game.show_ghost = !game.show_ghost
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}
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else {}
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}
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}
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