examples/tetris: use better unique colors, implement game over/pause

pull/1629/head
Nicolas Sauzede 2019-08-17 01:56:09 +02:00 committed by Alexander Medvednikov
parent 49205dcce3
commit 4760fea489
3 changed files with 54 additions and 23 deletions

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@ -19,15 +19,16 @@ const (
WinWidth = BlockSize * FieldWidth
WinHeight = BlockSize * FieldHeight
TimerPeriod = 250 // ms
TextSize = 12
)
const (
const (
text_cfg = gx.TextCfg{
align:gx.ALIGN_LEFT
size:12
color:gx.rgb(0, 0, 170)
size:TextSize
color:gx.rgb(0, 0, 0)
}
)
)
const (
// Tetros' 4 possible states are encoded in binaries
@ -68,15 +69,15 @@ const (
]
// Each tetro has its unique color
Colors = [
gx.rgb(0, 0, 0),
gx.rgb(253, 32, 47),
gx.rgb(0, 110, 194),
gx.rgb(34, 169, 16),
gx.rgb(170, 0, 170),
gx.rgb(0, 0, 170),
gx.rgb(0, 170, 0),
gx.rgb(170, 85, 0),
gx.rgb(0, 170, 170),
gx.rgb(0, 0, 0), // unused ?
gx.rgb(253, 32, 47), // lightred quad
gx.rgb(0, 110, 194), // lightblue triple
gx.rgb(170, 170, 0), // darkyellow short topright
gx.rgb(170, 0, 170), // purple short topleft
gx.rgb(50, 90, 110), // darkgrey long topleft
gx.rgb(0, 170, 0), // lightgreen long topright
gx.rgb(170, 85, 0), // brown longest
gx.rgb(0, 170, 170), // unused ?
]
)
@ -87,10 +88,15 @@ struct Block {
y int
}
enum GameState {
paused running gameover
}
struct Game {
mut:
// Score of the current game
score int
// State of the current game
state GameState
// Position of the current tetro
pos_x int
pos_y int
@ -113,7 +119,7 @@ struct Game {
gg *gg.GG
// ft context for font drawing
ft *freetype.Context
font_loaded bool
font_loaded bool
}
fn main() {
@ -141,8 +147,8 @@ fn main() {
use_ortho: true
font_size: 18
scale: 2
})
game.font_loaded = (game.ft != 0 )
})
game.font_loaded = (game.ft != 0 )
for {
gg.clear(gx.White)
game.draw_scene()
@ -173,6 +179,7 @@ fn (g mut Game) init_game() {
last_row[j] = - 1
}
g.score = 0
g.state = .running
}
fn (g mut Game) parse_tetros() {
@ -187,8 +194,10 @@ fn (g mut Game) parse_tetros() {
fn (g mut Game) run() {
for {
g.move_tetro()
g.delete_completed_lines()
if g.state == .running {
g.move_tetro()
g.delete_completed_lines()
}
glfw.post_empty_event() // force window redraw
time.sleep_ms(TimerPeriod)
}
@ -206,7 +215,7 @@ fn (g mut Game) move_tetro() {
if row[x] != 0 {
// The new tetro has no space to drop => end of the game
if g.pos_y < 2 {
g.init_game()
g.state = .gameover
return
}
// Drop it and generate a new one
@ -309,8 +318,15 @@ fn (g &Game) draw_field() {
}
fn (g &Game) draw_score() {
if g.font_loaded {
g.ft.draw_text(1, 2, 'score: ' + g.score.str(), text_cfg)
if g.font_loaded {
g.ft.draw_text(1, 2, 'score: ' + g.score.str(), text_cfg)
if g.state == .gameover {
g.ft.draw_text(1, WinHeight / 2 + 0 * TextSize, 'Game Over', text_cfg)
g.ft.draw_text(1, WinHeight / 2 + 2 * TextSize, 'SPACE to restart', text_cfg)
} else if g.state == .paused {
g.ft.draw_text(1, WinHeight / 2 + 0 * TextSize, 'Game Paused', text_cfg)
g.ft.draw_text(1, WinHeight / 2 + 2 * TextSize, 'SPACE to resume', text_cfg)
}
}
}
@ -354,9 +370,25 @@ fn key_down(wnd voidptr, key, code, action, mods int) {
}
// Fetch the game object stored in the user pointer
mut game := &Game(glfw.get_window_user_pointer(wnd))
// global keys
switch key {
case glfw.KEY_ESCAPE:
glfw.set_should_close(wnd, true)
case GLFW_KEY_SPACE:
if game.state == .running {
game.state = .paused
} else if game.state == .paused {
game.state = .running
} else if game.state == .gameover {
game.init_game()
game.state = .running
}
}
if game.state != .running {
return
}
// keys while game is running
switch key {
case glfw.KeyUp:
// Rotate the tetro
old_rotation_idx := game.rotation_idx

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@ -35,7 +35,7 @@ import const (
)
import const (
GLFW_KEY_ENTER
GLFW_KEY_SPACE
GLFW_KEY_A
GLFW_KEY_B
GLFW_KEY_P
@ -49,7 +49,6 @@ import const (
GLFW_KEY_Z
GLFW_KEY_UP
GLFW_KEY_DOWN
GLFW_KEY_UP
GLFW_KEY_LEFT
GLFW_KEY_RIGHT
GLFW_KEY_BACKSPACE