// Copyright (c) 2019 Alexander Medvednikov. All rights reserved. // Use of this source code is governed by an MIT license // that can be found in the LICENSE file. import rand import time import gx import gl import gg import glfw import math asdf const ( BlockSize = 20 // pixels FieldHeight = 20 // # of blocks FieldWidth = 10 TetroSize = 4 WinWidth = BlockSize * FieldWidth WinHeight = BlockSize * FieldHeight TimerPeriod = 250 // ms ) const ( // Tetros' 4 possible states are encoded in binaries BTetros = [ // 0000 0 // 0000 0 // 0110 6 // 0110 6 [66, 66, 66, 66], // 0000 0 // 0000 0 // 0010 2 // 0111 7 [27, 131, 72, 232], // 0000 0 // 0000 0 // 0011 3 // 0110 6 [36, 231, 36, 231], // 0000 0 // 0000 0 // 0110 6 // 0011 3 [63, 132, 63, 132], // 0000 0 // 0011 3 // 0001 1 // 0001 1 [311, 17, 223, 74], // 0000 0 // 0011 3 // 0010 2 // 0010 2 [322, 71, 113, 47], // Special case since 15 can't be used // 1111 [1111, 9, 1111, 9], ] // 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), ] ) // TODO: type Tetro [TetroSize]struct{ x, y int } struct Block { mut: x int y int } struct Game { mut: // Position of the current tetro pos_x int pos_y int // field[y][x] contains the color of the block with (x,y) coordinates // "-1" border is to avoid bounds checking. // -1 -1 -1 -1 // -1 0 0 -1 // -1 0 0 -1 // -1 -1 -1 -1 // TODO: field [][]int field array_array_int // TODO: tetro Tetro tetro []Block // TODO: tetros_cache []Tetro tetros_cache []Block // Index of the current tetro. Refers to its color. tetro_idx int // Index of the rotation (0-3) rotation_idx int // gg context for drawing gg *gg.GG } fn main() { glfw.init() mut game := &Game{gg: 0} // TODO game.parse_tetros() game.init_game() mut window := glfw.create_window(glfw.WinCfg { width: WinWidth height: WinHeight title: 'V Tetris' ptr: game // glfw user pointer }) window.make_context_current() window.onkeydown(key_down) gg.init() game.gg = gg.new_context(gg.Cfg { width: WinWidth height: WinHeight use_ortho: true // This is needed for 2D drawing }) go game.run() // Run the game loop in a new thread gl.clear() // For some reason this is necessary to avoid an intial flickering gl.clear_color(255, 255, 255, 255) for { gl.clear() gl.clear_color(255, 255, 255, 255) game.draw_scene() window.swap_buffers() glfw.wait_events() } } fn (g mut Game) init_game() { rand.seed() g.generate_tetro() g.field = []array_int // TODO: g.field = [][]int // Generate the field, fill it with 0's, add -1's on each edge for i := 0; i < FieldHeight + 2; i++ { mut row := [0; FieldWidth + 2] row[0] = - 1 row[FieldWidth + 1] = - 1 g.field << row } mut first_row := g.field[0] mut last_row := g.field[FieldHeight + 1] for j := 0; j < FieldWidth + 2; j++ { first_row[j] = - 1 last_row[j] = - 1 } } fn (g mut Game) parse_tetros() { for b_tetros in BTetros { for b_tetro in b_tetros { for t in parse_binary_tetro(b_tetro) { g.tetros_cache << t } } } } fn (g mut Game) run() { for { g.move_tetro() g.delete_completed_lines() glfw.post_empty_event() // force window redraw time.sleep_ms(TimerPeriod) } } fn (g mut Game) move_tetro() { // Check each block in current tetro for block in g.tetro { y := block.y + g.pos_y + 1 x := block.x + g.pos_x // Reached the bottom of the screen or another block? // TODO: if g.field[y][x] != 0 row := g.field[y] if row[x] != 0 { // The new tetro has no space to drop => end of the game if g.pos_y < 2 { g.init_game() return } // Drop it and generate a new one g.drop_tetro() g.generate_tetro() return } } g.pos_y++ } fn (g mut Game) move_right(dx int) { // Reached left/right edge or another tetro? for i := 0; i < TetroSize; i++ { tetro := g.tetro[i] y := tetro.y + g.pos_y x := tetro.x + g.pos_x + dx row := g.field[y] if row[x] != 0 { // Do not move return } } g.pos_x += dx } fn (g mut Game) delete_completed_lines() { for y := FieldHeight; y >= 1; y-- { g.delete_completed_line(y) } } fn (g mut Game) delete_completed_line(y int) { for x := 1; x <= FieldWidth; x++ { f := g.field[y] if f[x] == 0 { return } } // Move everything down by 1 position for yy := y - 1; yy >= 1; yy-- { for x := 1; x <= FieldWidth; x++ { mut a := g.field[yy + 1] mut b := g.field[yy] a[x] = b[x] } } } // Place a new tetro on top fn (g mut Game) generate_tetro() { g.pos_y = 0 g.pos_x = FieldWidth / 2 - TetroSize / 2 g.tetro_idx = rand.next(BTetros.len) g.rotation_idx = 0 g.get_tetro() } // Get the right tetro from cache fn (g mut Game) get_tetro() { idx := g.tetro_idx * TetroSize * TetroSize + g.rotation_idx * TetroSize g.tetro = g.tetros_cache.slice(idx, idx + TetroSize) } fn (g mut Game) drop_tetro() { for i := 0; i < TetroSize; i++ { tetro := g.tetro[i] x := tetro.x + g.pos_x y := tetro.y + g.pos_y // Remember the color of each block // TODO: g.field[y][x] = g.tetro_idx + 1 mut row := g.field[y] row[x] = g.tetro_idx + 1 } } fn (g &Game) draw_tetro() { for i := 0; i < TetroSize; i++ { tetro := g.tetro[i] g.draw_block(g.pos_y + tetro.y, g.pos_x + tetro.x, g.tetro_idx + 1) } } fn (g &Game) draw_block(i, j, color_idx int) { g.gg.draw_rect((j - 1) * BlockSize, (i - 1) * BlockSize, BlockSize - 1, BlockSize - 1, Colors[color_idx]) } fn (g &Game) draw_field() { for i := 1; i < FieldHeight + 1; i++ { for j := 1; j < FieldWidth + 1; j++ { f := g.field[i] if f[j] > 0 { g.draw_block(i, j, f[j]) } } } } fn (g &Game) draw_scene() { g.draw_tetro() g.draw_field() } fn parse_binary_tetro(t int) []Block { res := [Block{} ; 4] mut cnt := 0 horizontal := t == 9// special case for the horizontal line for i := 0; i <= 3; i++ { // Get ith digit of t p := int(math.pow(10, 3 - i)) mut digit := int(t / p) t %= p // Convert the digit to binary for j := 3; j >= 0; j-- { bin := digit % 2 digit /= 2 if bin == 1 || (horizontal && i == TetroSize - 1) { // TODO: res[cnt].x = j // res[cnt].y = i mut point := &res[cnt] point.x = j point.y = i cnt++ } } } return res } // TODO: this exposes the unsafe C interface, clean up fn key_down(wnd voidptr, key, code, action, mods int) { if action != 2 && action != 1 { return } // Fetch the game object stored in the user pointer mut game := &Game(glfw.get_window_user_pointer(wnd)) switch key { case glfw.KeyUp: // Rotate the tetro game.rotation_idx++ if game.rotation_idx == TetroSize { game.rotation_idx = 0 } game.get_tetro() if game.pos_x < 0 { game.pos_x = 1 } case glfw.KeyLeft: game.move_right(-1) case glfw.KeyRight: game.move_right(1) case glfw.KeyDown: game.move_tetro() // drop faster when the player presses } }