449 lines
		
	
	
		
			9.3 KiB
		
	
	
	
		
			V
		
	
	
			
		
		
	
	
			449 lines
		
	
	
		
			9.3 KiB
		
	
	
	
		
			V
		
	
	
// Copyright (c) 2019-2020 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 os
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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 // 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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	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),        // 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),    // unused ?
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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 running 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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	// State of the current game
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	state    GameState
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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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	// 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 = voidptr(0)
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	font_loaded bool
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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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const ( fpath = os.resource_abs_path('../assets/fonts/RobotoMono-Regular.ttf') )
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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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	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: 0
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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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		use_ortho: true // This is needed for 2D drawing
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		create_window: true
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		window_title: 'V Tetris'
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		//
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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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		font_path: fpath
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		//wait_events: true
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	)
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	game.init_game()
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	go game.run() // Run the game loop in a new thread
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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.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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	mut first_row := g.field[0]
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	mut last_row := g.field[field_height + 1]
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	for j in 0..field_width + 2 {
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		first_row[j] = - 1
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		last_row[j] = - 1
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	}
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	g.score = 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) run() {
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	for {
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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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		//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 (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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		row := g.field[y]
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		if row[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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		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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	g.score += 10
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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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			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 (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 = rand.intn(b_tetros.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 (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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	g.tetro = g.tetros_cache[idx..idx+tetro_size]
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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 (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 (g &Game) draw_block(i, j, color_idx int) {
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	color := if g.state == .gameover { gx.gray } else { colors[color_idx] }
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	g.gg.draw_rect(f32((j - 1) * block_size), f32((i - 1) * block_size),
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		f32(block_size - 1), f32(block_size - 1), color)
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}
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fn (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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			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 (mut g Game) draw_ui() {
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	g.gg.draw_text(1, 3, g.score.str(), text_cfg)
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	if g.state == .gameover {
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		g.gg.draw_rect(0, win_height / 2 - text_size, win_width,
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	 								5 * text_size, ui_color)
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		g.gg.draw_text(1, win_height / 2 + 0 * text_size, 'Game Over', over_cfg)
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		g.gg.draw_text(1, win_height / 2 + 2 * text_size, 'Space to restart', over_cfg)
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	} else if g.state == .paused {
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		g.gg.draw_rect(0, win_height / 2 - text_size, win_width,
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			5 * text_size, ui_color)
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		g.gg.draw_text(1, win_height / 2 + 0 * text_size, 'Game Paused', text_cfg)
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		g.gg.draw_text(1, win_height / 2 + 2 * text_size, '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_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{}].repeat(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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	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 &sapp.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) key_down(key sapp.KeyCode) {
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	// global keys
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	match key {
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		.escape {
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			exit(0)
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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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			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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		.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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		else { }
 | 
						|
	}
 | 
						|
}
 |