v/examples/tetris/tetris.v

340 lines
6.8 KiB
V

import rand
import time
import gx
import gl
import gg
import glfw
import math
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 int, 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 int, code int, 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 <down>
}
}