v/examples/tetris/tetris.v

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V

// Copyright (c) 2019-2020 Alexander Medvednikov. All rights reserved.
// Use of this source code is governed by an MIT license
// that can be found in the LICENSE file.
module main
import rand
import time
import gx
import gg2 as gg
import sokol
import sokol.sapp
import math
import gg2.ft
import os
const (
block_size = 20 // pixels
field_height = 20 // # of blocks
field_width = 10
tetro_size = 4
win_width = block_size * field_width
win_height = block_size * field_height
timer_period = 250 // ms
text_size = 12
limit_thickness = 3
)
const (
text_cfg = gx.TextCfg{
align:gx.align_left
size:text_size
color:gx.rgb(0, 0, 0)
}
over_cfg = gx.TextCfg{
align:gx.align_left
size:text_size
color:gx.white
}
)
const (
// Tetros' 4 possible states are encoded in binaries
b_tetros = [
// 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), // unused ?
gx.rgb(255, 242, 0), // yellow quad
gx.rgb(174, 0, 255), // purple triple
gx.rgb(60, 255, 0), // green short topright
gx.rgb(255, 0, 0), // red short topleft
gx.rgb(255, 180, 31), // orange long topleft
gx.rgb(33, 66, 255), // blue long topright
gx.rgb(74, 198, 255), // lightblue longest
gx.rgb(0, 170, 170), // unused ?
]
background_color = gx.white
ui_color = gx.red
)
// TODO: type Tetro [tetro_size]struct{ x, y int }
struct Block {
mut:
x int
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
// 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
field [][]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
// ft context for font drawing
//ft &freetype.FreeType
//ft &ft.FT
font_loaded bool
}
fn frame(game &Game) {
//C.sfons_flush(game.ft.fons)
game.gg.begin()
game.draw_scene()
game.gg.end()
}
fn main() {
// TODO
/*
f := ft.new(
//font_path: os.resource_abs_path('../assets/fonts/RobotoMono-Regular.ttf')
font_path: ('../assets/fonts/RobotoMono-Regular.ttf')
) or {
println('failed to loat the font')
return
}
*/
mut game := &Game{
//ft: f
}
game.gg = gg.new_context(
bg_color: gx.white
width: win_width
height: win_height
use_ortho: true // This is needed for 2D drawing
create_window: true
window_title: 'V Tetris'
frame_fn: frame
user_data: game
//on_key_down: key_down
event_cb: on_event
)
game.init_game()
go game.run() // Run the game loop in a new thread
game.gg.run() // Run the render loop in the main thread
}
fn (mut g Game) init_game() {
g.parse_tetros()
rand.seed(int(time.now().unix))
g.generate_tetro()
g.field = [] // TODO: g.field = [][]int
// Generate the field, fill it with 0's, add -1's on each edge
for _ in 0..field_height + 2 {
mut row := [0].repeat(field_width + 2)
row[0] = - 1
row[field_width + 1] = - 1
g.field << row
}
mut first_row := g.field[0]
mut last_row := g.field[field_height + 1]
for j in 0..field_width + 2 {
first_row[j] = - 1
last_row[j] = - 1
}
g.score = 0
g.state = .running
}
fn (mut g Game) parse_tetros() {
for b_tetros0 in b_tetros {
for b_tetro in b_tetros0 {
for t in parse_binary_tetro(b_tetro) {
g.tetros_cache << t
}
}
}
}
fn (mut g Game) run() {
for {
if g.state == .running {
g.move_tetro()
g.delete_completed_lines()
}
//glfw.post_empty_event() // force window redraw
time.sleep_ms(timer_period)
}
}
fn (mut g 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
//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.state = .gameover
return
}
// Drop it and generate a new one
g.drop_tetro()
g.generate_tetro()
return
}
}
g.pos_y++
}
fn (mut g Game) move_right(dx int) bool {
// Reached left/right edge or another tetro?
for i in 0..tetro_size {
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 false
}
}
g.pos_x += dx
return true
}
fn (mut g Game) delete_completed_lines() {
for y := field_height; y >= 1; y-- {
g.delete_completed_line(y)
}
}
fn (mut g Game) delete_completed_line(y int) {
for x := 1; x <= field_width; x++ {
f := g.field[y]
if f[x] == 0 {
return
}
}
g.score += 10
// Move everything down by 1 position
for yy := y - 1; yy >= 1; yy-- {
for x := 1; x <= field_width; x++ {
mut a := g.field[yy + 1]
b := g.field[yy]
a[x] = b[x]
}
}
}
// Place a new tetro on top
fn (mut g Game) generate_tetro() {
g.pos_y = 0
g.pos_x = field_width / 2 - tetro_size / 2
g.tetro_idx = rand.next(b_tetros.len)
g.rotation_idx = 0
g.get_tetro()
}
// Get the right tetro from cache
fn (mut g Game) get_tetro() {
idx := g.tetro_idx * tetro_size * tetro_size + g.rotation_idx * tetro_size
g.tetro = g.tetros_cache[idx..idx+tetro_size]
}
// TODO mut
fn (g &Game) drop_tetro() {
for i in 0..tetro_size{
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 in 0..tetro_size {
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) {
color := if g.state == .gameover { gx.gray } else { colors[color_idx] }
g.gg.draw_rect(f32((j - 1) * block_size), f32((i - 1) * block_size),
f32(block_size - 1), f32(block_size - 1), color)
}
fn (g &Game) draw_field() {
for i := 1; i < field_height + 1; i++ {
for j := 1; j < field_width + 1; j++ {
f := g.field[i]
if f[j] > 0 {
g.draw_block(i, j, f[j])
}
}
}
}
fn (mut g Game) draw_ui() {
if g.font_loaded {
//g.ft.draw_text(1, 3, g.score.str(), text_cfg)
if g.state == .gameover {
g.gg.draw_rect(0, win_height / 2 - text_size, win_width,
5 * text_size, ui_color)
//g.ft.draw_text(1, win_height / 2 + 0 * text_size, 'Game Over', over_cfg)
//g.ft.draw_text(1, win_height / 2 + 2 * text_size, 'Space to restart', over_cfg)
} else if g.state == .paused {
g.gg.draw_rect(0, win_height / 2 - text_size, win_width,
5 * text_size, ui_color)
//g.ft.draw_text(1, win_height / 2 + 0 * text_size, 'Game Paused', text_cfg)
//g.ft.draw_text(1, win_height / 2 + 2 * text_size, 'SPACE to resume', text_cfg)
}
}
//g.gg.draw_rect(0, block_size, win_width, limit_thickness, ui_color)
}
fn (mut g Game) draw_scene() {
g.draw_tetro()
g.draw_field()
g.draw_ui()
}
fn parse_binary_tetro(t_ int) []Block {
mut t := t_
res := [Block{}].repeat(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 := 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 == tetro_size - 1) {
// TODO: res[cnt].x = j
// res[cnt].y = i
mut point := &res[cnt]
point.x = j
point.y = i
cnt++
}
}
}
return res
}
fn on_event(e &sapp.Event, game mut Game) {
if e.typ == .key_down {
game.key_down(e.key_code)
}
}
fn (mut game Game) key_down(key sapp.KeyCode) {
// global keys
match key {
.escape {
exit(0)
}
.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
}
}
else {}
}
if game.state != .running {
return
}
// keys while game is running
match key {
.up {
// Rotate the tetro
old_rotation_idx := game.rotation_idx
game.rotation_idx++
if game.rotation_idx == tetro_size {
game.rotation_idx = 0
}
game.get_tetro()
if !game.move_right(0) {
game.rotation_idx = old_rotation_idx
game.get_tetro()
}
if game.pos_x < 0 {
//game.pos_x = 1
}
}
.left {
game.move_right(-1)
}
.right {
game.move_right(1)
}
.down {
game.move_tetro() // drop faster when the player presses <down>
}
else { }
}
}