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author | Indrajith K L | 2022-12-03 17:00:20 +0530 |
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committer | Indrajith K L | 2022-12-03 17:00:20 +0530 |
commit | f5c4671bfbad96bf346bd7e9a21fc4317b4959df (patch) | |
tree | 2764fc62da58f2ba8da7ed341643fc359873142f /v_windows/v/old/examples/tetris/tetris.v | |
download | cli-tools-windows-master.tar.gz cli-tools-windows-master.tar.bz2 cli-tools-windows-master.zip |
Diffstat (limited to 'v_windows/v/old/examples/tetris/tetris.v')
-rw-r--r-- | v_windows/v/old/examples/tetris/tetris.v | 518 |
1 files changed, 518 insertions, 0 deletions
diff --git a/v_windows/v/old/examples/tetris/tetris.v b/v_windows/v/old/examples/tetris/tetris.v new file mode 100644 index 0000000..01589a3 --- /dev/null +++ b/v_windows/v/old/examples/tetris/tetris.v @@ -0,0 +1,518 @@ +// Copyright (c) 2019-2021 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 os +import rand +import time +import gx +import gg +// import sokol.sapp + +const ( + block_size = 20 // virtual 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 = 24 + limit_thickness = 3 +) + +const ( + text_cfg = gx.TextCfg{ + align: .left + size: text_size + color: gx.rgb(0, 0, 0) + } + over_cfg = gx.TextCfg{ + align: .left + size: text_size + color: gx.white + } +) + +const ( + // Tetros' 4 possible states are encoded in binaries + // 0000 0 0000 0 0000 0 0000 0 0000 0 0000 0 + // 0000 0 0000 0 0000 0 0000 0 0011 3 0011 3 + // 0110 6 0010 2 0011 3 0110 6 0001 1 0010 2 + // 0110 6 0111 7 0110 6 0011 3 0001 1 0010 2 + // There is a special case 1111, since 15 can't be used. + b_tetros = [ + [66, 66, 66, 66], + [27, 131, 72, 232], + [36, 231, 36, 231], + [63, 132, 63, 132], + [311, 17, 223, 74], + [322, 71, 113, 47], + [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), + ] + background_color = gx.white + ui_color = gx.rgba(255, 0, 0, 210) +) + +// 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 + // Lines of the current game + lines int + // State of the current game + state GameState + // Block size in screen dimensions + block_size int = block_size + // Field margin + margin int + // 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 + // Idem for the next tetro + next_tetro_idx int + // Index of the rotation (0-3) + rotation_idx int + // gg context for drawing + gg &gg.Context = voidptr(0) + font_loaded bool + show_ghost bool = true + // frame/time counters: + frame int + frame_old int + frame_sw time.StopWatch = time.new_stopwatch() + second_sw time.StopWatch = time.new_stopwatch() +} + +fn remap(v f32, min f32, max f32, new_min f32, new_max f32) f32 { + return (((v - min) * (new_max - new_min)) / (max - min)) + new_min +} + +[if showfps ?] +fn (mut game Game) showfps() { + game.frame++ + last_frame_ms := f64(game.frame_sw.elapsed().microseconds()) / 1000.0 + ticks := f64(game.second_sw.elapsed().microseconds()) / 1000.0 + if ticks > 999.0 { + fps := f64(game.frame - game.frame_old) * ticks / 1000.0 + $if debug { + eprintln('fps: ${fps:5.1f} | last frame took: ${last_frame_ms:6.3f}ms | frame: ${game.frame:6} ') + } + game.second_sw.restart() + game.frame_old = game.frame + } +} + +fn frame(mut game Game) { + ws := gg.window_size() + bs := remap(block_size, 0, win_height, 0, ws.height) + m := (f32(ws.width) - bs * field_width) * 0.5 + game.block_size = int(bs) + game.margin = int(m) + game.frame_sw.restart() + game.gg.begin() + game.draw_scene() + game.showfps() + game.gg.end() +} + +fn main() { + mut game := &Game{ + gg: 0 + } + mut fpath := os.resource_abs_path(os.join_path('..', 'assets', 'fonts', 'RobotoMono-Regular.ttf')) + $if android { + fpath = 'fonts/RobotoMono-Regular.ttf' + } + game.gg = gg.new_context( + bg_color: gx.white + width: win_width + height: win_height + create_window: true + window_title: 'V Tetris' // + user_data: game + frame_fn: frame + event_fn: on_event + font_path: fpath // wait_events: true + ) + 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() + g.next_tetro_idx = rand.intn(b_tetros.len) // generate initial "next" + g.generate_tetro() + g.field = [] + // 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.clone() + } + for j in 0 .. field_width + 2 { + g.field[0][j] = -1 + g.field[field_height + 1][j] = -1 + } + g.score = 0 + g.lines = 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(timer_period * time.millisecond) + } +} + +fn (g &Game) draw_ghost() { + if g.state != .gameover && g.show_ghost { + pos_y := g.move_ghost() + for i in 0 .. tetro_size { + tetro := g.tetro[i] + g.draw_block_color(pos_y + tetro.y, g.pos_x + tetro.x, gx.rgba(125, 125, 225, + 40)) + } + } +} + +fn (g Game) move_ghost() int { + mut pos_y := g.pos_y + mut end := false + for !end { + for block in g.tetro { + y := block.y + pos_y + 1 + x := block.x + g.pos_x + if g.field[y][x] != 0 { + end = true + break + } + } + pos_y++ + } + return pos_y - 1 +} + +fn (mut g Game) move_tetro() bool { + // 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? + if g.field[y][x] != 0 { + // The new tetro has no space to drop => end of the game + if g.pos_y < 2 { + g.state = .gameover + return false + } + // Drop it and generate a new one + g.drop_tetro() + g.generate_tetro() + return false + } + } + g.pos_y++ + return true +} + +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 + if g.field[y][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++ { + if g.field[y][x] == 0 { + return + } + } + g.score += 10 + g.lines++ + // Move everything down by 1 position + for yy := y - 1; yy >= 1; yy-- { + for x := 1; x <= field_width; x++ { + g.field[yy + 1][x] = g.field[yy][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 = g.next_tetro_idx + g.next_tetro_idx = rand.intn(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].clone() +} + +// TODO mut +fn (mut 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 + g.field[y][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_next_tetro() { + if g.state != .gameover { + idx := g.next_tetro_idx * tetro_size * tetro_size + next_tetro := g.tetros_cache[idx..idx + tetro_size].clone() + pos_y := 0 + pos_x := field_width / 2 - tetro_size / 2 + for i in 0 .. tetro_size { + block := next_tetro[i] + g.draw_block_color(pos_y + block.y, pos_x + block.x, gx.rgb(220, 220, 220)) + } + } +} + +fn (g &Game) draw_block_color(i int, j int, color gx.Color) { + g.gg.draw_rect(f32((j - 1) * g.block_size) + g.margin, f32((i - 1) * g.block_size), + f32(g.block_size - 1), f32(g.block_size - 1), color) +} + +fn (g &Game) draw_block(i int, j int, color_idx int) { + color := if g.state == .gameover { gx.gray } else { colors[color_idx] } + g.draw_block_color(i, j, color) +} + +fn (g &Game) draw_field() { + for i := 1; i < field_height + 1; i++ { + for j := 1; j < field_width + 1; j++ { + if g.field[i][j] > 0 { + g.draw_block(i, j, g.field[i][j]) + } + } + } +} + +fn (mut g Game) draw_ui() { + ws := gg.window_size() + textsize := int(remap(text_size, 0, win_width, 0, ws.width)) + g.gg.draw_text(1, 3, g.score.str(), text_cfg) + lines := g.lines.str() + g.gg.draw_text(ws.width - lines.len * textsize, 3, lines, text_cfg) + if g.state == .gameover { + g.gg.draw_rect(0, ws.height / 2 - textsize, ws.width, 5 * textsize, ui_color) + g.gg.draw_text(1, ws.height / 2 + 0 * textsize, 'Game Over', over_cfg) + g.gg.draw_text(1, ws.height / 2 + 2 * textsize, 'Space to restart', over_cfg) + } else if g.state == .paused { + g.gg.draw_rect(0, ws.height / 2 - textsize, ws.width, 5 * textsize, ui_color) + g.gg.draw_text(1, ws.height / 2 + 0 * textsize, 'Game Paused', text_cfg) + g.gg.draw_text(1, ws.height / 2 + 2 * textsize, '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_ghost() + g.draw_next_tetro() + g.draw_tetro() + g.draw_field() + g.draw_ui() +} + +fn parse_binary_tetro(t_ int) []Block { + mut t := t_ + mut res := [Block{}].repeat(4) + mut cnt := 0 + horizontal := t == 9 // special case for the horizontal line + ten_powers := [1000, 100, 10, 1] + for i := 0; i <= 3; i++ { + // Get ith digit of t + p := ten_powers[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) { + res[cnt].x = j + res[cnt].y = i + cnt++ + } + } + } + return res +} + +fn on_event(e &gg.Event, mut game Game) { + // println('code=$e.char_code') + if e.typ == .key_down { + game.key_down(e.key_code) + } + if e.typ == .touches_began || e.typ == .touches_moved { + if e.num_touches > 0 { + touch_point := e.touches[0] + game.touch_event(touch_point) + } + } +} + +fn (mut game Game) rotate_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 + } +} + +fn (mut game Game) key_down(key gg.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 + game.rotate_tetro() + } + .left { + game.move_right(-1) + } + .right { + game.move_right(1) + } + .down { + game.move_tetro() // drop faster when the player presses <down> + } + .d { + for game.move_tetro() { + } + } + .g { + game.show_ghost = !game.show_ghost + } + else {} + } +} + +fn (mut game Game) touch_event(touch_point C.sapp_touchpoint) { + ws := gg.window_size() + tx := touch_point.pos_x + ty := touch_point.pos_y + if ty < f32(ws.height) * 0.5 { + game.rotate_tetro() + } else { + if tx <= f32(ws.width) * 0.5 { + game.move_right(-1) + } else { + game.move_right(1) + } + } +} |