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diff --git a/v_windows/v/old/examples/tetris/tetris.v b/v_windows/v/old/examples/tetris/tetris.v
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+// 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)
+ }
+ }
+}