ebiten/example/blocks/piece.go

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package blocks
import (
"github.com/hajimehoshi/go-ebiten/graphics"
"github.com/hajimehoshi/go-ebiten/graphics/matrix"
)
func init() {
texturePaths["blocks"] = "images/blocks/blocks.png"
}
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type Angle int
const (
Angle0 Angle = iota
Angle90
Angle180
Angle270
)
func (a Angle) RotateRight() Angle {
if a == Angle270 {
return Angle0
}
return a + 1
}
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type BlockType int
const (
BlockTypeNone BlockType = iota
BlockType1
BlockType2
BlockType3
BlockType4
BlockType5
BlockType6
BlockType7
)
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const NormalBlockTypeNum = 7
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type Piece struct {
blockType BlockType
blocks [][]bool
}
func toBlocks(ints [][]int) [][]bool {
blocks := make([][]bool, len(ints))
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for j, row := range ints {
blocks[j] = make([]bool, len(row))
}
// Tranpose the argument matrix.
for i, col := range ints {
for j, v := range col {
blocks[j][i] = v != 0
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}
}
return blocks
}
var Pieces = map[BlockType]*Piece{
BlockType1: &Piece{
blockType: BlockType1,
blocks: toBlocks([][]int{
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{0, 0, 0, 0},
{1, 1, 1, 1},
{0, 0, 0, 0},
{0, 0, 0, 0},
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}),
},
BlockType2: &Piece{
blockType: BlockType2,
blocks: toBlocks([][]int{
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{1, 0, 0},
{1, 1, 1},
{0, 0, 0},
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}),
},
BlockType3: &Piece{
blockType: BlockType3,
blocks: toBlocks([][]int{
{0, 1, 0},
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{1, 1, 1},
{0, 0, 0},
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}),
},
BlockType4: &Piece{
blockType: BlockType4,
blocks: toBlocks([][]int{
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{0, 0, 1},
{1, 1, 1},
{0, 0, 0},
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}),
},
BlockType5: &Piece{
blockType: BlockType5,
blocks: toBlocks([][]int{
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{1, 1, 0},
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{0, 1, 1},
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{0, 0, 0},
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}),
},
BlockType6: &Piece{
blockType: BlockType6,
blocks: toBlocks([][]int{
{0, 1, 1},
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{1, 1, 0},
{0, 0, 0},
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}),
},
BlockType7: &Piece{
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blockType: BlockType7,
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blocks: toBlocks([][]int{
{1, 1},
{1, 1},
}),
},
}
const blockWidth = 10
const blockHeight = 10
const fieldBlockNumX = 10
const fieldBlockNumY = 20
func drawBlocks(context graphics.Context, blocks [][]BlockType, geo matrix.Geometry) {
parts := []graphics.TexturePart{}
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for i, blockCol := range blocks {
for j, block := range blockCol {
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if block == BlockTypeNone {
continue
}
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locationX := i * blockWidth
locationY := j * blockHeight
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source := graphics.Rect{
(int(block) - 1) * blockWidth, 0,
blockWidth, blockHeight}
parts = append(parts,
graphics.TexturePart{
LocationX: locationX,
LocationY: locationY,
Source: source,
})
}
}
blocksTexture := drawInfo.textures["blocks"]
context.DrawTextureParts(blocksTexture, parts, geo, matrix.IdentityColor())
}
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func (p *Piece) InitialPosition() (int, int) {
size := len(p.blocks)
x := (fieldBlockNumX - size) / 2
y := 0
Loop:
for j := 0; j < size; j++ {
for i := 0; i < size; i++ {
if p.blocks[i][j] {
break Loop
}
}
y--
}
return x, y
}
func (p *Piece) isBlocked(i, j int, angle Angle) bool {
size := len(p.blocks)
i2, j2 := i, j
switch angle {
case Angle0:
case Angle90:
i2 = j
j2 = size-1-i
case Angle180:
i2 = size-1-i
j2 = size-1-j
case Angle270:
i2 = size-1-j
j2 = i
}
return p.blocks[i2][j2]
}
func (p *Piece) collides(field *Field, x, y int, angle Angle) bool {
size := len(p.blocks)
for i := 0; i < size; i++ {
for j := 0; j < size; j++ {
if field.IsBlocked(x+i, y+j) && p.isBlocked(i, j, angle) {
return true
}
}
}
return false
}
func (p *Piece) Draw(context graphics.Context, fieldX, fieldY int, pieceX, pieceY int, angle Angle) {
size := len(p.blocks)
blocks := make([][]BlockType, size)
for i, _ := range p.blocks {
blocks[i] = make([]BlockType, size)
for j, _ := range blocks[i] {
if p.isBlocked(i, j, angle) {
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blocks[i][j] = p.blockType
}
}
}
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geoMat := matrix.IdentityGeometry()
x := fieldX + pieceX * blockWidth
y := fieldY + pieceY * blockHeight
geoMat.Translate(float64(x), float64(y))
drawBlocks(context, blocks, geoMat)
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}