ebiten/example/blocks/gamescene.go

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/*
Copyright 2014 Hajime Hoshi
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
*/
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package blocks
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import (
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"github.com/hajimehoshi/ebiten"
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"image/color"
"math/rand"
"time"
)
func init() {
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texturePaths["empty"] = "images/blocks/empty.png"
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}
type GameScene struct {
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field *Field
rand *rand.Rand
currentPiece *Piece
currentPieceX int
currentPieceY int
currentPieceAngle Angle
nextPiece *Piece
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landingCount int
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}
func NewGameScene() *GameScene {
return &GameScene{
field: NewField(),
rand: rand.New(rand.NewSource(time.Now().UnixNano())),
}
}
const emptyWidth = 16
const emptyHeight = 16
const fieldWidth = blockWidth * fieldBlockNumX
const fieldHeight = blockHeight * fieldBlockNumY
func (s *GameScene) choosePiece() *Piece {
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num := NormalBlockTypeNum
blockType := BlockType(s.rand.Intn(num) + 1)
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return Pieces[blockType]
}
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func (s *GameScene) initCurrentPiece(piece *Piece) {
s.currentPiece = piece
x, y := s.currentPiece.InitialPosition()
s.currentPieceX = x
s.currentPieceY = y
s.currentPieceAngle = Angle0
}
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func (s *GameScene) Update(state *GameState) {
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const maxLandingCount = 60
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if s.currentPiece == nil {
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s.initCurrentPiece(s.choosePiece())
}
if s.nextPiece == nil {
s.nextPiece = s.choosePiece()
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}
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piece := s.currentPiece
x := s.currentPieceX
y := s.currentPieceY
angle := s.currentPieceAngle
moved := false
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if state.Input.StateForKey(ebiten.KeySpace) == 1 {
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s.currentPieceAngle = s.field.RotatePieceRight(piece, x, y, angle)
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moved = angle != s.currentPieceAngle
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}
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if l := state.Input.StateForKey(ebiten.KeyLeft); l == 1 || (10 <= l && l%2 == 0) {
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s.currentPieceX = s.field.MovePieceToLeft(piece, x, y, angle)
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moved = x != s.currentPieceX
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}
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if r := state.Input.StateForKey(ebiten.KeyRight); r == 1 || (10 <= r && r%2 == 0) {
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s.currentPieceX = s.field.MovePieceToRight(piece, x, y, angle)
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moved = y != s.currentPieceX
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}
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if d := state.Input.StateForKey(ebiten.KeyDown); (d-1)%2 == 0 {
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s.currentPieceY = s.field.DropPiece(piece, x, y, angle)
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moved = y != s.currentPieceY
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}
if moved {
s.landingCount = 0
} else if !s.field.PieceDroppable(piece, x, y, angle) {
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if 0 < state.Input.StateForKey(ebiten.KeyDown) {
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s.landingCount += 10
} else {
s.landingCount++
}
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if maxLandingCount <= s.landingCount {
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s.field.AbsorbPiece(piece, x, y, angle)
s.initCurrentPiece(s.nextPiece)
s.nextPiece = nil
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s.landingCount = 0
}
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}
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}
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func (s *GameScene) Draw(context ebiten.GraphicsContext, textures *Textures) {
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context.Fill(0xff, 0xff, 0xff)
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field := textures.GetTexture("empty")
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geoMat := ebiten.GeometryMatrixI()
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geoMat.Scale(
float64(fieldWidth)/float64(emptyWidth),
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float64(fieldHeight)/float64(emptyHeight))
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geoMat.Translate(20, 20) // magic number?
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colorMat := ebiten.ColorMatrixI()
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colorMat.Scale(color.RGBA{0, 0, 0, 0x80})
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ebiten.DrawWhole(context.Texture(field), emptyWidth, emptyHeight, geoMat, colorMat)
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geoMat = ebiten.GeometryMatrixI()
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geoMat.Translate(20, 20)
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s.field.Draw(context, textures, geoMat)
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if s.currentPiece != nil {
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s.currentPiece.Draw(context, textures, 20, 20, s.currentPieceX, s.currentPieceY, s.currentPieceAngle)
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}
}