package blocks import ( "github.com/hajimehoshi/go-ebiten/graphics" "github.com/hajimehoshi/go-ebiten/graphics/matrix" ) type Field struct { blocks [fieldBlockNumX][fieldBlockNumY]BlockType } func NewField() *Field { return &Field{} } func (f *Field) IsBlocked(x, y int) bool { if x < 0 || fieldBlockNumX <= x { return true } if y < 0 { return false } if fieldBlockNumY <= y { return true } return f.blocks[x][y] != BlockTypeNone } func (f *Field) collides(piece *Piece, x, y int, angle Angle) bool { return piece.collides(f, x, y, angle) } func (f *Field) MovePieceToLeft(piece *Piece, x, y int, angle Angle) int { if f.collides(piece, x-1, y, angle) { return x } return x - 1 } func (f *Field) MovePieceToRight(piece *Piece, x, y int, angle Angle) int { if f.collides(piece, x+1, y, angle) { return x } return x + 1 } func (f *Field) PieceDroppable(piece *Piece, x, y int, angle Angle) bool { return !f.collides(piece, x, y+1, angle) } func (f *Field) DropPiece(piece *Piece, x, y int, angle Angle) int { if f.collides(piece, x, y+1, angle) { return y } return y + 1 } func (f *Field) RotatePieceRight(piece *Piece, x, y int, angle Angle) Angle { if f.collides(piece, x, y, angle.RotateRight()) { return angle } return angle.RotateRight() } func (f *Field) AbsorbPiece(piece *Piece, x, y int, angle Angle) { piece.AbsorbInto(f, x, y, angle) f.Flush() } func (f *Field) flushLine(j int) bool { for i := 0; i < fieldBlockNumX; i++ { if f.blocks[i][j] == BlockTypeNone { return false } } for j2 := j; 1 <= j2; j2-- { for i := 0; i < fieldBlockNumX; i++ { f.blocks[i][j2] = f.blocks[i][j2-1] } } for i := 0; i < fieldBlockNumX; i++ { f.blocks[i][0] = BlockTypeNone } return true } func (f *Field) Flush() { flushedLineNum := 0 for j := fieldBlockNumY - 1; 0 <= j; j-- { if f.flushLine(j + flushedLineNum) { flushedLineNum++ } } } func (f *Field) Draw(context graphics.Context, textures Textures, geo matrix.Geometry) { blocks := make([][]BlockType, len(f.blocks)) for i, blockCol := range f.blocks { blocks[i] = make([]BlockType, len(blockCol)) copy(blocks[i], blockCol[:]) } drawBlocks(context, textures, blocks, geo) }