// 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. package blocks import ( "github.com/hajimehoshi/ebiten" ) const maxFlushCount = 20 // Field represents a game field with block states. type Field struct { blocks [fieldBlockNumX][fieldBlockNumY]BlockType flushCount int onEndFlushAnimating func(int) } // IsBlocked returns a boolean value indicating whether // there is a block at position (x, y) on the 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 } // MovePieceToLeft tries to move the piece to the left // and returns the piece's next x position. func (f *Field) MovePieceToLeft(piece *Piece, x, y int, angle Angle) int { if piece.collides(f, x-1, y, angle) { return x } return x - 1 } // MovePieceToRight tries to move the piece to the right // and returns the piece's next x position. func (f *Field) MovePieceToRight(piece *Piece, x, y int, angle Angle) int { if piece.collides(f, x+1, y, angle) { return x } return x + 1 } // PieceDroppable returns a boolean value indicating whether // the piece at (x, y) with the given angle can drop. func (f *Field) PieceDroppable(piece *Piece, x, y int, angle Angle) bool { return !piece.collides(f, x, y+1, angle) } // DropPiece tries to drop the piece to the right // and returns the piece's next y position. func (f *Field) DropPiece(piece *Piece, x, y int, angle Angle) int { if piece.collides(f, x, y+1, angle) { return y } return y + 1 } // RotatePieceRight tries to rotate the piece to the right // and returns the piece's next angle. func (f *Field) RotatePieceRight(piece *Piece, x, y int, angle Angle) Angle { if piece.collides(f, x, y, angle.RotateRight()) { return angle } return angle.RotateRight() } // RotatePieceLeft tries to rotate the piece to the left // and returns the piece's next angle. func (f *Field) RotatePieceLeft(piece *Piece, x, y int, angle Angle) Angle { if piece.collides(f, x, y, angle.RotateLeft()) { return angle } return angle.RotateLeft() } // AbsorbPiece absorbs the piece at (x, y) with the given angle into the field. func (f *Field) AbsorbPiece(piece *Piece, x, y int, angle Angle) { piece.AbsorbInto(f, x, y, angle) if f.flushable() { f.flushCount = maxFlushCount } } // IsFlushAnimating returns a boolean value indicating // whether there is a flush animation. func (f *Field) IsFlushAnimating() bool { return 0 < f.flushCount } // SetEndFlushAnimating sets a callback fired on the end of flush animation. // The callback argument is the number of flushed lines. func (f *Field) SetEndFlushAnimating(fn func(lines int)) { f.onEndFlushAnimating = fn } // flushable returns a boolean value indicating whether // there is a flushable line in the field. func (f *Field) flushable() bool { for j := fieldBlockNumY - 1; 0 <= j; j-- { if f.flushableLine(j) { return true } } return false } // flushableLine returns a boolean value indicating whether // the line j is flushabled or not. func (f *Field) flushableLine(j int) bool { for i := 0; i < fieldBlockNumX; i++ { if f.blocks[i][j] == BlockTypeNone { return false } } return true } func (f *Field) setBlock(x, y int, blockType BlockType) { f.blocks[x][y] = blockType } func (f *Field) endFlushAnimating() int { flushedLineNum := 0 for j := fieldBlockNumY - 1; 0 <= j; j-- { if f.flushLine(j + flushedLineNum) { flushedLineNum++ } } return flushedLineNum } // flushLine flushes the line j if possible, and if the line is flushed, // the other lines above the line go down. // // flushLine returns a boolean value indicating whether // the line is actually flushed. 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) Update() { if f.flushCount == 0 { return } f.flushCount-- if f.flushCount > 0 { return } if f.onEndFlushAnimating != nil { f.onEndFlushAnimating(f.endFlushAnimating()) } } func min(a, b float64) float64 { if a > b { return b } return a } func flushingColor(rate float64) ebiten.ColorM { clr := ebiten.ColorM{} alpha := min(1, rate*2) clr.Scale(1, 1, 1, alpha) r := min(1, (1-rate)*2) clr.Translate(r, 0, 0, 0) return clr } func (f *Field) Draw(r *ebiten.Image, x, y int) { fc := flushingColor(float64(f.flushCount) / maxFlushCount) for j := 0; j < fieldBlockNumY; j++ { if f.flushableLine(j) { for i := 0; i < fieldBlockNumX; i++ { drawBlock(r, f.blocks[i][j], i*blockWidth+x, j*blockHeight+y, fc) } } else { for i := 0; i < fieldBlockNumX; i++ { drawBlock(r, f.blocks[i][j], i*blockWidth+x, j*blockHeight+y, ebiten.ColorM{}) } } } }