/* 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" ) func init() { texturePaths["blocks"] = "images/blocks/blocks.png" } type Angle int const ( Angle0 Angle = iota Angle90 Angle180 Angle270 ) func (a Angle) RotateRight() Angle { if a == Angle270 { return Angle0 } return a + 1 } type BlockType int const ( BlockTypeNone BlockType = iota BlockType1 BlockType2 BlockType3 BlockType4 BlockType5 BlockType6 BlockType7 ) const NormalBlockTypeNum = 7 type Piece struct { blockType BlockType blocks [][]bool } func toBlocks(ints [][]int) [][]bool { blocks := make([][]bool, len(ints)) 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 } } return blocks } var Pieces = map[BlockType]*Piece{ BlockType1: { blockType: BlockType1, blocks: toBlocks([][]int{ {0, 0, 0, 0}, {1, 1, 1, 1}, {0, 0, 0, 0}, {0, 0, 0, 0}, }), }, BlockType2: { blockType: BlockType2, blocks: toBlocks([][]int{ {1, 0, 0}, {1, 1, 1}, {0, 0, 0}, }), }, BlockType3: { blockType: BlockType3, blocks: toBlocks([][]int{ {0, 1, 0}, {1, 1, 1}, {0, 0, 0}, }), }, BlockType4: { blockType: BlockType4, blocks: toBlocks([][]int{ {0, 0, 1}, {1, 1, 1}, {0, 0, 0}, }), }, BlockType5: { blockType: BlockType5, blocks: toBlocks([][]int{ {1, 1, 0}, {0, 1, 1}, {0, 0, 0}, }), }, BlockType6: { blockType: BlockType6, blocks: toBlocks([][]int{ {0, 1, 1}, {1, 1, 0}, {0, 0, 0}, }), }, BlockType7: { blockType: BlockType7, blocks: toBlocks([][]int{ {1, 1}, {1, 1}, }), }, } const blockWidth = 10 const blockHeight = 10 const fieldBlockNumX = 10 const fieldBlockNumY = 20 func drawBlocks(context ebiten.GraphicsContext, textures *Textures, blocks [][]BlockType, geo ebiten.GeometryMatrix) { parts := []ebiten.TexturePart{} for i, blockCol := range blocks { for j, block := range blockCol { if block == BlockTypeNone { continue } locationX := i * blockWidth locationY := j * blockHeight source := ebiten.Rect{ (int(block) - 1) * blockWidth, 0, blockWidth, blockHeight} parts = append(parts, ebiten.TexturePart{ LocationX: locationX, LocationY: locationY, Source: source, }) } } blocksTexture := textures.GetTexture("blocks") context.Texture(blocksTexture).Draw(parts, geo, ebiten.ColorMatrixI()) } 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) AbsorbInto(field *Field, x, y int, angle Angle) { size := len(p.blocks) for i := 0; i < size; i++ { for j := 0; j < size; j++ { if p.isBlocked(i, j, angle) { field.setBlock(x+i, y+j, p.blockType) } } } } func (p *Piece) Draw(context ebiten.GraphicsContext, textures *Textures, 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) { blocks[i][j] = p.blockType } } } geoMat := ebiten.GeometryMatrixI() x := fieldX + pieceX*blockWidth y := fieldY + pieceY*blockHeight geoMat.Translate(float64(x), float64(y)) drawBlocks(context, textures, blocks, geoMat) }