package blocks import ( "github.com/hajimehoshi/go-ebiten/graphics" "github.com/hajimehoshi/go-ebiten/graphics/matrix" ) 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: &Piece{ blockType: BlockType1, blocks: toBlocks([][]int{ {0, 0, 0, 0}, {1, 1, 1, 1}, {0, 0, 0, 0}, {0, 0, 0, 0}, }), }, BlockType2: &Piece{ blockType: BlockType2, blocks: toBlocks([][]int{ {1, 0, 0}, {1, 1, 1}, {0, 0, 0}, }), }, BlockType3: &Piece{ blockType: BlockType3, blocks: toBlocks([][]int{ {0, 1, 0}, {1, 1, 1}, {0, 0, 0}, }), }, BlockType4: &Piece{ blockType: BlockType4, blocks: toBlocks([][]int{ {0, 0, 1}, {1, 1, 1}, {0, 0, 0}, }), }, BlockType5: &Piece{ blockType: BlockType5, blocks: toBlocks([][]int{ {1, 1, 0}, {0, 1, 1}, {0, 0, 0}, }), }, BlockType6: &Piece{ blockType: BlockType6, blocks: toBlocks([][]int{ {0, 1, 1}, {1, 1, 0}, {0, 0, 0}, }), }, BlockType7: &Piece{ blockType: BlockType7, 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{} for i, blockCol := range blocks { for j, block := range blockCol { if block == BlockTypeNone { continue } locationX := i * blockWidth locationY := j * blockHeight 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()) } 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) { // TODO: Is it OK to access field.block directly? field.blocks[x+i][y+j] = p.blockType } } } } 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) { blocks[i][j] = p.blockType } } } geoMat := matrix.IdentityGeometry() x := fieldX + pieceX*blockWidth y := fieldY + pieceY*blockHeight geoMat.Translate(float64(x), float64(y)) drawBlocks(context, blocks, geoMat) }