/* 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" "image/color" "math/rand" "time" ) func init() { texturePaths["empty"] = "images/blocks/empty.png" } type GameScene struct { field *Field rand *rand.Rand currentPiece *Piece currentPieceX int currentPieceY int currentPieceAngle Angle nextPiece *Piece landingCount int } 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 { num := NormalBlockTypeNum blockType := BlockType(s.rand.Intn(num) + 1) return Pieces[blockType] } func (s *GameScene) initCurrentPiece(piece *Piece) { s.currentPiece = piece x, y := s.currentPiece.InitialPosition() s.currentPieceX = x s.currentPieceY = y s.currentPieceAngle = Angle0 } func (s *GameScene) Update(state *GameState) { const maxLandingCount = 60 if s.currentPiece == nil { s.initCurrentPiece(s.choosePiece()) } if s.nextPiece == nil { s.nextPiece = s.choosePiece() } piece := s.currentPiece x := s.currentPieceX y := s.currentPieceY angle := s.currentPieceAngle moved := false if state.Input.StateForKey(ebiten.KeySpace) == 1 { s.currentPieceAngle = s.field.RotatePieceRight(piece, x, y, angle) moved = angle != s.currentPieceAngle } if l := state.Input.StateForKey(ebiten.KeyLeft); l == 1 || (10 <= l && l%2 == 0) { s.currentPieceX = s.field.MovePieceToLeft(piece, x, y, angle) moved = x != s.currentPieceX } if r := state.Input.StateForKey(ebiten.KeyRight); r == 1 || (10 <= r && r%2 == 0) { s.currentPieceX = s.field.MovePieceToRight(piece, x, y, angle) moved = y != s.currentPieceX } if d := state.Input.StateForKey(ebiten.KeyDown); (d-1)%2 == 0 { s.currentPieceY = s.field.DropPiece(piece, x, y, angle) moved = y != s.currentPieceY } if moved { s.landingCount = 0 } else if !s.field.PieceDroppable(piece, x, y, angle) { if 0 < state.Input.StateForKey(ebiten.KeyDown) { s.landingCount += 10 } else { s.landingCount++ } if maxLandingCount <= s.landingCount { s.field.AbsorbPiece(piece, x, y, angle) s.initCurrentPiece(s.nextPiece) s.nextPiece = nil s.landingCount = 0 } } } func (s *GameScene) Draw(context ebiten.GraphicsContext, textures *Textures) { context.Fill(0xff, 0xff, 0xff) field := textures.GetTexture("empty") geoMat := ebiten.GeometryMatrixI() geoMat.Scale( float64(fieldWidth)/float64(emptyWidth), float64(fieldHeight)/float64(emptyHeight)) geoMat.Translate(20, 20) // magic number? colorMat := ebiten.ColorMatrixI() colorMat.Scale(color.RGBA{0, 0, 0, 0x80}) ebiten.DrawWhole(context.Texture(field), emptyWidth, emptyHeight, geoMat, colorMat) geoMat = ebiten.GeometryMatrixI() geoMat.Translate(20, 20) s.field.Draw(context, textures, geoMat) if s.currentPiece != nil { s.currentPiece.Draw(context, textures, 20, 20, s.currentPieceX, s.currentPieceY, s.currentPieceAngle) } }