mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-27 04:08:53 +01:00
104 lines
2.2 KiB
Go
104 lines
2.2 KiB
Go
package blocks
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import (
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"github.com/hajimehoshi/ebiten/graphics"
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"github.com/hajimehoshi/ebiten/graphics/matrix"
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)
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type Field struct {
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blocks [fieldBlockNumX][fieldBlockNumY]BlockType
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}
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func NewField() *Field {
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return &Field{}
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}
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func (f *Field) IsBlocked(x, y int) bool {
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if x < 0 || fieldBlockNumX <= x {
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return true
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}
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if y < 0 {
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return false
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}
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if fieldBlockNumY <= y {
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return true
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}
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return f.blocks[x][y] != BlockTypeNone
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}
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func (f *Field) collides(piece *Piece, x, y int, angle Angle) bool {
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return piece.collides(f, x, y, angle)
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}
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func (f *Field) MovePieceToLeft(piece *Piece, x, y int, angle Angle) int {
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if f.collides(piece, x-1, y, angle) {
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return x
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}
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return x - 1
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}
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func (f *Field) MovePieceToRight(piece *Piece, x, y int, angle Angle) int {
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if f.collides(piece, x+1, y, angle) {
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return x
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}
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return x + 1
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}
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func (f *Field) PieceDroppable(piece *Piece, x, y int, angle Angle) bool {
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return !f.collides(piece, x, y+1, angle)
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}
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func (f *Field) DropPiece(piece *Piece, x, y int, angle Angle) int {
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if f.collides(piece, x, y+1, angle) {
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return y
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}
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return y + 1
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}
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func (f *Field) RotatePieceRight(piece *Piece, x, y int, angle Angle) Angle {
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if f.collides(piece, x, y, angle.RotateRight()) {
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return angle
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}
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return angle.RotateRight()
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}
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func (f *Field) AbsorbPiece(piece *Piece, x, y int, angle Angle) {
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piece.AbsorbInto(f, x, y, angle)
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f.Flush()
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}
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func (f *Field) flushLine(j int) bool {
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for i := 0; i < fieldBlockNumX; i++ {
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if f.blocks[i][j] == BlockTypeNone {
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return false
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}
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}
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for j2 := j; 1 <= j2; j2-- {
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for i := 0; i < fieldBlockNumX; i++ {
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f.blocks[i][j2] = f.blocks[i][j2-1]
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}
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}
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for i := 0; i < fieldBlockNumX; i++ {
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f.blocks[i][0] = BlockTypeNone
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}
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return true
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}
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func (f *Field) Flush() {
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flushedLineNum := 0
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for j := fieldBlockNumY - 1; 0 <= j; j-- {
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if f.flushLine(j + flushedLineNum) {
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flushedLineNum++
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}
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}
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}
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func (f *Field) Draw(context graphics.Context, textures *Textures, geo matrix.Geometry) {
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blocks := make([][]BlockType, len(f.blocks))
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for i, blockCol := range f.blocks {
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blocks[i] = make([]BlockType, len(blockCol))
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copy(blocks[i], blockCol[:])
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}
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drawBlocks(context, textures, blocks, geo)
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}
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