mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 13:07:26 +01:00
98 lines
2.5 KiB
Go
98 lines
2.5 KiB
Go
package blocks
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import (
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"github.com/hajimehoshi/go-ebiten/graphics"
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"github.com/hajimehoshi/go-ebiten/graphics/matrix"
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"github.com/hajimehoshi/go-ebiten/ui"
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"image/color"
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"math/rand"
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"time"
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)
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func init() {
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texturePaths["empty"] = "images/blocks/empty.png"
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}
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type GameScene struct {
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field *Field
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rand *rand.Rand
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currentPiece *Piece
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currentPieceX int
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currentPieceY int
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currentPieceAngle Angle
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nextPiece *Piece
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}
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func NewGameScene() *GameScene {
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return &GameScene{
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field: NewField(),
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rand: rand.New(rand.NewSource(time.Now().UnixNano())),
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}
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}
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const emptyWidth = 16
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const emptyHeight = 16
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const fieldWidth = blockWidth * fieldBlockNumX
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const fieldHeight = blockHeight * fieldBlockNumY
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func (s *GameScene) choosePiece() *Piece {
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num := NormalBlockTypeNum
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blockType := BlockType(s.rand.Intn(num) + 1)
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return Pieces[blockType]
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}
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func (s *GameScene) Update(state *GameState) {
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if s.currentPiece == nil {
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s.currentPiece = s.choosePiece()
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x, y := s.currentPiece.InitialPosition()
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s.currentPieceX = x
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s.currentPieceY = y
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s.currentPieceAngle = Angle0
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}
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if state.Input.StateForKey(ui.KeySpace) == 1 {
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s.currentPieceAngle = s.field.RotatePieceRight(
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s.currentPiece, s.currentPieceX, s.currentPieceY,
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s.currentPieceAngle)
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}
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if l := state.Input.StateForKey(ui.KeyLeft);
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l == 1 || (10 <= l && l % 2 == 0) {
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s.currentPieceX = s.field.MovePieceToLeft(
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s.currentPiece, s.currentPieceX, s.currentPieceY,
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s.currentPieceAngle)
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}
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if r := state.Input.StateForKey(ui.KeyRight);
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r == 1 || (10 <= r && r % 2 == 0) {
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s.currentPieceX = s.field.MovePieceToRight(
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s.currentPiece, s.currentPieceX, s.currentPieceY,
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s.currentPieceAngle)
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}
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if d := state.Input.StateForKey(ui.KeyDown);
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(d - 1) % 2 == 0 {
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s.currentPieceY = s.field.DropPiece(
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s.currentPiece, s.currentPieceX, s.currentPieceY,
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s.currentPieceAngle)
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}
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}
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func (s *GameScene) Draw(context graphics.Context) {
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context.Fill(0xff, 0xff, 0xff)
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field := drawInfo.textures["empty"]
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geoMat := matrix.IdentityGeometry()
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geoMat.Scale(float64(fieldWidth)/float64(emptyWidth),
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float64(fieldHeight)/float64(emptyHeight))
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geoMat.Translate(20, 20) // magic number?
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colorMat := matrix.IdentityColor()
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colorMat.Scale(color.RGBA{0, 0, 0, 0x80})
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context.DrawTexture(field, geoMat, colorMat)
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geoMat = matrix.IdentityGeometry()
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geoMat.Translate(20, 20)
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s.field.Draw(context, geoMat)
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if s.currentPiece != nil {
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s.currentPiece.Draw(context, 20, 20,
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s.currentPieceX, s.currentPieceY, s.currentPieceAngle)
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}
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}
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