ebiten/examples/blocks/blocks/field.go
2020-10-04 04:30:40 +09:00

219 lines
5.4 KiB
Go

// 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/v2"
)
const maxFlushCount = 20
// Field represents a game field with block states.
type Field struct {
blocks [fieldBlockNumX][fieldBlockNumY]BlockType
flushCount int
onEndFlushAnimating func(int)
}
// IsBlocked returns a boolean value indicating whether
// there is a block at position (x, y) on the field.
func (f *Field) IsBlocked(x, y int) bool {
if x < 0 || fieldBlockNumX <= x {
return true
}
if y < 0 {
return false
}
if fieldBlockNumY <= y {
return true
}
return f.blocks[x][y] != BlockTypeNone
}
// MovePieceToLeft tries to move the piece to the left
// and returns the piece's next x position.
func (f *Field) MovePieceToLeft(piece *Piece, x, y int, angle Angle) int {
if piece.collides(f, x-1, y, angle) {
return x
}
return x - 1
}
// MovePieceToRight tries to move the piece to the right
// and returns the piece's next x position.
func (f *Field) MovePieceToRight(piece *Piece, x, y int, angle Angle) int {
if piece.collides(f, x+1, y, angle) {
return x
}
return x + 1
}
// PieceDroppable returns a boolean value indicating whether
// the piece at (x, y) with the given angle can drop.
func (f *Field) PieceDroppable(piece *Piece, x, y int, angle Angle) bool {
return !piece.collides(f, x, y+1, angle)
}
// DropPiece tries to drop the piece to the right
// and returns the piece's next y position.
func (f *Field) DropPiece(piece *Piece, x, y int, angle Angle) int {
if piece.collides(f, x, y+1, angle) {
return y
}
return y + 1
}
// RotatePieceRight tries to rotate the piece to the right
// and returns the piece's next angle.
func (f *Field) RotatePieceRight(piece *Piece, x, y int, angle Angle) Angle {
if piece.collides(f, x, y, angle.RotateRight()) {
return angle
}
return angle.RotateRight()
}
// RotatePieceLeft tries to rotate the piece to the left
// and returns the piece's next angle.
func (f *Field) RotatePieceLeft(piece *Piece, x, y int, angle Angle) Angle {
if piece.collides(f, x, y, angle.RotateLeft()) {
return angle
}
return angle.RotateLeft()
}
// AbsorbPiece absorbs the piece at (x, y) with the given angle into the field.
func (f *Field) AbsorbPiece(piece *Piece, x, y int, angle Angle) {
piece.AbsorbInto(f, x, y, angle)
if f.flushable() {
f.flushCount = maxFlushCount
}
}
// IsFlushAnimating returns a boolean value indicating
// whether there is a flush animation.
func (f *Field) IsFlushAnimating() bool {
return 0 < f.flushCount
}
// SetEndFlushAnimating sets a callback fired on the end of flush animation.
// The callback argument is the number of flushed lines.
func (f *Field) SetEndFlushAnimating(fn func(lines int)) {
f.onEndFlushAnimating = fn
}
// flushable returns a boolean value indicating whether
// there is a flushable line in the field.
func (f *Field) flushable() bool {
for j := fieldBlockNumY - 1; 0 <= j; j-- {
if f.flushableLine(j) {
return true
}
}
return false
}
// flushableLine returns a boolean value indicating whether
// the line j is flushabled or not.
func (f *Field) flushableLine(j int) bool {
for i := 0; i < fieldBlockNumX; i++ {
if f.blocks[i][j] == BlockTypeNone {
return false
}
}
return true
}
func (f *Field) setBlock(x, y int, blockType BlockType) {
f.blocks[x][y] = blockType
}
func (f *Field) endFlushAnimating() int {
flushedLineNum := 0
for j := fieldBlockNumY - 1; 0 <= j; j-- {
if f.flushLine(j + flushedLineNum) {
flushedLineNum++
}
}
return flushedLineNum
}
// flushLine flushes the line j if possible, and if the line is flushed,
// the other lines above the line go down.
//
// flushLine returns a boolean value indicating whether
// the line is actually flushed.
func (f *Field) flushLine(j int) bool {
for i := 0; i < fieldBlockNumX; i++ {
if f.blocks[i][j] == BlockTypeNone {
return false
}
}
for j2 := j; 1 <= j2; j2-- {
for i := 0; i < fieldBlockNumX; i++ {
f.blocks[i][j2] = f.blocks[i][j2-1]
}
}
for i := 0; i < fieldBlockNumX; i++ {
f.blocks[i][0] = BlockTypeNone
}
return true
}
func (f *Field) Update() {
if f.flushCount == 0 {
return
}
f.flushCount--
if f.flushCount > 0 {
return
}
if f.onEndFlushAnimating != nil {
f.onEndFlushAnimating(f.endFlushAnimating())
}
}
func min(a, b float64) float64 {
if a > b {
return b
}
return a
}
func flushingColor(rate float64) ebiten.ColorM {
clr := ebiten.ColorM{}
alpha := min(1, rate*2)
clr.Scale(1, 1, 1, alpha)
r := min(1, (1-rate)*2)
clr.Translate(r, 0, 0, 0)
return clr
}
func (f *Field) Draw(r *ebiten.Image, x, y int) {
fc := flushingColor(float64(f.flushCount) / maxFlushCount)
for j := 0; j < fieldBlockNumY; j++ {
if f.flushableLine(j) {
for i := 0; i < fieldBlockNumX; i++ {
drawBlock(r, f.blocks[i][j], i*blockWidth+x, j*blockHeight+y, fc)
}
} else {
for i := 0; i < fieldBlockNumX; i++ {
drawBlock(r, f.blocks[i][j], i*blockWidth+x, j*blockHeight+y, ebiten.ColorM{})
}
}
}
}