mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-27 20:28:54 +01:00
360 lines
8.8 KiB
Go
360 lines
8.8 KiB
Go
// Copyright 2014 Hajime Hoshi
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package blocks
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import (
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"bytes"
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"image"
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"image/color"
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_ "image/jpeg"
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_ "image/png"
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"math/rand"
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"strconv"
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"time"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2/ebitenutil"
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"github.com/hajimehoshi/ebiten/v2/examples/resources/images"
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"github.com/hajimehoshi/ebiten/v2/inpututil"
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)
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var (
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imageGameBG *ebiten.Image
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imageWindows = ebiten.NewImage(ScreenWidth, ScreenHeight)
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imageGameover = ebiten.NewImage(ScreenWidth, ScreenHeight)
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)
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func fieldWindowPosition() (x, y int) {
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return 20, 20
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}
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func nextWindowLabelPosition() (x, y int) {
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x, y = fieldWindowPosition()
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return x + fieldWidth + 2*blockWidth, y
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}
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func nextWindowPosition() (x, y int) {
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x, y = nextWindowLabelPosition()
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return x, y + blockHeight
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}
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func textBoxWidth() int {
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x, _ := nextWindowPosition()
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return ScreenWidth - 2*blockWidth - x
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}
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func scoreTextBoxPosition() (x, y int) {
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x, y = nextWindowPosition()
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return x, y + 6*blockHeight
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}
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func levelTextBoxPosition() (x, y int) {
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x, y = scoreTextBoxPosition()
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return x, y + 4*blockHeight
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}
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func linesTextBoxPosition() (x, y int) {
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x, y = levelTextBoxPosition()
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return x, y + 4*blockHeight
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}
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func init() {
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// Background
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img, _, err := image.Decode(bytes.NewReader(images.Gophers_jpg))
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if err != nil {
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panic(err)
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}
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imageGameBG = ebiten.NewImageFromImage(img)
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// Windows: Field
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x, y := fieldWindowPosition()
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drawWindow(imageWindows, x, y, fieldWidth, fieldHeight)
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// Windows: Next
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x, y = nextWindowLabelPosition()
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drawTextWithShadow(imageWindows, "NEXT", x, y, 1, fontColor)
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x, y = nextWindowPosition()
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drawWindow(imageWindows, x, y, 5*blockWidth, 5*blockHeight)
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// Windows: Score
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x, y = scoreTextBoxPosition()
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drawTextBox(imageWindows, "SCORE", x, y, textBoxWidth())
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// Windows: Level
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x, y = levelTextBoxPosition()
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drawTextBox(imageWindows, "LEVEL", x, y, textBoxWidth())
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// Windows: Lines
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x, y = linesTextBoxPosition()
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drawTextBox(imageWindows, "LINES", x, y, textBoxWidth())
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// Gameover
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imageGameover.Fill(color.NRGBA{0x00, 0x00, 0x00, 0x80})
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y = (ScreenHeight - blockHeight) / 2
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drawTextWithShadowCenter(imageGameover, "GAME OVER\n\nPRESS SPACE", 0, y, 1, color.White, ScreenWidth)
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}
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func drawWindow(r *ebiten.Image, x, y, width, height int) {
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ebitenutil.DrawRect(r, float64(x), float64(y), float64(width), float64(height), color.RGBA{0, 0, 0, 0xc0})
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}
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var fontColor = color.NRGBA{0x40, 0x40, 0xff, 0xff}
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func drawTextBox(r *ebiten.Image, label string, x, y, width int) {
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drawTextWithShadow(r, label, x, y, 1, fontColor)
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y += blockWidth
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drawWindow(r, x, y, width, 2*blockHeight)
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}
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func drawTextBoxContent(r *ebiten.Image, content string, x, y, width int) {
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y += blockWidth
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drawTextWithShadowRight(r, content, x, y+blockHeight*3/4, 1, color.White, width-blockWidth/2)
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}
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type GameScene struct {
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field *Field
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currentPiece *Piece
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currentPieceX int
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currentPieceY int
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currentPieceYCarry int
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currentPieceAngle Angle
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nextPiece *Piece
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landingCount int
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score int
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lines int
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gameover bool
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}
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func init() {
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rand.Seed(time.Now().UnixNano())
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}
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func NewGameScene() *GameScene {
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return &GameScene{
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field: &Field{},
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}
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}
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var (
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lightGray ebiten.ColorM
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)
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func init() {
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id := ebiten.ColorM{}
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mono := ebiten.ColorM{}
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mono.ChangeHSV(0, 0, 1)
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for j := 0; j < ebiten.ColorMDim-1; j++ {
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for i := 0; i < ebiten.ColorMDim-1; i++ {
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lightGray.SetElement(i, j, mono.Element(i, j)*0.7+id.Element(i, j)*0.3)
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}
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}
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lightGray.Translate(0.3, 0.3, 0.3, 0)
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}
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func (s *GameScene) drawBackground(r *ebiten.Image) {
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r.Fill(color.White)
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w, h := imageGameBG.Size()
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scaleW := ScreenWidth / float64(w)
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scaleH := ScreenHeight / float64(h)
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scale := scaleW
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if scale < scaleH {
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scale = scaleH
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}
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op := &ebiten.DrawImageOptions{}
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op.GeoM.Translate(-float64(w)/2, -float64(h)/2)
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op.GeoM.Scale(scale, scale)
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op.GeoM.Translate(ScreenWidth/2, ScreenHeight/2)
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op.ColorM = lightGray
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op.Filter = ebiten.FilterLinear
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r.DrawImage(imageGameBG, op)
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}
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const (
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fieldWidth = blockWidth * fieldBlockNumX
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fieldHeight = blockHeight * fieldBlockNumY
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)
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func (s *GameScene) choosePiece() *Piece {
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num := int(BlockTypeMax)
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blockType := BlockType(rand.Intn(num) + 1)
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return Pieces[blockType]
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}
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func (s *GameScene) initCurrentPiece(piece *Piece) {
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s.currentPiece = piece
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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.currentPieceYCarry = 0
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s.currentPieceAngle = Angle0
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}
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func (s *GameScene) level() int {
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return s.lines / 10
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}
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func (s *GameScene) addScore(lines int) {
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base := 0
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switch lines {
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case 1:
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base = 100
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case 2:
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base = 300
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case 3:
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base = 600
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case 4:
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base = 1000
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default:
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panic("not reach")
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}
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s.score += (s.level() + 1) * base
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}
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func (s *GameScene) Update(state *GameState) error {
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s.field.Update()
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if s.gameover {
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if inpututil.IsKeyJustPressed(ebiten.KeySpace) ||
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anyGamepadAbstractButtonJustPressed(state.Input) {
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state.SceneManager.GoTo(&TitleScene{})
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}
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return nil
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}
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maxLandingCount := ebiten.MaxTPS()
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if s.currentPiece == nil {
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s.initCurrentPiece(s.choosePiece())
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}
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if s.nextPiece == nil {
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s.nextPiece = s.choosePiece()
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}
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moved := false
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piece := s.currentPiece
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angle := s.currentPieceAngle
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// Move piece by user input.
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if !s.field.IsFlushAnimating() {
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piece := s.currentPiece
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x := s.currentPieceX
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y := s.currentPieceY
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if state.Input.IsRotateRightJustPressed() {
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s.currentPieceAngle = s.field.RotatePieceRight(piece, x, y, angle)
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moved = angle != s.currentPieceAngle
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} else if state.Input.IsRotateLeftJustPressed() {
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s.currentPieceAngle = s.field.RotatePieceLeft(piece, x, y, angle)
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moved = angle != s.currentPieceAngle
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} else if l := state.Input.StateForLeft(); l == 1 || (10 <= l && l%2 == 0) {
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s.currentPieceX = s.field.MovePieceToLeft(piece, x, y, angle)
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moved = x != s.currentPieceX
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} else if r := state.Input.StateForRight(); r == 1 || (10 <= r && r%2 == 0) {
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s.currentPieceX = s.field.MovePieceToRight(piece, x, y, angle)
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moved = y != s.currentPieceX
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} else if d := state.Input.StateForDown(); (d-1)%2 == 0 {
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s.currentPieceY = s.field.DropPiece(piece, x, y, angle)
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moved = y != s.currentPieceY
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if moved {
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s.score++
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}
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}
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}
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// Drop the current piece with gravity.
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if !s.field.IsFlushAnimating() {
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angle := s.currentPieceAngle
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s.currentPieceYCarry += 2*s.level() + 1
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const maxCarry = 60
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for maxCarry <= s.currentPieceYCarry {
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s.currentPieceYCarry -= maxCarry
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s.currentPieceY = s.field.DropPiece(piece, s.currentPieceX, s.currentPieceY, angle)
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}
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}
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if !s.field.IsFlushAnimating() && !s.field.PieceDroppable(piece, s.currentPieceX, s.currentPieceY, angle) {
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if 0 < state.Input.StateForDown() {
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s.landingCount += 10
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} else {
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s.landingCount++
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}
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if maxLandingCount <= s.landingCount {
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s.field.AbsorbPiece(piece, s.currentPieceX, s.currentPieceY, angle)
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if s.field.IsFlushAnimating() {
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s.field.SetEndFlushAnimating(func(lines int) {
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s.lines += lines
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if 0 < lines {
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s.addScore(lines)
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}
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s.goNextPiece()
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})
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} else {
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s.goNextPiece()
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}
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}
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}
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return nil
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}
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func (s *GameScene) goNextPiece() {
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s.initCurrentPiece(s.nextPiece)
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s.nextPiece = s.choosePiece()
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s.landingCount = 0
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if s.currentPiece.collides(s.field, s.currentPieceX, s.currentPieceY, s.currentPieceAngle) {
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s.gameover = true
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}
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}
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func (s *GameScene) Draw(r *ebiten.Image) {
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s.drawBackground(r)
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r.DrawImage(imageWindows, nil)
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// Draw score
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x, y := scoreTextBoxPosition()
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drawTextBoxContent(r, strconv.Itoa(s.score), x, y, textBoxWidth())
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// Draw level
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x, y = levelTextBoxPosition()
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drawTextBoxContent(r, strconv.Itoa(s.level()), x, y, textBoxWidth())
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// Draw lines
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x, y = linesTextBoxPosition()
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drawTextBoxContent(r, strconv.Itoa(s.lines), x, y, textBoxWidth())
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// Draw blocks
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fieldX, fieldY := fieldWindowPosition()
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s.field.Draw(r, fieldX, fieldY)
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if s.currentPiece != nil && !s.field.IsFlushAnimating() {
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x := fieldX + s.currentPieceX*blockWidth
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y := fieldY + s.currentPieceY*blockHeight
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s.currentPiece.Draw(r, x, y, s.currentPieceAngle)
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}
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if s.nextPiece != nil {
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// TODO: Make functions to get these values.
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x := fieldX + fieldWidth + blockWidth*2
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y := fieldY + blockHeight
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s.nextPiece.DrawAtCenter(r, x, y, blockWidth*5, blockHeight*5, 0)
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}
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if s.gameover {
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r.DrawImage(imageGameover, nil)
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}
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}
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