ebiten/example/blocks/blocks/gamescene.go
2014-12-29 18:33:57 +09:00

340 lines
8.2 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"
"github.com/hajimehoshi/ebiten/ebitenutil"
"image/color"
_ "image/jpeg"
"math/rand"
"strconv"
"time"
)
var (
imageEmpty *ebiten.Image
imageGameBG *ebiten.Image
imageGameover *ebiten.Image
)
func init() {
var err error
imageEmpty, err = ebiten.NewImage(16, 16, ebiten.FilterNearest)
if err != nil {
panic(err)
}
imageEmpty.Fill(color.White)
imageGameBG, _, err = ebitenutil.NewImageFromFile("images/gophers.jpg", ebiten.FilterLinear)
if err != nil {
panic(err)
}
imageGameover, err = ebiten.NewImage(ScreenWidth, ScreenHeight, ebiten.FilterNearest)
if err != nil {
panic(err)
}
imageGameover.Fill(color.NRGBA{0x00, 0x00, 0x00, 0x80})
y := (ScreenHeight - blockHeight) / 2
if err := drawTextWithShadowCenter(imageGameover, "GAME OVER", 0, y, 1, color.White, ScreenWidth); err != nil {
panic(err)
}
}
func drawRect(r *ebiten.Image, x, y, width, height int) error {
w, h := imageEmpty.Size()
geo := ebiten.ScaleGeo(float64(width)/float64(w), float64(height)/float64(h))
geo.Concat(ebiten.TranslateGeo(float64(x), float64(y)))
return r.DrawImage(imageEmpty, &ebiten.DrawImageOptions{
GeoM: geo,
ColorM: ebiten.ScaleColor(0.0, 0.0, 0.0, 0.75),
})
}
var fontColor = color.NRGBA{0x40, 0x40, 0xff, 0xff}
func drawTextBox(r *ebiten.Image, label, content string, x, y, width int) error {
if err := drawTextWithShadow(r, label, x, y, 1, fontColor); err != nil {
return err
}
y += blockWidth
if err := drawRect(r, x, y, width, 2*blockHeight); err != nil {
return err
}
if err := drawTextWithShadowRight(r, content, x, y+blockHeight*3/4, 1, color.White, width-blockWidth/2); err != nil {
return err
}
return nil
}
type GameScene struct {
field *Field
rand *rand.Rand
currentPiece *Piece
currentPieceX int
currentPieceY int
currentPieceYCarry int
currentPieceAngle Angle
nextPiece *Piece
landingCount int
currentFrame int
score int
lines int
gameover bool
}
func NewGameScene() *GameScene {
return &GameScene{
field: NewField(),
rand: rand.New(rand.NewSource(time.Now().UnixNano())),
}
}
func (s *GameScene) drawBackground(r *ebiten.Image) error {
if err := r.Fill(color.White); err != nil {
return err
}
w, h := imageGameBG.Size()
geo := ebiten.TranslateGeo(-float64(w)/2, -float64(h)/2)
scaleW := ScreenWidth / float64(w)
scaleH := ScreenHeight / float64(h)
scale := scaleW
if scale < scaleH {
scale = scaleH
}
geo.Concat(ebiten.ScaleGeo(scale, scale))
geo.Concat(ebiten.TranslateGeo(ScreenWidth/2, ScreenHeight/2))
a := 0.7
m := ebiten.Monochrome()
m.Concat(ebiten.ScaleColor(a, a, a, a))
clr := ebiten.ScaleColor(1-a, 1-a, 1-a, 1-a)
clr.Add(m)
clr.Concat(ebiten.TranslateColor(0.3, 0.3, 0.3, 0))
return r.DrawImage(imageGameBG, &ebiten.DrawImageOptions{
GeoM: geo,
ColorM: clr,
})
}
const fieldWidth = blockWidth * fieldBlockNumX
const fieldHeight = blockHeight * fieldBlockNumY
func (s *GameScene) choosePiece() *Piece {
num := int(BlockTypeMax)
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.currentPieceYCarry = 0
s.currentPieceAngle = Angle0
}
func (s *GameScene) level() int {
return s.lines / 10
}
func (s *GameScene) addScore(lines int) {
base := 0
switch lines {
case 1:
base = 100
case 2:
base = 300
case 3:
base = 600
case 4:
base = 1000
default:
panic("not reach")
}
s.score += (s.level() + 1) * base
}
func (s *GameScene) Update(state *GameState) error {
s.field.Update()
if s.gameover {
if state.Input.StateForKey(ebiten.KeySpace) == 1 {
state.SceneManager.GoTo(NewTitleScene())
}
return nil
}
s.currentFrame++
const maxLandingCount = 60
if s.currentPiece == nil {
s.initCurrentPiece(s.choosePiece())
}
if s.nextPiece == nil {
s.nextPiece = s.choosePiece()
}
moved := false
piece := s.currentPiece
angle := s.currentPieceAngle
// Move piece by user input.
if !s.field.Flushing() {
piece := s.currentPiece
x := s.currentPieceX
y := s.currentPieceY
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.score++
}
}
}
// Drop the current piece with gravity.
if !s.field.Flushing() {
y := s.currentPieceY
angle := s.currentPieceAngle
s.currentPieceYCarry += 2*s.level() + 1
for 60 <= s.currentPieceYCarry {
s.currentPieceYCarry -= 60
s.currentPieceY = s.field.DropPiece(piece, s.currentPieceX, s.currentPieceY, angle)
moved = y != s.currentPieceY
}
}
if moved {
s.landingCount = 0
} else if !s.field.Flushing() && !s.field.PieceDroppable(piece, s.currentPieceX, s.currentPieceY, angle) {
if 0 < state.Input.StateForKey(ebiten.KeyDown) {
s.landingCount += 10
} else {
s.landingCount++
}
if maxLandingCount <= s.landingCount {
s.field.AbsorbPiece(piece, s.currentPieceX, s.currentPieceY, angle)
if s.field.Flushing() {
s.field.SetEndFlushing(func(lines int) {
s.lines += lines
if 0 < lines {
s.addScore(lines)
}
s.goNextPiece()
})
} else {
s.goNextPiece()
}
}
}
return nil
}
func (s *GameScene) goNextPiece() {
s.initCurrentPiece(s.nextPiece)
s.nextPiece = s.choosePiece()
s.landingCount = 0
if s.currentPiece.Collides(s.field, s.currentPieceX, s.currentPieceY, s.currentPieceAngle) {
s.gameover = true
}
}
func (s *GameScene) Draw(r *ebiten.Image) error {
if err := s.drawBackground(r); err != nil {
return err
}
const fieldX, fieldY = 20, 20
// Draw field
if err := drawRect(r, fieldX, fieldY, fieldWidth, fieldHeight); err != nil {
return err
}
// Draw next
x := fieldX + fieldWidth + blockWidth*2
y := fieldY
if err := drawTextWithShadow(r, "NEXT", x, y, 1, fontColor); err != nil {
return err
}
nextX := x
nextY := y + blockHeight
if err := drawRect(r, nextX, nextY, 5*blockWidth, 5*blockHeight); err != nil {
return err
}
x = nextX
y = nextY + 5*blockHeight + blockHeight
// Draw score
width := ScreenWidth - 2*blockWidth - x
if err := drawTextBox(r, "SCORE", strconv.Itoa(s.score), x, y, width); err != nil {
return err
}
// Draw level
y += 4 * blockHeight
if err := drawTextBox(r, "LEVEL", strconv.Itoa(s.level()), x, y, width); err != nil {
return err
}
// Draw lines
y += 4 * blockHeight
if err := drawTextBox(r, "LINES", strconv.Itoa(s.lines), x, y, width); err != nil {
return err
}
// Draw blocks
if err := s.field.Draw(r, fieldX, fieldY); err != nil {
return err
}
if s.currentPiece != nil && !s.field.Flushing() {
x := fieldX + s.currentPieceX*blockWidth
y := fieldY + s.currentPieceY*blockHeight
if err := s.currentPiece.Draw(r, x, y, s.currentPieceAngle); err != nil {
return err
}
}
if s.nextPiece != nil {
x := nextX
y := nextY
if err := s.nextPiece.DrawAtCenter(r, x, y, blockWidth*5, blockHeight*5, 0); err != nil {
return err
}
}
if s.gameover {
r.DrawImage(imageGameover, nil)
}
return nil
}