mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-26 03:38:55 +01:00
241 lines
4.5 KiB
Go
241 lines
4.5 KiB
Go
/*
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Copyright 2014 Hajime Hoshi
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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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http://www.apache.org/licenses/LICENSE-2.0
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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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*/
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package blocks
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import (
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"github.com/hajimehoshi/ebiten"
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)
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func init() {
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texturePaths["blocks"] = "images/blocks/blocks.png"
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}
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type Angle int
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const (
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Angle0 Angle = iota
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Angle90
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Angle180
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Angle270
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)
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func (a Angle) RotateRight() Angle {
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if a == Angle270 {
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return Angle0
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}
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return a + 1
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}
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type BlockType int
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const (
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BlockTypeNone BlockType = iota
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BlockType1
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BlockType2
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BlockType3
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BlockType4
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BlockType5
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BlockType6
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BlockType7
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)
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const NormalBlockTypeNum = 7
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type Piece struct {
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blockType BlockType
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blocks [][]bool
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}
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func toBlocks(ints [][]int) [][]bool {
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blocks := make([][]bool, len(ints))
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for j, row := range ints {
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blocks[j] = make([]bool, len(row))
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}
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// Tranpose the argument matrix.
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for i, col := range ints {
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for j, v := range col {
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blocks[j][i] = v != 0
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}
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}
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return blocks
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}
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var Pieces = map[BlockType]*Piece{
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BlockType1: {
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blockType: BlockType1,
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blocks: toBlocks([][]int{
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{0, 0, 0, 0},
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{1, 1, 1, 1},
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{0, 0, 0, 0},
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{0, 0, 0, 0},
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}),
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},
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BlockType2: {
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blockType: BlockType2,
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blocks: toBlocks([][]int{
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{1, 0, 0},
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{1, 1, 1},
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{0, 0, 0},
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}),
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},
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BlockType3: {
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blockType: BlockType3,
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blocks: toBlocks([][]int{
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{0, 1, 0},
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{1, 1, 1},
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{0, 0, 0},
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}),
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},
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BlockType4: {
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blockType: BlockType4,
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blocks: toBlocks([][]int{
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{0, 0, 1},
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{1, 1, 1},
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{0, 0, 0},
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}),
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},
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BlockType5: {
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blockType: BlockType5,
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blocks: toBlocks([][]int{
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{1, 1, 0},
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{0, 1, 1},
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{0, 0, 0},
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}),
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},
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BlockType6: {
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blockType: BlockType6,
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blocks: toBlocks([][]int{
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{0, 1, 1},
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{1, 1, 0},
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{0, 0, 0},
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}),
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},
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BlockType7: {
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blockType: BlockType7,
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blocks: toBlocks([][]int{
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{1, 1},
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{1, 1},
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}),
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},
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}
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const blockWidth = 10
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const blockHeight = 10
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const fieldBlockNumX = 10
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const fieldBlockNumY = 20
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func drawBlocks(context ebiten.GraphicsContext, textures *Textures, blocks [][]BlockType, geo ebiten.GeometryMatrix) {
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parts := []ebiten.TexturePart{}
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for i, blockCol := range blocks {
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for j, block := range blockCol {
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if block == BlockTypeNone {
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continue
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}
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locationX := i * blockWidth
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locationY := j * blockHeight
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source := ebiten.Rect{
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(int(block) - 1) * blockWidth, 0,
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blockWidth, blockHeight}
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parts = append(parts,
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ebiten.TexturePart{
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LocationX: locationX,
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LocationY: locationY,
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Source: source,
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})
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}
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}
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blocksTexture := textures.GetTexture("blocks")
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context.Texture(blocksTexture).Draw(parts, geo, ebiten.ColorMatrixI())
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}
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func (p *Piece) InitialPosition() (int, int) {
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size := len(p.blocks)
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x := (fieldBlockNumX - size) / 2
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y := 0
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Loop:
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for j := 0; j < size; j++ {
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for i := 0; i < size; i++ {
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if p.blocks[i][j] {
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break Loop
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}
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}
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y--
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}
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return x, y
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}
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func (p *Piece) isBlocked(i, j int, angle Angle) bool {
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size := len(p.blocks)
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i2, j2 := i, j
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switch angle {
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case Angle0:
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case Angle90:
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i2 = j
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j2 = size - 1 - i
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case Angle180:
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i2 = size - 1 - i
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j2 = size - 1 - j
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case Angle270:
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i2 = size - 1 - j
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j2 = i
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}
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return p.blocks[i2][j2]
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}
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func (p *Piece) collides(field *Field, x, y int, angle Angle) bool {
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size := len(p.blocks)
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for i := 0; i < size; i++ {
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for j := 0; j < size; j++ {
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if field.IsBlocked(x+i, y+j) && p.isBlocked(i, j, angle) {
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return true
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}
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}
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}
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return false
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}
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func (p *Piece) AbsorbInto(field *Field, x, y int, angle Angle) {
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size := len(p.blocks)
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for i := 0; i < size; i++ {
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for j := 0; j < size; j++ {
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if p.isBlocked(i, j, angle) {
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field.setBlock(x+i, y+j, p.blockType)
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}
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}
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}
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}
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func (p *Piece) Draw(context ebiten.GraphicsContext, textures *Textures, fieldX, fieldY int, pieceX, pieceY int, angle Angle) {
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size := len(p.blocks)
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blocks := make([][]BlockType, size)
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for i := range p.blocks {
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blocks[i] = make([]BlockType, size)
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for j := range blocks[i] {
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if p.isBlocked(i, j, angle) {
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blocks[i][j] = p.blockType
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}
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}
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}
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geoMat := ebiten.GeometryMatrixI()
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x := fieldX + pieceX*blockWidth
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y := fieldY + pieceY*blockHeight
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geoMat.Translate(float64(x), float64(y))
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drawBlocks(context, textures, blocks, geoMat)
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}
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