ebiten/example/blocks/piece.go
2014-12-09 23:16:04 +09:00

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