Make Tetris sample more readable, add config reader. (#1773)

This commit is contained in:
Nikolay Igotti
2018-07-06 17:36:02 +03:00
committed by GitHub
parent d474f862ab
commit 25690fa6e7
5 changed files with 576 additions and 479 deletions
+55
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@@ -0,0 +1,55 @@
/**
* Copyright 2010-2018 JetBrains s.r.o.
*
* 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 tetris
import platform.posix.*
import kotlinx.cinterop.*
object Config {
var width: Int = 10
private set
var height: Int = 20
private set
var startLevel = 0
private set
init {
val file = fopen("config.txt", "r")
if (file != null) {
try {
memScoped {
val bufferLength = 2 * 1024
val buffer = allocArray<ByteVar>(bufferLength)
while (true) {
val nextLine = fgets(buffer, bufferLength, file)?.toKString()
if (nextLine == null || nextLine.isEmpty()) break
val records = nextLine.split('=')
if (records.size != 2) continue
val key = records[0].trim()
val value = records[1].trim()
when (key) {
"width" -> width = value.toInt()
"height" -> height = value.toInt()
"startLevel" -> startLevel = value.toInt()
}
}
}
} finally {
fclose(file)
}
}
}
}
@@ -0,0 +1,475 @@
/**
* Copyright 2010-2018 JetBrains s.r.o.
*
* 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 tetris
import kotlinx.cinterop.*
import platform.posix.*
import sdl.*
fun get_SDL_Error() = SDL_GetError()!!.toKString()
fun sleep(millis: Int) {
SDL_Delay(millis)
}
class SDL_Visualizer(val width: Int, val height: Int): GameFieldVisualizer, UserInput {
private val CELL_SIZE = 20
private val COLORS = 10
private val CELLS_WIDTH = COLORS * CELL_SIZE
private val CELLS_HEIGHT = 3 * CELL_SIZE
private val SYMBOL_SIZE = 21
private val INFO_MARGIN = 10
private val MARGIN = 2
private val BORDER_WIDTH = 18
private val INFO_SPACE_WIDTH = SYMBOL_SIZE * (2 + 8)
private val LINES_LABEL_WIDTH = 104
private val SCORE_LABEL_WIDTH = 107
private val LEVEL_LABEL_WIDTH = 103
private val NEXT_LABEL_WIDTH = 85
private val TETRISES_LABEL_WIDTH = 162
private val ratio: Float
private fun stretch(value: Int) = (value.toFloat() * ratio + 0.5).toInt()
inner class GamePadButtons(width: Int, height: Int, gamePadHeight: Int) {
val MOVE_BUTTON_SIZE = 50
val ROTATE_BUTTON_SIZE = 80
val BUTTONS_MARGIN = 25
val arena = Arena()
val leftRect: SDL_Rect
val rightRect: SDL_Rect
val downRect: SDL_Rect
val dropRect: SDL_Rect
val rotateRect: SDL_Rect
init {
val moveButtonsWidth = 3 * MOVE_BUTTON_SIZE + 2 * BUTTONS_MARGIN + BUTTONS_MARGIN
val x = (width - moveButtonsWidth - ROTATE_BUTTON_SIZE) / 2 - MOVE_BUTTON_SIZE
val y2 = (gamePadHeight - 2 * MOVE_BUTTON_SIZE - BUTTONS_MARGIN) / 2
leftRect = arena.alloc<SDL_Rect>()
leftRect.w = MOVE_BUTTON_SIZE
leftRect.h = MOVE_BUTTON_SIZE
leftRect.x = x
leftRect.y = height - gamePadHeight + y2 + MOVE_BUTTON_SIZE + BUTTONS_MARGIN
downRect = arena.alloc<SDL_Rect>()
downRect.w = MOVE_BUTTON_SIZE
downRect.h = MOVE_BUTTON_SIZE
downRect.x = x + MOVE_BUTTON_SIZE + BUTTONS_MARGIN
downRect.y = leftRect.y
dropRect = arena.alloc<SDL_Rect>()
dropRect.w = MOVE_BUTTON_SIZE
dropRect.h = MOVE_BUTTON_SIZE
dropRect.x = downRect.x
dropRect.y = height - gamePadHeight + y2
rightRect = arena.alloc<SDL_Rect>()
rightRect.w = MOVE_BUTTON_SIZE
rightRect.h = MOVE_BUTTON_SIZE
rightRect.x = x + 2 * MOVE_BUTTON_SIZE + 2 * BUTTONS_MARGIN
rightRect.y = height - gamePadHeight + y2 + MOVE_BUTTON_SIZE + BUTTONS_MARGIN
rotateRect = arena.alloc<SDL_Rect>()
rotateRect.w = ROTATE_BUTTON_SIZE
rotateRect.h = ROTATE_BUTTON_SIZE
rotateRect.x = x + moveButtonsWidth
rotateRect.y = height - gamePadHeight + y2 - BUTTONS_MARGIN
}
fun getCommandAt(x: Int, y: Int): UserCommand? {
return when {
inside(leftRect, x, y) -> UserCommand.LEFT
inside(rightRect, x, y) -> UserCommand.RIGHT
inside(downRect, x, y) -> UserCommand.DOWN
inside(dropRect, x, y) -> UserCommand.DROP
inside(rotateRect, x, y) -> UserCommand.ROTATE
else -> null
}
}
private fun inside(rect: SDL_Rect, x: Int, y: Int): Boolean {
return x >= stretch(rect.x) && x <= stretch(rect.x + rect.w)
&& y >= stretch(rect.y) && y <= stretch(rect.y + rect.h)
}
fun destroy() {
arena.clear()
}
}
private val field: Field = Array<ByteArray>(height) { ByteArray(width) }
private val nextPieceField: Field = Array<ByteArray>(4) { ByteArray(4) }
private var linesCleared: Int = 0
private var level: Int = 0
private var score: Int = 0
private var tetrises: Int = 0
private var displayWidth: Int = 0
private var displayHeight: Int = 0
private val fieldWidth: Int
private val fieldHeight: Int
private val windowX: Int
private val windowY: Int
private val window: CPointer<SDL_Window>
private val renderer: CPointer<SDL_Renderer>
private val texture: CPointer<SDL_Texture>
private val gamePadButtons: GamePadButtons?
private val platform: String
init {
if (SDL_Init(SDL_INIT_EVERYTHING) != 0) {
println("SDL_Init Error: ${get_SDL_Error()}")
throw Error()
}
platform = SDL_GetPlatform()!!.toKString()
memScoped {
val displayMode = alloc<SDL_DisplayMode>()
if (SDL_GetCurrentDisplayMode(0, displayMode.ptr.reinterpret()) != 0) {
println("SDL_GetCurrentDisplayMode Error: ${get_SDL_Error()}")
SDL_Quit()
throw Error()
}
displayWidth = displayMode.w
displayHeight = displayMode.h
}
fieldWidth = width * (CELL_SIZE + MARGIN) + MARGIN + BORDER_WIDTH * 2
fieldHeight = height * (CELL_SIZE + MARGIN) + MARGIN + BORDER_WIDTH * 2
var windowWidth = fieldWidth + INFO_SPACE_WIDTH
var windowHeight: Int
if (platform == "iOS") {
val gamePadHeight = (displayHeight * windowWidth - fieldHeight * displayWidth) / displayWidth
windowHeight = fieldHeight + gamePadHeight
gamePadButtons = GamePadButtons(windowWidth, windowHeight, gamePadHeight)
windowX = 0
windowY = 0
ratio = displayHeight.toFloat() / windowHeight
windowWidth = displayWidth
windowHeight = displayHeight
} else {
windowHeight = fieldHeight
gamePadButtons = null
windowX = (displayWidth - windowWidth) / 2
windowY = (displayHeight - windowHeight) / 2
ratio = 1.0f
}
val window = SDL_CreateWindow("Tetris", windowX, windowY, windowWidth, windowHeight, SDL_WINDOW_SHOWN)
if (window == null) {
println("SDL_CreateWindow Error: ${get_SDL_Error()}")
SDL_Quit()
throw Error()
}
this.window = window
val renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED or SDL_RENDERER_PRESENTVSYNC)
if (renderer == null) {
SDL_DestroyWindow(window)
println("SDL_CreateRenderer Error: ${get_SDL_Error()}")
SDL_Quit()
throw Error()
}
this.renderer = renderer
texture = loadImage(window, renderer, "tetris_all.bmp")
}
private fun loadImage(win: CPointer<SDL_Window>, ren: CPointer<SDL_Renderer>, imagePath: String): CPointer<SDL_Texture> {
val bmp = SDL_LoadBMP_RW(SDL_RWFromFile(imagePath, "rb"), 1);
if (bmp == null) {
SDL_DestroyRenderer(ren)
SDL_DestroyWindow(win)
println("SDL_LoadBMP_RW Error: ${get_SDL_Error()}")
SDL_Quit()
throw Error()
}
val tex = SDL_CreateTextureFromSurface(ren, bmp)
SDL_FreeSurface(bmp)
if (tex == null) {
SDL_DestroyRenderer(ren)
SDL_DestroyWindow(win)
println("SDL_CreateTextureFromSurface Error: ${get_SDL_Error()}")
SDL_Quit()
throw Error()
}
return tex
}
override fun drawCell(x: Int, y: Int, cell: Byte) {
field[x][y] = cell
}
override fun drawNextPieceCell(x: Int, y: Int, cell: Byte) {
nextPieceField[x][y] = cell
}
override fun setInfo(linesCleared: Int, level: Int, score: Int, tetrises: Int) {
this.linesCleared = linesCleared
this.level = level
this.score = score
this.tetrises = tetrises
}
override fun refresh() {
SDL_RenderClear(renderer)
drawField()
drawInfo()
drawNextPiece()
drawGamePad()
SDL_RenderPresent(renderer)
}
private fun drawBorder(topLeftX: Int, topLeftY: Int, width: Int, height: Int) {
// Upper-left corner.
var srcX = CELLS_WIDTH
var srcY = 0
var destX = topLeftX
var destY = topLeftY
copyRect(srcX, srcY, destX, destY, BORDER_WIDTH + MARGIN, BORDER_WIDTH)
// Upper margin.
srcX += BORDER_WIDTH + MARGIN
destX += BORDER_WIDTH + MARGIN
for (i in 0..width - 1) {
copyRect(srcX, srcY, destX, destY, CELL_SIZE + MARGIN, BORDER_WIDTH)
destX += CELL_SIZE + MARGIN
}
// Upper-right corner.
srcX += CELL_SIZE + MARGIN
copyRect(srcX, srcY, destX, destY, BORDER_WIDTH, BORDER_WIDTH + MARGIN)
// Right margin.
srcY += BORDER_WIDTH + MARGIN
destY += BORDER_WIDTH + MARGIN
for (j in 0..height - 1) {
copyRect(srcX, srcY, destX, destY, BORDER_WIDTH, CELL_SIZE + MARGIN)
destY += CELL_SIZE + MARGIN
}
// Left margin.
srcX = CELLS_WIDTH
srcY = BORDER_WIDTH
destX = topLeftX
destY = topLeftY + BORDER_WIDTH
for (j in 0..height - 1) {
copyRect(srcX, srcY, destX, destY, BORDER_WIDTH, CELL_SIZE + MARGIN)
destY += CELL_SIZE + MARGIN
}
// Left-down corner.
srcY += CELL_SIZE + MARGIN
copyRect(srcX, srcY, destX, destY, BORDER_WIDTH, BORDER_WIDTH + MARGIN)
// Down marign.
srcX += BORDER_WIDTH
srcY += MARGIN
destX += BORDER_WIDTH
destY += MARGIN
for (i in 0..width - 1) {
copyRect(srcX, srcY, destX, destY, CELL_SIZE + MARGIN, BORDER_WIDTH)
destX += CELL_SIZE + MARGIN
}
// Right-down corner.
srcX += CELL_SIZE + MARGIN
copyRect(srcX, srcY, destX, destY, BORDER_WIDTH + MARGIN, BORDER_WIDTH)
}
private fun drawField() {
drawField(field = field,
topLeftX = 0,
topLeftY = 0,
width = width,
height = height)
}
private fun drawNextPiece() {
drawInt(labelSrcX = LEVEL_LABEL_WIDTH,
labelSrcY = CELLS_HEIGHT + SYMBOL_SIZE,
labelDestX = fieldWidth + SYMBOL_SIZE,
labelDestY = getInfoY(5),
labelWidth = NEXT_LABEL_WIDTH,
totalDigits = 0,
value = 0)
drawField(field = nextPieceField,
topLeftX = fieldWidth + SYMBOL_SIZE,
topLeftY = getInfoY(6),
width = 4,
height = 4)
}
private fun drawField(field: Field, topLeftX: Int, topLeftY: Int, width: Int, height: Int) {
drawBorder(topLeftX = topLeftX,
topLeftY = topLeftY,
width = width,
height = height)
for (i in 0..height - 1)
for (j in 0..width - 1) {
val cell = field[i][j].toInt()
if (cell == 0) continue
copyRect(srcX = (level % COLORS) * CELL_SIZE,
srcY = (3 - cell) * CELL_SIZE,
destX = topLeftX + BORDER_WIDTH + MARGIN + j * (CELL_SIZE + MARGIN),
destY = topLeftY + BORDER_WIDTH + MARGIN + i * (CELL_SIZE + MARGIN),
width = CELL_SIZE,
height = CELL_SIZE)
}
}
private fun drawInfo() {
drawInt(labelSrcX = LINES_LABEL_WIDTH,
labelSrcY = CELLS_HEIGHT,
labelDestX = fieldWidth + SYMBOL_SIZE,
labelDestY = getInfoY(0),
labelWidth = SCORE_LABEL_WIDTH,
totalDigits = 6,
value = score)
drawInt(labelSrcX = 0,
labelSrcY = CELLS_HEIGHT,
labelDestX = fieldWidth + SYMBOL_SIZE,
labelDestY = getInfoY(1),
labelWidth = LINES_LABEL_WIDTH,
totalDigits = 3,
value = linesCleared)
drawInt(labelSrcX = 0,
labelSrcY = CELLS_HEIGHT + SYMBOL_SIZE,
labelDestX = fieldWidth + SYMBOL_SIZE,
labelDestY = getInfoY(2),
labelWidth = LEVEL_LABEL_WIDTH,
totalDigits = 2,
value = level)
drawInt(labelSrcX = 0,
labelSrcY = CELLS_HEIGHT + SYMBOL_SIZE * 2,
labelDestX = fieldWidth + SYMBOL_SIZE,
labelDestY = getInfoY(3),
labelWidth = TETRISES_LABEL_WIDTH,
totalDigits = 2,
value = tetrises)
}
private fun getInfoY(line: Int): Int {
return SYMBOL_SIZE * (2 * line + 1) + INFO_MARGIN * line
}
private fun drawInt(labelSrcX: Int, labelSrcY: Int, labelDestX: Int, labelDestY: Int,
labelWidth: Int, totalDigits: Int, value: Int) {
copyRect(srcX = labelSrcX,
srcY = labelSrcY,
destX = labelDestX,
destY = labelDestY,
width = labelWidth,
height = SYMBOL_SIZE)
val digits = IntArray(totalDigits)
var x = value
for (i in 0..totalDigits - 1) {
digits[totalDigits - 1 - i] = x % 10
x = x / 10
}
for (i in 0..totalDigits - 1) {
copyRect(srcX = digits[i] * SYMBOL_SIZE,
srcY = CELLS_HEIGHT + 3 * SYMBOL_SIZE,
destX = labelDestX + SYMBOL_SIZE + i * SYMBOL_SIZE,
destY = labelDestY + SYMBOL_SIZE,
width = SYMBOL_SIZE,
height = SYMBOL_SIZE)
}
}
private fun drawGamePad() {
if (gamePadButtons == null) return
SDL_SetRenderDrawColor(renderer, 127, 127, 127, SDL_ALPHA_OPAQUE.toByte())
fillRect(gamePadButtons.leftRect)
fillRect(gamePadButtons.downRect)
fillRect(gamePadButtons.dropRect)
fillRect(gamePadButtons.rightRect)
fillRect(gamePadButtons.rotateRect)
SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE.toByte())
}
private fun fillRect(rect: SDL_Rect) {
memScoped {
val stretchedRect = alloc<SDL_Rect>()
stretchedRect.w = stretch(rect.w)
stretchedRect.h = stretch(rect.h)
stretchedRect.x = stretch(rect.x)
stretchedRect.y = stretch(rect.y)
SDL_RenderFillRect(renderer, stretchedRect.ptr.reinterpret())
}
}
private fun copyRect(srcX: Int, srcY: Int, destX: Int, destY: Int, width: Int, height: Int) {
memScoped {
val srcRect = alloc<SDL_Rect>()
val destRect = alloc<SDL_Rect>()
srcRect.w = width
srcRect.h = height
srcRect.x = srcX
srcRect.y = srcY
destRect.w = stretch(width)
destRect.h = stretch(height)
destRect.x = stretch(destX)
destRect.y = stretch(destY)
SDL_RenderCopy(renderer, texture, srcRect.ptr.reinterpret(), destRect.ptr.reinterpret())
}
}
override fun readCommands(): List<UserCommand> {
val commands = mutableListOf<UserCommand>()
memScoped {
val event = alloc<SDL_Event>()
while (SDL_PollEvent(event.ptr.reinterpret()) != 0) {
val eventType = event.type
when (eventType) {
SDL_QUIT -> commands.add(UserCommand.EXIT)
SDL_KEYDOWN -> {
val keyboardEvent = event.ptr.reinterpret<SDL_KeyboardEvent>().pointed
when (keyboardEvent.keysym.scancode) {
SDL_SCANCODE_LEFT -> commands.add(UserCommand.LEFT)
SDL_SCANCODE_RIGHT -> commands.add(UserCommand.RIGHT)
SDL_SCANCODE_DOWN -> commands.add(UserCommand.DOWN)
SDL_SCANCODE_Z, SDL_SCANCODE_SPACE -> commands.add(UserCommand.ROTATE)
SDL_SCANCODE_UP -> commands.add(UserCommand.DROP)
SDL_SCANCODE_ESCAPE -> commands.add(UserCommand.EXIT)
}
}
SDL_MOUSEBUTTONDOWN -> if (gamePadButtons != null) {
val mouseEvent = event.ptr.reinterpret<SDL_MouseButtonEvent>().pointed
val x = mouseEvent.x
val y = mouseEvent.y
val command = gamePadButtons.getCommandAt(x, y)
if (command != null)
commands.add(command)
}
}
}
}
return commands
}
fun destroy() {
SDL_DestroyTexture(texture)
SDL_DestroyRenderer(renderer)
SDL_DestroyWindow(window)
SDL_Quit()
gamePadButtons?.destroy()
}
}
+4 -479
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@@ -1,5 +1,5 @@
/*
* Copyright 2010-2017 JetBrains s.r.o.
/**
* Copyright 2010-2018 JetBrains s.r.o.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
@@ -14,9 +14,10 @@
* limitations under the License.
*/
package tetris
import kotlinx.cinterop.*
import platform.posix.*
import sdl.*
typealias Field = Array<ByteArray>
@@ -240,10 +241,6 @@ interface UserInput {
fun readCommands(): List<UserCommand>
}
fun sleep(millis: Int) {
SDL_Delay(millis)
}
class GameField(val width: Int, val height: Int, val visualizer: GameFieldVisualizer) {
private val MARGIN = 4
@@ -503,475 +500,3 @@ class Game(width: Int, height: Int, val visualizer: GameFieldVisualizer, val use
}
fun get_SDL_Error() = SDL_GetError()!!.toKString()
class SDL_Visualizer(val width: Int, val height: Int): GameFieldVisualizer, UserInput {
private val CELL_SIZE = 20
private val COLORS = 10
private val CELLS_WIDTH = COLORS * CELL_SIZE
private val CELLS_HEIGHT = 3 * CELL_SIZE
private val SYMBOL_SIZE = 21
private val INFO_MARGIN = 10
private val MARGIN = 2
private val BORDER_WIDTH = 18
private val INFO_SPACE_WIDTH = SYMBOL_SIZE * (2 + 8)
private val LINES_LABEL_WIDTH = 104
private val SCORE_LABEL_WIDTH = 107
private val LEVEL_LABEL_WIDTH = 103
private val NEXT_LABEL_WIDTH = 85
private val TETRISES_LABEL_WIDTH = 162
private val ratio: Float
private fun stretch(value: Int) = (value.toFloat() * ratio + 0.5).toInt()
inner class GamePadButtons(width: Int, height: Int, gamePadHeight: Int) {
val MOVE_BUTTON_SIZE = 50
val ROTATE_BUTTON_SIZE = 80
val BUTTONS_MARGIN = 25
val arena = Arena()
val leftRect: SDL_Rect
val rightRect: SDL_Rect
val downRect: SDL_Rect
val dropRect: SDL_Rect
val rotateRect: SDL_Rect
init {
val moveButtonsWidth = 3 * MOVE_BUTTON_SIZE + 2 * BUTTONS_MARGIN + BUTTONS_MARGIN
val x = (width - moveButtonsWidth - ROTATE_BUTTON_SIZE) / 2 - MOVE_BUTTON_SIZE
val y2 = (gamePadHeight - 2 * MOVE_BUTTON_SIZE - BUTTONS_MARGIN) / 2
leftRect = arena.alloc<SDL_Rect>()
leftRect.w = MOVE_BUTTON_SIZE
leftRect.h = MOVE_BUTTON_SIZE
leftRect.x = x
leftRect.y = height - gamePadHeight + y2 + MOVE_BUTTON_SIZE + BUTTONS_MARGIN
downRect = arena.alloc<SDL_Rect>()
downRect.w = MOVE_BUTTON_SIZE
downRect.h = MOVE_BUTTON_SIZE
downRect.x = x + MOVE_BUTTON_SIZE + BUTTONS_MARGIN
downRect.y = leftRect.y
dropRect = arena.alloc<SDL_Rect>()
dropRect.w = MOVE_BUTTON_SIZE
dropRect.h = MOVE_BUTTON_SIZE
dropRect.x = downRect.x
dropRect.y = height - gamePadHeight + y2
rightRect = arena.alloc<SDL_Rect>()
rightRect.w = MOVE_BUTTON_SIZE
rightRect.h = MOVE_BUTTON_SIZE
rightRect.x = x + 2 * MOVE_BUTTON_SIZE + 2 * BUTTONS_MARGIN
rightRect.y = height - gamePadHeight + y2 + MOVE_BUTTON_SIZE + BUTTONS_MARGIN
rotateRect = arena.alloc<SDL_Rect>()
rotateRect.w = ROTATE_BUTTON_SIZE
rotateRect.h = ROTATE_BUTTON_SIZE
rotateRect.x = x + moveButtonsWidth
rotateRect.y = height - gamePadHeight + y2 - BUTTONS_MARGIN
}
fun getCommandAt(x: Int, y: Int): UserCommand? {
return when {
inside(leftRect, x, y) -> UserCommand.LEFT
inside(rightRect, x, y) -> UserCommand.RIGHT
inside(downRect, x, y) -> UserCommand.DOWN
inside(dropRect, x, y) -> UserCommand.DROP
inside(rotateRect, x, y) -> UserCommand.ROTATE
else -> null
}
}
private fun inside(rect: SDL_Rect, x: Int, y: Int): Boolean {
return x >= stretch(rect.x) && x <= stretch(rect.x + rect.w)
&& y >= stretch(rect.y) && y <= stretch(rect.y + rect.h)
}
fun destroy() {
arena.clear()
}
}
private val field: Field = Array<ByteArray>(height) { ByteArray(width) }
private val nextPieceField: Field = Array<ByteArray>(4) { ByteArray(4) }
private var linesCleared: Int = 0
private var level: Int = 0
private var score: Int = 0
private var tetrises: Int = 0
private var displayWidth: Int = 0
private var displayHeight: Int = 0
private val fieldWidth: Int
private val fieldHeight: Int
private val windowX: Int
private val windowY: Int
private val window: CPointer<SDL_Window>
private val renderer: CPointer<SDL_Renderer>
private val texture: CPointer<SDL_Texture>
private val gamePadButtons: GamePadButtons?
private val platform: String
init {
if (SDL_Init(SDL_INIT_EVERYTHING) != 0) {
println("SDL_Init Error: ${get_SDL_Error()}")
throw Error()
}
platform = SDL_GetPlatform()!!.toKString()
memScoped {
val displayMode = alloc<SDL_DisplayMode>()
if (SDL_GetCurrentDisplayMode(0, displayMode.ptr.reinterpret()) != 0) {
println("SDL_GetCurrentDisplayMode Error: ${get_SDL_Error()}")
SDL_Quit()
throw Error()
}
displayWidth = displayMode.w
displayHeight = displayMode.h
}
fieldWidth = width * (CELL_SIZE + MARGIN) + MARGIN + BORDER_WIDTH * 2
fieldHeight = height * (CELL_SIZE + MARGIN) + MARGIN + BORDER_WIDTH * 2
var windowWidth = fieldWidth + INFO_SPACE_WIDTH
var windowHeight: Int
if (platform == "iOS") {
val gamePadHeight = (displayHeight * windowWidth - fieldHeight * displayWidth) / displayWidth
windowHeight = fieldHeight + gamePadHeight
gamePadButtons = GamePadButtons(windowWidth, windowHeight, gamePadHeight)
windowX = 0
windowY = 0
ratio = displayHeight.toFloat() / windowHeight
windowWidth = displayWidth
windowHeight = displayHeight
} else {
windowHeight = fieldHeight
gamePadButtons = null
windowX = (displayWidth - windowWidth) / 2
windowY = (displayHeight - windowHeight) / 2
ratio = 1.0f
}
val window = SDL_CreateWindow("Tetris", windowX, windowY, windowWidth, windowHeight, SDL_WINDOW_SHOWN)
if (window == null) {
println("SDL_CreateWindow Error: ${get_SDL_Error()}")
SDL_Quit()
throw Error()
}
this.window = window
val renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED or SDL_RENDERER_PRESENTVSYNC)
if (renderer == null) {
SDL_DestroyWindow(window)
println("SDL_CreateRenderer Error: ${get_SDL_Error()}")
SDL_Quit()
throw Error()
}
this.renderer = renderer
texture = loadImage(window, renderer, "tetris_all.bmp")
}
private fun loadImage(win: CPointer<SDL_Window>, ren: CPointer<SDL_Renderer>, imagePath: String): CPointer<SDL_Texture> {
val bmp = SDL_LoadBMP_RW(SDL_RWFromFile(imagePath, "rb"), 1);
if (bmp == null) {
SDL_DestroyRenderer(ren)
SDL_DestroyWindow(win)
println("SDL_LoadBMP_RW Error: ${get_SDL_Error()}")
SDL_Quit()
throw Error()
}
val tex = SDL_CreateTextureFromSurface(ren, bmp)
SDL_FreeSurface(bmp)
if (tex == null) {
SDL_DestroyRenderer(ren)
SDL_DestroyWindow(win)
println("SDL_CreateTextureFromSurface Error: ${get_SDL_Error()}")
SDL_Quit()
throw Error()
}
return tex
}
override fun drawCell(x: Int, y: Int, cell: Byte) {
field[x][y] = cell
}
override fun drawNextPieceCell(x: Int, y: Int, cell: Byte) {
nextPieceField[x][y] = cell
}
override fun setInfo(linesCleared: Int, level: Int, score: Int, tetrises: Int) {
this.linesCleared = linesCleared
this.level = level
this.score = score
this.tetrises = tetrises
}
override fun refresh() {
SDL_RenderClear(renderer)
drawField()
drawInfo()
drawNextPiece()
drawGamePad()
SDL_RenderPresent(renderer)
}
private fun drawBorder(topLeftX: Int, topLeftY: Int, width: Int, height: Int) {
// Upper-left corner.
var srcX = CELLS_WIDTH
var srcY = 0
var destX = topLeftX
var destY = topLeftY
copyRect(srcX, srcY, destX, destY, BORDER_WIDTH + MARGIN, BORDER_WIDTH)
// Upper margin.
srcX += BORDER_WIDTH + MARGIN
destX += BORDER_WIDTH + MARGIN
for (i in 0..width - 1) {
copyRect(srcX, srcY, destX, destY, CELL_SIZE + MARGIN, BORDER_WIDTH)
destX += CELL_SIZE + MARGIN
}
// Upper-right corner.
srcX += CELL_SIZE + MARGIN
copyRect(srcX, srcY, destX, destY, BORDER_WIDTH, BORDER_WIDTH + MARGIN)
// Right margin.
srcY += BORDER_WIDTH + MARGIN
destY += BORDER_WIDTH + MARGIN
for (j in 0..height - 1) {
copyRect(srcX, srcY, destX, destY, BORDER_WIDTH, CELL_SIZE + MARGIN)
destY += CELL_SIZE + MARGIN
}
// Left margin.
srcX = CELLS_WIDTH
srcY = BORDER_WIDTH
destX = topLeftX
destY = topLeftY + BORDER_WIDTH
for (j in 0..height - 1) {
copyRect(srcX, srcY, destX, destY, BORDER_WIDTH, CELL_SIZE + MARGIN)
destY += CELL_SIZE + MARGIN
}
// Left-down corner.
srcY += CELL_SIZE + MARGIN
copyRect(srcX, srcY, destX, destY, BORDER_WIDTH, BORDER_WIDTH + MARGIN)
// Down marign.
srcX += BORDER_WIDTH
srcY += MARGIN
destX += BORDER_WIDTH
destY += MARGIN
for (i in 0..width - 1) {
copyRect(srcX, srcY, destX, destY, CELL_SIZE + MARGIN, BORDER_WIDTH)
destX += CELL_SIZE + MARGIN
}
// Right-down corner.
srcX += CELL_SIZE + MARGIN
copyRect(srcX, srcY, destX, destY, BORDER_WIDTH + MARGIN, BORDER_WIDTH)
}
private fun drawField() {
drawField(field = field,
topLeftX = 0,
topLeftY = 0,
width = width,
height = height)
}
private fun drawNextPiece() {
drawInt(labelSrcX = LEVEL_LABEL_WIDTH,
labelSrcY = CELLS_HEIGHT + SYMBOL_SIZE,
labelDestX = fieldWidth + SYMBOL_SIZE,
labelDestY = getInfoY(5),
labelWidth = NEXT_LABEL_WIDTH,
totalDigits = 0,
value = 0)
drawField(field = nextPieceField,
topLeftX = fieldWidth + SYMBOL_SIZE,
topLeftY = getInfoY(6),
width = 4,
height = 4)
}
private fun drawField(field: Field, topLeftX: Int, topLeftY: Int, width: Int, height: Int) {
drawBorder(topLeftX = topLeftX,
topLeftY = topLeftY,
width = width,
height = height)
for (i in 0..height - 1)
for (j in 0..width - 1) {
val cell = field[i][j].toInt()
if (cell == 0) continue
copyRect(srcX = (level % COLORS) * CELL_SIZE,
srcY = (3 - cell) * CELL_SIZE,
destX = topLeftX + BORDER_WIDTH + MARGIN + j * (CELL_SIZE + MARGIN),
destY = topLeftY + BORDER_WIDTH + MARGIN + i * (CELL_SIZE + MARGIN),
width = CELL_SIZE,
height = CELL_SIZE)
}
}
private fun drawInfo() {
drawInt(labelSrcX = LINES_LABEL_WIDTH,
labelSrcY = CELLS_HEIGHT,
labelDestX = fieldWidth + SYMBOL_SIZE,
labelDestY = getInfoY(0),
labelWidth = SCORE_LABEL_WIDTH,
totalDigits = 6,
value = score)
drawInt(labelSrcX = 0,
labelSrcY = CELLS_HEIGHT,
labelDestX = fieldWidth + SYMBOL_SIZE,
labelDestY = getInfoY(1),
labelWidth = LINES_LABEL_WIDTH,
totalDigits = 3,
value = linesCleared)
drawInt(labelSrcX = 0,
labelSrcY = CELLS_HEIGHT + SYMBOL_SIZE,
labelDestX = fieldWidth + SYMBOL_SIZE,
labelDestY = getInfoY(2),
labelWidth = LEVEL_LABEL_WIDTH,
totalDigits = 2,
value = level)
drawInt(labelSrcX = 0,
labelSrcY = CELLS_HEIGHT + SYMBOL_SIZE * 2,
labelDestX = fieldWidth + SYMBOL_SIZE,
labelDestY = getInfoY(3),
labelWidth = TETRISES_LABEL_WIDTH,
totalDigits = 2,
value = tetrises)
}
private fun getInfoY(line: Int): Int {
return SYMBOL_SIZE * (2 * line + 1) + INFO_MARGIN * line
}
private fun drawInt(labelSrcX: Int, labelSrcY: Int, labelDestX: Int, labelDestY: Int,
labelWidth: Int, totalDigits: Int, value: Int) {
copyRect(srcX = labelSrcX,
srcY = labelSrcY,
destX = labelDestX,
destY = labelDestY,
width = labelWidth,
height = SYMBOL_SIZE)
val digits = IntArray(totalDigits)
var x = value
for (i in 0..totalDigits - 1) {
digits[totalDigits - 1 - i] = x % 10
x = x / 10
}
for (i in 0..totalDigits - 1) {
copyRect(srcX = digits[i] * SYMBOL_SIZE,
srcY = CELLS_HEIGHT + 3 * SYMBOL_SIZE,
destX = labelDestX + SYMBOL_SIZE + i * SYMBOL_SIZE,
destY = labelDestY + SYMBOL_SIZE,
width = SYMBOL_SIZE,
height = SYMBOL_SIZE)
}
}
private fun drawGamePad() {
if (gamePadButtons == null) return
SDL_SetRenderDrawColor(renderer, 127, 127, 127, SDL_ALPHA_OPAQUE.toByte())
fillRect(gamePadButtons.leftRect)
fillRect(gamePadButtons.downRect)
fillRect(gamePadButtons.dropRect)
fillRect(gamePadButtons.rightRect)
fillRect(gamePadButtons.rotateRect)
SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE.toByte())
}
private fun fillRect(rect: SDL_Rect) {
memScoped {
val stretchedRect = alloc<SDL_Rect>()
stretchedRect.w = stretch(rect.w)
stretchedRect.h = stretch(rect.h)
stretchedRect.x = stretch(rect.x)
stretchedRect.y = stretch(rect.y)
SDL_RenderFillRect(renderer, stretchedRect.ptr.reinterpret())
}
}
private fun copyRect(srcX: Int, srcY: Int, destX: Int, destY: Int, width: Int, height: Int) {
memScoped {
val srcRect = alloc<SDL_Rect>()
val destRect = alloc<SDL_Rect>()
srcRect.w = width
srcRect.h = height
srcRect.x = srcX
srcRect.y = srcY
destRect.w = stretch(width)
destRect.h = stretch(height)
destRect.x = stretch(destX)
destRect.y = stretch(destY)
SDL_RenderCopy(renderer, texture, srcRect.ptr.reinterpret(), destRect.ptr.reinterpret())
}
}
override fun readCommands(): List<UserCommand> {
val commands = mutableListOf<UserCommand>()
memScoped {
val event = alloc<SDL_Event>()
while (SDL_PollEvent(event.ptr.reinterpret()) != 0) {
val eventType = event.type
when (eventType) {
SDL_QUIT -> commands.add(UserCommand.EXIT)
SDL_KEYDOWN -> {
val keyboardEvent = event.ptr.reinterpret<SDL_KeyboardEvent>().pointed
when (keyboardEvent.keysym.scancode) {
SDL_SCANCODE_LEFT -> commands.add(UserCommand.LEFT)
SDL_SCANCODE_RIGHT -> commands.add(UserCommand.RIGHT)
SDL_SCANCODE_DOWN -> commands.add(UserCommand.DOWN)
SDL_SCANCODE_Z, SDL_SCANCODE_SPACE -> commands.add(UserCommand.ROTATE)
SDL_SCANCODE_UP -> commands.add(UserCommand.DROP)
SDL_SCANCODE_ESCAPE -> commands.add(UserCommand.EXIT)
}
}
SDL_MOUSEBUTTONDOWN -> if (gamePadButtons != null) {
val mouseEvent = event.ptr.reinterpret<SDL_MouseButtonEvent>().pointed
val x = mouseEvent.x
val y = mouseEvent.y
val command = gamePadButtons.getCommandAt(x, y)
if (command != null)
commands.add(command)
}
}
}
}
return commands
}
fun destroy() {
SDL_DestroyTexture(texture)
SDL_DestroyRenderer(renderer)
SDL_DestroyWindow(window)
SDL_Quit()
gamePadButtons?.destroy()
}
}
fun main(args: Array<String>) {
var startLevel = 0
var width = 10
var height = 20
when (args.size) {
1 -> startLevel = args[0].toInt()
2 -> {
width = args[0].toInt()
height = args[1].toInt()
}
3 -> {
width = args[0].toInt()
height = args[1].toInt()
startLevel = args[2].toInt()
}
}
val visualizer = SDL_Visualizer(width, height)
val game = Game(width, height, visualizer, visualizer)
game.startNewGame(startLevel)
return
}
+39
View File
@@ -0,0 +1,39 @@
/**
* Copyright 2010-2018 JetBrains s.r.o.
*
* 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.
*/
import tetris.*
fun main(args: Array<String>) {
var startLevel = Config.startLevel
var width = Config.width
var height = Config.height
when (args.size) {
1 -> startLevel = args[0].toInt()
2 -> {
width = args[0].toInt()
height = args[1].toInt()
}
3 -> {
width = args[0].toInt()
height = args[1].toInt()
startLevel = args[2].toInt()
}
}
val visualizer = SDL_Visualizer(width, height)
val game = Game(width, height, visualizer, visualizer)
game.startNewGame(startLevel)
return
}
@@ -0,0 +1,3 @@
width = 10
height = 30
startLevel = 0