+1
-1
@@ -23,7 +23,7 @@ class StubGenerator(
|
||||
val excludedFunctions: Set<String>
|
||||
get() = configuration.excludedFunctions
|
||||
|
||||
val keywords = setOf("object") // TODO
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||||
val keywords = setOf("object", "val") // TODO
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||||
|
||||
fun String.mangleIfKeyword(): String {
|
||||
return if (this in keywords) {
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||||
|
||||
@@ -0,0 +1,2 @@
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||||
./dist/bin/interop -def:sdl_test/sdl.def
|
||||
./dist/bin/konanc sdl_test/tetris.kt SDL/SDL.kt -nativelibrary sdlstubs.bc -linkerArg -F -linkerArg /Library/Frameworks -linkerArg -framework -linkerArg SDL2
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||||
@@ -0,0 +1,5 @@
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||||
headers = /Library/Frameworks/SDL2.framework/Headers/SDL.h stdio.h string.h unistd.h stdlib.h time.h
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||||
excludedFunctions = _IO_flockfile _IO_funlockfile _IO_ftrylockfile _IO_cleanup_region_start _IO_cleanup_region_end \
|
||||
mkstemp_dprotected_np
|
||||
|
||||
compilerOpts = -D_POSIX_SOURCE -mxsave -mavx -mf16c
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@@ -0,0 +1,831 @@
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||||
import kotlinx.cinterop.*
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||||
import konan.internal.*
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||||
import sdl.*
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||||
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||||
typealias Field = Array<ByteArray>
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||||
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||||
enum class Move {
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||||
LEFT,
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||||
RIGHT,
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||||
DOWN,
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||||
ROTATE
|
||||
}
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||||
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||||
enum class PlacementResult(val linesCleared: Int = 0, val bonus: Int = 0) {
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||||
NOTHING,
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||||
GAMEOVER,
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||||
// For values of bonuses see https://tetris.wiki/Scoring
|
||||
SINGLE(1, 40),
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||||
DOUBLE(2, 100),
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||||
TRIPLE(3, 300),
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||||
TETRIS(4, 1200)
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||||
}
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||||
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||||
const val EMPTY: Byte = 0
|
||||
const val CELL1: Byte = 1
|
||||
const val CELL2: Byte = 2
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||||
const val CELL3: Byte = 3
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||||
const val BRICK: Byte = -1
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||||
|
||||
class Point(var x: Int, var y: Int)
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||||
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||||
operator fun Point.plus(other: Point): Point {
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||||
return Point(x + other.x, y + other.y)
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||||
}
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||||
|
||||
class PiecePosition(piece: Piece, private val origin: Point) {
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||||
private var p = piece.origin
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||||
val x get() = p.x + origin.x
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||||
val y get() = p.y + origin.y
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||||
|
||||
var state: Int get private set
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||||
val numberOfStates = piece.numberOfStates
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||||
|
||||
init {
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||||
state = 0
|
||||
}
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||||
|
||||
fun makeMove(move: Move) {
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||||
when (move) {
|
||||
Move.LEFT -> --p.y
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Move.RIGHT -> ++p.y
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||||
Move.DOWN -> ++p.x
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||||
Move.ROTATE -> state = (state + 1) % numberOfStates
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||||
}
|
||||
}
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||||
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||||
fun unMakeMove(move: Move) {
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||||
when (move) {
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||||
Move.LEFT -> ++p.y
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||||
Move.RIGHT -> --p.y
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||||
Move.DOWN -> --p.x
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||||
Move.ROTATE -> state = (state + numberOfStates - 1) % numberOfStates
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||||
}
|
||||
}
|
||||
}
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||||
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||||
/*
|
||||
* We use Nintendo Rotation System, right-handed version.
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||||
* See https://tetris.wiki/Nintendo_Rotation_System
|
||||
*/
|
||||
enum class Piece(private val origin_: Point, private vararg val states: Field) {
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||||
T(Point(-1, -2),
|
||||
arrayOf(
|
||||
byteArrayOf(EMPTY, EMPTY, EMPTY),
|
||||
byteArrayOf(CELL1, CELL1, CELL1),
|
||||
byteArrayOf(EMPTY, CELL1, EMPTY)),
|
||||
arrayOf(
|
||||
byteArrayOf(EMPTY, CELL1, EMPTY),
|
||||
byteArrayOf(CELL1, CELL1, EMPTY),
|
||||
byteArrayOf(EMPTY, CELL1, EMPTY)),
|
||||
arrayOf(
|
||||
byteArrayOf(EMPTY, CELL1, EMPTY),
|
||||
byteArrayOf(CELL1, CELL1, CELL1),
|
||||
byteArrayOf(EMPTY, EMPTY, EMPTY)),
|
||||
arrayOf(
|
||||
byteArrayOf(EMPTY, CELL1, EMPTY),
|
||||
byteArrayOf(EMPTY, CELL1, CELL1),
|
||||
byteArrayOf(EMPTY, CELL1, EMPTY))
|
||||
),
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||||
J(Point(-1, -2),
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||||
arrayOf(
|
||||
byteArrayOf(EMPTY, EMPTY, EMPTY),
|
||||
byteArrayOf(CELL2, CELL2, CELL2),
|
||||
byteArrayOf(EMPTY, EMPTY, CELL2)),
|
||||
arrayOf(
|
||||
byteArrayOf(EMPTY, CELL2, EMPTY),
|
||||
byteArrayOf(EMPTY, CELL2, EMPTY),
|
||||
byteArrayOf(CELL2, CELL2, EMPTY)),
|
||||
arrayOf(
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byteArrayOf(CELL2, EMPTY, EMPTY),
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||||
byteArrayOf(CELL2, CELL2, CELL2),
|
||||
byteArrayOf(EMPTY, EMPTY, EMPTY)),
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||||
arrayOf(
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||||
byteArrayOf(EMPTY, CELL2, CELL2),
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||||
byteArrayOf(EMPTY, CELL2, EMPTY),
|
||||
byteArrayOf(EMPTY, CELL2, EMPTY))
|
||||
),
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||||
Z(Point(-1, -2),
|
||||
arrayOf(
|
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byteArrayOf(EMPTY, EMPTY, EMPTY),
|
||||
byteArrayOf(CELL3, CELL3, EMPTY),
|
||||
byteArrayOf(EMPTY, CELL3, CELL3)),
|
||||
arrayOf(
|
||||
byteArrayOf(EMPTY, EMPTY, CELL3),
|
||||
byteArrayOf(EMPTY, CELL3, CELL3),
|
||||
byteArrayOf(EMPTY, CELL3, EMPTY))
|
||||
),
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||||
O(Point(0, -1),
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||||
arrayOf(
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||||
byteArrayOf(CELL1, CELL1),
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||||
byteArrayOf(CELL1, CELL1))
|
||||
),
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||||
S(Point(-1, -2),
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||||
arrayOf(
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||||
byteArrayOf(EMPTY, EMPTY, EMPTY),
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||||
byteArrayOf(EMPTY, CELL2, CELL2),
|
||||
byteArrayOf(CELL2, CELL2, EMPTY)),
|
||||
arrayOf(
|
||||
byteArrayOf(EMPTY, CELL2, EMPTY),
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||||
byteArrayOf(EMPTY, CELL2, CELL2),
|
||||
byteArrayOf(EMPTY, EMPTY, CELL2))
|
||||
),
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||||
L(Point(-1, -2),
|
||||
arrayOf(
|
||||
byteArrayOf(EMPTY, EMPTY, EMPTY),
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||||
byteArrayOf(CELL3, CELL3, CELL3),
|
||||
byteArrayOf(CELL3, EMPTY, EMPTY)),
|
||||
arrayOf(
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byteArrayOf(CELL3, CELL3, EMPTY),
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||||
byteArrayOf(EMPTY, CELL3, EMPTY),
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||||
byteArrayOf(EMPTY, CELL3, EMPTY)),
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||||
arrayOf(
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||||
byteArrayOf(EMPTY, EMPTY, CELL3),
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||||
byteArrayOf(CELL3, CELL3, CELL3),
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||||
byteArrayOf(EMPTY, EMPTY, EMPTY)),
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||||
arrayOf(
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byteArrayOf(EMPTY, CELL3, EMPTY),
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||||
byteArrayOf(EMPTY, CELL3, EMPTY),
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||||
byteArrayOf(EMPTY, CELL3, CELL3))
|
||||
),
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I(Point(-2, -2),
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||||
arrayOf(
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||||
byteArrayOf(EMPTY, EMPTY, EMPTY, EMPTY),
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||||
byteArrayOf(EMPTY, EMPTY, EMPTY, EMPTY),
|
||||
byteArrayOf(CELL1, CELL1, CELL1, CELL1),
|
||||
byteArrayOf(EMPTY, EMPTY, EMPTY, EMPTY)),
|
||||
arrayOf(
|
||||
byteArrayOf(EMPTY, EMPTY, CELL1, EMPTY),
|
||||
byteArrayOf(EMPTY, EMPTY, CELL1, EMPTY),
|
||||
byteArrayOf(EMPTY, EMPTY, CELL1, EMPTY),
|
||||
byteArrayOf(EMPTY, EMPTY, CELL1, EMPTY))
|
||||
);
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||||
|
||||
val origin get() = Point(origin_.x, origin_.y)
|
||||
val numberOfStates: Int = states.size
|
||||
|
||||
fun canBePlaced(field: Field, position: PiecePosition): Boolean {
|
||||
val piece = states[position.state]
|
||||
val x = position.x
|
||||
val y = position.y
|
||||
for (i in piece.indices) {
|
||||
val pieceRow = piece[i]
|
||||
val boardRow = field[x + i]
|
||||
for (j in pieceRow.indices) {
|
||||
if (pieceRow[j] != EMPTY && boardRow[y + j] != EMPTY)
|
||||
return false
|
||||
}
|
||||
}
|
||||
return true
|
||||
}
|
||||
|
||||
fun place(field: Field, position: PiecePosition) {
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||||
val piece = states[position.state]
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||||
val x = position.x
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||||
val y = position.y
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||||
for (i in piece.indices) {
|
||||
val pieceRow = piece[i]
|
||||
for (j in pieceRow.indices) {
|
||||
if (pieceRow[j] != EMPTY) field[x + i][y + j] = pieceRow[j]
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fun unPlace(field: Field, position: PiecePosition) {
|
||||
val piece = states[position.state]
|
||||
val x = position.x
|
||||
val y = position.y
|
||||
for (i in piece.indices) {
|
||||
val pieceRow = piece[i]
|
||||
for (j in pieceRow.indices) {
|
||||
if (pieceRow[j] != EMPTY) field[x + i][y + j] = EMPTY
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
interface GameFieldVisualizer {
|
||||
fun drawCell(x: Int, y: Int, cell: Byte)
|
||||
fun drawNextPieceCell(x: Int, y: Int, cell: Byte)
|
||||
fun setInfo(linesCleared: Int, level: Int, score: Int, tetrises: Int)
|
||||
fun refresh()
|
||||
}
|
||||
|
||||
enum class UserCommand {
|
||||
LEFT,
|
||||
RIGHT,
|
||||
DOWN,
|
||||
DROP,
|
||||
ROTATE,
|
||||
EXIT
|
||||
}
|
||||
|
||||
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
|
||||
|
||||
private val field: Field
|
||||
private val origin: Point
|
||||
private val nextPieceField: Field
|
||||
|
||||
init {
|
||||
field = Array<ByteArray>(height + MARGIN * 2) { ByteArray(width + MARGIN * 2) }
|
||||
for (i in field.indices) {
|
||||
val row = field[i]
|
||||
for (j in row.indices) {
|
||||
if (i >= (MARGIN + height) // Bottom (field is flipped over).
|
||||
|| (j < MARGIN) // Left
|
||||
|| (j >= MARGIN + width)) // Right
|
||||
row[j] = BRICK
|
||||
}
|
||||
}
|
||||
// Coordinates are relative to the central axis and top of the field.
|
||||
origin = Point(MARGIN, MARGIN + (width + 1) / 2)
|
||||
nextPieceField = Array<ByteArray>(4) { ByteArray(4) }
|
||||
}
|
||||
|
||||
lateinit var currentPiece: Piece
|
||||
lateinit var nextPiece: Piece
|
||||
lateinit var currentPosition: PiecePosition
|
||||
|
||||
fun reset() {
|
||||
for (i in 0..height - 1)
|
||||
for (j in 0..width - 1)
|
||||
field[i + MARGIN][j + MARGIN] = 0
|
||||
srand(time(null).toInt())
|
||||
nextPiece = getNextPiece(false)
|
||||
switchCurrentPiece()
|
||||
}
|
||||
|
||||
private fun randInt() = (rand() and 32767) or ((rand() and 32767) shl 15)
|
||||
|
||||
private fun getNextPiece(denyPrevious: Boolean): Piece {
|
||||
val pieces = Piece.values()
|
||||
if (!denyPrevious)
|
||||
return pieces[randInt() % pieces.size]
|
||||
while (true) {
|
||||
val nextPiece = pieces[randInt() % pieces.size]
|
||||
if (nextPiece != currentPiece) return nextPiece
|
||||
}
|
||||
}
|
||||
|
||||
private fun switchCurrentPiece() {
|
||||
currentPiece = nextPiece
|
||||
nextPiece = getNextPiece(denyPrevious = true) // Forbid repeating the same piece for better distribution.
|
||||
currentPosition = PiecePosition(currentPiece, origin)
|
||||
}
|
||||
|
||||
fun makeMove(move: Move): Boolean {
|
||||
currentPosition.makeMove(move)
|
||||
if (currentPiece.canBePlaced(field, currentPosition))
|
||||
return true
|
||||
currentPosition.unMakeMove(move)
|
||||
return false
|
||||
}
|
||||
|
||||
/**
|
||||
* Places current piece at its current location.
|
||||
*/
|
||||
fun place(): PlacementResult {
|
||||
currentPiece.place(field, currentPosition)
|
||||
val linesCleared = clearLines()
|
||||
if (isOutOfBorders()) return PlacementResult.GAMEOVER
|
||||
switchCurrentPiece()
|
||||
if (!currentPiece.canBePlaced(field, currentPosition))
|
||||
return PlacementResult.GAMEOVER
|
||||
when (linesCleared) {
|
||||
1 -> return PlacementResult.SINGLE
|
||||
2 -> return PlacementResult.DOUBLE
|
||||
3 -> return PlacementResult.TRIPLE
|
||||
4 -> return PlacementResult.TETRIS
|
||||
else -> return PlacementResult.NOTHING
|
||||
}
|
||||
}
|
||||
|
||||
private fun clearLines(): Int {
|
||||
val clearedLines = mutableListOf<Int>()
|
||||
for (i in 0..height - 1) {
|
||||
val row = field[i + MARGIN]
|
||||
if ((0..width - 1).all { j -> row[j + MARGIN] != EMPTY }) {
|
||||
clearedLines.add(i + MARGIN)
|
||||
(0..width - 1).forEach { j -> row[j + MARGIN] = EMPTY }
|
||||
}
|
||||
}
|
||||
if (clearedLines.size == 0) return 0
|
||||
draw(false)
|
||||
visualizer.refresh()
|
||||
sleep(500)
|
||||
for (i in clearedLines) {
|
||||
for (k in i - 1 downTo 1)
|
||||
for (j in 0..width - 1)
|
||||
field[k + 1][j + MARGIN] = field[k][j + MARGIN]
|
||||
}
|
||||
draw(false)
|
||||
visualizer.refresh()
|
||||
return clearedLines.size
|
||||
}
|
||||
|
||||
private fun isOutOfBorders(): Boolean {
|
||||
for (i in 0..MARGIN - 1)
|
||||
for (j in 0..width - 1)
|
||||
if (field[i][j + MARGIN] != EMPTY)
|
||||
return true
|
||||
return false
|
||||
}
|
||||
|
||||
fun draw() {
|
||||
draw(true)
|
||||
drawNextPiece()
|
||||
}
|
||||
|
||||
private fun drawNextPiece() {
|
||||
for (i in 0..3)
|
||||
for (j in 0..3)
|
||||
nextPieceField[i][j] = 0
|
||||
nextPiece.place(nextPieceField, PiecePosition(nextPiece, Point(1, 2)))
|
||||
for (i in 0..3)
|
||||
for (j in 0..3)
|
||||
visualizer.drawNextPieceCell(i, j, nextPieceField[i][j])
|
||||
}
|
||||
|
||||
private fun draw(drawCurrentPiece: Boolean) {
|
||||
if (drawCurrentPiece)
|
||||
currentPiece.place(field, currentPosition)
|
||||
for (i in 0..height - 1)
|
||||
for (j in 0..width - 1)
|
||||
visualizer.drawCell(i, j, field[i + MARGIN][j + MARGIN])
|
||||
if (drawCurrentPiece)
|
||||
currentPiece.unPlace(field, currentPosition)
|
||||
}
|
||||
}
|
||||
|
||||
class Game(width: Int, height: Int, val visualizer: GameFieldVisualizer, val userInput: UserInput) {
|
||||
private val field = GameField(width, height, visualizer)
|
||||
|
||||
private var gameOver = true
|
||||
private var startLevel = 0
|
||||
private var leveledUp = false
|
||||
private var level = 0
|
||||
private var linesClearedAtCurrentLevel = 0
|
||||
private var linesCleared = 0
|
||||
private var tetrises = 0
|
||||
private var score = 0
|
||||
|
||||
/*
|
||||
* For speed constants and level up thresholds see https://tetris.wiki/Tetris_(NES,_Nintendo)
|
||||
*/
|
||||
private val speeds = intArrayOf(48, 43, 38, 33, 28, 23, 18, 13, 8, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3,
|
||||
2, 2, 2, 2, 2, 2, 2, 2, 2, 2)
|
||||
private val levelUpThreshold
|
||||
get() =
|
||||
if (leveledUp) 10
|
||||
else minOf(startLevel * 10 + 10, maxOf(100, startLevel * 10 - 50))
|
||||
private val speed get() = if (level < 29) speeds[level] else 1
|
||||
|
||||
private var ticks = 0
|
||||
|
||||
fun startNewGame(level: Int) {
|
||||
gameOver = false
|
||||
startLevel = level
|
||||
leveledUp = false
|
||||
this.level = level
|
||||
linesClearedAtCurrentLevel = 0
|
||||
linesCleared = 0
|
||||
tetrises = 0
|
||||
score = 0
|
||||
ticks = 0
|
||||
field.reset()
|
||||
|
||||
visualizer.setInfo(linesCleared, level, score, tetrises)
|
||||
field.draw()
|
||||
visualizer.refresh()
|
||||
|
||||
mainLoop()
|
||||
}
|
||||
|
||||
private fun placePiece() {
|
||||
val placementResult = field.place()
|
||||
ticks = 0
|
||||
println(placementResult.toString())
|
||||
when (placementResult) {
|
||||
PlacementResult.NOTHING -> return
|
||||
PlacementResult.GAMEOVER -> {
|
||||
gameOver = true
|
||||
return
|
||||
}
|
||||
else -> {
|
||||
linesCleared += placementResult.linesCleared
|
||||
linesClearedAtCurrentLevel += placementResult.linesCleared
|
||||
score += placementResult.bonus * (level + 1)
|
||||
if (placementResult == PlacementResult.TETRIS)
|
||||
++tetrises
|
||||
val levelUpThreshold = levelUpThreshold
|
||||
if (linesClearedAtCurrentLevel >= levelUpThreshold) {
|
||||
++level
|
||||
linesClearedAtCurrentLevel -= levelUpThreshold
|
||||
leveledUp = true
|
||||
}
|
||||
|
||||
visualizer.setInfo(linesCleared, level, score, tetrises)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
* Number of additional gravity shifts before locking a piece landed on the ground.
|
||||
* This is needed in order to let user to move a piece to the left/right before locking.
|
||||
*/
|
||||
private val LOCK_DELAY = 1
|
||||
|
||||
private fun mainLoop() {
|
||||
var prevCmd: UserCommand? = null
|
||||
var das = false
|
||||
var dasTicks = 0
|
||||
var attemptsToLock = 0
|
||||
while (!gameOver) {
|
||||
sleep(1000 / 60) // Refresh rate - 60 frames per second.
|
||||
val commands = userInput.readCommands()
|
||||
for (cmd in commands) {
|
||||
val success: Boolean
|
||||
when (cmd) {
|
||||
UserCommand.EXIT -> return
|
||||
UserCommand.LEFT -> success = field.makeMove(Move.LEFT)
|
||||
UserCommand.RIGHT -> success = field.makeMove(Move.RIGHT)
|
||||
UserCommand.ROTATE -> success = field.makeMove(Move.ROTATE)
|
||||
UserCommand.DOWN -> {
|
||||
success = field.makeMove(Move.DOWN)
|
||||
if (!success) placePiece()
|
||||
}
|
||||
UserCommand.DROP -> {
|
||||
while (field.makeMove(Move.DOWN)) {
|
||||
}
|
||||
success = true
|
||||
placePiece()
|
||||
}
|
||||
}
|
||||
if (success) {
|
||||
field.draw()
|
||||
visualizer.refresh()
|
||||
}
|
||||
}
|
||||
++ticks
|
||||
if (ticks < speed) continue
|
||||
if (!field.makeMove(Move.DOWN)) {
|
||||
if (++attemptsToLock >= LOCK_DELAY) {
|
||||
placePiece()
|
||||
attemptsToLock = 0
|
||||
}
|
||||
}
|
||||
field.draw()
|
||||
visualizer.refresh()
|
||||
ticks -= speed
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
fun main(args: Array<String>) {
|
||||
SDL_main(args)
|
||||
}
|
||||
|
||||
fun get_SDL_Error() = SDL_GetError()!!.asCString().toString()
|
||||
|
||||
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 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 val fieldWidth: Int
|
||||
private val fieldHeight: Int
|
||||
private val window: CPointer<SDL_Window>
|
||||
private val renderer: CPointer<SDL_Renderer>
|
||||
private val texture: CPointer<SDL_Texture>
|
||||
|
||||
init {
|
||||
if (SDL_Init(SDL_INIT_EVERYTHING) != 0) {
|
||||
println("SDL_Init Error: ${get_SDL_Error()}")
|
||||
throw Error()
|
||||
}
|
||||
|
||||
fieldWidth = width * (CELL_SIZE + MARGIN) + MARGIN + BORDER_WIDTH * 2
|
||||
fieldHeight = height * (CELL_SIZE + MARGIN) + MARGIN + BORDER_WIDTH * 2
|
||||
val window = SDL_CreateWindow("Tetris", 100, 100, fieldWidth + INFO_SPACE_WIDTH,
|
||||
fieldHeight, 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()
|
||||
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 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.value = width
|
||||
srcRect.h.value = height
|
||||
srcRect.x.value = srcX
|
||||
srcRect.y.value = srcY
|
||||
destRect.w.value = width
|
||||
destRect.h.value = height
|
||||
destRect.x.value = destX
|
||||
destRect.y.value = 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.value
|
||||
when (eventType) {
|
||||
SDL_QUIT -> commands.add(UserCommand.EXIT)
|
||||
SDL_KEYDOWN -> {
|
||||
val keyboardEvent = event.ptr.reinterpret<SDL_KeyboardEvent>().pointed
|
||||
when (keyboardEvent.keysym.scancode.value) {
|
||||
SDL_SCANCODE_LEFT -> commands.add(UserCommand.LEFT)
|
||||
SDL_SCANCODE_RIGHT -> commands.add(UserCommand.RIGHT)
|
||||
SDL_SCANCODE_DOWN -> commands.add(UserCommand.DOWN)
|
||||
SDL_SCANCODE_Z -> commands.add(UserCommand.ROTATE)
|
||||
SDL_SCANCODE_UP -> commands.add(UserCommand.DROP)
|
||||
SDL_SCANCODE_ESCAPE -> commands.add(UserCommand.EXIT)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return commands
|
||||
}
|
||||
|
||||
fun destroy() {
|
||||
SDL_DestroyTexture(texture)
|
||||
SDL_DestroyRenderer(renderer)
|
||||
SDL_DestroyWindow(window)
|
||||
SDL_Quit()
|
||||
}
|
||||
}
|
||||
|
||||
@ExportForCppRuntime("SDL_main")
|
||||
fun SDL_main(args: Array<String>) {
|
||||
var startLevel = 0
|
||||
var width = 10
|
||||
var height = 20
|
||||
when (args.size) {
|
||||
1 -> startLevel = atoi(args[0])
|
||||
2 -> {
|
||||
width = atoi(args[0])
|
||||
height = atoi(args[1])
|
||||
}
|
||||
3 -> {
|
||||
width = atoi(args[0])
|
||||
height = atoi(args[1])
|
||||
startLevel = atoi(args[2])
|
||||
}
|
||||
}
|
||||
val visualizer = SDL_Visualizer(width, height)
|
||||
val game = Game(width, height, visualizer, visualizer)
|
||||
game.startNewGame(startLevel)
|
||||
|
||||
return
|
||||
}
|
||||
Executable
BIN
Binary file not shown.
|
After Width: | Height: | Size: 110 KiB |
Reference in New Issue
Block a user