This commit is contained in:
Igor Chevdar
2017-03-13 20:05:38 +03:00
parent f3794aa206
commit c437f715c4
4 changed files with 822 additions and 0 deletions
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headers = /Library/Frameworks/SDL2.framework/Headers/SDL.h stdio.h string.h unistd.h stdlib.h time.h
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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import kotlinx.cinterop.*
import konan.internal.*
import sdl.*
typealias Field = Array<ByteArray>
enum class Move {
Left,
Right,
Down,
Rotate
}
enum class PlacementResult(val linesCleared: Int = 0, val bonus: Int = 0) {
Nothing,
GameOver,
// For values of bonuses see https://tetris.wiki/Scoring
Single(1, 40),
Double(2, 100),
Triple(3, 300),
Tetris(4, 1200)
}
val EMPTY: Byte = 0
val BRICK: Byte = -1
class Point(var x: Int, var y: Int)
operator fun Point.plus(other: Point): Point {
return Point(x + other.x, y + other.y)
}
class PiecePosition(piece: Piece, private val origin: Point) {
private var p = piece.origin
val x get() = p.x + origin.x
val y get() = p.y + origin.y
var state: Int get private set
val numberOfStates = piece.numberOfStates
init {
state = 0
}
fun makeMove(move: Move) {
when (move) {
Move.Left -> --p.y
Move.Right -> ++p.y
Move.Down -> ++p.x
Move.Rotate -> state = (state + 1) % numberOfStates
}
}
fun unMakeMove(move: Move) {
when (move) {
Move.Left -> ++p.y
Move.Right -> --p.y
Move.Down -> --p.x
Move.Rotate -> state = (state + numberOfStates - 1) % numberOfStates
}
}
}
/*
* We use Nintendo Rotation System, right-handed version.
* See https://tetris.wiki/Nintendo_Rotation_System
*/
enum class Piece(private val origin_: Point, vararg val states: Field) {
T(Point(-1, -2),
arrayOf(
byteArrayOf(0, 0, 0),
byteArrayOf(1, 1, 1),
byteArrayOf(0, 1, 0)),
arrayOf(
byteArrayOf(0, 1, 0),
byteArrayOf(1, 1, 0),
byteArrayOf(0, 1, 0)),
arrayOf(
byteArrayOf(0, 1, 0),
byteArrayOf(1, 1, 1),
byteArrayOf(0, 0, 0)),
arrayOf(
byteArrayOf(0, 1, 0),
byteArrayOf(0, 1, 1),
byteArrayOf(0, 1, 0))
),
J(Point(-1, -2),
arrayOf(
byteArrayOf(0, 0, 0),
byteArrayOf(2, 2, 2),
byteArrayOf(0, 0, 2)),
arrayOf(
byteArrayOf(0, 2, 0),
byteArrayOf(0, 2, 0),
byteArrayOf(2, 2, 0)),
arrayOf(
byteArrayOf(2, 0, 0),
byteArrayOf(2, 2, 2),
byteArrayOf(0, 0, 0)),
arrayOf(
byteArrayOf(0, 2, 2),
byteArrayOf(0, 2, 0),
byteArrayOf(0, 2, 0))
),
Z(Point(-1, -2),
arrayOf(
byteArrayOf(0, 0, 0),
byteArrayOf(3, 3, 0),
byteArrayOf(0, 3, 3)),
arrayOf(
byteArrayOf(0, 0, 3),
byteArrayOf(0, 3, 3),
byteArrayOf(0, 3, 0))
),
O(Point(0, -2),
arrayOf(
byteArrayOf(1, 1),
byteArrayOf(1, 1))
),
S(Point(-1, -2),
arrayOf(
byteArrayOf(0, 0, 0),
byteArrayOf(0, 2, 2),
byteArrayOf(2, 2, 0)),
arrayOf(
byteArrayOf(0, 2, 0),
byteArrayOf(0, 2, 2),
byteArrayOf(0, 0, 2))
),
L(Point(-1, -2),
arrayOf(
byteArrayOf(0, 0, 0),
byteArrayOf(3, 3, 3),
byteArrayOf(3, 0, 0)),
arrayOf(
byteArrayOf(3, 3, 0),
byteArrayOf(0, 3, 0),
byteArrayOf(0, 3, 0)),
arrayOf(
byteArrayOf(0, 0, 3),
byteArrayOf(3, 3, 3),
byteArrayOf(0, 0, 0)),
arrayOf(
byteArrayOf(0, 3, 0),
byteArrayOf(0, 3, 0),
byteArrayOf(0, 3, 3))
),
I(Point(-2, -2),
arrayOf(
byteArrayOf(0, 0, 0, 0),
byteArrayOf(0, 0, 0, 0),
byteArrayOf(1, 1, 1, 1),
byteArrayOf(0, 0, 0, 0)),
arrayOf(
byteArrayOf(0, 0, 1, 0),
byteArrayOf(0, 0, 1, 0),
byteArrayOf(0, 0, 1, 0),
byteArrayOf(0, 0, 1, 0))
);
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) {
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] = 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,
RELEASE,
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) {
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.
//sleep(200)
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.RELEASE -> {
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 print_SDL_Error() {
externals.printf(SDL_GetError()!!.rawValue)
}
class SDL_Visualizer(val width: Int, val height: Int): GameFieldVisualizer, UserInput {
private val CELL_SIZE = 20
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 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 cells: CPointer<SDL_Texture>
private val texts: CPointer<SDL_Texture>
init {
if (SDL_Init(SDL_INIT_EVERYTHING) != 0) {
//println("SDL_Init error: ${SDL_GetError()}")
print("SDL_CreateWindow Error: ")
print_SDL_Error()
println()
throw Error()
}
fieldWidth = width * (CELL_SIZE + MARGIN) + MARGIN + BORDER_WIDTH * 2
fieldHeight = height * (CELL_SIZE + MARGIN) + MARGIN + BORDER_WIDTH * 2
val win = SDL_CreateWindow("Tetris", 100, 100, fieldWidth + INFO_SPACE_WIDTH,
fieldHeight, SDL_WindowFlags.SDL_WINDOW_SHOWN.value)
if (win == null) {
//println("SDL_CreateWindow Error: ${SDL_GetError()!!.asCString()}")
print("SDL_CreateWindow Error: ")
print_SDL_Error()
println()
SDL_Quit()
throw Error()
}
window = win
val ren = SDL_CreateRenderer(win, -1, (SDL_RendererFlags.SDL_RENDERER_ACCELERATED or SDL_RendererFlags.SDL_RENDERER_PRESENTVSYNC).value)
if (ren == null) {
SDL_DestroyWindow(win)
//println("SDL_CreateRenderer Error: ${SDL_GetError()!!.asCString()}")
println("SDL_CreateRenderer Error: ")
print_SDL_Error()
println()
SDL_Quit()
throw Error()
}
renderer = ren
// TODO: merge together.
cells = loadImage(win, ren, "tetris_all.bmp")
texts = loadImage(win, ren, "tetris_cells_texts.bmp")
// if (SDL_SetTextureAlphaMod(tex, 63) != 0) {
// println("Unable to set alpha mod")
// print_SDL_Error()
// println()
// }
// if (SDL_SetTextureColorMod(tex, 127, 127, 127) != 0) {
// println("Unable to set color mod")
// print_SDL_Error()
// println()
// }
}
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 Error: ${SDL_GetError()!!.asCString()}")
println("SDL_LoadBMP Error: ")
print_SDL_Error()
println()
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: ${SDL_GetError()!!.asCString()}")
println("SDL_CreateTextureFromSurface Error: ")
print_SDL_Error()
println()
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)
drawBorder()
drawField()
drawInfo()
drawNextPiece()
SDL_RenderPresent(renderer)
}
private fun drawBorder() {
memScoped {
val rect = alloc<SDL_Rect>()
rect.w.value = fieldWidth
rect.h.value = fieldHeight
rect.x.value = 0
rect.y.value = 0
SDL_SetRenderDrawColor(renderer, -128, 0, -128, -128)
SDL_RenderFillRect(renderer, rect.ptr.reinterpret())
rect.w.value = fieldWidth - BORDER_WIDTH * 2
rect.h.value = fieldHeight - BORDER_WIDTH * 2
rect.x.value = BORDER_WIDTH
rect.y.value = BORDER_WIDTH
SDL_SetRenderDrawColor(renderer, 0, 0, 0, -128)
SDL_RenderFillRect(renderer, rect.ptr.reinterpret())
}
}
private fun drawField() {
drawField(field, width, height, MARGIN + BORDER_WIDTH, MARGIN + BORDER_WIDTH)
}
private fun drawNextPiece() {
drawInt(103, 60 + SYMBOL_SIZE, fieldWidth + SYMBOL_SIZE, SYMBOL_SIZE * 11 + INFO_MARGIN * 6, 85, 0, 0)
drawField(nextPieceField, 4, 4,
fieldWidth + SYMBOL_SIZE + MARGIN + CELL_SIZE + MARGIN,
SYMBOL_SIZE * 12 + INFO_MARGIN * 7 + MARGIN)
}
private fun drawField(f: Field, w: Int, h: Int, x: Int, y: Int) {
memScoped {
val srcRect = alloc<SDL_Rect>()
val destRect = alloc<SDL_Rect>()
srcRect.w.value = CELL_SIZE
srcRect.h.value = CELL_SIZE
destRect.w.value = CELL_SIZE
destRect.h.value = CELL_SIZE
for (i in 0..h - 1)
for (j in 0..w - 1) {
val cell = f[i][j].toInt()
if (cell == 0) continue
srcRect.x.value = (cell - 1) * CELL_SIZE
srcRect.y.value = (level % 10) * CELL_SIZE
destRect.x.value = x + j * (CELL_SIZE + MARGIN)
destRect.y.value = y + i * (CELL_SIZE + MARGIN)
SDL_RenderCopy(renderer, cells, srcRect.ptr.reinterpret(), destRect.ptr.reinterpret())
}
}
}
private fun drawInfo() {
drawInt(104, 60, fieldWidth + SYMBOL_SIZE, SYMBOL_SIZE, 107, 6, score)
drawInt(0, 60, fieldWidth + SYMBOL_SIZE, SYMBOL_SIZE * 3 + INFO_MARGIN, 104, 3, linesCleared)
drawInt(0, 60 + SYMBOL_SIZE, fieldWidth + SYMBOL_SIZE, SYMBOL_SIZE * 5 + INFO_MARGIN * 2, 103, 2, level)
drawInt(0, 60 + SYMBOL_SIZE * 2, fieldWidth + SYMBOL_SIZE, SYMBOL_SIZE * 7 + INFO_MARGIN * 3, 162, 2, tetrises)
}
private fun drawInt(labelSrcX: Int, labelSrcY: Int, labelDestX: Int, labelDestY: Int,
labelWidth: Int, totalDigits: Int, value: Int) {
memScoped {
val srcRect = alloc<SDL_Rect>()
val destRect = alloc<SDL_Rect>()
srcRect.w.value = labelWidth
srcRect.h.value = SYMBOL_SIZE
srcRect.x.value = labelSrcX
srcRect.y.value = labelSrcY
destRect.w.value = labelWidth
destRect.h.value = SYMBOL_SIZE
destRect.x.value = labelDestX
destRect.y.value = labelDestY
SDL_RenderCopy(renderer, texts, srcRect.ptr.reinterpret(), destRect.ptr.reinterpret())
val digits = IntArray(totalDigits)
var x = value
for (i in 0..totalDigits - 1) {
digits[totalDigits - 1 - i] = x % 10
x = x / 10
}
srcRect.w.value = SYMBOL_SIZE
srcRect.h.value = SYMBOL_SIZE
destRect.w.value = SYMBOL_SIZE
destRect.h.value = SYMBOL_SIZE
for (i in 0..totalDigits - 1) {
srcRect.x.value = digits[i] * SYMBOL_SIZE
srcRect.y.value = 123 // TODO: constant.
destRect.x.value = labelDestX + SYMBOL_SIZE + i * SYMBOL_SIZE
destRect.y.value = labelDestY + SYMBOL_SIZE
SDL_RenderCopy(renderer, texts, srcRect.ptr.reinterpret(), destRect.ptr.reinterpret())
}
}
}
private val LEFT_PRESSED = 1
private val RIGHT_PRESSED = 2
private val DOWN_PRESSED = 4
private val UP_PRESSED = 8
private val Z_PRESSED = 16
private val ESC_PRESSED = 32
private var pressedKeys = 0
private var stickedKeys = 0
private fun keyToCommand(key: Int): UserCommand? =
when (key) {
LEFT_PRESSED -> (UserCommand.LEFT)
RIGHT_PRESSED -> (UserCommand.RIGHT)
DOWN_PRESSED -> (UserCommand.DOWN)
Z_PRESSED -> (UserCommand.ROTATE)
UP_PRESSED -> (UserCommand.RELEASE)
ESC_PRESSED -> (UserCommand.EXIT)
else -> null
}
override fun readCommands(): List<UserCommand> {
val commands = mutableListOf<UserCommand>()
memScoped {
val event = alloc<SDL_Event>()
var currentCommands = 0
while (SDL_PollEvent(event.ptr.reinterpret()) != 0) {
if (event.type.value == SDL_EventType.SDL_KEYDOWN.value
|| event.type.value == SDL_EventType.SDL_KEYUP.value) {
val keyboardEvent = event.ptr.reinterpret<SDL_KeyboardEvent>().pointed
val scancode = when (keyboardEvent.keysym.scancode.value) {
SDL_Scancode.SDL_SCANCODE_LEFT -> LEFT_PRESSED
SDL_Scancode.SDL_SCANCODE_RIGHT -> RIGHT_PRESSED
SDL_Scancode.SDL_SCANCODE_DOWN -> DOWN_PRESSED
SDL_Scancode.SDL_SCANCODE_Z -> Z_PRESSED
SDL_Scancode.SDL_SCANCODE_UP -> UP_PRESSED
SDL_Scancode.SDL_SCANCODE_ESCAPE -> ESC_PRESSED
else -> 0
}
if (keyboardEvent.state.value.toInt() == SDL_PRESSED) {
if (pressedKeys and scancode != 0)
stickedKeys = stickedKeys or scancode
currentCommands = currentCommands or scancode
pressedKeys = pressedKeys or scancode
}
else if (keyboardEvent.state.value.toInt() == SDL_RELEASED) {
pressedKeys = pressedKeys and scancode.inv()
stickedKeys = stickedKeys and scancode.inv()
}
}
}
currentCommands = currentCommands or stickedKeys
var temp = currentCommands
while (temp != 0) {
val next = temp and (temp - 1)
val curKey = temp - next
when (curKey) {
LEFT_PRESSED -> commands.add(UserCommand.LEFT)
RIGHT_PRESSED -> commands.add(UserCommand.RIGHT)
DOWN_PRESSED -> commands.add(UserCommand.DOWN)
Z_PRESSED -> commands.add(UserCommand.ROTATE)
UP_PRESSED -> commands.add(UserCommand.RELEASE)
ESC_PRESSED -> commands.add(UserCommand.EXIT)
}
temp = next
}
}
return commands
}
fun destroy() {
SDL_DestroyTexture(cells)
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
}
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