977 lines
33 KiB
Kotlin
977 lines
33 KiB
Kotlin
/*
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* Copyright 2010-2017 JetBrains s.r.o.
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*
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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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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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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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import kotlinx.cinterop.*
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import sdl.*
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typealias Field = Array<ByteArray>
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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
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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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const val EMPTY: Byte = 0
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const val CELL1: Byte = 1
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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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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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}
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fun makeMove(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 + 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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}
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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
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*/
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enum class Piece(private val origin_: Point, private vararg val states: Field) {
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T(Point(-1, -2),
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arrayOf(
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byteArrayOf(EMPTY, EMPTY, EMPTY),
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byteArrayOf(CELL1, CELL1, CELL1),
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byteArrayOf(EMPTY, CELL1, EMPTY)),
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arrayOf(
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byteArrayOf(EMPTY, CELL1, EMPTY),
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byteArrayOf(CELL1, CELL1, EMPTY),
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byteArrayOf(EMPTY, CELL1, EMPTY)),
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arrayOf(
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byteArrayOf(EMPTY, CELL1, EMPTY),
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byteArrayOf(CELL1, CELL1, CELL1),
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byteArrayOf(EMPTY, EMPTY, EMPTY)),
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arrayOf(
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byteArrayOf(EMPTY, CELL1, EMPTY),
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byteArrayOf(EMPTY, CELL1, CELL1),
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byteArrayOf(EMPTY, CELL1, EMPTY))
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),
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J(Point(-1, -2),
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arrayOf(
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byteArrayOf(EMPTY, EMPTY, EMPTY),
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byteArrayOf(CELL2, CELL2, CELL2),
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byteArrayOf(EMPTY, EMPTY, CELL2)),
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arrayOf(
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byteArrayOf(EMPTY, CELL2, EMPTY),
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byteArrayOf(EMPTY, CELL2, EMPTY),
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byteArrayOf(CELL2, CELL2, EMPTY)),
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arrayOf(
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byteArrayOf(CELL2, EMPTY, EMPTY),
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byteArrayOf(CELL2, CELL2, CELL2),
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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),
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byteArrayOf(EMPTY, CELL2, EMPTY))
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),
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Z(Point(-1, -2),
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arrayOf(
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byteArrayOf(EMPTY, EMPTY, EMPTY),
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byteArrayOf(CELL3, CELL3, EMPTY),
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byteArrayOf(EMPTY, CELL3, CELL3)),
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arrayOf(
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byteArrayOf(EMPTY, EMPTY, CELL3),
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byteArrayOf(EMPTY, CELL3, CELL3),
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byteArrayOf(EMPTY, CELL3, EMPTY))
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),
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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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),
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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),
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byteArrayOf(CELL2, CELL2, EMPTY)),
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arrayOf(
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byteArrayOf(EMPTY, CELL2, EMPTY),
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byteArrayOf(EMPTY, CELL2, CELL2),
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byteArrayOf(EMPTY, EMPTY, CELL2))
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),
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L(Point(-1, -2),
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arrayOf(
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byteArrayOf(EMPTY, EMPTY, EMPTY),
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byteArrayOf(CELL3, CELL3, CELL3),
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byteArrayOf(CELL3, EMPTY, EMPTY)),
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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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),
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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),
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byteArrayOf(CELL1, CELL1, CELL1, CELL1),
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byteArrayOf(EMPTY, EMPTY, EMPTY, EMPTY)),
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arrayOf(
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byteArrayOf(EMPTY, EMPTY, CELL1, EMPTY),
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byteArrayOf(EMPTY, EMPTY, CELL1, EMPTY),
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byteArrayOf(EMPTY, EMPTY, CELL1, EMPTY),
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byteArrayOf(EMPTY, EMPTY, CELL1, EMPTY))
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);
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val origin get() = Point(origin_.x, origin_.y)
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val numberOfStates: Int = states.size
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fun canBePlaced(field: Field, position: PiecePosition): Boolean {
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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) {
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val pieceRow = piece[i]
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val boardRow = field[x + i]
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for (j in pieceRow.indices) {
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if (pieceRow[j] != EMPTY && boardRow[y + j] != EMPTY)
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return false
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}
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}
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return true
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}
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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) {
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val pieceRow = piece[i]
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for (j in pieceRow.indices) {
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if (pieceRow[j] != EMPTY) field[x + i][y + j] = pieceRow[j]
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}
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}
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}
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fun unPlace(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) {
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val pieceRow = piece[i]
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for (j in pieceRow.indices) {
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if (pieceRow[j] != EMPTY) field[x + i][y + j] = EMPTY
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}
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}
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}
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}
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interface GameFieldVisualizer {
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fun drawCell(x: Int, y: Int, cell: Byte)
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fun drawNextPieceCell(x: Int, y: Int, cell: Byte)
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fun setInfo(linesCleared: Int, level: Int, score: Int, tetrises: Int)
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fun refresh()
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}
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enum class UserCommand {
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LEFT,
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RIGHT,
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DOWN,
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DROP,
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ROTATE,
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EXIT
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}
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interface UserInput {
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fun readCommands(): List<UserCommand>
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}
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fun sleep(millis: Int) {
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SDL_Delay(millis)
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}
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class GameField(val width: Int, val height: Int, val visualizer: GameFieldVisualizer) {
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private val MARGIN = 4
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private val field: Field
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private val origin: Point
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private val nextPieceField: Field
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init {
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field = Array<ByteArray>(height + MARGIN * 2) { ByteArray(width + MARGIN * 2) }
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for (i in field.indices) {
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val row = field[i]
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for (j in row.indices) {
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if (i >= (MARGIN + height) // Bottom (field is flipped over).
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|| (j < MARGIN) // Left
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|| (j >= MARGIN + width)) // Right
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row[j] = BRICK
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}
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}
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// Coordinates are relative to the central axis and top of the field.
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origin = Point(MARGIN, MARGIN + (width + 1) / 2)
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nextPieceField = Array<ByteArray>(4) { ByteArray(4) }
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}
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lateinit var currentPiece: Piece
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lateinit var nextPiece: Piece
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lateinit var currentPosition: PiecePosition
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fun reset() {
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for (i in 0..height - 1)
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for (j in 0..width - 1)
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field[i + MARGIN][j + MARGIN] = 0
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srand(time(null).toInt())
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nextPiece = getNextPiece(false)
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switchCurrentPiece()
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}
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private fun randInt() = (rand() and 32767) or ((rand() and 32767) shl 15)
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private fun getNextPiece(denyPrevious: Boolean): Piece {
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val pieces = Piece.values()
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if (!denyPrevious)
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return pieces[randInt() % pieces.size]
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while (true) {
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val nextPiece = pieces[randInt() % pieces.size]
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if (nextPiece != currentPiece) return nextPiece
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}
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}
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private fun switchCurrentPiece() {
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currentPiece = nextPiece
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nextPiece = getNextPiece(denyPrevious = true) // Forbid repeating the same piece for better distribution.
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currentPosition = PiecePosition(currentPiece, origin)
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}
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fun makeMove(move: Move): Boolean {
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currentPosition.makeMove(move)
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if (currentPiece.canBePlaced(field, currentPosition))
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return true
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currentPosition.unMakeMove(move)
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return false
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}
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/**
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* Places current piece at its current location.
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*/
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fun place(): PlacementResult {
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currentPiece.place(field, currentPosition)
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val linesCleared = clearLines()
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if (isOutOfBorders()) return PlacementResult.GAMEOVER
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switchCurrentPiece()
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if (!currentPiece.canBePlaced(field, currentPosition))
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return PlacementResult.GAMEOVER
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when (linesCleared) {
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1 -> return PlacementResult.SINGLE
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2 -> return PlacementResult.DOUBLE
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3 -> return PlacementResult.TRIPLE
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4 -> return PlacementResult.TETRIS
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else -> return PlacementResult.NOTHING
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}
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}
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private fun clearLines(): Int {
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val clearedLines = mutableListOf<Int>()
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for (i in 0..height - 1) {
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val row = field[i + MARGIN]
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if ((0..width - 1).all { j -> row[j + MARGIN] != EMPTY }) {
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clearedLines.add(i + MARGIN)
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(0..width - 1).forEach { j -> row[j + MARGIN] = EMPTY }
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}
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}
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if (clearedLines.size == 0) return 0
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draw(false)
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visualizer.refresh()
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sleep(500)
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for (i in clearedLines) {
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for (k in i - 1 downTo 1)
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for (j in 0..width - 1)
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field[k + 1][j + MARGIN] = field[k][j + MARGIN]
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}
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draw(false)
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visualizer.refresh()
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return clearedLines.size
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}
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private fun isOutOfBorders(): Boolean {
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for (i in 0..MARGIN - 1)
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for (j in 0..width - 1)
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if (field[i][j + MARGIN] != EMPTY)
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return true
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return false
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}
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fun draw() {
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draw(true)
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drawNextPiece()
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}
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private fun drawNextPiece() {
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for (i in 0..3)
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for (j in 0..3)
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nextPieceField[i][j] = 0
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nextPiece.place(nextPieceField, PiecePosition(nextPiece, Point(1, 2)))
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for (i in 0..3)
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for (j in 0..3)
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visualizer.drawNextPieceCell(i, j, nextPieceField[i][j])
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}
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private fun draw(drawCurrentPiece: Boolean) {
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if (drawCurrentPiece)
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currentPiece.place(field, currentPosition)
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for (i in 0..height - 1)
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for (j in 0..width - 1)
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visualizer.drawCell(i, j, field[i + MARGIN][j + MARGIN])
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if (drawCurrentPiece)
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currentPiece.unPlace(field, currentPosition)
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}
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}
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class Game(width: Int, height: Int, val visualizer: GameFieldVisualizer, val userInput: UserInput) {
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private val field = GameField(width, height, visualizer)
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private var gameOver = true
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private var startLevel = 0
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private var leveledUp = false
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private var level = 0
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private var linesClearedAtCurrentLevel = 0
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private var linesCleared = 0
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private var tetrises = 0
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private var score = 0
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/*
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* For speed constants and level up thresholds see https://tetris.wiki/Tetris_(NES,_Nintendo)
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*/
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private val speeds = intArrayOf(48, 43, 38, 33, 28, 23, 18, 13, 8, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3,
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2, 2, 2, 2, 2, 2, 2, 2, 2, 2)
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private val levelUpThreshold
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get() =
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if (leveledUp) 10
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else minOf(startLevel * 10 + 10, maxOf(100, startLevel * 10 - 50))
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private val speed get() = if (level < 29) speeds[level] else 1
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private var ticks = 0
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fun startNewGame(level: Int) {
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gameOver = false
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startLevel = level
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leveledUp = false
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this.level = level
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linesClearedAtCurrentLevel = 0
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linesCleared = 0
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tetrises = 0
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score = 0
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ticks = 0
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field.reset()
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visualizer.setInfo(linesCleared, level, score, tetrises)
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field.draw()
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visualizer.refresh()
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mainLoop()
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}
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private fun placePiece() {
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val placementResult = field.place()
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ticks = 0
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when (placementResult) {
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PlacementResult.NOTHING -> return
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PlacementResult.GAMEOVER -> {
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gameOver = true
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return
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}
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else -> {
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linesCleared += placementResult.linesCleared
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linesClearedAtCurrentLevel += placementResult.linesCleared
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score += placementResult.bonus * (level + 1)
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if (placementResult == PlacementResult.TETRIS)
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++tetrises
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val levelUpThreshold = levelUpThreshold
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if (linesClearedAtCurrentLevel >= levelUpThreshold) {
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++level
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linesClearedAtCurrentLevel -= levelUpThreshold
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leveledUp = true
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}
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visualizer.setInfo(linesCleared, level, score, tetrises)
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}
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}
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}
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/*
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* Number of additional gravity shifts before locking a piece landed on the ground.
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* This is needed in order to let user to move a piece to the left/right before locking.
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*/
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private val LOCK_DELAY = 1
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private fun mainLoop() {
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var attemptsToLock = 0
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while (!gameOver) {
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sleep(1000 / 60) // Refresh rate - 60 frames per second.
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val commands = userInput.readCommands()
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for (cmd in commands) {
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val success: Boolean
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when (cmd) {
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UserCommand.EXIT -> return
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UserCommand.LEFT -> success = field.makeMove(Move.LEFT)
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UserCommand.RIGHT -> success = field.makeMove(Move.RIGHT)
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UserCommand.ROTATE -> success = field.makeMove(Move.ROTATE)
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UserCommand.DOWN -> {
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success = field.makeMove(Move.DOWN)
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if (!success) placePiece()
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}
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UserCommand.DROP -> {
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while (field.makeMove(Move.DOWN)) {
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}
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success = true
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placePiece()
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}
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}
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if (success) {
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field.draw()
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visualizer.refresh()
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}
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}
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++ticks
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if (ticks < speed) continue
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if (!field.makeMove(Move.DOWN)) {
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if (++attemptsToLock >= LOCK_DELAY) {
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placePiece()
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attemptsToLock = 0
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}
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}
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field.draw()
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visualizer.refresh()
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ticks -= speed
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}
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}
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}
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fun get_SDL_Error() = SDL_GetError()!!.toKString()
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class SDL_Visualizer(val width: Int, val height: Int): GameFieldVisualizer, UserInput {
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private val CELL_SIZE = 20
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private val COLORS = 10
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private val CELLS_WIDTH = COLORS * CELL_SIZE
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private val CELLS_HEIGHT = 3 * CELL_SIZE
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private val SYMBOL_SIZE = 21
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private val INFO_MARGIN = 10
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private val MARGIN = 2
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private val BORDER_WIDTH = 18
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private val INFO_SPACE_WIDTH = SYMBOL_SIZE * (2 + 8)
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private val LINES_LABEL_WIDTH = 104
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private val SCORE_LABEL_WIDTH = 107
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|
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 = 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
|
|
}
|