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tvintrisgl_v.v
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tvintrisgl_v.v
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// Copyright (c) 2019 Alexander Medvednikov. All rights reserved.
// Use of this source code is governed by an MIT license
// that can be found in the LICENSE file.
// SDL2 port+wrapper, Twintris-like dual-game logic,
// and more, by Nicolas Sauzede 2019.
module main
import os
import rand
import time
import math
//import nsauzede.vsdl2
//[inline]fn sdl_fill_rect(s &vsdl2.SdlSurface,r &vsdl2.SdlRect,c &vsdl2.SdlColor){vsdl2.fill_rect(s,r,c)}
import vsdl2gl
[inline]fn sdl_fill_rect(s &vsdl2.SdlSurface,r &vsdl2.SdlRect,c &vsdl2.SdlColor){vsdl2gl.fill_rect(s,r,c)}
const (
Title = 'tVintrisGl'
FontName = 'fonts/RobotoMono-Regular.ttf'
MusicName = 'sounds/TwintrisThosenine.mod'
SndBlockName = 'sounds/block.wav'
SndLineName = 'sounds/single.wav'
SndDoubleName = 'sounds/triple.wav'
BlockSize = 20 // pixels
FieldHeight = 20 // # of blocks
FieldWidth = 10
TetroSize = 4
WinWidth = BlockSize * FieldWidth * 3
WinHeight = BlockSize * FieldHeight
TimerPeriod = 250 // ms
TextSize = 16
AudioBufSize = 1024
P2FIRE = C.SDLK_l
P2UP = C.SDLK_UP
P2DOWN = C.SDLK_DOWN
P2LEFT = C.SDLK_LEFT
P2RIGHT = C.SDLK_RIGHT
P1FIRE = C.SDLK_s
P1UP = C.SDLK_w
P1DOWN = C.SDLK_x
P1LEFT = C.SDLK_a
P1RIGHT = C.SDLK_d
NJOYMAX = 2
// joystick name => enter your own device name
JOYP1NAME = 'Generic X-Box pad'
// following are joystick button number
JBP1FIRE = 1
// following are joystick hat value
JHP1UP = 1
JHP1DOWN = 4
JHP1LEFT = 8
JHP1RIGHT = 3
// joystick name => enter your own device name
JOYP2NAME = 'RedOctane Guitar Hero X-plorer'
// following are joystick button number
JBP2FIRE = 0
// following are joystick hat value
JHP2UP = 4
JHP2DOWN = 1
JHP2LEFT = 8
JHP2RIGHT = 2
)
const (
// Tetros' 4 possible states are encoded in binaries
BTetros = [
// 0000 0
// 0000 0
// 0110 6
// 0110 6
[66, 66, 66, 66],
// 0000 0
// 0000 0
// 0010 2
// 0111 7
[27, 131, 72, 232],
// 0000 0
// 0000 0
// 0011 3
// 0110 6
[36, 231, 36, 231],
// 0000 0
// 0000 0
// 0110 6
// 0011 3
[63, 132, 63, 132],
// 0000 0
// 0011 3
// 0001 1
// 0001 1
[311, 17, 223, 74],
// 0000 0
// 0011 3
// 0010 2
// 0010 2
[322, 71, 113, 47],
// Special case since 15 can't be used
// 1111
[1111, 9, 1111, 9],
]
// Each tetro has its unique color
Colors = [
vsdl2.SdlColor{byte(0), byte(0), byte(0), byte(0)}, // unused ?
vsdl2.SdlColor{byte(0), byte(0x62), byte(0xc0), byte(0)}, // quad : darkblue 0062c0
vsdl2.SdlColor{byte(0xca), byte(0x7d), byte(0x5f), byte(0)}, // tricorn : lightbrown ca7d5f
vsdl2.SdlColor{byte(0), byte(0xc1), byte(0xbf), byte(0)}, // short topright : lightblue 00c1bf
vsdl2.SdlColor{byte(0), byte(0xc1), byte(0), byte(0)}, // short topleft : lightgreen 00c100
vsdl2.SdlColor{byte(0xbf), byte(0xbe), byte(0), byte(0)}, // long topleft : yellowish bfbe00
vsdl2.SdlColor{byte(0xd1), byte(0), byte(0xbf), byte(0)}, // long topright : pink d100bf
vsdl2.SdlColor{byte(0xd1), byte(0), byte(0), byte(0)}, // longest : lightred d10000
vsdl2.SdlColor{byte(0), byte(170), byte(170), byte(0)}, // unused ?
]
// Background color
BackgroundColor = vsdl2.SdlColor{byte(0), byte(0), byte(0), byte(0)}
// BackgroundColor = vsdl2.SdlColor{byte(255), byte(255), byte(255), byte(0)}
// Foreground color
ForegroundColor = vsdl2.SdlColor{byte(0), byte(170), byte(170), byte(0)}
// ForegroundColor = vsdl2.SdlColor{byte(0), byte(0), byte(0), byte(0)}
// Text color
TextColor = vsdl2.SdlColor{byte(0xca), byte(0x7d), byte(0x5f), byte(0)}
// TextColor = vsdl2.SdlColor{byte(0), byte(0), byte(0), byte(0)}
)
// TODO: type Tetro [TetroSize]struct{ x, y int }
struct Block {
mut:
x int
y int
}
enum GameState {
paused running gameover
}
struct AudioContext {
mut:
music voidptr
volume int
waves [3]voidptr
}
struct SdlContext {
pub:
mut:
// VIDEO
w int
h int
window voidptr
renderer voidptr
screen &vsdl2.SdlSurface
texture voidptr
// AUDIO
actx AudioContext
// JOYSTICKS
jnames [2]string
jids [2]int
}
struct Game {
mut:
// Score of the current game
score int
// Count consecutive lines for scoring
lines int
// State of the current game
state GameState
// X offset of the game display
ofs_x int
// keys
k_fire int
k_up int
k_down int
k_left int
k_right int
// joystick ID
joy_id int
// joystick buttons
jb_fire int
// joystick hat values
jh_up int
jh_down int
jh_left int
jh_right int
// game ticks
ticks int
// game rand seed
seed int
seed_ini int
// Position of the current tetro
pos_x int
pos_y int
// field[y][x] contains the color of the block with (x,y) coordinates
// "-1" border is to avoid bounds checking.
// -1 -1 -1 -1
// -1 0 0 -1
// -1 0 0 -1
// -1 -1 -1 -1
field [][]int
// TODO: tetro Tetro
tetro []Block
// TODO: tetros_cache []Tetro
tetros_cache []Block
// Index of the current tetro. Refers to its color.
tetro_idx int
// Index of the next tetro. Refers to its color.
tetro_next int
// tetro stats : buckets of drawn tetros
tetro_stats []int
// total number of drawn tetros
tetro_total int
// Index of the rotation (0-3)
rotation_idx int
// SDL2 context for drawing
sdl SdlContext
// TTF context for font drawing
font voidptr
}
fn (sdl mut SdlContext) set_sdl_context(w int, h int, title string) {
C.SDL_Init(C.SDL_INIT_VIDEO | C.SDL_INIT_AUDIO | C.SDL_INIT_JOYSTICK)
C.atexit(C.SDL_Quit)
C.TTF_Init()
C.atexit(C.TTF_Quit)
bpp := 32
C.SDL_CreateWindowAndRenderer(w, h, 0, &sdl.window, &sdl.renderer)
C.SDL_SetWindowTitle(sdl.window, title.str)
sdl.w = w
sdl.h = h
sdl.screen = C.SDL_CreateRGBSurface(0, w, h, bpp, 0x00FF0000, 0x0000FF00, 0x000000FF, 0xFF000000)
sdl.texture = C.SDL_CreateTexture(sdl.renderer, C.SDL_PIXELFORMAT_ARGB8888, C.SDL_TEXTUREACCESS_STREAMING, w, h)
C.Mix_Init(0)
C.atexit(C.Mix_Quit)
if C.Mix_OpenAudio(48000,C.MIX_DEFAULT_FORMAT,2,AudioBufSize) < 0 {
println('couldn\'t open audio')
}
sdl.actx.music = C.Mix_LoadMUS(MusicName.str)
sdl.actx.waves[0] = C.Mix_LoadWAV(SndBlockName.str)
sdl.actx.waves[1] = C.Mix_LoadWAV(SndLineName.str)
sdl.actx.waves[2] = C.Mix_LoadWAV(SndDoubleName.str)
sdl.actx.volume = C.SDL_MIX_MAXVOLUME
if C.Mix_PlayMusic(sdl.actx.music, 1) != -1 {
C.Mix_VolumeMusic(sdl.actx.volume)
}
njoy := C.SDL_NumJoysticks()
for i := 0; i < njoy; i++ {
C.SDL_JoystickOpen(i)
jn := tos_clone(C.SDL_JoystickNameForIndex(i))
println('JOY NAME $jn')
for j := 0; j < NJOYMAX; j++ {
if sdl.jnames[j] == jn {
println('FOUND JOYSTICK $j $jn ID=$i')
sdl.jids[j] = i
}
}
}
C.SDL_JoystickEventState(C.SDL_ENABLE)
}
fn main() {
println('tVintris -- tribute to venerable Twintris')
mut game := &Game{}
game.sdl.jnames[0] = JOYP1NAME
game.sdl.jnames[1] = JOYP2NAME
game.sdl.jids[0] = -1
game.sdl.jids[1] = -1
game.sdl.set_sdl_context(WinWidth, WinHeight, Title)
// game.font = C.TTF_OpenFont(FontName.str, TextSize)
game.font = voidptr(0)
seed := time.now().unix
mut game2 := &Game{}
game2.sdl = game.sdl
game2.font = game.font
game.joy_id = game.sdl.jids[0]
// println('JOY1 id=${game.joy_id}')
game2.joy_id = game.sdl.jids[1]
// println('JOY2 id=${game2.joy_id}')
game.k_fire = P1FIRE
game.k_up = P1UP
game.k_down = P1DOWN
game.k_left = P1LEFT
game.k_right = P1RIGHT
game.jb_fire = JBP1FIRE
game.jh_up = JHP1UP
game.jh_down = JHP1DOWN
game.jh_left = JHP1LEFT
game.jh_right = JHP1RIGHT
game.ofs_x = 0
game.seed_ini = seed
game.init_game()
game.state = .running
go game.run() // Run the game loop in a new thread
game2.k_fire = P2FIRE
game2.k_up = P2UP
game2.k_down = P2DOWN
game2.k_left = P2LEFT
game2.k_right = P2RIGHT
game2.jb_fire = JBP2FIRE
game2.jh_up = JHP2UP
game2.jh_down = JHP2DOWN
game2.jh_left = JHP2LEFT
game2.jh_right = JHP2RIGHT
game2.ofs_x = WinWidth * 2 / 3
game2.seed_ini = seed
game2.init_game()
game2.state = .running
go game2.run() // Run the game loop in a new thread
mut g := Game{}
mut ticks := 0
mut should_close := false
for {
g1 := game
g2 := game2
// here we determine which game contains most recent state
if g1.tetro_total > g.tetro_total {
g = *g1
}
if g2.tetro_total > g.tetro_total {
g = *g2
}
// println('ticks=$ticks ${g1.state} ${g2.state} ${g.state}')
// g ticks will be used to update OpenGL stuff
g.ticks = ticks
// we sample g1 state because the state is not copied ??!!
if !(g1.state == .paused || g2.state == .paused) {
ticks++
}
g.draw_begin()
g1.draw_tetro()
g1.draw_field()
g2.draw_tetro()
g2.draw_field()
g.draw_middle()
g1.draw_score()
g2.draw_score()
g.draw_stats()
g.draw_end()
// game.handle_events() // CRASHES if done in function ???
ev := SdlEvent{}
for 0 < C.SDL_PollEvent(&ev) {
switch ev._type {
case C.SDL_QUIT:
should_close = true
break
case C.SDL_KEYDOWN:
key := int(ev.key.keysym.sym)
if key == C.SDLK_ESCAPE {
should_close = true
break
}
game.handle_key(key)
game2.handle_key(key)
case C.SDL_JOYBUTTONDOWN:
jb := int(ev.jbutton.button)
joyid := int(ev.jbutton.which)
// println('JOY BUTTON $jb $joyid')
game.handle_jbutton(jb, joyid)
game2.handle_jbutton(jb, joyid)
case C.SDL_JOYHATMOTION:
jh := int(ev.jhat.hat)
jv := int(ev.jhat.value)
joyid := int(ev.jhat.which)
// println('JOY HAT $jh $jv $joyid')
game.handle_jhat(jh, jv, joyid)
game2.handle_jhat(jh, jv, joyid)
}
}
if should_close {
break
}
C.SDL_Delay(20) // short delay between redraw
}
if game.font != voidptr(0) {
C.TTF_CloseFont(game.font)
}
if game.sdl.actx.music != voidptr(0) {
C.Mix_FreeMusic(game.sdl.actx.music)
}
C.Mix_CloseAudio()
if game.sdl.actx.waves[0] != voidptr(0) {
C.Mix_FreeChunk(game.sdl.actx.waves[0])
}
if game.sdl.actx.waves[1] != voidptr(0) {
C.Mix_FreeChunk(game.sdl.actx.waves[1])
}
if game.sdl.actx.waves[2] != voidptr(0) {
C.Mix_FreeChunk(game.sdl.actx.waves[2])
}
}
enum Action {
idle space fire
}
fn (game mut Game) handle_key(key int) {
// global keys
mut action := Action(.idle)
switch key {
case C.SDLK_SPACE:
action = .space
case game.k_fire:
action = .fire
}
if action == .space {
switch game.state {
case .running:
C.Mix_PauseMusic()
game.state = .paused
case .paused:
C.Mix_ResumeMusic()
game.state = .running
}
}
if action == .fire {
switch game.state {
case .gameover:
game.init_game()
game.state = .running
}
}
if game.state != .running { return }
// keys while game is running
switch key {
case game.k_up:
game.rotate_tetro()
case game.k_left:
game.move_right(-1)
case game.k_right:
game.move_right(1)
case game.k_down:
game.move_tetro() // drop faster when the player presses <down>
}
}
fn (game mut Game) handle_jbutton(jb int, joyid int) {
if joyid != game.joy_id {
return
}
// global buttons
mut action := Action(.idle)
switch jb {
case game.jb_fire:
action = .fire
}
if action == .fire {
switch game.state {
case .gameover:
game.init_game()
game.state = .running
}
}
}
fn (game mut Game) handle_jhat(jh int, jv int, joyid int) {
if joyid != game.joy_id {
return
}
if game.state != .running { return }
// println('testing hat values.. joyid=$joyid jh=$jh jv=$jv')
// hat values while game is running
switch jv {
case game.jh_up:
// println('UP')
game.rotate_tetro()
case game.jh_left:
// println('LEFT')
game.move_right(-1)
case game.jh_right:
// println('RIGHT')
game.move_right(1)
case game.jh_down:
// println('DOWN')
game.move_tetro() // drop faster when the player presses <down>
}
}
fn (g mut Game) init_game() {
g.score = 0
g.tetro_total = 0
g.tetro_stats = [0, 0, 0, 0, 0, 0, 0]
g.parse_tetros()
g.seed = g.seed_ini
g.generate_tetro()
g.field = []array_int // TODO: g.field = [][]int
// Generate the field, fill it with 0's, add -1's on each edge
for i := 0; i < FieldHeight + 2; i++ {
mut row := [0].repeat(FieldWidth + 2)
row[0] = - 1
row[FieldWidth + 1] = - 1
g.field << row
}
mut first_row := g.field[0]
mut last_row := g.field[FieldHeight + 1]
for j := 0; j < FieldWidth + 2; j++ {
first_row[j] = - 1
last_row[j] = - 1
}
}
fn (g mut Game) parse_tetros() {
for b_tetros in BTetros {
for b_tetro in b_tetros {
for t in parse_binary_tetro(b_tetro) {
g.tetros_cache << t
}
}
}
}
fn (g mut Game) run() {
for {
if g.state == .running {
g.move_tetro()
n := g.delete_completed_lines()
if n > 0 {
g.lines += n
} else {
if g.lines > 0 {
if g.lines > 1 {
C.Mix_PlayChannel(0, g.sdl.actx.waves[2], 0)
} else if g.lines == 1 {
C.Mix_PlayChannel(0, g.sdl.actx.waves[1], 0)
}
g.score += 10 * g.lines * g.lines
g.lines = 0
}
}
}
time.sleep_ms(TimerPeriod) // medium delay between game step
}
}
fn (game mut Game) rotate_tetro() {
// Rotate the tetro
old_rotation_idx := game.rotation_idx
game.rotation_idx++
if game.rotation_idx == TetroSize {
game.rotation_idx = 0
}
game.get_tetro()
if !game.move_right(0) {
game.rotation_idx = old_rotation_idx
game.get_tetro()
}
if game.pos_x < 0 {
game.pos_x = 1
}
}
fn (g mut Game) move_tetro() {
// Check each block in current tetro
for block in g.tetro {
y := block.y + g.pos_y + 1
x := block.x + g.pos_x
// Reached the bottom of the screen or another block?
// TODO: if g.field[y][x] != 0
//if g.field[y][x] != 0 {
row := g.field[y]
if row[x] != 0 {
// The new tetro has no space to drop => end of the game
if g.pos_y < 2 {
g.state = .gameover
g.tetro_total = 0
return
}
// Drop it and generate a new one
g.drop_tetro()
g.generate_tetro()
C.Mix_PlayChannel(0, g.sdl.actx.waves[0], 0)
return
}
}
g.pos_y++
}
fn (g mut Game) move_right(dx int) bool {
// Reached left/right edge or another tetro?
for i := 0; i < TetroSize; i++ {
tetro := g.tetro[i]
y := tetro.y + g.pos_y
x := tetro.x + g.pos_x + dx
row := g.field[y]
if row[x] != 0 {
// Do not move
return false
}
}
g.pos_x += dx
return true
}
fn (g &Game) delete_completed_lines() int {
mut n := 0
for y := FieldHeight; y >= 1; y-- {
n += g.delete_completed_line(y)
}
return n
}
fn (g &Game) delete_completed_line(y int) int {
for x := 1; x <= FieldWidth; x++ {
f := g.field[y]
if f[x] == 0 {
return 0
}
}
// Move everything down by 1 position
for yy := y - 1; yy >= 1; yy-- {
for x := 1; x <= FieldWidth; x++ {
mut a := g.field[yy + 1]
b := g.field[yy]
a[x] = b[x]
}
}
return 1
}
// Draw a rand tetro index
fn (g mut Game) rand_tetro() int {
cur := g.tetro_next
g.tetro_next = rand.rand_r(&g.seed)
g.tetro_next = g.tetro_next % BTetros.len
return cur
}
// Place a new tetro on top
fn (g mut Game) generate_tetro() {
g.pos_y = 0
g.pos_x = FieldWidth / 2 - TetroSize / 2
g.tetro_idx = g.rand_tetro()
// println('idx=${g.tetro_idx}')
g.tetro_stats[g.tetro_idx] += 1
g.tetro_total++
g.rotation_idx = 0
g.get_tetro()
}
// Get the right tetro from cache
fn (g mut Game) get_tetro() {
idx := g.tetro_idx * TetroSize * TetroSize + g.rotation_idx * TetroSize
g.tetro = g.tetros_cache.slice(idx, idx + TetroSize)
}
fn (g &Game) drop_tetro() {
for i := 0; i < TetroSize; i++ {
tetro := g.tetro[i]
x := tetro.x + g.pos_x
y := tetro.y + g.pos_y
// Remember the color of each block
// TODO: g.field[y][x] = g.tetro_idx + 1
mut row := g.field[y]
row[x] = g.tetro_idx + 1
}
}
fn (g &Game) draw_tetro() {
for i := 0; i < TetroSize; i++ {
tetro := g.tetro[i]
g.draw_block(g.pos_y + tetro.y, g.pos_x + tetro.x, g.tetro_idx + 1)
}
}
fn (g &Game) draw_block(i, j, color_idx int) {
rect := vsdl2.SdlRect {g.ofs_x + (j - 1) * BlockSize, (i - 1) * BlockSize,
BlockSize - 1, BlockSize - 1}
col := Colors[color_idx]
sdl_fill_rect(g.sdl.screen, &rect, &col)
}
fn (g &Game) draw_field() {
for i := 1; i < FieldHeight + 1; i++ {
for j := 1; j < FieldWidth + 1; j++ {
f := g.field[i]
if f[j] > 0 {
g.draw_block(i, j, f[j])
}
}
}
}
fn (g &Game) draw_text(x int, y int, text string, tcol vsdl2.SdlColor) {
tsurf := C.TTF_RenderText_Solid(g.font, text.str, tcol)
ttext := C.SDL_CreateTextureFromSurface(g.sdl.renderer, tsurf)
texw := 0
texh := 0
C.SDL_QueryTexture(ttext, 0, 0, &texw, &texh)
dstrect := vsdl2.SdlRect { x, y, texw, texh }
C.SDL_RenderCopy(g.sdl.renderer, ttext, 0, &dstrect)
C.SDL_DestroyTexture(ttext)
vsdl2.free_surface(tsurf)
}
[inline] fn (g &Game) draw_ptext(x int, y int, text string, tcol vsdl2.SdlColor) {
g.draw_text(g.ofs_x + x, y, text, tcol)
}
[live]
fn (g &Game) draw_begin() {
C.SDL_RenderClear(g.sdl.renderer)
mut rect := vsdl2.SdlRect {0,0,g.sdl.w,g.sdl.h}
col := vsdl2.SdlColor{byte(00), byte(00), byte(0), byte(0)}
// sdl_fill_rect(g.sdl.screen, &rect, BackgroundColor)
sdl_fill_rect(g.sdl.screen, &rect, col)
rect = vsdl2.SdlRect {BlockSize * FieldWidth + 2,0,2,g.sdl.h}
sdl_fill_rect(g.sdl.screen, &rect, ForegroundColor)
rect = vsdl2.SdlRect {WinWidth - BlockSize * FieldWidth - 4,0,2,g.sdl.h}
sdl_fill_rect(g.sdl.screen, &rect, ForegroundColor)
mut idx := 0
for st in g.tetro_stats {
mut s := 10
if g.tetro_total > 0 {
s += 90 * st / g.tetro_total
}
w := BlockSize
h := s * 4 * w / 100
rect = vsdl2.SdlRect {(WinWidth - 7 * (w + 1)) / 2 + idx * (w + 1), WinHeight * 3 / 4 - h, w, h}
sdl_fill_rect(g.sdl.screen, &rect, Colors[idx + 1])
idx++
}
}
fn (g &Game) draw_middle() {
// C.SDL_UpdateTexture(g.sdl.texture, 0, g.sdl.screen.pixels, g.sdl.screen.pitch)
// C.SDL_RenderCopy(g.sdl.renderer, g.sdl.texture, 0, 0)
// 3D part
C.glMatrixMode(C.GL_MODELVIEW)
C.glLoadIdentity()
angle := f32(g.ticks) * 2
d := 0.1
C.glRotatef(angle,f32(1),f32(1),f32(1))
C.glTranslatef(f32(math.cos(angle * C.M_PI / 180)) / 10,f32(0),f32(0))
C.glBegin(C.GL_QUADS)
C.glColor3f(0., 0., 0.2)
C.glVertex2f(-d, -d)
C.glColor3f(1., 0., 0.2)
C.glVertex2f(d, -d)
C.glColor3f(1., 1., 0.2)
C.glVertex2f(d, d)
C.glColor3f(0., 1., 0.2)
C.glVertex2f(-d, d)
C.glEnd()
}
fn (g &Game) draw_score() {
if g.font != voidptr(0) {
g.draw_ptext(1, 2, 'score: ' + g.score.str() + ' nxt=' + g.tetro_next.str(), TextColor)
if g.state == .gameover {
g.draw_ptext(1, WinHeight / 2 + 0 * TextSize, 'Game Over', TextColor)
g.draw_ptext(1, WinHeight / 2 + 2 * TextSize, 'FIRE to restart', TextColor)
} else if g.state == .paused {
g.draw_ptext(1, WinHeight / 2 + 0 * TextSize, 'Game Paused', TextColor)
g.draw_ptext(1, WinHeight / 2 + 2 * TextSize, 'SPACE to resume', TextColor)
}
}
}
fn (g &Game) draw_stats() {
if g.font != voidptr(0) {
g.draw_text(WinWidth / 3 + 10, WinHeight * 3 / 4 + 0 * TextSize, 'stats: ' + g.tetro_total.str() + ' tetros', TextColor)
mut stats := ''
for st in g.tetro_stats {
mut s := 0
if g.tetro_total > 0 {
s = 100 * st / g.tetro_total
}
stats += ' '
stats += s.str()
}
g.draw_text(WinWidth / 3 - 8, WinHeight * 3 / 4 + 2 * TextSize, stats, TextColor)
}
}
fn (g &Game) draw_end() {
// C.SDL_RenderPresent(g.sdl.renderer)
// 3D part
C.SDL_GL_SwapWindow(g.sdl.window)
}
fn parse_binary_tetro(t_ int) []Block {
mut t := t_
res := [Block{}].repeat(4)
mut cnt := 0
horizontal := t == 9// special case for the horizontal line
for i := 0; i <= 3; i++ {
// Get ith digit of t
p := int(math.pow(10, 3 - i))
mut digit := int(t / p)
t %= p
// Convert the digit to binary
for j := 3; j >= 0; j-- {
bin := digit % 2
digit /= 2
if bin == 1 || (horizontal && i == TetroSize - 1) {
// TODO: res[cnt].x = j
// res[cnt].y = i
mut point := &res[cnt]
point.x = j
point.y = i
cnt++
}
}
}
return res
}