mirror of https://github.com/buggins/dlangui.git
Tetris example: refactoring
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module gui;
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import dlangui.all;
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import dlangui.widgets.popup;
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import dlangui.graphics.drawbuf;
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//import std.stdio;
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import std.conv;
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import std.utf;
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import model;
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Widget createAboutWidget()
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{
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LinearLayout res = new VerticalLayout();
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res.padding(Rect(10,10,10,10));
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res.addChild(new TextWidget(null, "DLangUI Tetris demo app"d));
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res.addChild(new TextWidget(null, "(C) Vadim Lopatin, 2014"d));
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res.addChild(new TextWidget(null, "http://github.com/buggins/dlangui"d));
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Button closeButton = new Button("close", "Close"d);
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closeButton.onClickListener = delegate(Widget src) {
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Log.i("Closing window");
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res.window.close();
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return true;
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};
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res.addChild(closeButton);
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return res;
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}
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enum TetrisAction : int {
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MoveLeft = 10000,
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MoveRight,
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RotateCCW,
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FastDown,
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Pause,
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LevelUp,
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}
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/// Cup widget
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class CupWidget : Widget {
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/// cup columns count
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int _cols;
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/// cup rows count
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int _rows;
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/// cup data
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Cup _cup;
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/// Level 1..10
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int _level;
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/// Score
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int _score;
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/// Single cell movement duration for current level, in 1/10000000 of seconds
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long _movementDuration;
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/// When true, figure is falling down fast
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bool _fastDownFlag;
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AnimationHelper _animation;
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private PopupWidget _gameOverPopup;
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/// Cup States
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enum CupState : int {
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/// New figure appears
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NewFigure,
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/// Game is paused
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Paused,
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/// Figure is falling
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FallingFigure,
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/// Figure is hanging - pause between falling by one row
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HangingFigure,
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/// destroying complete rows
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DestroyingRows,
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/// falling after some rows were destroyed
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FallingRows,
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/// Game is over
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GameOver,
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}
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protected CupState _state;
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static const int[10] LEVEL_SPEED = [15000000, 10000000, 7000000, 6000000, 5000000, 4000000, 3500000, 3000000, 2500000, 2000000];
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static const int RESERVED_ROWS = 5; // reserved for next figure
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/// set difficulty level 1..10
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void setLevel(int level) {
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_level = level;
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_movementDuration = LEVEL_SPEED[level - 1];
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_status.setLevel(_level);
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}
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static const int MIN_FAST_FALLING_INTERVAL = 600000;
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static const int ROWS_FALLING_INTERVAL = 600000;
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void setCupState(CupState state) {
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int animationIntervalPercent = 100;
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switch (state) {
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case CupState.FallingFigure:
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animationIntervalPercent = _fastDownFlag ? 10 : 25;
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break;
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case CupState.HangingFigure:
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animationIntervalPercent = 75;
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break;
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case CupState.NewFigure:
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animationIntervalPercent = 100;
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break;
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case CupState.FallingRows:
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animationIntervalPercent = 25;
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break;
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case CupState.DestroyingRows:
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animationIntervalPercent = 50;
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break;
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default:
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break;
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}
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_state = state;
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if (animationIntervalPercent) {
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long interval = _movementDuration * animationIntervalPercent / 100;
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if (_fastDownFlag && falling && interval > MIN_FAST_FALLING_INTERVAL)
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interval = MIN_FAST_FALLING_INTERVAL;
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if (_state == CupState.FallingRows)
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interval = ROWS_FALLING_INTERVAL;
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_animation.start(interval, 255);
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}
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invalidate();
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}
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/// returns true is widget is being animated - need to call animate() and redraw
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override @property bool animating() {
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switch (_state) {
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case CupState.NewFigure:
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case CupState.FallingFigure:
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case CupState.HangingFigure:
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case CupState.DestroyingRows:
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case CupState.FallingRows:
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return true;
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default:
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return false;
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}
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}
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/// Turn on / off fast falling down
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bool handleFastDown(bool fast) {
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if (fast == true) {
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if (_fastDownFlag)
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return false;
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// handle turn on fast down
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if (falling) {
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_fastDownFlag = true;
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// if already falling, just increase speed
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_animation.interval = _movementDuration * 10 / 100;
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if (_animation.interval > MIN_FAST_FALLING_INTERVAL)
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_animation.interval = MIN_FAST_FALLING_INTERVAL;
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return true;
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} else if (_state == CupState.HangingFigure) {
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_fastDownFlag = true;
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setCupState(CupState.FallingFigure);
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return true;
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} else {
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return false;
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}
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}
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_fastDownFlag = fast;
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return true;
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}
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/// try start next figure
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protected void nextFigure() {
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if (!_cup.dropNextFigure()) {
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// Game Over
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setCupState(CupState.GameOver);
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Widget popupWidget = new TextWidget("popup", "Game Over!"d);
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popupWidget.padding(Rect(30, 30, 30, 30)).backgroundImageId("popup_background").alpha(0x40).fontWeight(800).fontSize(30);
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_gameOverPopup = window.showPopup(popupWidget, this);
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} else {
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setCupState(CupState.NewFigure);
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}
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}
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protected void destroyFullRows() {
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setCupState(CupState.DestroyingRows);
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}
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protected void onAnimationFinished() {
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switch (_state) {
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case CupState.NewFigure:
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_fastDownFlag = false;
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_cup.genNextFigure();
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setCupState(CupState.HangingFigure);
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break;
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case CupState.FallingFigure:
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if (_cup.isPositionFreeBelow()) {
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_cup.move(0, -1, false);
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if (_fastDownFlag)
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setCupState(CupState.FallingFigure);
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else
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setCupState(CupState.HangingFigure);
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} else {
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// At bottom of cup
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_cup.putFigure();
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_fastDownFlag = false;
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if (_cup.hasFullRows) {
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destroyFullRows();
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} else {
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nextFigure();
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}
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}
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break;
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case CupState.HangingFigure:
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setCupState(CupState.FallingFigure);
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break;
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case CupState.DestroyingRows:
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int rowsDestroyed = _cup.destroyFullRows();
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int scorePerRow = 0;
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for (int i = 0; i < rowsDestroyed; i++) {
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scorePerRow += 10;
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addScore(scorePerRow);
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}
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if (_cup.markFallingCells()) {
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setCupState(CupState.FallingRows);
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} else {
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nextFigure();
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}
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break;
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case CupState.FallingRows:
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if (_cup.moveFallingCells()) {
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// more cells to fall
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setCupState(CupState.FallingRows);
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} else {
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// no more cells to fall, next figure
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if (_cup.hasFullRows) {
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// new full rows were constructed: destroy
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destroyFullRows();
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} else {
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// next figure
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nextFigure();
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}
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}
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break;
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default:
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break;
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}
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}
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/// animates window; interval is time left from previous draw, in hnsecs (1/10000000 of second)
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override void animate(long interval) {
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_animation.animate(interval);
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if (_animation.finished) {
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onAnimationFinished();
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}
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}
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void init(int cols, int rows) {
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_cup.init(cols, rows);
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_cols = cols;
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_rows = rows;
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}
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protected Rect cellRect(Rect rc, int col, int row) {
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int dx = rc.width / _cols;
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int dy = rc.height / (_rows + RESERVED_ROWS);
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int dd = dx;
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if (dd > dy)
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dd = dy;
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int x0 = rc.left + (rc.width - dd * _cols) / 2 + dd * col;
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int y0 = rc.bottom - (rc.height - dd * (_rows + RESERVED_ROWS)) / 2 - dd * row - dd;
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return Rect(x0, y0, x0 + dd, y0 + dd);
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}
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/// Handle keys
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override bool onKeyEvent(KeyEvent event) {
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if (event.action == KeyAction.KeyDown && _state == CupState.GameOver) {
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// restart game
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newGame();
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return true;
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}
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if (event.action == KeyAction.KeyDown && _state == CupState.NewFigure) {
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// stop new figure fade in if key is pressed
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onAnimationFinished();
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}
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if (event.keyCode == KeyCode.DOWN) {
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if (event.action == KeyAction.KeyDown) {
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handleFastDown(true);
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} else if (event.action == KeyAction.KeyUp) {
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handleFastDown(false);
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}
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return true;
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}
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if ((event.action == KeyAction.KeyDown || event.action == KeyAction.KeyUp) && event.keyCode != KeyCode.SPACE)
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handleFastDown(false); // don't stop fast down on Space key KeyUp
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return super.onKeyEvent(event);
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}
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/// draw cup cell
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protected void drawCell(DrawBuf buf, Rect cellRc, uint color, int offset = 0) {
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cellRc.top += offset;
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cellRc.bottom += offset;
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cellRc.right--;
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cellRc.bottom--;
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int w = cellRc.width / 6;
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buf.drawFrame(cellRc, color, Rect(w,w,w,w));
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cellRc.shrink(w, w);
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color = addAlpha(color, 0xC0);
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buf.fillRect(cellRc, color);
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}
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/// draw figure
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protected void drawFigure(DrawBuf buf, Rect rc, FigurePosition figure, int dy, uint alpha = 0) {
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uint color = addAlpha(_figureColors[figure.index - 1], alpha);
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FigureShape shape = figure.shape;
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foreach(cell; shape.cells) {
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Rect cellRc = cellRect(rc, figure.x + cell.dx, figure.y + cell.dy);
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cellRc.top += dy;
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cellRc.bottom += dy;
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drawCell(buf, cellRc, color);
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}
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}
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/// Draw widget at its position to buffer
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override void onDraw(DrawBuf buf) {
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super.onDraw(buf);
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Rect rc = _pos;
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applyMargins(rc);
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auto saver = ClipRectSaver(buf, rc, alpha);
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applyPadding(rc);
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Rect topLeft = cellRect(rc, 0, _rows - 1);
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Rect bottomRight = cellRect(rc, _cols - 1, 0);
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Rect cupRc = Rect(topLeft.left, topLeft.top, bottomRight.right, bottomRight.bottom);
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int fw = 7;
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int dw = 0;
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uint fcl = 0xA0606090;
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buf.fillRect(cupRc, 0xC0A0C0B0);
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buf.fillRect(Rect(cupRc.left - dw - fw, cupRc.top, cupRc.left - dw, cupRc.bottom + dw), fcl);
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buf.fillRect(Rect(cupRc.right + dw, cupRc.top, cupRc.right + dw + fw, cupRc.bottom + dw), fcl);
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buf.fillRect(Rect(cupRc.left - dw - fw, cupRc.bottom + dw, cupRc.right + dw + fw, cupRc.bottom + dw + fw), fcl);
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int fallingCellOffset = 0;
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if (_state == CupState.FallingRows) {
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fallingCellOffset = _animation.getProgress(topLeft.height);
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}
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for (int row = 0; row < _rows; row++) {
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uint cellAlpha = 0;
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if (_state == CupState.DestroyingRows && _cup.isRowFull(row))
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cellAlpha = _animation.progress;
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for (int col = 0; col < _cols; col++) {
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int value = _cup[col, row];
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Rect cellRc = cellRect(rc, col, row);
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Point middle = cellRc.middle;
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buf.fillRect(Rect(middle.x - 1, middle.y - 1, middle.x + 1, middle.y + 1), 0x80404040);
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if (value != EMPTY) {
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uint cl = addAlpha(_figureColors[value - 1], cellAlpha);
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int offset = fallingCellOffset > 0 && _cup.isCellFalling(col, row) ? fallingCellOffset : 0;
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drawCell(buf, cellRc, cl, offset);
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}
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}
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}
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// draw current figure falling
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if (_state == CupState.FallingFigure || _state == CupState.HangingFigure) {
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int dy = 0;
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if (falling && _cup.isPositionFreeBelow())
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dy = _animation.getProgress(topLeft.height);
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drawFigure(buf, rc, _cup.currentFigure, dy, 0);
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}
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// draw next figure
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if (_cup.hasNextFigure) {
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//auto shape = _nextFigure.shape;
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uint nextFigureAlpha = 0;
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if (_state == CupState.NewFigure) {
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nextFigureAlpha = _animation.progress;
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drawFigure(buf, rc, _cup.currentFigure, 0, 255 - nextFigureAlpha);
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}
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if (_state != CupState.GameOver) {
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drawFigure(buf, rc, _cup.nextFigure, 0, blendAlpha(0xA0, nextFigureAlpha));
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}
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}
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}
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/// Measure widget according to desired width and height constraints. (Step 1 of two phase layout).
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override void measure(int parentWidth, int parentHeight) {
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/// fixed size 350 x 550
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measuredContent(parentWidth, parentHeight, 350, 550);
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}
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@property bool falling() {
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return _state == CupState.FallingFigure;
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}
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/// override to handle specific actions
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override bool handleAction(const Action a) {
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switch (a.id) {
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case TetrisAction.MoveLeft:
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_cup.move(-1, 0, falling);
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return true;
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case TetrisAction.MoveRight:
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_cup.move(1, 0, falling);
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return true;
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case TetrisAction.RotateCCW:
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_cup.rotate(1, falling);
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return true;
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case TetrisAction.FastDown:
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handleFastDown(true);
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return true;
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case TetrisAction.Pause:
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// TODO: implement pause
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return true;
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case TetrisAction.LevelUp:
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if (_level < 10)
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_level++;
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// TODO: update state
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return true;
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default:
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if (parent) // by default, pass to parent widget
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return parent.handleAction(a);
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return false;
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}
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}
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void addScore(int score) {
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_score += score;
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_status.setScore(_score);
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}
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/// start new game
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void newGame() {
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setLevel(1);
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_score = 0;
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init(_cols, _rows);
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_cup.dropNextFigure();
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setCupState(CupState.NewFigure);
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if (window && _gameOverPopup) {
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window.removePopup(_gameOverPopup);
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_gameOverPopup = null;
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}
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_status.setScore(_score);
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}
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private StatusWidget _status;
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this(StatusWidget status) {
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super("CUP");
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this._status = status;
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layoutWidth(FILL_PARENT).layoutHeight(FILL_PARENT).layoutWeight(3);
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setState(State.Default);
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//backgroundColor = 0xC0808080;
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padding(Rect(20, 20, 20, 20));
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_cols = 11;
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_rows = 15;
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newGame();
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focusable = true;
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acceleratorMap.add( [
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(new Action(TetrisAction.MoveLeft, KeyCode.LEFT)).addAccelerator(KeyCode.KEY_A),
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(new Action(TetrisAction.MoveRight, KeyCode.RIGHT)).addAccelerator(KeyCode.KEY_D),
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(new Action(TetrisAction.RotateCCW, KeyCode.UP)).addAccelerator(KeyCode.KEY_W),
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(new Action(TetrisAction.FastDown, KeyCode.SPACE)).addAccelerator(KeyCode.KEY_S),
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(new Action(TetrisAction.Pause, KeyCode.ESCAPE)).addAccelerator(KeyCode.PAUSE),
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(new Action(TetrisAction.LevelUp, KeyCode.ADD)).addAccelerator(KeyCode.INS),
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]);
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}
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}
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/// Panel to show game status
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class StatusWidget : VerticalLayout {
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private TextWidget _level;
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private TextWidget _score;
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private CupWidget _cup;
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void setCup(CupWidget cup) {
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_cup = cup;
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}
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TextWidget createTextWidget(dstring str, uint color) {
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TextWidget res = new TextWidget(null, str);
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res.layoutWidth(FILL_PARENT).alignment(Align.Center);
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res.fontSize(30);
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res.textColor(color);
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return res;
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}
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this() {
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super("CUP_STATUS");
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//backgroundColor = 0xC080FF80;
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addChild(new VSpacer());
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addChild(new ImageWidget(null, "tetris_logo_big"));
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addChild(new VSpacer());
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addChild(createTextWidget("Level:"d, 0x008000));
|
||||
addChild((_level = createTextWidget(""d, 0x008000)));
|
||||
addChild(new VSpacer());
|
||||
addChild(createTextWidget("Score:"d, 0x800000));
|
||||
addChild((_score = createTextWidget(""d, 0x800000)));
|
||||
addChild(new VSpacer());
|
||||
addChild(new VSpacer());
|
||||
layoutWidth(FILL_PARENT).layoutHeight(FILL_PARENT).layoutWeight(2);
|
||||
padding(Rect(20, 20, 20, 20));
|
||||
}
|
||||
|
||||
void setLevel(int level) {
|
||||
_level.text = toUTF32(to!string(level));
|
||||
}
|
||||
|
||||
void setScore(int score) {
|
||||
_score.text = toUTF32(to!string(score));
|
||||
}
|
||||
|
||||
/// Measure widget according to desired width and height constraints. (Step 1 of two phase layout).
|
||||
override void measure(int parentWidth, int parentHeight) {
|
||||
super.measure(parentWidth, parentHeight);
|
||||
/// fixed size 350 x 550
|
||||
measuredContent(parentWidth, parentHeight, 150, 550);
|
||||
}
|
||||
override bool handleAction(const Action a) {
|
||||
return _cup.handleAction(a);
|
||||
}
|
||||
}
|
||||
|
||||
class CupPage : HorizontalLayout {
|
||||
CupWidget _cup;
|
||||
StatusWidget _status;
|
||||
this() {
|
||||
super("CUP_PAGE");
|
||||
layoutWidth(FILL_PARENT).layoutHeight(FILL_PARENT);
|
||||
_status = new StatusWidget();
|
||||
_cup = new CupWidget(_status);
|
||||
_status.setCup(_cup);
|
||||
addChild(_cup);
|
||||
addChild(_status);
|
||||
}
|
||||
/// Measure widget according to desired width and height constraints. (Step 1 of two phase layout).
|
||||
override void measure(int parentWidth, int parentHeight) {
|
||||
super.measure(parentWidth, parentHeight);
|
||||
/// fixed size 350 x 550
|
||||
measuredContent(parentWidth, parentHeight, 500, 550);
|
||||
}
|
||||
}
|
||||
|
||||
//FrameLayout
|
||||
class GameWidget : HorizontalLayout {
|
||||
|
||||
CupPage _cupPage;
|
||||
this() {
|
||||
super("GAME");
|
||||
_cupPage = new CupPage();
|
||||
addChild(_cupPage);
|
||||
//showChild(_cupPage.id, Visibility.Invisible, true);
|
||||
backgroundImageId = "tx_fabric.tiled";
|
||||
}
|
||||
/// Measure widget according to desired width and height constraints. (Step 1 of two phase layout).
|
||||
override void measure(int parentWidth, int parentHeight) {
|
||||
super.measure(parentWidth, parentHeight);
|
||||
measuredContent(parentWidth, parentHeight, 500, 550);
|
||||
}
|
||||
}
|
|
@ -0,0 +1,419 @@
|
|||
module model;
|
||||
|
||||
import std.random : uniform;
|
||||
|
||||
/// Cell offset
|
||||
struct FigureCell {
|
||||
// horizontal offset
|
||||
int dx;
|
||||
// vertical offset
|
||||
int dy;
|
||||
this(int[2] v) {
|
||||
dx = v[0];
|
||||
dy = v[1];
|
||||
}
|
||||
}
|
||||
|
||||
/// Single figure shape for some particular orientation - 4 cells
|
||||
struct FigureShape {
|
||||
/// by cell index 0..3
|
||||
FigureCell[4] cells;
|
||||
/// lowest y coordinate - to show next figure above cup
|
||||
int extent;
|
||||
/// upper y coordinate - initial Y offset to place figure to cup
|
||||
int y0;
|
||||
this(int[2] c1, int[2] c2, int[2] c3, int[2] c4) {
|
||||
cells[0] = FigureCell(c1);
|
||||
cells[1] = FigureCell(c2);
|
||||
cells[2] = FigureCell(c3);
|
||||
cells[3] = FigureCell(c4);
|
||||
extent = y0 = 0;
|
||||
foreach (cell; cells) {
|
||||
if (extent > cell.dy)
|
||||
extent = cell.dy;
|
||||
if (y0 < cell.dy)
|
||||
y0 = cell.dy;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
struct Figure {
|
||||
FigureShape[4] shapes; // by orientation
|
||||
this(FigureShape[4] v) {
|
||||
shapes = v;
|
||||
}
|
||||
}
|
||||
|
||||
const Figure[6] FIGURES = [
|
||||
// ## ####
|
||||
// 00## 00##
|
||||
// ##
|
||||
Figure([FigureShape([0, 0], [1, 0], [1, 1], [0, -1]),
|
||||
FigureShape([0, 0], [0, 1], [-1, 1], [1, 0]),
|
||||
FigureShape([0, 0], [1, 0], [1, 1], [0, -1]),
|
||||
FigureShape([0, 0], [0, 1], [-1, 1], [1, 0])]),
|
||||
// ## ####
|
||||
// 00## ##00
|
||||
// ##
|
||||
Figure([FigureShape([0, 0], [1, 0], [0, 1], [1, 1]),
|
||||
FigureShape([0, 0], [0, 1], [1, 1], [-1, 0]),
|
||||
FigureShape([0, 0], [1, 0], [0, 1], [1, 1]),
|
||||
FigureShape([0, 0], [0, 1], [1, 1], [-1, 0])]),
|
||||
// ## ## ####
|
||||
// ##00## 00 ##00## 00
|
||||
// ## #### ##
|
||||
Figure([FigureShape([0, 0], [1, 0], [-1,0], [-1,-1]),
|
||||
FigureShape([0, 0], [0, 1], [0,-1], [ 1,-1]),
|
||||
FigureShape([0, 0], [1, 0], [-1,0], [1, 1]),
|
||||
FigureShape([0, 0], [0, 1], [-1,1], [0,-1])]),
|
||||
// #### ## ##
|
||||
// ##00## 00 ##00## 00
|
||||
// ## ## ####
|
||||
Figure([FigureShape([0, 0], [1, 0], [-1,0], [ 1, 1]),
|
||||
FigureShape([0, 0], [0, 1], [0,-1], [ 1, 1]),
|
||||
FigureShape([0, 0], [1, 0], [-1,0], [-1, 1]),
|
||||
FigureShape([0, 0], [0, 1], [-1,-1], [0, -1])]),
|
||||
// ####
|
||||
// 00##
|
||||
//
|
||||
Figure([FigureShape([0, 0], [1, 0], [0, 1], [ 1, 1]),
|
||||
FigureShape([0, 0], [1, 0], [0, 1], [ 1, 1]),
|
||||
FigureShape([0, 0], [1, 0], [0, 1], [ 1, 1]),
|
||||
FigureShape([0, 0], [1, 0], [0, 1], [ 1, 1])]),
|
||||
// ##
|
||||
// ##
|
||||
// 00 ##00####
|
||||
// ##
|
||||
Figure([FigureShape([0, 0], [0, 1], [0, 2], [ 0,-1]),
|
||||
FigureShape([0, 0], [1, 0], [2, 0], [-1, 0]),
|
||||
FigureShape([0, 0], [0, 1], [0, 2], [ 0,-1]),
|
||||
FigureShape([0, 0], [1, 0], [2, 0], [-1, 0])]),
|
||||
];
|
||||
|
||||
enum : int {
|
||||
WALL = -1,
|
||||
EMPTY = 0,
|
||||
FIGURE1,
|
||||
FIGURE2,
|
||||
FIGURE3,
|
||||
FIGURE4,
|
||||
FIGURE5,
|
||||
FIGURE6,
|
||||
}
|
||||
|
||||
enum : int {
|
||||
ORIENTATION0,
|
||||
ORIENTATION90,
|
||||
ORIENTATION180,
|
||||
ORIENTATION270
|
||||
}
|
||||
|
||||
const uint[6] _figureColors = [0xFF0000, 0xA0A000, 0xA000A0, 0x0000FF, 0x800000, 0x408000];
|
||||
|
||||
/// Figure type, orientation and position container
|
||||
struct FigurePosition {
|
||||
int index;
|
||||
int orientation;
|
||||
int x;
|
||||
int y;
|
||||
this(int index, int orientation, int x, int y) {
|
||||
this.index = index;
|
||||
this.orientation = orientation;
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
}
|
||||
/// return rotated position CCW for angle=1, CW for angle=-1
|
||||
FigurePosition rotate(int angle) {
|
||||
int newOrientation = (orientation + 4 + angle) & 3;
|
||||
return FigurePosition(index, newOrientation, x, y);
|
||||
}
|
||||
/// return moved position
|
||||
FigurePosition move(int dx, int dy = 0) {
|
||||
return FigurePosition(index, orientation, x + dx, y + dy);
|
||||
}
|
||||
/// return shape for figure orientation
|
||||
@property FigureShape shape() const {
|
||||
return FIGURES[index - 1].shapes[orientation];
|
||||
}
|
||||
/// return color for figure
|
||||
@property uint color() const {
|
||||
return _figureColors[index - 1];
|
||||
}
|
||||
/// return true if figure index is not initialized
|
||||
@property empty() const {
|
||||
return index == 0;
|
||||
}
|
||||
/// clears content
|
||||
void reset() {
|
||||
index = 0;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
Cup content
|
||||
|
||||
Coordinates are relative to bottom left corner.
|
||||
*/
|
||||
struct Cup {
|
||||
private int[] _cup;
|
||||
private int _cols;
|
||||
private int _rows;
|
||||
private bool[] _destroyedFullRows;
|
||||
private int[] _cellGroups;
|
||||
|
||||
private FigurePosition _currentFigure;
|
||||
/// current figure index, orientation, position
|
||||
@property ref FigurePosition currentFigure() { return _currentFigure; }
|
||||
|
||||
private FigurePosition _nextFigure;
|
||||
/// next figure
|
||||
@property ref FigurePosition nextFigure() { return _nextFigure; }
|
||||
|
||||
/// returns number of columns
|
||||
@property int cols() {
|
||||
return _cols;
|
||||
}
|
||||
/// returns number of columns
|
||||
@property int rows() {
|
||||
return _rows;
|
||||
}
|
||||
/// inits empty cup of specified size
|
||||
void init(int cols, int rows) {
|
||||
_cols = cols;
|
||||
_rows = rows;
|
||||
_cup = new int[_cols * _rows];
|
||||
_destroyedFullRows = new bool[_rows];
|
||||
_cellGroups = new int[_cols * _rows];
|
||||
}
|
||||
/// returns cell content at specified position
|
||||
int opIndex(int col, int row) {
|
||||
if (col < 0 || row < 0 || col >= _cols || row >= _rows)
|
||||
return WALL;
|
||||
return _cup[row * _cols + col];
|
||||
}
|
||||
/// set cell value
|
||||
void opIndexAssign(int value, int col, int row) {
|
||||
if (col < 0 || row < 0 || col >= _cols || row >= _rows)
|
||||
return; // ignore modification of cells outside cup
|
||||
_cup[row * _cols + col] = value;
|
||||
}
|
||||
/// put current figure into cup at current position and orientation
|
||||
void putFigure() {
|
||||
FigureShape shape = _currentFigure.shape;
|
||||
foreach(cell; shape.cells) {
|
||||
this[_currentFigure.x + cell.dx, _currentFigure.y + cell.dy] = _currentFigure.index;
|
||||
}
|
||||
}
|
||||
|
||||
/// check if all cells where specified figure is located are free
|
||||
bool isPositionFree(in FigurePosition pos) {
|
||||
FigureShape shape = pos.shape;
|
||||
foreach(cell; shape.cells) {
|
||||
int value = this[pos.x + cell.dx, pos.y + cell.dy];
|
||||
if (value != 0) // occupied
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
/// returns true if specified row is full
|
||||
bool isRowFull(int row) {
|
||||
for (int i = 0; i < _cols; i++)
|
||||
if (this[i, row] == EMPTY)
|
||||
return false;
|
||||
return true;
|
||||
}
|
||||
/// returns true if at least one row is full
|
||||
@property bool hasFullRows() {
|
||||
for (int i = 0; i < _rows; i++)
|
||||
if (isRowFull(i))
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
/// destroy all full rows, saving flags for destroyed rows; returns count of destroyed rows, 0 if no rows destroyed
|
||||
int destroyFullRows() {
|
||||
int res = 0;
|
||||
for (int i = 0; i < _rows; i++) {
|
||||
if (isRowFull(i)) {
|
||||
_destroyedFullRows[i] = true;
|
||||
res++;
|
||||
for (int col = 0; col < _cols; col++)
|
||||
this[col, i] = EMPTY;
|
||||
} else {
|
||||
_destroyedFullRows[i] = false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
/// check if all cells where current figire is located are free
|
||||
bool isPositionFree() {
|
||||
return isPositionFree(_currentFigure);
|
||||
}
|
||||
|
||||
/// check if all cells where current figire is located are free
|
||||
bool isPositionFreeBelow() {
|
||||
return isPositionFree(_currentFigure.move(0, -1));
|
||||
}
|
||||
|
||||
/// try to rotate current figure, returns true if figure rotated
|
||||
bool rotate(int angle, bool falling) {
|
||||
FigurePosition newpos = _currentFigure.rotate(angle);
|
||||
if (isPositionFree(newpos)) {
|
||||
if (falling) {
|
||||
// special handling for fall animation
|
||||
if (!isPositionFree(newpos.move(0, -1))) {
|
||||
if (isPositionFreeBelow())
|
||||
return false;
|
||||
}
|
||||
}
|
||||
_currentFigure = newpos;
|
||||
return true;
|
||||
} else if (isPositionFree(newpos.move(0, -1))) {
|
||||
_currentFigure = newpos.move(0, -1);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
/// try to move current figure, returns true if figure rotated
|
||||
bool move(int deltaX, int deltaY, bool falling) {
|
||||
FigurePosition newpos = _currentFigure.move(deltaX, deltaY);
|
||||
if (isPositionFree(newpos)) {
|
||||
if (falling && !isPositionFree(newpos.move(0, -1))) {
|
||||
if (isPositionFreeBelow())
|
||||
return false;
|
||||
}
|
||||
_currentFigure = newpos;
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
void genNextFigure() {
|
||||
_nextFigure.index = uniform(FIGURE1, FIGURE6 + 1);
|
||||
_nextFigure.orientation = ORIENTATION0;
|
||||
_nextFigure.x = _cols / 2;
|
||||
_nextFigure.y = _rows - _nextFigure.shape.extent + 1;
|
||||
}
|
||||
|
||||
bool dropNextFigure() {
|
||||
if (_nextFigure.empty)
|
||||
genNextFigure();
|
||||
_currentFigure = _nextFigure;
|
||||
_currentFigure.x = _cols / 2;
|
||||
_currentFigure.y = _rows - 1 - _currentFigure.shape.y0;
|
||||
return isPositionFree();
|
||||
}
|
||||
|
||||
/// get cell group / falling cell value
|
||||
private int cellGroup(int col, int row) {
|
||||
if (col < 0 || row < 0 || col >= _cols || row >= _rows)
|
||||
return 0;
|
||||
return _cellGroups[col + row * _cols];
|
||||
}
|
||||
|
||||
/// set cell group / falling cells value
|
||||
private void setCellGroup(int value, int col, int row) {
|
||||
_cellGroups[col + row * _cols] = value;
|
||||
}
|
||||
|
||||
/// recursive fill occupied area of cells with group id
|
||||
private void fillCellGroup(int x, int y, int value) {
|
||||
if (x < 0 || y < 0 || x >= _cols || y >= _rows)
|
||||
return;
|
||||
if (this[x, y] != EMPTY && cellGroup(x, y) == 0) {
|
||||
setCellGroup(value, x, y);
|
||||
fillCellGroup(x + 1, y, value);
|
||||
fillCellGroup(x - 1, y, value);
|
||||
fillCellGroup(x, y + 1, value);
|
||||
fillCellGroup(x, y - 1, value);
|
||||
}
|
||||
}
|
||||
|
||||
/// 1 == next cell below is occupied, 2 == one empty cell
|
||||
private int distanceToOccupiedCellBelow(int col, int row) {
|
||||
for (int y = row - 1; y >= -1; y--) {
|
||||
if (this[col, y] != EMPTY)
|
||||
return row - y;
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
/// mark cells in _cellGroups[] matrix which can fall down (value > 0 is distance to fall)
|
||||
bool markFallingCells() {
|
||||
_cellGroups = new int[_cols * _rows];
|
||||
int groupId = 1;
|
||||
for (int y = 0; y < _rows; y++) {
|
||||
for (int x = 0; x < _cols; x++) {
|
||||
if (this[x, y] != EMPTY && cellGroup(x, y) == 0) {
|
||||
fillCellGroup(x, y, groupId);
|
||||
groupId++;
|
||||
}
|
||||
}
|
||||
}
|
||||
// check space below each group - can it fall down?
|
||||
int[] spaceBelowGroup = new int[groupId];
|
||||
for (int y = 0; y < _rows; y++) {
|
||||
for (int x = 0; x < _cols; x++) {
|
||||
int group = cellGroup(x, y);
|
||||
if (group > 0) {
|
||||
if (y == 0)
|
||||
spaceBelowGroup[group] = 1;
|
||||
else if (this[x, y - 1] != EMPTY && cellGroup(x, y - 1) != group)
|
||||
spaceBelowGroup[group] = 1;
|
||||
else if (this[x, y - 1] == EMPTY) {
|
||||
int dist = distanceToOccupiedCellBelow(x, y);
|
||||
if (spaceBelowGroup[group] == 0 || spaceBelowGroup[group] > dist)
|
||||
spaceBelowGroup[group] = dist;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
// replace group IDs with distance to fall (0 == cell cannot fall)
|
||||
for (int y = 0; y < _rows; y++) {
|
||||
for (int x = 0; x < _cols; x++) {
|
||||
int group = cellGroup(x, y);
|
||||
if (group > 0) {
|
||||
// distance to fall
|
||||
setCellGroup(spaceBelowGroup[group] - 1, x, y);
|
||||
}
|
||||
}
|
||||
}
|
||||
bool canFall = false;
|
||||
for (int i = 1; i < groupId; i++)
|
||||
if (spaceBelowGroup[i] > 1)
|
||||
canFall = true;
|
||||
return canFall;
|
||||
}
|
||||
|
||||
/// moves all falling cells one cell down
|
||||
/// returns true if there are more cells to fall
|
||||
bool moveFallingCells() {
|
||||
bool res = false;
|
||||
for (int y = 0; y < _rows - 1; y++) {
|
||||
for (int x = 0; x < _cols; x++) {
|
||||
int dist = cellGroup(x, y + 1);
|
||||
if (dist > 0) {
|
||||
// move cell down, decreasing distance
|
||||
setCellGroup(dist - 1, x, y);
|
||||
this[x, y] = this[x, y + 1];
|
||||
setCellGroup(0, x, y + 1);
|
||||
this[x, y + 1] = EMPTY;
|
||||
if (dist > 1)
|
||||
res = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
return res;
|
||||
}
|
||||
|
||||
/// return true if cell is currently falling
|
||||
bool isCellFalling(int col, int row) {
|
||||
return cellGroup(col, row) > 0;
|
||||
}
|
||||
|
||||
@property bool hasNextFigure() {
|
||||
return !_nextFigure.empty;
|
||||
}
|
||||
}
|
||||
|
Binary file not shown.
After Width: | Height: | Size: 3.1 KiB |
|
@ -16,950 +16,12 @@ Authors: Vadim Lopatin, coolreader.org@gmail.com
|
|||
module main;
|
||||
|
||||
import dlangui.all;
|
||||
//import dlangui.dialogs.dialog;
|
||||
//import dlangui.dialogs.filedlg;
|
||||
//import dlangui.dialogs.msgbox;
|
||||
import dlangui.widgets.popup;
|
||||
import dlangui.graphics.drawbuf;
|
||||
import std.stdio;
|
||||
import std.conv;
|
||||
import std.utf;
|
||||
import std.random;
|
||||
import model;
|
||||
import gui;
|
||||
|
||||
|
||||
mixin APP_ENTRY_POINT;
|
||||
|
||||
Widget createAboutWidget()
|
||||
{
|
||||
LinearLayout res = new VerticalLayout();
|
||||
res.padding(Rect(10,10,10,10));
|
||||
res.addChild(new TextWidget(null, "DLangUI Tetris demo app"d));
|
||||
res.addChild(new TextWidget(null, "(C) Vadim Lopatin, 2014"d));
|
||||
res.addChild(new TextWidget(null, "http://github.com/buggins/dlangui"d));
|
||||
Button closeButton = new Button("close", "Close"d);
|
||||
closeButton.onClickListener = delegate(Widget src) {
|
||||
Log.i("Closing window");
|
||||
res.window.close();
|
||||
return true;
|
||||
};
|
||||
res.addChild(closeButton);
|
||||
return res;
|
||||
}
|
||||
|
||||
/// Cell offset
|
||||
struct FigureCell {
|
||||
// horizontal offset
|
||||
int dx;
|
||||
// vertical offset
|
||||
int dy;
|
||||
this(int[2] v) {
|
||||
dx = v[0];
|
||||
dy = v[1];
|
||||
}
|
||||
}
|
||||
|
||||
/// Single figure shape for some particular orientation - 4 cells
|
||||
struct FigureShape {
|
||||
/// by cell index 0..3
|
||||
FigureCell[4] cells;
|
||||
/// lowest y coordinate - to show next figure above cup
|
||||
int extent;
|
||||
/// upper y coordinate - initial Y offset to place figure to cup
|
||||
int y0;
|
||||
this(int[2] c1, int[2] c2, int[2] c3, int[2] c4) {
|
||||
cells[0] = FigureCell(c1);
|
||||
cells[1] = FigureCell(c2);
|
||||
cells[2] = FigureCell(c3);
|
||||
cells[3] = FigureCell(c4);
|
||||
extent = y0 = 0;
|
||||
foreach (cell; cells) {
|
||||
if (extent > cell.dy)
|
||||
extent = cell.dy;
|
||||
if (y0 < cell.dy)
|
||||
y0 = cell.dy;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
struct Figure {
|
||||
FigureShape[4] shapes; // by orientation
|
||||
this(FigureShape[4] v) {
|
||||
shapes = v;
|
||||
}
|
||||
}
|
||||
|
||||
const Figure[6] FIGURES = [
|
||||
// ## ####
|
||||
// 00## 00##
|
||||
// ##
|
||||
Figure([FigureShape([0, 0], [1, 0], [1, 1], [0, -1]),
|
||||
FigureShape([0, 0], [0, 1], [-1, 1], [1, 0]),
|
||||
FigureShape([0, 0], [1, 0], [1, 1], [0, -1]),
|
||||
FigureShape([0, 0], [0, 1], [-1, 1], [1, 0])]),
|
||||
// ## ####
|
||||
// 00## ##00
|
||||
// ##
|
||||
Figure([FigureShape([0, 0], [1, 0], [0, 1], [1, 1]),
|
||||
FigureShape([0, 0], [0, 1], [1, 1], [-1, 0]),
|
||||
FigureShape([0, 0], [1, 0], [0, 1], [1, 1]),
|
||||
FigureShape([0, 0], [0, 1], [1, 1], [-1, 0])]),
|
||||
// ## ## ####
|
||||
// ##00## 00 ##00## 00
|
||||
// ## #### ##
|
||||
Figure([FigureShape([0, 0], [1, 0], [-1,0], [-1,-1]),
|
||||
FigureShape([0, 0], [0, 1], [0,-1], [ 1,-1]),
|
||||
FigureShape([0, 0], [1, 0], [-1,0], [1, 1]),
|
||||
FigureShape([0, 0], [0, 1], [-1,1], [0,-1])]),
|
||||
// #### ## ##
|
||||
// ##00## 00 ##00## 00
|
||||
// ## ## ####
|
||||
Figure([FigureShape([0, 0], [1, 0], [-1,0], [ 1, 1]),
|
||||
FigureShape([0, 0], [0, 1], [0,-1], [ 1, 1]),
|
||||
FigureShape([0, 0], [1, 0], [-1,0], [-1, 1]),
|
||||
FigureShape([0, 0], [0, 1], [-1,-1], [0, -1])]),
|
||||
// ####
|
||||
// 00##
|
||||
//
|
||||
Figure([FigureShape([0, 0], [1, 0], [0, 1], [ 1, 1]),
|
||||
FigureShape([0, 0], [1, 0], [0, 1], [ 1, 1]),
|
||||
FigureShape([0, 0], [1, 0], [0, 1], [ 1, 1]),
|
||||
FigureShape([0, 0], [1, 0], [0, 1], [ 1, 1])]),
|
||||
// ##
|
||||
// ##
|
||||
// 00 ##00####
|
||||
// ##
|
||||
Figure([FigureShape([0, 0], [0, 1], [0, 2], [ 0,-1]),
|
||||
FigureShape([0, 0], [1, 0], [2, 0], [-1, 0]),
|
||||
FigureShape([0, 0], [0, 1], [0, 2], [ 0,-1]),
|
||||
FigureShape([0, 0], [1, 0], [2, 0], [-1, 0])]),
|
||||
];
|
||||
|
||||
enum TetrisAction : int {
|
||||
MoveLeft = 10000,
|
||||
MoveRight,
|
||||
RotateCCW,
|
||||
FastDown,
|
||||
Pause,
|
||||
LevelUp,
|
||||
}
|
||||
|
||||
enum : int {
|
||||
WALL = -1,
|
||||
EMPTY = 0,
|
||||
FIGURE1,
|
||||
FIGURE2,
|
||||
FIGURE3,
|
||||
FIGURE4,
|
||||
FIGURE5,
|
||||
FIGURE6,
|
||||
}
|
||||
|
||||
enum : int {
|
||||
ORIENTATION0,
|
||||
ORIENTATION90,
|
||||
ORIENTATION180,
|
||||
ORIENTATION270
|
||||
}
|
||||
|
||||
const uint[6] _figureColors = [0xFF0000, 0xA0A000, 0xA000A0, 0x0000FF, 0x800000, 0x408000];
|
||||
|
||||
/// Figure type, orientation and position container
|
||||
struct FigurePosition {
|
||||
int index;
|
||||
int orientation;
|
||||
int x;
|
||||
int y;
|
||||
this(int index, int orientation, int x, int y) {
|
||||
this.index = index;
|
||||
this.orientation = orientation;
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
}
|
||||
/// return rotated position CCW for angle=1, CW for angle=-1
|
||||
FigurePosition rotate(int angle) {
|
||||
int newOrientation = (orientation + 4 + angle) & 3;
|
||||
return FigurePosition(index, newOrientation, x, y);
|
||||
}
|
||||
/// return moved position
|
||||
FigurePosition move(int dx, int dy = 0) {
|
||||
return FigurePosition(index, orientation, x + dx, y + dy);
|
||||
}
|
||||
/// return shape for figure orientation
|
||||
@property FigureShape shape() const {
|
||||
return FIGURES[index - 1].shapes[orientation];
|
||||
}
|
||||
/// return color for figure
|
||||
@property uint color() const {
|
||||
return _figureColors[index - 1];
|
||||
}
|
||||
/// return true if figure index is not initialized
|
||||
@property empty() const {
|
||||
return index == 0;
|
||||
}
|
||||
/// clears content
|
||||
void reset() {
|
||||
index = 0;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
Cup content
|
||||
|
||||
Coordinates are relative to bottom left corner.
|
||||
*/
|
||||
struct Cup {
|
||||
private int[] _cup;
|
||||
private int _cols;
|
||||
private int _rows;
|
||||
private bool[] _destroyedFullRows;
|
||||
private int[] _cellGroups;
|
||||
|
||||
private FigurePosition _currentFigure;
|
||||
/// current figure index, orientation, position
|
||||
@property ref FigurePosition currentFigure() { return _currentFigure; }
|
||||
|
||||
private FigurePosition _nextFigure;
|
||||
/// next figure
|
||||
@property ref FigurePosition nextFigure() { return _nextFigure; }
|
||||
|
||||
/// returns number of columns
|
||||
@property int cols() {
|
||||
return _cols;
|
||||
}
|
||||
/// returns number of columns
|
||||
@property int rows() {
|
||||
return _rows;
|
||||
}
|
||||
/// inits empty cup of specified size
|
||||
void init(int cols, int rows) {
|
||||
_cols = cols;
|
||||
_rows = rows;
|
||||
_cup = new int[_cols * _rows];
|
||||
_destroyedFullRows = new bool[_rows];
|
||||
_cellGroups = new int[_cols * _rows];
|
||||
}
|
||||
/// returns cell content at specified position
|
||||
int opIndex(int col, int row) {
|
||||
if (col < 0 || row < 0 || col >= _cols || row >= _rows)
|
||||
return WALL;
|
||||
return _cup[row * _cols + col];
|
||||
}
|
||||
/// set cell value
|
||||
void opIndexAssign(int value, int col, int row) {
|
||||
if (col < 0 || row < 0 || col >= _cols || row >= _rows)
|
||||
return; // ignore modification of cells outside cup
|
||||
_cup[row * _cols + col] = value;
|
||||
}
|
||||
/// put current figure into cup at current position and orientation
|
||||
void putFigure() {
|
||||
FigureShape shape = _currentFigure.shape;
|
||||
foreach(cell; shape.cells) {
|
||||
this[_currentFigure.x + cell.dx, _currentFigure.y + cell.dy] = _currentFigure.index;
|
||||
}
|
||||
}
|
||||
|
||||
/// check if all cells where specified figure is located are free
|
||||
bool isPositionFree(in FigurePosition pos) {
|
||||
FigureShape shape = pos.shape;
|
||||
foreach(cell; shape.cells) {
|
||||
int value = this[pos.x + cell.dx, pos.y + cell.dy];
|
||||
if (value != 0) // occupied
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
/// returns true if specified row is full
|
||||
bool isRowFull(int row) {
|
||||
for (int i = 0; i < _cols; i++)
|
||||
if (this[i, row] == EMPTY)
|
||||
return false;
|
||||
return true;
|
||||
}
|
||||
/// returns true if at least one row is full
|
||||
@property bool hasFullRows() {
|
||||
for (int i = 0; i < _rows; i++)
|
||||
if (isRowFull(i))
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
/// destroy all full rows, saving flags for destroyed rows; returns true if any rows were destroyed
|
||||
bool destroyFullRows() {
|
||||
bool res = false;
|
||||
for (int i = 0; i < _rows; i++) {
|
||||
if (isRowFull(i)) {
|
||||
_destroyedFullRows[i] = true;
|
||||
res = true;
|
||||
for (int col = 0; col < _cols; col++)
|
||||
this[col, i] = EMPTY;
|
||||
} else {
|
||||
_destroyedFullRows[i] = false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
@property int lowestDestroyedRow() {
|
||||
for (int i = 0; i < _rows; i++) {
|
||||
if (_destroyedFullRows[i]) {
|
||||
return i;
|
||||
}
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
|
||||
bool fallAfterDestroy() {
|
||||
int bottomRow = lowestDestroyedRow;
|
||||
if (bottomRow < 0)
|
||||
return false;
|
||||
for (int i = bottomRow; i < _rows; i++) {
|
||||
_destroyedFullRows[i] = i < _rows - 1 ? _destroyedFullRows[i + 1] : false;
|
||||
for (int col = 0; col < _cols; col++) {
|
||||
this[col, i] = i < _rows - 1 ? this[col, i + 1] : EMPTY;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
/// check if all cells where current figire is located are free
|
||||
bool isPositionFree() {
|
||||
return isPositionFree(_currentFigure);
|
||||
}
|
||||
|
||||
/// check if all cells where current figire is located are free
|
||||
bool isPositionFreeBelow() {
|
||||
return isPositionFree(_currentFigure.move(0, -1));
|
||||
}
|
||||
|
||||
/// try to rotate current figure, returns true if figure rotated
|
||||
bool rotate(int angle, bool falling) {
|
||||
FigurePosition newpos = _currentFigure.rotate(angle);
|
||||
if (isPositionFree(newpos)) {
|
||||
if (falling) {
|
||||
// special handling for fall animation
|
||||
if (!isPositionFree(newpos.move(0, -1))) {
|
||||
if (isPositionFreeBelow())
|
||||
return false;
|
||||
}
|
||||
}
|
||||
_currentFigure = newpos;
|
||||
return true;
|
||||
} else if (isPositionFree(newpos.move(0, -1))) {
|
||||
_currentFigure = newpos.move(0, -1);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
/// try to move current figure, returns true if figure rotated
|
||||
bool move(int deltaX, int deltaY, bool falling) {
|
||||
FigurePosition newpos = _currentFigure.move(deltaX, deltaY);
|
||||
if (isPositionFree(newpos)) {
|
||||
if (falling && !isPositionFree(newpos.move(0, -1))) {
|
||||
if (isPositionFreeBelow())
|
||||
return false;
|
||||
}
|
||||
_currentFigure = newpos;
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
void genNextFigure() {
|
||||
_nextFigure.index = uniform(FIGURE1, FIGURE6 + 1);
|
||||
_nextFigure.orientation = ORIENTATION0;
|
||||
_nextFigure.x = _cols / 2;
|
||||
_nextFigure.y = _rows - _nextFigure.shape.extent + 1;
|
||||
}
|
||||
|
||||
bool dropNextFigure() {
|
||||
if (_nextFigure.empty)
|
||||
genNextFigure();
|
||||
_currentFigure = _nextFigure;
|
||||
_currentFigure.x = _cols / 2;
|
||||
_currentFigure.y = _rows - 1 - _currentFigure.shape.y0;
|
||||
return isPositionFree();
|
||||
}
|
||||
|
||||
/// get cell group / falling cell value
|
||||
private int cellGroup(int col, int row) {
|
||||
if (col < 0 || row < 0 || col >= _cols || row >= _rows)
|
||||
return 0;
|
||||
return _cellGroups[col + row * _cols];
|
||||
}
|
||||
|
||||
/// set cell group / falling cells value
|
||||
private void setCellGroup(int value, int col, int row) {
|
||||
_cellGroups[col + row * _cols] = value;
|
||||
}
|
||||
|
||||
/// recursive fill occupied area of cells with group id
|
||||
private void fillCellGroup(int x, int y, int value) {
|
||||
if (x < 0 || y < 0 || x >= _cols || y >= _rows)
|
||||
return;
|
||||
if (this[x, y] != EMPTY && cellGroup(x, y) == 0) {
|
||||
setCellGroup(value, x, y);
|
||||
fillCellGroup(x + 1, y, value);
|
||||
fillCellGroup(x - 1, y, value);
|
||||
fillCellGroup(x, y + 1, value);
|
||||
fillCellGroup(x, y - 1, value);
|
||||
}
|
||||
}
|
||||
|
||||
/// 1 == next cell below is occupied, 2 == one empty cell
|
||||
private int distanceToOccupiedCellBelow(int col, int row) {
|
||||
for (int y = row - 1; y >= -1; y--) {
|
||||
if (this[col, y] != EMPTY)
|
||||
return row - y;
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
/// mark cells in _cellGroups[] matrix which can fall down (value > 0 is distance to fall)
|
||||
bool markFallingCells() {
|
||||
_cellGroups = new int[_cols * _rows];
|
||||
int groupId = 1;
|
||||
for (int y = 0; y < _rows; y++) {
|
||||
for (int x = 0; x < _cols; x++) {
|
||||
if (this[x, y] != EMPTY && cellGroup(x, y) == 0) {
|
||||
fillCellGroup(x, y, groupId);
|
||||
groupId++;
|
||||
}
|
||||
}
|
||||
}
|
||||
// check space below each group - can it fall down?
|
||||
int[] spaceBelowGroup = new int[groupId];
|
||||
for (int y = 0; y < _rows; y++) {
|
||||
for (int x = 0; x < _cols; x++) {
|
||||
int group = cellGroup(x, y);
|
||||
if (group > 0) {
|
||||
if (y == 0)
|
||||
spaceBelowGroup[group] = 1;
|
||||
else if (this[x, y - 1] != EMPTY && cellGroup(x, y - 1) != group)
|
||||
spaceBelowGroup[group] = 1;
|
||||
else if (this[x, y - 1] == EMPTY) {
|
||||
int dist = distanceToOccupiedCellBelow(x, y);
|
||||
if (spaceBelowGroup[group] == 0 || spaceBelowGroup[group] > dist)
|
||||
spaceBelowGroup[group] = dist;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
// replace group IDs with distance to fall (0 == cell cannot fall)
|
||||
for (int y = 0; y < _rows; y++) {
|
||||
for (int x = 0; x < _cols; x++) {
|
||||
int group = cellGroup(x, y);
|
||||
if (group > 0) {
|
||||
// distance to fall
|
||||
setCellGroup(spaceBelowGroup[group] - 1, x, y);
|
||||
}
|
||||
}
|
||||
}
|
||||
bool canFall = false;
|
||||
for (int i = 1; i < groupId; i++)
|
||||
if (spaceBelowGroup[i] > 1)
|
||||
canFall = true;
|
||||
return canFall;
|
||||
}
|
||||
|
||||
/// moves all falling cells one cell down
|
||||
/// returns true if there are more cells to fall
|
||||
bool moveFallingCells() {
|
||||
bool res = false;
|
||||
for (int y = 0; y < _rows - 1; y++) {
|
||||
for (int x = 0; x < _cols; x++) {
|
||||
int dist = cellGroup(x, y + 1);
|
||||
if (dist > 0) {
|
||||
// move cell down, decreasing distance
|
||||
setCellGroup(dist - 1, x, y);
|
||||
this[x, y] = this[x, y + 1];
|
||||
setCellGroup(0, x, y + 1);
|
||||
this[x, y + 1] = EMPTY;
|
||||
if (dist > 1)
|
||||
res = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
return res;
|
||||
}
|
||||
|
||||
/// return true if cell is currently falling
|
||||
bool isCellFalling(int col, int row) {
|
||||
return cellGroup(col, row) > 0;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/// Cup widget
|
||||
class CupWidget : Widget {
|
||||
/// cup columns count
|
||||
int _cols;
|
||||
/// cup rows count
|
||||
int _rows;
|
||||
/// cup data
|
||||
Cup _cup;
|
||||
|
||||
|
||||
/// Level 1..10
|
||||
int _level;
|
||||
/// Single cell movement duration for current level, in 1/10000000 of seconds
|
||||
long _movementDuration;
|
||||
/// When true, figure is falling down fast
|
||||
bool _fastDownFlag;
|
||||
|
||||
AnimationHelper _animation;
|
||||
private PopupWidget _gameOverPopup;
|
||||
|
||||
/// Cup States
|
||||
enum CupState : int {
|
||||
/// New figure appears
|
||||
NewFigure,
|
||||
/// Game is paused
|
||||
Paused,
|
||||
/// Figure is falling
|
||||
FallingFigure,
|
||||
/// Figure is hanging - pause between falling by one row
|
||||
HangingFigure,
|
||||
/// destroying complete rows
|
||||
DestroyingRows,
|
||||
/// falling after some rows were destroyed
|
||||
FallingRows,
|
||||
/// Game is over
|
||||
GameOver,
|
||||
}
|
||||
|
||||
protected CupState _state;
|
||||
|
||||
static const int[10] LEVEL_SPEED = [15000000, 10000000, 7000000, 6000000, 5000000, 4000000, 3500000, 3000000, 2500000, 2000000];
|
||||
|
||||
|
||||
static const int RESERVED_ROWS = 5; // reserved for next figure
|
||||
|
||||
|
||||
|
||||
/// set difficulty level 1..10
|
||||
void setLevel(int level) {
|
||||
_level = level;
|
||||
_movementDuration = LEVEL_SPEED[level - 1];
|
||||
}
|
||||
|
||||
static const int MIN_FAST_FALLING_INTERVAL = 600000;
|
||||
static const int ROWS_FALLING_INTERVAL = 600000;
|
||||
|
||||
void setCupState(CupState state) {
|
||||
int animationIntervalPercent = 100;
|
||||
switch (state) {
|
||||
case CupState.FallingFigure:
|
||||
animationIntervalPercent = _fastDownFlag ? 10 : 25;
|
||||
break;
|
||||
case CupState.HangingFigure:
|
||||
animationIntervalPercent = 75;
|
||||
break;
|
||||
case CupState.NewFigure:
|
||||
animationIntervalPercent = 100;
|
||||
break;
|
||||
case CupState.FallingRows:
|
||||
animationIntervalPercent = 25;
|
||||
break;
|
||||
case CupState.DestroyingRows:
|
||||
animationIntervalPercent = 50;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
_state = state;
|
||||
if (animationIntervalPercent) {
|
||||
long interval = _movementDuration * animationIntervalPercent / 100;
|
||||
if (_fastDownFlag && falling && interval > MIN_FAST_FALLING_INTERVAL)
|
||||
interval = MIN_FAST_FALLING_INTERVAL;
|
||||
if (_state == CupState.FallingRows)
|
||||
interval = ROWS_FALLING_INTERVAL;
|
||||
_animation.start(interval, 255);
|
||||
}
|
||||
invalidate();
|
||||
}
|
||||
|
||||
/// returns true is widget is being animated - need to call animate() and redraw
|
||||
override @property bool animating() {
|
||||
switch (_state) {
|
||||
case CupState.NewFigure:
|
||||
case CupState.FallingFigure:
|
||||
case CupState.HangingFigure:
|
||||
case CupState.DestroyingRows:
|
||||
case CupState.FallingRows:
|
||||
return true;
|
||||
default:
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
/// Turn on / off fast falling down
|
||||
bool handleFastDown(bool fast) {
|
||||
if (fast == true) {
|
||||
if (_fastDownFlag)
|
||||
return false;
|
||||
// handle turn on fast down
|
||||
if (falling) {
|
||||
_fastDownFlag = true;
|
||||
// if already falling, just increase speed
|
||||
_animation.interval = _movementDuration * 10 / 100;
|
||||
if (_animation.interval > MIN_FAST_FALLING_INTERVAL)
|
||||
_animation.interval = MIN_FAST_FALLING_INTERVAL;
|
||||
return true;
|
||||
} else if (_state == CupState.HangingFigure) {
|
||||
_fastDownFlag = true;
|
||||
setCupState(CupState.FallingFigure);
|
||||
return true;
|
||||
} else {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
_fastDownFlag = fast;
|
||||
return true;
|
||||
}
|
||||
|
||||
/// try start next figure
|
||||
protected void nextFigure() {
|
||||
if (!_cup.dropNextFigure()) {
|
||||
// Game Over
|
||||
setCupState(CupState.GameOver);
|
||||
Widget popupWidget = new TextWidget("popup", "Game Over!"d);
|
||||
popupWidget.padding(Rect(30, 30, 30, 30)).backgroundImageId("popup_background").alpha(0x40).fontWeight(800).fontSize(30);
|
||||
_gameOverPopup = window.showPopup(popupWidget, this);
|
||||
} else {
|
||||
setCupState(CupState.NewFigure);
|
||||
}
|
||||
}
|
||||
|
||||
protected void destroyFullRows() {
|
||||
setCupState(CupState.DestroyingRows);
|
||||
}
|
||||
|
||||
protected void onAnimationFinished() {
|
||||
switch (_state) {
|
||||
case CupState.NewFigure:
|
||||
_fastDownFlag = false;
|
||||
_cup.genNextFigure();
|
||||
setCupState(CupState.HangingFigure);
|
||||
break;
|
||||
case CupState.FallingFigure:
|
||||
if (_cup.isPositionFreeBelow()) {
|
||||
_cup.move(0, -1, false);
|
||||
if (_fastDownFlag)
|
||||
setCupState(CupState.FallingFigure);
|
||||
else
|
||||
setCupState(CupState.HangingFigure);
|
||||
} else {
|
||||
// At bottom of cup
|
||||
_cup.putFigure();
|
||||
_fastDownFlag = false;
|
||||
if (_cup.hasFullRows) {
|
||||
destroyFullRows();
|
||||
} else {
|
||||
nextFigure();
|
||||
}
|
||||
}
|
||||
break;
|
||||
case CupState.HangingFigure:
|
||||
setCupState(CupState.FallingFigure);
|
||||
break;
|
||||
case CupState.DestroyingRows:
|
||||
_cup.destroyFullRows();
|
||||
if (_cup.markFallingCells()) {
|
||||
setCupState(CupState.FallingRows);
|
||||
} else {
|
||||
nextFigure();
|
||||
}
|
||||
break;
|
||||
case CupState.FallingRows:
|
||||
if (_cup.moveFallingCells()) {
|
||||
// more cells to fall
|
||||
setCupState(CupState.FallingRows);
|
||||
} else {
|
||||
// no more cells to fall, next figure
|
||||
nextFigure();
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
/// animates window; interval is time left from previous draw, in hnsecs (1/10000000 of second)
|
||||
override void animate(long interval) {
|
||||
_animation.animate(interval);
|
||||
if (_animation.finished) {
|
||||
onAnimationFinished();
|
||||
}
|
||||
}
|
||||
|
||||
void init(int cols, int rows) {
|
||||
_cup.init(cols, rows);
|
||||
_cols = cols;
|
||||
_rows = rows;
|
||||
}
|
||||
|
||||
protected Rect cellRect(Rect rc, int col, int row) {
|
||||
int dx = rc.width / _cols;
|
||||
int dy = rc.height / (_rows + RESERVED_ROWS);
|
||||
int dd = dx;
|
||||
if (dd > dy)
|
||||
dd = dy;
|
||||
int x0 = rc.left + (rc.width - dd * _cols) / 2 + dd * col;
|
||||
int y0 = rc.bottom - (rc.height - dd * (_rows + RESERVED_ROWS)) / 2 - dd * row - dd;
|
||||
return Rect(x0, y0, x0 + dd, y0 + dd);
|
||||
}
|
||||
|
||||
/// Handle keys
|
||||
override bool onKeyEvent(KeyEvent event) {
|
||||
if (event.action == KeyAction.KeyDown && _state == CupState.GameOver) {
|
||||
// restart game
|
||||
newGame();
|
||||
return true;
|
||||
}
|
||||
if (event.action == KeyAction.KeyDown && _state == CupState.NewFigure) {
|
||||
// stop new figure fade in if key is pressed
|
||||
onAnimationFinished();
|
||||
}
|
||||
if (event.keyCode == KeyCode.DOWN) {
|
||||
if (event.action == KeyAction.KeyDown) {
|
||||
handleFastDown(true);
|
||||
} else if (event.action == KeyAction.KeyUp) {
|
||||
handleFastDown(false);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
if ((event.action == KeyAction.KeyDown || event.action == KeyAction.KeyUp) && event.keyCode != KeyCode.SPACE)
|
||||
handleFastDown(false); // don't stop fast down on Space key KeyUp
|
||||
return super.onKeyEvent(event);
|
||||
}
|
||||
|
||||
/// draw cup cell
|
||||
protected void drawCell(DrawBuf buf, Rect cellRc, uint color, int offset = 0) {
|
||||
cellRc.top += offset;
|
||||
cellRc.bottom += offset;
|
||||
|
||||
cellRc.right--;
|
||||
cellRc.bottom--;
|
||||
|
||||
int w = cellRc.width / 6;
|
||||
buf.drawFrame(cellRc, color, Rect(w,w,w,w));
|
||||
cellRc.shrink(w, w);
|
||||
color = addAlpha(color, 0xC0);
|
||||
buf.fillRect(cellRc, color);
|
||||
}
|
||||
|
||||
/// draw figure
|
||||
protected void drawFigure(DrawBuf buf, Rect rc, FigurePosition figure, int dy, uint alpha = 0) {
|
||||
uint color = addAlpha(_figureColors[figure.index - 1], alpha);
|
||||
FigureShape shape = figure.shape;
|
||||
foreach(cell; shape.cells) {
|
||||
Rect cellRc = cellRect(rc, figure.x + cell.dx, figure.y + cell.dy);
|
||||
cellRc.top += dy;
|
||||
cellRc.bottom += dy;
|
||||
drawCell(buf, cellRc, color);
|
||||
}
|
||||
}
|
||||
|
||||
/// Draw widget at its position to buffer
|
||||
override void onDraw(DrawBuf buf) {
|
||||
super.onDraw(buf);
|
||||
Rect rc = _pos;
|
||||
applyMargins(rc);
|
||||
auto saver = ClipRectSaver(buf, rc, alpha);
|
||||
applyPadding(rc);
|
||||
|
||||
Rect topLeft = cellRect(rc, 0, _rows - 1);
|
||||
Rect bottomRight = cellRect(rc, _cols - 1, 0);
|
||||
Rect cupRc = Rect(topLeft.left, topLeft.top, bottomRight.right, bottomRight.bottom);
|
||||
|
||||
int fw = 7;
|
||||
int dw = 0;
|
||||
uint fcl = 0xA0606090;
|
||||
buf.fillRect(cupRc, 0xC0A0C0B0);
|
||||
buf.fillRect(Rect(cupRc.left - dw - fw, cupRc.top, cupRc.left - dw, cupRc.bottom + dw), fcl);
|
||||
buf.fillRect(Rect(cupRc.right + dw, cupRc.top, cupRc.right + dw + fw, cupRc.bottom + dw), fcl);
|
||||
buf.fillRect(Rect(cupRc.left - dw - fw, cupRc.bottom + dw, cupRc.right + dw + fw, cupRc.bottom + dw + fw), fcl);
|
||||
|
||||
int fallingCellOffset = 0;
|
||||
if (_state == CupState.FallingRows) {
|
||||
fallingCellOffset = _animation.getProgress(topLeft.height);
|
||||
}
|
||||
|
||||
for (int row = 0; row < _rows; row++) {
|
||||
uint cellAlpha = 0;
|
||||
if (_state == CupState.DestroyingRows && _cup.isRowFull(row))
|
||||
cellAlpha = _animation.progress;
|
||||
for (int col = 0; col < _cols; col++) {
|
||||
|
||||
int value = _cup[col, row];
|
||||
Rect cellRc = cellRect(rc, col, row);
|
||||
|
||||
Point middle = cellRc.middle;
|
||||
buf.fillRect(Rect(middle.x - 1, middle.y - 1, middle.x + 1, middle.y + 1), 0x80404040);
|
||||
|
||||
if (value != EMPTY) {
|
||||
uint cl = addAlpha(_figureColors[value - 1], cellAlpha);
|
||||
int offset = fallingCellOffset > 0 && _cup.isCellFalling(col, row) ? fallingCellOffset : 0;
|
||||
drawCell(buf, cellRc, cl, offset);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// draw current figure falling
|
||||
if (_state == CupState.FallingFigure || _state == CupState.HangingFigure) {
|
||||
int dy = 0;
|
||||
if (falling && _cup.isPositionFreeBelow())
|
||||
dy = _animation.getProgress(topLeft.height);
|
||||
drawFigure(buf, rc, _cup.currentFigure, dy, 0);
|
||||
}
|
||||
|
||||
// draw next figure
|
||||
if (!_cup._nextFigure.empty) {
|
||||
//auto shape = _nextFigure.shape;
|
||||
uint nextFigureAlpha = 0;
|
||||
if (_state == CupState.NewFigure) {
|
||||
nextFigureAlpha = _animation.progress;
|
||||
drawFigure(buf, rc, _cup.currentFigure, 0, 255 - nextFigureAlpha);
|
||||
}
|
||||
if (_state != CupState.GameOver) {
|
||||
drawFigure(buf, rc, _cup.nextFigure, 0, blendAlpha(0xA0, nextFigureAlpha));
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
/// Measure widget according to desired width and height constraints. (Step 1 of two phase layout).
|
||||
override void measure(int parentWidth, int parentHeight) {
|
||||
/// fixed size 350 x 550
|
||||
measuredContent(parentWidth, parentHeight, 350, 550);
|
||||
}
|
||||
|
||||
@property bool falling() {
|
||||
return _state == CupState.FallingFigure;
|
||||
}
|
||||
|
||||
/// override to handle specific actions
|
||||
override bool handleAction(const Action a) {
|
||||
switch (a.id) {
|
||||
case TetrisAction.MoveLeft:
|
||||
_cup.move(-1, 0, falling);
|
||||
return true;
|
||||
case TetrisAction.MoveRight:
|
||||
_cup.move(1, 0, falling);
|
||||
return true;
|
||||
case TetrisAction.RotateCCW:
|
||||
_cup.rotate(1, falling);
|
||||
return true;
|
||||
case TetrisAction.FastDown:
|
||||
handleFastDown(true);
|
||||
return true;
|
||||
case TetrisAction.Pause:
|
||||
// TODO: implement pause
|
||||
return true;
|
||||
case TetrisAction.LevelUp:
|
||||
if (_level < 10)
|
||||
_level++;
|
||||
// TODO: update state
|
||||
return true;
|
||||
default:
|
||||
if (parent) // by default, pass to parent widget
|
||||
return parent.handleAction(a);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
/// start new game
|
||||
void newGame() {
|
||||
setLevel(1);
|
||||
init(_cols, _rows);
|
||||
_cup.dropNextFigure();
|
||||
setCupState(CupState.NewFigure);
|
||||
if (window && _gameOverPopup) {
|
||||
window.removePopup(_gameOverPopup);
|
||||
_gameOverPopup = null;
|
||||
}
|
||||
}
|
||||
|
||||
this() {
|
||||
super("CUP");
|
||||
layoutWidth(FILL_PARENT).layoutHeight(FILL_PARENT).layoutWeight(3);
|
||||
setState(State.Default);
|
||||
backgroundColor = 0xC0808080;
|
||||
padding(Rect(20, 20, 20, 20));
|
||||
_cols = 11;
|
||||
_rows = 15;
|
||||
newGame();
|
||||
|
||||
focusable = true;
|
||||
|
||||
acceleratorMap.add( [
|
||||
(new Action(TetrisAction.MoveLeft, KeyCode.LEFT)).addAccelerator(KeyCode.KEY_A),
|
||||
(new Action(TetrisAction.MoveRight, KeyCode.RIGHT)).addAccelerator(KeyCode.KEY_D),
|
||||
(new Action(TetrisAction.RotateCCW, KeyCode.UP)).addAccelerator(KeyCode.KEY_W),
|
||||
(new Action(TetrisAction.FastDown, KeyCode.SPACE)).addAccelerator(KeyCode.KEY_S),
|
||||
(new Action(TetrisAction.Pause, KeyCode.ESCAPE)).addAccelerator(KeyCode.PAUSE),
|
||||
(new Action(TetrisAction.LevelUp, KeyCode.ADD)).addAccelerator(KeyCode.INS),
|
||||
]);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
class StatusWidget : VerticalLayout {
|
||||
TextWidget _score;
|
||||
TextWidget _lblNext;
|
||||
this() {
|
||||
super("CUP_STATUS");
|
||||
_score = new TextWidget("SCORE", "Score: 0"d);
|
||||
_lblNext = new TextWidget("NEXT", "Next:"d);
|
||||
backgroundColor = 0xC080FF80;
|
||||
addChild(_score);
|
||||
addChild(_lblNext);
|
||||
layoutWidth(FILL_PARENT).layoutHeight(FILL_PARENT).layoutWeight(2);
|
||||
padding(Rect(20, 20, 20, 20));
|
||||
}
|
||||
/// Measure widget according to desired width and height constraints. (Step 1 of two phase layout).
|
||||
override void measure(int parentWidth, int parentHeight) {
|
||||
super.measure(parentWidth, parentHeight);
|
||||
/// fixed size 350 x 550
|
||||
measuredContent(parentWidth, parentHeight, 150, 550);
|
||||
}
|
||||
}
|
||||
|
||||
class CupPage : HorizontalLayout {
|
||||
CupWidget _cup;
|
||||
StatusWidget _status;
|
||||
this() {
|
||||
super("CUP_PAGE");
|
||||
layoutWidth(FILL_PARENT).layoutHeight(FILL_PARENT);
|
||||
_cup = new CupWidget();
|
||||
_status = new StatusWidget();
|
||||
addChild(_cup);
|
||||
addChild(_status);
|
||||
}
|
||||
/// Measure widget according to desired width and height constraints. (Step 1 of two phase layout).
|
||||
override void measure(int parentWidth, int parentHeight) {
|
||||
super.measure(parentWidth, parentHeight);
|
||||
/// fixed size 350 x 550
|
||||
measuredContent(parentWidth, parentHeight, 500, 550);
|
||||
}
|
||||
}
|
||||
|
||||
//FrameLayout
|
||||
class GameWidget : HorizontalLayout {
|
||||
|
||||
CupPage _cupPage;
|
||||
this() {
|
||||
super("GAME");
|
||||
_cupPage = new CupPage();
|
||||
addChild(_cupPage);
|
||||
//showChild(_cupPage.id, Visibility.Invisible, true);
|
||||
backgroundImageId = "tx_fabric.tiled";
|
||||
}
|
||||
/// Measure widget according to desired width and height constraints. (Step 1 of two phase layout).
|
||||
override void measure(int parentWidth, int parentHeight) {
|
||||
super.measure(parentWidth, parentHeight);
|
||||
measuredContent(parentWidth, parentHeight, 500, 550);
|
||||
}
|
||||
}
|
||||
|
||||
/// entry point for dlangui based application
|
||||
extern (C) int UIAppMain(string[] args) {
|
||||
|
@ -969,10 +31,10 @@ extern (C) int UIAppMain(string[] args) {
|
|||
|
||||
// resource directory search paths
|
||||
string[] resourceDirs = [
|
||||
appendPath(exePath, "../../../res/"), // for Visual D and DUB builds
|
||||
appendPath(exePath, "../../../res/mdpi/"), // for Visual D and DUB builds
|
||||
appendPath(exePath, "../../../../res/"),// for Mono-D builds
|
||||
appendPath(exePath, "../../../../res/mdpi/"),// for Mono-D builds
|
||||
appendPath(exePath, "../../../res/"), // for Visual D and DUB builds
|
||||
appendPath(exePath, "../../../res/mdpi/"), // for Visual D and DUB builds
|
||||
appendPath(exePath, "../../../../res/"),// for Mono-D builds
|
||||
appendPath(exePath, "../../../../res/mdpi/"),// for Mono-D builds
|
||||
appendPath(exePath, "res/"), // when res dir is located at the same directory as executable
|
||||
appendPath(exePath, "../res/"), // when res dir is located at project directory
|
||||
appendPath(exePath, "../../res/"), // when res dir is located at the same directory as executable
|
||||
|
|
|
@ -189,6 +189,8 @@
|
|||
<filesToClean>*.obj;*.cmd;*.build;*.json;*.dep</filesToClean>
|
||||
</Config>
|
||||
<Folder name="tetris">
|
||||
<File path="gui.d" />
|
||||
<File path="src\main.d" />
|
||||
<File path="model.d" />
|
||||
</Folder>
|
||||
</DProject>
|
||||
|
|
Loading…
Reference in New Issue