diff options
Diffstat (limited to 'main.go')
-rw-r--r-- | main.go | 185 |
1 files changed, 97 insertions, 88 deletions
@@ -1,20 +1,22 @@ package main import ( - // "git.kiefte.eu/clitris/tris" - "image/color" + "git.kiefte.eu/lapingvino/clitris/tris" + // "image/color" + "fmt" "gioui.org/app" - "log" - "os" - "gioui.org/unit" + "gioui.org/font/gofont" + "gioui.org/io/key" "gioui.org/io/system" "gioui.org/layout" "gioui.org/op" - "gioui.org/text" + "gioui.org/unit" + "log" + "os" + "time" + // "gioui.org/text" "gioui.org/widget/material" - - "gioui.org/font/gofont" -// "math/rand" + "math/rand" ) func main() { @@ -31,9 +33,8 @@ func main() { func loop(w *app.Window) error { th := material.NewTheme(gofont.Collection()) - /* rand.Seed(time.Now().UnixNano()) // to start with truly random pieces - f := tris.NewField(20, 10) // the playing field (10x20) + f := tris.NewField(20, 10) // the playing field (10x20) var floor, topout, harddrop bool // state machine variables to check special situations // define outside of game loop to avoid accidental resets of position @@ -44,72 +45,98 @@ func loop(w *app.Window) error { var level, linescleared, score, dropfrom int - fmt.Print("\033[2J") // Clear screen b := tris.NewBag() b, p := b.Pick() lev := time.NewTicker(time.Second) level = 1 + var debug string + var ops op.Ops for { x, y, rot = p.X, p.Y, p.Rot - level = linescleared/10 + 1 - slevel := fmt.Sprintf("level %d", level) - sscore := fmt.Sprintf("score %d", score) - slines := fmt.Sprintf("lines %d", linescleared) - if !harddrop { - ppos(0, 0, "Hold (c)") - npos(3, 0, tris.HoldBox) - fpos(0, 10, f.Add(p)) - var next tris.Field - b, next = b.Next(5) - npos(0, 34, next) - ppos(1, 42, sscore) - ppos(3, 42, slevel) - ppos(5, 42, slines) - key = GetKey(t) - } - switch key[0] { - case 27: // Escape, read the arrow key pressed - switch key[2] { - case 65: // Up - rot = (p.Rot + 1) % 4 - case 66: // Down - y = p.Y + 1 - score += 1 - case 67: // Right - x = p.X + 1 - case 68: // Left - x = p.X - 1 - default: - ppos(22, 0, "...escape, escape!") - return - } - case 'x': - rot = (p.Rot + 1) % 4 - case 'z': - rot = (p.Rot + 3) % 4 - case 'c': - b, p = b.Swap(p) - continue - case ' ': - if !harddrop { - dropfrom = p.Y - } - harddrop = true - case 'q': - ppos(22, 0, "...that was exciting!") - return - case 'Q': - ppos(22, 0, "...never let an engineer pick the name of your software?") - return - } select { + case e := <-w.Events(): + switch e := e.(type) { + case system.DestroyEvent: + return e.Err + case key.Event: + if e.State == key.Press { + switch e.Name { + case key.NameUpArrow: // Up + debug = "up" + rot = (p.Rot + 1) % 4 + case key.NameDownArrow: // Down + debug = "down" + y = p.Y + 1 + score += 1 + case key.NameRightArrow: // Right + debug = "right" + x = p.X + 1 + case key.NameLeftArrow: // Left + debug = "left" + x = p.X - 1 + case key.NameEscape, "q", "Q": + os.Exit(0) + case "x": + rot = (p.Rot + 1) % 4 + case "z": + rot = (p.Rot + 3) % 4 + case "c": + b, p = b.Swap(p) + continue + case " ": + if !harddrop { + dropfrom = p.Y + } + harddrop = true + } + } + case system.FrameEvent: + gtx := layout.NewContext(&ops, e) + level = linescleared/10 + 1 + slevel := fmt.Sprintf("level %d", level) + sscore := fmt.Sprintf("score %d", score) + slines := fmt.Sprintf("lines %d", linescleared) + /* + ppos(0, 0, "Hold (c)") + npos(3, 0, tris.HoldBox) + fpos(0, 10, f.Add(p)) + var next tris.Field + b, next = b.Next(5) + npos(0, 34, next) + ppos(1, 42, sscore) + ppos(3, 42, slevel) + ppos(5, 42, slines) + */ + inset := layout.UniformInset(unit.Dp(10)) + inset.Layout(gtx, func(gtx layout.Context) layout.Dimensions { + return layout.Flex{Axis: layout.Vertical}.Layout(gtx, + layout.Rigid(func(gtx layout.Context) layout.Dimensions { + return material.H5(th, sscore).Layout(gtx) + }), + layout.Rigid(func(gtx layout.Context) layout.Dimensions { + return material.H5(th, slevel).Layout(gtx) + }), + layout.Rigid(func(gtx layout.Context) layout.Dimensions { + return material.H5(th, slines).Layout(gtx) + }), + layout.Rigid(func(gtx layout.Context) layout.Dimensions { + return material.H5(th, debug).Layout(gtx) + }), + layout.Rigid(func(gtx layout.Context) layout.Dimensions { + return material.H5(th, f.Add(p).String()).Layout(gtx) + }), + ) + }) + op.InvalidateOp{}.Add(gtx.Ops) + e.Frame(gtx.Ops) + } case <-lev.C: y = p.Y + 1 lev.Reset(time.Second * 100 / (100 * time.Duration(level))) - default: - if harddrop { - y = p.Y + 1 - } + } + debug = "move" + if harddrop { + y = p.Y + 1 } p, floor, topout = p.Move(f, rot, x, y) // Check if the piece can move, then do it and communicate back for housekeeping @@ -127,8 +154,7 @@ func loop(w *app.Window) error { linescleared += l score += 40 * level * l * l } - fmt.Print("\033[2J") // Clear screen - b, p = b.Pick() // ... and pick a new piece from the bag + b, p = b.Pick() // ... and pick a new piece from the bag } // when not touching a piece or floor below yet, reset lock delay if !floor { @@ -136,25 +162,8 @@ func loop(w *app.Window) error { } if topout { - ppos(4, 15, " GAME OVER ") - return - } - } - */ - var ops op.Ops - for { - e := <-w.Events() - switch e := e.(type) { - case system.DestroyEvent: - return e.Err - case system.FrameEvent: - gtx := layout.NewContext(&ops, e) - l := material.H1(th, "Hello, Gio") - maroon := color.RGBA{127, 0, 0, 255} - l.Color = maroon - l.Alignment = text.Middle - l.Layout(gtx) - e.Frame(gtx.Ops) + return fmt.Errorf("GAME OVER") } } + return nil } |