diff options
Diffstat (limited to 'main.go')
-rw-r--r-- | main.go | 160 |
1 files changed, 160 insertions, 0 deletions
@@ -0,0 +1,160 @@ +package main + +import ( + // "git.kiefte.eu/clitris/tris" + "image/color" + "gioui.org/app" + "log" + "os" + "gioui.org/unit" + "gioui.org/io/system" + "gioui.org/layout" + "gioui.org/op" + "gioui.org/text" + "gioui.org/widget/material" + + "gioui.org/font/gofont" +// "math/rand" +) + +func main() { + go func() { + w := app.NewWindow(app.Title("Gioco - another block stacking game"), app.Size(unit.Dp(500), unit.Dp(500))) + if err := loop(w); err != nil { + log.Fatal(err) + } + os.Exit(0) + }() + + app.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) + var floor, topout, harddrop bool // state machine variables to check special situations + + // define outside of game loop to avoid accidental resets of position + // x, y and rot are the values calculated to feed to Move + // which then checks collisions and does the wall kicks + var x, y int + var rot tris.Rotation + + 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 + 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 <-lev.C: + y = p.Y + 1 + lev.Reset(time.Second * 100 / (100 * time.Duration(level))) + default: + 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 + + // Give some time before actually locking in to enable tucks + // This code runs when the time is over + if floor && p.Lock.Add(tris.LockDelay).Before(time.Now()) { + if harddrop { + score += 2 * (p.Y - dropfrom) + harddrop = false + } + var l int + f = f.Add(p) + l, f = f.Lines() // count and remove full lines + if l > 0 { + 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 + } + // when not touching a piece or floor below yet, reset lock delay + if !floor { + p.Lock = time.Now() + } + + 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) + } + } +} |