mirror of
https://github.com/irmen/prog8.git
synced 2024-11-20 03:32:05 +00:00
543 lines
17 KiB
Lua
543 lines
17 KiB
Lua
|
|
; TehTriz - a Tetris clone.
|
|
;
|
|
|
|
; @todo: holding a block
|
|
; @todo: simple sound effects? slight click when moving, swish when rotating/dropping, soft explosion when lines are cleared, buzz at game over
|
|
; @todo: joystick control
|
|
; @todo: sometimes the game gets confused about what the current tetromino is and will draw the wrong one. Maybe occurs when rotating directly after dropping the previous?
|
|
|
|
~ main {
|
|
|
|
const ubyte boardOffsetX = 14
|
|
const ubyte boardOffsetY = 3
|
|
const ubyte boardWidth = 10
|
|
const ubyte boardHeight = 20
|
|
const ubyte startXpos = boardOffsetX + 3
|
|
const ubyte startYpos = boardOffsetY - 2
|
|
const ubyte startSpeedLevel = 30
|
|
uword lines
|
|
uword score
|
|
ubyte xpos
|
|
ubyte ypos
|
|
ubyte nextBlock
|
|
ubyte speedlevel = startSpeedLevel
|
|
|
|
|
|
sub start() {
|
|
@(650) = 128 ; set all keys to repeat
|
|
sound.init()
|
|
newGame()
|
|
drawBoard()
|
|
gameOver()
|
|
|
|
newgame:
|
|
newGame()
|
|
drawBoard()
|
|
spawnNextBlock()
|
|
|
|
waitkey:
|
|
if c64.TIME_LO>=speedlevel {
|
|
c64.TIME_LO = 0
|
|
|
|
drawBlock(xpos, ypos, 32) ; hide block
|
|
if blocklogic.noCollision(xpos, ypos+1) {
|
|
; slowly move the block down
|
|
ypos++
|
|
sound.blockmove()
|
|
drawBlock(xpos, ypos, 160) ; show block on new position
|
|
} else {
|
|
; block can't move further down!
|
|
; check if the game area is full, if not, spawn the next block at the top.
|
|
if blocklogic.isGameOver(xpos, ypos) {
|
|
gameOver()
|
|
goto newgame
|
|
} else {
|
|
checkForLines()
|
|
spawnNextBlock()
|
|
}
|
|
}
|
|
|
|
drawScore()
|
|
}
|
|
|
|
ubyte key=c64.GETIN()
|
|
if key==0 goto waitkey
|
|
|
|
keypress(key)
|
|
|
|
goto waitkey
|
|
|
|
}
|
|
|
|
sub keypress(ubyte key) {
|
|
if key==157 or key==',' {
|
|
; move left
|
|
drawBlock(xpos, ypos, 32)
|
|
if blocklogic.noCollision(xpos-1, ypos) {
|
|
xpos--
|
|
sound.blockrotatedrop()
|
|
}
|
|
drawBlock(xpos, ypos, 160)
|
|
}
|
|
else if key==29 or key=='.' {
|
|
; move right
|
|
drawBlock(xpos, ypos, 32)
|
|
if blocklogic.noCollision(xpos+1, ypos) {
|
|
xpos++
|
|
sound.blockrotatedrop()
|
|
}
|
|
drawBlock(xpos, ypos, 160)
|
|
}
|
|
else if key==17 or key=='m' {
|
|
; move down faster
|
|
drawBlock(xpos, ypos, 32)
|
|
if blocklogic.noCollision(xpos, ypos+1) {
|
|
ypos++
|
|
sound.blockrotatedrop()
|
|
}
|
|
drawBlock(xpos, ypos, 160)
|
|
}
|
|
else if key==145 or key==' ' {
|
|
; drop down immediately
|
|
drawBlock(xpos, ypos, 32)
|
|
ubyte dropypos
|
|
for dropypos in ypos+1 to boardOffsetY+boardHeight-1 {
|
|
if not blocklogic.noCollision(xpos, dropypos) {
|
|
dropypos-- ; the furthest down that still fits
|
|
break
|
|
}
|
|
}
|
|
if dropypos>ypos {
|
|
ypos = dropypos
|
|
sound.blockrotatedrop()
|
|
drawBlock(xpos, ypos, 160)
|
|
checkForLines()
|
|
spawnNextBlock()
|
|
}
|
|
}
|
|
else if key=='z' { ; no joystick equivalent (there is only 1 fire button)
|
|
; rotate counter clockwise
|
|
drawBlock(xpos, ypos, 32)
|
|
if blocklogic.canRotateCCW(xpos, ypos) {
|
|
blocklogic.rotateCCW()
|
|
sound.blockrotatedrop()
|
|
}
|
|
else if blocklogic.canRotateCCW(xpos-1, ypos) {
|
|
xpos--
|
|
blocklogic.rotateCCW()
|
|
sound.blockrotatedrop()
|
|
}
|
|
else if blocklogic.canRotateCCW(xpos+1, ypos) {
|
|
xpos++
|
|
blocklogic.rotateCCW()
|
|
sound.blockrotatedrop()
|
|
}
|
|
drawBlock(xpos, ypos, 160)
|
|
}
|
|
else if key=='x' {
|
|
; rotate clockwise
|
|
drawBlock(xpos, ypos, 32)
|
|
if blocklogic.canRotateCW(xpos, ypos) {
|
|
blocklogic.rotateCW()
|
|
sound.blockrotatedrop()
|
|
}
|
|
else if blocklogic.canRotateCW(xpos-1, ypos) {
|
|
xpos--
|
|
blocklogic.rotateCW()
|
|
sound.blockrotatedrop()
|
|
}
|
|
else if blocklogic.canRotateCW(xpos+1, ypos) {
|
|
xpos++
|
|
blocklogic.rotateCW()
|
|
sound.blockrotatedrop()
|
|
}
|
|
drawBlock(xpos, ypos, 160)
|
|
}
|
|
}
|
|
|
|
sub checkForLines() {
|
|
; check if line(s) are full -> flash/clear line(s) + add score + move rest down
|
|
ubyte[boardHeight] complete_lines
|
|
ubyte num_lines=0
|
|
memset(complete_lines, len(complete_lines), 0)
|
|
for ubyte linepos in boardOffsetY to boardOffsetY+boardHeight-1 {
|
|
if blocklogic.isLineFull(linepos) {
|
|
complete_lines[num_lines]=linepos
|
|
num_lines++
|
|
for ubyte x in boardOffsetX to boardOffsetX+boardWidth-1
|
|
c64scr.setcc(x, linepos, 160, 1)
|
|
}
|
|
}
|
|
if num_lines {
|
|
c64.TIME_LO=0
|
|
while c64.TIME_LO<20 {
|
|
; slight delay to flash the line
|
|
}
|
|
c64.TIME_LO=0
|
|
for ubyte linepos in complete_lines
|
|
if linepos and blocklogic.isLineFull(linepos)
|
|
blocklogic.collapse(linepos)
|
|
lines += num_lines
|
|
uword[4] scores = [10, 25, 50, 100] ; can never clear more than 4 lines
|
|
score += scores[num_lines-1]
|
|
word speed = startSpeedLevel-(lines as word)/10
|
|
if speed>0
|
|
speedlevel = lsb(speed)
|
|
else
|
|
speedlevel = 0
|
|
drawScore()
|
|
}
|
|
}
|
|
|
|
sub gameOver() {
|
|
sound.gameover()
|
|
c64scr.PLOT(7, 7)
|
|
c64.CHROUT('U')
|
|
c64scr.print("────────────────────────")
|
|
c64.CHROUT('I')
|
|
c64scr.PLOT(7, 8)
|
|
c64scr.print("│*** g a m e o v e r ***│")
|
|
c64scr.PLOT(7, 9)
|
|
c64.CHROUT('J')
|
|
c64scr.print("────────────────────────")
|
|
c64.CHROUT('K')
|
|
|
|
c64scr.PLOT(7, 18)
|
|
c64.CHROUT('U')
|
|
c64scr.print("────────────────────────")
|
|
c64.CHROUT('I')
|
|
c64scr.PLOT(7, 19)
|
|
c64scr.print("│ f1 for new game │")
|
|
c64scr.PLOT(7, 20)
|
|
c64.CHROUT('J')
|
|
c64scr.print("────────────────────────")
|
|
c64.CHROUT('K')
|
|
|
|
while(c64.GETIN()!=133) {
|
|
; endless loop until user presses F1 to restart the game
|
|
}
|
|
}
|
|
|
|
sub newGame() {
|
|
lines = 0
|
|
score = 0
|
|
xpos = startXpos
|
|
ypos = startYpos
|
|
nextBlock = rnd() % 7
|
|
}
|
|
|
|
sub spawnNextBlock() {
|
|
sound.blockmove()
|
|
c64.TIME_LO = 0
|
|
blocklogic.newCurrentBlock(nextBlock)
|
|
nextBlock = (rnd() + c64.RASTER) % 7
|
|
drawNextBlock()
|
|
xpos = startXpos
|
|
ypos = startYpos
|
|
drawBlock(xpos, ypos, 160)
|
|
score++
|
|
}
|
|
|
|
sub drawBoard() {
|
|
c64.CLEARSCR()
|
|
c64.COLOR = 7
|
|
c64scr.PLOT(1,1)
|
|
c64scr.print("irmen's")
|
|
c64scr.PLOT(1,2)
|
|
c64scr.print("teh▁triz")
|
|
c64scr.PLOT(2,22)
|
|
c64scr.print("speed: ")
|
|
c64.COLOR = 5
|
|
c64scr.PLOT(28,3)
|
|
c64scr.print("next:")
|
|
c64scr.PLOT(28,10)
|
|
c64scr.print("lines:")
|
|
c64scr.PLOT(28,14)
|
|
c64scr.print("score:")
|
|
c64.COLOR = 12
|
|
c64scr.PLOT(28,18)
|
|
c64scr.print("controls:")
|
|
c64.COLOR = 11
|
|
c64scr.PLOT(27,19)
|
|
c64scr.print("z/x rotate")
|
|
c64scr.PLOT(27,20)
|
|
c64scr.print(",/. move")
|
|
c64scr.PLOT(27,21)
|
|
c64scr.print("spc drop")
|
|
c64scr.PLOT(27,22)
|
|
c64scr.print(" m descend")
|
|
c64scr.PLOT(27,23)
|
|
c64scr.print("or joystick2")
|
|
|
|
c64scr.setcc(boardOffsetX-1, boardOffsetY-2, 255, 0) ; invisible barrier
|
|
c64scr.setcc(boardOffsetX-1, boardOffsetY-3, 255, 0) ; invisible barrier
|
|
c64scr.setcc(boardOffsetX+boardWidth, boardOffsetY-2, 255, 0) ; invisible barrier
|
|
c64scr.setcc(boardOffsetX+boardWidth, boardOffsetY-3, 255, 0) ; invisible barrier
|
|
|
|
c64scr.setcc(boardOffsetX-1, boardOffsetY-1, 108, 12)
|
|
c64scr.setcc(boardOffsetX+boardWidth, boardOffsetY-1, 123, 12)
|
|
c64scr.setcc(boardOffsetX+boardWidth, boardOffsetY-1, 123, 12)
|
|
c64scr.setcc(boardOffsetX-1, boardOffsetY+boardHeight, 124, 12)
|
|
c64scr.setcc(boardOffsetX+boardWidth, boardOffsetY+boardHeight, 126, 12)
|
|
ubyte i
|
|
for i in boardOffsetX+boardWidth-1 to boardOffsetX step -1 {
|
|
c64scr.setcc(i, boardOffsetY-3, 255, 0) ; invisible barrier
|
|
c64scr.setcc(i, boardOffsetY+boardHeight, 69, 11)
|
|
}
|
|
for i in boardOffsetY+boardHeight-1 to boardOffsetY step -1 {
|
|
c64scr.setcc(boardOffsetX-1, i, 89, 11)
|
|
c64scr.setcc(boardOffsetX+boardWidth, i, 84, 11)
|
|
}
|
|
|
|
for i in 5 to 0 step -1 {
|
|
blocklogic.newCurrentBlock(i)
|
|
drawBlock(3, 3+i*3, 102) ; 102 = stipple
|
|
}
|
|
drawScore()
|
|
}
|
|
|
|
sub drawScore() {
|
|
c64.COLOR=1
|
|
c64scr.PLOT(30,11)
|
|
c64scr.print_uw(lines)
|
|
c64scr.PLOT(30,15)
|
|
c64scr.print_uw(score)
|
|
c64scr.PLOT(9,22)
|
|
c64scr.print_ub(startSpeedLevel+1-speedlevel)
|
|
}
|
|
|
|
sub drawNextBlock() {
|
|
const ubyte nextBlockXpos = 29
|
|
for ubyte x in nextBlockXpos+3 to nextBlockXpos step -1 {
|
|
c64scr.setcc(x, 5, ' ', 0)
|
|
c64scr.setcc(x, 6, ' ', 0)
|
|
}
|
|
|
|
; reuse the normal block draw routine (because we can't manipulate array pointers yet)
|
|
ubyte prev = blocklogic.currentBlockNum
|
|
blocklogic.newCurrentBlock(nextBlock)
|
|
drawBlock(nextBlockXpos, 5, 160)
|
|
blocklogic.newCurrentBlock(prev)
|
|
}
|
|
|
|
sub drawBlock(ubyte x, ubyte y, ubyte character) {
|
|
for ubyte i in 15 to 0 step -1 {
|
|
ubyte c=blocklogic.currentBlock[i]
|
|
if c
|
|
c64scr.setcc((i&3)+x, (i/4)+y, character, c)
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
~ blocklogic {
|
|
|
|
ubyte currentBlockNum
|
|
ubyte[16] currentBlock
|
|
ubyte[16] rotated
|
|
|
|
; the 7 tetrominos
|
|
ubyte[16] blockI = [0,0,0,0, ; cyan ; note: special rotation (around matrix center)
|
|
3,3,3,3,
|
|
0,0,0,0,
|
|
0,0,0,0]
|
|
ubyte[16] blockJ = [6,0,0,0, ; blue
|
|
6,6,6,0,
|
|
0,0,0,0,
|
|
0,0,0,0]
|
|
ubyte[16] blockL = [0,0,8,0, ; orange
|
|
8,8,8,0,
|
|
0,0,0,0,
|
|
0,0,0,0]
|
|
ubyte[16] blockO = [0,7,7,0, ; yellow ; note: no rotation (square)
|
|
0,7,7,0,
|
|
0,0,0,0,
|
|
0,0,0,0]
|
|
ubyte[16] blockS = [0,5,5,0, ; green
|
|
5,5,0,0,
|
|
0,0,0,0,
|
|
0,0,0,0]
|
|
ubyte[16] blockT = [0,4,0,0, ; purple
|
|
4,4,4,0,
|
|
0,0,0,0,
|
|
0,0,0,0]
|
|
ubyte[16] blockZ = [2,2,0,0, ; red
|
|
0,2,2,0,
|
|
0,0,0,0,
|
|
0,0,0,0]
|
|
|
|
; @todo would be nice to have a pointer type, like so:
|
|
; uword[7] blocks = [&blockI, &blockJ, &blockL, &blockO, &blockS, &blockT, &blockZ]
|
|
|
|
sub newCurrentBlock(ubyte block) {
|
|
currentBlockNum = block
|
|
if block==0
|
|
memcopy(blockI, currentBlock, len(currentBlock))
|
|
else if block==1
|
|
memcopy(blockJ, currentBlock, len(currentBlock))
|
|
else if block==2
|
|
memcopy(blockL, currentBlock, len(currentBlock))
|
|
else if block==3
|
|
memcopy(blockO, currentBlock, len(currentBlock))
|
|
else if block==4
|
|
memcopy(blockS, currentBlock, len(currentBlock))
|
|
else if block==5
|
|
memcopy(blockT, currentBlock, len(currentBlock))
|
|
else if block==6
|
|
memcopy(blockZ, currentBlock, len(currentBlock))
|
|
}
|
|
|
|
sub rotateCW() {
|
|
; rotates the current block clockwise.
|
|
if currentBlockNum==0 {
|
|
; the 'I' block rotates a 4x4 matrix around the center
|
|
rotated[0] = currentBlock[12]
|
|
rotated[1] = currentBlock[8]
|
|
rotated[2] = currentBlock[4]
|
|
rotated[3] = currentBlock[0]
|
|
rotated[4] = currentBlock[13]
|
|
rotated[5] = currentBlock[9]
|
|
rotated[6] = currentBlock[5]
|
|
rotated[7] = currentBlock[1]
|
|
rotated[8] = currentBlock[14]
|
|
rotated[9] = currentBlock[10]
|
|
rotated[10] = currentBlock[6]
|
|
rotated[11] = currentBlock[2]
|
|
rotated[12] = currentBlock[15]
|
|
rotated[13] = currentBlock[11]
|
|
rotated[14] = currentBlock[7]
|
|
rotated[15] = currentBlock[3]
|
|
}
|
|
else if currentBlockNum!=3 {
|
|
; rotate all blocks (except 3, the square) around their center square in a 3x3 matrix
|
|
memset(rotated, len(rotated), 0)
|
|
rotated[0] = currentBlock[8]
|
|
rotated[1] = currentBlock[4]
|
|
rotated[2] = currentBlock[0]
|
|
rotated[4] = currentBlock[9]
|
|
rotated[5] = currentBlock[5]
|
|
rotated[6] = currentBlock[1]
|
|
rotated[8] = currentBlock[10]
|
|
rotated[9] = currentBlock[6]
|
|
rotated[10] = currentBlock[2]
|
|
}
|
|
|
|
memcopy(rotated, currentBlock, len(currentBlock))
|
|
}
|
|
|
|
sub rotateCCW() {
|
|
; rotates the current block counterclockwise.
|
|
if currentBlockNum==0 {
|
|
; the 'I' block rotates a 4x4 matrix around the center
|
|
rotated[0] = currentBlock[3]
|
|
rotated[1] = currentBlock[7]
|
|
rotated[2] = currentBlock[11]
|
|
rotated[3] = currentBlock[15]
|
|
rotated[4] = currentBlock[2]
|
|
rotated[5] = currentBlock[6]
|
|
rotated[6] = currentBlock[10]
|
|
rotated[7] = currentBlock[14]
|
|
rotated[8] = currentBlock[1]
|
|
rotated[9] = currentBlock[5]
|
|
rotated[10] = currentBlock[9]
|
|
rotated[11] = currentBlock[13]
|
|
rotated[12] = currentBlock[0]
|
|
rotated[13] = currentBlock[4]
|
|
rotated[14] = currentBlock[8]
|
|
rotated[15] = currentBlock[12]
|
|
}
|
|
else if currentBlockNum!=3 {
|
|
; rotate all blocks (except 3, the square) around their center square in a 3x3 matrix
|
|
memset(rotated, len(rotated), 0)
|
|
rotated[0] = currentBlock[2]
|
|
rotated[1] = currentBlock[6]
|
|
rotated[2] = currentBlock[10]
|
|
rotated[4] = currentBlock[1]
|
|
rotated[5] = currentBlock[5]
|
|
rotated[6] = currentBlock[9]
|
|
rotated[8] = currentBlock[0]
|
|
rotated[9] = currentBlock[4]
|
|
rotated[10] = currentBlock[8]
|
|
}
|
|
memcopy(rotated, currentBlock, len(currentBlock))
|
|
}
|
|
|
|
; For movement checking it is not needed to clamp the x/y coordinates,
|
|
; because we have to check for brick collisions anyway.
|
|
; The full play area is bordered by (in)visible characters that will collide.
|
|
; Collision is determined by reading the screen data directly.
|
|
|
|
sub canRotateCW(ubyte xpos, ubyte ypos) -> ubyte {
|
|
rotateCW()
|
|
ubyte nocollision = noCollision(xpos, ypos)
|
|
rotateCCW()
|
|
return nocollision
|
|
}
|
|
|
|
sub canRotateCCW(ubyte xpos, ubyte ypos) -> ubyte {
|
|
rotateCCW()
|
|
ubyte nocollision = noCollision(xpos, ypos)
|
|
rotateCW()
|
|
return nocollision
|
|
}
|
|
|
|
sub noCollision(ubyte xpos, ubyte ypos) -> ubyte {
|
|
for ubyte i in 15 to 0 step -1 {
|
|
if currentBlock[i] and c64scr.getchr(xpos + (i&3), ypos+i/4)!=32
|
|
return false
|
|
}
|
|
return true
|
|
}
|
|
|
|
sub isGameOver(ubyte xpos, ubyte ypos) -> ubyte {
|
|
main.drawBlock(xpos, ypos, 32)
|
|
ubyte result = ypos==main.startYpos and not noCollision(xpos, ypos+1)
|
|
main.drawBlock(xpos, ypos, 160)
|
|
return result
|
|
}
|
|
|
|
sub isLineFull(ubyte ypos) -> ubyte {
|
|
for ubyte x in main.boardOffsetX to main.boardOffsetX+main.boardWidth-1 {
|
|
if c64scr.getchr(x, ypos)==32
|
|
return false
|
|
}
|
|
return true
|
|
}
|
|
|
|
sub collapse(ubyte ypos) {
|
|
while(ypos>main.startYpos+1) {
|
|
for ubyte x in main.boardOffsetX+main.boardWidth-1 to main.boardOffsetX step -1 {
|
|
ubyte char = c64scr.getchr(x, ypos-1)
|
|
ubyte color = c64scr.getclr(x, ypos-1)
|
|
c64scr.setcc(x, ypos, char, color)
|
|
}
|
|
ypos--
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
~ sound {
|
|
|
|
sub init() {
|
|
; todo
|
|
}
|
|
|
|
sub blockmove() {
|
|
; todo soft click
|
|
}
|
|
|
|
sub blockrotatedrop() {
|
|
; todo swish
|
|
}
|
|
|
|
sub lineclear() {
|
|
; todo explosion like
|
|
}
|
|
|
|
sub gameover() {
|
|
; todo buzz?
|
|
}
|
|
}
|