prog8/examples/tehtriz.p8

637 lines
20 KiB
Lua

; TehTriz - a Tetris clone.
;
; features:
; holding area
; wall kick rotations
; shows next piece
; staged speed increase
; some simple sound effects
;
; @todo show ghost?
~ 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
uword lines
uword score
ubyte xpos
ubyte ypos
ubyte nextBlock
ubyte speedlevel
ubyte holding
ubyte holdingAllowed
sub start() {
@(650) = 128 ; set all keys to repeat
sound.init()
newGame()
drawBoard()
gameOver()
newgame:
newGame()
drawBoard()
spawnNextBlock()
waitkey:
if c64.TIME_LO>=(60-4*speedlevel) {
c64.TIME_LO = 0
drawBlock(xpos, ypos, 32) ; hide block
if blocklogic.noCollision(xpos, ypos+1) {
; slowly move the block down
ypos++
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 {
sound.blockrotate()
checkForLines()
spawnNextBlock()
score++
}
}
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--
}
drawBlock(xpos, ypos, 160)
}
else if key==29 or key=='/' {
; move right
drawBlock(xpos, ypos, 32)
if blocklogic.noCollision(xpos+1, ypos) {
xpos++
}
drawBlock(xpos, ypos, 160)
}
else if key==17 or key=='.' {
; move down faster
drawBlock(xpos, ypos, 32)
if blocklogic.noCollision(xpos, ypos+1) {
ypos++
}
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.blockdrop()
drawBlock(xpos, ypos, 160)
checkForLines()
spawnNextBlock()
score++
drawScore()
}
}
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.blockrotate()
}
else if blocklogic.canRotateCCW(xpos-1, ypos) {
xpos--
blocklogic.rotateCCW()
sound.blockrotate()
}
else if blocklogic.canRotateCCW(xpos+1, ypos) {
xpos++
blocklogic.rotateCCW()
sound.blockrotate()
}
drawBlock(xpos, ypos, 160)
}
else if key=='x' {
; rotate clockwise
drawBlock(xpos, ypos, 32)
if blocklogic.canRotateCW(xpos, ypos) {
blocklogic.rotateCW()
sound.blockrotate()
}
else if blocklogic.canRotateCW(xpos-1, ypos) {
xpos--
blocklogic.rotateCW()
sound.blockrotate()
}
else if blocklogic.canRotateCW(xpos+1, ypos) {
xpos++
blocklogic.rotateCW()
sound.blockrotate()
}
drawBlock(xpos, ypos, 160)
}
else if key=='c' {
; hold
if holdingAllowed {
sound.swapping()
if holding<7 {
drawBlock(xpos, ypos, 32)
ubyte newholding = blocklogic.currentBlockNum
swapBlock(holding)
holding = newholding
holdingAllowed = false
} else {
holding = blocklogic.currentBlockNum
drawBlock(xpos, ypos, 32)
spawnNextBlock()
}
drawHoldBlock()
}
}
}
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 {
if num_lines>3
sound.lineclear_big()
else
sound.lineclear()
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]
speedlevel = 1+lsb(lines/10)
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
speedlevel = 1
nextBlock = rnd() % 7
holding = 255
holdingAllowed = true
}
sub swapBlock(ubyte newblock) {
c64.TIME_LO = 0
blocklogic.newCurrentBlock(newblock)
xpos = startXpos
ypos = startYpos
drawBlock(xpos, ypos, 160)
}
sub spawnNextBlock() {
swapBlock(nextBlock)
nextBlock = (rnd() + c64.RASTER) % 7
drawNextBlock()
holdingAllowed = true
}
sub drawBoard() {
c64.CLEARSCR()
c64.COLOR = 7
c64scr.PLOT(1,1)
c64scr.print("irmen's")
c64scr.PLOT(2,2)
c64scr.print("tehtriz")
c64.COLOR = 5
c64scr.PLOT(6,4)
c64scr.print("hold:")
c64scr.PLOT(2,22)
c64scr.print("speed: ")
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(27,18)
c64scr.print("controls:")
c64.COLOR = 11
c64scr.PLOT(28,19)
c64scr.print(",/ move")
c64scr.PLOT(28,20)
c64scr.print("zx rotate")
c64scr.PLOT(29,21)
c64scr.print(". descend")
c64scr.PLOT(27,22)
c64scr.print("spc drop")
c64scr.PLOT(29,23)
c64scr.print("c hold")
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)
}
ubyte[5] colors = [6,8,7,5,4]
for i in len(colors)-1 to 0 step -1 {
for ubyte x in 5 to 0 step -1 {
c64scr.setcc(6+x-i, 11+2*i, 102, colors[i])
}
}
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(speedlevel)
}
sub drawNextBlock() {
const ubyte nextBlockXpos = 29
const ubyte nextBlockYpos = 5
for ubyte x in nextBlockXpos+3 to nextBlockXpos step -1 {
c64scr.setcc(x, nextBlockYpos, ' ', 0)
c64scr.setcc(x, nextBlockYpos+1, ' ', 0)
}
; reuse the normal block draw routine (because we can't manipulate array pointers yet)
ubyte prev = blocklogic.currentBlockNum
blocklogic.newCurrentBlock(nextBlock)
drawBlock(nextBlockXpos, nextBlockYpos, 160)
blocklogic.newCurrentBlock(prev)
}
sub drawHoldBlock() {
const ubyte holdBlockXpos = 7
const ubyte holdBlockYpos = 6
for ubyte x in holdBlockXpos+3 to holdBlockXpos step -1 {
c64scr.setcc(x, holdBlockYpos, '@', 0)
c64scr.setcc(x, holdBlockYpos+1, '@', 0)
}
if holding < 7 {
; reuse the normal block draw routine (because we can't manipulate array pointers yet)
ubyte prev = blocklogic.currentBlockNum
blocklogic.newCurrentBlock(holding)
drawBlock(holdBlockXpos, holdBlockYpos, 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]
memcopy(rotated, currentBlock, len(currentBlock))
}
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]
memcopy(rotated, currentBlock, len(currentBlock))
}
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() {
c64.MVOL = 15
}
sub blockrotate() {
; soft click
c64.MVOL = 5
c64.AD1 = %00100010
c64.SR1 = %00000000
c64.FREQ1 = 15600
c64.CR1 = %10000000
c64.CR1 = %10000001
}
sub blockdrop() {
; swish
c64.MVOL = 5
c64.AD1 = %01010111
c64.SR1 = %00000000
c64.FREQ1 = 4600
c64.CR1 = %10000000
c64.CR1 = %10000001
}
sub swapping() {
; beep
c64.MVOL = 8
c64.AD1 = %01010111
c64.SR1 = %00000000
c64.FREQ1 = 5500
c64.CR1 = %00010000
c64.CR1 = %00010001
}
sub lineclear() {
; explosion
c64.MVOL = 15
c64.AD1 = %01100110
c64.SR1 = %00000000
c64.FREQ1 = 1600
c64.CR1 = %10000000
c64.CR1 = %10000001
}
sub lineclear_big() {
; big explosion
c64.MVOL = 15
c64.AD1 = %01101010
c64.SR1 = %00000000
c64.FREQ1 = 2600
c64.CR1 = %10000000
c64.CR1 = %10000001
}
sub gameover() {
; buzz
c64.MVOL = 15
c64.FREQ2 = 600
c64.AD2 = %00111010
c64.SR2 = %00000000
c64.CR2 = %00110000
c64.CR2 = %00110001
}
}