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tetris stuff
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3a6fae4447
commit
9be70bcbe7
@ -1,8 +1,12 @@
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; TehTriz - a Tetris clone.
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;
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; @todo: hold block.
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; @todo: holding a block.
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; @todo: show next 2 blocks instead of just 1.
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; @todo: how to deal with rotation when block is against a wall or another block ('bump' off the wall?)
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; @todo: should not give the same block more than twice in a row?
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; @todo: simple sound effects? slight click when moving, swish when rotating/dropping, soft explosion when lines are cleared, buzz at game over
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~ main {
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@ -30,36 +34,28 @@ waitkey:
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c64.TIME_LO = 0
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if blocklogic.canMoveDown(xpos, ypos) {
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; @todo re-enable down movement
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;drawBlock(xpos, ypos, 32)
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;ypos++ ; descend
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;drawBlock(xpos, ypos, 160)
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; slowly move the block down
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drawBlock(xpos, ypos, 32)
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ypos++
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drawBlock(xpos, ypos, 160)
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} else {
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; block can't move further down!
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; check if the game area is full, if not, spawn the next block at the top.
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if blocklogic.isGameOver() {
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c64scr.PLOT(7, 7)
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c64.CHROUT('U')
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c64scr.print("────────────────────────")
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c64.CHROUT('I')
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c64scr.PLOT(7, 8)
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c64scr.print("│*** g a m e o v e r ***│")
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c64scr.PLOT(7, 9)
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c64.CHROUT('J')
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c64scr.print("────────────────────────")
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c64.CHROUT('K')
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if blocklogic.isGameOver(xpos, ypos) {
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game_over()
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} else {
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spawnNextBlock()
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}
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}
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}
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ubyte key=c64.GETIN()
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ubyte key=c64.GETIN() ; @todo: joystick support as well. (doesn't joy1 input characters as well?)
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if_z goto waitkey
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if key>='1' and key<='7' {
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; select block type, reset to start pos
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; @todo remove this feature it is for testing purposes only
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xpos = startXpos
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ypos = startYpos
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drawBlock(xpos, ypos, 32)
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@ -67,54 +63,79 @@ waitkey:
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drawBlock(xpos, ypos, 160)
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}
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else if key==157 or key==',' {
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; move left
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if blocklogic.canMoveLeft(xpos, ypos) {
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drawBlock(xpos, ypos, 32)
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xpos-- ; move left
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xpos--
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drawBlock(xpos, ypos, 160)
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}
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}
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else if key==29 or key=='.' {
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; move right
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if blocklogic.canMoveRight(xpos, ypos) {
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drawBlock(xpos, ypos, 32)
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xpos++ ; move right
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xpos++
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drawBlock(xpos, ypos, 160)
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}
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}
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else if key==17 or key=='m' {
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; move down faster
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if blocklogic.canMoveDown(xpos, ypos) {
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drawBlock(xpos, ypos, 32)
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ypos++ ; descend
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ypos++
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drawBlock(xpos, ypos, 160)
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}
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}
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else if key==145 or key==' ' {
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; drop down immediately
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drawBlock(xpos, ypos, 32)
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ypos = boardOffsetY+boardHeight-4
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ypos = boardOffsetY+boardHeight-4 ; @todo determine proper y position
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drawBlock(xpos, ypos, 160)
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}
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else if key=='z' {
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if blocklogic.canRotateCCW() {
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; rotate counter clockwise
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if blocklogic.canRotateCCW(xpos, ypos) {
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drawBlock(xpos, ypos, 32)
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blocklogic.rotateCCW()
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drawBlock(xpos, ypos, 160)
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}
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}
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else if key=='x' {
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if blocklogic.canRotateCW() {
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; rotate clockwise
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if blocklogic.canRotateCW(xpos, ypos) {
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drawBlock(xpos, ypos, 32)
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blocklogic.rotateCW()
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drawBlock(xpos, ypos, 160)
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}
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}
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; @todo check if line(s) are full -> flash/clear line(s) + add score + move rest down
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goto waitkey
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}
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sub game_over() {
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c64scr.PLOT(7, 7)
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c64.CHROUT('U')
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c64scr.print("────────────────────────")
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c64.CHROUT('I')
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c64scr.PLOT(7, 8)
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c64scr.print("│*** g a m e o v e r ***│")
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c64scr.PLOT(7, 9)
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c64.CHROUT('J')
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c64scr.print("────────────────────────")
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c64.CHROUT('K')
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while(true) {
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; endless loop
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; @todo restart game on pressing F1/firebutton
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}
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}
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sub spawnNextBlock() {
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c64.TIME_LO = 0
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blocklogic.newCurrentBlock(nextBlock)
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nextBlock = rnd() % 7
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nextBlock = (rnd() + c64.RASTER) % 7
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drawNextBlock()
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xpos = startXpos
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ypos = startYpos
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@ -167,9 +188,9 @@ waitkey:
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c64scr.setcc(boardOffsetX+boardWidth, i, 84, 11)
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}
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for ubyte b in 7 to 0 step -1 {
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blocklogic.newCurrentBlock(b)
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drawBlock(3, 3+b*3, 102) ; 102 = stipple
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for i in 7 to 0 step -1 {
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blocklogic.newCurrentBlock(i)
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drawBlock(3, 3+i*3, 102) ; 102 = stipple
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}
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drawScore()
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}
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@ -335,89 +356,73 @@ waitkey:
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}
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}
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sub canRotateCW() -> ubyte {
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rotateCW()
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ubyte okay=true ; TODO determine
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rotateCCW()
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return okay
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}
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sub canRotateCCW() -> ubyte {
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rotateCCW()
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ubyte okay=true ; TODO determine
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rotateCW()
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return okay
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}
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; For movement checking it is not needed to clamp the x/y coordinates,
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; because we have to check for brick collisions anyway.
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; The full play area is bordered by (in)visible characters that will collide.
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; Collision is determined by reading the screen data directly.
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; This means the current position of the block on the screen has to be cleared first,
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; and redrawn after the collision result has been determined.
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sub canRotateCW(ubyte xpos, ubyte ypos) -> ubyte {
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main.drawBlock(xpos, ypos, 32)
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rotateCW()
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ubyte collision = collides(xpos, ypos)
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rotateCCW()
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main.drawBlock(xpos, ypos, 160)
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return not collision
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}
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sub canRotateCCW(ubyte xpos, ubyte ypos) -> ubyte {
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main.drawBlock(xpos, ypos, 32)
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rotateCCW()
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ubyte collision = collides(xpos, ypos)
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rotateCW()
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main.drawBlock(xpos, ypos, 160)
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return not collision
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}
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sub canMoveLeft(ubyte xpos, ubyte ypos) -> ubyte {
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main.drawBlock(xpos, ypos, 32)
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ubyte result = canActuallyMoveLeft(xpos, ypos)
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ubyte collision = collides(xpos-1, ypos)
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main.drawBlock(xpos, ypos, 160)
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return result
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sub canActuallyMoveLeft(ubyte xpos, ubyte ypos) -> ubyte {
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; @todo make this a generic subroutine that also works to check right and bottom collisions...
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return not (currentBlock[0] and c64scr.getchr(xpos-1, ypos)!=32
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or currentBlock[1] and c64scr.getchr(xpos, ypos)!=32
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or currentBlock[2] and c64scr.getchr(xpos+1, ypos)!=32
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or currentBlock[3] and c64scr.getchr(xpos+2, ypos)!=32
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or currentBlock[4] and c64scr.getchr(xpos-1, ypos+1)!=32
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or currentBlock[5] and c64scr.getchr(xpos, ypos+1)!=32
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or currentBlock[6] and c64scr.getchr(xpos+1, ypos+1)!=32
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or currentBlock[7] and c64scr.getchr(xpos+2, ypos+1)!=32
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or currentBlock[8] and c64scr.getchr(xpos-1, ypos+2)!=32
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or currentBlock[9] and c64scr.getchr(xpos, ypos+2)!=32
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or currentBlock[10] and c64scr.getchr(xpos+1, ypos+2)!=32
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or currentBlock[11] and c64scr.getchr(xpos+2, ypos+2)!=32
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or currentBlock[12] and c64scr.getchr(xpos-1, ypos+3)!=32
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or currentBlock[13] and c64scr.getchr(xpos, ypos+3)!=32
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or currentBlock[14] and c64scr.getchr(xpos+1, ypos+3)!=32
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or currentBlock[15] and c64scr.getchr(xpos+2, ypos+3)!=32)
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}
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return not collision
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}
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sub canMoveRight(ubyte xpos, ubyte ypos) -> ubyte {
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main.drawBlock(xpos, ypos, 32)
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ubyte result = canActuallyMoveRight(xpos, ypos)
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ubyte collision = collides(xpos+1, ypos)
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main.drawBlock(xpos, ypos, 160)
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return result
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sub canActuallyMoveRight(ubyte xpos, ubyte ypos) -> ubyte {
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; @todo use the generic subroutine that also works to check right and bottom collisions...
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return not (currentBlock[0] and c64scr.getchr(xpos+1, ypos)!=32
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or currentBlock[1] and c64scr.getchr(xpos+2, ypos)!=32
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or currentBlock[2] and c64scr.getchr(xpos+3, ypos)!=32
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or currentBlock[3] and c64scr.getchr(xpos+4, ypos)!=32
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or currentBlock[4] and c64scr.getchr(xpos+1, ypos+1)!=32
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or currentBlock[5] and c64scr.getchr(xpos+2, ypos+1)!=32
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or currentBlock[6] and c64scr.getchr(xpos+3, ypos+1)!=32
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or currentBlock[7] and c64scr.getchr(xpos+4, ypos+1)!=32
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or currentBlock[8] and c64scr.getchr(xpos+1, ypos+2)!=32
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or currentBlock[9] and c64scr.getchr(xpos+2, ypos+2)!=32
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or currentBlock[10] and c64scr.getchr(xpos+3, ypos+2)!=32
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or currentBlock[11] and c64scr.getchr(xpos+4, ypos+2)!=32
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or currentBlock[12] and c64scr.getchr(xpos+1, ypos+3)!=32
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or currentBlock[13] and c64scr.getchr(xpos+2, ypos+3)!=32
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or currentBlock[14] and c64scr.getchr(xpos+3, ypos+3)!=32
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or currentBlock[15] and c64scr.getchr(xpos+4, ypos+3)!=32)
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}
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return not collision
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}
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sub canMoveDown(ubyte xpos, ubyte ypos) -> ubyte {
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return ypos<main.boardOffsetY+main.boardHeight-4 ; TODO deal with actual block/border collision, use generic check routine
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main.drawBlock(xpos, ypos, 32)
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ubyte collision = collides(xpos, ypos+1)
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main.drawBlock(xpos, ypos, 160)
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return not collision
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}
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sub isGameOver() -> ubyte {
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return false ; TODO determine fail state
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sub collides(ubyte xpos, ubyte ypos) -> ubyte {
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return currentBlock[0] and c64scr.getchr(xpos, ypos)!=32
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or currentBlock[1] and c64scr.getchr(xpos+1, ypos)!=32
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or currentBlock[2] and c64scr.getchr(xpos+2, ypos)!=32
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or currentBlock[3] and c64scr.getchr(xpos+3, ypos)!=32
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or currentBlock[4] and c64scr.getchr(xpos, ypos+1)!=32
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or currentBlock[5] and c64scr.getchr(xpos+1, ypos+1)!=32
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or currentBlock[6] and c64scr.getchr(xpos+2, ypos+1)!=32
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or currentBlock[7] and c64scr.getchr(xpos+3, ypos+1)!=32
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or currentBlock[8] and c64scr.getchr(xpos, ypos+2)!=32
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or currentBlock[9] and c64scr.getchr(xpos+1, ypos+2)!=32
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or currentBlock[10] and c64scr.getchr(xpos+2, ypos+2)!=32
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or currentBlock[11] and c64scr.getchr(xpos+3, ypos+2)!=32
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or currentBlock[12] and c64scr.getchr(xpos, ypos+3)!=32
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or currentBlock[13] and c64scr.getchr(xpos+1, ypos+3)!=32
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or currentBlock[14] and c64scr.getchr(xpos+2, ypos+3)!=32
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or currentBlock[15] and c64scr.getchr(xpos+3, ypos+3)!=32
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}
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sub isGameOver(ubyte xpos, ubyte ypos) -> ubyte {
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return ypos==main.startYpos and not canMoveDown(xpos, ypos)
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}
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}
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; @todo see problem in looplabelproblem.p8
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; @todo when using -noopt, the error "can only push address of string that is a variable on the heap" appears when using strings
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sub start() {
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uword w = 12345
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