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line clearing
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@ -915,7 +915,7 @@ private class AstChecker(private val namespace: INameScope,
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val targetStatement = target.targetStatement(namespace)
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if(targetStatement is Label || targetStatement is Subroutine || targetStatement is BuiltinFunctionStatementPlaceholder)
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return targetStatement
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checkResult.add(SyntaxError("undefined function or subroutine: ${target.nameInSource.joinToString(".")}", statement.position))
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checkResult.add(NameError("undefined function or subroutine: ${target.nameInSource.joinToString(".")}", statement.position))
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return null
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}
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@ -3,9 +3,9 @@
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;
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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: 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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; @todo: joystick control
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; @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?
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~ main {
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@ -16,7 +16,7 @@
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const ubyte startXpos = boardOffsetX + 3
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const ubyte startYpos = boardOffsetY - 2
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ubyte lines
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uword lines
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uword score
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ubyte xpos
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ubyte ypos
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@ -35,19 +35,16 @@ newgame:
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drawBoard()
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spawnNextBlock()
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ubyte joystick_delay=1
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waitkey:
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if c64.TIME_LO==30 {
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c64.TIME_LO = 0
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if blocklogic.canMoveDown(xpos, ypos) {
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drawBlock(xpos, ypos, 32) ; hide block
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if blocklogic.noCollision(xpos, ypos+1) {
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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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sound.blockmove()
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drawBlock(xpos, ypos, 160)
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drawBlock(xpos, ypos, 160) ; show block on new position
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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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@ -55,53 +52,61 @@ waitkey:
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gameOver()
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goto newgame
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} else {
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checkForLines()
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spawnNextBlock()
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}
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}
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drawScore()
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}
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ubyte key=c64.GETIN()
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ubyte joystick1 = c64.CIA1PRB
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if key==0 and joystick1==255 goto waitkey
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if key==0 goto waitkey
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if joystick1!=255 {
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joystick_delay--
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if_nz goto waitkey
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}
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if key==157 or key==',' or not (joystick1 & 4) {
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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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drawBlock(xpos, ypos, 32)
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if blocklogic.noCollision(xpos-1, ypos) {
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xpos--
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drawBlock(xpos, ypos, 160)
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sound.blockrotatedrop()
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}
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drawBlock(xpos, ypos, 160)
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}
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else if key==29 or key=='.' or not (joystick1 & 8) {
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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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drawBlock(xpos, ypos, 32)
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if blocklogic.noCollision(xpos+1, ypos) {
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xpos++
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drawBlock(xpos, ypos, 160)
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sound.blockrotatedrop()
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}
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drawBlock(xpos, ypos, 160)
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}
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else if key==17 or key=='m' or not (joystick1 & 2) {
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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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drawBlock(xpos, ypos, 32)
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if blocklogic.noCollision(xpos, ypos+1) {
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ypos++
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drawBlock(xpos, ypos, 160)
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sound.blockrotatedrop()
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}
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drawBlock(xpos, ypos, 160)
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}
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else if key==145 or key==' ' or not (joystick1 & 1) {
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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 ; @todo determine proper y position
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drawBlock(xpos, ypos, 160)
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sound.blockrotatedrop()
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ubyte dropypos
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for dropypos in ypos+1 to boardOffsetY+boardHeight-1 {
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if not blocklogic.noCollision(xpos, dropypos) {
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dropypos-- ; the furthest down that still fits
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break
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}
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}
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if dropypos>ypos {
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ypos = dropypos
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sound.blockrotatedrop()
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drawBlock(xpos, ypos, 160)
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checkForLines()
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spawnNextBlock()
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}
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}
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else if key=='z' { ; no joystick equivalent (there is only 1 fire button)
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; rotate counter clockwise
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@ -122,7 +127,7 @@ waitkey:
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}
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drawBlock(xpos, ypos, 160)
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}
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else if key=='x' or not (joystick1 & 16) {
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else if key=='x' {
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; rotate clockwise
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drawBlock(xpos, ypos, 32)
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if blocklogic.canRotateCW(xpos, ypos) {
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@ -141,14 +146,39 @@ waitkey:
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}
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drawBlock(xpos, ypos, 160)
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}
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joystick_delay = 140 ; this more or less slows down the joystick movements to the rate of what key repeats do
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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 checkForLines() {
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; check if line(s) are full -> flash/clear line(s) + add score + move rest down
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ubyte[boardHeight] complete_lines
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ubyte num_lines=0
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memset(complete_lines, len(complete_lines), 0)
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for ubyte linepos in boardOffsetY to boardOffsetY+boardHeight-1 {
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if blocklogic.isLineFull(linepos) {
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complete_lines[num_lines]=linepos
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num_lines++
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for ubyte x in boardOffsetX to boardOffsetX+boardWidth-1
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c64scr.setcc(x, linepos, 160, 1)
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}
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}
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if num_lines {
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c64.TIME_LO=0
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while c64.TIME_LO<20 {
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; slight delay to flash the line
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}
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c64.TIME_LO=0
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for ubyte linepos in complete_lines
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if linepos and blocklogic.isLineFull(linepos)
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blocklogic.collapse(linepos)
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lines += num_lines
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uword[4] scores = [100, 250, 500, 800] ; can never clear more than 4 lines
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score += scores[num_lines-1]
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drawScore()
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}
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}
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sub gameOver() {
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sound.gameover()
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@ -196,6 +226,7 @@ waitkey:
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xpos = startXpos
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ypos = startYpos
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drawBlock(xpos, ypos, 160)
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score++
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}
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sub drawBoard() {
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@ -225,7 +256,7 @@ waitkey:
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c64scr.PLOT(27,22)
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c64scr.print(" m descend")
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c64scr.PLOT(27,23)
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c64scr.print("or joystick1")
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c64scr.print("or joystick2")
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c64scr.setcc(boardOffsetX-1, boardOffsetY-2, 255, 0) ; invisible barrier
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c64scr.setcc(boardOffsetX-1, boardOffsetY-3, 255, 0) ; invisible barrier
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@ -257,7 +288,7 @@ waitkey:
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sub drawScore() {
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c64.COLOR=1
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c64scr.PLOT(30,11)
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c64scr.print_ub(lines)
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c64scr.print_uw(lines)
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c64scr.PLOT(30,15)
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c64scr.print_uw(score)
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}
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@ -424,60 +455,50 @@ waitkey:
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sub canRotateCW(ubyte xpos, ubyte ypos) -> ubyte {
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rotateCW()
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ubyte collision = collides(xpos, ypos)
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ubyte nocollision = noCollision(xpos, ypos)
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rotateCCW()
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return not collision
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return nocollision
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}
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sub canRotateCCW(ubyte xpos, ubyte ypos) -> ubyte {
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rotateCCW()
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ubyte collision = collides(xpos, ypos)
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ubyte nocollision = noCollision(xpos, ypos)
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rotateCW()
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return not collision
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return nocollision
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}
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sub canMoveLeft(ubyte xpos, ubyte ypos) -> ubyte {
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main.drawBlock(xpos, ypos, 32) ; @todo do this in main itself?
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ubyte collision = collides(xpos-1, ypos)
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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 canMoveRight(ubyte xpos, ubyte ypos) -> ubyte {
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main.drawBlock(xpos, ypos, 32); @todo do this in main itself?
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ubyte collision = collides(xpos+1, ypos)
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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 canMoveDown(ubyte xpos, ubyte ypos) -> ubyte {
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main.drawBlock(xpos, ypos, 32); @todo do this in main itself?
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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 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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sub noCollision(ubyte xpos, ubyte ypos) -> ubyte {
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for ubyte i in 15 to 0 step -1 {
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if currentBlock[i] and c64scr.getchr(xpos + (i&3), ypos+i/4)!=32
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return false
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}
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return true
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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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main.drawBlock(xpos, ypos, 32)
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ubyte result = ypos==main.startYpos and not noCollision(xpos, ypos+1)
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main.drawBlock(xpos, ypos, 160)
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return result
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}
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sub isLineFull(ubyte ypos) -> ubyte {
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for ubyte x in main.boardOffsetX to main.boardOffsetX+main.boardWidth-1 {
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if c64scr.getchr(x, ypos)==32
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return false
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}
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return true
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}
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sub collapse(ubyte ypos) {
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while(ypos>main.startYpos+1) {
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for ubyte x in main.boardOffsetX+main.boardWidth-1 to main.boardOffsetX step -1 {
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ubyte char = c64scr.getchr(x, ypos-1)
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ubyte color = c64scr.getclr(x, ypos-1)
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c64scr.setcc(x, ypos, char, color)
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}
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ypos--
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}
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}
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}
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~ main {
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; @todo see problem in looplabelproblem.p8
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; @todo compiler error for using literal values other than 0 or 1 with boolean expressions
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sub start() {
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