line clearing

This commit is contained in:
Irmen de Jong 2019-03-09 12:52:02 +01:00
parent ffbdac7e9a
commit f36ce5e0ee
3 changed files with 104 additions and 82 deletions

View File

@ -915,7 +915,7 @@ private class AstChecker(private val namespace: INameScope,
val targetStatement = target.targetStatement(namespace)
if(targetStatement is Label || targetStatement is Subroutine || targetStatement is BuiltinFunctionStatementPlaceholder)
return targetStatement
checkResult.add(SyntaxError("undefined function or subroutine: ${target.nameInSource.joinToString(".")}", statement.position))
checkResult.add(NameError("undefined function or subroutine: ${target.nameInSource.joinToString(".")}", statement.position))
return null
}

View File

@ -3,9 +3,9 @@
;
; @todo: holding a block
; @todo: show next 2 blocks instead of just 1
; @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 {
@ -16,7 +16,7 @@
const ubyte startXpos = boardOffsetX + 3
const ubyte startYpos = boardOffsetY - 2
ubyte lines
uword lines
uword score
ubyte xpos
ubyte ypos
@ -35,19 +35,16 @@ newgame:
drawBoard()
spawnNextBlock()
ubyte joystick_delay=1
waitkey:
if c64.TIME_LO==30 {
c64.TIME_LO = 0
if blocklogic.canMoveDown(xpos, ypos) {
drawBlock(xpos, ypos, 32) ; hide block
if blocklogic.noCollision(xpos, ypos+1) {
; slowly move the block down
drawBlock(xpos, ypos, 32)
ypos++
sound.blockmove()
drawBlock(xpos, ypos, 160)
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.
@ -55,53 +52,61 @@ waitkey:
gameOver()
goto newgame
} else {
checkForLines()
spawnNextBlock()
}
}
drawScore()
}
ubyte key=c64.GETIN()
ubyte joystick1 = c64.CIA1PRB
if key==0 and joystick1==255 goto waitkey
if key==0 goto waitkey
if joystick1!=255 {
joystick_delay--
if_nz goto waitkey
}
if key==157 or key==',' or not (joystick1 & 4) {
if key==157 or key==',' {
; move left
if blocklogic.canMoveLeft(xpos, ypos) {
drawBlock(xpos, ypos, 32)
drawBlock(xpos, ypos, 32)
if blocklogic.noCollision(xpos-1, ypos) {
xpos--
drawBlock(xpos, ypos, 160)
sound.blockrotatedrop()
}
drawBlock(xpos, ypos, 160)
}
else if key==29 or key=='.' or not (joystick1 & 8) {
else if key==29 or key=='.' {
; move right
if blocklogic.canMoveRight(xpos, ypos) {
drawBlock(xpos, ypos, 32)
drawBlock(xpos, ypos, 32)
if blocklogic.noCollision(xpos+1, ypos) {
xpos++
drawBlock(xpos, ypos, 160)
sound.blockrotatedrop()
}
drawBlock(xpos, ypos, 160)
}
else if key==17 or key=='m' or not (joystick1 & 2) {
else if key==17 or key=='m' {
; move down faster
if blocklogic.canMoveDown(xpos, ypos) {
drawBlock(xpos, ypos, 32)
drawBlock(xpos, ypos, 32)
if blocklogic.noCollision(xpos, ypos+1) {
ypos++
drawBlock(xpos, ypos, 160)
sound.blockrotatedrop()
}
drawBlock(xpos, ypos, 160)
}
else if key==145 or key==' ' or not (joystick1 & 1) {
else if key==145 or key==' ' {
; drop down immediately
drawBlock(xpos, ypos, 32)
ypos = boardOffsetY+boardHeight-4 ; @todo determine proper y position
drawBlock(xpos, ypos, 160)
sound.blockrotatedrop()
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
@ -122,7 +127,7 @@ waitkey:
}
drawBlock(xpos, ypos, 160)
}
else if key=='x' or not (joystick1 & 16) {
else if key=='x' {
; rotate clockwise
drawBlock(xpos, ypos, 32)
if blocklogic.canRotateCW(xpos, ypos) {
@ -141,14 +146,39 @@ waitkey:
}
drawBlock(xpos, ypos, 160)
}
joystick_delay = 140 ; this more or less slows down the joystick movements to the rate of what key repeats do
; @todo check if line(s) are full -> flash/clear line(s) + add score + move rest down
goto waitkey
}
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 = [100, 250, 500, 800] ; can never clear more than 4 lines
score += scores[num_lines-1]
drawScore()
}
}
sub gameOver() {
sound.gameover()
@ -196,6 +226,7 @@ waitkey:
xpos = startXpos
ypos = startYpos
drawBlock(xpos, ypos, 160)
score++
}
sub drawBoard() {
@ -225,7 +256,7 @@ waitkey:
c64scr.PLOT(27,22)
c64scr.print(" m descend")
c64scr.PLOT(27,23)
c64scr.print("or joystick1")
c64scr.print("or joystick2")
c64scr.setcc(boardOffsetX-1, boardOffsetY-2, 255, 0) ; invisible barrier
c64scr.setcc(boardOffsetX-1, boardOffsetY-3, 255, 0) ; invisible barrier
@ -257,7 +288,7 @@ waitkey:
sub drawScore() {
c64.COLOR=1
c64scr.PLOT(30,11)
c64scr.print_ub(lines)
c64scr.print_uw(lines)
c64scr.PLOT(30,15)
c64scr.print_uw(score)
}
@ -424,60 +455,50 @@ waitkey:
sub canRotateCW(ubyte xpos, ubyte ypos) -> ubyte {
rotateCW()
ubyte collision = collides(xpos, ypos)
ubyte nocollision = noCollision(xpos, ypos)
rotateCCW()
return not collision
return nocollision
}
sub canRotateCCW(ubyte xpos, ubyte ypos) -> ubyte {
rotateCCW()
ubyte collision = collides(xpos, ypos)
ubyte nocollision = noCollision(xpos, ypos)
rotateCW()
return not collision
return nocollision
}
sub canMoveLeft(ubyte xpos, ubyte ypos) -> ubyte {
main.drawBlock(xpos, ypos, 32) ; @todo do this in main itself?
ubyte collision = collides(xpos-1, ypos)
main.drawBlock(xpos, ypos, 160)
return not collision
}
sub canMoveRight(ubyte xpos, ubyte ypos) -> ubyte {
main.drawBlock(xpos, ypos, 32); @todo do this in main itself?
ubyte collision = collides(xpos+1, ypos)
main.drawBlock(xpos, ypos, 160)
return not collision
}
sub canMoveDown(ubyte xpos, ubyte ypos) -> ubyte {
main.drawBlock(xpos, ypos, 32); @todo do this in main itself?
ubyte collision = collides(xpos, ypos+1)
main.drawBlock(xpos, ypos, 160)
return not collision
}
sub collides(ubyte xpos, ubyte ypos) -> ubyte {
return currentBlock[0] and c64scr.getchr(xpos, ypos)!=32
or currentBlock[1] and c64scr.getchr(xpos+1, ypos)!=32
or currentBlock[2] and c64scr.getchr(xpos+2, ypos)!=32
or currentBlock[3] and c64scr.getchr(xpos+3, ypos)!=32
or currentBlock[4] and c64scr.getchr(xpos, ypos+1)!=32
or currentBlock[5] and c64scr.getchr(xpos+1, ypos+1)!=32
or currentBlock[6] and c64scr.getchr(xpos+2, ypos+1)!=32
or currentBlock[7] and c64scr.getchr(xpos+3, ypos+1)!=32
or currentBlock[8] and c64scr.getchr(xpos, ypos+2)!=32
or currentBlock[9] and c64scr.getchr(xpos+1, ypos+2)!=32
or currentBlock[10] and c64scr.getchr(xpos+2, ypos+2)!=32
or currentBlock[11] and c64scr.getchr(xpos+3, ypos+2)!=32
or currentBlock[12] and c64scr.getchr(xpos, ypos+3)!=32
or currentBlock[13] and c64scr.getchr(xpos+1, ypos+3)!=32
or currentBlock[14] and c64scr.getchr(xpos+2, ypos+3)!=32
or currentBlock[15] and c64scr.getchr(xpos+3, ypos+3)!=32
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 {
return ypos==main.startYpos and not canMoveDown(xpos, ypos)
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--
}
}
}

View File

@ -4,6 +4,7 @@
~ main {
; @todo see problem in looplabelproblem.p8
; @todo compiler error for using literal values other than 0 or 1 with boolean expressions
sub start() {