mirror of
https://github.com/irmen/prog8.git
synced 2024-11-27 03:50:27 +00:00
642 lines
19 KiB
Lua
642 lines
19 KiB
Lua
; TehTriz - a Tetris clone.
|
|
;
|
|
; features:
|
|
; holding area
|
|
; wall kick rotations
|
|
; shows next piece
|
|
; staged speed increase
|
|
; some simple sound effects
|
|
|
|
|
|
%import syslib
|
|
%import textio
|
|
%import test_stack
|
|
|
|
|
|
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()
|
|
|
|
; txt.plot(0,0)
|
|
; test_stack.test()
|
|
}
|
|
|
|
ubyte key=c64.GETIN()
|
|
if key==0 goto waitkey
|
|
|
|
keypress(key)
|
|
|
|
goto waitkey
|
|
|
|
}
|
|
|
|
sub move_left() {
|
|
drawBlock(xpos, ypos, 32)
|
|
if blocklogic.noCollision(xpos-1, ypos) {
|
|
xpos--
|
|
}
|
|
drawBlock(xpos, ypos, 160)
|
|
}
|
|
|
|
sub move_right() {
|
|
drawBlock(xpos, ypos, 32)
|
|
if blocklogic.noCollision(xpos+1, ypos) {
|
|
xpos++
|
|
}
|
|
drawBlock(xpos, ypos, 160)
|
|
}
|
|
|
|
sub move_down_faster() {
|
|
drawBlock(xpos, ypos, 32)
|
|
if blocklogic.noCollision(xpos, ypos+1) {
|
|
ypos++
|
|
}
|
|
drawBlock(xpos, ypos, 160)
|
|
}
|
|
|
|
sub 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()
|
|
}
|
|
}
|
|
|
|
sub keypress(ubyte key) {
|
|
when key {
|
|
157, ',' -> move_left()
|
|
29, '/' -> move_right()
|
|
17, '.' -> move_down_faster()
|
|
145, ' ' -> drop_down_immediately()
|
|
'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)
|
|
}
|
|
'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)
|
|
}
|
|
'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
|
|
ubyte linepos
|
|
sys.memset(complete_lines, len(complete_lines), 0)
|
|
for linepos in boardOffsetY to boardOffsetY+boardHeight-1 {
|
|
if blocklogic.isLineFull(linepos) {
|
|
complete_lines[num_lines]=linepos
|
|
num_lines++
|
|
ubyte x
|
|
for x in boardOffsetX to boardOffsetX+boardWidth-1
|
|
txt.setcc(x, linepos, sc:'▒', 1)
|
|
}
|
|
}
|
|
if num_lines {
|
|
if num_lines>3
|
|
sound.lineclear_big()
|
|
else
|
|
sound.lineclear()
|
|
sys.wait(20) ; slight delay to flash the line
|
|
for linepos in complete_lines
|
|
if linepos and blocklogic.isLineFull(linepos)
|
|
blocklogic.collapse(linepos)
|
|
lines += num_lines
|
|
uword[] scores = [10, 25, 50, 100] ; can never clear more than 4 lines at once
|
|
score += scores[num_lines-1]
|
|
speedlevel = 1+lsb(lines/10)
|
|
drawScore()
|
|
}
|
|
}
|
|
|
|
sub gameOver() {
|
|
sound.gameover()
|
|
txt.plot(7, 7)
|
|
c64.CHROUT('U')
|
|
txt.print("────────────────────────")
|
|
c64.CHROUT('I')
|
|
txt.plot(7, 8)
|
|
txt.print("│*** g a m e o v e r ***│")
|
|
txt.plot(7, 9)
|
|
c64.CHROUT('J')
|
|
txt.print("────────────────────────")
|
|
c64.CHROUT('K')
|
|
|
|
txt.plot(7, 18)
|
|
c64.CHROUT('U')
|
|
txt.print("────────────────────────")
|
|
c64.CHROUT('I')
|
|
txt.plot(7, 19)
|
|
txt.print("│ f1 for new game │")
|
|
txt.plot(7, 20)
|
|
c64.CHROUT('J')
|
|
txt.print("────────────────────────")
|
|
c64.CHROUT('K')
|
|
|
|
ubyte key = 0
|
|
while key!=133 {
|
|
; endless loop until user presses F1 to restart the game
|
|
key = c64.GETIN()
|
|
}
|
|
}
|
|
|
|
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() {
|
|
txt.clear_screen()
|
|
txt.color(7)
|
|
txt.plot(1,1)
|
|
txt.print("* tehtriz *")
|
|
txt.color(5)
|
|
txt.plot(6,4)
|
|
txt.print("hold:")
|
|
txt.plot(2,22)
|
|
txt.print("speed: ")
|
|
txt.plot(28,3)
|
|
txt.print("next:")
|
|
txt.plot(28,10)
|
|
txt.print("lines:")
|
|
txt.plot(28,14)
|
|
txt.print("score:")
|
|
txt.color(12)
|
|
txt.plot(27,18)
|
|
txt.print("controls:")
|
|
txt.color(11)
|
|
txt.plot(28,19)
|
|
txt.print(",/ move")
|
|
txt.plot(28,20)
|
|
txt.print("zx rotate")
|
|
txt.plot(29,21)
|
|
txt.print(". descend")
|
|
txt.plot(27,22)
|
|
txt.print("spc drop")
|
|
txt.plot(29,23)
|
|
txt.print("c hold")
|
|
|
|
txt.setcc(boardOffsetX-1, boardOffsetY-2, 255, 0) ; invisible barrier
|
|
txt.setcc(boardOffsetX-1, boardOffsetY-3, 255, 0) ; invisible barrier
|
|
txt.setcc(boardOffsetX+boardWidth, boardOffsetY-2, 255, 0) ; invisible barrier
|
|
txt.setcc(boardOffsetX+boardWidth, boardOffsetY-3, 255, 0) ; invisible barrier
|
|
|
|
txt.setcc(boardOffsetX-1, boardOffsetY-1, 108, 12)
|
|
txt.setcc(boardOffsetX+boardWidth, boardOffsetY-1, 123, 12)
|
|
txt.setcc(boardOffsetX+boardWidth, boardOffsetY-1, 123, 12)
|
|
txt.setcc(boardOffsetX-1, boardOffsetY+boardHeight, 124, 12)
|
|
txt.setcc(boardOffsetX+boardWidth, boardOffsetY+boardHeight, 126, 12)
|
|
ubyte i
|
|
for i in boardOffsetX+boardWidth-1 downto boardOffsetX {
|
|
txt.setcc(i, boardOffsetY-3, 255, 0) ; invisible barrier
|
|
txt.setcc(i, boardOffsetY+boardHeight, 69, 11)
|
|
}
|
|
for i in boardOffsetY+boardHeight-1 downto boardOffsetY {
|
|
txt.setcc(boardOffsetX-1, i, 89, 11)
|
|
txt.setcc(boardOffsetX+boardWidth, i, 84, 11)
|
|
}
|
|
|
|
ubyte[] colors = [6,8,7,5,4]
|
|
for i in len(colors)-1 downto 0 {
|
|
ubyte x
|
|
for x in 5 downto 0 {
|
|
txt.setcc(6+x-i, 11+2*i, sc:'▒', colors[i])
|
|
}
|
|
}
|
|
drawScore()
|
|
}
|
|
|
|
sub drawScore() {
|
|
txt.color(1)
|
|
txt.plot(30,11)
|
|
txt.print_uw(lines)
|
|
txt.plot(30,15)
|
|
txt.print_uw(score)
|
|
txt.plot(9,22)
|
|
txt.print_ub(speedlevel)
|
|
}
|
|
|
|
sub drawNextBlock() {
|
|
const ubyte nextBlockXpos = 29
|
|
const ubyte nextBlockYpos = 5
|
|
ubyte x
|
|
for x in nextBlockXpos+3 downto nextBlockXpos {
|
|
txt.setcc(x, nextBlockYpos, ' ', 0)
|
|
txt.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
|
|
ubyte x
|
|
for x in holdBlockXpos+3 downto holdBlockXpos {
|
|
txt.setcc(x, holdBlockYpos, '@', 0)
|
|
txt.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) {
|
|
ubyte @zp i
|
|
for i in 15 downto 0 {
|
|
ubyte @zp c=blocklogic.currentBlock[i]
|
|
if c
|
|
txt.setcc((i&3)+x, (i/4)+y, character, c)
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
blocklogic {
|
|
|
|
ubyte currentBlockNum
|
|
ubyte[16] currentBlock
|
|
ubyte[16] rotated
|
|
|
|
; the 7 tetrominos
|
|
ubyte[] 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[] blockJ = [6,0,0,0, ; blue
|
|
6,6,6,0,
|
|
0,0,0,0,
|
|
0,0,0,0]
|
|
ubyte[] blockL = [0,0,8,0, ; orange
|
|
8,8,8,0,
|
|
0,0,0,0,
|
|
0,0,0,0]
|
|
ubyte[] blockO = [0,7,7,0, ; yellow ; note: no rotation (square)
|
|
0,7,7,0,
|
|
0,0,0,0,
|
|
0,0,0,0]
|
|
ubyte[] blockS = [0,5,5,0, ; green
|
|
5,5,0,0,
|
|
0,0,0,0,
|
|
0,0,0,0]
|
|
ubyte[] blockT = [0,4,0,0, ; purple
|
|
4,4,4,0,
|
|
0,0,0,0,
|
|
0,0,0,0]
|
|
ubyte[] blockZ = [2,2,0,0, ; red
|
|
0,2,2,0,
|
|
0,0,0,0,
|
|
0,0,0,0]
|
|
|
|
uword[] blocks = [&blockI, &blockJ, &blockL, &blockO, &blockS, &blockT, &blockZ]
|
|
|
|
sub newCurrentBlock(ubyte block) {
|
|
currentBlockNum = block
|
|
sys.memcopy(blocks[block], 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]
|
|
sys.memcopy(rotated, currentBlock, len(currentBlock))
|
|
}
|
|
else if currentBlockNum!=3 {
|
|
; rotate all blocks (except 3, the square) around their center square in a 3x3 matrix
|
|
sys.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]
|
|
sys.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]
|
|
sys.memcopy(rotated, currentBlock, len(currentBlock))
|
|
}
|
|
else if currentBlockNum!=3 {
|
|
; rotate all blocks (except 3, the square) around their center square in a 3x3 matrix
|
|
sys.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]
|
|
sys.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 {
|
|
ubyte @zp i
|
|
for i in 15 downto 0 {
|
|
if currentBlock[i] and txt.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 {
|
|
ubyte x
|
|
for x in main.boardOffsetX to main.boardOffsetX+main.boardWidth-1 {
|
|
if txt.getchr(x, ypos)==32
|
|
return false
|
|
}
|
|
return true
|
|
}
|
|
|
|
sub collapse(ubyte ypos) {
|
|
while ypos>main.startYpos+1 {
|
|
ubyte x
|
|
for x in main.boardOffsetX+main.boardWidth-1 downto main.boardOffsetX {
|
|
ubyte char = txt.getchr(x, ypos-1)
|
|
ubyte color = txt.getclr(x, ypos-1)
|
|
txt.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
|
|
}
|
|
}
|