mirror of
https://github.com/irmen/prog8.git
synced 2024-11-27 03:50:27 +00:00
464 lines
15 KiB
Lua
464 lines
15 KiB
Lua
~ main {
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const ubyte boardOffsetX = 14
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const ubyte boardOffsetY = 3
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const ubyte boardWidth = 10
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const ubyte boardHeight = 20
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const ubyte startXpos = boardOffsetX + 3
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const ubyte startYpos = boardOffsetY - 2
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ubyte lines = 0
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uword score = 0
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ubyte xpos = startXpos
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ubyte ypos = startYpos
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ubyte nextBlock = rnd() % 7
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sub start() {
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@(650) = 128 ; set all keys to repeat
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drawBoard()
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spawnNextBlock()
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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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; @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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} 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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} 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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if_z goto waitkey
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if key>='1' and key<='7' {
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; select block type
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drawBlock(xpos, ypos, 32)
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blocklogic.newCurrentBlock(key-'1')
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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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if blocklogic.canMoveLeft(xpos, ypos) {
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drawBlock(xpos, ypos, 32)
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xpos-- ; move left
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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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if blocklogic.canMoveRight(xpos, ypos) {
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drawBlock(xpos, ypos, 32)
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xpos++ ; move right
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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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if blocklogic.canMoveDown(xpos, ypos) {
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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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}
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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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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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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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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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goto waitkey
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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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drawNextBlock()
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xpos = startXpos
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ypos = startYpos
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drawBlock(xpos, ypos, 160)
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}
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sub drawBoard() {
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c64.COLOR = 7
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c64scr.PLOT(1,1)
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c64scr.print("irmen's")
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c64scr.PLOT(1,2)
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c64scr.print("teh▁triz")
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c64.COLOR = 5
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c64scr.PLOT(28,3)
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c64scr.print("next:")
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c64scr.PLOT(28,10)
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c64scr.print("lines:")
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c64scr.PLOT(28,14)
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c64scr.print("score:")
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c64.COLOR = 12
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c64scr.PLOT(28,19)
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c64scr.print("controls:")
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c64.COLOR = 11
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c64scr.PLOT(27,20)
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c64scr.print("z/x rotate")
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c64scr.PLOT(27,21)
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c64scr.print(",/. move")
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c64scr.PLOT(27,22)
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c64scr.print("spc drop")
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c64scr.PLOT(27,23)
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c64scr.print(" m descend")
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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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c64scr.setcc(boardOffsetX+boardWidth, boardOffsetY-2, 255, 0) ; invisible barrier
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c64scr.setcc(boardOffsetX+boardWidth, boardOffsetY-3, 255, 0) ; invisible barrier
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c64scr.setcc(boardOffsetX-1, boardOffsetY-1, 108, 12)
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c64scr.setcc(boardOffsetX+boardWidth, boardOffsetY-1, 123, 12)
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c64scr.setcc(boardOffsetX+boardWidth, boardOffsetY-1, 123, 12)
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c64scr.setcc(boardOffsetX-1, boardOffsetY+boardHeight, 124, 12)
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c64scr.setcc(boardOffsetX+boardWidth, boardOffsetY+boardHeight, 126, 12)
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ubyte i
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for i in boardOffsetX+boardWidth-1 to boardOffsetX step -1 {
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c64scr.setcc(i, boardOffsetY-3, 255, 0) ; invisible barrier
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c64scr.setcc(i, boardOffsetY+boardHeight, 69, 11)
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}
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for i in boardOffsetY+boardHeight-1 to boardOffsetY step -1 {
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c64scr.setcc(boardOffsetX-1, i, 89, 11)
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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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}
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drawScore()
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}
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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.PLOT(30,15)
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c64scr.print_uw(score)
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}
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sub drawNextBlock() {
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for ubyte x in 31 to 28 step -1 {
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c64scr.setcc(x, 5, ' ', 0)
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c64scr.setcc(x, 6, ' ', 0)
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}
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; reuse the normal block draw routine (because we can't manipulate array pointers yet)
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ubyte prev = blocklogic.currentBlockNum
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blocklogic.newCurrentBlock(nextBlock)
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drawBlock(28, 5, 160)
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blocklogic.newCurrentBlock(prev)
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}
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sub drawBlock(ubyte x, ubyte y, ubyte character) {
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for ubyte i in 15 to 0 step -1 {
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ubyte c=blocklogic.currentBlock[i]
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if c
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c64scr.setcc((i&3)+x, (i/4)+y, character, c)
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}
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}
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}
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~ blocklogic {
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ubyte currentBlockNum
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ubyte[16] currentBlock
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ubyte[16] rotated
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; block colors I, J, L, O, S, T, Z: cyan, blue, orange, yellow, green, purple, red
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ubyte[7] blockColors = [3, 6, 8, 7, 5, 4, 2]
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ubyte[4] blockI = [4, 5, 6, 7] ; note: special rotation (only 2 states)
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ubyte[4] blockJ = [0, 4, 5, 6]
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ubyte[4] blockL = [2, 4, 5, 6]
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ubyte[4] blockO = [1, 2, 5, 6] ; note: no rotation (square)
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ubyte[4] blockS = [1, 2, 4, 5]
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ubyte[4] blockT = [1, 4, 5, 6]
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ubyte[4] blockZ = [0, 1, 5, 6]
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sub newCurrentBlock(ubyte block) {
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memset(currentBlock, len(currentBlock), 0)
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currentBlockNum = block
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; @todo would be nice to have an explicit pointer type to reference the array, and code the loop only once...
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ubyte blockCol = blockColors[block]
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ubyte i
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if block==0 { ; I
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for i in blockI
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currentBlock[i] = blockCol
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}
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else if block==1 { ; J
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for i in blockJ
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currentBlock[i] = blockCol
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}
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else if block==2 { ; L
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for i in blockL
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currentBlock[i] = blockCol
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}
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else if block==3 { ; O
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for i in blockO
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currentBlock[i] = blockCol
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}
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else if block==4 { ; S
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for i in blockS
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currentBlock[i] = blockCol
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}
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else if block==5 { ; T
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for i in blockT
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currentBlock[i] = blockCol
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}
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else if block==6 { ; Z
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for i in blockZ
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currentBlock[i] = blockCol
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}
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}
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sub rotateCW() {
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; rotates the current block clockwise.
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if currentBlockNum==0
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rotateIblock() ; block 'I' has special rotation
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else if currentBlockNum!=3 {
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; rotate all other blocks (except 3, the square) around their center square
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rotated[0] = currentBlock[8]
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rotated[1] = currentBlock[4]
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rotated[2] = currentBlock[0]
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rotated[4] = currentBlock[9]
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rotated[6] = currentBlock[1]
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rotated[8] = currentBlock[10]
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rotated[9] = currentBlock[6]
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rotated[10] = currentBlock[2]
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currentBlock[0] = rotated[0]
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currentBlock[1] = rotated[1]
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currentBlock[2] = rotated[2]
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currentBlock[4] = rotated[4]
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currentBlock[6] = rotated[6]
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currentBlock[8] = rotated[8]
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currentBlock[9] = rotated[9]
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currentBlock[10] = rotated[10]
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}
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}
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sub rotateCCW() {
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; rotates the current block counterclockwise.
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if currentBlockNum==0
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rotateIblock() ; block 'I' has special rotation
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else if currentBlockNum!=3 {
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; rotate all other blocks (except 3, the square) around their center square
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rotated[0] = currentBlock[2]
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rotated[1] = currentBlock[6]
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rotated[2] = currentBlock[10]
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rotated[4] = currentBlock[1]
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rotated[6] = currentBlock[9]
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rotated[8] = currentBlock[0]
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rotated[9] = currentBlock[4]
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rotated[10] = currentBlock[8]
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currentBlock[0] = rotated[0]
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currentBlock[1] = rotated[1]
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currentBlock[2] = rotated[2]
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currentBlock[4] = rotated[4]
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currentBlock[6] = rotated[6]
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currentBlock[8] = rotated[8]
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currentBlock[9] = rotated[9]
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currentBlock[10] = rotated[10]
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}
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}
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sub rotateIblock() {
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; the I-block only has 2 rotational states.
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if currentBlock[2]==0 {
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; it's horizontal, make it vertical again
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currentBlock[2] = currentBlock[4]
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currentBlock[10] = currentBlock[4]
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currentBlock[14] = currentBlock[4]
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currentBlock[4] = 0
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currentBlock[5] = 0
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currentBlock[7] = 0
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} else {
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; it's vertical, make it horizontal again
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currentBlock[4] = currentBlock[2]
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currentBlock[5] = currentBlock[2]
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currentBlock[7] = currentBlock[2]
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currentBlock[2] = 0
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currentBlock[10] = 0
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currentBlock[14] = 0
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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 ; 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 ; 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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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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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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ubyte x = xpos-1
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ubyte yp1 = ypos+1
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ubyte yp2 = ypos+2
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ubyte yp3 = ypos+3
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if(currentBlock[0] and c64scr.getchr(x, ypos)!=32)
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return false
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if(currentBlock[4] and c64scr.getchr(x, yp1)!=32)
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return false
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if(currentBlock[8] and c64scr.getchr(x, yp2)!=32)
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return false
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if(currentBlock[12] and c64scr.getchr(x, yp3)!=32)
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return false
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x++
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if(currentBlock[1] and c64scr.getchr(x, ypos)!=32)
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return false
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if(currentBlock[5] and c64scr.getchr(x, yp1)!=32)
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return false
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if(currentBlock[9] and c64scr.getchr(x, yp2)!=32)
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return false
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if(currentBlock[13] and c64scr.getchr(x, yp3)!=32)
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return false
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x++
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if(currentBlock[2] and c64scr.getchr(x, ypos)!=32)
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return false
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if(currentBlock[6] and c64scr.getchr(x, yp1)!=32)
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return false
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if(currentBlock[10] and c64scr.getchr(x, yp2)!=32)
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return false
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if(currentBlock[14] and c64scr.getchr(x, yp3)!=32)
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return false
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x++
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if(currentBlock[3] and c64scr.getchr(x, ypos)!=32)
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return false
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if(currentBlock[7] and c64scr.getchr(x, yp1)!=32)
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return false
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if(currentBlock[11] and c64scr.getchr(x, yp2)!=32)
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return false
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if(currentBlock[15] and c64scr.getchr(x, yp3)!=32)
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return false
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return true
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}
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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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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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ubyte x = xpos+4
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ubyte yp1 = ypos+1
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ubyte yp2 = ypos+2
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ubyte yp3 = ypos+3
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if(currentBlock[3] and c64scr.getchr(x, ypos)!=32)
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return false
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if(currentBlock[7] and c64scr.getchr(x, yp1)!=32)
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return false
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if(currentBlock[11] and c64scr.getchr(x, yp2)!=32)
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return false
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if(currentBlock[15] and c64scr.getchr(x, yp3)!=32)
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return false
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x--
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if(currentBlock[2] and c64scr.getchr(x, ypos)!=32)
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return false
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if(currentBlock[6] and c64scr.getchr(x, yp1)!=32)
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return false
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if(currentBlock[10] and c64scr.getchr(x, yp2)!=32)
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return false
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if(currentBlock[14] and c64scr.getchr(x, yp3)!=32)
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return false
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x--
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if(currentBlock[1] and c64scr.getchr(x, ypos)!=32)
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return false
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if(currentBlock[5] and c64scr.getchr(x, yp1)!=32)
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return false
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if(currentBlock[9] and c64scr.getchr(x, yp2)!=32)
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return false
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if(currentBlock[13] and c64scr.getchr(x, yp3)!=32)
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return false
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x--
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if(currentBlock[0] and c64scr.getchr(x, ypos)!=32)
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return false
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if(currentBlock[4] and c64scr.getchr(x, yp1)!=32)
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return false
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if(currentBlock[8] and c64scr.getchr(x, yp2)!=32)
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return false
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if(currentBlock[12] and c64scr.getchr(x, yp3)!=32)
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return false
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return true
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}
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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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}
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sub isGameOver() -> ubyte {
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return false ; TODO determine fail state
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}
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}
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