prog8/examples/tehtriz.p8
2019-02-23 23:06:46 +01:00

466 lines
16 KiB
Lua

~ 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
ubyte lines = 0
ubyte score = 0
ubyte xpos = startXpos
ubyte ypos = startYpos
ubyte nextBlock = rnd() % 7
sub start() {
@(650) = 128 ; set all keys to repeat
drawBoard()
spawnNextBlock()
waitkey:
if c64.TIME_LO==30 {
c64.TIME_LO = 0
if blocklogic.canMoveDown(xpos, ypos) {
; @todo re-enable down movement
;drawBlock(xpos, ypos, 32)
;ypos++ ; descend
;drawBlock(xpos, ypos, 160)
} 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() {
c64scr.PLOT(7, 7)
c64.CHROUT('U')
c64scr.print("────────────────────────")
c64.CHROUT('I')
c64scr.PLOT(7, 8)
c64scr.print("│*** g a m e o v e r ***│")
c64scr.PLOT(7, 9)
c64.CHROUT('J')
c64scr.print("────────────────────────")
c64.CHROUT('K')
} else {
spawnNextBlock()
}
}
}
ubyte key=c64.GETIN()
if_z goto waitkey
if key>='1' and key<='7' {
; select block type
drawBlock(xpos, ypos, 32)
blocklogic.newCurrentBlock(key-'1')
drawBlock(xpos, ypos, 160)
}
else if key==157 or key==',' {
if blocklogic.canMoveLeft(xpos, ypos) {
drawBlock(xpos, ypos, 32)
xpos-- ; move left
drawBlock(xpos, ypos, 160)
}
}
else if key==29 or key=='.' {
if blocklogic.canMoveRight(xpos, ypos) {
drawBlock(xpos, ypos, 32)
xpos++ ; move right
drawBlock(xpos, ypos, 160)
}
}
else if key==17 or key=='m' {
if blocklogic.canMoveDown(xpos, ypos) {
drawBlock(xpos, ypos, 32)
ypos++ ; descend
drawBlock(xpos, ypos, 160)
}
}
else if key==145 or key==' ' {
; drop down immediately
drawBlock(xpos, ypos, 32)
ypos = boardOffsetY+boardHeight-4
drawBlock(xpos, ypos, 160)
}
else if key=='z' {
if blocklogic.canRotateCCW() {
drawBlock(xpos, ypos, 32)
blocklogic.rotateCCW()
drawBlock(xpos, ypos, 160)
}
}
else if key=='x' {
if blocklogic.canRotateCW() {
drawBlock(xpos, ypos, 32)
blocklogic.rotateCW()
drawBlock(xpos, ypos, 160)
}
}
goto waitkey
}
sub spawnNextBlock() {
c64.TIME_LO = 0
blocklogic.newCurrentBlock(nextBlock)
nextBlock = rnd() % 7
drawNextBlock()
xpos = startXpos
ypos = startYpos
drawBlock(xpos, ypos, 160)
}
sub drawBoard() {
c64.COLOR = 7
c64scr.PLOT(1,1)
c64scr.print("irmen's")
c64scr.PLOT(1,2)
c64scr.print("tehtriz")
c64.COLOR = 5
c64scr.PLOT(28,3)
c64scr.print("next:")
c64scr.PLOT(28,10)
c64scr.print("lines:")
c64scr.PLOT(28,14)
c64scr.print("score:")
c64.COLOR = 12
c64scr.PLOT(28,19)
c64scr.print("controls:")
c64.COLOR = 11
c64scr.PLOT(27,20)
c64scr.print("z/x rotate")
c64scr.PLOT(27,21)
c64scr.print(",/. move")
c64scr.PLOT(27,22)
c64scr.print("spc drop")
c64scr.PLOT(27,23)
c64scr.print(" m descend")
c64scr.setcc(boardOffsetX-1, boardOffsetY-2, 255, 0) ; invisible barrier
c64scr.setcc(boardOffsetX-1, boardOffsetY-3, 255, 0) ; invisible barrier
c64scr.setcc(boardOffsetX+boardWidth, boardOffsetY-2, 255, 0) ; invisible barrier
c64scr.setcc(boardOffsetX+boardWidth, boardOffsetY-3, 255, 0) ; invisible barrier
c64scr.setcc(boardOffsetX-1, boardOffsetY-1, 108, 12)
c64scr.setcc(boardOffsetX+boardWidth, boardOffsetY-1, 123, 12)
c64scr.setcc(boardOffsetX+boardWidth, boardOffsetY-1, 123, 12)
c64scr.setcc(boardOffsetX-1, boardOffsetY+boardHeight, 124, 12)
c64scr.setcc(boardOffsetX+boardWidth, boardOffsetY+boardHeight, 126, 12)
ubyte i
for i in boardOffsetX+boardWidth-1 to boardOffsetX step -1 {
c64scr.setcc(i, boardOffsetY-3, 255, 0) ; invisible barrier
c64scr.setcc(i, boardOffsetY+boardHeight, 69, 11)
}
for i in boardOffsetY+boardHeight-1 to boardOffsetY step -1 {
c64scr.setcc(boardOffsetX-1, i, 89, 11)
c64scr.setcc(boardOffsetX+boardWidth, i, 84, 11)
}
for ubyte b in 7 to 0 step -1 {
blocklogic.newCurrentBlock(b)
drawBlock(3, 3+b*3, 102) ; 102 = stipple
}
drawScore()
}
sub drawScore() {
c64.COLOR=1
c64scr.PLOT(30,11)
c64scr.print_ub(lines)
c64scr.PLOT(30,15)
c64scr.print_uw(score)
}
sub drawNextBlock() {
for ubyte x in 31 to 28 step -1 {
c64scr.setcc(x, 5, ' ', 0)
c64scr.setcc(x, 6, ' ', 0)
}
; reuse the normal block draw routine (because we can't manipulate array pointers yet)
ubyte prev = blocklogic.currentBlockNum
blocklogic.newCurrentBlock(nextBlock)
drawBlock(28, 5, 160)
blocklogic.newCurrentBlock(prev)
}
sub drawBlock(ubyte x, ubyte y, ubyte character) {
for ubyte i in 15 to 0 step -1 {
ubyte c=blocklogic.currentBlock[i]
if c
c64scr.setcc((i&3)+x, (i/4)+y, character, c)
}
}
}
~ blocklogic {
ubyte currentBlockNum
ubyte[16] currentBlock
ubyte[16] rotated
; block colors I, J, L, O, S, T, Z: cyan, blue, orange, yellow, green, purple, red
ubyte[7] blockColors = [3, 6, 8, 7, 5, 4, 2]
ubyte[4] blockI = [4, 5, 6, 7] ; note: special rotation
ubyte[4] blockJ = [0, 4, 5, 6]
ubyte[4] blockL = [2, 4, 5, 6]
ubyte[4] blockO = [1, 2, 5, 6] ; note: no rotation
ubyte[4] blockS = [1, 2, 4, 5]
ubyte[4] blockT = [1, 4, 5, 6]
ubyte[4] blockZ = [0, 1, 5, 6]
sub newCurrentBlock(ubyte block) {
memset(currentBlock, len(currentBlock), 0)
currentBlockNum = block
; @todo would be nice to have an explicit pointer type to reference the array, and code the loop only once...
ubyte blockCol = blockColors[block]
ubyte i
if block==0 { ; I
for i in blockI
currentBlock[i] = blockCol
}
else if block==1 { ; J
for i in blockJ
currentBlock[i] = blockCol
}
else if block==2 { ; L
for i in blockL
currentBlock[i] = blockCol
}
else if block==3 { ; O
for i in blockO
currentBlock[i] = blockCol
}
else if block==4 { ; S
for i in blockS
currentBlock[i] = blockCol
}
else if block==5 { ; T
for i in blockT
currentBlock[i] = blockCol
}
else if block==6 { ; Z
for i in blockZ
currentBlock[i] = blockCol
}
}
sub rotateCW() {
; rotates the current block clockwise.
if currentBlockNum==0
rotateIblock() ; block 'I' has special rotation
else if currentBlockNum!=3 {
; rotate all other blocks (except 3, the square) around their center square
rotated[0] = currentBlock[8]
rotated[1] = currentBlock[4]
rotated[2] = currentBlock[0]
rotated[4] = currentBlock[9]
rotated[6] = currentBlock[1]
rotated[8] = currentBlock[10]
rotated[9] = currentBlock[6]
rotated[10] = currentBlock[2]
currentBlock[0] = rotated[0]
currentBlock[1] = rotated[1]
currentBlock[2] = rotated[2]
currentBlock[4] = rotated[4]
currentBlock[6] = rotated[6]
currentBlock[8] = rotated[8]
currentBlock[9] = rotated[9]
currentBlock[10] = rotated[10]
}
}
sub rotateCCW() {
; rotates the current block counterclockwise.
if currentBlockNum==0
rotateIblock() ; block 'I' has special rotation
else if currentBlockNum!=3 {
; rotate all other blocks (except 3, the square) around their center square
rotated[0] = currentBlock[2]
rotated[1] = currentBlock[6]
rotated[2] = currentBlock[10]
rotated[4] = currentBlock[1]
rotated[6] = currentBlock[9]
rotated[8] = currentBlock[0]
rotated[9] = currentBlock[4]
rotated[10] = currentBlock[8]
currentBlock[0] = rotated[0]
currentBlock[1] = rotated[1]
currentBlock[2] = rotated[2]
currentBlock[4] = rotated[4]
currentBlock[6] = rotated[6]
currentBlock[8] = rotated[8]
currentBlock[9] = rotated[9]
currentBlock[10] = rotated[10]
}
}
sub rotateIblock() {
; the I-block only has 2 rotational states.
if currentBlock[2]==0 {
; it's horizontal, make it vertical again
currentBlock[2] = currentBlock[4]
currentBlock[10] = currentBlock[4]
currentBlock[14] = currentBlock[4]
currentBlock[4] = 0
currentBlock[5] = 0
currentBlock[7] = 0
} else {
; it's vertical, make it horizontal again
currentBlock[4] = currentBlock[2]
currentBlock[5] = currentBlock[2]
currentBlock[7] = currentBlock[2]
currentBlock[2] = 0
currentBlock[10] = 0
currentBlock[14] = 0
}
}
sub canRotateCW() -> ubyte {
rotateCW()
ubyte okay ; TODO determine
rotateCCW()
return okay
}
sub canRotateCCW() -> ubyte {
rotateCCW()
ubyte okay ; TODO determine
rotateCW()
return okay
}
; 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.
sub canMoveLeft(ubyte xpos, ubyte ypos) -> ubyte {
main.drawBlock(xpos, ypos, 32)
ubyte result = canActuallyMoveLeft(xpos, ypos)
main.drawBlock(xpos, ypos, 160)
return result
sub canActuallyMoveLeft(ubyte xpos, ubyte ypos) -> ubyte {
; @todo make this a generic subroutine that also works to check right and bottom collisions...
ubyte x = xpos-1
ubyte yp1 = ypos+1
ubyte yp2 = ypos+2
ubyte yp3 = ypos+3
; @todo the boolean expression below currently doesn't work because the result of an asmsub call (getchr) is not put on the stack right now
if(currentBlock[0] and c64scr.getchr(x, ypos)!=32)
return false
if(currentBlock[4] and c64scr.getchr(x, yp1)!=32)
return false
if(currentBlock[8] and c64scr.getchr(x, yp2)!=32)
return false
if(currentBlock[12] and c64scr.getchr(x, yp3)!=32)
return false
x++
if(currentBlock[1] and c64scr.getchr(x, ypos)!=32)
return false
if(currentBlock[5] and c64scr.getchr(x, yp1)!=32)
return false
if(currentBlock[9] and c64scr.getchr(x, yp2)!=32)
return false
if(currentBlock[13] and c64scr.getchr(x, yp3)!=32)
return false
x++
if(currentBlock[2] and c64scr.getchr(x, ypos)!=32)
return false
if(currentBlock[6] and c64scr.getchr(x, yp1)!=32)
return false
if(currentBlock[10] and c64scr.getchr(x, yp2)!=32)
return false
if(currentBlock[14] and c64scr.getchr(x, yp3)!=32)
return false
x++
if(currentBlock[3] and c64scr.getchr(x, ypos)!=32)
return false
if(currentBlock[7] and c64scr.getchr(x, yp1)!=32)
return false
if(currentBlock[11] and c64scr.getchr(x, yp2)!=32)
return false
if(currentBlock[15] and c64scr.getchr(x, yp3)!=32)
return false
return true
}
}
sub canMoveRight(ubyte xpos, ubyte ypos) -> ubyte {
main.drawBlock(xpos, ypos, 32)
ubyte result = canActuallyMoveRight(xpos, ypos)
main.drawBlock(xpos, ypos, 160)
return result
sub canActuallyMoveRight(ubyte xpos, ubyte ypos) -> ubyte {
; @todo use the generic subroutine that also works to check right and bottom collisions...
ubyte x = xpos+4
ubyte yp1 = ypos+1
ubyte yp2 = ypos+2
ubyte yp3 = ypos+3
; @todo the boolean expression below currently doesn't work because the result of an asmsub call (getchr) is not put on the stack right now
if(currentBlock[3] and c64scr.getchr(x, ypos)!=32)
return false
if(currentBlock[7] and c64scr.getchr(x, yp1)!=32)
return false
if(currentBlock[11] and c64scr.getchr(x, yp2)!=32)
return false
if(currentBlock[15] and c64scr.getchr(x, yp3)!=32)
return false
x--
if(currentBlock[2] and c64scr.getchr(x, ypos)!=32)
return false
if(currentBlock[6] and c64scr.getchr(x, yp1)!=32)
return false
if(currentBlock[10] and c64scr.getchr(x, yp2)!=32)
return false
if(currentBlock[14] and c64scr.getchr(x, yp3)!=32)
return false
x--
if(currentBlock[1] and c64scr.getchr(x, ypos)!=32)
return false
if(currentBlock[5] and c64scr.getchr(x, yp1)!=32)
return false
if(currentBlock[9] and c64scr.getchr(x, yp2)!=32)
return false
if(currentBlock[13] and c64scr.getchr(x, yp3)!=32)
return false
x--
if(currentBlock[0] and c64scr.getchr(x, ypos)!=32)
return false
if(currentBlock[4] and c64scr.getchr(x, yp1)!=32)
return false
if(currentBlock[8] and c64scr.getchr(x, yp2)!=32)
return false
if(currentBlock[12] and c64scr.getchr(x, yp3)!=32)
return false
return true
}
}
sub canMoveDown(ubyte xpos, ubyte ypos) -> ubyte {
return ypos<main.boardOffsetY+main.boardHeight-4 ; TODO deal with actual block/border collision
}
sub isGameOver() -> ubyte {
return false ; TODO determine fail state
}
}