usg/src/piece.zig

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const SDL = @import("sdl2");
const std = @import("std");
const Color = @import("color.zig");
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const Grid = @import("grid.zig");
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const Self = @This();
pub const Type = enum {
o,
i,
l,
j,
s,
z,
t,
};
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const ncols = 4;
const nrows = 4;
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// Positions relative to a grid
row: i32,
col: i32,
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// 4x4 grid indicating piece form
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structure: [4][4]bool,
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// Should this be dropped and become part of the grid (flag)
dropped: bool = false,
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swapped: bool = false,
piece_type: Type,
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color: SDL.SDL_Color,
pub fn init(piece_type: Type) Self {
return Self{
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.row = Grid.buffer - 3,
.col = (Grid.ncolumns / 2) - (ncols / 2),
.piece_type = piece_type,
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.structure = switch (piece_type) {
Type.o => .{
.{ false, true, true, false },
.{ false, true, true, false },
.{ false, false, false, false },
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.{ false, false, false, false },
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},
Type.i => .{
.{ false, false, false, false },
.{ true, true, true, true },
.{ false, false, false, false },
.{ false, false, false, false },
},
Type.l => .{
.{ false, false, true, false },
.{ true, true, true, false },
.{ false, false, false, false },
.{ false, false, false, false },
},
Type.j => .{
.{ true, false, false, false },
.{ true, true, true, false },
.{ false, false, false, false },
.{ false, false, false, false },
},
Type.s => .{
.{ false, true, true, false },
.{ true, true, false, false },
.{ false, false, false, false },
.{ false, false, false, false },
},
Type.z => .{
.{ true, true, false, false },
.{ false, true, true, false },
.{ false, false, false, false },
.{ false, false, false, false },
},
Type.t => .{
.{ false, true, false, false },
.{ true, true, true, false },
.{ false, false, false, false },
.{ false, false, false, false },
},
},
.color = switch (piece_type) {
Type.o => Color.yellow,
Type.i => Color.cyan,
Type.l => Color.orange,
Type.j => Color.blue,
Type.s => Color.green,
Type.z => Color.red,
Type.t => Color.purple,
},
};
}
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pub fn rotateAW(self: Self) Self {
var seq_outer = [4][2]u8{ .{ 0, 0 }, .{ 0, 2 }, .{ 2, 2 }, .{ 2, 0 } };
var seq_inner = [4][2]u8{ .{ 0, 1 }, .{ 1, 2 }, .{ 2, 1 }, .{ 1, 0 } };
var new_piece = self;
for (seq_outer) |_, i| {
new_piece.structure[seq_outer[i][0]][seq_outer[i][1]] = self.structure[seq_outer[(i + 1) % 4][0]][seq_outer[(i + 1) % 4][1]];
new_piece.structure[seq_inner[i][0]][seq_inner[i][1]] = self.structure[seq_inner[(i + 1) % 4][0]][seq_inner[(i + 1) % 4][1]];
}
//[0,0][0,1][0,2]
//[1,0][1,1][1,2]
//[2,0][2,1][2,2]
return new_piece;
}
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pub fn render(self: Self, renderer: *SDL.SDL_Renderer, cell_size: i32, pos_x: i32, pos_y: i32) void {
var rect = SDL.SDL_Rect{
.x = pos_x,
.y = pos_y,
.w = cell_size,
.h = cell_size,
};
for (self.structure) |_, y| {
for (self.structure[y]) |_, x| {
// We don't want to paint void cells
if (self.structure[y][x] == false) {
continue;
}
var r = self.color.r;
var g = self.color.g;
var b = self.color.b;
var a = self.color.a;
rect.x = pos_x + (@intCast(i32, x) + self.col) * cell_size;
rect.y = pos_y + (@intCast(i32, y) + self.row) * cell_size;
_ = SDL.SDL_SetRenderDrawColor(renderer, r, g, b, a);
_ = SDL.SDL_RenderFillRect(renderer, &rect);
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_ = SDL.SDL_SetRenderDrawColor(renderer, r -| 30, g -| 30, b -| 30, a +| 30);
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_ = SDL.SDL_RenderDrawRect(renderer, &rect);
}
}
}