usg/src/Game.zig

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const std = @import("std");
const SDL = @import("sdl2");
const Grid = @import("Grid.zig");
const Piece = @import("Piece.zig");
const Bag = @import("Bag.zig");
const Timer = @import("Timer.zig");
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const State = @import("flow.zig").State;
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const renderer = @import("renderer.zig");
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const movement = @import("movement.zig");
const Self = @This();
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const Action = struct {
activate: bool = false,
holding: bool = false,
code: u8,
callback: fn (*Self) void,
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pub const Offset = enum(usize) {
right = 0,
left = 1,
down = 2,
hard = 3,
swap = 4,
rot_r = 5,
rot_l = 6,
};
};
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grid: Grid,
grid_cell_size: i32,
grid_pos_x: i32,
grid_pos_y: i32,
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state: State = State.game,
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bag: Bag,
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held: ?Piece.Type,
piece: Piece,
shadow: Piece,
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renderer: *SDL.SDL_Renderer,
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action_list: [7]Action = .{
.{ .code = SDL.SDL_SCANCODE_D, .callback = actionRight }, // Right
.{ .code = SDL.SDL_SCANCODE_A, .callback = actionLeft }, // Left
.{ .code = SDL.SDL_SCANCODE_S, .callback = actionDown }, // Down
.{ .code = SDL.SDL_SCANCODE_W, .callback = actionHard }, // Instant Drop
.{ .code = SDL.SDL_SCANCODE_SPACE, .callback = actionSwap }, // Swap Piece
.{ .code = SDL.SDL_SCANCODE_RIGHT, .callback = actionRotR }, // Rotate
.{ .code = SDL.SDL_SCANCODE_LEFT, .callback = actionRotL }, // Rotate
},
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timer_down: Timer,
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pub fn init(_renderer: *SDL.SDL_Renderer) Self {
var ret = Self{
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.grid = Grid.init(),
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.grid_cell_size = undefined,
.grid_pos_x = undefined,
.grid_pos_y = undefined,
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.bag = Bag.init(),
.piece = undefined,
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.shadow = undefined,
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.held = null,
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.renderer = _renderer,
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.timer_down = Timer.init(33),
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};
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// Calculate positions
{
var aux_w: i32 = undefined;
var aux_h: i32 = undefined;
_ = SDL.SDL_GetRendererOutputSize(_renderer, &aux_w, &aux_h);
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ret.grid_cell_size = @divFloor(@minimum(aux_w, aux_h), 32);
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ret.grid_pos_x = @divFloor(aux_w, 2) - (ret.grid_cell_size * @divFloor(Grid.ncolumns, 2));
ret.grid_pos_y = @divFloor(aux_h, 2) - (ret.grid_cell_size * @divFloor(Grid.nrows + Grid.buffer, 2));
ret.piece = ret.bag.pop();
}
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return ret;
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}
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pub fn tick(self: *Self) State {
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// TIMERS
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if (self.piece.timer_dropped.finished()) {
self.piece.timer_dropped.stop();
self.piece.dropped = true;
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}
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if (self.action_list[@enumToInt(Action.Offset.down)].holding) {
if (!self.timer_down.started) {
self.timer_down.start();
} else if (self.timer_down.finished()) {
self.timer_down.stop();
self.action_list[@enumToInt(Action.Offset.down)].holding = false;
}
} else {
self.timer_down.stop();
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}
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// DROP
if (self.piece.dropped) {
self.grid = movement.drop(self.grid, self.piece);
// New Piece
self.piece = self.bag.pop();
}
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// KEY EVENTS
var key_state = SDL.SDL_GetKeyboardState(null);
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for (self.action_list) |*action| {
if (key_state[action.*.code] == 1 and !action.*.holding) {
action.*.holding = true;
action.*.activate = true;
}
if (key_state[action.*.code] == 0) {
action.*.holding = false;
}
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// Action
if (action.*.activate) {
action.*.activate = false;
@call(.{}, action.*.callback, .{self});
}
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}
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// Update Shadow
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{
self.shadow = movement.shadow(self.grid, self.piece);
self.shadow.color.a /= 4;
}
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self.grid.clearLines();
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renderer.render(self.*);
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return self.state;
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}
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// ACTION CALLBACKS
fn actionDown(self: *Self) void {
self.piece = movement.moveDown(self.grid, self.piece);
}
fn actionRight(self: *Self) void {
self.piece = movement.moveRight(self.grid, self.piece);
}
fn actionLeft(self: *Self) void {
self.piece = movement.moveLeft(self.grid, self.piece);
}
fn actionHard(self: *Self) void {
self.piece = movement.hardDrop(self.grid, self.piece);
}
fn actionSwap(self: *Self) void {
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if (self.held) |held_piece| {
if (!self.piece.swapped) {
self.held = self.piece.piece_type;
self.piece = Piece.init(held_piece);
self.piece.swapped = true;
}
} else {
self.held = self.piece.piece_type;
self.piece = self.bag.pop();
self.piece.swapped = true;
}
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}
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fn actionRotR(self: *Self) void {
self.piece = movement.rotateRight(self.grid, self.piece);
}
fn actionRotL(self: *Self) void {
self.piece = movement.rotateLeft(self.grid, self.piece);
}