Make Action struct agnostic
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cb171b7cf8
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@ -0,0 +1,17 @@
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const Game = @import("Game.zig");
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const Self = @This();
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activate: bool = false,
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holding: bool = false,
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code: u8, // SDL Keycode
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callback: *const anyopaque,
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pub fn init(code: u8, callback: *const anyopaque) Self {
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return Self{
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.code = code,
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.callback = callback,
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};
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}
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pub fn call(self: Self, state: anytype) void {
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@call(.{}, @ptrCast(fn (@TypeOf(state)) void, self.callback), .{state});
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}
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52
src/Game.zig
52
src/Game.zig
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@ -6,26 +6,22 @@ const Piece = @import("Piece.zig");
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const Bag = @import("Bag.zig");
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const Timer = @import("Timer.zig");
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const State = @import("flow.zig").State;
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const Action = @import("Action.zig");
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const renderer = @import("renderer.zig");
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const movement = @import("movement.zig");
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const Self = @This();
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const Action = struct {
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activate: bool = false,
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holding: bool = false,
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code: u8,
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callback: fn (*Self) void,
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pub const Offset = enum(usize) {
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right = 0,
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left = 1,
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down = 2,
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hard = 3,
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swap = 4,
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rot_r = 5,
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rot_l = 6,
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};
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// Codes to access action list
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pub const ActionCode = enum(usize) {
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right = 0,
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left = 1,
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down = 2,
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hard = 3,
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swap = 4,
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rot_r = 5,
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rot_l = 6,
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};
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grid: Grid,
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@ -44,13 +40,13 @@ shadow: Piece,
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renderer: *SDL.SDL_Renderer,
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action_list: [7]Action = .{
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.{ .code = SDL.SDL_SCANCODE_D, .callback = actionRight }, // Right
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.{ .code = SDL.SDL_SCANCODE_A, .callback = actionLeft }, // Left
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.{ .code = SDL.SDL_SCANCODE_S, .callback = actionDown }, // Down
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.{ .code = SDL.SDL_SCANCODE_W, .callback = actionHard }, // Instant Drop
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.{ .code = SDL.SDL_SCANCODE_SPACE, .callback = actionSwap }, // Swap Piece
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.{ .code = SDL.SDL_SCANCODE_RIGHT, .callback = actionRotR }, // Rotate
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.{ .code = SDL.SDL_SCANCODE_LEFT, .callback = actionRotL }, // Rotate
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Action.init(SDL.SDL_SCANCODE_D, actionRight), // Right
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Action.init(SDL.SDL_SCANCODE_A, actionLeft), // Left
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Action.init(SDL.SDL_SCANCODE_S, actionDown), // Down
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Action.init(SDL.SDL_SCANCODE_W, actionHard), // Instant Drop
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Action.init(SDL.SDL_SCANCODE_SPACE, actionSwap), // Swap Piece
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Action.init(SDL.SDL_SCANCODE_RIGHT, actionRotR), // Rotate
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Action.init(SDL.SDL_SCANCODE_LEFT, actionRotL), // Rotate
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},
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timer_down: Timer,
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@ -108,7 +104,7 @@ pub fn tick(self: *Self) State {
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// Repeat Right
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// DAS
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if (self.action_list[@enumToInt(Action.Offset.right)].holding) {
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if (self.action_list[@enumToInt(ActionCode.right)].holding) {
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if (!self.timer_right_das.started) {
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self.timer_right_das.start();
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}
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@ -124,14 +120,14 @@ pub fn tick(self: *Self) State {
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self.timer_right_arr.start();
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} else if (self.timer_right_arr.finished()) {
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self.timer_right_arr.stop();
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self.action_list[@enumToInt(Action.Offset.right)].holding = false;
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self.action_list[@enumToInt(ActionCode.right)].holding = false;
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}
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}
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// Repeat Left
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// DAS
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if (self.action_list[@enumToInt(Action.Offset.left)].holding) {
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if (self.action_list[@enumToInt(ActionCode.left)].holding) {
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if (!self.timer_left_das.started) {
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self.timer_left_das.start();
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}
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@ -147,17 +143,17 @@ pub fn tick(self: *Self) State {
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self.timer_left_arr.start();
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} else if (self.timer_left_arr.finished()) {
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self.timer_left_arr.stop();
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self.action_list[@enumToInt(Action.Offset.left)].holding = false;
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self.action_list[@enumToInt(ActionCode.left)].holding = false;
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}
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}
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// Repeat Down
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if (self.action_list[@enumToInt(Action.Offset.down)].holding) {
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if (self.action_list[@enumToInt(ActionCode.down)].holding) {
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if (!self.timer_down.started) {
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self.timer_down.start();
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} else if (self.timer_down.finished()) {
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self.timer_down.stop();
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self.action_list[@enumToInt(Action.Offset.down)].holding = false;
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self.action_list[@enumToInt(ActionCode.down)].holding = false;
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}
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} else {
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self.timer_down.stop();
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@ -186,7 +182,7 @@ pub fn tick(self: *Self) State {
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// Action
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if (action.*.activate) {
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action.*.activate = false;
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@call(.{}, action.*.callback, .{self});
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action.*.call(self);
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}
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}
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