usg/src/Game.zig

251 lines
6.3 KiB
Zig

const std = @import("std");
const SDL = @import("sdl2");
const Grid = @import("Game/Grid.zig");
const Piece = @import("Game/Piece.zig");
const Bag = @import("Game/Bag.zig");
const Timer = @import("Timer.zig");
const State = @import("flow.zig").State;
const Action = @import("Action.zig");
const Renderer = @import("Game/Renderer.zig");
const movement = @import("Game/movement.zig");
const Self = @This();
// Codes to access action list
const ActionList = struct {
right: Action,
left: Action,
down: Action,
hard: Action,
swap: Action,
rot_r: Action,
rot_l: Action,
};
grid: Grid,
renderer: Renderer,
state: State = State.game,
bag: Bag,
held: ?Piece.Type,
piece: Piece,
shadow: Piece,
action_list: ActionList = .{
.right = Action.init(SDL.Scancode.d, actionRight), // Right
.left = Action.init(SDL.Scancode.a, actionLeft), // Left
.down = Action.init(SDL.Scancode.s, actionDown), // Down
.hard = Action.init(SDL.Scancode.w, actionHard), // Instant Drop
.swap = Action.init(SDL.Scancode.space, actionSwap), // Swap Piece
.rot_r = Action.init(SDL.Scancode.right, actionRotR), // Rotate
.rot_l = Action.init(SDL.Scancode.left, actionRotL), // Rotate
},
timer_down: Timer,
timer_left_arr: Timer,
timer_left_das: Timer,
timer_right_arr: Timer,
timer_right_das: Timer,
timer_gravity: Timer,
needs_reinit: bool = false,
pub fn init(renderer: *Renderer.Renderer) Self {
var ret = Self{
.grid = Grid.init(),
.bag = Bag.init(),
.piece = undefined,
.shadow = undefined,
.held = null,
.renderer = Renderer.init(renderer),
.timer_down = Timer.init(50),
.timer_left_arr = Timer.init(50),
.timer_left_das = Timer.init(200),
.timer_right_arr = Timer.init(50),
.timer_right_das = Timer.init(200),
.timer_gravity = Timer.init(200),
};
// Get a piece from the bag
ret.piece = ret.bag.pop();
return ret;
}
// Main Game loop
pub fn tick(self: *Self) State {
// TIMERS
// Dropping a piece
if (self.piece.timer_dropped.finished()) {
self.piece.timer_dropped.stop();
self.piece.dropped = true;
}
// Repeat Right
// DAS
if (self.action_list.right.holding) {
if (!self.timer_right_das.started) {
self.timer_right_das.start();
}
} else {
// Stop both
self.timer_right_das.stop();
self.timer_right_arr.stop();
}
// ARR
if (self.timer_right_das.finished()) {
if (!self.timer_right_arr.started) {
self.timer_right_arr.start();
} else if (self.timer_right_arr.finished()) {
self.timer_right_arr.stop();
self.action_list.right.holding = false;
}
}
// Repeat Left
// DAS
if (self.action_list.left.holding) {
if (!self.timer_left_das.started) {
self.timer_left_das.start();
}
} else {
// Stop both
self.timer_left_das.stop();
self.timer_left_arr.stop();
}
// ARR
if (self.timer_left_das.finished()) {
if (!self.timer_left_arr.started) {
self.timer_left_arr.start();
} else if (self.timer_left_arr.finished()) {
self.timer_left_arr.stop();
self.action_list.left.holding = false;
}
}
// Repeat Down
if (self.action_list.down.holding) {
if (!self.timer_down.started) {
self.timer_down.start();
} else if (self.timer_down.finished()) {
self.timer_down.stop();
self.action_list.down.holding = false;
}
} else {
self.timer_down.stop();
}
// Gravity
if (!self.piece.timer_dropped.started) {
if (!self.timer_gravity.started) {
self.timer_gravity.start();
} else if (self.timer_gravity.finished()) {
self.action_list.down.activate = true;
self.timer_gravity.start();
}
} else {
self.timer_gravity.stop();
}
// DROP
if (self.piece.dropped) {
self.grid = movement.drop(self.grid, self.piece);
// New Piece
self.piece = self.bag.pop();
}
// KEY EVENTS
var key_state = SDL.getKeyboardState();
const action_fields = std.meta.fields(ActionList);
inline for (action_fields) |field| {
std.debug.print("\n{any}", .{field.name});
const action = &@field(self.action_list, field.name);
if (key_state.isPressed(action.*.scancode) and !action.*.holding) {
action.*.holding = true;
action.*.activate = true;
}
if (!key_state.isPressed(action.*.scancode)) {
action.*.holding = false;
}
// Action
if (action.*.activate) {
action.*.activate = false;
action.*.call(self);
}
}
// Update Shadow
{
self.shadow = movement.shadow(self.grid, self.piece);
self.shadow.color.a /= 4;
}
// Check for a top out
{
if (movement.isToppedOut(self.grid)) {
std.debug.print("Topped Out!\n", .{});
// Return to main menu
self.state = State.main_menu;
// Flag that I need a reset
self.needs_reinit = true;
}
}
self.grid.clearLines();
self.renderer.render(self.*);
return self.state;
}
// 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 {
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;
}
}
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);
}