go-tetris/board.go

498 lines
11 KiB
Go

package main
import (
"fmt"
"time"
"github.com/gdamore/tcell"
)
// NewBoard creates a new clear board
func NewBoard() {
board = &Board{}
board.Clear()
}
// ChangeBoardSize changes board size
func ChangeBoardSize(width int, height int) {
if board.width == width && board.height == height {
return
}
newBoard := &Board{width: width, height: height, boardsIndex: board.boardsIndex}
newBoard.colors = make([][]tcell.Color, width)
for i := 0; i < width; i++ {
newBoard.colors[i] = make([]tcell.Color, height)
for j := 0; j < height; j++ {
if i < board.width && j < board.height {
newBoard.colors[i][j] = board.colors[i][j]
} else {
newBoard.colors[i][j] = colorBlank
}
}
}
newBoard.rotation = make([][]int, width)
for i := 0; i < width; i++ {
newBoard.rotation[i] = make([]int, height)
for j := 0; j < height; j++ {
if i < board.width && j < board.height {
newBoard.rotation[i][j] = board.rotation[i][j]
} else {
break
}
}
}
board = newBoard
board.fullLinesY = make([]bool, board.height)
board.previewMino = NewMino()
board.currentMino = NewMino()
}
// Clear clears the board to original state
func (board *Board) Clear() {
board.width = len(boards[board.boardsIndex].colors)
board.height = len(boards[board.boardsIndex].colors[0])
board.colors = make([][]tcell.Color, board.width)
for i := 0; i < board.width; i++ {
board.colors[i] = make([]tcell.Color, board.height)
copy(board.colors[i], boards[board.boardsIndex].colors[i])
}
board.rotation = make([][]int, board.width)
for i := 0; i < board.width; i++ {
board.rotation[i] = make([]int, board.height)
copy(board.rotation[i], boards[board.boardsIndex].rotation[i])
}
board.fullLinesY = make([]bool, board.height)
board.previewMino = NewMino()
board.currentMino = NewMino()
}
// EmptyBoard removes all blocks/colors from the board
func (board *Board) EmptyBoard() {
for i := 0; i < board.width; i++ {
for j := 0; j < board.height; j++ {
board.colors[i][j] = colorBlank
}
}
for i := 0; i < board.width; i++ {
for j := 0; j < board.height; j++ {
board.rotation[i][j] = 0
}
}
}
// PreviousBoard switches to previous board
func (board *Board) PreviousBoard() {
board.boardsIndex--
if board.boardsIndex < 0 {
board.boardsIndex = len(boards) - 1
}
engine.PreviewBoard()
board.Clear()
}
// NextBoard switches to next board
func (board *Board) NextBoard() {
board.boardsIndex++
if board.boardsIndex == len(boards) {
board.boardsIndex = 0
}
engine.PreviewBoard()
board.Clear()
}
// MinoMoveLeft moves mino left
func (board *Board) MinoMoveLeft() {
board.dropDistance = 0
mino := board.currentMino.CloneMoveLeft()
if mino.ValidLocation(false) {
board.currentMino = mino
board.StartLockDelayIfBottom()
}
}
// MinoMoveRight moves mino right
func (board *Board) MinoMoveRight() {
board.dropDistance = 0
mino := board.currentMino.CloneMoveRight()
if mino.ValidLocation(false) {
board.currentMino = mino
board.StartLockDelayIfBottom()
}
}
// MinoRotateRight rotates mino right
func (board *Board) MinoRotateRight() {
board.dropDistance = 0
mino := board.currentMino.CloneRotateRight()
if mino.ValidLocation(false) {
board.currentMino = mino
board.StartLockDelayIfBottom()
return
}
mino.MoveLeft()
if mino.ValidLocation(false) {
board.currentMino = mino
board.StartLockDelayIfBottom()
return
}
mino.MoveRight()
mino.MoveRight()
if mino.ValidLocation(false) {
board.currentMino = mino
board.StartLockDelayIfBottom()
return
}
}
// MinoRotateLeft rotates mino right
func (board *Board) MinoRotateLeft() {
board.dropDistance = 0
mino := board.currentMino.CloneRotateLeft()
if mino.ValidLocation(false) {
board.currentMino = mino
board.StartLockDelayIfBottom()
return
}
mino.MoveLeft()
if mino.ValidLocation(false) {
board.currentMino = mino
board.StartLockDelayIfBottom()
return
}
mino.MoveRight()
mino.MoveRight()
if mino.ValidLocation(false) {
board.currentMino = mino
board.StartLockDelayIfBottom()
return
}
}
// MinoMoveDown moves mino down
func (board *Board) MinoMoveDown() {
mino := board.currentMino.CloneMoveDown()
if mino.ValidLocation(false) {
board.dropDistance = 0
board.currentMino = mino
if !board.StartLockDelayIfBottom() {
engine.ResetTimer(0)
}
return
}
if !board.currentMino.ValidLocation(true) {
engine.GameOver()
return
}
board.nextMino()
}
// MinoDrop dropps mino
func (board *Board) MinoDrop() {
board.dropDistance = 0
mino := board.currentMino.CloneMoveDown()
for mino.ValidLocation(false) {
board.dropDistance++
mino.MoveDown()
}
for i := 0; i < board.dropDistance; i++ {
board.currentMino.MoveDown()
}
if !board.currentMino.ValidLocation(true) {
engine.GameOver()
return
}
if board.dropDistance < 1 {
return
}
if !board.StartLockDelayIfBottom() {
engine.ResetTimer(0)
}
}
// StartLockDelayIfBottom if at bottom, starts lock delay
func (board *Board) StartLockDelayIfBottom() bool {
mino := board.currentMino.CloneMoveDown()
if mino.ValidLocation(false) {
return false
}
engine.ResetTimer(300 * time.Millisecond)
return true
}
// nextMino gets next mino
func (board *Board) nextMino() {
engine.AddScore(board.dropDistance)
board.currentMino.SetOnBoard()
board.deleteCheck()
if !board.previewMino.ValidLocation(false) {
board.previewMino.MoveUp()
if !board.previewMino.ValidLocation(false) {
engine.GameOver()
return
}
}
board.currentMino = board.previewMino
board.previewMino = NewMino()
engine.AiGetBestQueue()
engine.ResetTimer(0)
}
// deleteCheck checks if there are any lines on the board that can be deleted
func (board *Board) deleteCheck() {
lines := board.fullLines()
if len(lines) < 1 {
return
}
view.ShowDeleteAnimation(lines)
for _, line := range lines {
board.deleteLine(line)
}
engine.AddDeleteLines(len(lines))
}
// fullLines returns the line numbers that have full lines
func (board *Board) fullLines() []int {
fullLines := make([]int, 0, 1)
for j := 0; j < board.height; j++ {
if board.isFullLine(j) {
fullLines = append(fullLines, j)
}
}
return fullLines
}
// isFullLine checks if line is full
func (board *Board) isFullLine(j int) bool {
for i := 0; i < board.width; i++ {
if board.colors[i][j] == colorBlank {
return false
}
}
return true
}
// deleteLine deletes the line
func (board *Board) deleteLine(line int) {
for i := 0; i < board.width; i++ {
board.colors[i][line] = colorBlank
}
for j := line; j > 0; j-- {
for i := 0; i < board.width; i++ {
board.colors[i][j] = board.colors[i][j-1]
board.rotation[i][j] = board.rotation[i][j-1]
}
}
for i := 0; i < board.width; i++ {
board.colors[i][0] = colorBlank
}
}
// SetColor sets the color and rotation of board location
func (board *Board) SetColor(x int, y int, color tcell.Color, rotation int) {
board.colors[x][y] = color
if rotation < 0 {
return
}
board.rotation[x][y] = rotation
}
// RotateLeft rotates cell left
func (board *Board) RotateLeft(x int, y int) {
if board.rotation[x][y] == 0 {
board.rotation[x][y] = 3
return
}
board.rotation[x][y]--
}
// RotateRight rotates cell right
func (board *Board) RotateRight(x int, y int) {
if board.rotation[x][y] == 3 {
board.rotation[x][y] = 0
return
}
board.rotation[x][y]++
}
// ValidBlockLocation checks if block location is vaild
func (board *Board) ValidBlockLocation(x int, y int, mustBeOnBoard bool) bool {
if x < 0 || x >= board.width || y >= board.height {
return false
}
if mustBeOnBoard {
if y < 0 {
return false
}
} else {
if y < -2 {
return false
}
}
if y > -1 {
if board.colors[x][y] != colorBlank {
return false
}
}
return true
}
// ValidDisplayLocation checks if vaild display location
func ValidDisplayLocation(x int, y int) bool {
return x >= 0 && x < board.width && y >= 0 && y < board.height
}
// DrawBoard draws the board with help from view
func (board *Board) DrawBoard() {
for i := 0; i < board.width; i++ {
for j := 0; j < board.height; j++ {
if board.colors[i][j] != colorBlank {
view.DrawBlock(i, j, board.colors[i][j], board.rotation[i][j])
}
}
}
}
// DrawPreviewMino draws the preview mino
func (board *Board) DrawPreviewMino() {
board.previewMino.DrawMino(MinoPreview)
}
// DrawCurrentMino draws the current mino
func (board *Board) DrawCurrentMino() {
board.currentMino.DrawMino(MinoCurrent)
}
// DrawDropMino draws the drop mino
func (board *Board) DrawDropMino() {
mino := board.currentMino.CloneMoveDown()
if !mino.ValidLocation(false) {
return
}
for mino.ValidLocation(false) {
mino.MoveDown()
}
mino.MoveUp()
mino.DrawMino(MinoDrop)
}
// DrawCursor draws the edit cursor
func (board *Board) DrawCursor(x int, y int) {
view.DrawCursor(x, y, board.colors[x][y])
}
// printDebugBoard is for printing board in text for debuging
func (board *Board) printDebugBoard() {
for j := 0; j < board.height; j++ {
for i := 0; i < board.width; i++ {
switch board.colors[i][j] {
case colorBlank:
fmt.Print(".")
case colorBlue:
fmt.Print("B")
case colorCyan:
fmt.Print("C")
case colorGreen:
fmt.Print("G")
case colorMagenta:
fmt.Print("M")
case colorRed:
fmt.Print("R")
case colorWhite:
fmt.Print("W")
case colorYellow:
fmt.Print("Y")
default:
fmt.Print("U")
}
}
fmt.Println("")
}
}
// getDebugBoard returns board as string for debuging and testing
func (board *Board) getDebugBoard() []string {
lines := make([]string, board.height)
for j := 0; j < board.height; j++ {
for i := 0; i < board.width; i++ {
switch board.colors[i][j] {
case colorBlank:
lines[j] += "."
case colorBlue:
lines[j] += "B"
case colorCyan:
lines[j] += "C"
case colorGreen:
lines[j] += "G"
case colorMagenta:
lines[j] += "M"
case colorRed:
lines[j] += "R"
case colorWhite:
lines[j] += "W"
case colorYellow:
lines[j] += "Y"
default:
lines[j] += "U"
}
}
}
return lines
}
// getDebugBoardWithMino returns board with mino placed on it
func (board *Board) getDebugBoardWithMino(mino *Mino) []string {
lines := make([]string, board.height)
for j := 0; j < board.height; j++ {
for i := 0; i < board.width; i++ {
switch mino.getMinoColorAtLocation(i, j) {
case colorBlank:
switch board.colors[i][j] {
case colorBlank:
lines[j] += "."
case colorBlue:
lines[j] += "B"
case colorCyan:
lines[j] += "C"
case colorGreen:
lines[j] += "G"
case colorMagenta:
lines[j] += "M"
case colorRed:
lines[j] += "R"
case colorWhite:
lines[j] += "W"
case colorYellow:
lines[j] += "Y"
default:
lines[j] += "U"
}
case colorBlue:
lines[j] += "b"
case colorCyan:
lines[j] += "c"
case colorGreen:
lines[j] += "g"
case colorMagenta:
lines[j] += "m"
case colorRed:
lines[j] += "r"
case colorWhite:
lines[j] += "w"
case colorYellow:
lines[j] += "y"
default:
lines[j] += "u"
}
}
}
return lines
}