go-tetris/mino.go

189 lines
4.2 KiB
Go

package main
import (
"math/rand"
"github.com/gdamore/tcell"
)
// NewMino creates a new Mino
func NewMino() *Mino {
minoRotation := minos.minoBag[minos.bagRand[minos.bagIndex]]
minos.bagIndex++
if minos.bagIndex > 6 {
minos.bagIndex = 0
minos.bagRand = rand.Perm(7)
}
mino := &Mino{
minoRotation: minoRotation,
length: len(minoRotation[0]),
}
mino.x = board.width/2 - (mino.length+1)/2
mino.y = -1
return mino
}
// CloneMoveLeft creates copy of the mino and moves it left
func (mino *Mino) CloneMoveLeft() *Mino {
newMino := *mino
newMino.MoveLeft()
return &newMino
}
// MoveLeft moves the mino left
func (mino *Mino) MoveLeft() {
mino.x--
}
// CloneMoveRight creates copy of the mino and moves it right
func (mino *Mino) CloneMoveRight() *Mino {
newMino := *mino
newMino.MoveRight()
return &newMino
}
// MoveRight moves the mino right
func (mino *Mino) MoveRight() {
mino.x++
}
// CloneRotateRight creates copy of the mino and rotates it right
func (mino *Mino) CloneRotateRight() *Mino {
newMino := *mino
newMino.RotateRight()
return &newMino
}
// RotateRight rotates the mino right
func (mino *Mino) RotateRight() {
mino.rotation++
if mino.rotation > 3 {
mino.rotation = 0
}
}
// CloneRotateLeft creates copy of the mino and rotates it left
func (mino *Mino) CloneRotateLeft() *Mino {
newMino := *mino
newMino.RotateLeft()
return &newMino
}
// RotateLeft rotates the mino left
func (mino *Mino) RotateLeft() {
if mino.rotation < 1 {
mino.rotation = 3
return
}
mino.rotation--
}
// CloneMoveDown creates copy of the mino and moves it down
func (mino *Mino) CloneMoveDown() *Mino {
newMino := *mino
newMino.MoveDown()
return &newMino
}
// MoveDown moves the mino down
func (mino *Mino) MoveDown() {
mino.y++
}
// MoveUp moves the mino up
func (mino *Mino) MoveUp() {
mino.y--
}
// ValidLocation check if the mino is in a valid location
func (mino *Mino) ValidLocation(mustBeOnBoard bool) bool {
minoBlocks := mino.minoRotation[mino.rotation]
for i := 0; i < mino.length; i++ {
for j := 0; j < mino.length; j++ {
if minoBlocks[i][j] == colorBlank {
continue
}
if !board.ValidBlockLocation(mino.x+i, mino.y+j, mustBeOnBoard) {
return false
}
}
}
return true
}
// SetOnBoard attaches mino to the board
func (mino *Mino) SetOnBoard() {
minoBlocks := mino.minoRotation[mino.rotation]
for i := 0; i < mino.length; i++ {
for j := 0; j < mino.length; j++ {
if minoBlocks[i][j] != colorBlank {
board.SetColor(mino.x+i, mino.y+j, minoBlocks[i][j], mino.rotation)
}
}
}
}
// DrawMino draws the mino on the board
func (mino *Mino) DrawMino(minoType MinoType) {
minoBlocks := mino.minoRotation[mino.rotation]
for i := 0; i < mino.length; i++ {
for j := 0; j < mino.length; j++ {
if minoBlocks[i][j] != colorBlank {
switch minoType {
case MinoPreview:
view.DrawPreviewMinoBlock(i, j, minoBlocks[i][j], mino.rotation, mino.length)
case MinoDrop:
view.DrawBlock(mino.x+i, mino.y+j, colorBlank, mino.rotation)
case MinoCurrent:
if ValidDisplayLocation(mino.x+i, mino.y+j) {
view.DrawBlock(mino.x+i, mino.y+j, minoBlocks[i][j], mino.rotation)
}
}
}
}
}
}
// minoOverlap check if a mino overlaps another mino
func (mino *Mino) minoOverlap(mino1 *Mino) bool {
minoBlocks := mino.minoRotation[mino.rotation]
for i := 0; i < mino.length; i++ {
for j := 0; j < mino.length; j++ {
if minoBlocks[i][j] == colorBlank {
continue
}
if mino1.isMinoAtLocation(mino.x+i, mino.y+j) {
return true
}
}
}
return false
}
// isMinoAtLocation check if a mino block is in a location
func (mino *Mino) isMinoAtLocation(x int, y int) bool {
xIndex := x - mino.x
yIndex := y - mino.y
if xIndex < 0 || xIndex >= mino.length || yIndex < 0 || yIndex >= mino.length {
return false
}
if mino.minoRotation[mino.rotation][xIndex][yIndex] != colorBlank {
return true
}
return false
}
// getMinoColorAtLocation gets the mino color at a location
func (mino *Mino) getMinoColorAtLocation(x int, y int) tcell.Color {
xIndex := x - mino.x
yIndex := y - mino.y
if xIndex < 0 || xIndex >= mino.length || yIndex < 0 || yIndex >= mino.length {
return colorBlank
}
minoBlocks := mino.minoRotation[mino.rotation]
return minoBlocks[xIndex][yIndex]
}