finish tetris.nas

This commit is contained in:
ValKmjolnir 2022-02-21 17:10:13 +08:00
parent 984deed883
commit 9456a903d7
4 changed files with 111 additions and 47 deletions

View File

@ -108,7 +108,7 @@ __CAUTION__: If want to use the release zip/tar.gz file to build the interpreter
Also remember to use g++ or clang++.(`mingw-w64` in __`Windows`__)
> [cpp compiler] -std=c++11 -O3 main.cpp -o nasal.exe -fno-exceptions
> [cpp compiler] -std=c++11 -O3 main.cpp -o nasal.exe -fno-exceptions -static
Or use this in __`linux/macOS/Unix`__

View File

@ -4,7 +4,7 @@
#include <conio.h>
#else
#include <fcntl.h>
#include <termio.h>
#include <termios.h>
#endif
#ifndef _WIN32

View File

@ -9,7 +9,7 @@ libkey.so: keyboard.cpp
clang++ -c -O3 keyboard.cpp -fPIC -o keyboard.o
clang++ -shared -o libkey.so keyboard.o
libkey.dll: keyboard.cpp
g++ -c -O3 keyboard.cpp -fPIC -o keyboard.o
g++ -shared -o libkey.dll keyboard.o
g++ -c -O3 keyboard.cpp -fPIC -o keyboard.o -static
g++ -shared -o libkey.dll keyboard.o -static
clean:
rm *.o *.so *.dll *.dylib

View File

@ -1,14 +1,18 @@
import("lib.nas");
import("module/libkey.nas");
import("./module/libkey.nas");
var color=[
"\e[31m","\e[32m","\e[33m","\e[34m","\e[35m","\e[36m",
"\e[91m","\e[92m","\e[93m","\e[94m","\e[95m","\e[96m",
];
var blocktype=[
[0,1,2,3],
[4,5,6,7],
[0,1,2,3 ],
[4,5,6,7 ],
[8,9,10,11],
[12,13],
[14],
[15,16],
[17,18]
[12,13 ],
[14 ],
[15,16 ],
[17,18 ]
];
var blockshape=[
# [][] [] [][][]
@ -52,32 +56,45 @@ var blockshape=[
[[0,0],[0,1],[1,1],[1,2]],
[[0,0],[1,0],[0,1],[-1,1]]
];
var stick_count=0; # make sure one stick in 10 tries
var block={
x:0,
y:0,
rotate:0,
type:nil,
shape:nil,
color:nil,
new:func(x=0,y=0){
(me.x,me.y)=(x,y);
me.rotate=0;
me.type=blocktype[rand()*size(blocktype)];
var t=int(rand()*size(blocktype));
if(t!=3){
stick_count+=1;
if(stick_count==10)
(t,stick_count)=(3,0);
}else
stick_count=0;
me.type=blocktype[t];
me.shape=blockshape[me.type[me.rotate]];
me.color=int(rand()*size(color));
return {parents:[block]};
}
};
var mapgen=func(mapx,mapy){
var score=0;
var (score,gameover)=(0,0);
var (empty,unset,full)=(0,1,2);
if(mapx<1 or mapy<1)
die("map_x or map_y must be greater than 1");
# use in print
var table="\e[44m ";
var table="\e[32m+";
for(var i=0;i<mapx;i+=1)
table~=" ";
table~=" \e[0m\n";
table~="--";
table~="+\e[0m\n";
# generate new map
var map=[];
for(var y=0;y<mapy;y+=1){
@ -90,29 +107,37 @@ var mapgen=func(mapx,mapy){
var blk=nil;
var new_block=func(){
blk=block.new(int(mapx/2),0);
# check game end unfinished
# check if has enough place to place a new block
foreach(var i;blk.shape)
if(map[blk.y+i[1]][blk.x+i[0]]>=full){
gameover=1;
return;
}
# update map
foreach(var i;blk.shape)
map[blk.y+i[1]][blk.x+i[0]]=unset;
}
new_block();
new_block(); # initialize the first block
# color print
var front=[
"31","32","33","34","35","36",
"91","92","93","94","95","96",
];
var map_print=func(){
print("\e[1;1Hscore: ",score,"\n");
var s=table;
var s="\e[1;1H"~table;
for(var y=0;y<mapy;y+=1){
s~="\e[44m \e[0m";
s~="\e[32m|\e[0m";
for(var x=0;x<mapx;x+=1){
s~=(map[y][x]!=empty)?"\e["~front[rand()*12]~"m██\e[0m":" ";
var c=map[y][x];
if(c==empty)
s~=" ";
elsif(c==unset)
s~=color[blk.color]~"██\e[0m";
elsif(c>=full)
s~=color[c-full]~"██\e[0m";
}
s~="\e[44m \e[0m\n";
s~="\e[32m|\e[0m\n";
}
s~=table;
print(s);
print(s," score: ",score,'\n');
}
var moveleft=func(){
@ -120,9 +145,10 @@ var mapgen=func(mapx,mapy){
foreach(var i;blk.shape){
if(x+i[0]<0)
return;
if(map[y+i[1]][x+i[0]]==full)
if(map[y+i[1]][x+i[0]]>=full)
return;
}
# update block state and map
foreach(var i;blk.shape)
map[blk.y+i[1]][blk.x+i[0]]=empty;
blk.x=x;
@ -136,9 +162,10 @@ var mapgen=func(mapx,mapy){
foreach(var i;blk.shape){
if(x+i[0]>=mapx)
return;
if(map[y+i[1]][x+i[0]]==full)
if(map[y+i[1]][x+i[0]]>=full)
return;
}
# update block state and map
foreach(var i;blk.shape)
map[blk.y+i[1]][blk.x+i[0]]=empty;
blk.x=x;
@ -154,9 +181,11 @@ var mapgen=func(mapx,mapy){
foreach(var i;shape){
if(x+i[0]>=mapx or x+i[0]<0 or y+i[1]>=mapy or y+i[1]<0)
return;
if(map[y+i[1]][x+i[0]]==full)
if(map[y+i[1]][x+i[0]]>=full)
return;
}
# update block state and map
foreach(var i;blk.shape)
map[blk.y+i[1]][blk.x+i[0]]=empty;
blk.rotate=r;
@ -168,21 +197,23 @@ var mapgen=func(mapx,mapy){
var fall=func(){
var (x,y)=(blk.x,blk.y+1);
# check if falls to the edge of other blocks or map
var sethere=0;
foreach(var i;blk.shape){
if(y+i[1]>=mapy or map[y+i[1]][x+i[0]]==full){
foreach(var i;blk.shape)
if(y+i[1]>=mapy or map[y+i[1]][x+i[0]]>=full){
sethere=1;
break;
}
}
# set block here and generate a new block
if(sethere){
foreach(var i;blk.shape)
map[blk.y+i[1]][blk.x+i[0]]=full;
map[blk.y+i[1]][blk.x+i[0]]=blk.color+full;
checkmap();
new_block();
map_print();
return;
}
# update block state and map
foreach(var i;blk.shape)
map[blk.y+i[1]][blk.x+i[0]]=empty;
blk.y=y;
@ -193,11 +224,17 @@ var mapgen=func(mapx,mapy){
var checkmap=func(){
for(var y=mapy-1;y>=0;y-=1){
for(var x=0;x<mapx;x+=1)
if(map[y][x]!=full)
# check if this line is full of blocks
var tmp=0;
for(var x=0;x<mapx;x+=1){
if(map[y][x]<full)
break;
tmp+=map[y][x];
}
# if is full, clear this line and
# all the lines above fall one block
if(x==mapx){
score+=mapx;
score+=tmp;
for(var t=y;t>=1;t-=1)
for(var x=0;x<mapx;x+=1)
map[t][x]=map[t-1][x];
@ -214,47 +251,74 @@ var mapgen=func(mapx,mapy){
moveright:moveright,
rotate:rotate,
fall:fall,
checkmap:checkmap
checkmap:checkmap,
gameover:func(){return gameover;}
};
}
var main=func(){
print("\ec");
# windows use chcp 65001 to output unicode
if(os.platform()=="windows")
system("chcp 65001");
print(
"\ec\e[1:1H",
"+-------------------------+\n",
"| TETRIS |\n",
"| w:rotate, a:move left |\n",
"| s:fall, d:move right |\n",
"| p:pause, q:quit |\n",
"+-------------------------+\n",
"|press any key to start...|\n",
"+-------------------------+\n"
);
rand(time(0));
var map=mapgen(mapx:15,mapy:15);
var map=mapgen(mapx:12,mapy:15);
libkey.init();
libkey.getch();
print("\ec");
while(1){
# nonblock input one character
var ch=libkey.nonblock();
if(ch){
if(ch=='a'[0]) # move left
map.moveleft();
elsif(ch=='d'[0]) # move right
map.moveright();
elsif(ch=='s'[0]) # rotate
elsif(ch=='w'[0]) # rotate
map.rotate();
elsif(ch==' '[0]) # move down
elsif(ch=='s'[0]) # move down
map.fall();
elsif(ch=='q'[0])
elsif(ch=='q'[0]) # quit the game
break;
if(ch=='p'[0]){
if(ch=='p'[0]){ # pause the game
print("\rpress any key to continue...");
libkey.getch();
print("\r ");
}
map.checkmap();
if(map.gameover())
break;
unix.sleep(0.01);
}
else{
# automatically fall one block and check
map.fall();
map.checkmap();
unix.sleep(0.65);
if(map.gameover())
break;
unix.sleep(0.5);
}
}
libkey.close();
print("\ec\e[31ms\e[32me\e[33me \e[34my\e[35mo\e[36mu \e[94m~\e[0m\n");
print(
map.gameover()?
"\e[31mg\e[32ma\e[33mm\e[34me \e[35mo\e[36mv\e[94me\e[31mr \e[32m~\e[0m\n":
"\e[31ms\e[32me\e[33me \e[34my\e[35mo\e[36mu \e[94m~\e[0m\n"
);
};
main();