tetris/src/game.rs

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// A game is a self-contained struct that holds everything that an instance of
// Tetris needs to run, except for something to tick the time forward.
use crate::playfield::PlayField;
use crate::srs::RotationSystem;
use crate::srs::SRS;
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use crate::tetromino::Position;
use crate::Renderable;
use crate::TICKS_PER_SECOND;
use log::trace;
use sdl2::{render::Canvas, video::Window};
use std::fmt;
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// I think this was correct, can't find source
const LINE_CLEAR_DELAY: u64 = TICKS_PER_SECOND as u64 * 41 / 60;
// Logic is based on 60 ticks / second
pub struct Game {
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playfield: PlayField,
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rotation_system: SRS,
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level: u8,
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score: u32,
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tick: u64,
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next_gravity_tick: u64,
next_lock_tick: u64,
next_spawn_tick: u64,
is_game_over: bool,
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/// The last clear action performed, used for determining if a back-to-back
/// bonus is needed.
last_clear_action: ClearAction,
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}
impl fmt::Debug for Game {
fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
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writeln!(f, "level: {}, points: {}", self.level, self.score)?;
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writeln!(f, "tick: {}", self.tick)?;
write!(f, "{:?}", self.playfield)
}
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}
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impl Default for Game {
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fn default() -> Self {
Game {
playfield: PlayField::new(),
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rotation_system: SRS::default(),
level: 1,
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score: 0,
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tick: 0,
next_gravity_tick: 60,
next_lock_tick: 0,
next_spawn_tick: 0,
is_game_over: false,
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last_clear_action: ClearAction::Single, // Doesn't matter what it's initialized to
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}
}
}
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pub trait Tickable {
fn tick(&mut self);
}
impl Tickable for Game {
fn tick(&mut self) {
if self.is_game_over() {
return;
}
self.tick += 1;
match self.tick {
t if t == self.next_spawn_tick => self.spawn_tetromino(),
t if t == self.next_lock_tick => {
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self.try_lock_tetromino();
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}
t if t == self.next_gravity_tick => {
self.playfield.tick_gravity();
if !self.playfield.can_active_piece_move_down() {
self.update_lock_tick();
}
self.update_gravity_tick();
}
_ => (),
}
}
}
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enum ClearAction {
Single,
Double,
Triple,
Tetris,
MiniTSpin,
TSpin,
TSpinSingle,
TSpinDouble,
TSpinTriple,
}
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impl Game {
pub fn is_game_over(&self) -> bool {
self.is_game_over || !self.playfield.is_active_piece_in_valid_position()
}
fn update_gravity_tick(&mut self) {
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// self.next_gravity_tick = (-1 as i64) as u64;
self.next_gravity_tick = self.tick + TICKS_PER_SECOND as u64;
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}
fn update_lock_tick(&mut self) {
self.next_lock_tick = self.tick + TICKS_PER_SECOND as u64 / 2;
}
fn spawn_tetromino(&mut self) {
self.playfield.spawn_tetromino();
self.update_gravity_tick();
}
/// Returns if some lines were cleared
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fn clear_lines(&mut self) -> usize {
let rows = self
.playfield
.active_piece
.map(|t| t.get_cur_occupied_spaces())
.map(|i| i.iter().map(|p| p.y).collect::<Vec<_>>())
.unwrap_or_default();
let mut rows_cleared = 0;
for row in rows {
if self.playfield.try_clear_row(row as usize).is_ok() {
rows_cleared += 1;
}
}
rows_cleared
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}
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fn try_lock_tetromino(&mut self) -> bool {
// It's possible that the player moved the piece in the meantime.
if !self.playfield.can_active_piece_move_down() {
let positions = self.playfield.lock_active_piece();
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self.is_game_over = self.is_game_over || positions.iter().map(|p| p.y).all(|y| y < 20);
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if self.clear_lines() > 0 {
self.playfield.active_piece = None;
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self.next_spawn_tick = self.tick + LINE_CLEAR_DELAY;
} else {
self.spawn_tetromino();
}
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true
} else {
false
}
}
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}
impl Renderable for Game {
fn render(&self, canvas: &mut Canvas<Window>) -> Result<(), String> {
self.playfield.render(canvas)
}
}
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pub trait Controllable {
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fn move_left(&mut self);
fn move_right(&mut self);
fn move_down(&mut self);
fn rotate_left(&mut self);
fn rotate_right(&mut self);
fn hard_drop(&mut self);
fn hold(&mut self);
}
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impl Controllable for Game {
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fn move_left(&mut self) {
self.playfield.move_offset(-1, 0);
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if !self.playfield.can_active_piece_move_down() {
self.update_lock_tick();
}
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}
fn move_right(&mut self) {
self.playfield.move_offset(1, 0);
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if !self.playfield.can_active_piece_move_down() {
self.update_lock_tick();
}
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}
fn move_down(&mut self) {
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if self.playfield.move_offset(0, 1) {
self.score += 1;
self.update_gravity_tick();
self.update_lock_tick();
}
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}
fn rotate_left(&mut self) {
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match self.rotation_system.rotate_left(&self.playfield) {
Ok(Position { x, y }) => {
let mut active_piece = self.playfield.active_piece.unwrap().clone();
active_piece.position = active_piece.position.offset(x, y);
active_piece.rotate_left();
self.playfield.active_piece = Some(active_piece);
self.update_lock_tick();
}
Err(_) => (),
}
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}
fn rotate_right(&mut self) {
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match self.rotation_system.rotate_right(&self.playfield) {
Ok(Position { x, y }) => {
let mut active_piece = self.playfield.active_piece.unwrap().clone();
active_piece.position = active_piece.position.offset(x, y);
active_piece.rotate_right();
self.playfield.active_piece = Some(active_piece);
self.update_lock_tick();
}
Err(_) => (),
}
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}
fn hard_drop(&mut self) {
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while self.playfield.can_active_piece_move_down() {
self.score += 2;
self.playfield.move_offset(0, 1);
}
if !self.try_lock_tetromino() {
println!("couldn't lock tetromino despite hard dropping!");
}
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self.next_lock_tick = std::u64::MAX;
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}
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fn hold(&mut self) {
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let _ = self.playfield.try_swap_hold();
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}
}