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Created March 24, 2020 07:22
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Tetris in DragonRuby, code at the end of Part 2
$gtk.reset
class TetrisGame
def initialize args
@args = args
@next_piece = nil
@next_move = 30
@score = 0
@gameover = false
@grid_w = 10
@grid_h = 20
@grid = []
for x in 0..@grid_w-1 do
@grid[x] = []
for y in 0..@grid_h-1 do
@grid[x][y] = 0
end
end
@color_index = [
[ 0, 0, 0 ],
[ 255, 0, 0 ],
[ 0, 255, 0 ],
[ 0, 0, 255 ],
[ 255, 255, 0 ],
[ 255, 0, 255 ],
[ 0, 255, 255 ],
[ 127, 127, 127 ]
]
select_next_piece
select_next_piece
end
# X AND Y ARE POSITIONS IN THE GRID, NOT PIXELS
def render_cube x, y, color
boxsize = 30
grid_x = (1280 - (@grid_w * boxsize)) / 2
grid_y = (720 - ((@grid_h-2) * boxsize)) / 2
@args.outputs.solids << [ grid_x + (x * boxsize), (720 - grid_y) - (y * boxsize), boxsize, boxsize, *@color_index[color] ]
@args.outputs.borders << [ grid_x + (x * boxsize), (720 - grid_y) - (y * boxsize), boxsize, boxsize, 255, 255, 255, 255 ]
end
def render_grid
for x in 0..@grid_w-1 do
for y in 0..@grid_h-1 do
render_cube x, y, @grid[x][y] if @grid[x][y] != 0
end
end
end
def render_grid_border x, y, w, h
color = 7
for i in x..(x+w)-1 do
render_cube i, y, color
render_cube i, (y+h)-1, color
end
for i in y..(y+h)-1 do
render_cube x, i, color
render_cube (x+w)-1, i, color
end
end
def render_background
@args.outputs.sprites << [ 75, 300, 300, 300, 'console-logo.png' ]
@args.outputs.solids << [ 0, 0, 1280, 720, 0, 0, 0 ]
render_grid_border -1, -1, @grid_w + 2, @grid_h + 2
end
def render_piece piece, piece_x, piece_y
for x in 0..piece.length-1 do
for y in 0..piece[x].length-1 do
render_cube piece_x + x, piece_y + y, piece[x][y] if piece[x][y] != 0
end
end
end
def render_current_piece
render_piece @current_piece, @current_piece_x, @current_piece_y
end
def render_next_piece
# !!! FIXME: don't hardcode these numbers.
render_grid_border 13, 2, 8, 8
centerx = (8 - @next_piece.length) / 2
centery = (8 - @next_piece[0].length) / 2
render_piece @next_piece, 13 + centerx, 2 + centery
@args.outputs.labels << [ 910, 640, "Next piece", 10, 255, 255, 255, 255 ]
end
def render_score
@args.outputs.labels << [ 75, 75, "Score: #{@score}", 10, 255, 255, 255, 255 ]
@args.outputs.labels << [ 200, 450, "GAME OVER", 100, 255, 255, 255, 255 ] if @gameover
end
def render
render_background
render_grid
render_next_piece
render_current_piece
render_score
end
def current_piece_colliding
for x in 0..@current_piece.length-1 do
for y in 0..@current_piece[x].length-1 do
if (@current_piece[x][y] != 0)
if (@current_piece_y + y >= @grid_h-1)
return true
elsif (@grid[@current_piece_x + x][@current_piece_y + y + 1] != 0)
return true
end
end
end
end
return false
end
def select_next_piece
@current_piece = @next_piece
X = rand(6) + 1
@next_piece = case X
when 1 then [ [ X, X ], [ 0, X ], [ 0, X ] ]
when 2 then [ [ X, X, X, X ] ]
when 3 then [ [ X, 0 ], [ X, X ], [ 0, X ] ]
when 4 then [ [ 0, X ], [ X, X ], [ X, 0 ] ]
when 5 then [ [ X, X], [ X, X ] ]
when 6 then [ [ 0, X], [ X, X ], [ 0, X ] ]
when 7 then [ [ 0, X ], [ 0, X ], [ X, X ] ]
end
@current_piece_x = 5
@current_piece_y = 0
end
def plant_current_piece
# Make this part of the landscape
for x in 0..@current_piece.length-1 do
for y in 0..@current_piece[x].length-1 do
if @current_piece[x][y] != 0
@grid[@current_piece_x + x][@current_piece_y + y] = @current_piece[x][y]
end
end
end
# see if any rows need to be cleared out
for y in 0..@grid_h-1
full = true
for x in 0..@grid_w-1
if @grid[x][y] == 0
full = false
break
end
end
if full # no empty space in the row, nuke it!
@score += 1
for i in y.downto(1) do
for j in 0..@grid_w-1
@grid[j][i] = @grid[j][i-1]
end
end
for i in 0..@grid_w-1
@grid[i][0] = 0
end
end
end
select_next_piece
if current_piece_colliding
@gameover = true
end
end
def rotate_current_piece_left
@current_piece = @current_piece.transpose.map(&:reverse)
if (@current_piece_x + @current_piece.length) >= @grid_w
@current_piece_x = @grid_w - @current_piece.length
end
end
def rotate_current_piece_right
@current_piece = @current_piece.transpose.map(&:reverse)
@current_piece = @current_piece.transpose.map(&:reverse)
@current_piece = @current_piece.transpose.map(&:reverse)
if (@current_piece_x + @current_piece.length) >= @grid_w
@current_piece_x = @grid_w - @current_piece.length
end
end
def iterate
# Check input!
k = @args.inputs.keyboard
c = @args.inputs.controller_one
if @gameover
if k.key_down.space || c.key_down.start
$gtk.reset
end
return
end
if k.key_down.left || c.key_down.left
if @current_piece_x > 0
@current_piece_x -= 1
end
end
if k.key_down.right || c.key_down.right
if (@current_piece_x + @current_piece.length) < @grid_w
@current_piece_x += 1
end
end
if k.key_down.down || k.key_held.down || c.key_down.down || c.key_held.down
@next_move -= 10
end
if k.key_down.a || c.key_down.a
rotate_current_piece_left
end
if k.key_down.s || c.key_down.b
rotate_current_piece_right
end
@next_move -= 1
if @next_move <= 0 # drop the piece!
if current_piece_colliding
plant_current_piece
else
@current_piece_y += 1
end
@next_move = 30
end
end
def tick
iterate
render
end
end
def tick args
args.state.game ||= TetrisGame.new args
args.state.game.tick
end
# end of main.rb ...
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