class Tetris
Copyright © 2021-2022 Andy Maleh
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the “Software”), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
Copyright © 2021-2022 Andy Maleh
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the “Software”), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
Constants
- BEVEL_CONSTANT
- BLOCK_SIZE
- COLOR_GRAY
Public Class Methods
# File examples/tetris.rb, line 12 def initialize @game = Model::Game.new end
Public Instance Methods
# File examples/tetris.rb, line 227 def block(row: , column: , block_size: , &extra_content) block = {} bevel_pixel_size = 0.16 * block_size.to_f color = Glimmer::LibUI.interpret_color(Model::Block::COLOR_CLEAR) block[:area] = area { block[:background_square] = square(0, 0, block_size) { fill color } block[:top_bevel_edge] = polygon { point_array 0, 0, block_size, 0, block_size - bevel_pixel_size, bevel_pixel_size, bevel_pixel_size, bevel_pixel_size fill r: color[:r] + 4*BEVEL_CONSTANT, g: color[:g] + 4*BEVEL_CONSTANT, b: color[:b] + 4*BEVEL_CONSTANT } block[:right_bevel_edge] = polygon { point_array block_size, 0, block_size - bevel_pixel_size, bevel_pixel_size, block_size - bevel_pixel_size, block_size - bevel_pixel_size, block_size, block_size fill r: color[:r] - BEVEL_CONSTANT, g: color[:g] - BEVEL_CONSTANT, b: color[:b] - BEVEL_CONSTANT } block[:bottom_bevel_edge] = polygon { point_array block_size, block_size, 0, block_size, bevel_pixel_size, block_size - bevel_pixel_size, block_size - bevel_pixel_size, block_size - bevel_pixel_size fill r: color[:r] - BEVEL_CONSTANT, g: color[:g] - BEVEL_CONSTANT, b: color[:b] - BEVEL_CONSTANT } block[:left_bevel_edge] = polygon { point_array 0, 0, 0, block_size, bevel_pixel_size, block_size - bevel_pixel_size, bevel_pixel_size, bevel_pixel_size fill r: color[:r] - BEVEL_CONSTANT, g: color[:g] - BEVEL_CONSTANT, b: color[:b] - BEVEL_CONSTANT } block[:border_square] = square(0, 0, block_size) { stroke COLOR_GRAY } on_key_down do |key_event| case key_event in ext_key: :down if OS.windows? # rate limit downs in Windows as they go too fast when key is held @queued_downs ||= 0 if @queued_downs < 2 @queued_downs += 1 Glimmer::LibUI.timer(0.01, repeat: false) do @game.down! if @queued_downs < 2 @queued_downs -= 1 end end else @game.down! end in key: ' ' @game.down!(instant: true) in ext_key: :up case @game.up_arrow_action when :instant_down @game.down!(instant: true) when :rotate_right @game.rotate!(:right) when :rotate_left @game.rotate!(:left) end in ext_key: :left @game.left! in ext_key: :right @game.right! in modifier: :shift @game.rotate!(:right) in modifier: :control @game.rotate!(:left) else # Do Nothing end end extra_content&.call } block end
# File examples/tetris.rb, line 23 def create_gui menu_bar @main_window = window('Glimmer Tetris') { content_size Model::Game::PLAYFIELD_WIDTH * BLOCK_SIZE, Model::Game::PLAYFIELD_HEIGHT * BLOCK_SIZE + 98 resizable false vertical_box { label { # filler stretchy false } score_board(block_size: BLOCK_SIZE) { stretchy false } @playfield_blocks = playfield(playfield_width: Model::Game::PLAYFIELD_WIDTH, playfield_height: Model::Game::PLAYFIELD_HEIGHT, block_size: BLOCK_SIZE) } } end
# File examples/tetris.rb, line 16 def launch create_gui register_observers @game.start! @main_window.show end
# File examples/tetris.rb, line 206 def playfield(playfield_width: , playfield_height: , block_size: , &extra_content) blocks = [] vertical_box { padded false playfield_height.times.map do |row| blocks << [] horizontal_box { padded false playfield_width.times.map do |column| blocks.last << block(row: row, column: column, block_size: block_size) end } end extra_content&.call } blocks end
# File examples/tetris.rb, line 44 def register_observers observe(@game, :game_over) do |game_over| if game_over @pause_menu_item.enabled = false show_game_over_dialog else @pause_menu_item.enabled = true start_moving_tetrominos_down end end Model::Game::PLAYFIELD_HEIGHT.times do |row| Model::Game::PLAYFIELD_WIDTH.times do |column| observe(@game.playfield[row][column], :color) do |new_color| Glimmer::LibUI.queue_main do color = Glimmer::LibUI.interpret_color(new_color) block = @playfield_blocks[row][column] block[:background_square].fill = color block[:top_bevel_edge].fill = {r: color[:r] + 4*BEVEL_CONSTANT, g: color[:g] + 4*BEVEL_CONSTANT, b: color[:b] + 4*BEVEL_CONSTANT} block[:right_bevel_edge].fill = {r: color[:r] - BEVEL_CONSTANT, g: color[:g] - BEVEL_CONSTANT, b: color[:b] - BEVEL_CONSTANT} block[:bottom_bevel_edge].fill = {r: color[:r] - BEVEL_CONSTANT, g: color[:g] - BEVEL_CONSTANT, b: color[:b] - BEVEL_CONSTANT} block[:left_bevel_edge].fill = {r: color[:r] - BEVEL_CONSTANT, g: color[:g] - BEVEL_CONSTANT, b: color[:b] - BEVEL_CONSTANT} block[:border_square].stroke = new_color == Model::Block::COLOR_CLEAR ? COLOR_GRAY : color end end end end Model::Game::PREVIEW_PLAYFIELD_HEIGHT.times do |row| Model::Game::PREVIEW_PLAYFIELD_WIDTH.times do |column| preview_updater = proc do Glimmer::LibUI.queue_main do new_color = @game.preview_playfield[row][column].color color = Glimmer::LibUI.interpret_color(new_color) block = @preview_playfield_blocks[row][column] if @game.show_preview_tetromino? block[:background_square].fill = color block[:top_bevel_edge].fill = {r: color[:r] + 4*BEVEL_CONSTANT, g: color[:g] + 4*BEVEL_CONSTANT, b: color[:b] + 4*BEVEL_CONSTANT} block[:right_bevel_edge].fill = {r: color[:r] - BEVEL_CONSTANT, g: color[:g] - BEVEL_CONSTANT, b: color[:b] - BEVEL_CONSTANT} block[:bottom_bevel_edge].fill = {r: color[:r] - BEVEL_CONSTANT, g: color[:g] - BEVEL_CONSTANT, b: color[:b] - BEVEL_CONSTANT} block[:left_bevel_edge].fill = {r: color[:r] - BEVEL_CONSTANT, g: color[:g] - BEVEL_CONSTANT, b: color[:b] - BEVEL_CONSTANT} block[:border_square].stroke = new_color == Model::Block::COLOR_CLEAR ? COLOR_GRAY : color else transparent_color = {r: 255, g: 255, b: 255, a: 0} block[:background_square].fill = transparent_color block[:top_bevel_edge].fill = transparent_color block[:right_bevel_edge].fill = transparent_color block[:bottom_bevel_edge].fill = transparent_color block[:left_bevel_edge].fill = transparent_color block[:border_square].stroke = transparent_color end end end observe(@game.preview_playfield[row][column], :color, &preview_updater) observe(@game, :show_preview_tetromino, &preview_updater) end end observe(@game, :score) do |new_score| Glimmer::LibUI.queue_main do @score_label.text = new_score.to_s end end observe(@game, :lines) do |new_lines| Glimmer::LibUI.queue_main do @lines_label.text = new_lines.to_s end end observe(@game, :level) do |new_level| Glimmer::LibUI.queue_main do @level_label.text = new_level.to_s end end end
# File examples/tetris.rb, line 305 def score_board(block_size: , &extra_content) vertical_box { horizontal_box { label # filler grid { stretchy false label('Score') { left 0 top 0 halign :fill } @score_label = label { left 0 top 1 halign :center } label('Lines') { left 1 top 0 halign :fill } @lines_label = label { left 1 top 1 halign :center } label('Level') { left 2 top 0 halign :fill } @level_label = label { left 2 top 1 halign :center } } label # filler } horizontal_box { label # filler @preview_playfield_blocks = playfield(playfield_width: Model::Game::PREVIEW_PLAYFIELD_WIDTH, playfield_height: Model::Game::PREVIEW_PLAYFIELD_HEIGHT, block_size: block_size) label # filler } extra_content&.call } end
# File examples/tetris.rb, line 392 def show_about_dialog Glimmer::LibUI.queue_main do msg_box('About', 'Glimmer Tetris - Glimmer DSL for LibUI Example - Copyright (c) 2021-2022 Andy Maleh') end end
# File examples/tetris.rb, line 369 def show_game_over_dialog Glimmer::LibUI.queue_main do msg_box('Game Over!', "Score: #{@game.high_scores.first.score}\nLines: #{@game.high_scores.first.lines}\nLevel: #{@game.high_scores.first.level}") @game.restart! end end
# File examples/tetris.rb, line 376 def show_high_scores Glimmer::LibUI.queue_main do game_paused = !!@game.paused @game.paused = true if @game.high_scores.empty? high_scores_string = "No games have been scored yet." else high_scores_string = @game.high_scores.map do |high_score| "#{high_score.name} | Score: #{high_score.score} | Lines: #{high_score.lines} | Level: #{high_score.level}" end.join("\n") end msg_box('High Scores', high_scores_string) @game.paused = game_paused end end
# File examples/tetris.rb, line 358 def start_moving_tetrominos_down unless @tetrominos_start_moving_down @tetrominos_start_moving_down = true tetromino_move = proc do @game.down! if !@game.game_over? && !@game.paused? Glimmer::LibUI.timer(@game.delay, repeat: false, &tetromino_move) end Glimmer::LibUI.timer(@game.delay, repeat: false, &tetromino_move) end end