0333-Tetris-显示游戏窗格
环境
- Time 2023-08-22
- Zig 0.11.0
- WSL-Ubuntu 22.04.3 LTS
前言
说明
参考资料:
目标
在游戏画面上,将游戏的窗格画出来。
c.zig
pub usingnamespace @cImport({
@cInclude("SDL.h");
@cInclude("SDL_ttf.h");
});
const self = @This();
const std = @import("std");
pub fn sdlPanic() noreturn {
const str = @as(?[*:0]const u8, self.SDL_GetError());
@panic(std.mem.sliceTo(str orelse "unknown error", 0));
}
display.zig
增加了两个方法,update 方法和 draw 方法。
const c = @import("c.zig");
pub const WIDTH = 10;
pub const HEIGHT = 20;
const FPS = 60;
const SCALE = 40; // 放大倍数
const BORDER = 2; // 边框
pub const Screen = struct {
buffer: [WIDTH][HEIGHT]u32 = undefined,
window: *c.SDL_Window = undefined,
renderer: *c.SDL_Renderer = undefined,
pub fn init(self: *Screen) void {
if (c.SDL_Init(c.SDL_INIT_EVERYTHING) < 0) c.sdlPanic();
const center = c.SDL_WINDOWPOS_CENTERED;
self.window = c.SDL_CreateWindow("俄罗斯方块", center, center, //
400, 800, c.SDL_WINDOW_SHOWN) orelse c.sdlPanic();
self.renderer = c.SDL_CreateRenderer(self.window, -1, 0) //
orelse c.sdlPanic();
}
pub fn update(self: *Screen) void {
_ = c.SDL_SetRenderDrawColor(self.renderer, 0x3b, 0x3b, 0x3b, 0xff);
_ = c.SDL_RenderClear(self.renderer);
for (0..WIDTH) |row| {
for (0..HEIGHT) |col| {
var color = self.buffer[row][col];
if (color == 0) color = 0x404040ff;
self.draw(row, col, color);
}
}
}
pub fn draw(self: *Screen, x: usize, y: usize, rgba: u32) void {
const r: u8 = @truncate((rgba >> 24) & 0xff);
const g: u8 = @truncate((rgba >> 16) & 0xff);
const b: u8 = @truncate((rgba >> 8) & 0xff);
const a: u8 = @truncate((rgba >> 0) & 0xff);
_ = c.SDL_SetRenderDrawColor(self.renderer, r, g, b, a);
const rect = c.SDL_Rect{
.x = @intCast(x * SCALE + BORDER),
.y = @intCast(y * SCALE + BORDER),
.w = @intCast(SCALE - BORDER),
.h = @intCast(SCALE - BORDER),
};
_ = c.SDL_RenderFillRect(self.renderer, &rect);
}
pub fn present(self: *Screen) void {
c.SDL_RenderPresent(self.renderer);
c.SDL_Delay(1000 / FPS);
}
pub fn deinit(self: *Screen) void {
c.SDL_DestroyRenderer(self.renderer);
c.SDL_DestroyWindow(self.window);
c.SDL_Quit();
}
};
main.zig
const c = @import("c.zig");
const display = @import("display.zig");
pub fn main() !void {
var screen = display.Screen{};
screen.init();
defer screen.deinit();
mainLoop: while (true) {
var event: c.SDL_Event = undefined;
while (c.SDL_PollEvent(&event) != 0) {
if (event.type == c.SDL_QUIT)
break :mainLoop;
}
screen.update();
screen.present();
}
}
效果

总结
显示了游戏背景,并且将画面分成一格一格的。

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