0344-Tetris-游戏结束的条件
环境
- Time 2023-08-22
- Zig 0.12.0-dev.161+6a5463951
- WSL-Ubuntu 22.04.3 LTS
前言
说明
参考资料:
目标
实现游戏结束的判断,如果新生成的方块,直接就发生了碰撞,则证明游戏结束。
游戏结束了,不能再进行控制。
app.zig
...
pub const Game = struct {
current: Tetrimino,
prng: std.rand.DefaultPrng,
over: bool = false,
pub fn moveDown(self: *Game, screen: *Screen) void {
if (self.move(screen, 0, 1)) {
self.current.solid = true;
draw(&self.current, screen);
self.current = Tetrimino.random(&self.prng);
if (self.isFit(screen)) self.over = true;
}
}
}
...
给游戏增加了一个游戏是否结束的字段,如果新生成的方块发生碰撞,则游戏结束。
main.zig
const c = @import("c.zig");
const std = @import("std");
const display = @import("display.zig");
const app = @import("app.zig");
pub fn main() !void {
var screen = display.Screen{};
screen.init();
defer screen.deinit();
var game = app.Game.new();
_ = c.SDL_AddTimer(500, tick, null);
mainLoop: while (true) {
var event: c.SDL_Event = undefined;
while (c.SDL_PollEvent(&event) != 0) {
if (event.type == c.SDL_QUIT)
break :mainLoop;
if (game.over) break;
handleInput(&game, &screen, &event);
}
screen.update();
game.drawCurrent(&screen);
screen.present();
}
}
fn handleInput(game: *app.Game, screen: *display.Screen, event: *c.SDL_Event) void {
if (event.type != c.SDL_KEYDOWN) return;
const code = event.key.keysym.sym;
switch (code) {
c.SDLK_LEFT => game.moveLeft(screen),
c.SDLK_RIGHT => game.moveRight(screen),
c.SDLK_UP => game.rotate(screen),
c.SDLK_DOWN => game.moveDown(screen),
c.SDLK_SPACE => game.rotate(screen),
else => return,
}
}
fn tick(interval: u32, _: ?*anyopaque) callconv(.C) u32 {
var event: c.SDL_Event = std.mem.zeroes(c.SDL_Event);
event.type = c.SDL_KEYDOWN;
event.key.keysym.sym = c.SDLK_DOWN;
_ = c.SDL_PushEvent(&event);
return interval;
}
在 handleInput 前,增加游戏是否结束判断。如果结束,则不处理任何操作。
效果

总结
实现了游戏结束的条件判断。
附录
app.zig 源码
const std = @import("std");
const Screen = @import("display.zig").Screen;
const Tetrimino = @import("block.zig").Tetrimino;
pub const Game = struct {
current: Tetrimino,
prng: std.rand.DefaultPrng,
over: bool = false,
pub fn new() Game {
const seed = @as(u64, @intCast(std.time.timestamp()));
var rand = std.rand.DefaultPrng.init(seed);
return Game{
.current = Tetrimino.random(&rand),
.prng = rand,
};
}
pub fn drawCurrent(self: *Game, screen: *Screen) void {
draw(&self.current, screen);
}
pub fn moveLeft(self: *Game, screen: *Screen) void {
_ = self.move(screen, -1, 0);
}
pub fn moveRight(self: *Game, screen: *Screen) void {
_ = self.move(screen, 1, 0);
}
pub fn moveDown(self: *Game, screen: *Screen) void {
if (self.move(screen, 0, 1)) {
self.current.solid = true;
draw(&self.current, screen);
self.current = Tetrimino.random(&self.prng);
if (self.isFit(screen)) self.over = true;
}
}
fn move(self: *Game, screen: *const Screen, x: i8, y: i8) bool {
self.current.x = self.current.x + x;
self.current.y = self.current.y + y;
self.current.locateIn();
return if (self.isFit(screen)) {
_ = self.move(screen, -x, -y);
return true;
} else false;
}
pub fn rotate(self: *Game, screen: *Screen) void {
var temp = self.current;
self.current.rotate();
self.current.locateIn();
if (self.isFit(screen)) {
self.current = temp;
}
}
fn isFit(self: *const Game, screen: *const Screen) bool {
const value = self.current.position();
var index: usize = 0;
while (index < value.len) : (index += 2) {
const col = self.current.y + value[index + 1];
if (col < 0) return true;
const row: usize = @intCast(self.current.x + value[index]);
if (screen.hasSolid(row, @intCast(col))) return true;
}
return false;
}
};
fn draw(block: *const Tetrimino, screen: *Screen) void {
const value = block.position();
var index: usize = 0;
while (index < value.len) : (index += 2) {
const row: usize = @intCast(block.x + value[index]);
const col: usize = @intCast(block.y + value[index + 1]);
if (block.solid) {
_ = screen.drawSolid(row, col, block.color);
} else {
screen.draw(row, col, block.color);
}
}
}

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