0346-Tetris-显示游戏结束
环境
- Time 2023-08-23
- Zig 0.12.0-dev.161+6a5463951
- WSL-Ubuntu 22.04.3 LTS
前言
说明
参考资料:
目标
增加字体的支持,同时游戏结束时,显示 GAME OVER 提示。
字体来源:https://github.com/howprice/sdl2-tetris/blob/master/data/clacon.ttf
display.zig
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 {
line: usize = HEIGHT,
buffer: [WIDTH][HEIGHT]u32 = undefined,
window: *c.SDL_Window = undefined,
renderer: *c.SDL_Renderer = undefined,
font: *c.TTF_Font = undefined,
pub fn init(self: *Screen) void {
if (c.SDL_Init(c.SDL_INIT_EVERYTHING) < 0) c.sdlPanic();
if (c.TTF_Init() < 0) c.sdlPanic();
self.font = c.TTF_OpenFont("clacon.ttf", 60) orelse c.sdlPanic();
const center = c.SDL_WINDOWPOS_CENTERED;
self.window = c.SDL_CreateWindow("俄罗斯方块", center, center, //
700, 850, 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 + 20),
.y = @intCast(y * SCALE + BORDER + 20),
.w = @intCast(SCALE - BORDER * 2),
.h = @intCast(SCALE - BORDER * 2),
};
_ = c.SDL_RenderFillRect(self.renderer, &rect);
}
pub fn drawSolid(self: *Screen, x: usize, y: usize, rgba: u32) bool {
self.draw(x, y, rgba);
self.buffer[x][y] = rgba;
self.line = @min(self.line, y);
for (0..WIDTH) |row| {
if (self.buffer[row][y] == 0) return false;
}
return self.clearRow(y);
}
fn clearRow(self: *Screen, col: usize) bool {
var y = col;
while (y >= self.line) : (y -= 1) {
for (0..WIDTH) |x| {
self.buffer[x][y] = self.buffer[x][y - 1];
}
}
self.line += 1;
return true;
}
pub fn drawText(self: *Screen, text: [*c]const u8, x: i32, y: i32) void {
var surface = c.TTF_RenderUTF8_Solid(self.font, text, //
.{ .r = 0xff, .g = 0xff, .b = 0xff, .a = 255 });
var texture = c.SDL_CreateTextureFromSurface(self.renderer, //
surface) orelse c.sdlPanic();
var r = c.SDL_Rect{ .x = x, .y = y, .w = 0, .h = 0 };
_ = c.SDL_QueryTexture(texture, null, null, &r.w, &r.h);
_ = c.SDL_RenderCopy(self.renderer, texture, null, &r);
c.SDL_FreeSurface(surface);
c.SDL_DestroyTexture(texture);
}
pub fn hasSolid(self: *const Screen, x: usize, y: usize) bool {
if (x >= WIDTH) return false;
return y >= HEIGHT or self.buffer[x][y] != 0;
}
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.TTF_Quit();
c.SDL_Quit();
}
};
增加了字体的支持,增加了一个 drawText 方法来进行字体的显示。
main.zig
...
if (game.over) screen.drawText("GAME OVER", 460, 650);
...
增加了一行游戏结束的判断,如果结束则显示游戏结束标志。
效果

总结
增加游戏结束的判断,游戏结束时,在界面上显示 GAME OVER 标志。
附录
main.zig 源码
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);
if (game.over) screen.drawText("GAME OVER", 460, 650);
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;
}

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