llgo/c/raylib:tetris demo

This commit is contained in:
luoliwoshang
2024-06-25 18:55:33 +08:00
parent 57fa592a13
commit b2e54a0590
3 changed files with 379 additions and 0 deletions

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@@ -0,0 +1,177 @@
package main
import (
"unsafe"
"github.com/goplus/llgo/c"
"github.com/goplus/llgo/c/raylib"
)
const (
BOARD_WIDTH = 10
BOARD_HEIGHT = 20
BLOCK_SIZE = 30
SCREENWIDTH = 300
SCREENHEIGHT = 600
)
const MAX_BLOCKS = 4
type Shape struct {
Blocks [MAX_BLOCKS]raylib.Vector2
Color raylib.Color
}
var SHAPES = []Shape{
{Blocks: [MAX_BLOCKS]raylib.Vector2{{X: 0, Y: 0}, {X: 1, Y: 0}, {X: 2, Y: 0}, {X: 3, Y: 0}}, Color: raylib.SKYBLUE},
{Blocks: [MAX_BLOCKS]raylib.Vector2{{X: 0, Y: 0}, {X: 1, Y: 0}, {X: 0, Y: 1}, {X: 1, Y: 1}}, Color: raylib.YELLOW},
{Blocks: [MAX_BLOCKS]raylib.Vector2{{X: 1, Y: 0}, {X: 0, Y: 1}, {X: 1, Y: 1}, {X: 2, Y: 1}}, Color: raylib.PURPLE},
{Blocks: [MAX_BLOCKS]raylib.Vector2{{X: 1, Y: 0}, {X: 2, Y: 0}, {X: 0, Y: 1}, {X: 1, Y: 1}}, Color: raylib.GREEN},
{Blocks: [MAX_BLOCKS]raylib.Vector2{{X: 0, Y: 0}, {X: 1, Y: 0}, {X: 1, Y: 1}, {X: 2, Y: 1}}, Color: raylib.RED},
{Blocks: [MAX_BLOCKS]raylib.Vector2{{X: 0, Y: 0}, {X: 0, Y: 1}, {X: 1, Y: 1}, {X: 2, Y: 1}}, Color: raylib.BLUE},
{Blocks: [MAX_BLOCKS]raylib.Vector2{{X: 2, Y: 0}, {X: 0, Y: 1}, {X: 1, Y: 1}, {X: 2, Y: 1}}, Color: raylib.ORANGE},
}
var board [BOARD_HEIGHT][BOARD_WIDTH]raylib.Color
var curShape Shape
var curPos raylib.Vector2
var fallTime = c.Float(0)
var fallSpeed = c.Float(0.2)
var score = 0
var scoreText = make([]c.Char, 20)
var gameOver = false
func genShape() {
curShape = SHAPES[raylib.GetRandomValue(c.Int(0), c.Int(6))]
curPos = raylib.Vector2{BOARD_WIDTH/2 - 1, 0}
}
func checkCollision() bool {
for i := 0; i < MAX_BLOCKS; i++ {
x := int(curPos.X + curShape.Blocks[i].X)
y := int(curPos.Y + curShape.Blocks[i].Y)
if x < 0 || x >= BOARD_WIDTH || y >= BOARD_HEIGHT || (y >= 0 && board[y][x] != raylib.BLANK) {
return true
}
}
return false
}
func lockShape() {
for i := 0; i < MAX_BLOCKS; i++ {
x := int(curPos.X + curShape.Blocks[i].X)
y := int(curPos.Y + curShape.Blocks[i].Y)
if y >= 0 {
board[y][x] = curShape.Color
}
}
}
func rotateShape() {
rotated := curShape
for i := 0; i < MAX_BLOCKS; i++ {
x := rotated.Blocks[i].X
rotated.Blocks[i].X = -rotated.Blocks[i].Y
rotated.Blocks[i].Y = x
}
temp := curShape
curShape = rotated
if checkCollision() {
curShape = temp
}
}
func clearLines() int {
linesCleared := 0
for y := BOARD_HEIGHT - 1; y >= 0; y-- {
lineFull := true
for x := 0; x < BOARD_WIDTH; x++ {
if board[y][x] == raylib.BLANK {
lineFull = false
break
}
}
if lineFull {
for yy := y; yy > 0; yy-- {
for x := 0; x < BOARD_WIDTH; x++ {
board[yy][x] = board[yy-1][x]
}
}
for x := 0; x < BOARD_WIDTH; x++ {
board[0][x] = raylib.BLANK
}
y += 1
linesCleared += 1
}
}
return linesCleared
}
func main() {
raylib.InitWindow(SCREENWIDTH, SCREENHEIGHT, c.Str("Raylib DEMO"))
raylib.SetTargetFPS(c.Int(60))
genShape()
for !raylib.WindowShouldClose() && !gameOver {
fallTime += raylib.GetFrameTime()
if fallTime >= fallSpeed {
fallTime = 0
curPos.Y += 1
if checkCollision() {
curPos.Y -= 1
lockShape()
linesCleared := clearLines()
score += linesCleared * 100
genShape()
if checkCollision() {
gameOver = true
}
}
}
if raylib.IsKeyPressed(raylib.KEY_LEFT) {
curPos.X -= 1
if checkCollision() {
curPos.X += 1
}
}
if raylib.IsKeyPressed(raylib.KEY_RIGHT) {
curPos.X += 1
if checkCollision() {
curPos.X -= 1
}
}
if raylib.IsKeyPressed(raylib.KEY_UP) || raylib.IsKeyPressed(raylib.KEY_DOWN) {
rotateShape()
}
raylib.BeginDrawing()
raylib.ClearBackground(raylib.RAYWHITE)
for y := 0; y < BOARD_HEIGHT; y++ {
for x := 0; x < BOARD_WIDTH; x++ {
raylib.DrawRectangle(c.Int(x*BLOCK_SIZE), c.Int(y*BLOCK_SIZE), c.Int(BLOCK_SIZE-1), c.Int(BLOCK_SIZE-1), board[y][x])
}
}
for i := 0; i < MAX_BLOCKS; i++ {
raylib.DrawRectangle(c.Int((curPos.X+curShape.Blocks[i].X)*BLOCK_SIZE), c.Int((curPos.Y+curShape.Blocks[i].Y)*BLOCK_SIZE),
BLOCK_SIZE-1, BLOCK_SIZE-1, curShape.Color)
}
c.Sprintf(unsafe.SliceData(scoreText), c.Str("Score:%d"), score)
raylib.DrawText(unsafe.SliceData(scoreText), 10, 10, 20, raylib.BLACK)
raylib.EndDrawing()
}
for !raylib.WindowShouldClose() {
raylib.BeginDrawing()
raylib.ClearBackground(raylib.RAYWHITE)
raylib.DrawText(c.Str("Game Over"), SCREENWIDTH/2-50, SCREENHEIGHT/2-10, 20, raylib.RED)
raylib.DrawText(unsafe.SliceData(scoreText), SCREENWIDTH/2-50, SCREENHEIGHT/2+10, 20, raylib.BLACK)
raylib.EndDrawing()
}
}

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@@ -52,6 +52,173 @@ type Vector4 struct {
// Quaternion, 4 components (Vector4 alias)
type Quaternion = Vector4
//----------------------------------------------------------------------------------
// Enumerators Definition
// System/Window config flags
// By default all flags are set to 0
// Trace log level
// Keyboard keys (US keyboard layout)
// required keys for alternative layouts
const (
KEY_NULL = 0 // Key: NULL, used for no key pressed
// Alphanumeric keys
KEY_APOSTROPHE = 39 // Key: '
KEY_COMMA = 44 // Key: ,
KEY_MINUS = 45 // Key: -
KEY_PERIOD = 46 // Key: .
KEY_SLASH = 47 // Key: /
KEY_ZERO = 48 // Key: 0
KEY_ONE = 49 // Key: 1
KEY_TWO = 50 // Key: 2
KEY_THREE = 51 // Key: 3
KEY_FOUR = 52 // Key: 4
KEY_FIVE = 53 // Key: 5
KEY_SIX = 54 // Key: 6
KEY_SEVEN = 55 // Key: 7
KEY_EIGHT = 56 // Key: 8
KEY_NINE = 57 // Key: 9
KEY_SEMICOLON = 59 // Key: ;
KEY_EQUAL = 61 // Key: =
KEY_A = 65 // Key: A | a
KEY_B = 66 // Key: B | b
KEY_C = 67 // Key: C | c
KEY_D = 68 // Key: D | d
KEY_E = 69 // Key: E | e
KEY_F = 70 // Key: F | f
KEY_G = 71 // Key: G | g
KEY_H = 72 // Key: H | h
KEY_I = 73 // Key: I | i
KEY_J = 74 // Key: J | j
KEY_K = 75 // Key: K | k
KEY_L = 76 // Key: L | l
KEY_M = 77 // Key: M | m
KEY_N = 78 // Key: N | n
KEY_O = 79 // Key: O | o
KEY_P = 80 // Key: P | p
KEY_Q = 81 // Key: Q | q
KEY_R = 82 // Key: R | r
KEY_S = 83 // Key: S | s
KEY_T = 84 // Key: T | t
KEY_U = 85 // Key: U | u
KEY_V = 86 // Key: V | v
KEY_W = 87 // Key: W | w
KEY_X = 88 // Key: X | x
KEY_Y = 89 // Key: Y | y
KEY_Z = 90 // Key: Z | z
KEY_LEFT_BRACKET = 91 // Key: [
KEY_BACKSLASH = 92 // Key: '\'
KEY_RIGHT_BRACKET = 93 // Key: ]
KEY_GRAVE = 96 // Key: `
// Function keys
KEY_SPACE = 32 // Key: Space
KEY_ESCAPE = 256 // Key: Esc
KEY_ENTER = 257 // Key: Enter
KEY_TAB = 258 // Key: Tab
KEY_BACKSPACE = 259 // Key: Backspace
KEY_INSERT = 260 // Key: Ins
KEY_DELETE = 261 // Key: Del
KEY_RIGHT = 262 // Key: Cursor right
KEY_LEFT = 263 // Key: Cursor left
KEY_DOWN = 264 // Key: Cursor down
KEY_UP = 265 // Key: Cursor up
KEY_PAGE_UP = 266 // Key: Page up
KEY_PAGE_DOWN = 267 // Key: Page down
KEY_HOME = 268 // Key: Home
KEY_END = 269 // Key: End
KEY_CAPS_LOCK = 280 // Key: Caps lock
KEY_SCROLL_LOCK = 281 // Key: Scroll down
KEY_NUM_LOCK = 282 // Key: Num lock
KEY_PRINT_SCREEN = 283 // Key: Print screen
KEY_PAUSE = 284 // Key: Pause
KEY_F1 = 290 // Key: F1
KEY_F2 = 291 // Key: F2
KEY_F3 = 292 // Key: F3
KEY_F4 = 293 // Key: F4
KEY_F5 = 294 // Key: F5
KEY_F6 = 295 // Key: F6
KEY_F7 = 296 // Key: F7
KEY_F8 = 297 // Key: F8
KEY_F9 = 298 // Key: F9
KEY_F10 = 299 // Key: F10
KEY_F11 = 300 // Key: F11
KEY_F12 = 301 // Key: F12
KEY_LEFT_SHIFT = 340 // Key: Shift left
KEY_LEFT_CONTROL = 341 // Key: Control left
KEY_LEFT_ALT = 342 // Key: Alt left
KEY_LEFT_SUPER = 343 // Key: Super left
KEY_RIGHT_SHIFT = 344 // Key: Shift right
KEY_RIGHT_CONTROL = 345 // Key: Control right
KEY_RIGHT_ALT = 346 // Key: Alt right
KEY_RIGHT_SUPER = 347 // Key: Super right
KEY_KB_MENU = 348 // Key: KB menu
// Keypad keys
KEY_KP_0 = 320 // Key: Keypad 0
KEY_KP_1 = 321 // Key: Keypad 1
KEY_KP_2 = 322 // Key: Keypad 2
KEY_KP_3 = 323 // Key: Keypad 3
KEY_KP_4 = 324 // Key: Keypad 4
KEY_KP_5 = 325 // Key: Keypad 5
KEY_KP_6 = 326 // Key: Keypad 6
KEY_KP_7 = 327 // Key: Keypad 7
KEY_KP_8 = 328 // Key: Keypad 8
KEY_KP_9 = 329 // Key: Keypad 9
KEY_KP_DECIMAL = 330 // Key: Keypad .
KEY_KP_DIVIDE = 331 // Key: Keypad /
KEY_KP_MULTIPLY = 332 // Key: Keypad *
KEY_KP_SUBTRACT = 333 // Key: Keypad -
KEY_KP_ADD = 334 // Key: Keypad +
KEY_KP_ENTER = 335 // Key: Keypad Enter
KEY_KP_EQUAL = 336 // Key: Keypad =
// Android key buttons
KEY_BACK = 4 // Key: Android back button
KEY_MENU = 82 // Key: Android menu button
KEY_VOLUME_UP = 24 // Key: Android volume up button
KEY_VOLUME_DOWN = 25 // Key: Android volume down button
)
// Mouse buttons
// Mouse cursor
// Gamepad buttons
// Gamepad axis
// Material map index
// Shader location index
// Shader uniform data type
// Shader attribute data types
// Pixel formats
// Texture parameters: filter mode
// Texture parameters: wrap mode
// Cubemap layouts
// Font type, defines generation method
// Color blending modes (pre-defined)
// Gesture
// Camera system modes
// Camera projection
// N-patch layout
// -----------------------------------------------------------------------------
// Window-related functions
@@ -267,12 +434,42 @@ func GetTime() c.Double
// -----------------------------------------------------------------------------
// Random values generation functions
//go:linkname SetRandomSeed C.SetRandomSeed
func SetRandomSeed(seed c.Uint)
//go:linkname GetRandomValue C.GetRandomValue
func GetRandomValue(min c.Int, max c.Int) c.Int
// -----------------------------------------------------------------------------
// Misc. functions
// -----------------------------------------------------------------------------
// Input-related functions: keyboard
//go:linkname IsKeyPressed C.IsKeyPressed
func IsKeyPressed(key c.Int) bool
//go:linkname IsKeyPressedRepeat C.IsKeyPressedRepeat
func IsKeyPressedRepeat(key c.Int) bool
//go:linkname IsKeyDown C.IsKeyDown
func IsKeyDown(key c.Int) bool
//go:linkname IsKeyReleased C.IsKeyReleased
func IsKeyReleased(key c.Int) bool
//go:linkname IsKeyUp C.IsKeyUp
func IsKeyUp(key c.Int) bool
//go:linkname GetKeyPressed C.GetKeyPressed
func GetKeyPressed() c.Int
//go:linkname GetCharPressed C.GetCharPressed
func GetCharPressed() c.Int
//go:linkname SetExitKey C.SetExitKey
func SetExitKey(key c.Int)
// -----------------------------------------------------------------------------
// Input-related functions: gamepads

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@@ -207,4 +207,9 @@ func UpdateCameraPro(camera *Camera, movement, rotation Vector3, zoom float32)
//go:linkname DrawRectangle C.DrawRectangle
func DrawRectangle(posX, posY, width, height c.Int, color Color)
// Draw text (using default font)
//
//go:linkname DrawText C.DrawText
func DrawText(text *c.Char, posX, posY, fontSize c.Int, color Color)
// -----------------------------------------------------------------------------