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<span style='font-family: "Linux Libertine",Georgia,Times,serif;font-size:150%;'>[[Julia]]</span><hr> |
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=={{header|Julia}}== |
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This is a fairly complete, configurable pure Julia implementation of Tetris, played in the standard Julia terminal. No external packages are used. |
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<pre>#====== Julia-TETRIS: Features/Parameters ===================================== |
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by Laszlo Hars, 10/21/2018 |
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The game is played in a character based Terminal |
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It must accept ANSI control sequences (e.g. Windows conhost, ConEmu) |
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Detailed notes are in the long comment below the Julia script, to be attached to the code. At least its first few lines are needed, as they are shown as info, upon the request of the user. |
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Terminal Font (e.g. Fantasque Sans Mono) |
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Monospace |
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height:width = 2:1 |
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Include line drawing chars |
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Tetrominos: ANSI color codes \e[{fg};{bg}m |
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bg-color_code shape |
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Black 100 |
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████ |
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Red 101 Z ████ |
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████ |
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Green 102 S ████ |
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████ |
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Yellow 103 O ████ |
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██ |
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Blue 104 J ██████ |
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██ |
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Magenta 105 T ██████ |
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Cyan 106 I ████████ |
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██ |
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White 107 L ██████ |
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Playfield (Board) rows*cols: 10x20 active, +2 extra rows on top |
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Tetrominos start centered (I,O), or 1 column left of center |
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Keyboard key assignments |
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Up arrow : rotate 90° counterclockwise |
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Down arrow : soft drop (one line per press) |
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Left arrow : shift left |
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Right arrow: shift right |
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a: rotate 90° counterclockwise |
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d: rotate 90° clockwise. |
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Space: hard drop until hit, then still can shift/rotate/drop |
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Home: restart |
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END: exit |
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Move: shift, rotate and soft/hard drop |
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Restart timer: pause auto drop |
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Keeping the move key depressed = Effectively a PAUSE function |
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Easy navigation in tunnels between/under tetrominos |
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There is NO move back up |
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Rotate is around the center point of the tetromino. It is not unique |
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thus the rotated tetromino is also shifted left, then right. |
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The first of the 3 positions is accepted, which does not hit anything. |
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Naive gravity is used |
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Full rows get cleared (~lines) |
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Rows above it move down |
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Floating blocks can remain |
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Information display, under the board |
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PREVIEW next tetromino |
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Game Level |
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Number of Lines already cleared |
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Score |
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Game level: 0,1...= [sqrt(cleared_lines/8)] |
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Increase at 8,32,72,128,200... |
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Score: Cleared_Line values: *(level+1) |
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Single = 100 |
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Double = 300 |
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Triple = 500 |
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Tetris = 800 |
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Score: Bonus points (not increasing with level) |
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Soft drop = 1 point per line |
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Hard drop = 2 points per line |
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Time_delay per drop one line, exponential |
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(0.8-level*0.007)^level (seconds) |
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Timing values |
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Initial delay for new tetromino = 0.5s |
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Cleared line is shown for 0.3s |
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Hard dropped tetromino is active for the current time_delay |
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Navigation (move/rotate) must start in this time |
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Not yet implemented |
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Esc: pause with hiding the board |
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Pause:freeze - unfreeze |
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Music, background graphic, high-score list... |
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Julia specific issues |
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Terminal is switched to raw mode to catch keystrokes |
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Non-blocking read is achieved via asynchronous (maybe blocked) 2nd task |
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Keystrokes are transfered to the main program through a short Channel |
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A Timer is set to control the speed of drop of tetrominos |
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In loops Julia 1.0 assumes local variables, when values get assigned |
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therefore global variables have to be declared and used |
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For simplicity Int variables are used; in 64-bit OS versions: 8 Bytes. |
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In most places Int8 (or In16, Int32) would work. When changing: |
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take special care as: Int8(1)+1 -> Int64, Int8(1)+0x1 -> Uint8. |
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Only the variable "score" needs to be UInt32 or larger |
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Assigning Struct to a variable only creates a reference. |
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For a new instance we need "deepcopy", and rely on garbage collection. |
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Label - GoTo (for restart) require the main loop enclosed in Begin..End |
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Several instructions are written in single lines of at most 80 chars, to |
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keep the program under 100 non-blank lines! |
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#.. Comments note tasks, important points. |
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==============================================================================#</pre> |
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{{works with|Julia|1.0}} |
{{works with|Julia|1.0}} |
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<syntaxhighlight lang="julia">struct B4 # Tetromino made of 4 Blocks |
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<lang julia>using Random |
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bg::Int # ANSI code of tetromino color (bground of " ") |
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struct B4 |
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bg::Int # ANSI code of teromino color (baground of " ") |
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d::Array{Int,2} # d[b,1:2] = row,col/2 offset of block b |
d::Array{Int,2} # d[b,1:2] = row,col/2 offset of block b |
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# constructor: |
# constructor: set centered offsets of blocks |
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B4(bg,A::Array{Int,2}) = new(bg,A.-sum.(extrema(A,dims=1)).>>1) |
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new(bg, A .- sum.(extrema(A,dims=1)).>>1) |
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end end |
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# print tetromino on playfield |
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function draw(b::B4,r::Integer,c::Integer,clr::Integer=-1) |
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print("\e[$(clr & b.bg)m") # set color. (0 = default colors) |
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for i=1:4 print("\e[$(r+b.d[i,1]);$(c+2b.d[i,2])H ") end |
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end |
end |
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# |
# in loops ITERATE over the blocks in B4 |
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Base.iterate(B::B4,i=1) = i<5 ? (B.d[i,:],i+1) : nothing |
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function hit(B::B4,r::Integer,c::Integer)::Bool |
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# PRINT/CLEAR tetromino on terminal |
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for i=1:4 BD[r+B.d[i,1],c>>1+B.d[i,2]+2]>0 && return true end |
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drw(B,r,c)=(for(i,j)=B print("\e[$(B.bg)m\e[$(r+i);$(c+2j)H ") end) |
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return false |
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clr(B,r,c)=(for(i,j)=B print("\e[0m\e[$(r+i);$(c+2j)H ") end) |
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end |
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# |
# HIT other B4s or border? |
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hit(B,r,c)=(for(i,j)=B try BD[r+i,c>>1+j]>0 catch;true end&& return true end;false) |
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function mov(B::B4,r::Integer,c::Integer,x::Integer,y::Integer) |
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hit(B,r+x,c+y) || (draw(B,r,c,0);draw(B,r+=x,c+=y)) |
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function mov(B,r,c,x,y) # MOVE tetrominos left/right/down, if no hit |
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global tmr = Timer(tm); return (r,c) |
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hit(B,r+x,c+y) || (clr(B,r,c); drw(B,r+=x,c+=y)) |
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TMv || (global tmr=Timer(tm)); return (r,c) |
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end |
end |
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# rotate tetrominos left/right, if no hit |
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function rot(B |
function rot(B,r,c,rt=0) # ROTATE tetrominos left/right, if no hit |
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TMv || (global tmr=Timer(tm)) |
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A = deepcopy(B) |
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A = B4(B.bg, rt>0 ? [B.d[:,2] (3 .-B.d[:,1])] : [(3 .-B.d[:,2]) B.d[:,1]]) |
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A.d .-= sum.(extrema(A.d,dims=1)).>>1 # centralize |
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global tmr = Timer(tm) |
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for j = c.+(0,+2,-2) # try shifted positions |
for j = c.+(0,+2,-2) # try shifted positions |
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hit(A,r,j) || ( |
hit(A,r,j) || (clr(B,r,c); drw(A,r,j); return (A,j)) |
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end; return (B,c) # cannot rotate: all 3 positions hit |
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end |
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return (B,c) # cannot rotate: all 3 positions hit |
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end |
end |
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# record-place,clear-full-lines,drop-above,score |
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function mrk(B,r,c) # RECORD place,CLEAR full-lines,DROP-above,score |
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function mark(B::B4,r::Integer,c::Integer) |
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global lines, |
global lines,score,level; n,l = 0,0 |
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for |
for(i,j)=B BD[r+i,c>>1+j]=B.bg end # record stuck B4 |
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for i in r.+sort(unique(B.d[:,1])) # |
for i in r.+sort(unique(B.d[:,1])) # empty full rows in board; drop all above |
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if all(BD[i, |
if all(BD[i,:].>0) n += 1; l = i # l = lowest line changed |
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for j |
for j=i-1:-1:1 BD[j+1,:]=BD[j,:] end |
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print("\e[0m\e[$i;2H$s20"); sleep(0.3) |
print("\e[0m\e[$i;2H$s20"); sleep(0.3) |
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end end # update display from board data -> |
end end # update changed display from board data -> |
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for i=1: |
for i=1:l,j=1:10 print("\e[$(BD[i,j])m\e[$i;$(2j)H ") end |
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score+=(level+1)*(0,100,300,500,800)[n+1] |
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level=isqrt(lines>>3) |
lines+=n; level=isqrt(lines>>3) # update lines, score, level |
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end |
end |
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# Setup nonblocking, non-echoed keyboard input |
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function cnf(p) # CONFIRMATION dialog. p = 1-line prompt |
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print("$p - Enter confirms, other keys ignore") |
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t = take!(chnl); println("\e[2K"); t==[0xd] |
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end |
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# SHOW basic usage- and status info |
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inf()=print("\e[0m\e[26H\e[2K i: Info, l: Locked drop=$LDr, t: Timed move=$TMv") |
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# SETUP nonblocking, non-echoed keyboard INPUT |
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ccall(:jl_tty_set_mode,Cint,(Ptr{Cvoid},Cint),stdin.handle,1)==0 || |
ccall(:jl_tty_set_mode,Cint,(Ptr{Cvoid},Cint),stdin.handle,1)==0 || |
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throw("Terminal cannot enter raw mode.") # raw terminal mode to catch keystrokes |
throw("Terminal cannot enter raw mode.") # raw terminal mode to catch keystrokes |
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const chnl = Channel{Array{UInt8,1}}(0) # |
const chnl = Channel{Array{UInt8,1}}(0) # unbuffered channel for key codes |
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@async while true put!(chnl,readavailable(stdin)) end |
@async while true put!(chnl,readavailable(stdin)) end # task, catching keystrokes |
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I = B4(106,[0 0; 0 1; 0 2; 0 3]) # define the 7 tetrominos |
I = B4(106,[0 0; 0 1; 0 2; 0 3]) # define the 7 tetrominos |
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Line 168: | Line 63: | ||
S = B4(102,[0 1; 0 2; 1 0; 1 1]); Z = B4(101,[0 0; 0 1; 1 1; 1 2]) |
S = B4(102,[0 1; 0 2; 1 0; 1 1]); Z = B4(101,[0 0; 0 1; 1 1; 1 2]) |
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J = B4(104,[0 0; 1 0; 1 1; 1 2]); L = B4(107,[0 2; 1 0; 1 1; 1 2]) |
J = B4(104,[0 0; 1 0; 1 1; 1 2]); L = B4(107,[0 2; 1 0; 1 1; 1 2]) |
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LDr,TMv,Ifo = falses(3) |
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begin @label RESTART # @label - @goto: require begin..end |
begin @label RESTART # @label - @goto: require begin..end |
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global lines,score,level,s20 = 0,0,0," "^20 |
global lines,score,level,s20,eq = 0,0,0," "^20,"="^6 |
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BD=fill(0, |
BD = fill(0,22,10) # empty BOARD. Screen_Col = 2*Board_Col |
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for i=1:24,j=(1,2,13,14,15) BD[i,j]=1 end # Board border. screen_C = 2j-4 |
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print("\e[0m\e[2J\e[?25l") |
print("\e[0m\e[2J\e[?25l\e[1H") # Set default colors/clear screen/hide cursor |
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print("▐$(s20)▌\n"^22*"▝$("▀"^20)▘\n\n$s20\n$s20") # screen BORDER, Cols=2:2:20 |
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print("\e[23;1H▝$("▀"^20)▘") # ROWS=1:22, COLS=2:2:20, Center=10,11 |
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print("\n\n$s20\n$s20"); X0 = (I,T,O,S,Z,J,L)[rand(1:7)] |
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X0 = (I,T,O,S,Z,J,L)[rand(1:7)] |
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while true # random B4, timer to drop, act on keystrokes |
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while true # random B4, timed drop, act on keystrokes |
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global lines,score,level,tm,tmr |
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global lines,score,level,tm,tmr,LDr,TMv,Ifo |
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draw(X0,24,10,0) |
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global X0,X,r,c = (I,T,O,S,Z,J,L)[rand(1:7)],X0,2,10 |
global X0,X,r,c = (I,T,O,S,Z,J,L)[rand(1:7)],X0,2,10 |
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clr(X,24,10); drw(X0,24,10); inf() # show next piece, information |
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draw(X0,24,10) |
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print("\ |
print("\n Level =\t$level\n Lines filled =\t$lines\n Score =\t$score") |
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tm=(.8-level*.007)^level; tmr=Timer(0.5) # |
tm=(.8-level*.007)^level; tmr=Timer(0.5) # 0.5s initial delay |
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hit(X,r,c) && ( |
hit(X,r,c) && (while true cnf("\e[31H Game Over: RESTART")&&@goto RESTART end) |
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take!(chnl) |
while isready(chnl) take!(chnl) end # flush queued keystrokes, max 1 |
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while isready(chnl) take!(chnl) end # flush keystrokes |
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while true |
while true |
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global X,r,c,tm,tmr |
global X,r,c,tm,tmr |
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if !isopen(tmr) # time to drop tetromino by a line |
if !isopen(tmr) # time to drop tetromino by a line |
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hit(X,r+1,c) && ( |
hit(X,r+1,c) && (mrk(X,r,c); break) |
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clr(X,r,c); drw(X,r+=1,c); tmr=Timer(tm) |
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end |
end |
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if isready(chnl) # if there is a queued keystroke |
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global X,r,c,score |
global X,r,c,score |
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ch = take!(chnl) # take keys |
ch = take!(chnl) # take keys |
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Line 204: | Line 96: | ||
elseif ch==[0x61] X,c=rot(X,r,c) # a |
elseif ch==[0x61] X,c=rot(X,r,c) # a |
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elseif ch==[0x64] X,c=rot(X,r,c,1) # d |
elseif ch==[0x64] X,c=rot(X,r,c,1) # d |
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elseif ch==[0x20] r0=r; |
elseif ch==[0x20] r0=r; clr(X,r,c); tmr=Timer(tm*!LDr) # SPACE |
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while !hit(X,r+=1,c) end; |
while !hit(X,r+=1,c) end; drw(X,r-=1,c); score+=2r-2r0; continue |
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elseif ch==[0x1b,0x5b,0x31,0x7e] # HOME |
elseif ch==[0x1b,0x5b,0x31,0x7e] # HOME |
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cnf("\e[0m\e[31H RESTART") && @goto RESTART |
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take!(chnl); @goto RESTART |
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elseif ch==[0x1b,0x5b,0x34,0x7e] # END |
elseif ch==[0x1b,0x5b,0x34,0x7e] # END |
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cnf("\e[0m\e[31H EXIT") && return |
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elseif ch==[0x6c] LDr=!LDr; inf() # l: Locked drop |
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take!(chnl); return |
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elseif ch==[0x74] TMv=!TMv; inf() # t: Timed move |
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end end |
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elseif ch==[0x69] if (Ifo=!Ifo) open(@__FILE__) do f # i: long-Info |
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sleep(0.01) # not to take all CPU core time |
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readuntil(f,eq); println("\e[0m\e[32H$(readuntil(f,eq))") end |
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end end end</lang> |
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else print("\e[0m\e[32H\e[J") # erase txt |
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end end end |
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sleep(0.01) # not to take all CPU time |
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end end end</syntaxhighlight> |
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The following long comment block has to be appended to program code: |
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<pre>#====== Julia-TETRIS by Laszlo Hars, Version 1.2 10/31/2018 |
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(Set Terminal window to 43+ rows, don't scroll) |
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-- Key assignments -- |
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↑: rotate +90° counterclockwise i: Info about the program on/off |
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↓: soft drop (one line) l: Locked hard drop on/off |
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←: shift left t: restart Timer after move on/off |
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→: shift right SPACE: hard drop until hit |
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a: rotate +90° counterclockwise HOME: restart game |
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d: rotate -90° clockwise END: exit |
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====== |
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The game is played in the Julia standard Unicode character based Terminal |
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Controlled by ANSI escape sequences (Windows conhost, ConEmu...) |
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Set font to e.g. Fantasque Sans Mono |
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Monospace, height:width = 2:1, line drawing chars |
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Playfield rows*cols: 10x20 active, +2 extra rows on top |
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Tetrominos appear centered in row 2 (and 1) |
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Rotate is around the center of the tetromino. It is not unique |
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thus the rotated tetromino is also shifted left, then right. |
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The first of the 3 positions, which does not hit anything is taken. |
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Naive gravity is used |
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Full rows (lines) get cleared |
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Rows above it move down, but floating blocks can remain |
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Information is displayed under the board |
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PREVIEW next tetromino |
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Game LEVEL |
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Number of LINES cleared |
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SCORE |
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Keys for short Info, Locked-drop-, and Timed-move status |
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Game LEVEL: 0,1...= [sqrt(LINES/8)] |
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Increase after 8,32,72,128,200... lines cleared |
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SCORE: Cleared_Line values: *(LEVEL+1) |
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Single = 100 |
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Double = 300 |
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Triple = 500 |
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Tetris = 800 |
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Bonus points: (not increasing with level) |
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Soft drop = 1 point per line |
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Hard drop = 2 points per line |
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Time_delay per drop one line, decreasing with LEVEL |
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(0.8-LEVEL*0.007)^LEVEL (seconds) |
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Timing values |
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Initial delay for new tetromino = 0.5s |
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Cleared line is shown for 0.3s |
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Tetrominos are drawn by blocks of 2 space characters with color background |
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Background color is set by ANSI codes, e.g print("\e[101m ") |
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bg-color_code shape |
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Black 100 |
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████ |
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Red 101 Z ████ |
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████ |
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Green 102 S ████ |
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████ |
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Yellow 103 O ████ |
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██ |
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Blue 104 J ██████ |
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██ |
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Magenta 105 T ██████ |
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Cyan 106 I ████████ |
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██ |
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White 107 L ██████ |
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Julia specifics |
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Terminal is switched to RAW mode to catch keystrokes. |
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Non-blocking keyboard input is by asynchronous (maybe blocked) 2nd TASK. |
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Keystrokes are transferred to the main program through a CHANNEL. |
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STRUCTs (B4) describe Tetrominos, with color code and coordinates of blocks. |
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At construction the coordinates get centralized. |
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Assigning Struct to a variable (X) only creates a REFERENCE, not copied. |
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Memory used by orphan instance is cleared by internal GARBAGE COLLECTION. |
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Out of range indices are caught with TRY..CATCH, to keep tetrominos in board. |
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A TIMER controls the dropping delay of tetrominos. |
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ITERATE is defined for tetrominos, looping over the coordinates of blocks. |
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In loops when variables get assigned before other use, Julia 1.0 assumes |
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local variables, therefore many GLOBAL variables are declared and used |
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For simplicity Int variables are used; in 64-bit OS versions: 8 Bytes. |
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In most places 1 Byte Int8 (or Int16, Int32) would work. Take care |
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when changing: Int8(x)+1->Int64, Int8(x)+0x1->UInt8. Use +Int8(1). |
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Only "lines" and "score" need to be UInt32 or longer. |
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LABEL - GOTO (for restart) require the main loop enclosed in Begin..End. |
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Several instructions are written in single lines of at most 84 chars, |
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to keep the program well under 100 non-comment/non-blank lines! |
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#.. Comments denote tasks, explain important points. |
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In strings some UNICODE characters appear. They can be replaced with |
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\u{hex_digits} to make the program all ASCII (for old editors). |
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======#</pre> |
Latest revision as of 15:35, 29 August 2022
This is a fairly complete, configurable pure Julia implementation of Tetris, played in the standard Julia terminal. No external packages are used.
Detailed notes are in the long comment below the Julia script, to be attached to the code. At least its first few lines are needed, as they are shown as info, upon the request of the user.
struct B4 # Tetromino made of 4 Blocks
bg::Int # ANSI code of tetromino color (bground of " ")
d::Array{Int,2} # d[b,1:2] = row,col/2 offset of block b
# constructor: set centered offsets of blocks
B4(bg,A::Array{Int,2}) = new(bg,A.-sum.(extrema(A,dims=1)).>>1)
end
# in loops ITERATE over the blocks in B4
Base.iterate(B::B4,i=1) = i<5 ? (B.d[i,:],i+1) : nothing
# PRINT/CLEAR tetromino on terminal
drw(B,r,c)=(for(i,j)=B print("\e[$(B.bg)m\e[$(r+i);$(c+2j)H ") end)
clr(B,r,c)=(for(i,j)=B print("\e[0m\e[$(r+i);$(c+2j)H ") end)
# HIT other B4s or border?
hit(B,r,c)=(for(i,j)=B try BD[r+i,c>>1+j]>0 catch;true end&& return true end;false)
function mov(B,r,c,x,y) # MOVE tetrominos left/right/down, if no hit
hit(B,r+x,c+y) || (clr(B,r,c); drw(B,r+=x,c+=y))
TMv || (global tmr=Timer(tm)); return (r,c)
end
function rot(B,r,c,rt=0) # ROTATE tetrominos left/right, if no hit
TMv || (global tmr=Timer(tm))
A = B4(B.bg, rt>0 ? [B.d[:,2] (3 .-B.d[:,1])] : [(3 .-B.d[:,2]) B.d[:,1]])
for j = c.+(0,+2,-2) # try shifted positions
hit(A,r,j) || (clr(B,r,c); drw(A,r,j); return (A,j))
end; return (B,c) # cannot rotate: all 3 positions hit
end
function mrk(B,r,c) # RECORD place,CLEAR full-lines,DROP-above,score
global lines,score,level; n,l = 0,0
for(i,j)=B BD[r+i,c>>1+j]=B.bg end # record stuck B4
for i in r.+sort(unique(B.d[:,1])) # empty full rows in board; drop all above
if all(BD[i,:].>0) n += 1; l = i # l = lowest line changed
for j=i-1:-1:1 BD[j+1,:]=BD[j,:] end
print("\e[0m\e[$i;2H$s20"); sleep(0.3)
end end # update changed display from board data ->
for i=1:l,j=1:10 print("\e[$(BD[i,j])m\e[$i;$(2j)H ") end
score+=(level+1)*(0,100,300,500,800)[n+1]
lines+=n; level=isqrt(lines>>3) # update lines, score, level
end
function cnf(p) # CONFIRMATION dialog. p = 1-line prompt
print("$p - Enter confirms, other keys ignore")
t = take!(chnl); println("\e[2K"); t==[0xd]
end
# SHOW basic usage- and status info
inf()=print("\e[0m\e[26H\e[2K i: Info, l: Locked drop=$LDr, t: Timed move=$TMv")
# SETUP nonblocking, non-echoed keyboard INPUT
ccall(:jl_tty_set_mode,Cint,(Ptr{Cvoid},Cint),stdin.handle,1)==0 ||
throw("Terminal cannot enter raw mode.") # raw terminal mode to catch keystrokes
const chnl = Channel{Array{UInt8,1}}(0) # unbuffered channel for key codes
@async while true put!(chnl,readavailable(stdin)) end # task, catching keystrokes
I = B4(106,[0 0; 0 1; 0 2; 0 3]) # define the 7 tetrominos
T = B4(105,[0 1; 1 0; 1 1; 1 2]); O = B4(103,[0 0; 0 1; 1 0; 1 1])
S = B4(102,[0 1; 0 2; 1 0; 1 1]); Z = B4(101,[0 0; 0 1; 1 1; 1 2])
J = B4(104,[0 0; 1 0; 1 1; 1 2]); L = B4(107,[0 2; 1 0; 1 1; 1 2])
LDr,TMv,Ifo = falses(3)
begin @label RESTART # @label - @goto: require begin..end
global lines,score,level,s20,eq = 0,0,0," "^20,"="^6
BD = fill(0,22,10) # empty BOARD. Screen_Col = 2*Board_Col
print("\e[0m\e[2J\e[?25l\e[1H") # Set default colors/clear screen/hide cursor
print("▐$(s20)▌\n"^22*"▝$("▀"^20)▘\n\n$s20\n$s20") # screen BORDER, Cols=2:2:20
X0 = (I,T,O,S,Z,J,L)[rand(1:7)]
while true # random B4, timed drop, act on keystrokes
global lines,score,level,tm,tmr,LDr,TMv,Ifo
global X0,X,r,c = (I,T,O,S,Z,J,L)[rand(1:7)],X0,2,10
clr(X,24,10); drw(X0,24,10); inf() # show next piece, information
print("\n Level =\t$level\n Lines filled =\t$lines\n Score =\t$score")
tm=(.8-level*.007)^level; tmr=Timer(0.5) # 0.5s initial delay
hit(X,r,c) && (while true cnf("\e[31H Game Over: RESTART")&&@goto RESTART end)
while isready(chnl) take!(chnl) end # flush queued keystrokes, max 1
while true
global X,r,c,tm,tmr
if !isopen(tmr) # time to drop tetromino by a line
hit(X,r+1,c) && (mrk(X,r,c); break)
clr(X,r,c); drw(X,r+=1,c); tmr=Timer(tm)
end
if isready(chnl) # if there is a queued keystroke
global X,r,c,score
ch = take!(chnl) # take keys
if ch==[0x1b,0x5b,0x41] X,c=rot(X,r,c) # UP
elseif ch==[0x1b,0x5b,0x42] r,c=mov(X,r,c,1, 0);score+=1# DOWN
elseif ch==[0x1b,0x5b,0x43] r,c=mov(X,r,c,0, 2) # RIGHT
elseif ch==[0x1b,0x5b,0x44] r,c=mov(X,r,c,0,-2) # LEFT
elseif ch==[0x61] X,c=rot(X,r,c) # a
elseif ch==[0x64] X,c=rot(X,r,c,1) # d
elseif ch==[0x20] r0=r; clr(X,r,c); tmr=Timer(tm*!LDr) # SPACE
while !hit(X,r+=1,c) end; drw(X,r-=1,c); score+=2r-2r0; continue
elseif ch==[0x1b,0x5b,0x31,0x7e] # HOME
cnf("\e[0m\e[31H RESTART") && @goto RESTART
elseif ch==[0x1b,0x5b,0x34,0x7e] # END
cnf("\e[0m\e[31H EXIT") && return
elseif ch==[0x6c] LDr=!LDr; inf() # l: Locked drop
elseif ch==[0x74] TMv=!TMv; inf() # t: Timed move
elseif ch==[0x69] if (Ifo=!Ifo) open(@__FILE__) do f # i: long-Info
readuntil(f,eq); println("\e[0m\e[32H$(readuntil(f,eq))") end
else print("\e[0m\e[32H\e[J") # erase txt
end end end
sleep(0.01) # not to take all CPU time
end end end
The following long comment block has to be appended to program code:
#====== Julia-TETRIS by Laszlo Hars, Version 1.2 10/31/2018 (Set Terminal window to 43+ rows, don't scroll) -- Key assignments -- ↑: rotate +90° counterclockwise i: Info about the program on/off ↓: soft drop (one line) l: Locked hard drop on/off ←: shift left t: restart Timer after move on/off →: shift right SPACE: hard drop until hit a: rotate +90° counterclockwise HOME: restart game d: rotate -90° clockwise END: exit ====== The game is played in the Julia standard Unicode character based Terminal Controlled by ANSI escape sequences (Windows conhost, ConEmu...) Set font to e.g. Fantasque Sans Mono Monospace, height:width = 2:1, line drawing chars Playfield rows*cols: 10x20 active, +2 extra rows on top Tetrominos appear centered in row 2 (and 1) Rotate is around the center of the tetromino. It is not unique thus the rotated tetromino is also shifted left, then right. The first of the 3 positions, which does not hit anything is taken. Naive gravity is used Full rows (lines) get cleared Rows above it move down, but floating blocks can remain Information is displayed under the board PREVIEW next tetromino Game LEVEL Number of LINES cleared SCORE Keys for short Info, Locked-drop-, and Timed-move status Game LEVEL: 0,1...= [sqrt(LINES/8)] Increase after 8,32,72,128,200... lines cleared SCORE: Cleared_Line values: *(LEVEL+1) Single = 100 Double = 300 Triple = 500 Tetris = 800 Bonus points: (not increasing with level) Soft drop = 1 point per line Hard drop = 2 points per line Time_delay per drop one line, decreasing with LEVEL (0.8-LEVEL*0.007)^LEVEL (seconds) Timing values Initial delay for new tetromino = 0.5s Cleared line is shown for 0.3s Tetrominos are drawn by blocks of 2 space characters with color background Background color is set by ANSI codes, e.g print("\e[101m ") bg-color_code shape Black 100 ████ Red 101 Z ████ ████ Green 102 S ████ ████ Yellow 103 O ████ ██ Blue 104 J ██████ ██ Magenta 105 T ██████ Cyan 106 I ████████ ██ White 107 L ██████ Julia specifics Terminal is switched to RAW mode to catch keystrokes. Non-blocking keyboard input is by asynchronous (maybe blocked) 2nd TASK. Keystrokes are transferred to the main program through a CHANNEL. STRUCTs (B4) describe Tetrominos, with color code and coordinates of blocks. At construction the coordinates get centralized. Assigning Struct to a variable (X) only creates a REFERENCE, not copied. Memory used by orphan instance is cleared by internal GARBAGE COLLECTION. Out of range indices are caught with TRY..CATCH, to keep tetrominos in board. A TIMER controls the dropping delay of tetrominos. ITERATE is defined for tetrominos, looping over the coordinates of blocks. In loops when variables get assigned before other use, Julia 1.0 assumes local variables, therefore many GLOBAL variables are declared and used For simplicity Int variables are used; in 64-bit OS versions: 8 Bytes. In most places 1 Byte Int8 (or Int16, Int32) would work. Take care when changing: Int8(x)+1->Int64, Int8(x)+0x1->UInt8. Use +Int8(1). Only "lines" and "score" need to be UInt32 or longer. LABEL - GOTO (for restart) require the main loop enclosed in Begin..End. Several instructions are written in single lines of at most 84 chars, to keep the program well under 100 non-comment/non-blank lines! #.. Comments denote tasks, explain important points. In strings some UNICODE characters appear. They can be replaced with \u{hex_digits} to make the program all ASCII (for old editors). ======#