Tetris/Julia: Difference between revisions
Line 133: | Line 133: | ||
d: rotate 90° clockwise |
d: rotate 90° clockwise |
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i: Info about the program on/off |
i: Info about the program on/off |
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l: Locked-drop on/off(move after hard drop) |
l: Locked-drop on/off (move after hard drop) |
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t: Timed move on/off (restart drop timer after move) |
t: Timed move on/off (restart drop timer after move) |
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SPACE: hard drop until hit |
SPACE: hard drop until hit |
Revision as of 21:40, 29 October 2018
Julia
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.
<lang julia>using Random struct B4
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: Z = B4(101,[0 0; 0 1; 1 1; 1 2]) function B4(bg,A::Array{Int,2}) # - fills in centered offsets for tetromino new(bg,A.-sum.(extrema(A,dims=1)).>>1)
end end
# print tetromino on playfield
function draw(b,r,c,clr=-1)
print("\e[$(clr & b.bg)m") # set color. (0 = default colors) for i=1:4 print("\e[$(r+b.d[i,1]);$(c+2b.d[i,2])H ") end
end
# hit other B4s or border?
function hit(B,r,c)
for i=1:4 BD[r+B.d[i,1],c>>1+B.d[i,2]+2]>0 && return true end; false
end
# move tetrominos left/right/down, if no hit
function mov(B,r,c,x,y)
hit(B,r+x,c+y) || (draw(B,r,c,0);draw(B,r+=x,c+=y)) TMv || (global tmr = Timer(tm)); return (r,c)
end
# rotate tetrominos left/right, if no hit
function rot(B,r,c,rt=0)
A = deepcopy(B) for i=1:4 A.d[i,:]=rt>0 ? [A.d[i,2],3-A.d[i,1]] : [3-A.d[i,2],A.d[i,1]] end A.d .-= sum.(extrema(A.d,dims=1)).>>1 # centralize TMv || (global tmr = Timer(tm)) for j = c.+(0,+2,-2) # try shifted positions hit(A,r,j) || (draw(B,r,c,0); draw(A,r,j); return (A,j)) end; return (B,c) # cannot rotate: all 3 positions hit
end
# record-place,clear-full-lines,drop-above,score
function mark(B,r,c)
global lines, score, level; ln = 0 for i=1:4 BD[r+B.d[i,1],c>>1+B.d[i,2]+2]=B.bg end # record stuck B4 for i in r.+sort(unique(B.d[:,1])) # in board: empty full rows; drop part above if all(BD[i,3:12].>0) ln += 1 for j = i-1:-1:1 BD[j+1,3:12] = BD[j,3:12] end print("\e[0m\e[$i;2H$s20"); sleep(0.3) end end # update display from board data -> for i=1:22,j=3:12 print("\e[$(BD[i,j])m\e[$i;$(2j-4)H ") end ln > 0 && (lines+=ln; score += (level+1)*(100,300,500,800)[ln]) level=isqrt(lines>>3) # updates lines, score, level
end
# function for dialog confirmation
function conf(t) # t: prompt, w/o new line!
print("$t - Enter confirms, other keys ignore") t = take!(chnl); println("\e[2K"); t==[0xd]
end
# show basic usage- and status info
info()=print("\e[0m\e[26H\e[2K i: Info, l: Locked drop ($LDr), t: Timed move ($TMv)")
# Setup nonblocking, non-echoed keyboard input
ccall(:jl_tty_set_mode,Cint,(Ptr{Cvoid},Cint),stdin.handle,1)==0 ||
throw("Terminal cannot enter raw mode.") # raw terminal mode to catch keystrokes
const chnl = Channel{Array{UInt8,1}}(0) # unbuffered channel for key codes @async while true put!(chnl,readavailable(stdin)) end # task catching keystrokes
I = B4(106,[0 0; 0 1; 0 2; 0 3]) # define the 7 tetrominos T = B4(105,[0 1; 1 0; 1 1; 1 2]); O = B4(103,[0 0; 0 1; 1 0; 1 1]) S = B4(102,[0 1; 0 2; 1 0; 1 1]); Z = B4(101,[0 0; 0 1; 1 1; 1 2]) J = B4(104,[0 0; 1 0; 1 1; 1 2]); L = B4(107,[0 2; 1 0; 1 1; 1 2]) LDr,TMv,Ifo = falses(3)
begin @label RESTART # @label - @goto: require begin..end
global lines,score,level,s20 = 0,0,0," "^20 BD=fill(0,24,15); for j=3:12 BD[23,j]=BD[24,j]=1 end for i=1:24,j=∪(1,2,13:15) BD[i,j]=1 end # Board border. screen_C = 2j-4
print("\e[0m\e[2J\e[?25l") # default colors/clear screen/hide cursor for i=1:22 print("\e[$i;H▐$(s20)▌") end # BORDER -> print("\e[23H▝$("▀"^20)▘") # ROWS=1:22, COLS=2:2:20, Center=10,11 print("\n\n$s20\n$s20"); X0 = (I,T,O,S,Z,J,L)[rand(1:7)]
while true # random B4, timer to drop, act on keystrokes global lines,score,level,tm,tmr,LDr,TMv,Ifo draw(X0,24,10,0) global X0,X,r,c = (I,T,O,S,Z,J,L)[rand(1:7)],X0,2,10 draw(X0,24,10); info() print("\n Level =\t$level\n Lines filled =\t$lines\n Score =\t$score") tm=(.8-level*.007)^level; tmr=Timer(0.5) # fixed 0.5s first delay hit(X,r,c) && (while true conf("\e[31H Game Over/RESTART")&&@goto RESTART end) while isready(chnl) take!(chnl) end # flush queued keystrokes while true global X,r,c,tm,tmr if !isopen(tmr) # time to drop tetromino by a line hit(X,r+1,c) && (mark(X,r,c); break) draw(X,r,c,0); draw(X,r+=1,c); tmr=Timer(tm) end while isready(chnl) # are there queued keystrokes? global X,r,c,score ch = take!(chnl) # take keys if ch==[0x1b,0x5b,0x41] X,c=rot(X,r,c) # UP elseif ch==[0x1b,0x5b,0x42] r,c=mov(X,r,c,1, 0);score+=1# DOWN elseif ch==[0x1b,0x5b,0x43] r,c=mov(X,r,c,0, 2) # RIGHT elseif ch==[0x1b,0x5b,0x44] r,c=mov(X,r,c,0,-2) # LEFT elseif ch==[0x61] X,c=rot(X,r,c) # a elseif ch==[0x64] X,c=rot(X,r,c,1) # d elseif ch==[0x20] r0=r;draw(X,r,c,0);tmr=Timer(tm*!LDr) # SPACE while !hit(X,r+=1,c) end; draw(X,r-=1,c);score+=2r-2r0; continue elseif ch==[0x1b,0x5b,0x31,0x7e] # HOME conf("\e[0m\e[31H RESTART") && @goto RESTART elseif ch==[0x1b,0x5b,0x34,0x7e] # END conf("\e[0m\e[31H EXIT") && return elseif ch == [0x6c] LDr=!LDr; info() # l: Locked drop elseif ch == [0x74] TMv=!TMv; info() # t: Timed move elseif ch == [0x69] # i: Info if (Ifo = !Ifo) io = open(Base.source_path()); readuntil(io,"="^6) println("\e[0m\e[32H$(readuntil(io,"="^6))"); close(io) else print("\e[0m\e[32H\e[J") # erase txt end end end sleep(0.01) # not to take all CPU core time
end end end</lang>
The following long comment block has to be appended to program code:
#====== Julia-TETRIS by Laszlo Hars, Version 1.1 10/21/2018 - Set Terminal window to 49+ rows, don't scroll! - Key assignments ↑: rotate 90° counterclockwise ↓: soft drop (one line per press) ←: shift left →: shift right a: rotate 90° counterclockwise d: rotate 90° clockwise i: Info about the program on/off l: Locked-drop on/off (move after hard drop) t: Timed move on/off (restart drop timer after move) SPACE: hard drop until hit HOME: restart game 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 at 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 specific notes Terminal is switched to RAW mode to catch keystrokes. Non-blocking read is achieved via asynchronous (maybe blocked) 2nd TASK. Keystrokes are transferred to the main program through a CHANNEL. A TIMER controls the dropping speed of tetrominos. In loops Julia 1.0 assumes local variables, when values get assigned, therefore many GLOBAL variables have to be declared and used For simplicity Int variables are used; in 64-bit OS versions: 8 Bytes. In most places Int8 (or Int16, Int32) would work. When changing: take special care as: Int8(x)+1 -> Int64, Int8(x)+0x1 -> UInt8. Only the variable "score" needs to be UInt32 or longer. Assigning Struct to a variable only creates a reference. For a new instance we need "deepcopy", and rely on garbage collection. 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 around 100 non-comment lines long! #.. Comments denote tasks, explain important points. The program has embedded Unicode characters. They can be replaced with \u{hex_digits} in strings, and "∪" replaced with "union" to make the program all ASCII. Otherwise editing must handle Unicode. ======#