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stage.go
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stage.go
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package main
import (
"sync"
"time"
"strconv"
termbox "github.com/nsf/termbox-go"
)
var mu sync.Mutex
// Direction 移動方向
type Direction int
const (
// DOWN 下方向
DOWN = iota
// LEFT 左方向
LEFT
// RIGHT 右方向
RIGHT
// ROTATE は右回りに90度回転する
ROTATE
)
// Stage はゲームのステージです
type Stage interface {
Start()
}
type stage struct {
stageWidth int
stageHeight int
currentTetorimino Tetrimino
blocks []point
score int
finished bool
}
var initialPoint = point{X: 5, Y: 0}
func newStage(width, height int) *stage {
var tetorimino Tetrimino
tetorimino = newTetorimino(initialPoint)
return &stage{
stageWidth: width,
stageHeight: height,
currentTetorimino: tetorimino,
blocks: []point{},
score: 0,
finished: false,
}
}
func (s *stage) Start() {
keyCh := make(chan termbox.Key)
timerCh := make(chan bool)
go s.observeUserKeyInput(keyCh)
go s.observeTimer(timerCh)
for {
select {
case key := <-keyCh: //キーイベント
mu.Lock()
switch key {
case termbox.KeyEsc:
return
case termbox.KeyArrowDown:
s.update(DOWN)
s.draw()
case termbox.KeyArrowLeft:
s.update(LEFT)
s.draw()
case termbox.KeyArrowRight:
s.update(RIGHT)
s.draw()
case termbox.KeySpace:
s.update(ROTATE)
s.draw()
}
mu.Unlock()
case <-timerCh: //タイマーイベント
mu.Lock()
s.update(DOWN)
s.draw()
mu.Unlock()
default:
break
}
}
}
func (s *stage) observeUserKeyInput(kch chan termbox.Key) {
for {
switch ev := termbox.PollEvent(); ev.Type {
case termbox.EventKey:
kch <- ev.Key
}
}
}
func (s *stage) observeTimer(tch chan bool) {
for {
tch <- true
time.Sleep(time.Duration(500) * time.Millisecond)
}
}
func (s *stage) update(d Direction) {
currentPoints := s.currentTetorimino.GetCurrentPoints()
nextPoints := s.currentTetorimino.GetNextPoints(d)
if s.isInvalidPoints(nextPoints) {
return // ステージからはみ出ないように
} else if s.isCollision(nextPoints) {
s.addBlocks(currentPoints) // 動かす前のtetoriminoをblocksに移動
s.blocks = s.removeFilledRows(s.blocks, 1)
if s.judgeFinished(initialPoint) {
s.finished = true
return
}
s.currentTetorimino = newTetorimino(initialPoint)
} else {
s.currentTetorimino.Move(d)
}
}
func (s *stage) isInvalidPoints(ps []point) bool {
for _, point := range ps {
if point.X < 0 || point.X > s.stageWidth-1 {
return true
}
}
return false
}
func (s *stage) isCollision(ps []point) bool {
for _, nextPoint := range ps {
// 床に衝突した場合はoldPointsで固定する
if nextPoint.Y >= s.stageHeight {
return true
}
// 既存のblockと重なる場合は衝突
for _, blockPoint := range s.blocks {
if nextPoint == blockPoint {
return true
}
}
}
return false
}
func (s *stage) judgeFinished(p point) bool {
for _, point := range s.blocks {
if point.equal(initialPoint) {
return true
}
}
return false
}
func (s *stage) addBlocks(points []point) {
for _, point := range points {
s.blocks = append(s.blocks, point)
}
}
func (s *stage) removeFilledRows(ps []point, deletedCount int) []point {
var blocks [][]bool
// 座標文だけ配列を用意する
for y := 0; y < s.stageHeight; y++ {
var row []bool
for x := 0; x < s.stageWidth; x++ {
row = append(row, false)
}
blocks = append(blocks, row)
}
// 既にblockがあるところをtrueにする
for _, point := range ps {
blocks[point.Y][point.X] = true
}
// 横一列が全てtrueの場合はfalseにする
removeIndex := -1
for y, row := range blocks {
if isFilled(row) {
removeIndex = y
for x := range row {
blocks[y][x] = false
}
break
}
}
if removeIndex != -1 {
s.score = s.score + 10*deletedCount
// 列を消した場合はそれより上の列を詰める
for y := removeIndex - 1; y >= 0; y-- {
for x, block := range blocks[y] {
if block {
blocks[y][x] = false
blocks[y+1][x] = true // 1行消しているのでoutOfIndexしないはず
}
}
}
// 消されなかったblocks情報からpointsに戻す
var newPoints []point
for y, row := range blocks {
for x, block := range row {
if block {
newPoints = append(newPoints, point{X: x, Y: y})
}
}
}
return s.removeFilledRows(newPoints, deletedCount+1)
}
return ps
}
func isFilled(blocks []bool) bool {
for _, block := range blocks {
if !block {
return false
}
}
return true
}
func (s *stage) draw() {
termbox.Clear(termbox.ColorDefault, termbox.ColorDefault)
if s.finished {
drawLine(0, s.stageHeight/2, " GAME OVER")
termbox.Flush()
return
}
// 表示座標を初期化
var displayBlocks [][]bool
for i := 0; i < s.stageHeight; i++ {
var row []bool
for j := 0; j < s.stageWidth; j++ {
row = append(row, false)
}
displayBlocks = append(displayBlocks, row)
}
// 落ちてくるブロックの表示
for _, point := range s.currentTetorimino.GetCurrentPoints() {
displayBlocks[point.Y][point.X] = true
}
// 積もったブロックを表示
for _, point := range s.blocks {
displayBlocks[point.Y][point.X] = true
}
for y := range displayBlocks {
drawWall(0, y)
for x := range displayBlocks[y] {
if displayBlocks[y][x] {
drawBlock(x+1, y)
}
}
drawWall(s.stageWidth+1, y)
}
drawLine(0, s.stageHeight, "------------")
drawLine(0, s.stageHeight+1, "score:"+strconv.Itoa(s.score))
termbox.Flush()
}
func drawWall(x, y int) {
termbox.SetCell(x, y, rune('|'), termbox.ColorDefault, termbox.ColorDefault)
}
func drawBlock(x, y int) {
termbox.SetCell(x, y, rune('■'), termbox.ColorDefault, termbox.ColorDefault)
}
func drawLine(x, y int, str string) {
runes := []rune(str)
for i := 0; i < len(runes); i++ {
termbox.SetCell(x+i, y, runes[i], termbox.ColorDefault, termbox.ColorDefault)
}
}