710 lines
18 KiB
OCaml
710 lines
18 KiB
OCaml
(***********************************************************************)
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(* *)
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(* MLTk, Tcl/Tk interface of OCaml *)
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(* *)
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(* Francois Rouaix, Francois Pessaux, Jun Furuse and Pierre Weis *)
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(* projet Cristal, INRIA Rocquencourt *)
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(* Jacques Garrigue, Kyoto University RIMS *)
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(* *)
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(* Copyright 2002 Institut National de Recherche en Informatique et *)
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(* en Automatique and Kyoto University. All rights reserved. *)
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(* This file is distributed under the terms of the GNU Library *)
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(* General Public License, with the special exception on linking *)
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(* described in file LICENSE found in the OCaml source tree. *)
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(* *)
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(***********************************************************************)
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(* $Id$ *)
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(* A Tetris game for LablTk *)
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(* written by Jun P. Furuse *)
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open StdLabels
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open Tk
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exception Done
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type falling_block = {
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mutable pattern: int array list;
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mutable bcolor: int;
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mutable x: int;
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mutable y: int;
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mutable d: int;
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mutable alive: bool
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}
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let stop_a_bit = 300
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let field_width = 10
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let field_height = 20
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let colors = [|
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`Color "red";
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`Color "yellow";
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`Color "blue";
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`Color "orange";
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`Color "magenta";
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`Color "green";
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`Color "cyan"
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|]
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(* Put here your favorite image files *)
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let backgrounds = [
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"Lambda2.back.gif"
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]
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(* blocks *)
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let block_size = 16
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let cell_border = 2
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let blocks = [
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[ [|"0000";
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"0000";
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"1111";
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"0000" |];
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[|"0010";
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"0010";
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"0010";
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"0010" |];
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[|"0000";
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"0000";
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"1111";
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"0000" |];
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[|"0010";
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"0010";
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"0010";
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"0010" |] ];
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[ [|"0000";
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"0110";
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"0110";
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"0000" |];
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[|"0000";
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"0110";
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"0110";
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"0000" |];
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[|"0000";
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"0110";
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"0110";
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"0000" |];
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[|"0000";
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"0110";
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"0110";
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"0000" |] ];
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[ [|"0000";
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"0111";
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"0100";
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"0000" |];
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[|"0000";
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"0110";
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"0010";
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"0010" |];
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[|"0000";
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"0010";
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"1110";
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"0000" |];
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[|"0100";
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"0100";
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"0110";
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"0000" |] ];
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[ [|"0000";
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"0100";
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"0111";
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"0000" |];
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[|"0000";
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"0110";
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"0100";
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"0100" |];
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[|"0000";
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"1110";
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"0010";
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"0000" |];
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[|"0010";
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"0010";
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"0110";
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"0000" |] ];
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[ [|"0000";
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"1100";
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"0110";
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"0000" |];
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[|"0010";
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"0110";
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"0100";
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"0000" |];
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[|"0000";
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"1100";
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"0110";
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"0000" |];
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[|"0010";
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"0110";
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"0100";
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"0000" |] ];
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[ [|"0000";
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"0011";
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"0110";
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"0000" |];
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[|"0100";
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"0110";
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"0010";
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"0000" |];
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[|"0000";
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"0011";
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"0110";
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"0000" |];
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[|"0000";
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"0100";
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"0110";
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"0010" |] ];
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[ [|"0000";
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"0000";
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"1110";
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"0100" |];
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[|"0000";
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"0100";
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"1100";
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"0100" |];
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[|"0000";
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"0100";
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"1110";
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"0000" |];
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[|"0000";
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"0100";
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"0110";
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"0100" |] ]
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]
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let line_empty = int_of_string "0b1110000000000111"
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let line_full = int_of_string "0b1111111111111111"
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let decode_block dvec =
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let btoi d = int_of_string ("0b"^d) in
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Array.map ~f:btoi dvec
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class cell t1 t2 t3 ~canvas ~x ~y = object
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val mutable color = 0
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method get = color
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method set ~color:col =
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if color = col then () else
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if color <> 0 && col = 0 then begin
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Canvas.move canvas t1
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~x:(- block_size * (x + 1) -10 - cell_border * 2)
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~y:(- block_size * (y + 1) -10 - cell_border * 2);
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Canvas.move canvas t2
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~x:(- block_size * (x + 1) -10 - cell_border * 2)
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~y:(- block_size * (y + 1) -10 - cell_border * 2);
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Canvas.move canvas t3
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~x:(- block_size * (x + 1) -10 - cell_border * 2)
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~y:(- block_size * (y + 1) -10 - cell_border * 2)
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end else begin
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Canvas.configure_rectangle canvas t2
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~fill: colors.(col - 1)
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~outline: colors.(col - 1);
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Canvas.configure_rectangle canvas t1
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~fill: `Black
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~outline: `Black;
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Canvas.configure_rectangle canvas t3
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~fill: (`Color "light gray")
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~outline: (`Color "light gray");
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if color = 0 && col <> 0 then begin
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Canvas.move canvas t1
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~x: (block_size * (x+1)+10+ cell_border*2)
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~y: (block_size * (y+1)+10+ cell_border*2);
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Canvas.move canvas t2
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~x: (block_size * (x+1)+10+ cell_border*2)
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~y: (block_size * (y+1)+10+ cell_border*2);
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Canvas.move canvas t3
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~x: (block_size * (x+1)+10+ cell_border*2)
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~y: (block_size * (y+1)+10+ cell_border*2)
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end
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end;
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color <- col
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end
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let cell_get (c, cf) x y = cf.(y).(x) #get
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let cell_set (c, cf) ~x ~y ~color =
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if x >= 0 && y >= 0 && Array.length cf > y && Array.length cf.(y) > x then
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let cur = cf.(y).(x) in
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if cur#get = color then () else cur#set ~color
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let create_base_matrix ~cols ~rows =
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let m = Array.create_matrix ~dimx:rows ~dimy:cols (0,0) in
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for x = 0 to cols - 1 do for y = 0 to rows - 1 do
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m.(y).(x) <- (x,y)
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done done;
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m
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let init fw =
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let scorev = Textvariable.create ()
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and linev = Textvariable.create ()
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and levv = Textvariable.create ()
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in
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let f = Frame.create fw ~borderwidth: 2 in
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let c = Canvas.create f ~width: (block_size * 10)
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~height: (block_size * 20)
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~borderwidth: cell_border
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~relief: `Sunken
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~background: `Black
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and r = Frame.create f
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and r' = Frame.create f in
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let nl = Label.create r ~text: "Next" ~font: "variable" in
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let nc = Canvas.create r ~width: (block_size * 4)
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~height: (block_size * 4)
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~borderwidth: cell_border
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~relief: `Sunken
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~background: `Black in
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let scl = Label.create r ~text: "Score" ~font: "variable" in
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let sc = Label.create r ~textvariable: scorev ~font: "variable" in
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let lnl = Label.create r ~text: "Lines" ~font: "variable" in
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let ln = Label.create r ~textvariable: linev ~font: "variable" in
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let levl = Label.create r ~text: "Level" ~font: "variable" in
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let lev = Label.create r ~textvariable: levv ~font: "variable" in
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let newg = Button.create r ~text: "New Game" ~font: "variable" in
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pack [f];
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pack [coe c; coe r; coe r'] ~side: `Left ~fill: `Y;
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pack [coe nl; coe nc] ~side: `Top;
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pack [coe scl; coe sc; coe lnl; coe ln; coe levl; coe lev; coe newg]
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~side: `Top;
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let cells_src = create_base_matrix ~cols:field_width ~rows:field_height in
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let cells =
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Array.map cells_src ~f:
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(Array.map ~f:
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begin fun (x,y) ->
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let t1 =
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Canvas.create_rectangle c
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~x1:(-block_size - 8) ~y1:(-block_size - 8)
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~x2:(-9) ~y2:(-9)
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and t2 =
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Canvas.create_rectangle c
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~x1:(-block_size - 10) ~y1:(-block_size - 10)
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~x2:(-11) ~y2:(-11)
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and t3 =
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Canvas.create_rectangle c
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~x1:(-block_size - 12) ~y1:(-block_size - 12)
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~x2:(-13) ~y2:(-13)
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in
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Canvas.raise c t1;
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Canvas.raise c t2;
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Canvas.lower c t3;
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new cell ~canvas:c ~x ~y t1 t2 t3
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end)
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in
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let nexts_src = create_base_matrix ~cols:4 ~rows:4 in
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let nexts =
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Array.map nexts_src ~f:
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(Array.map ~f:
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begin fun (x,y) ->
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let t1 =
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Canvas.create_rectangle nc
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~x1:(-block_size - 8) ~y1:(-block_size - 8)
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~x2:(-9) ~y2:(-9)
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and t2 =
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Canvas.create_rectangle nc
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~x1:(-block_size - 10) ~y1:(-block_size - 10)
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~x2:(-11) ~y2:(-11)
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and t3 =
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Canvas.create_rectangle nc
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~x1:(-block_size - 12) ~y1:(-block_size - 12)
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~x2:(-13) ~y2:(-13)
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in
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Canvas.raise nc t1;
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Canvas.raise nc t2;
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Canvas.lower nc t3;
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new cell ~canvas:nc ~x ~y t1 t2 t3
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end)
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in
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let game_over () = ()
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in
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(* What a mess ! *)
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[ coe f; coe c; coe r; coe nl; coe nc; coe scl; coe sc; coe levl; coe lev;
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coe lnl; coe ln ],
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newg, (c, cells), (nc, nexts), scorev, linev, levv, game_over
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let draw_block field ~color ~block ~x ~y =
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for iy = 0 to 3 do
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let base = ref 1 in
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let xd = block.(iy) in
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for ix = 0 to 3 do
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if xd land !base <> 0 then
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cell_set field ~x:(ix + x) ~y:(iy + y) ~color;
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base := !base lsl 1
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done
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done
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let timer_ref = (ref None : Timer.t option ref)
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(* I know, this should be timer ref, but I'm not sure what should be
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the initial value ... *)
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let remove_timer () =
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match !timer_ref with
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None -> ()
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| Some t -> Timer.remove t (* ; prerr_endline "removed!" *)
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let do_after ~ms ~callback =
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timer_ref := Some (Timer.add ~ms ~callback)
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let copy_block c =
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{ pattern= !c.pattern;
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bcolor= !c.bcolor;
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x= !c.x;
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y= !c.y;
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d= !c.d;
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alive= !c.alive }
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let _ =
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let top = openTk () in
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let lb = Label.create top
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and fw = Frame.create top
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in
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let set_message s = Label.configure lb ~text:s in
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pack [coe lb; coe fw] ~side: `Top;
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let score = ref 0 in
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let line = ref 0 in
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let level = ref 0 in
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let time = ref 1000 in
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let blocks = List.map ~f:(List.map ~f:decode_block) blocks in
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let field = Array.create 26 0 in
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let widgets, button, cell_field, next_field, scorev, linev, levv, game_over
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= init fw in
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let canvas = fst cell_field in
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let init_field () =
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for i = 0 to 25 do
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field.(i) <- line_empty
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done;
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field.(23) <- line_full;
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for i = 0 to 19 do
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for j = 0 to 9 do
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cell_set cell_field ~x:j ~y:i ~color:0
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done
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done;
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for i = 0 to 3 do
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for j = 0 to 3 do
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cell_set next_field ~x:j ~y:i ~color:0
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done
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done
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in
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let draw_falling_block fb =
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draw_block cell_field ~color: fb.bcolor
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~block: (List.nth fb.pattern fb.d)
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~x: (fb.x - 3)
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~y: (fb.y - 3)
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and erase_falling_block fb =
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draw_block cell_field ~color: 0
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~block: (List.nth fb.pattern fb.d)
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~x: (fb.x - 3)
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~y: (fb.y - 3)
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in
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let stone fb =
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for i=0 to 3 do
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let cur = field.(i + fb.y) in
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field.(i + fb.y) <-
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cur lor ((List.nth fb.pattern fb.d).(i) lsl fb.x)
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done;
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for i=0 to 2 do
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field.(i) <- line_empty
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done
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and clear fb =
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let l = ref 0 in
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for i = 0 to 3 do
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if i + fb.y >= 3 && i + fb.y <= 22 then
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if field.(i + fb.y) = line_full then
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begin
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incr l;
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field.(i + fb.y) <- line_empty;
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for j = 0 to 9 do
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cell_set cell_field ~x:j ~y:(i + fb.y - 3) ~color:0
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done
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end
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done;
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!l
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and fall_lines () =
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let eye = ref 22 (* bottom *)
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and cur = ref 22 (* bottom *)
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in
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try
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while !eye >= 3 do
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while field.(!eye) = line_empty do
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decr eye;
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if !eye = 2 then raise Done
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done;
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field.(!cur) <- field.(!eye);
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for j = 0 to 9 do
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cell_set cell_field ~x:j ~y:(!cur-3)
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~color:(cell_get cell_field j (!eye-3))
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done;
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decr eye;
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decr cur
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done
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with Done -> ();
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for i = 3 to !cur do
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field.(i) <- line_empty;
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for j = 0 to 9 do
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cell_set cell_field ~x:j ~y:(i-3) ~color:0
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done
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done
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in
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let next = ref 42 (* THE ANSWER *)
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and current =
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ref { pattern= [[|0;0;0;0|]]; bcolor=0; x=0; y=0; d=0; alive= false}
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in
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let draw_next () =
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draw_block next_field ~color: (!next+1)
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~block: (List.hd (List.nth blocks !next))
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~x: 0 ~y: 0
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and erase_next () =
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draw_block next_field ~color: 0
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~block: (List.hd (List.nth blocks !next))
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~x: 0 ~y: 0
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in
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let set_nextblock () =
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current :=
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{ pattern= (List.nth blocks !next);
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bcolor= !next+1;
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x=6; y= 1; d= 0; alive= true};
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erase_next ();
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next := Random.int 7;
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draw_next ()
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in
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let death_check fb =
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try
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for i=0 to 3 do
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let cur = field.(i + fb.y) in
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if cur land ((List.nth fb.pattern fb.d).(i) lsl fb.x) <> 0
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then raise Done
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done;
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false
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with
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Done -> true
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in
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let try_to_move m =
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if !current.alive then
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let sub m =
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if death_check m then false
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else
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begin
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erase_falling_block !current;
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draw_falling_block m;
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current := m;
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true
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end
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in
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if sub m then true
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else
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begin
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m.x <- m.x + 1;
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if sub m then true
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else
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begin
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m.x <- m.x - 2;
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sub m
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end
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end
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else false
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in
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let image_load =
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let i = Canvas.create_image canvas
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~x: (block_size * 5 + block_size / 2)
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~y: (block_size * 10 + block_size / 2)
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~anchor: `Center in
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Canvas.lower canvas i;
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let img = Imagephoto.create () in
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fun file ->
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try
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Imagephoto.configure img ~file: file;
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Canvas.configure_image canvas i ~image: img
|
|
with
|
|
_ ->
|
|
begin
|
|
Printf.eprintf "%s : No such image...\n" file;
|
|
flush stderr
|
|
end
|
|
in
|
|
|
|
let add_score l =
|
|
let pline = !line in
|
|
if l <> 0 then
|
|
begin
|
|
line := !line + l;
|
|
score := !score + l * l;
|
|
set_message (Printf.sprintf "%d pts" (1 lsl ((l - 1) * 2)))
|
|
end;
|
|
Textvariable.set linev (string_of_int !line);
|
|
Textvariable.set scorev (string_of_int !score);
|
|
|
|
if !line /10 <> pline /10 then
|
|
(* update the background every 10 lines. *)
|
|
begin
|
|
let num_image = List.length backgrounds - 1 in
|
|
let n = !line/10 in
|
|
let n = if n > num_image then num_image else n in
|
|
let file = List.nth backgrounds n in
|
|
image_load file;
|
|
incr level;
|
|
Textvariable.set levv (string_of_int !level)
|
|
end
|
|
in
|
|
|
|
let rec newblock () =
|
|
set_message "TETRIS";
|
|
set_nextblock ();
|
|
draw_falling_block !current;
|
|
if death_check !current then
|
|
begin
|
|
!current.alive <- false;
|
|
set_message "GAME OVER";
|
|
game_over ()
|
|
end
|
|
else
|
|
begin
|
|
time := 1100 - (!level / 4 * 300) - ((!level mod 4) * 200);
|
|
if !time < 60 - !level * 3 then time := 60 - !level * 3;
|
|
do_after ~ms:stop_a_bit ~callback:loop
|
|
end
|
|
|
|
and loop () =
|
|
let m = copy_block current in
|
|
m.y <- m.y + 1;
|
|
if death_check m then
|
|
begin
|
|
!current.alive <- false;
|
|
stone !current;
|
|
do_after ~ms:stop_a_bit ~callback:
|
|
begin fun () ->
|
|
let l = clear !current in
|
|
if l > 0 then
|
|
do_after ~ms:stop_a_bit ~callback:
|
|
begin fun () ->
|
|
fall_lines ();
|
|
add_score l;
|
|
do_after ~ms:stop_a_bit ~callback:newblock
|
|
end
|
|
else
|
|
newblock ()
|
|
end
|
|
end
|
|
else
|
|
begin
|
|
erase_falling_block !current;
|
|
draw_falling_block m;
|
|
current := m;
|
|
do_after ~ms:!time ~callback:loop
|
|
end
|
|
in
|
|
|
|
let bind_game w =
|
|
bind w ~events:[`KeyPress] ~fields:[`KeySymString] ~action:
|
|
begin fun e ->
|
|
match e.ev_KeySymString with
|
|
| "h"|"Left" ->
|
|
let m = copy_block current in
|
|
m.x <- m.x - 1;
|
|
ignore (try_to_move m)
|
|
| "j"|"Up" ->
|
|
let m = copy_block current in
|
|
m.d <- m.d + 1;
|
|
if m.d = List.length m.pattern then m.d <- 0;
|
|
ignore (try_to_move m)
|
|
| "k"|"Down" ->
|
|
let m = copy_block current in
|
|
m.d <- m.d - 1;
|
|
if m.d < 0 then m.d <- List.length m.pattern - 1;
|
|
ignore (try_to_move m)
|
|
| "l"|"Right" ->
|
|
let m = copy_block current in
|
|
m.x <- m.x + 1;
|
|
ignore (try_to_move m)
|
|
| "m" ->
|
|
remove_timer ();
|
|
loop ()
|
|
| "space" ->
|
|
if !current.alive then
|
|
begin
|
|
let m = copy_block current
|
|
and n = copy_block current in
|
|
while
|
|
m.y <- m.y + 1;
|
|
if death_check m then false
|
|
else begin n.y <- m.y; true end
|
|
do () done;
|
|
erase_falling_block !current;
|
|
draw_falling_block n;
|
|
current := n;
|
|
remove_timer ();
|
|
loop ()
|
|
end
|
|
| _ -> ()
|
|
end
|
|
in
|
|
|
|
let game_init () =
|
|
(* Game Initialization *)
|
|
set_message "Initializing ...";
|
|
remove_timer ();
|
|
image_load (List.hd backgrounds);
|
|
time := 1000;
|
|
score := 0;
|
|
line := 0;
|
|
level := 1;
|
|
add_score 0;
|
|
init_field ();
|
|
next := Random.int 7;
|
|
set_message "Welcome to TETRIS";
|
|
set_nextblock ();
|
|
draw_falling_block !current;
|
|
do_after ~ms:!time ~callback:loop
|
|
in
|
|
(* As an applet, it was required... *)
|
|
(* List.iter f: bind_game widgets; *)
|
|
bind_game top;
|
|
Button.configure button ~command: game_init;
|
|
game_init ()
|
|
|
|
let _ = Printexc.print mainLoop ()
|