ocaml/otherlibs/labltk/examples_labltk/tetris.ml

710 lines
18 KiB
OCaml

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