ocaml/otherlibs/labltk/examples_camltk/tetris.ml

543 lines
16 KiB
OCaml

(***********************************************************************)
(* *)
(* Caml examples *)
(* *)
(* Pierre Weis *)
(* *)
(* INRIA Rocquencourt *)
(* *)
(* Copyright (c) 1994-2011, INRIA *)
(* All rights reserved. *)
(* *)
(* Distributed under the BSD license. *)
(* *)
(***********************************************************************)
(* $Id: tetris.ml,v 1.6 2011-08-08 19:31:17 weis Exp $ *)
(* A Tetris game for CamlTk.
Written by Jun P. Furuse.
Adapted to the oc examples repository by P. Weis *)
open Camltk;;
(* The directory where images will be found. *)
let baseurl = "images/";;
exception Done;;
type cell = {
mutable color : int;
tag : tagOrId * tagOrId * tagOrId;
}
;;
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 colors = [|
NamedColor "red"; NamedColor "yellow"; NamedColor "blue";
NamedColor "orange"; NamedColor "magenta"; NamedColor "green";
NamedColor "cyan";
|]
;;
let backgrounds =
List.map (fun s -> baseurl ^ s)
[ "dojoji.back.gif"; "Lambda2.back.gif"; "CamlBook.gif"; ];;
(* blocks *)
let block_size = 16
and 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"
and line_full = int_of_string "0b1111111111111111"
;;
let decode_block dvec =
let btoi d = int_of_string ("0b" ^ d) in
Array.map btoi dvec
;;
let init fw =
let scorev = Textvariable.create ()
and linev = Textvariable.create ()
and levv = Textvariable.create ()
and _namev = Textvariable.create () in
let f = Frame.create fw [BorderWidth (Pixels 2)] in
let c =
Canvas.create f
[Width (Pixels (block_size * 10));
Height (Pixels (block_size * 20));
BorderWidth (Pixels 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 (Pixels (block_size * 4));
Height (Pixels (block_size * 4));
BorderWidth (Pixels 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
let exitg = Button.create r [Text "Quit"; Font "variable"] in
pack [f] [];
pack [c; r; r'] [Side Side_Left; Fill Fill_Y];
pack [nl; nc] [Side Side_Top];
pack [scl; sc; lnl; ln; levl; lev; newg; exitg] [Side Side_Top];
let cells_src = Array.make_matrix 20 10 () in
let cells = Array.map (Array.map (fun () ->
{tag =
(let t1, t2, t3 =
Canvas.create_rectangle c
(Pixels (-block_size - 8)) (Pixels (-block_size - 8))
(Pixels (-9)) (Pixels (-9)) [],
Canvas.create_rectangle c
(Pixels (-block_size - 10)) (Pixels (-block_size - 10))
(Pixels (-11)) (Pixels (-11)) [],
Canvas.create_rectangle c
(Pixels (-block_size - 12)) (Pixels (-block_size - 12))
(Pixels (-13)) (Pixels (-13)) [] in
Canvas.raise_top c t1;
Canvas.raise_top c t2;
Canvas.lower_bot c t3;
t1, t2, t3);
color = 0})) cells_src in
let nexts_src = Array.make_matrix 4 4 () in
let nexts =
Array.map (Array.map (fun () ->
{tag =
(let t1, t2, t3 =
Canvas.create_rectangle nc
(Pixels (-block_size - 8)) (Pixels (-block_size - 8))
(Pixels (-9)) (Pixels (-9)) [],
Canvas.create_rectangle nc
(Pixels (-block_size - 10)) (Pixels (-block_size - 10))
(Pixels (-11)) (Pixels (-11)) [],
Canvas.create_rectangle nc
(Pixels (-block_size - 12)) (Pixels (-block_size - 12))
(Pixels (-13)) (Pixels (-13)) [] in
Canvas.raise_top nc t1;
Canvas.raise_top nc t2;
Canvas.lower_bot nc t3;
t1, t2, t3);
color = 0})) nexts_src in
let game_over () = ()
in
[f; c; r; nl; nc; scl; sc; levl; lev; lnl; ln], newg, exitg,
(c, cells), (nc, nexts), scorev, linev, levv, game_over
;;
let cell_get (c, cf) x y = cf.(y).(x).color;;
let cell_set (c, cf) x y col =
let cur = cf.(y).(x) in
let t1, t2, t3 = cur.tag in
if cur.color = col then () else
if cur.color <> 0 && col = 0 then begin
Canvas.move c t1
(Pixels (- block_size * (x + 1) -10 - cell_border * 2))
(Pixels (- block_size * (y + 1) -10 - cell_border * 2));
Canvas.move c t2
(Pixels (- block_size * (x + 1) -10 - cell_border * 2))
(Pixels (- block_size * (y + 1) -10 - cell_border * 2));
Canvas.move c t3
(Pixels (- block_size * (x + 1) -10 - cell_border * 2))
(Pixels (- block_size * (y + 1) -10 - cell_border * 2))
end else begin
Canvas.configure_rectangle c t2
[FillColor (Array.get colors (col - 1));
Outline (Array.get colors (col - 1))];
Canvas.configure_rectangle c t1
[FillColor Black;
Outline Black];
Canvas.configure_rectangle c t3
[FillColor (NamedColor "light gray");
Outline (NamedColor "light gray")];
if cur.color = 0 && col <> 0 then begin
Canvas.move c t1
(Pixels (block_size * (x + 1) + 10 + cell_border * 2))
(Pixels (block_size * (y + 1) + 10 + cell_border * 2));
Canvas.move c t2
(Pixels (block_size * (x + 1) + 10 + cell_border * 2))
(Pixels (block_size * (y + 1) + 10 + cell_border * 2));
Canvas.move c t3
(Pixels (block_size * (x + 1) + 10 + cell_border * 2))
(Pixels (block_size * (y + 1) + 10 + cell_border * 2))
end
end;
cur.color <- col
;;
let draw_block field col d x y =
for iy = 0 to 3 do
let base = ref 1 in
let xd = Array.get d iy in
for ix = 0 to 3 do
if xd land !base <> 0 then begin
try cell_set field (ix + x) (iy + y) col with _ -> ()
end;
base := !base lsl 1
done
done
;;
let timer_ref = (ref None : Timer.t option ref);;
let remove_timer () =
match !timer_ref with
| None -> ()
| Some t -> Timer.remove t
;;
let do_after milli f = timer_ref := Some (Timer.add milli f);;
let copy_block c =
{ pattern = !c.pattern;
bcolor = !c.bcolor;
x = !c.x;
y = !c.y;
d = !c.d;
alive = !c.alive }
;;
let start_game () =
let top = openTk () in
Wm.title_set top "";
let lb = Label.create top []
and fw = Frame.create top [] in
let set_message s = Label.configure lb [Text s] in
pack [lb; fw] [Side 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 (List.map decode_block) blocks in
let field = Array.make 26 0 in
let widgets, newg, exitg, 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 j i 0
done
done;
for i = 0 to 3 do
for j = 0 to 3 do
cell_set next_field j i 0
done
done in
let draw_falling_block fb =
draw_block cell_field fb.bcolor
(List.nth fb.pattern fb.d) (fb.x - 3) (fb.y - 3)
and erase_falling_block fb =
draw_block cell_field 0 (List.nth fb.pattern fb.d) (fb.x - 3) (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 &&
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 j (i + fb.y - 3) 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 j (!cur-3) (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 j (i - 3) 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 (!next + 1) (List.hd (List.nth blocks !next)) 0 0
and erase_next () =
draw_block next_field 0 (List.hd (List.nth blocks !next)) 0 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 () else begin
m.x <- m.x + 1;
if sub m then () else begin
m.x <- m.x - 2;
ignore (sub m)
end
end
else () in
let image_load =
let i =
Canvas.create_image canvas
(Pixels (block_size * 5 + block_size / 2))
(Pixels (block_size * 10 + block_size / 2))
[Anchor Center] in
Canvas.lower_bot canvas i;
let img = Imagephoto.create [] in
fun file ->
try
Imagephoto.configure img [File file];
Canvas.configure_image canvas i [ImagePhoto img]
with _ -> Printf.eprintf "%s : No such image...\n" file; flush stderr 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;
(* Future work: We should gain level after an image is put... *)
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 stop_a_bit 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 stop_a_bit (fun () ->
let l = clear !current in
if l > 0 then
do_after stop_a_bit (fun () ->
fall_lines ();
add_score l;
do_after stop_a_bit newblock)
else newblock ())
end else begin
erase_falling_block !current;
draw_falling_block m;
current := m;
do_after !time loop
end in
let bind_game w =
bind w [([], KeyPress)] (BindSet ([Ev_KeySymString],
fun e ->
match e.ev_KeySymString with
| "h" ->
let m = copy_block current in
m.x <- m.x - 1;
try_to_move m
| "j" ->
let m = copy_block current in
m.d <- m.d + 1;
if m.d = List.length m.pattern then m.d <- 0;
try_to_move m
| "k" ->
let m = copy_block current in
m.d <- m.d - 1;
if m.d < 0 then m.d <- List.length m.pattern - 1;
try_to_move m
| "l" ->
let m = copy_block current in
m.x <- m.x + 1;
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
| _ -> ()
)) 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 !time loop in
bind_game top;
Button.configure newg [Command game_init];
Button.configure exitg [Command (fun () -> exit 0)];
game_init ()
;;
let tetris () =
start_game ();
Printexc.print mainLoop ()
;;
if !Sys.interactive then () else begin tetris (); exit 0 end;;