543 lines
16 KiB
OCaml
543 lines
16 KiB
OCaml
(***********************************************************************)
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(* *)
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(* Caml examples *)
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(* *)
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(* Pierre Weis *)
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(* *)
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(* INRIA Rocquencourt *)
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(* *)
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(* Copyright (c) 1994-2011, INRIA *)
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(* All rights reserved. *)
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(* *)
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(* Distributed under the BSD license. *)
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(* *)
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(***********************************************************************)
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(* $Id: tetris.ml,v 1.6 2011-08-08 19:31:17 weis Exp $ *)
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(* A Tetris game for CamlTk.
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Written by Jun P. Furuse.
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Adapted to the oc examples repository by P. Weis *)
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open Camltk;;
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(* The directory where images will be found. *)
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let baseurl = "images/";;
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exception Done;;
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type cell = {
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mutable color : int;
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tag : tagOrId * tagOrId * tagOrId;
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}
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;;
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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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;;
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let stop_a_bit = 300;;
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let colors = [|
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NamedColor "red"; NamedColor "yellow"; NamedColor "blue";
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NamedColor "orange"; NamedColor "magenta"; NamedColor "green";
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NamedColor "cyan";
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|]
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;;
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let backgrounds =
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List.map (fun s -> baseurl ^ s)
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[ "dojoji.back.gif"; "Lambda2.back.gif"; "CamlBook.gif"; ];;
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(* blocks *)
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let block_size = 16
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and cell_border = 2
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;;
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let blocks = [
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[ [|"0000"; "0000"; "1111"; "0000" |];
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[|"0010"; "0010"; "0010"; "0010" |];
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[|"0000"; "0000"; "1111"; "0000" |];
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[|"0010"; "0010"; "0010"; "0010" |] ];
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[ [|"0000"; "0110"; "0110"; "0000" |];
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[|"0000"; "0110"; "0110"; "0000" |];
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[|"0000"; "0110"; "0110"; "0000" |];
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[|"0000"; "0110"; "0110"; "0000" |] ];
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[ [|"0000"; "0111"; "0100"; "0000" |];
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[|"0000"; "0110"; "0010"; "0010" |];
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[|"0000"; "0010"; "1110"; "0000" |];
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[|"0100"; "0100"; "0110"; "0000" |] ];
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[ [|"0000"; "0100"; "0111"; "0000" |];
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[|"0000"; "0110"; "0100"; "0100" |];
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[|"0000"; "1110"; "0010"; "0000" |];
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[|"0010"; "0010"; "0110"; "0000" |] ];
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[ [|"0000"; "1100"; "0110"; "0000" |];
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[|"0010"; "0110"; "0100"; "0000" |];
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[|"0000"; "1100"; "0110"; "0000" |];
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[|"0010"; "0110"; "0100"; "0000" |] ];
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[ [|"0000"; "0011"; "0110"; "0000" |];
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[|"0100"; "0110"; "0010"; "0000" |];
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[|"0000"; "0011"; "0110"; "0000" |];
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[|"0000"; "0100"; "0110"; "0010" |] ];
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[ [|"0000"; "0000"; "1110"; "0100" |];
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[|"0000"; "0100"; "1100"; "0100" |];
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[|"0000"; "0100"; "1110"; "0000" |];
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[|"0000"; "0100"; "0110"; "0100" |] ];
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]
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;;
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let line_empty = int_of_string "0b1110000000000111"
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and line_full = int_of_string "0b1111111111111111"
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;;
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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 btoi dvec
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;;
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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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and _namev = Textvariable.create () in
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let f = Frame.create fw [BorderWidth (Pixels 2)] in
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let c =
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Canvas.create f
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[Width (Pixels (block_size * 10));
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Height (Pixels (block_size * 20));
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BorderWidth (Pixels 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 =
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Canvas.create r
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[Width (Pixels (block_size * 4));
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Height (Pixels (block_size * 4));
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BorderWidth (Pixels 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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let exitg = Button.create r [Text "Quit"; Font "variable"] in
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pack [f] [];
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pack [c; r; r'] [Side Side_Left; Fill Fill_Y];
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pack [nl; nc] [Side Side_Top];
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pack [scl; sc; lnl; ln; levl; lev; newg; exitg] [Side Side_Top];
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let cells_src = Array.make_matrix 20 10 () in
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let cells = Array.map (Array.map (fun () ->
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{tag =
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(let t1, t2, t3 =
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Canvas.create_rectangle c
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(Pixels (-block_size - 8)) (Pixels (-block_size - 8))
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(Pixels (-9)) (Pixels (-9)) [],
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Canvas.create_rectangle c
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(Pixels (-block_size - 10)) (Pixels (-block_size - 10))
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(Pixels (-11)) (Pixels (-11)) [],
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Canvas.create_rectangle c
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(Pixels (-block_size - 12)) (Pixels (-block_size - 12))
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(Pixels (-13)) (Pixels (-13)) [] in
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Canvas.raise_top c t1;
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Canvas.raise_top c t2;
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Canvas.lower_bot c t3;
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t1, t2, t3);
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color = 0})) cells_src in
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let nexts_src = Array.make_matrix 4 4 () in
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let nexts =
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Array.map (Array.map (fun () ->
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{tag =
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(let t1, t2, t3 =
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Canvas.create_rectangle nc
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(Pixels (-block_size - 8)) (Pixels (-block_size - 8))
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(Pixels (-9)) (Pixels (-9)) [],
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Canvas.create_rectangle nc
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(Pixels (-block_size - 10)) (Pixels (-block_size - 10))
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(Pixels (-11)) (Pixels (-11)) [],
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Canvas.create_rectangle nc
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(Pixels (-block_size - 12)) (Pixels (-block_size - 12))
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(Pixels (-13)) (Pixels (-13)) [] in
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Canvas.raise_top nc t1;
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Canvas.raise_top nc t2;
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Canvas.lower_bot nc t3;
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t1, t2, t3);
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color = 0})) nexts_src in
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let game_over () = ()
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in
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[f; c; r; nl; nc; scl; sc; levl; lev; lnl; ln], newg, exitg,
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(c, cells), (nc, nexts), scorev, linev, levv, game_over
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;;
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let cell_get (c, cf) x y = cf.(y).(x).color;;
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let cell_set (c, cf) x y col =
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let cur = cf.(y).(x) in
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let t1, t2, t3 = cur.tag in
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if cur.color = col then () else
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if cur.color <> 0 && col = 0 then begin
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Canvas.move c t1
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(Pixels (- block_size * (x + 1) -10 - cell_border * 2))
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(Pixels (- block_size * (y + 1) -10 - cell_border * 2));
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Canvas.move c t2
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(Pixels (- block_size * (x + 1) -10 - cell_border * 2))
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(Pixels (- block_size * (y + 1) -10 - cell_border * 2));
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Canvas.move c t3
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(Pixels (- block_size * (x + 1) -10 - cell_border * 2))
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(Pixels (- block_size * (y + 1) -10 - cell_border * 2))
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end else begin
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Canvas.configure_rectangle c t2
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[FillColor (Array.get colors (col - 1));
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Outline (Array.get colors (col - 1))];
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Canvas.configure_rectangle c t1
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[FillColor Black;
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Outline Black];
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Canvas.configure_rectangle c t3
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[FillColor (NamedColor "light gray");
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Outline (NamedColor "light gray")];
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if cur.color = 0 && col <> 0 then begin
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Canvas.move c t1
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(Pixels (block_size * (x + 1) + 10 + cell_border * 2))
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(Pixels (block_size * (y + 1) + 10 + cell_border * 2));
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Canvas.move c t2
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(Pixels (block_size * (x + 1) + 10 + cell_border * 2))
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(Pixels (block_size * (y + 1) + 10 + cell_border * 2));
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Canvas.move c t3
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(Pixels (block_size * (x + 1) + 10 + cell_border * 2))
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(Pixels (block_size * (y + 1) + 10 + cell_border * 2))
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end
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end;
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cur.color <- col
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;;
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let draw_block field col d 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 = Array.get d iy in
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for ix = 0 to 3 do
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if xd land !base <> 0 then begin
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try cell_set field (ix + x) (iy + y) col with _ -> ()
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end;
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base := !base lsl 1
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done
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done
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;;
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let timer_ref = (ref None : Timer.t option ref);;
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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
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;;
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let do_after milli f = timer_ref := Some (Timer.add milli f);;
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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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;;
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let start_game () =
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let top = openTk () in
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Wm.title_set top "";
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let lb = Label.create top []
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and fw = Frame.create top [] in
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let set_message s = Label.configure lb [Text s] in
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pack [lb; fw] [Side 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 (List.map decode_block) blocks in
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let field = Array.make 26 0 in
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let widgets, newg, exitg, cell_field, next_field,
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scorev, linev, levv, game_over = 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 j i 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 j i 0
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done
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done in
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let draw_falling_block fb =
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draw_block cell_field fb.bcolor
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(List.nth fb.pattern fb.d) (fb.x - 3) (fb.y - 3)
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and erase_falling_block fb =
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draw_block cell_field 0 (List.nth fb.pattern fb.d) (fb.x - 3) (fb.y - 3) 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 field.(i) <- line_empty 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 &&
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field.(i + fb.y) = line_full then 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 cell_set cell_field j (i + fb.y - 3) 0 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 *) 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 j (!cur-3) (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 cell_set cell_field j (i - 3) 0 done
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done 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|]];
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bcolor = 0; x = 0; y = 0; d = 0; alive = false} in
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let draw_next () =
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draw_block next_field (!next + 1) (List.hd (List.nth blocks !next)) 0 0
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and erase_next () =
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draw_block next_field 0 (List.hd (List.nth blocks !next)) 0 0 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 () 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 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 in
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if sub m then () else begin
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m.x <- m.x + 1;
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if sub m then () else begin
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m.x <- m.x - 2;
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ignore (sub m)
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end
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end
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else () in
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let image_load =
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let i =
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Canvas.create_image canvas
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(Pixels (block_size * 5 + block_size / 2))
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(Pixels (block_size * 10 + block_size / 2))
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[Anchor Center] in
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Canvas.lower_bot 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 [ImagePhoto img]
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with _ -> Printf.eprintf "%s : No such image...\n" file; flush stderr in
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let add_score l =
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let pline = !line in
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if l <> 0 then
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begin
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line := !line + l;
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score := !score + l * l;
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set_message (Printf.sprintf "%d pts" (1 lsl ((l - 1) * 2)))
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end;
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Textvariable.set linev (string_of_int !line);
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Textvariable.set scorev (string_of_int !score);
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if !line / 10 <> pline / 10 then
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(* update the background every 10 lines. *)
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begin
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let num_image = List.length backgrounds - 1 in
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let n = !line / 10 in
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let n = if n > num_image then num_image else n in
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let file = List.nth backgrounds n in
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image_load file;
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(* Future work: We should gain level after an image is put... *)
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incr level;
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Textvariable.set levv (string_of_int !level)
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end in
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let rec newblock () =
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set_message "TETRIS";
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set_nextblock ();
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draw_falling_block !current;
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if death_check !current then begin
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!current.alive <- false;
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set_message "GAME OVER";
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game_over ()
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end else begin
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time := 1100 - (!level / 4 * 300) - ((!level mod 4) * 200);
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if !time < 60 - !level * 3 then time := 60 - !level * 3;
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do_after stop_a_bit loop
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end
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and loop () =
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let m = copy_block current in
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m.y <- m.y + 1;
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if death_check m then begin
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!current.alive <- false;
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stone !current;
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do_after stop_a_bit (fun () ->
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let l = clear !current in
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if l > 0 then
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do_after stop_a_bit (fun () ->
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fall_lines ();
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add_score l;
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do_after stop_a_bit newblock)
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else newblock ())
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end else 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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do_after !time loop
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end in
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let bind_game w =
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bind w [([], KeyPress)] (BindSet ([Ev_KeySymString],
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fun e ->
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match e.ev_KeySymString with
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| "h" ->
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let m = copy_block current in
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m.x <- m.x - 1;
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try_to_move m
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| "j" ->
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let m = copy_block current in
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m.d <- m.d + 1;
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if m.d = List.length m.pattern then m.d <- 0;
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try_to_move m
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| "k" ->
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let m = copy_block current in
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m.d <- m.d - 1;
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if m.d < 0 then m.d <- List.length m.pattern - 1;
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try_to_move m
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| "l" ->
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let m = copy_block current in
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m.x <- m.x + 1;
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try_to_move m
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| "m" ->
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remove_timer ();
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loop ()
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| "space" ->
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if !current.alive then
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begin
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let m = copy_block current
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and n = copy_block current in
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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;;
|