complete version

This commit is contained in:
Baipyrus 2022-10-19 14:52:37 +02:00
parent 3810bf93e3
commit 5200943396

315
Tetris.cs
View File

@ -6,7 +6,7 @@ using rpi_rgb_led_matrix_sharp;
namespace Tetris {
public static class Tetris {
// Static variables
private static Color[] colors = {
private static readonly Color[] colors = {
new(255, 0, 0), // Red
new(255, 127, 0), // Orange
new(255, 255, 0), // Yellow
@ -15,21 +15,22 @@ namespace Tetris {
new(0, 127, 255), // Blue
new(255, 0, 255) }; // Purple
private static int[][][] blocks = {
private static readonly int[][][] blocks = {
new[] { new[] { 0, 0 }, new[] { 1, 0 }, new[] { 1, 1 }, new[] { 2, 1 } }, // Spiegel-Z
new[] { new[] { 0, 0 }, new[] { 0, 1 }, new[] { 0, 2 }, new[] { 1, 2 } }, // Normal-L
new[] { new[] { 1, 0 }, new[] { 1, 1 }, new[] { 1, 2 }, new[] { 2, 2 } }, // Normal-L
new[] { new[] { 0, 0 }, new[] { 1, 0 }, new[] { 0, 1 }, new[] { 1, 1 } }, // Viereck
new[] { new[] { 0, 1 }, new[] { 1, 1 }, new[] { 1, 0 }, new[] { 2, 0 } }, // Normal-Z
new[] { new[] { 0, 0 }, new[] { 0, 1 }, new[] { 0, 2 }, new[] { 0, 3 } }, // Strich
new[] { new[] { 2, 0 }, new[] { 2, 1 }, new[] { 2, 2 }, new[] { 2, 3 } }, // Strich
new[] { new[] { 1, 0 }, new[] { 1, 1 }, new[] { 1, 2 }, new[] { 0, 2 } }, // Spiegel-L
new[] { new[] { 0, 0 }, new[] { 1, 0 }, new[] { 2, 0 }, new[] { 1, 1 } } }; // T-Block
new[] { new[] { 0, 1 }, new[] { 1, 1 }, new[] { 2, 1 }, new[] { 1, 2 } } }; // T-Block
// Global Variables
private static int frameCount = 0, FPS = 60;
private static Color[,] board = new Color[10, 21];
private static Color black = new(0, 0, 0);
private static readonly Color black = new(0, 0, 0);
private static bool canSwap = true, gameOver = false;
private static Player player;
private static bool canRotate = true;
private static int score = 0;
// Matrix variables
private static RGBLedMatrix? _matrix = null;
@ -69,16 +70,22 @@ namespace Tetris {
// Initialize stopwatch to measure calculation and display time
Stopwatch stopwatch = new();
RGBLedFont font = new("fonts/5x8.bdf");
Console.ForegroundColor = ConsoleColor.White;
Color col = new(255, 255, 255), grey = new(127, 127, 127);
bool startOver = true;
while (startOver) {
Console.Clear();
canvas.Clear();
canvas = matrix.SwapOnVsync(canvas);
bool gameOver = false;
gameOver = false;
while (!gameOver) {
// Start of Frame
canvas.Clear();
Console.SetCursorPosition(0, 0);
Console.WriteLine($"Score: {score}");
// Handle Keypresses
if (keyHandler()) {
@ -86,17 +93,17 @@ namespace Tetris {
gameOver = true;
}
// Gameplay hahag
// Gameplay hahaha
for (int i = 0; i < board.GetLength(0); i++)
for (int j = 0; j < board.GetLength(1); j++)
for (int k = 0; k < 3; k++)
for (int l = 0; l < 3; l++) {
Color current = board[i, j];
if (!current.Equals(black))
for (int j = 0; j < board.GetLength(1); j++) {
Color current = board[i, j];
if (!current.Equals(black))
for (int k = 0; k < 3; k++)
for (int l = 0; l < 3; l++)
canvas.SetPixel(i * 3 + k, j * 3 + l, current);
}
for (int j = 0; j < player.positions.Length; j++) {
int[] current = player.positions[j];
}
foreach (var current in player.positions) {
for (int k = 0; k < 3; k++)
for (int l = 0; l < 3; l++)
canvas.SetPixel((player.x + current[0]) * 3 + k, (player.y + current[1]) * 3 + l, player.color);
@ -107,8 +114,20 @@ namespace Tetris {
player.y--;
placeBlock();
}
// Draw line
for (int i = 0; i < 64; i++)
canvas.SetPixel(30, i, grey);
// Statically display stored item on the right side
canvas.DrawText(font, 38, 8, col, "Save:");
if (player.memDis != null && player.memCol != null)
foreach (int[] b in player.memDis)
for (int k = 0; k < 3; k++)
for (int l = 0; l < 3; l++)
canvas.SetPixel((14 + b[0]) * 3 + k, (4+ b[1]) * 3 + l, (Color)player.memCol);
// End of Frame
// End of Frame
canvas = matrix.SwapOnVsync(canvas);
frameCount = (frameCount+1)%(FPS*4);
@ -117,6 +136,32 @@ namespace Tetris {
if (elapsed < 1000/FPS)
Thread.Sleep(1000/FPS - elapsed);
}
if (startOver) {
canvas.Clear();
canvas.DrawText(font, 0, 8, col, "Game Over!");
canvas.DrawText(font, 0, 24, col, "0) Beenden");
canvas.DrawText(font, 0, 32, col, "1) Weiter");
canvas = matrix.SwapOnVsync(canvas);
bool selection = true;
while (selection) {
// Handle key presses for continue game or exit
if (Console.KeyAvailable) {
switch (Console.ReadKey(true).Key) {
case ConsoleKey.D0:
selection = false;
startOver = false;
break;
case ConsoleKey.D1:
selection = false;
break;
}
}
Thread.Sleep(100);
}
}
}
}
@ -130,88 +175,161 @@ namespace Tetris {
}
private static void placeBlock() {
for (int j = 0; j < player.positions.Length; j++) {
int[] current = player.positions[j];
// Block placing
foreach (var current in player.positions)
board[player.x + current[0], player.y + current[1]] = player.color;
// Count rows lines
int rows = 0;
for (int j = board.GetLength(1)-1; j >= 0;) {
bool isRow = true;
for (int i = 0; i < board.GetLength(0); i++)
if (board[i, j].Equals(black)) {
isRow = false;
break;
}
if (isRow) {
rows++;
for (int i = j-1; i >= 0; i--)
for (int k = 0; k < board.GetLength(0); k++)
board[k, i + 1] = board[k, i];
continue;
}
j--;
}
// Add to score
if (rows >= 4) {
int tetris = rows / 4;
if (tetris > 1)
score += 1200 * tetris;
else
score += 800;
} else if (rows == 3)
score += 400;
else
score += 100 * rows;
// Generating new Block
int[][]? tempPos = player.memPos;
int[][]? tempDis = player.memDis;
Color? tempCol = player.memCol;
player = new();
player.memPos = tempPos;
player.memCol = tempCol;
canRotate = true;
}
private static void rotateByAngle(int[][] block, float angle) {
float mx = 0, my = 0;
foreach (int[] b in block) {
mx += b[0];
my += b[1];
}
mx /= block.Length;
my /= block.Length;
foreach (int[] b in block) {
float dx = b[0] + (float)Math.Round(mx), dy = b[1] + (float)Math.Round(my);
float r = (float)Math.Sqrt(Math.Pow(mx,2)+Math.Pow(dy,2));
float a = (float)Math.Atan(dy / dx) + angle;
b[0] = (int)Math.Round(r * Math.Cos(a));
b[1] = (int)Math.Round(r * Math.Sin(a));
if (!collisionCheck(player.x, player.y, player.positions)) {
// Carry memory
player.memPos = tempPos;
player.memDis = tempDis;
player.memCol = tempCol;
canSwap = true;
} else {
// Reset Game
gameOver = true;
for (int i = 0; i < board.GetLength(0); i++)
for (int j = 0; j < board.GetLength(1); j++)
board[i, j] = black;
score = 0;
}
}
private static bool keyHandler() {
// If key is pressed, handle logic
if (Console.KeyAvailable) {
switch (Console.ReadKey(true).Key) {
case ConsoleKey.Escape:
// Exit program.
return true;
case ConsoleKey.Spacebar:
// Place block on lowest point at current x
while (!collisionCheck(player.x, ++player.y, player.positions)) { }
if (!Console.KeyAvailable) return false;
int blockIndex = 0;
for (int i = 1; i < blocks.Length; i++)
if (blocks[i].Equals(player.positions)) {
blockIndex = i;
break;
}
int bounds;
switch (blockIndex) {
default:
bounds = 3;
break;
case 2:
bounds = 2;
break;
case 4:
bounds = 4;
break;
}
switch (Console.ReadKey(true).Key) {
case ConsoleKey.Escape:
// Exit program.
return true;
case ConsoleKey.Spacebar:
// Place block on lowest point at current x
while (!collisionCheck(player.x, ++player.y, player.positions)) { }
player.y--;
placeBlock();
break;
case ConsoleKey.DownArrow:
// Lower block by 1 on y-axis
if (collisionCheck(player.x, ++player.y, player.positions))
player.y--;
placeBlock();
break;
case ConsoleKey.DownArrow:
// Lower block by 1 on y-axis
if (collisionCheck(player.x, ++player.y, player.positions))
player.y--;
break;
case ConsoleKey.LeftArrow:
// Move block to the left on the x axis
if (collisionCheck(--player.x, player.y, player.positions))
player.x++;
break;
case ConsoleKey.RightArrow:
// Move block to the right on the x axis
if (collisionCheck(++player.x, player.y, player.positions))
player.x--;
break;
case ConsoleKey.A:
// Rotate block counter-clockwise
rotateByAngle(player.positions, (float)-Math.PI / 2);
break;
case ConsoleKey.S:
// Swap current block with memory
if (canRotate) {
int[][] tempPos = player.positions;
int[][]? tempMem = player.memPos;
Color tempCol1 = player.color;
Color? tempCol2 = player.memCol;
player = new();
player.memPos = tempPos;
player.memCol = tempCol1;
if (tempMem != null && tempCol2 != null) {
player.positions = tempMem;
player.color = (Color)tempCol2;
}
canRotate = false;
break;
case ConsoleKey.LeftArrow:
// Move block to the left on the x axis
if (collisionCheck(--player.x, player.y, player.positions))
player.x++;
break;
case ConsoleKey.RightArrow:
// Move block to the right on the x axis
if (collisionCheck(++player.x, player.y, player.positions))
player.x--;
break;
case ConsoleKey.A:
// Rotate block counter-clockwise
// player.positions = rotateByAngle(player.positions, Math.PI / 2);
foreach (int[] a in player.positions) {
int temp = a[1];
a[1] = bounds - 1 - a[0];
a[0] = temp;
}
break;
case ConsoleKey.S:
// Swap current block with memory
if (canSwap) {
int[][] tempPos = player.positions;
int[][]? tempMem = player.memPos;
Color tempCol1 = player.color;
Color? tempCol2 = player.memCol;
player = new();
player.memPos = tempPos;
player.memCol = tempCol1;
if (tempMem != null && tempCol2 != null) {
player.positions = tempMem;
player.color = (Color)tempCol2;
}
break;
case ConsoleKey.D:
// Rotate block clockwise
rotateByAngle(player.positions, (float)Math.PI/2);
break;
player.memDis = new int[tempPos.Length][];
for (int i = 0; i < tempPos.Length; i++) {
player.memDis[i] = new int[tempPos[i].Length];
for (int j = 0; j < tempPos[i].Length; j++)
player.memDis[i][j] = tempPos[i][j];
}
canSwap = false;
}
break;
case ConsoleKey.D:
// Rotate block clockwise
// player.positions = rotateByAngle(player.positions, Math.PI/2);
foreach (int[] a in player.positions) {
int temp = a[0];
a[0] = bounds - 1 - a[1];
a[1] = temp;
}
break;
}
foreach (int[] b in player.positions) {
int nx = player.x + b[0];
while (nx > 9) {
player.x--;
nx = player.x + b[0];
}
while (nx < 0) {
player.x++;
nx = player.x + b[0];
}
}
return false;
@ -220,15 +338,30 @@ namespace Tetris {
private class Player {
public int[][] positions;
public int[][]? memPos;
public int[][]? memDis;
public Color? memCol;
public int x, y;
public Color color;
public int x, y;
public Player() {
int randInt = (new Random()).Next(7);
positions = blocks[randInt];
color = colors[randInt];
x = 3;
int bounds;
switch (randInt) {
default:
bounds = 3;
break;
case 2:
bounds = 2;
break;
case 4:
bounds = 4;
break;
}
x = 4 - bounds / 2;
y = 0;
}
}