449 lines
10 KiB
Ruby
449 lines
10 KiB
Ruby
# frozen_string_literal: true
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# this is the main gameplay!
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class CubeTubeGame < GameplayScene
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def initialize(args, opts = {})
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super
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@args = args
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@blocksize = 30
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@grid_w = 10
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@grid_h = 20
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@grid_x = 180
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@grid_y = ((1280 - (@grid_h * @blocksize)) / 2) - 21
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@start_grid_x = @grid_x
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@start_grid_y = @grid_y
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@bg_x = 0
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@bg_w = 1335
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@next_piece_box = [2, -9, 7, 7]
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@sprite_index = [
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Sprite.for(:black),
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Sprite.for(:red),
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Sprite.for(:green),
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Sprite.for(:blue),
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Sprite.for(:yellow),
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Sprite.for(:indigo),
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Sprite.for(:violet),
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Sprite.for(:orange),
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Sprite.for(:gray)
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]
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@grid = []
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@lines = 0
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@level = 0
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@current_speed = 0
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@next_move = 0
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@gameover = false
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@showgameover = false
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@current_piece_x = 0
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@current_piece_y = 0
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@current_piece = nil
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@next_piece = nil
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@lines_to_clear = []
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@line_clear_timer = 0
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@current_music = :music1
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reset(args)
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end
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def render_background
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# draw a solid black background
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@args.outputs.solids << [
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0,
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0,
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1280,
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1280,
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0, 0, 0
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]
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@bg_x += (@level + 1) * 2 unless @gameover
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@bg_x %= @bg_w if @bg_x >= @bg_w
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Sprite.for(:tunnel).render(@args, { x: @bg_x, y: 0, w: @bg_w, h: 720 })
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Sprite.for(:tunnel).render(@args, { x: @bg_x - @bg_w, y: 0, w: @bg_w, h: 720 })
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# @grid_y = ((1280 - (@grid_h * @blocksize)) / 2) - 21
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Sprite.for(:train).render(@args, { x: 0, y: @grid_x - 140.75 })
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end
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def render_foreground
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Sprite.for(:tracks).render(@args, { x: @bg_x, y: 0, w: @bg_w, h: 720 })
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Sprite.for(:tracks).render(@args, { x: @bg_x - @bg_w, y: 0, w: @bg_w, h: 720 })
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Sprite.for(:train_fore).render(@args, { x: 0, y: @grid_x - 140.75 })
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end
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# x and y are positions in the grid, not pixels
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def render_block(x, y, color)
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@sprite_index[color].render(
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@args,
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{
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x: (1280 - @grid_y) - (y * @blocksize) - 6,
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y: @grid_x + (x * @blocksize),
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w: @blocksize + 6,
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h: @blocksize
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}
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)
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end
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def render_grid
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(0..@grid_w - 1).each do |x|
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(0..@grid_h - 1).each do |y|
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if @grid[x][y] != 0 && (!@lines_to_clear.include?(y) || (@line_clear_timer % 14) < 7)
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render_block(x, y, @grid[x][y])
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end
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end
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end
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end
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def render_piece(piece, piece_x, piece_y)
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(0..piece.length - 1).each do |x|
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(0..piece[x].length - 1).each do |y|
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render_block(piece_x + x, piece_y + y, piece[x][y]) if piece[x][y] != 0
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end
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end
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end
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def render_current_piece
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render_piece(@current_piece, @current_piece_x, @current_piece_y) if @line_clear_timer <= 0
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end
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def render_next_piece
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screen_x = @grid_y + 705
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screen_y = @grid_x + 80
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screen_w = 250
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screen_h = 200
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Sprite.for(:screen).render(@args, { x: screen_x, y: screen_y + 10, w: screen_w, h: screen_h + 10 })
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next_piece = @line_clear_timer <= 0 ? @next_piece : @current_piece
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centerx = (@next_piece_box[2] - next_piece.length) / 2
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centery = (@next_piece_box[3] - next_piece[0].length) / 2
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render_piece next_piece, @next_piece_box[0] + centerx, @next_piece_box[1] + centery
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@args.outputs.labels << [screen_x + 33, screen_y + screen_h - 8, 'Next piece', 8, 255, 255, 255, 255 ]
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screen_s =
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case (@args.state.tick_count % 32)
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when 0..7
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:screen_s1
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when 8..15
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:screen_s2
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when 16..23
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:screen_s3
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when 24..31
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:screen_s4
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end
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Sprite.for(screen_s).render(@args, { x: screen_x, y: screen_y + 10, w: screen_w, h: screen_h + 10 })
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end
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def render_score
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@args.outputs.labels << [200, 600, "Lines: #{@lines}", 10, 255, 255, 255, 255]
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@args.outputs.labels << [400, 600, "Level: #{@level}", 10, 255, 255, 255, 255]
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end
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def render_gameover
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@args.outputs.solids << [0, 245, 1280, 200, 0, 0, 0, 255]
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@args.outputs.labels << [200, 450, 'GAME OVER', 100, 255, 255, 255, 255]
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end
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def render
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render_background
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render_next_piece
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render_current_piece
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render_grid
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render_foreground
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render_score
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render_gameover if @showgameover
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end
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def current_piece_colliding
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(0..@current_piece.length - 1).each do |x|
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(0..@current_piece[x].length - 1).each do |y|
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next if @current_piece[x][y].zero?
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if (@current_piece_y + y >= @grid_h) ||
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((@current_piece_y + y) >= 0 && @grid[@current_piece_x + x][@current_piece_y + y] != 0)
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return true
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end
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end
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end
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false
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end
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def get_speed
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case @level
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when 0 then 53
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when 1 then 49
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when 2 then 45
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when 3 then 41
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when 4 then 37
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when 5 then 33
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when 6 then 28
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when 7 then 22
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when 8 then 17
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when 9 then 11
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when 10 then 10
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when 11 then 9
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when 12 then 8
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when 13 then 7
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when 14..15 then 6
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when 16..17 then 5
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when 18..19 then 4
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else 3
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end
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end
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def change_music
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@current_music = @current_music == :music1 ? :music2 : :music1
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Music.queue_up(@current_music)
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end
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def line_full?(row)
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(0..@grid_w - 1).each do |x|
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return false if @grid[x][row].zero?
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end
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true
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end
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def plant_current_piece
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(0..@current_piece.length - 1).each do |x|
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(0..@current_piece[x].length - 1).each do |y|
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next if @current_piece[x][y].zero?
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@grid[@current_piece_x + x][@current_piece_y + y] = @current_piece[x][y]
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end
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end
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@lines_to_clear = []
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# see if any rows need to be cleared out
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(0..@grid_h - 1).each do |y|
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next unless line_full?(y)
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# no empty space in the row
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@lines_to_clear.push y
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@lines += 1
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@line_clear_timer = 70
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if (@lines % 10).floor.zero?
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@level += 1
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change_music
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end
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end
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select_next_piece
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if @lines_to_clear.empty?
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Sound.play(@args, :drop)
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if current_piece_colliding
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@gameover = true
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Music.stop(@args)
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end
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else
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Sound.play(@args, :clear)
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@current_speed = get_speed
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end
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@next_move = @current_speed + 2
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end
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def select_next_piece
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@current_piece = @next_piece
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@current_piece_x = 4
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@current_piece_y = -1
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r = (rand 7) + 1
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@next_piece =
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case r
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when 1 then [[r, 0], [r, r], [0, r]]
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when 2 then [[0, r], [r, r], [r, 0]]
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when 3 then [[r, r, r], [r, 0, 0]]
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when 4 then [[r, r], [r, r] ]
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when 5 then [[r], [r], [r], [r]]
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when 6 then [[r, 0], [r, r], [r, 0]]
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when 7 then [[r, 0, 0], [r, r, r]]
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end
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select_next_piece if @current_piece.nil?
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end
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def rotate_current_piece_left
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Sound.play(@args, :rotate)
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@current_piece = @current_piece.transpose.map(&:reverse)
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@current_piece_x = @grid_w - @current_piece.length if (@current_piece_x + @current_piece.length) >= @grid_w
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end
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def rotate_current_piece_right
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Sound.play(@args, :rotate)
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@current_piece = @current_piece.transpose.map(&:reverse)
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@current_piece = @current_piece.transpose.map(&:reverse)
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@current_piece = @current_piece.transpose.map(&:reverse)
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end
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def fill_grid
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b = false
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(0..@grid_h - 1).each do |y|
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(0..@grid_w - 1).each do |x|
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if @grid[x][y].zero?
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@grid[x][y] = (rand 7) + 1
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b = true
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end
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end
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return nil if b
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end
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@showgameover = true
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end
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def restart_game
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reset(@args)
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end
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def move_current_piece_up
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if (@current_piece_x + @current_piece.length) < @grid_w
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@current_piece_x += 1
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if current_piece_colliding
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Sound.play(@args, :move_deny)
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@current_piece_x -= 1
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else
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Sound.play(@args, :move)
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end
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else
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Sound.play(@args, :move_deny)
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end
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end
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def move_current_piece_down
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if @current_piece_x.positive?
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@current_piece_x -= 1
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if current_piece_colliding
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Sound.play(@args, :move_deny)
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@current_piece_x += 1
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else
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Sound.play(@args, :move)
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end
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else
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Sound.play(@args, :move_deny)
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end
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end
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def iterate_line_clear
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return false unless @line_clear_timer.positive?
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@line_clear_timer -= 1
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return true unless @line_clear_timer.zero?
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@lines_to_clear.each do |y|
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y.downto(1).each do |i|
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(0..@grid_w - 1).each do |j|
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@grid[j][i] = @grid[j][i - 1]
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end
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end
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(0..@grid_w - 1).each do |i|
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@grid[i][0] = 0
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end
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end
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Sound.play(@args, :drop)
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@lines_to_clear = []
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false
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end
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def iterate_input
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restart_game if Input.pressed?(@args, :primary) && @gameover && @showgameover
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return if @gameover
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move_current_piece_down if Input.pressed?(@args, :down)
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move_current_piece_up if Input.pressed?(@args, :up)
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@next_move -= @current_speed / 3 if Input.pressed_or_held?(@args, :left)
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rotate_current_piece_left if Input.pressed?(@args, :rotate_left)
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rotate_current_piece_right if Input.pressed?(@args, :rotate_right)
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end
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# train bounce effect
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def iterate_train_bounce
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# TODO: time it better to the music
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case @args.state.tick_count % (@current_speed * 6)
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when 0..3, (@current_speed * 2)..((@current_speed * 2) + 3)
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@grid_x = @start_grid_x + 3
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else
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@grid_x = @start_grid_x
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end
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end
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def iterate_movement
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@next_move -= 1
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return unless @next_move <= 0
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@next_move = @current_speed
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@current_piece_y += 1
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return unless current_piece_colliding
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@current_piece_y -= 1
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plant_current_piece
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end
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def iterate
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# input first
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iterate_input
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fill_grid if @gameover && !@showgameover
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# skip the rest if it's game over
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return if @gameover
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# resume music if it's paused
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Music.resume(@args) if !Music.stopped(@args) && Music.paused(@args)
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iterate_train_bounce
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# if we're currently animating a line clear, then skip the movement logic
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return if iterate_line_clear
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iterate_movement
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end
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# called every tick of the game loop
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def tick(args)
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iterate
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render
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super
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end
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# custom logic to reset this scene
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def reset(args)
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super
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@lines = 0
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@level = 0
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@current_speed = get_speed
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@next_move = @current_speed
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@gameover = false
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@showgameover = false
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@current_piece_x = 4
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@current_piece_y = -1
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@current_piece = nil
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@next_piece = nil
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select_next_piece
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@lines_to_clear = []
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@line_clear_timer = 0
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@bg_x = 0
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(0..@grid_w - 1).each do |x|
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@grid[x] = []
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(0..@grid_h - 1).each do |y|
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@grid[x][y] = 0
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end
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end
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@current_music = :music1
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Music.play(args, @current_music)
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Music.set_volume(args, args.state.setting.music ? 0.8 : 0.0)
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end
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end
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