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Diffstat (limited to 'otherlibs/labltk/example/tetris.ml')
-rw-r--r-- | otherlibs/labltk/example/tetris.ml | 691 |
1 files changed, 691 insertions, 0 deletions
diff --git a/otherlibs/labltk/example/tetris.ml b/otherlibs/labltk/example/tetris.ml new file mode 100644 index 000000000..f4ee99828 --- /dev/null +++ b/otherlibs/labltk/example/tetris.ml @@ -0,0 +1,691 @@ +(* tetris.ml : a Tetris game for LablTk *) +(* written by Jun P. Furuse *) + +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 fun: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 tag: t1 + x:(`Pix (- block_size * (x + 1) -10 - cell_border * 2)) + y:(`Pix (- block_size * (y + 1) -10 - cell_border * 2)); + Canvas.move canvas tag: t2 + x:(`Pix (- block_size * (x + 1) -10 - cell_border * 2)) + y:(`Pix (- block_size * (y + 1) -10 - cell_border * 2)); + Canvas.move canvas tag: t3 + x:(`Pix (- block_size * (x + 1) -10 - cell_border * 2)) + y:(`Pix (- block_size * (y + 1) -10 - cell_border * 2)) + end else begin + Canvas.configure_rectangle canvas tag: t2 + fill: colors.(col - 1) + outline: colors.(col - 1); + Canvas.configure_rectangle canvas tag: t1 + fill: `Black + outline: `Black; + Canvas.configure_rectangle canvas tag: t3 + fill: (`Color "light gray") + outline: (`Color "light gray"); + if color = 0 & col <> 0 then begin + Canvas.move canvas tag: t1 + x: (`Pix (block_size * (x+1)+10+ cell_border*2)) + y: (`Pix (block_size * (y+1)+10+ cell_border*2)); + Canvas.move canvas tag: t2 + x: (`Pix (block_size * (x+1)+10+ cell_border*2)) + y: (`Pix (block_size * (y+1)+10+ cell_border*2)); + Canvas.move canvas tag: t3 + x: (`Pix (block_size * (x+1)+10+ cell_border*2)) + y: (`Pix (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 () + and namev = Textvariable.create () + in + let f = Frame.create fw borderwidth: (`Pix 2) in + let c = Canvas.create f width: (`Pix (block_size * 10)) + height: (`Pix (block_size * 20)) + borderwidth: (`Pix 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: (`Pix (block_size * 4)) + height: (`Pix (block_size * 4)) + borderwidth: (`Pix 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 fun: + (Array.map fun: + begin fun (x,y) -> + let t1 = + Canvas.create_rectangle c + x1:(`Pix (-block_size - 8)) y1:(`Pix (-block_size - 8)) + x2:(`Pix (-9)) y2:(`Pix (-9)) + and t2 = + Canvas.create_rectangle c + x1:(`Pix (-block_size - 10)) y1:(`Pix (-block_size - 10)) + x2:(`Pix (-11)) y2:(`Pix (-11)) + and t3 = + Canvas.create_rectangle c + x1:(`Pix (-block_size - 12)) y1:(`Pix (-block_size - 12)) + x2:(`Pix (-13)) y2:(`Pix (-13)) + in + Canvas.raise c tag: t1; + Canvas.raise c tag: t2; + Canvas.lower c tag: 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 fun: + (Array.map fun: + begin fun (x,y) -> + let t1 = + Canvas.create_rectangle nc + x1:(`Pix (-block_size - 8)) y1:(`Pix (-block_size - 8)) + x2:(`Pix (-9)) y2:(`Pix (-9)) + and t2 = + Canvas.create_rectangle nc + x1:(`Pix (-block_size - 10)) y1:(`Pix (-block_size - 10)) + x2:(`Pix (-11)) y2:(`Pix (-11)) + and t3 = + Canvas.create_rectangle nc + x1:(`Pix (-block_size - 12)) y1:(`Pix (-block_size - 12)) + x2:(`Pix (-13)) y2:(`Pix (-13)) + in + Canvas.raise nc tag: t1; + Canvas.raise nc tag: t2; + Canvas.lower nc tag: 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:milli do:f = + timer_ref := Some (Timer.add ms: milli callback: f) + +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 fun:(List.map fun:decode_block) blocks in + let field = Array.create len: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 pos: 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 pos: 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 pos: 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 pos: !next)) + x: 0 y: 0 + + and erase_next () = + draw_block next_field color: 0 + block: (List.hd (List.nth blocks pos: !next)) + x: 0 y: 0 + in + + let set_nextblock () = + current := + { pattern= (List.nth blocks pos: !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 pos: 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: (`Pix (block_size * 5 + block_size / 2)) + y: (`Pix (block_size * 10 + block_size / 2)) + anchor: `Center in + Canvas.lower canvas tag: i; + let img = Imagephoto.create () in + fun file -> + try + Imagephoto.configure img file: file; + Canvas.configure_image canvas tag: 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 to: (string_of_int !line); + Textvariable.set scorev to: (string_of_int !score); + + if !line /10 <> pline /10 then + (* undate 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 pos: n in + image_load file; + incr level; + Textvariable.set levv to: (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 do: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 do: + begin fun () -> + let l = clear !current in + if l > 0 then + do_after ms:stop_a_bit do: + begin fun () -> + fall_lines (); + add_score l; + do_after ms:stop_a_bit do:newblock + end + else + newblock () + end + end + else + begin + erase_falling_block !current; + draw_falling_block m; + current := m; + do_after ms:!time do:loop + end + in + + let bind_game w = + bind w events:[[],`KeyPress] action:(`Set ([`KeySymString], + fun e -> + begin 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 + | _ -> () + 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 do:loop + in + (* As an applet, it was required... *) + (* List.iter fun: bind_game widgets; *) + bind_game top; + Button.configure button command: game_init; + game_init () + +let _ = Printexc.print mainLoop () |