1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709
|
(***********************************************************************)
(* *)
(* MLTk, Tcl/Tk interface of OCaml *)
(* *)
(* Francois Rouaix, Francois Pessaux, Jun Furuse and Pierre Weis *)
(* projet Cristal, INRIA Rocquencourt *)
(* Jacques Garrigue, Kyoto University RIMS *)
(* *)
(* Copyright 2002 Institut National de Recherche en Informatique et *)
(* en Automatique and Kyoto University. All rights reserved. *)
(* This file is distributed under the terms of the GNU Library *)
(* General Public License, with the special exception on linking *)
(* described in file LICENSE found in the OCaml source tree. *)
(* *)
(***********************************************************************)
(* $Id$ *)
(* A Tetris game for LablTk *)
(* written by Jun P. Furuse *)
open StdLabels
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 ~f: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 t1
~x:(- block_size * (x + 1) -10 - cell_border * 2)
~y:(- block_size * (y + 1) -10 - cell_border * 2);
Canvas.move canvas t2
~x:(- block_size * (x + 1) -10 - cell_border * 2)
~y:(- block_size * (y + 1) -10 - cell_border * 2);
Canvas.move canvas t3
~x:(- block_size * (x + 1) -10 - cell_border * 2)
~y:(- block_size * (y + 1) -10 - cell_border * 2)
end else begin
Canvas.configure_rectangle canvas t2
~fill: colors.(col - 1)
~outline: colors.(col - 1);
Canvas.configure_rectangle canvas t1
~fill: `Black
~outline: `Black;
Canvas.configure_rectangle canvas t3
~fill: (`Color "light gray")
~outline: (`Color "light gray");
if color = 0 && col <> 0 then begin
Canvas.move canvas t1
~x: (block_size * (x+1)+10+ cell_border*2)
~y: (block_size * (y+1)+10+ cell_border*2);
Canvas.move canvas t2
~x: (block_size * (x+1)+10+ cell_border*2)
~y: (block_size * (y+1)+10+ cell_border*2);
Canvas.move canvas t3
~x: (block_size * (x+1)+10+ cell_border*2)
~y: (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 ()
in
let f = Frame.create fw ~borderwidth: 2 in
let c = Canvas.create f ~width: (block_size * 10)
~height: (block_size * 20)
~borderwidth: 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: (block_size * 4)
~height: (block_size * 4)
~borderwidth: 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 ~f:
(Array.map ~f:
begin fun (x,y) ->
let t1 =
Canvas.create_rectangle c
~x1:(-block_size - 8) ~y1:(-block_size - 8)
~x2:(-9) ~y2:(-9)
and t2 =
Canvas.create_rectangle c
~x1:(-block_size - 10) ~y1:(-block_size - 10)
~x2:(-11) ~y2:(-11)
and t3 =
Canvas.create_rectangle c
~x1:(-block_size - 12) ~y1:(-block_size - 12)
~x2:(-13) ~y2:(-13)
in
Canvas.raise c t1;
Canvas.raise c t2;
Canvas.lower c 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 ~f:
(Array.map ~f:
begin fun (x,y) ->
let t1 =
Canvas.create_rectangle nc
~x1:(-block_size - 8) ~y1:(-block_size - 8)
~x2:(-9) ~y2:(-9)
and t2 =
Canvas.create_rectangle nc
~x1:(-block_size - 10) ~y1:(-block_size - 10)
~x2:(-11) ~y2:(-11)
and t3 =
Canvas.create_rectangle nc
~x1:(-block_size - 12) ~y1:(-block_size - 12)
~x2:(-13) ~y2:(-13)
in
Canvas.raise nc t1;
Canvas.raise nc t2;
Canvas.lower nc 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 ~callback =
timer_ref := Some (Timer.add ~ms ~callback)
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 ~f:(List.map ~f:decode_block) blocks in
let field = Array.create 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 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 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 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 !next))
~x: 0 ~y: 0
and erase_next () =
draw_block next_field ~color: 0
~block: (List.hd (List.nth blocks !next))
~x: 0 ~y: 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 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: (block_size * 5 + block_size / 2)
~y: (block_size * 10 + block_size / 2)
~anchor: `Center in
Canvas.lower canvas i;
let img = Imagephoto.create () in
fun file ->
try
Imagephoto.configure img ~file: file;
Canvas.configure_image canvas 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 (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;
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 ~ms:stop_a_bit ~callback: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 ~callback:
begin fun () ->
let l = clear !current in
if l > 0 then
do_after ~ms:stop_a_bit ~callback:
begin fun () ->
fall_lines ();
add_score l;
do_after ~ms:stop_a_bit ~callback:newblock
end
else
newblock ()
end
end
else
begin
erase_falling_block !current;
draw_falling_block m;
current := m;
do_after ~ms:!time ~callback:loop
end
in
let bind_game w =
bind w ~events:[`KeyPress] ~fields:[`KeySymString] ~action:
begin fun e ->
match e.ev_KeySymString with
| "h"|"Left" ->
let m = copy_block current in
m.x <- m.x - 1;
ignore (try_to_move m)
| "j"|"Up" ->
let m = copy_block current in
m.d <- m.d + 1;
if m.d = List.length m.pattern then m.d <- 0;
ignore (try_to_move m)
| "k"|"Down" ->
let m = copy_block current in
m.d <- m.d - 1;
if m.d < 0 then m.d <- List.length m.pattern - 1;
ignore (try_to_move m)
| "l"|"Right" ->
let m = copy_block current in
m.x <- m.x + 1;
ignore (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 ~callback:loop
in
(* As an applet, it was required... *)
(* List.iter f: bind_game widgets; *)
bind_game top;
Button.configure button ~command: game_init;
game_init ()
let _ = Printexc.print mainLoop ()
|