You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
861 lines
26 KiB
Rust
861 lines
26 KiB
Rust
// Bevy basically forces "complex types" with Querys
|
|
#![allow(clippy::type_complexity)]
|
|
|
|
use games::*;
|
|
use itertools::Itertools;
|
|
|
|
#[cfg(test)]
|
|
mod test;
|
|
|
|
// TODO: Space key: skip to end
|
|
// TODO: When piece is near wall and rotates, move it over if it fits
|
|
// TODO: Make falling based on a timer resource ticking
|
|
// This allows us to tune the falling rate over time
|
|
// TODO: Preview next batch of pieces that will drop
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(BaseGamePlugin {
|
|
name: "falling-block-adventure".into(),
|
|
target_resolution: (640.0, 480.0).into(),
|
|
game_type: GameType::Two,
|
|
..default()
|
|
})
|
|
.init_state::<GameState>()
|
|
.init_resource::<ShapesBuffer>()
|
|
.init_resource::<Score>()
|
|
.add_systems(Startup, (init_world, init_debug_ui, init_ui))
|
|
// Input and basic systems
|
|
.add_systems(
|
|
Update, (
|
|
kb_input.run_if(on_event::<KeyboardInput>),
|
|
toggle_state_visibility::<GameState>.run_if(state_changed::<GameState>),
|
|
)
|
|
)
|
|
.add_systems(
|
|
Update,
|
|
(
|
|
update_next_shapes.run_if(resource_changed::<ShapesBuffer>.or(resource_added::<ShapesBuffer>)),
|
|
add_piece.run_if(not(any_with_component::<Shape>)).after(update_next_shapes),
|
|
update_shape_blocks
|
|
.run_if(any_component_added::<Shape>.or(any_component_changed::<Shape>)),
|
|
|
|
falling
|
|
.run_if(in_state(GameState::Falling))
|
|
.run_if(clock_cycle(1.0)),
|
|
update_position.run_if(any_component_changed::<GridPosition>),
|
|
|
|
deactivate_shape.run_if(any_component_removed::<Shape>),
|
|
|
|
// Clearing lines systems
|
|
clear_line.run_if(any_component_changed::<LineBlocks>),
|
|
adjust_block_lines.run_if(any_component_changed::<Line>).after(clear_line),
|
|
),
|
|
)
|
|
// UI systems
|
|
.add_systems(Update,
|
|
(
|
|
sync_resource_to_ui::<ShapesBuffer>.run_if(resource_changed::<ShapesBuffer>),
|
|
sync_resource_to_ui::<Score>.run_if(resource_changed::<Score>),
|
|
sync_singleton_to_ui::<Shape>.run_if(any_component_changed::<Shape>),
|
|
sync_singleton_to_ui::<Orientation>.run_if(any_component_changed::<Orientation>),
|
|
)
|
|
)
|
|
.add_systems(Update, draw_grid)
|
|
.run();
|
|
}
|
|
|
|
const SCALE: f32 = 30.0;
|
|
|
|
// Declare the size of the play area
|
|
const X_MAX: usize = 10;
|
|
const Y_MAX: usize = 20;
|
|
|
|
// The blocks making up this shape
|
|
#[derive(Component)]
|
|
#[relationship_target(relationship = ShapeBlock)]
|
|
struct ShapeBlocks(Vec<Entity>);
|
|
|
|
/// A part of a piece, i.e., a single square of a piece
|
|
#[derive(Component, Debug)]
|
|
#[relationship(relationship_target = ShapeBlocks)]
|
|
struct ShapeBlock {
|
|
#[relationship]
|
|
shape: Entity,
|
|
}
|
|
|
|
// The blocks making up this shape
|
|
#[derive(Component, Default, Debug)]
|
|
#[relationship_target(relationship = LineBlock)]
|
|
struct LineBlocks(Vec<Entity>);
|
|
|
|
/// A part of a piece, i.e., a single square of a piece
|
|
#[derive(Component, Debug)]
|
|
#[require(Transform, Visibility)]
|
|
#[relationship(relationship_target = LineBlocks)]
|
|
struct LineBlock {
|
|
#[relationship]
|
|
line: Entity,
|
|
}
|
|
|
|
// A line holds up to 10 blocks before being cleared
|
|
#[derive(Component, Debug, Clone, Copy)]
|
|
struct Line(usize);
|
|
|
|
// Just marks a block either of a shape or line
|
|
#[derive(Component, Debug)]
|
|
struct Block;
|
|
|
|
#[derive(Component, Debug, Clone, Copy, PartialEq)]
|
|
#[require(Transform, Visibility)]
|
|
struct GridPosition {
|
|
x: usize,
|
|
y: usize,
|
|
}
|
|
|
|
impl GridPosition {
|
|
fn with_offset(self, other_x: isize, other_y: isize) -> Result<GridPosition, GameError> {
|
|
let x = self.x as isize + other_x;
|
|
let y = self.y as isize + other_y;
|
|
|
|
if x >= X_MAX as isize {
|
|
Err(GameError::OutOfBoundsLeft)
|
|
} else if x < 0 {
|
|
Err(GameError::OutOfBoundsRight)
|
|
} else if y < 0 {
|
|
Err(GameError::OutOfBoundsDown)
|
|
} else {
|
|
Ok(GridPosition {
|
|
x: x as usize,
|
|
y: y as usize,
|
|
})
|
|
}
|
|
}
|
|
}
|
|
|
|
impl Display for GridPosition {
|
|
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
|
|
write!(f, "({},{})", self.x, self.y)
|
|
}
|
|
}
|
|
|
|
#[derive(Error, Debug, PartialEq)]
|
|
enum GameError {
|
|
#[error("Coordinates are out of bounds: Left")]
|
|
OutOfBoundsLeft,
|
|
#[error("Coordinates are out of bounds: Right")]
|
|
OutOfBoundsRight,
|
|
#[error("Coordinates are out of bounds: Down")]
|
|
OutOfBoundsDown,
|
|
#[error("Coordiante collision")]
|
|
Collision,
|
|
}
|
|
|
|
impl Default for GridPosition {
|
|
fn default() -> Self {
|
|
GridPosition { x: 5, y: Y_MAX }
|
|
}
|
|
}
|
|
|
|
impl From<&GridPosition> for Vec3 {
|
|
fn from(GridPosition { x, y }: &GridPosition) -> Vec3 {
|
|
// Grid Positions start in the bottom left of the area
|
|
// So (0, 0) is the bottom left, (0, 9) is the bottom right, etc
|
|
|
|
let x_0 = -SCALE * 5.0 + (0.5 * SCALE);
|
|
let x = x_0 + ((*x as f32) * SCALE);
|
|
|
|
let y_0 = -SCALE * 10.0 + (0.5 * SCALE);
|
|
let y = y_0 + ((*y as f32) * SCALE);
|
|
Vec3::new(x, y, 0.0)
|
|
}
|
|
}
|
|
|
|
impl From<(usize, usize)> for GridPosition {
|
|
fn from((x, y): (usize, usize)) -> GridPosition {
|
|
GridPosition { x, y }
|
|
}
|
|
}
|
|
|
|
impl std::ops::Add for GridPosition {
|
|
type Output = Self;
|
|
|
|
fn add(self, GridPosition { x: x2, y: y2 }: Self) -> Self {
|
|
GridPosition {
|
|
x: self.x + x2,
|
|
y: self.y + y2,
|
|
}
|
|
}
|
|
}
|
|
|
|
impl std::ops::AddAssign<&GridPosition> for GridPosition {
|
|
fn add_assign(&mut self, rhs: &GridPosition) {
|
|
*self = *self + *rhs;
|
|
}
|
|
}
|
|
|
|
#[derive(Component, Default, Event, Clone, Debug)]
|
|
enum Orientation {
|
|
#[default]
|
|
Up,
|
|
Left,
|
|
Down,
|
|
Right,
|
|
}
|
|
|
|
impl Orientation {
|
|
fn next(&self) -> Self {
|
|
match self {
|
|
Self::Up => Self::Left,
|
|
Self::Left => Self::Down,
|
|
Self::Down => Self::Right,
|
|
Self::Right => Self::Up,
|
|
}
|
|
}
|
|
|
|
fn prev(&self) -> Self {
|
|
match self {
|
|
Self::Up => Self::Right,
|
|
Self::Right => Self::Down,
|
|
Self::Down => Self::Left,
|
|
Self::Left => Self::Up,
|
|
}
|
|
}
|
|
}
|
|
|
|
impl Display for Orientation {
|
|
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
|
|
match self {
|
|
Orientation::Up => write!(f, "up"),
|
|
Orientation::Down => write!(f, "down"),
|
|
Orientation::Left => write!(f, "<-"),
|
|
Orientation::Right => write!(f, "->"),
|
|
}
|
|
}
|
|
}
|
|
|
|
#[derive(States, Clone, Eq, PartialEq, Debug, Hash, Default, Component)]
|
|
enum GameState {
|
|
#[default]
|
|
Falling,
|
|
Pause,
|
|
}
|
|
|
|
#[derive(Resource, Debug)]
|
|
struct Visuals {
|
|
material: Handle<ColorMaterial>,
|
|
mesh: Handle<Mesh>,
|
|
}
|
|
|
|
#[derive(Resource, Debug, Default)]
|
|
struct Score(usize);
|
|
|
|
impl Display for Score {
|
|
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
|
|
write!(f, "{}", self.0)
|
|
}
|
|
}
|
|
|
|
/// ShapesBuffer resource stores non-active shapes
|
|
#[derive(Resource, Debug, Default)]
|
|
struct ShapesBuffer {
|
|
/// Next stores a vector of 2N shapes that will come up in play
|
|
next: VecDeque<Shape>,
|
|
}
|
|
|
|
impl Display for ShapesBuffer {
|
|
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
|
|
if let Some(shape) = self.next.front() {
|
|
write!(f, "{shape}")
|
|
} else {
|
|
write!(f, "ERR")
|
|
}
|
|
}
|
|
}
|
|
|
|
fn init_world(
|
|
mut commands: Commands,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<ColorMaterial>>,
|
|
) {
|
|
commands.insert_resource(Visuals {
|
|
material: materials.add(ColorMaterial {
|
|
color: WHITE.into(),
|
|
..default()
|
|
}),
|
|
mesh: meshes.add(Rectangle::new(SCALE, SCALE)),
|
|
});
|
|
|
|
(0..Y_MAX).for_each(|i| {
|
|
info!("Spawning line {i}");
|
|
commands.spawn((Line(i), LineBlocks::default()));
|
|
});
|
|
}
|
|
|
|
fn init_ui(mut commands: Commands) {
|
|
commands
|
|
.spawn((
|
|
Node {
|
|
align_self: AlignSelf::Center,
|
|
justify_self: JustifySelf::End,
|
|
flex_direction: FlexDirection::Column,
|
|
..default()
|
|
},
|
|
BackgroundColor(BLACK.into()),
|
|
))
|
|
.with_children(|parent| {
|
|
parent.spawn((
|
|
Node {
|
|
flex_direction: FlexDirection::Column,
|
|
align_items: AlignItems::Center,
|
|
..default()
|
|
},
|
|
)).with_children(|parent|{
|
|
parent.spawn(Text::new("Next:"));
|
|
parent.spawn((
|
|
Text::new("???"),
|
|
SyncResource::<ShapesBuffer>::default(),
|
|
));
|
|
});
|
|
parent.spawn((
|
|
Node {
|
|
flex_direction: FlexDirection::Column,
|
|
align_items: AlignItems::Center,
|
|
..default()
|
|
},
|
|
)).with_children(|parent|{
|
|
parent.spawn(Text::new("Score:"));
|
|
parent.spawn((
|
|
Text::new("???"),
|
|
SyncResource::<Score>::default(),
|
|
));
|
|
});
|
|
});
|
|
|
|
commands
|
|
.spawn((
|
|
Node {
|
|
align_self: AlignSelf::Center,
|
|
justify_self: JustifySelf::Center,
|
|
..default()
|
|
},
|
|
GameState::Pause,
|
|
))
|
|
.with_children(|parent| {
|
|
parent.spawn(Text::new("Paused"));
|
|
});
|
|
}
|
|
|
|
fn init_debug_ui(mut commands: Commands) {
|
|
commands
|
|
.spawn((
|
|
Node {
|
|
top: Val::Px(0.0),
|
|
left: Val::Px(0.0),
|
|
..default()
|
|
},
|
|
DebuggingState::On,
|
|
))
|
|
.with_children(|parent| {
|
|
parent.spawn((
|
|
Node::default(),
|
|
children![
|
|
(Text::new("SHAPE"), SyncSingleton::<Shape>::default()),
|
|
(
|
|
Text::new("ORIENTATION"),
|
|
SyncSingleton::<Orientation>::default()
|
|
),
|
|
],
|
|
));
|
|
});
|
|
}
|
|
|
|
#[derive(Component, Debug, Clone, Copy)]
|
|
enum Shape {
|
|
M4(Mat4),
|
|
M3(Mat3),
|
|
}
|
|
|
|
impl Default for Shape {
|
|
fn default() -> Self {
|
|
Self::new_t()
|
|
}
|
|
}
|
|
|
|
impl Display for Shape {
|
|
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
|
|
write!(f, "{}", self.as_ascii())
|
|
}
|
|
}
|
|
|
|
impl Shape {
|
|
fn from_mat4(input: Mat4) -> Self {
|
|
Self::M4(input)
|
|
}
|
|
|
|
fn from_mat3(input: Mat3) -> Self {
|
|
Self::M3(input)
|
|
}
|
|
|
|
fn new_o() -> Self {
|
|
Self::from_mat4(Mat4::from_cols_array_2d(&[
|
|
[0., 0., 0., 0.],
|
|
[0., 1., 1., 0.],
|
|
[0., 1., 1., 0.],
|
|
[0., 0., 0., 0.],
|
|
]))
|
|
}
|
|
|
|
fn new_t() -> Self {
|
|
Self::from_mat3(Mat3::from_cols_array_2d(&[
|
|
[0., 1., 0.],
|
|
[1., 1., 1.],
|
|
[0., 0., 0.],
|
|
]))
|
|
}
|
|
|
|
fn new_l() -> Self {
|
|
Self::from_mat4(Mat4::from_cols_array_2d(&[
|
|
[0., 0., 0., 0.],
|
|
[0., 1., 0., 0.],
|
|
[0., 1., 0., 0.],
|
|
[0., 1., 1., 0.],
|
|
]))
|
|
}
|
|
|
|
fn new_j() -> Self {
|
|
Self::from_mat4(Mat4::from_cols_array_2d(&[
|
|
[0., 0., 0., 0.],
|
|
[0., 0., 1., 0.],
|
|
[0., 0., 1., 0.],
|
|
[0., 1., 1., 0.],
|
|
]))
|
|
}
|
|
|
|
fn new_s() -> Self {
|
|
Self::from_mat4(Mat4::from_cols_array_2d(&[
|
|
[0., 0., 0., 0.],
|
|
[0., 1., 1., 0.],
|
|
[1., 1., 0., 0.],
|
|
[0., 0., 0., 0.],
|
|
]))
|
|
}
|
|
|
|
fn new_z() -> Self {
|
|
Self::from_mat4(Mat4::from_cols_array_2d(&[
|
|
[0., 0., 0., 0.],
|
|
[1., 1., 0., 0.],
|
|
[0., 1., 1., 0.],
|
|
[0., 0., 0., 0.],
|
|
]))
|
|
}
|
|
|
|
fn new_i() -> Self {
|
|
Self::from_mat4(Mat4::from_cols_array_2d(&[
|
|
[0., 0., 1., 0.],
|
|
[0., 0., 1., 0.],
|
|
[0., 0., 1., 0.],
|
|
[0., 0., 1., 0.],
|
|
]))
|
|
}
|
|
|
|
// Rotates 90 degrees to the right
|
|
// https://stackoverflow.com/a/8664879
|
|
fn rotated(&self) -> Self {
|
|
match self {
|
|
Self::M4(inner) => {
|
|
let mut new_self = inner.transpose();
|
|
for i in 0..4 {
|
|
let col = new_self.col_mut(i);
|
|
*col = Vec4::new(col[3], col[2], col[1], col[0]);
|
|
}
|
|
Self::M4(new_self)
|
|
}
|
|
Self::M3(inner) => {
|
|
let mut new_self = inner.transpose();
|
|
for i in 0..3 {
|
|
let col = new_self.col_mut(i);
|
|
*col = Vec3::new(col[2], col[1], col[0]);
|
|
}
|
|
Self::M3(new_self)
|
|
}
|
|
}
|
|
}
|
|
|
|
fn rotate(&mut self) {
|
|
*self = self.rotated();
|
|
}
|
|
|
|
fn coordinates(
|
|
&self,
|
|
center: &GridPosition,
|
|
) -> impl Iterator<Item = Result<GridPosition, GameError>> {
|
|
let mut v: Vec<Result<GridPosition, GameError>> = Vec::new();
|
|
match self {
|
|
Self::M4(inner) => {
|
|
for (i, y) in (-1..3).rev().enumerate() {
|
|
let c = inner.col(i);
|
|
for (j, x) in (-1..3).enumerate() {
|
|
if c[j] == 1.0 {
|
|
v.push(center.with_offset(x, y));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
Self::M3(inner) => {
|
|
for (i, y) in (-1..2).rev().enumerate() {
|
|
let c = inner.col(i);
|
|
for (j, x) in (-1..2).enumerate() {
|
|
if c[j] == 1.0 {
|
|
v.push(center.with_offset(x, y));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
};
|
|
v.into_iter()
|
|
}
|
|
|
|
fn as_ascii(&self) -> String {
|
|
let mut output = String::default();
|
|
|
|
match self {
|
|
Self::M4(this) => {
|
|
for i in 0..4 {
|
|
let col = this.col(i).to_array();
|
|
output += format!("{}{}{}{}\n", col[0], col[1], col[2], col[3]).as_str();
|
|
}
|
|
}
|
|
Self::M3(this) => {
|
|
for i in 0..3 {
|
|
let col = this.col(i).to_array();
|
|
output += format!("{}{}{}\n", col[0], col[1], col[2]).as_str();
|
|
}
|
|
}
|
|
};
|
|
|
|
output
|
|
}
|
|
}
|
|
|
|
fn update_position(
|
|
mut changed: Query<
|
|
(Entity, &GridPosition, &mut Transform),
|
|
Or<(Added<GridPosition>, Changed<GridPosition>)>,
|
|
>,
|
|
) {
|
|
changed.iter_mut().for_each(|(e, gp, mut t)| {
|
|
let v3: Vec3 = gp.into();
|
|
debug!(
|
|
"Updating {e} with grid position {:?} to coordinates {:?}",
|
|
gp, v3
|
|
);
|
|
|
|
t.translation = gp.into();
|
|
});
|
|
}
|
|
|
|
// TODO: Inline this to when movement occurs
|
|
fn update_shape_blocks(
|
|
query: Query<(Entity, &Shape, &Orientation, &GridPosition), Or<(Added<Shape>, Changed<Shape>)>>,
|
|
mut blocks: Query<&mut GridPosition, (With<ShapeBlock>, Without<Shape>)>,
|
|
mut commands: Commands,
|
|
visuals: Res<Visuals>,
|
|
) {
|
|
query.iter().for_each(|(e, s, o, center)| {
|
|
info!("Setting piece: {e:?} {o:?} {center:?}\n{}", s.as_ascii());
|
|
|
|
if blocks.is_empty() {
|
|
let mesh = Mesh2d(visuals.mesh.clone());
|
|
let mat = MeshMaterial2d(visuals.material.clone());
|
|
commands
|
|
.entity(e)
|
|
.with_related_entities::<ShapeBlock>(|parent| {
|
|
s.coordinates(center).for_each(|gp| {
|
|
parent
|
|
.spawn((mesh.clone(), mat.clone(), gp.unwrap(), Block))
|
|
.observe(movement);
|
|
});
|
|
});
|
|
} else {
|
|
let mut p = s.coordinates(center);
|
|
blocks.iter_mut().for_each(|mut gp| {
|
|
*gp = p.next().unwrap().unwrap();
|
|
});
|
|
}
|
|
});
|
|
}
|
|
|
|
fn kb_input(
|
|
mut events: EventReader<KeyboardInput>,
|
|
mut query: Query<(Entity, &mut Shape)>,
|
|
curr: Res<State<GameState>>,
|
|
mut next: ResMut<NextState<GameState>>,
|
|
mut commands: Commands,
|
|
) {
|
|
events.read().for_each(
|
|
|KeyboardInput {
|
|
key_code, state, ..
|
|
}| {
|
|
if let ButtonState::Pressed = state {
|
|
query.iter_mut().for_each(|(e, mut s)| {
|
|
match key_code {
|
|
// Up arrow should rotate if in falling mode
|
|
// Only move up if in falling::off mode
|
|
KeyCode::ArrowUp => {
|
|
commands.entity(e).trigger(Movement::Rotate);
|
|
}
|
|
KeyCode::ArrowDown => {
|
|
commands.entity(e).trigger(Movement::Down);
|
|
}
|
|
KeyCode::ArrowLeft => {
|
|
commands.entity(e).trigger(Movement::Left);
|
|
}
|
|
KeyCode::ArrowRight => {
|
|
commands.entity(e).trigger(Movement::Right);
|
|
}
|
|
KeyCode::Escape => next.set(match curr.get() {
|
|
GameState::Falling => GameState::Pause,
|
|
GameState::Pause => GameState::Falling,
|
|
}),
|
|
KeyCode::Digit1 => *s = Shape::new_t(),
|
|
KeyCode::Digit2 => *s = Shape::new_o(),
|
|
KeyCode::Digit3 => *s = Shape::new_l(),
|
|
KeyCode::Digit4 => *s = Shape::new_j(),
|
|
KeyCode::Digit5 => *s = Shape::new_s(),
|
|
KeyCode::Digit6 => *s = Shape::new_z(),
|
|
KeyCode::Digit7 => *s = Shape::new_i(),
|
|
_ => (),
|
|
}
|
|
});
|
|
}
|
|
},
|
|
);
|
|
}
|
|
|
|
fn draw_grid(mut gizmos: Gizmos) {
|
|
gizmos
|
|
.grid_2d(
|
|
Isometry2d::IDENTITY,
|
|
UVec2::new(X_MAX as u32, Y_MAX as u32),
|
|
Vec2::new(SCALE, SCALE),
|
|
GREEN,
|
|
)
|
|
.outer_edges();
|
|
}
|
|
|
|
fn falling(mut shape: Query<Entity, With<Shape>>, mut commands: Commands) {
|
|
shape.iter_mut().for_each(|e| {
|
|
info!("Making {:?} fall", e);
|
|
commands.entity(e).trigger(Movement::Down);
|
|
});
|
|
}
|
|
|
|
// Run condition that returns `true` every `n` seconds
|
|
// TODO: Update a resource with the current tick
|
|
fn clock_cycle(n: f32) -> impl FnMut(Res<Time>, Local<f32>) -> bool {
|
|
move |t: Res<Time>, mut buf: Local<f32>| -> bool {
|
|
*buf += t.delta_secs();
|
|
if *buf > n {
|
|
*buf = 0.0;
|
|
true
|
|
} else {
|
|
false
|
|
}
|
|
}
|
|
}
|
|
|
|
fn add_piece(mut commands: Commands, mut shapes: ResMut<ShapesBuffer>) {
|
|
commands
|
|
.spawn((
|
|
Orientation::default(),
|
|
GridPosition::default(),
|
|
shapes.next.pop_front().unwrap(),
|
|
))
|
|
.observe(movement);
|
|
}
|
|
|
|
/// When a line reaches 10 blocks, clear it
|
|
fn clear_line(
|
|
changed_lines: Query<Entity, Changed<LineBlocks>>,
|
|
mut lines: Query<(Entity, &LineBlocks, &mut Line)>,
|
|
mut score: ResMut<Score>,
|
|
mut commands: Commands,
|
|
) {
|
|
let cleared_lines: Vec<usize> = changed_lines
|
|
.iter()
|
|
.filter_map(|e| lines.get(e).ok())
|
|
.filter_map(|(e, lb, Line(i))| {
|
|
if lb.0.len() == 10 {
|
|
commands.entity(e).despawn_related::<LineBlocks>();
|
|
score.0 += 1;
|
|
info!("New score: {:?}", score.0);
|
|
Some(*i)
|
|
} else {
|
|
None
|
|
}
|
|
})
|
|
.collect();
|
|
|
|
info!("Cleared lines: {:?}", cleared_lines);
|
|
|
|
for (idx, cleared_line_number) in cleared_lines.into_iter().sorted().enumerate() {
|
|
info!("Processing line {cleared_line_number} ({idx})");
|
|
let cleared_line_number = cleared_line_number - idx;
|
|
lines.iter_mut().sorted_by(|(_, _, i), (_, _, j)| i.0.cmp(&j.0)).for_each(|(_, _, mut l)| {
|
|
let dest = if l.0 > cleared_line_number {
|
|
l.0 - 1
|
|
} else if l.0 == cleared_line_number {
|
|
Y_MAX - 1
|
|
} else {
|
|
l.0
|
|
};
|
|
info!("Moving line {:?} to {:?}", l, dest);
|
|
l.0 = dest;
|
|
});
|
|
}
|
|
}
|
|
|
|
fn adjust_block_lines(
|
|
query: Query<(Entity, &Line), Changed<Line>>,
|
|
parent: Query<&LineBlocks>,
|
|
mut blocks: Query<&mut GridPosition>,
|
|
) {
|
|
#[cfg(debug_assertions)]
|
|
{
|
|
// Check that all line numbers are present
|
|
let expected_line_numbers = 0..Y_MAX;
|
|
let actual_line_numbers = query.iter().map(|(_, Line(i))| i).sorted();
|
|
query.iter().map(|(_, Line(i))| i).sorted().for_each(|i| info!("Line #: {i}"));
|
|
std::iter::zip(expected_line_numbers, actual_line_numbers).for_each(|(a, b)| {
|
|
debug_assert_eq!(a as usize, *b);
|
|
});
|
|
}
|
|
|
|
query.iter().for_each(|(e, Line(i))| {
|
|
parent.iter_descendants(e).for_each(|block| {
|
|
if let Ok(mut gp) = blocks.get_mut(block) {
|
|
gp.y = *i;
|
|
}
|
|
});
|
|
});
|
|
}
|
|
|
|
#[derive(Event, Copy, Clone, PartialEq)]
|
|
enum Movement {
|
|
Down,
|
|
Left,
|
|
Right,
|
|
Rotate,
|
|
}
|
|
|
|
// TODO: When out of bounds left/right, try to move piece away from wall
|
|
fn movement(
|
|
trigger: Trigger<Movement>,
|
|
mut grid_positions: Query<&mut GridPosition, Or<(With<ShapeBlock>, With<ShapeBlocks>)>>,
|
|
mut shape: Query<&mut Shape>,
|
|
inactive: Query<&GridPosition, (Without<ShapeBlock>, Without<ShapeBlocks>)>,
|
|
mut commands: Commands,
|
|
) {
|
|
if let (Ok(this_shape), Ok(center)) = (
|
|
shape.get_mut(trigger.target()),
|
|
grid_positions.get(trigger.target()),
|
|
) {
|
|
let (new_center, new_shape) = match trigger.event() {
|
|
Movement::Down => (center.with_offset(0, -1), *this_shape),
|
|
Movement::Left => (center.with_offset(-1, 0), *this_shape),
|
|
Movement::Right => (center.with_offset(1, 0), *this_shape),
|
|
Movement::Rotate => (Ok(*center), this_shape.rotated()),
|
|
};
|
|
info!(
|
|
"Proposed change: {:?}\n{}",
|
|
new_center,
|
|
new_shape.as_ascii()
|
|
);
|
|
match new_center {
|
|
Err(GameError::OutOfBoundsLeft) | Err(GameError::OutOfBoundsRight) => (), // Do nothing
|
|
Err(GameError::OutOfBoundsDown) => {
|
|
commands.entity(trigger.target()).remove::<Shape>();
|
|
}
|
|
Err(GameError::Collision) => panic!("This shouldn't happen!"),
|
|
Ok(new_center) => {
|
|
let new_blocks = new_shape.coordinates(&new_center);
|
|
for block_gp in new_blocks {
|
|
match block_gp {
|
|
Err(GameError::OutOfBoundsLeft) | Err(GameError::OutOfBoundsRight) => {
|
|
return;
|
|
} // Do nothing
|
|
Err(GameError::OutOfBoundsDown) => {
|
|
commands.entity(trigger.target()).remove::<Shape>();
|
|
return;
|
|
}
|
|
Err(GameError::Collision) => panic!("This shouldn't happen!"),
|
|
Ok(gp) => {
|
|
for other_gp in inactive.iter() {
|
|
// If there would be a collision between blocks
|
|
if gp == *other_gp {
|
|
// And we are moving down
|
|
if *trigger.event() == Movement::Down {
|
|
// De-activate this piece
|
|
commands.entity(trigger.target()).remove::<Shape>();
|
|
}
|
|
// Regardless, cancel the move
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// Update center
|
|
let mut gp = grid_positions.get_mut(trigger.target()).unwrap();
|
|
*gp = new_center;
|
|
// Update shape/rotation
|
|
let mut s = shape.get_mut(trigger.target()).unwrap();
|
|
*s = new_shape;
|
|
}
|
|
}
|
|
} else {
|
|
warn!("Triggered movement on non-shape entity");
|
|
}
|
|
}
|
|
|
|
// TODO: Just despawn?
|
|
fn deactivate_shape(
|
|
mut events: RemovedComponents<Shape>,
|
|
grid_positions: Query<&GridPosition>,
|
|
parent: Query<&ShapeBlocks>,
|
|
lines: Query<(Entity, &Line), With<LineBlocks>>,
|
|
mut commands: Commands,
|
|
) {
|
|
events.read().for_each(|target| {
|
|
parent.iter_descendants(target).for_each(|block| {
|
|
let GridPosition { y, .. } = grid_positions.get(block).unwrap();
|
|
let parent_line = lines
|
|
.iter()
|
|
.find_map(|(e, Line(i))| (*y == *i).then_some(e))
|
|
.unwrap(); // TODO: This crashed once kinda late in a game... why?
|
|
commands
|
|
.entity(parent_line)
|
|
.add_one_related::<LineBlock>(block);
|
|
});
|
|
commands.entity(target).despawn();
|
|
});
|
|
}
|
|
|
|
fn update_next_shapes(mut buffer: ResMut<ShapesBuffer>) {
|
|
// If the buffer contains less than n+1 shapes (where n is the number of possible shapes)
|
|
// Ideally we have between 1n and 2n shapes in the `next` buffer
|
|
while buffer.next.len() < 8 {
|
|
// TODO: Shuffle these!
|
|
buffer.next.extend([
|
|
Shape::new_o(),
|
|
Shape::new_t(),
|
|
Shape::new_l(),
|
|
Shape::new_j(),
|
|
Shape::new_s(),
|
|
Shape::new_z(),
|
|
Shape::new_i(),
|
|
]);
|
|
}
|
|
}
|