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# tetris-rs | ||
My implementation of Tetris in Rust using Raylib. | ||
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## How to play | ||
- `←` and `→` to move left and right | ||
- `↑` to rotate | ||
- `↓` to drop | ||
- `space` to hard drop | ||
- press `p` to pause | ||
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## How to build | ||
- Install Rust | ||
- `cargo build --release` | ||
- `./target/release/tetris-rs` | ||
- Enjoy! | ||
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## License | ||
MIT |
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use rand::Rng; | ||
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pub struct GameState { | ||
pub board: Vec<Vec<u8>>, | ||
pub current_piece: Piece, | ||
pub next_piece: Piece, | ||
pub score: i32, | ||
pub is_paused: bool, | ||
pub is_game_over: bool, | ||
} | ||
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#[derive(Clone, Debug)] | ||
pub struct Piece { | ||
pub shape: Vec<Vec<u8>>, | ||
pub x: i32, | ||
pub y: i32, | ||
} | ||
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pub enum PieceType { | ||
I, | ||
O, | ||
T, | ||
S, | ||
Z, | ||
J, | ||
L, | ||
} | ||
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pub enum GameStateEvent { | ||
LinesCleared(usize), | ||
GameOver(i32), | ||
Continue, | ||
} | ||
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impl GameState { | ||
pub fn new() -> Self { | ||
Self { | ||
board: vec![vec![0; 10]; 20], | ||
current_piece: Self::generate_random_piece(), | ||
next_piece: Self::generate_random_piece(), | ||
score: 0, | ||
is_paused: false, | ||
is_game_over: false, | ||
} | ||
} | ||
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pub fn update(&mut self) -> Vec<GameStateEvent> { | ||
let mut events = Vec::new(); | ||
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if self.is_paused { | ||
return events; | ||
} | ||
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self.current_piece.y += 1; | ||
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if self.is_collision() { | ||
self.current_piece.y -= 1; | ||
self.merge_piece(); | ||
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let lines_cleared = self.clear_lines(); | ||
self.score += lines_cleared as i32 * 100; | ||
if lines_cleared > 0 { | ||
events.push(GameStateEvent::LinesCleared(lines_cleared)); | ||
} | ||
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self.current_piece = self.next_piece.clone(); | ||
self.next_piece = Self::generate_random_piece(); | ||
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if self.is_collision() { | ||
events.push(GameStateEvent::GameOver(self.score)); | ||
self.is_game_over = true; | ||
} | ||
} | ||
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if events.is_empty() { | ||
events.push(GameStateEvent::Continue); | ||
} | ||
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events | ||
} | ||
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pub fn restart(&mut self) { | ||
self.board = vec![vec![0; 10]; 20]; | ||
self.current_piece = Self::generate_random_piece(); | ||
self.next_piece = Self::generate_random_piece(); | ||
self.score = 0; | ||
self.is_paused = false; | ||
self.is_game_over = false; | ||
} | ||
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fn is_collision(&self) -> bool { | ||
for (y, row) in self.current_piece.shape.iter().enumerate() { | ||
for (x, &value) in row.iter().enumerate() { | ||
if value == 0 { | ||
continue; | ||
} | ||
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let board_x = self.current_piece.x + x as i32; | ||
let board_y = self.current_piece.y + y as i32; | ||
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if board_x < 0 || board_x >= self.board[0].len() as i32 || board_y >= self.board.len() as i32 { | ||
return true; | ||
} | ||
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if board_y >= 0 && self.board[board_y as usize][board_x as usize] != 0 { | ||
return true; | ||
} | ||
} | ||
} | ||
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false | ||
} | ||
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fn clear_lines(&mut self) -> usize { | ||
let mut lines_to_clear = Vec::new(); | ||
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for (y, row) in self.board.iter().enumerate() { | ||
if row.iter().all(|&cell| cell != 0) { | ||
lines_to_clear.push(y); | ||
} | ||
} | ||
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for &line in lines_to_clear.iter().rev() { | ||
self.board.remove(line); | ||
self.board.insert(0, vec![0; 10]); | ||
} | ||
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lines_to_clear.len() | ||
} | ||
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fn generate_random_piece() -> Piece { | ||
let mut rng = rand::thread_rng(); | ||
let piece_type = match rng.gen_range(0..=6) { | ||
0 => PieceType::I, | ||
1 => PieceType::O, | ||
2 => PieceType::T, | ||
3 => PieceType::S, | ||
4 => PieceType::Z, | ||
5 => PieceType::J, | ||
6 => PieceType::L, | ||
_ => unreachable!(), | ||
}; | ||
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match piece_type { | ||
PieceType::I => Piece { | ||
shape: vec![ | ||
vec![0, 0, 0, 0], | ||
vec![1, 1, 1, 1], | ||
vec![0, 0, 0, 0], | ||
vec![0, 0, 0, 0], | ||
], | ||
x: 4, | ||
y: 0, | ||
}, | ||
PieceType::O => Piece { | ||
shape: vec![ | ||
vec![2, 2], | ||
vec![2, 2], | ||
], | ||
x: 4, | ||
y: 0, | ||
}, | ||
PieceType::T => Piece { | ||
shape: vec![ | ||
vec![0, 3, 0], | ||
vec![3, 3, 3], | ||
vec![0, 0, 0], | ||
], | ||
x: 4, | ||
y: 0, | ||
}, | ||
PieceType::S => Piece { | ||
shape: vec![ | ||
vec![0, 4, 4], | ||
vec![4, 4, 0], | ||
vec![0, 0, 0], | ||
], | ||
x: 4, | ||
y: 0, | ||
}, | ||
PieceType::Z => Piece { | ||
shape: vec![ | ||
vec![5, 5, 0], | ||
vec![0, 5, 5], | ||
vec![0, 0, 0], | ||
], | ||
x: 4, | ||
y: 0, | ||
}, | ||
PieceType::J => Piece { | ||
shape: vec![ | ||
vec![6, 0, 0], | ||
vec![6, 6, 6], | ||
vec![0, 0, 0], | ||
], | ||
x: 4, | ||
y: 0, | ||
}, | ||
PieceType::L => Piece { | ||
shape: vec![ | ||
vec![0, 0, 7], | ||
vec![7, 7, 7], | ||
vec![0, 0, 0], | ||
], | ||
x: 4, | ||
y: 0, | ||
}, | ||
} | ||
} | ||
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fn merge_piece(&mut self) { | ||
for (y, row) in self.current_piece.shape.iter().enumerate() { | ||
for (x, &value) in row.iter().enumerate() { | ||
if value == 0 { | ||
continue; | ||
} | ||
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let board_x = self.current_piece.x + x as i32; | ||
let board_y = self.current_piece.y + y as i32; | ||
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if board_x >= 0 && board_x < self.board[0].len() as i32 && | ||
board_y >= 0 && board_y < self.board.len() as i32 { | ||
self.board[board_y as usize][board_x as usize] = value; | ||
} | ||
} | ||
} | ||
} | ||
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pub fn move_piece(&mut self, dx: i32, dy: i32) { | ||
self.current_piece.x += dx; | ||
self.current_piece.y += dy; | ||
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if self.is_collision() { | ||
self.current_piece.x -= dx; | ||
self.current_piece.y -= dy; | ||
} | ||
} | ||
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pub fn hard_drop(&mut self) { | ||
while !self.is_collision() { | ||
self.current_piece.y += 1; | ||
} | ||
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self.current_piece.y -= 1; | ||
self.merge_piece(); | ||
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let lines_cleared = self.clear_lines(); | ||
self.score += lines_cleared as i32 * 100; | ||
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self.current_piece = self.next_piece.clone(); | ||
self.next_piece = Self::generate_random_piece(); | ||
} | ||
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pub fn rotate_piece(&mut self) { | ||
let mut new_shape: Vec<Vec<u8>> = vec![vec![0; self.current_piece.shape.len()]; self.current_piece.shape[0].len()]; | ||
for y in 0..self.current_piece.shape.len() { | ||
for x in 0..self.current_piece.shape[y].len() { | ||
new_shape[x][y] = self.current_piece.shape[y][x]; | ||
} | ||
} | ||
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for row in new_shape.iter_mut() { | ||
row.reverse(); | ||
} | ||
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let mut collision_detected = false; | ||
for (y, row) in new_shape.iter().enumerate() { | ||
for (x, &value) in row.iter().enumerate() { | ||
if value == 0 { | ||
continue; | ||
} | ||
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let board_x = self.current_piece.x + x as i32; | ||
let board_y = self.current_piece.y + y as i32; | ||
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if board_x < 0 || board_x >= self.board[0].len() as i32 || board_y >= self.board.len() as i32 { | ||
collision_detected = true; | ||
break; | ||
} | ||
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if board_y >= 0 && self.board[board_y as usize][board_x as usize] != 0 { | ||
collision_detected = true; | ||
break; | ||
} | ||
} | ||
} | ||
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if !collision_detected { | ||
self.current_piece.shape = new_shape; | ||
} | ||
} | ||
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pub fn toggle_pause(&mut self) { | ||
self.is_paused = !self.is_paused; | ||
} | ||
} |
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use raylib::color::Color; | ||
use raylib::drawing::{RaylibDraw, RaylibDrawHandle}; | ||
use crate::game::GameState; | ||
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const BLOCK_SIZE: i32 = 20; | ||
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fn draw_board(game_state: &GameState, d: &mut RaylibDrawHandle) { | ||
for y in 0..game_state.board.len() { | ||
d.draw_line(0, y as i32 * BLOCK_SIZE, 10 * BLOCK_SIZE, y as i32 * BLOCK_SIZE, Color::DARKGRAY); | ||
for x in 0..game_state.board[0].len() { | ||
d.draw_line(x as i32 * BLOCK_SIZE, 0, x as i32 * BLOCK_SIZE, 20 * BLOCK_SIZE, Color::DARKGRAY); | ||
} | ||
} | ||
} | ||
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fn draw_locked_pieces(game_state: &GameState, d: &mut RaylibDrawHandle) { | ||
for (y, row) in game_state.board.iter().enumerate() { | ||
for (x, &cell) in row.iter().enumerate() { | ||
if cell != 0 { | ||
let x_pos = x as i32 * BLOCK_SIZE; | ||
let y_pos = y as i32 * BLOCK_SIZE; | ||
d.draw_rectangle(x_pos, y_pos, BLOCK_SIZE, BLOCK_SIZE, Color::RED); | ||
} | ||
} | ||
} | ||
} | ||
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pub fn draw(game_state: &GameState, d: &mut RaylibDrawHandle) { | ||
draw_board(game_state, d); | ||
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if !game_state.is_game_over { | ||
draw_locked_pieces(game_state, d); | ||
draw_current_piece(game_state, d); | ||
draw_next_piece(game_state, d); | ||
} | ||
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draw_ui(&game_state, d); | ||
} | ||
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fn draw_ui(game_state: &&GameState, d: &mut RaylibDrawHandle) { | ||
d.draw_text("Next piece:", 12 * BLOCK_SIZE, 0, 20, Color::WHITE); | ||
d.draw_text(&format!("Score: {}", game_state.score), 12 * BLOCK_SIZE, 5 * BLOCK_SIZE, 20, Color::WHITE); | ||
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if game_state.is_paused { | ||
d.draw_text("Paused", 12 * BLOCK_SIZE, 10 * BLOCK_SIZE, 20, Color::WHITE); | ||
} | ||
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if game_state.is_game_over { | ||
d.draw_text("Game Over", 12 * BLOCK_SIZE, 10 * BLOCK_SIZE, 20, Color::WHITE); | ||
} | ||
} | ||
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fn draw_next_piece(game_state: &GameState, d: &mut RaylibDrawHandle) { | ||
for (y, row) in game_state.next_piece.shape.iter().enumerate() { | ||
for (x, &cell) in row.iter().enumerate() { | ||
if cell != 0 { | ||
let x_pos = (x as i32 + 12) * BLOCK_SIZE; | ||
let y_pos = (y as i32 + 1) * BLOCK_SIZE; | ||
d.draw_rectangle(x_pos, y_pos, BLOCK_SIZE, BLOCK_SIZE, Color::DARKGREEN); | ||
} | ||
} | ||
} | ||
} | ||
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fn draw_current_piece(game_state: &GameState, d: &mut RaylibDrawHandle) { | ||
for (y, row) in game_state.current_piece.shape.iter().enumerate() { | ||
for (x, &cell) in row.iter().enumerate() { | ||
if cell != 0 { | ||
let x_pos = (x as i32 + game_state.current_piece.x) * BLOCK_SIZE; | ||
let y_pos = (y as i32 + game_state.current_piece.y) * BLOCK_SIZE; | ||
d.draw_rectangle(x_pos, y_pos, BLOCK_SIZE, BLOCK_SIZE, Color::GREEN); | ||
} | ||
} | ||
} | ||
} |