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-(***********************************************************************)
-(* *)
-(* MLTk, Tcl/Tk interface of Objective Caml *)
-(* *)
-(* 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 Objective Caml source tree. *)
-(* *)
-(***********************************************************************)
-
-(* A Tetris game for CamlTk *)
-(* written by Jun P. Furuse *)
-
-open Camltk
-
-exception Done
-
-type cell = {mutable color : int;
- tag : tagOrId * tagOrId * tagOrId}
-
-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 colors = [|
- NamedColor "red";
- NamedColor "yellow";
-
- NamedColor "blue";
- NamedColor "orange";
-
- NamedColor "magenta";
- NamedColor "green";
-
- NamedColor "cyan"
-|]
-
-let baseurl = "images/"
-
-let backgrounds =
- List.map (fun s -> baseurl ^ s)
- [ "dojoji.back.gif";
- "Lambda2back.gif";
- "CamlBook.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 btoi dvec
-
-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 (Pixels 2)] in
- let c = Canvas.create f [Width (Pixels (block_size * 10));
- Height (Pixels (block_size * 20));
- BorderWidth (Pixels 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 (Pixels (block_size * 4));
- Height (Pixels (block_size * 4));
- BorderWidth (Pixels 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
- let exitg = Button.create r [Text "Quit"; Font "variable"] in
-
- pack [f] [];
- pack [c; r; r'] [Side Side_Left; Fill Fill_Y];
- pack [nl; nc] [Side Side_Top];
- pack [scl; sc; lnl; ln; levl; lev; newg; exitg] [Side Side_Top];
-
- let cells_src = Array.create 20 (Array.create 10 ()) in
- let cells = Array.map (Array.map (fun () ->
- {tag=
- (let t1, t2, t3 =
- Canvas.create_rectangle c
- (Pixels (-block_size - 8)) (Pixels (-block_size - 8))
- (Pixels (-9)) (Pixels (-9)) [],
- Canvas.create_rectangle c
- (Pixels (-block_size - 10)) (Pixels (-block_size - 10))
- (Pixels (-11)) (Pixels (-11)) [],
- Canvas.create_rectangle c
- (Pixels (-block_size - 12)) (Pixels (-block_size - 12))
- (Pixels (-13)) (Pixels (-13)) []
- in
- Canvas.raise_top c t1;
- Canvas.raise_top c t2;
- Canvas.lower_bot c t3;
- t1,t2,t3);
- color= 0})) cells_src
- in
- let nexts_src = Array.create 4 (Array.create 4 ()) in
- let nexts =
- Array.map (Array.map (fun () ->
- {tag=
- (let t1, t2, t3 =
- Canvas.create_rectangle nc
- (Pixels (-block_size - 8)) (Pixels (-block_size - 8))
- (Pixels (-9)) (Pixels (-9)) [],
- Canvas.create_rectangle nc
- (Pixels (-block_size - 10)) (Pixels (-block_size - 10))
- (Pixels (-11)) (Pixels (-11)) [],
- Canvas.create_rectangle nc
- (Pixels (-block_size - 12)) (Pixels (-block_size - 12))
- (Pixels (-13)) (Pixels (-13)) []
- in
- Canvas.raise_top nc t1;
- Canvas.raise_top nc t2;
- Canvas.lower_bot nc t3;
- t1, t2, t3);
- color= 0})) nexts_src in
- let game_over () = ()
- in
- [f; c; r; nl; nc; scl; sc; levl; lev; lnl; ln], newg, exitg,
- (c, cells), (nc, nexts), scorev, linev, levv, game_over
-
-let cell_get (c, cf) x y =
- (Array.get (Array.get cf y) x).color
-
-let cell_set (c, cf) x y col =
- let cur = Array.get (Array.get cf y) x in
- let t1,t2,t3 = cur.tag in
- if cur.color = col then ()
- else
- if cur.color <> 0 && col = 0 then
- begin
- Canvas.move c t1
- (Pixels (- block_size * (x + 1) -10 - cell_border * 2))
- (Pixels (- block_size * (y + 1) -10 - cell_border * 2));
- Canvas.move c t2
- (Pixels (- block_size * (x + 1) -10 - cell_border * 2))
- (Pixels (- block_size * (y + 1) -10 - cell_border * 2));
- Canvas.move c t3
- (Pixels (- block_size * (x + 1) -10 - cell_border * 2))
- (Pixels (- block_size * (y + 1) -10 - cell_border * 2))
- end
- else
- begin
- Canvas.configure_rectangle c t2
- [FillColor (Array.get colors (col - 1));
- Outline (Array.get colors (col - 1))];
- Canvas.configure_rectangle c t1
- [FillColor Black;
- Outline Black];
- Canvas.configure_rectangle c t3
- [FillColor (NamedColor "light gray");
- Outline (NamedColor "light gray")];
- if cur.color = 0 && col <> 0 then
- begin
- Canvas.move c t1
- (Pixels (block_size * (x+1)+10+ cell_border*2))
- (Pixels (block_size * (y+1)+10+ cell_border*2));
- Canvas.move c t2
- (Pixels (block_size * (x+1)+10+ cell_border*2))
- (Pixels (block_size * (y+1)+10+ cell_border*2));
- Canvas.move c t3
- (Pixels (block_size * (x+1)+10+ cell_border*2))
- (Pixels (block_size * (y+1)+10+ cell_border*2))
- end
- end;
- cur.color <- col
-
-let draw_block field col d x y =
- for iy = 0 to 3 do
- let base = ref 1 in
- let xd = Array.get d iy in
- for ix = 0 to 3 do
- if xd land !base <> 0 then
- begin
- try cell_set field (ix + x) (iy + y) col with _ -> ()
- end
- else
- begin
- (* cell_set field (ix + x) (iy + y) 0 *) ()
- end;
- 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 milli f =
- timer_ref := Some (Timer.add milli 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 [lb; fw] [Side 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 (List.map decode_block) blocks in
- let field = Array.create 26 0 in
- let widgets, newg, exitg, 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 j i 0
- done
- done;
- for i = 0 to 3 do
- for j = 0 to 3 do
- cell_set next_field j i 0
- done
- done
- in
-
- let draw_falling_block fb =
- draw_block cell_field fb.bcolor
- (List.nth fb.pattern fb.d) (fb.x - 3) (fb.y - 3)
-
- and erase_falling_block fb =
- draw_block cell_field 0 (List.nth fb.pattern fb.d) (fb.x - 3) (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 j (i + fb.y - 3) 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 j (!cur-3) (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 j (i-3) 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 (!next+1) (List.hd (List.nth blocks !next)) 0 0
-
- and erase_next () =
- draw_block next_field 0 (List.hd (List.nth blocks !next)) 0 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 ()
- else
- begin
- m.x <- m.x + 1;
- if sub m then ()
- else
- begin
- m.x <- m.x - 2;
- ignore (sub m)
- end
- end
- else ()
- in
-
- let image_load =
- let i = Canvas.create_image canvas
- (Pixels (block_size * 5 + block_size / 2))
- (Pixels (block_size * 10 + block_size / 2))
- [Anchor Center] in
- Canvas.lower_bot canvas i;
- let img = Imagephoto.create [] in
- fun file ->
- try
- Imagephoto.configure img [File file];
- Canvas.configure_image canvas i [ImagePhoto 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;
- (* Future work: We should gain level after an image is put... *)
- 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 stop_a_bit 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 stop_a_bit (fun () ->
- let l = clear !current in
- if l > 0 then
- do_after stop_a_bit (fun () ->
- fall_lines ();
- add_score l;
- do_after stop_a_bit newblock)
- else
- newblock ())
- end
- else
- begin
- erase_falling_block !current;
- draw_falling_block m;
- current := m;
- do_after !time loop
- end
- in
-
- let bind_game w =
- bind w [([], KeyPress)] (BindSet ([Ev_KeySymString],
- fun e ->
- 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
- | _ -> ()
- ))
- 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 !time loop
- in
- bind_game top;
- Button.configure newg [Command game_init];
- Button.configure exitg [Command (fun () -> closeTk (); exit 0)];
- game_init ()
-
-let _ = Printexc.print mainLoop ()