blocks

package
v2.1.3 Latest Latest
Warning

This package is not in the latest version of its module.

Go to latest
Published: Jul 6, 2021 License: Apache-2.0 Imports: 20 Imported by: 0

Documentation

Index

Constants

View Source
const (
	ScreenWidth  = 256
	ScreenHeight = 240
)

Variables

View Source
var Pieces map[BlockType]*Piece

Pieces is the set of all the possible pieces.

Functions

This section is empty.

Types

type Angle

type Angle int
const (
	Angle0 Angle = iota
	Angle90
	Angle180
	Angle270
)

func (Angle) RotateLeft

func (a Angle) RotateLeft() Angle

func (Angle) RotateRight

func (a Angle) RotateRight() Angle

type BlockType

type BlockType int
const (
	BlockTypeNone BlockType = iota
	BlockType1
	BlockType2
	BlockType3
	BlockType4
	BlockType5
	BlockType6
	BlockType7
	BlockTypeMax = BlockType7
)

type Field

type Field struct {
	// contains filtered or unexported fields
}

Field represents a game field with block states.

func (*Field) AbsorbPiece

func (f *Field) AbsorbPiece(piece *Piece, x, y int, angle Angle)

AbsorbPiece absorbs the piece at (x, y) with the given angle into the field.

func (*Field) Draw

func (f *Field) Draw(r *ebiten.Image, x, y int)

func (*Field) DropPiece

func (f *Field) DropPiece(piece *Piece, x, y int, angle Angle) int

DropPiece tries to drop the piece to the right and returns the piece's next y position.

func (*Field) IsBlocked

func (f *Field) IsBlocked(x, y int) bool

IsBlocked returns a boolean value indicating whether there is a block at position (x, y) on the field.

func (*Field) IsFlushAnimating

func (f *Field) IsFlushAnimating() bool

IsFlushAnimating returns a boolean value indicating whether there is a flush animation.

func (*Field) MovePieceToLeft

func (f *Field) MovePieceToLeft(piece *Piece, x, y int, angle Angle) int

MovePieceToLeft tries to move the piece to the left and returns the piece's next x position.

func (*Field) MovePieceToRight

func (f *Field) MovePieceToRight(piece *Piece, x, y int, angle Angle) int

MovePieceToRight tries to move the piece to the right and returns the piece's next x position.

func (*Field) PieceDroppable

func (f *Field) PieceDroppable(piece *Piece, x, y int, angle Angle) bool

PieceDroppable returns a boolean value indicating whether the piece at (x, y) with the given angle can drop.

func (*Field) RotatePieceLeft

func (f *Field) RotatePieceLeft(piece *Piece, x, y int, angle Angle) Angle

RotatePieceLeft tries to rotate the piece to the left and returns the piece's next angle.

func (*Field) RotatePieceRight

func (f *Field) RotatePieceRight(piece *Piece, x, y int, angle Angle) Angle

RotatePieceRight tries to rotate the piece to the right and returns the piece's next angle.

func (*Field) SetEndFlushAnimating

func (f *Field) SetEndFlushAnimating(fn func(lines int))

SetEndFlushAnimating sets a callback fired on the end of flush animation. The callback argument is the number of flushed lines.

func (*Field) Update

func (f *Field) Update()

type Game

type Game struct {
	// contains filtered or unexported fields
}

func (*Game) Draw

func (g *Game) Draw(screen *ebiten.Image)

func (*Game) Layout

func (g *Game) Layout(outsideWidth, outsideHeight int) (screenWidth, screenHeight int)

func (*Game) Update

func (g *Game) Update() error

type GameScene

type GameScene struct {
	// contains filtered or unexported fields
}

func NewGameScene

func NewGameScene() *GameScene

func (*GameScene) Draw

func (s *GameScene) Draw(r *ebiten.Image)

func (*GameScene) Update

func (s *GameScene) Update(state *GameState) error

type GameState

type GameState struct {
	SceneManager *SceneManager
	Input        *Input
}

type GamepadScene

type GamepadScene struct {
	// contains filtered or unexported fields
}

func (*GamepadScene) Draw

func (s *GamepadScene) Draw(screen *ebiten.Image)

func (*GamepadScene) Update

func (s *GamepadScene) Update(state *GameState) error

type Input

type Input struct {
	// contains filtered or unexported fields
}

Input manages the input state including gamepads and keyboards.

func (*Input) GamepadIDButtonPressed

func (i *Input) GamepadIDButtonPressed() ebiten.GamepadID

GamepadIDButtonPressed returns a gamepad ID where at least one button is pressed. If no button is pressed, GamepadIDButtonPressed returns -1.

func (*Input) IsRotateLeftJustPressed

func (i *Input) IsRotateLeftJustPressed() bool

func (*Input) IsRotateRightJustPressed

func (i *Input) IsRotateRightJustPressed() bool

func (*Input) StateForDown

func (i *Input) StateForDown() int

func (*Input) StateForLeft

func (i *Input) StateForLeft() int

func (*Input) StateForRight

func (i *Input) StateForRight() int

func (*Input) Update

func (i *Input) Update()

type Piece

type Piece struct {
	// contains filtered or unexported fields
}

func (*Piece) AbsorbInto

func (p *Piece) AbsorbInto(field *Field, x, y int, angle Angle)

func (*Piece) Draw

func (p *Piece) Draw(r *ebiten.Image, x, y int, angle Angle)

func (*Piece) DrawAtCenter

func (p *Piece) DrawAtCenter(r *ebiten.Image, x, y, width, height int, angle Angle)

func (*Piece) InitialPosition

func (p *Piece) InitialPosition() (int, int)

type Scene

type Scene interface {
	Update(state *GameState) error
	Draw(screen *ebiten.Image)
}

type SceneManager

type SceneManager struct {
	// contains filtered or unexported fields
}

func (*SceneManager) Draw

func (s *SceneManager) Draw(r *ebiten.Image)

func (*SceneManager) GoTo

func (s *SceneManager) GoTo(scene Scene)

func (*SceneManager) Update

func (s *SceneManager) Update(input *Input) error

type TitleScene

type TitleScene struct {
	// contains filtered or unexported fields
}

func (*TitleScene) Draw

func (s *TitleScene) Draw(r *ebiten.Image)

func (*TitleScene) Update

func (s *TitleScene) Update(state *GameState) error

Jump to

Keyboard shortcuts

? : This menu
/ : Search site
f or F : Jump to
y or Y : Canonical URL