Tetris

Revision as of 11:17, 23 March 2016 by rosettacode>Fwend (→‎{{headerJava}}: added link to Java entry)

Create a playable Tetris game.

Tetris is a draft programming task. It is not yet considered ready to be promoted as a complete task, for reasons that should be found in its talk page.

The visible game matrix should be 10*20.

It must have:

  • left/right key;
  • a hard drop key (the current piece will be dropped and locked at once);
  • (better with another soft drop key);
  • at least one rotation key;
  • (better with two, for both clockwise and counter-clockwise 90° rotation);
  • full set of 7 kinds of shapes (ITOSZJL).

The piece should be rotatable at its initial position (unlike sega arcade tetris), and automatically falling at reasonable speed.

At least 1 preview piece should be shown.

No further requirement about randomizer / rotation system / DAS / colors / difficulty levels / score / hold, but you may do it if you wish.

BASH

<lang BASH>#!/bin/bash

  1. Tetris Game
  2. 10.21.2003 xhchen
  3. http://read.pudn.com/downloads99/sourcecode/game/404711/tetris.sh__.htm
  4. Copyright (C) xhchen
  5. color definition

cRed=1 cGreen=2 cYellow=3 cBlue=4 cFuchsia=5 cCyan=6 cWhite=7 colorTable=($cRed $cGreen $cYellow $cBlue $cFuchsia $cCyan $cWhite)

  1. size & position

iLeft=3 iTop=2 ((iTrayLeft = iLeft + 2)) ((iTrayTop = iTop + 1)) ((iTrayWidth = 10)) ((iTrayHeight = 15))

  1. style definition

cBorder=$cGreen cScore=$cFuchsia cScoreValue=$cCyan

  1. control signal

sigRotate=25 sigLeft=26 sigRight=27 sigDown=28 sigAllDown=29 sigExit=30

  1. boxes

box0=(0 0 0 1 1 0 1 1) box1=(0 2 1 2 2 2 3 2 1 0 1 1 1 2 1 3) box2=(0 0 0 1 1 1 1 2 0 1 1 0 1 1 2 0) box3=(0 1 0 2 1 0 1 1 0 0 1 0 1 1 2 1) box4=(0 1 0 2 1 1 2 1 1 0 1 1 1 2 2 2 0 1 1 1 2 0 2 1 0 0 1 0 1 1 1 2) box5=(0 1 1 1 2 1 2 2 1 0 1 1 1 2 2 0 0 0 0 1 1 1 2 1 0 2 1 0 1 1 1 2) box6=(0 1 1 1 1 2 2 1 1 0 1 1 1 2 2 1 0 1 1 0 1 1 2 1 0 1 1 0 1 1 1 2) box=(${box0[@]} ${box1[@]} ${box2[@]} ${box3[@]} ${box4[@]} ${box5[@]} ${box6[@]}) countBox=(1 2 2 2 4 4 4 ) offsetBox=(0 1 3 5 7 11 15)

  1. score

iScoreEachLevel=50 #be greater than 7

  1. Runtime data

sig=0 iScore=0 iLevel=0 boxNew=() #new box cBoxNew=0 #new box color iBoxNewType=0 #new box type iBoxNewRotate=0 #new box rotate degree boxCur=() #current box cBoxCur=0 #current box color iBoxCurType=0 #current box type iBoxCurRotate=0 #current box rotate degree boxCurX=-1 #current X position boxCurY=-1 #current Y position iMap=() for ((i = 0; i < iTrayHeight * iTrayWidth; i++)); do iMap[$i]=-1; done RunAsKeyReceiver() {

  local pidDisplayer key aKey sig cESC sTTY 
  pidDisplayer=$1 
  aKey=(0 0 0) 
  cESC=`echo -ne "\033"` 
  cSpace=`echo -ne "\040"` 
  sTTY=`stty -g` 
   
  trap "MyExit;" INT TERM 
  trap "MyExitNoSub;" $sigExit 
   
  echo -ne "\033[?25l" 
  while : 
  do 
     read -s -n 1 key 
     aKey[0]=${aKey[1]} 
     aKey[1]=${aKey[2]} 
     aKey[2]=$key 
     sig=0 
     if [[ $key == $cESC && ${aKey[1]} == $cESC ]] 
     then 
        MyExit 
     elif [[ ${aKey[0]} == $cESC && ${aKey[1]} == "[" ]] 
     then 
        if $key == "A" ; then sig=$sigRotate 
        elif $key == "B" ; then sig=$sigDown 
        elif $key == "D" ; then sig=$sigLeft 
        elif $key == "C" ; then sig=$sigRight 
        fi 
     elif | $key == "w" ; then sig=$sigRotate 
     elif | $key == "s" ; then sig=$sigDown 
     elif | $key == "a" ; then sig=$sigLeft 
     elif | $key == "d" ; then sig=$sigRight 
     elif [[ "[$key]" == "[]" ]]; then sig=$sigAllDown 
     elif | $key == "q"  
     then 
        MyExit 
     fi 
     if $sig != 0  
     then 
        kill -$sig $pidDisplayer 
     fi 
  done 

} MyExitNoSub(){

  local y 
  stty $sTTY 
  ((y = iTop + iTrayHeight + 4)) 
  echo -e "\033[?25h\033[${y};0H" 
  exit 

} MyExit(){

  kill -$sigExit $pidDisplayer 
  MyExitNoSub 

} RunAsDisplayer(){

  local sigThis 
  InitDraw 
  trap "sig=$sigRotate;" $sigRotate 
  trap "sig=$sigLeft;" $sigLeft 
  trap "sig=$sigRight;" $sigRight 
  trap "sig=$sigDown;" $sigDown 
  trap "sig=$sigAllDown;" $sigAllDown 
  trap "ShowExit;" $sigExit 
  while :
  do 
     for ((i = 0; i < 21 - iLevel; i++)) 
     do 
        usleep 20000 
        sigThis=$sig 
        sig=0 
        if ((sigThis == sigRotate)); then BoxRotate; 
        elif ((sigThis == sigLeft)); then BoxLeft; 
        elif ((sigThis == sigRight)); then BoxRight; 
        elif ((sigThis == sigDown)); then BoxDown; 
        elif ((sigThis == sigAllDown)); then BoxAllDown; 
        fi 
     done 
     #kill -$sigDown $$ 
     BoxDown 
  done 

} BoxMove(){

  local j i x y xTest yTest 
  yTest=$1 
  xTest=$2 
  for ((j = 0; j < 8; j += 2)) 
  do 
     ((i = j + 1)) 
     ((y = ${boxCur[$j]} + yTest)) 
     ((x = ${boxCur[$i]} + xTest)) 
     if (( y < 0 || y >= iTrayHeight || x < 0 || x >= iTrayWidth)) 
     then 
        return 1 
     fi 
     if ((${iMap[y * iTrayWidth + x]} != -1 )) 
     then 
        return 1 
     fi 
  done 
  return 0; 

} Box2Map(){

  local j i x y xp yp line 
  for ((j = 0; j < 8; j += 2)) 
  do 
     ((i = j + 1)) 
     ((y = ${boxCur[$j]} + boxCurY)) 
     ((x = ${boxCur[$i]} + boxCurX)) 
     ((i = y * iTrayWidth + x)) 
     iMap[$i]=$cBoxCur 
  done 
  line=0 
  for ((j = 0; j < iTrayWidth * iTrayHeight; j += iTrayWidth)) 
  do 
     for ((i = j + iTrayWidth - 1; i >= j; i--)) 
     do 
        if ((${iMap[$i]} == -1)); then break; fi 
     done 
     if ((i >= j)); then continue; fi 
   
     ((line++))    
     for ((i = j - 1; i >= 0; i--)) 
     do 
        ((x = i + iTrayWidth)) 
        iMap[$x]=${iMap[$i]} 
     done 
     for ((i = 0; i < iTrayWidth; i++)) 
     do 
        iMap[$i]=-1 
     done 
  done 
  if ((line == 0)); then return; fi 
  ((x = iLeft + iTrayWidth * 2 + 7)) 
  ((y = iTop + 11)) 
  ((iScore += line * 2 - 1)) 
  echo -ne "\033[1m\033[3${cScoreValue}m\033[${y};${x}H${iScore}         " 
  if ((iScore % iScoreEachLevel < line * 2 - 1)) 
  then 
     if ((iLevel < 20)) 
     then 
        ((iLevel++)) 
        ((y = iTop + 14)) 
        echo -ne "\033[3${cScoreValue}m\033[${y};${x}H${iLevel}        " 
     fi 
  fi 
  echo -ne "\033[0m" 
  for ((y = 0; y < iTrayHeight; y++)) 
  do 
     ((yp = y + iTrayTop + 1)) 
     ((xp = iTrayLeft + 1)) 
     ((i = y * iTrayWidth)) 
     echo -ne "\033[${yp};${xp}H" 
     for ((x = 0; x < iTrayWidth; x++)) 
     do 
        ((j = i + x)) 
        if ((${iMap[$j]} == -1)) 
        then 
           echo -ne "  " 
        else 
           echo -ne "\033[1m\033[7m\033[3${iMap[$j]}m\033[4${iMap[$j]}m\040\040\033[0m" 
        fi 
     done 
  done 

} BoxDown(){

  local y s 
  ((y = boxCurY + 1)) 
  if BoxMove $y $boxCurX 
  then 
     s="`DrawCurBox 0`" 
     ((boxCurY = y)) 
     s="$s`DrawCurBox 1`" 
     echo -ne $s 
  else 
     Box2Map 
     RandomBox 
  fi 

} BoxLeft(){

  local x s 
  ((x = boxCurX - 1)) 
  if BoxMove $boxCurY $x 
  then 
     s=`DrawCurBox 0` 
     ((boxCurX = x)) 
     s=$s`DrawCurBox 1` 
     echo -ne $s 
  fi 

} BoxRight(){

  local x s 
  ((x = boxCurX + 1)) 
  if BoxMove $boxCurY $x 
  then 
     s=`DrawCurBox 0` 
     ((boxCurX = x)) 
     s=$s`DrawCurBox 1` 
     echo -ne $s 
  fi 

} BoxAllDown(){

  local k j i x y iDown s 
  iDown=$iTrayHeight 
  for ((j = 0; j < 8; j += 2)) 
  do 
     ((i = j + 1)) 
     ((y = ${boxCur[$j]} + boxCurY)) 
     ((x = ${boxCur[$i]} + boxCurX)) 
     for ((k = y + 1; k < iTrayHeight; k++)) 
     do 
        ((i = k * iTrayWidth + x)) 
        if (( ${iMap[$i]} != -1)); then break; fi 
     done 
     ((k -= y + 1)) 
     if (( $iDown > $k )); then iDown=$k; fi 
  done 
  s=`DrawCurBox 0` 
  ((boxCurY += iDown)) 
  s=$s`DrawCurBox 1` 
  echo -ne $s 
  Box2Map 
  RandomBox 

} BoxRotate(){

  local iCount iTestRotate boxTest j i s 
  iCount=${countBox[$iBoxCurType]} 
  ((iTestRotate = iBoxCurRotate + 1)) 
  if ((iTestRotate >= iCount)) 
  then 
     ((iTestRotate = 0)) 
  fi 
  for ((j = 0, i = (${offsetBox[$iBoxCurType]} + $iTestRotate) * 8; j < 8; j++, i++)) 
  do 
     boxTest[$j]=${boxCur[$j]} 
     boxCur[$j]=${box[$i]} 
  done 
  if BoxMove $boxCurY $boxCurX 
  then 
     for ((j = 0; j < 8; j++)) 
     do 
        boxCur[$j]=${boxTest[$j]} 
     done 
     s=`DrawCurBox 0` 
     for ((j = 0, i = (${offsetBox[$iBoxCurType]} + $iTestRotate) * 8; j < 8; j++, i++)) 
     do 
        boxCur[$j]=${box[$i]} 
     done 
     s=$s`DrawCurBox 1` 
     echo -ne $s 
     iBoxCurRotate=$iTestRotate 
  else 
     for ((j = 0; j < 8; j++)) 
     do 
        boxCur[$j]=${boxTest[$j]} 
     done 
  fi 

} DrawCurBox(){

  local i j t bDraw sBox s 
  bDraw=$1 
  s="" 
  if (( bDraw == 0 )) 
  then 
     sBox="\040\040" 
  else 
     sBox="\040\040" 
     s=$s"\033[1m\033[7m\033[3${cBoxCur}m\033[4${cBoxCur}m"       
  fi 
  for ((j = 0; j < 8; j += 2)) 
  do 
     ((i = iTrayTop + 1 + ${boxCur[$j]} + boxCurY)) 
     ((t = iTrayLeft + 1 + 2 * (boxCurX + ${boxCur[$j + 1]}))) 
     s=$s"\033[${i};${t}H${sBox}" 
  done 
  s=$s"\033[0m" 
  echo -n $s 

} RandomBox(){

  local i j t 
  #change current box 
  iBoxCurType=${iBoxNewType} 
  iBoxCurRotate=${iBoxNewRotate} 
  cBoxCur=${cBoxNew} 
  for ((j = 0; j < ${#boxNew[@]}; j++)) 
  do 
     boxCur[$j]=${boxNew[$j]} 
  done 
  if (( ${#boxCur[@]} == 8 )) 
  then 
     #calculate current box's starting position 
     for ((j = 0, t = 4; j < 8; j += 2)) 
     do 
        if ((${boxCur[$j]} < t)); then t=${boxCur[$j]}; fi 
     done 
     ((boxCurY = -t)) 
     for ((j = 1, i = -4, t = 20; j < 8; j += 2)) 
     do 
        if ((${boxCur[$j]} > i)); then i=${boxCur[$j]}; fi 
        if ((${boxCur[$j]} < t)); then t=${boxCur[$j]}; fi 
     done 
     ((boxCurX = (iTrayWidth - 1 - i - t) / 2)) 
     echo -ne `DrawCurBox 1` 
     if ! BoxMove $boxCurY $boxCurX 
     then 
        kill -$sigExit ${PPID} 
        ShowExit 
     fi 
  fi 
  #clear old box 
  for ((j = 0; j < 4; j++)) 
  do 
     ((i = iTop + 1 + j)) 
     ((t = iLeft + 2 * iTrayWidth + 7)) 
     echo -ne "\033[${i};${t}H        " 
  done 
  #get a random new box 
  ((iBoxNewType = RANDOM % ${#offsetBox[@]})) 
  ((iBoxNewRotate = RANDOM % ${countBox[$iBoxNewType]})) 
  for ((j = 0, i = (${offsetBox[$iBoxNewType]} + $iBoxNewRotate) * 8; j < 8; j++, i++)) 
  do 
     boxNew[$j]=${box[$i]}; 
  done 
  ((cBoxNew = ${colorTable[RANDOM % ${#colorTable[@]}]})) 
  #display new box 
  echo -ne "\033[1m\033[7m\033[3${cBoxNew}m\033[4${cBoxNew}m" 
  for ((j = 0; j < 8; j += 2)) 
  do 
     ((i = iTop + 1 + ${boxNew[$j]})) 
     ((t = iLeft + 2 * iTrayWidth + 7 + 2 * ${boxNew[$j + 1]})) 
     echo -ne "\033[${i};${t}H\040\040" 
  done 
  echo -ne "\033[0m" 

} InitDraw(){

  clear 
  RandomBox 
  RandomBox 
  local i t1 t2 t3 
  #draw border 
  echo -ne "\033[1m" 
  echo -ne "\033[3${cBorder}m\033[4${cBorder}m" 
  ((t2 = iLeft + 1)) 
  ((t3 = iLeft + iTrayWidth * 2 + 3)) 
  for ((i = 0; i < iTrayHeight; i++)) 
  do 
     ((t1 = i + iTop + 2)) 
     echo -ne "\033[${t1};${t2}H\040\040" 
     echo -ne "\033[${t1};${t3}H\040\040" 
  done 
  ((t2 = iTop + iTrayHeight + 2)) 
  for ((i = 0; i < iTrayWidth + 2; i++)) 
  do 
     ((t1 = i * 2 + iLeft + 1)) 
     echo -ne "\033[${iTrayTop};${t1}H\040\040" 
     echo -ne "\033[${t2};${t1}H\040\040" 
  done 
  echo -ne "\033[0m" 
  #draw score & level prompt 
  echo -ne "\033[1m" 
  ((t1 = iLeft + iTrayWidth * 2 + 7)) 
  ((t2 = iTop + 10)) 
  echo -ne "\033[3${cScore}m\033[${t2};${t1}HScore" 
  ((t2 = iTop + 11)) 
  echo -ne "\033[3${cScoreValue}m\033[${t2};${t1}H${iScore}" 
  ((t2 = iTop + 13)) 
  echo -ne "\033[3${cScore}m\033[${t2};${t1}HLevel" 
  ((t2 = iTop + 14)) 
  echo -ne "\033[3${cScoreValue}m\033[${t2};${t1}H${iLevel}" 
  echo -ne "\033[0m" 

} ShowExit(){

  local y 
  ((y = iTrayHeight + iTrayTop + 3)) 
  echo -e "\033[${y};0HGameOver!\033[0m" 
  exit 

}

  1. Start from here.

if $1 != "--go" then

 $0 --go& 
 RunAsKeyReceiver $! 
 exit 

else

  RunAsDisplayer 
  exit 

fi </lang>

Java

See Tetris/Java.

Microsoft Small Basic

This game was coded by Small Basic coder Kenneth Kasajian. <lang smallbasic>GraphicsWindow.KeyDown = HandleKey GraphicsWindow.BackgroundColor = GraphicsWindow.GetColorFromRGB( 253, 252, 251 )

While "True"

 BOXES = 4      ' number of boxes per piece
 BWIDTH = 25    ' box width in pixels
 XOFFSET = 40   ' Screen X offset in pixels of where the board starts
 YOFFSET = 40   ' Screen Y offset in pixels of where the board starts
 CWIDTH = 10    ' Canvas Width, in number of boxes
 CHEIGHT = 20   ' Canvas Height, in number of boxes.
 STARTDELAY = 800
 ENDDELAY = 175
 PREVIEW_xpos = 13
 PREVIEW_ypos = 2
 GraphicsWindow.Clear()
 GraphicsWindow.Title = "Small Basic Tetris"
 GraphicsWindow.Height = 580
 GraphicsWindow.Width = 700
 GraphicsWindow.Show()
 SetupTemplates()
 SetupCanvas()
 MainLoop()
 GraphicsWindow.ShowMessage( "Game Over", "Small Basic Tetris" )

EndWhile

Sub MainLoop

 template = Text.Append("template", Math.GetRandomNumber(7))
 CreatePiece() ' in: template ret: h
 nextPiece = h
 end = 0
 sessionDelay = STARTDELAY
 While end = 0
   If sessionDelay > ENDDELAY Then
     sessionDelay = sessionDelay - 1
   EndIf
   delay = sessionDelay
   thisPiece = nextPiece
   template = Text.Append("template", Math.GetRandomNumber(7))
   CreatePiece() ' in: template ret: h
   nextPiece = h
   DrawPreviewPiece()
   h = thisPiece
   ypos = 0
   done = 0
   xpos = 3 ' always drop from column 3
   CheckStop() ' in: ypos, xpos, h ret: done
   If done = 1 Then
     ypos = ypos - 1
     MovePiece()  'in: ypos, xpos, h
     end = 1
   EndIf
   yposdelta = 0
   While done = 0 Or yposdelta > 0
     MovePiece()  'in: ypos, xpos, h
     ' Delay, but break if the delay get set to 0 if the piece gets dropped
     delayIndex = delay
     While delayIndex > 0 And delay > 0
       Program.Delay(10)
       delayIndex = delayIndex - 10
     EndWhile
     If yposdelta > 0 Then
       yposdelta = yposdelta - 1  ' used to create freespin, when the piece is rotated
     Else
       ypos = ypos + 1            ' otherwise, move the piece down.
     EndIf
     ' Check if the piece should stop.
     CheckStop() ' in: ypos, xpos, h ret: done 
   EndWhile
 EndWhile

EndSub

Sub HandleKey

 ' Stop game
 If GraphicsWindow.LastKey = "Escape" Then
   Program.End()
 EndIf
 ' Move piece left
 If GraphicsWindow.LastKey = "Left" Then
   moveDirection = -1
   ValidateMove()  ' in: ypos, xpos, h, moveDirection ret: invalidMove = 1 or -1 or 2 if move is invalid, otherwise 0
   If invalidMove = 0 Then
     xpos = xpos + moveDirection
   EndIf
   MovePiece()  'in: ypos, xpos, h
 EndIf
 ' Move piece right
 If GraphicsWindow.LastKey = "Right" Then
   moveDirection = 1
   ValidateMove()  ' in: ypos, xpos, h, moveDirection ret: invalidMove = 1 or -1 or 2 if move is invalid, otherwise 0
   If invalidMove = 0 Then
     xpos = xpos + moveDirection
   EndIf
   MovePiece()  'in: ypos, xpos, h
 EndIf
 ' Move piece down
 If GraphicsWindow.LastKey = "Down" or GraphicsWindow.LastKey = "Space" Then
   delay = 0
 EndIf
 ' Rotate piece
 If GraphicsWindow.LastKey = "Up" Then
   basetemplate = Array.GetValue(h, -1)  ' Array.GetValue(h, -1) = the template name
   template = "temptemplate"
   rotation = "CW"
   CopyPiece()  'in basetemplate, template, rotation
   Array.SetValue(h, -1, template) ' Array.GetValue(h, -1) = the template name
   moveDirection = 0
   ValidateMove()  ' in: ypos, xpos, h, moveDirection ret: invalidMove = 1 or -1 or 2 if move is invalid, otherwise 0
   ' See if it can be moved so that it will rotate.
   xposbk = xpos
   yposdelta = 0
   While yposdelta = 0 And Math.Abs(xposbk - xpos) < 3 ' move up to 3 times only
     ' if the rotation move worked, copy the temp to "rotatedtemplate" and use that from now on
     If invalidMove = 0 Then
       basetemplate = template
       template = "rotatedtemplate"
       Array.SetValue(h, -1, template) ' Array.GetValue(h, -1) = the template name
       rotation = "COPY"
       CopyPiece()  'in basetemplate, template, rotation
       yposdelta = 1 ' Don't move down if we rotate
       MovePiece()  'in: ypos, xpos, h
     ElseIf invalidMove = 2 Then
       ' Don't support shifting piece when hitting another piece to the right or left.
       xpos = 99 ' exit the loop
     Else
       ' if the rotated piece can't be placed, move it left or right and try again.
       xpos = xpos - invalidMove
       ValidateMove()  ' in: ypos, xpos, h, moveDirection ret: invalidMove = 1 or -1 or 2 if move is invalid, otherwise 0
     EndIf
   EndWhile
   If invalidMove <> 0 Then
     xpos = xposbk
     Array.SetValue(h, -1, basetemplate) ' Array.GetValue(h, -1) = the template name
     template = ""
   EndIf
 EndIf

EndSub


Sub DrawPreviewPiece

 xpos = PREVIEW_xpos
 ypos = PREVIEW_ypos
 h = nextPiece
 XOFFSETBK = XOFFSET
 YOFFSETBK = YOFFSET
 XOFFSET = XOFFSET + Array.GetValue(Array.GetValue(h, -1), "pviewx") ' Array.GetValue(h, -1) = the template name
 YOFFSET = YOFFSET + Array.GetValue(Array.GetValue(h, -1), "pviewy") ' Array.GetValue(h, -1) = the template name
 MovePiece()  'in: ypos, xpos, h
 XOFFSET = XOFFSETBK
 YOFFSET = YOFFSETBK

EndSub

' creates template that's a rotated basetemplate Sub CopyPiece 'in basetemplate, template, rotation

 L = Array.GetValue(basetemplate, "dim")
 If rotation = "CW" Then
   For i = 0 to BOXES - 1 ' x' = y y' = L - 1 - x
     v = Array.GetValue(basetemplate, i)
     'x = Math.Floor(v/10)
     'y = Math.Remainder(v, 10)
     ' new x and y
     x = (Math.Remainder(v, 10))
     y = (L - 1 - Math.Floor(v/10))
     Array.SetValue(template, i, x * 10 + y)
   EndFor
 ' Count-Cockwise is not currently used
 ElseIf rotation = "CCW" Then
   For i = 0 to BOXES - 1 ' x' = L - 1 - y y' = x
     v = Array.GetValue(basetemplate, i)
     'x = Math.Floor(v/10)
     'y = Math.Remainder(v, 10)
     ' new x and y
     x = (L - 1 - Math.Remainder(v, 10))
     y = Math.Floor(v/10)
     Array.SetValue(template, i, x * 10 + y)
   EndFor
 ElseIf rotation = "COPY" Then
   For i = 0 to BOXES - 1
     Array.SetValue(template, i, Array.GetValue(basetemplate, i))
   EndFor
 Else
   GraphicsWindow.ShowMessage("invalid parameter", "Error")
   Program.End()
 EndIf
 ' Copy the remain properties from basetemplate to template.
 Array.SetValue(template, "color", Array.GetValue(basetemplate, "color"))
 Array.SetValue(template, "dim", Array.GetValue(basetemplate, "dim"))
 Array.SetValue(template, "pviewx", Array.GetValue(basetemplate, "pviewx"))
 Array.SetValue(template, "pviewy", Array.GetValue(basetemplate, "pviewy"))

EndSub

Sub CreatePiece ' in: template ret: h

 ' Create a new handle, representing an arrayName, that will represent the piece
 hcount = hcount + 1
 h = Text.Append("piece", hcount)
 Array.SetValue(h, -1, template) ' Array.GetValue(h, -1) = the template name
 GraphicsWindow.PenWidth = 1
 GraphicsWindow.PenColor = "Black"
 GraphicsWindow.BrushColor = Array.GetValue(template, "color")
 For i = 0 to BOXES - 1
   s = Shapes.AddRectangle(BWIDTH, BWIDTH)
   Shapes.Move(s, -BWIDTH, -BWIDTH) ' move off screen
   Array.SetValue(h, i, s)
 EndFor

EndSub

Sub MovePiece 'in: ypos, xpos, h. ypos/xpos is 0-19, representing the top/left box coordinate of the piece on the canvas. h returned by CreatePiece

 For i = 0 to BOXES - 1
   v = Array.GetValue(Array.GetValue(h, -1), i)  ' Array.GetValue(h, -1) = the template name
   x = Math.Floor(v/10)
   y = Math.Remainder(v, 10)
   ' Array.GetValue(h, i) = box for piece h.
   ' xpos/ypos = are topleft of shape. x/y is the box offset within the shape.
   Shapes.Move(Array.GetValue(h, i), XOFFSET + xpos * BWIDTH + x * BWIDTH, YOFFSET + ypos * BWIDTH + y * BWIDTH)
 EndFor

EndSub

Sub ValidateMove ' in: ypos, xpos, h, moveDirection ret: invalidMove = 1 or -1 or 2 if move is invalid, otherwise 0

 i = 0
 invalidMove = 0
 While i < BOXES
   v = Array.GetValue(Array.GetValue(h, -1), i)  ' Array.GetValue(h, -1) = the template name
   'x/y is the box offset within the shape.
   x = Math.Floor(v/10)
   y = Math.Remainder(v, 10)
   If (x + xpos + moveDirection) < 0 Then
     invalidMove = -1
     i = BOXES ' force getting out of the loop
   EndIf
   If (x + xpos + moveDirection) >= CWIDTH Then
     invalidMove = 1
     i = BOXES ' force getting out of the loop
   EndIf
   If Array.GetValue("c", (x + xpos + moveDirection) + (y + ypos) * CWIDTH) <> "." Then
     invalidMove = 2
     i = BOXES ' force getting out of the loop
   EndIf
   i = i + 1
 EndWhile

EndSub


Sub CheckStop ' in: ypos, xpos, h ret: done

 done = 0
 i = 0
 While i < BOXES
   v = Array.GetValue(Array.GetValue(h, -1), i)  ' Array.GetValue(h, -1) = the template name
   'x/y is the box offset within the shape.
   x = Math.Floor(v/10)
   y = Math.Remainder(v, 10)
   If y + ypos > CHEIGHT Or Array.GetValue("c", (x + xpos) + (y + ypos) * CWIDTH) <> "." Then
     done = 1
     i = BOXES ' force getting out of the loop
   EndIf
   i = i + 1
 EndWhile
 ' If we need to stop the piece, move the box handles to the canvas
 If done = 1 Then
   For i = 0 to BOXES - 1
     v = Array.GetValue(Array.GetValue(h, -1), i) ' Array.GetValue(h, -1) = the template name
     'x = Math.Floor(v/10)
     'y = Math.Remainder(v, 10) 
     Array.SetValue("c", (Math.Floor(v/10) + xpos) + (Math.Remainder(v, 10) + ypos - 1) * CWIDTH, Array.GetValue(h, i))
   EndFor
   ' 1 points for every piece successfully dropped
   score = score + 1
   PrintScore()
   ' Delete clared lines
   DeleteLines()
 EndIf

EndSub


Sub DeleteLines

 linesCleared = 0
 ' Iterate over each row, starting from the bottom
 For y = CHEIGHT - 1 to 0 Step -1
   ' Check to see if the whole row is filled
   x = CWIDTH
   While x = CWIDTH
     x = 0
     While x < CWIDTH
       piece = Array.GetValue("c", x + y * CWIDTH)
       If piece = "." then
         x = CWIDTH
       EndIf
       x = x + 1
     EndWhile
     ' if non of them were empty (i.e "."), then remove the line.
     If x = CWIDTH Then
       ' Delete the line
       For x1 = 0 to CWIDTH - 1
         Shapes.Remove(Array.GetValue("c", x1 + y * CWIDTH))
       EndFor
       linesCleared = linesCleared + 1
       ' Move everything else down one.
       For y1 = y To 1 Step -1
         For x1 = 0 to CWIDTH - 1
           piece = Array.GetValue("c", x1 + (y1 - 1) * CWIDTH)
           Array.SetValue("c", x1 + y1 * CWIDTH, piece)
           Shapes.Move(piece, Shapes.GetLeft(piece), Shapes.GetTop(piece) + BWIDTH)
         EndFor
       EndFor
     EndIf
   EndWhile
 EndFor
 If linesCleared > 0 Then
   score = score + 100 * Math.Round(linesCleared * 2.15 - 1)
   PrintScore()
 EndIf

EndSub

Sub SetupCanvas ' GraphicsWindow.DrawResizedImage( Flickr.GetRandomPicture( "bricks" ), 0, 0, GraphicsWindow.Width, GraphicsWindow.Height)


 GraphicsWindow.BrushColor = GraphicsWindow.BackgroundColor
 GraphicsWindow.FillRectangle(XOFFSET, YOFFSET, CWIDTH*BWIDTH, CHEIGHT*BWIDTH)
 Program.Delay(200)
 GraphicsWindow.PenWidth = 1
 GraphicsWindow.PenColor = "Pink"
 For x = 0 To CWIDTH-1
   For y = 0 To CHEIGHT-1
     Array.SetValue("c", x + y * CWIDTH, ".") ' "." indicates spot is free
     GraphicsWindow.DrawRectangle(XOFFSET + x * BWIDTH, YOFFSET + y * BWIDTH, BWIDTH, BWIDTH)
   EndFor
 EndFor
 GraphicsWindow.PenWidth = 4
 GraphicsWindow.PenColor = "Black"
 GraphicsWindow.DrawLine(XOFFSET, YOFFSET, XOFFSET, YOFFSET + CHEIGHT*BWIDTH)
 GraphicsWindow.DrawLine(XOFFSET + CWIDTH*BWIDTH, YOFFSET, XOFFSET + CWIDTH*BWIDTH, YOFFSET + CHEIGHT*BWIDTH)
 GraphicsWindow.DrawLine(XOFFSET, YOFFSET + CHEIGHT*BWIDTH, XOFFSET + CWIDTH*BWIDTH, YOFFSET + CHEIGHT*BWIDTH)
 GraphicsWindow.PenColor = "Lime"
 GraphicsWindow.DrawLine(XOFFSET - 4, YOFFSET, XOFFSET - 4, YOFFSET + CHEIGHT*BWIDTH + 6)
 GraphicsWindow.DrawLine(XOFFSET + CWIDTH*BWIDTH + 4, YOFFSET, XOFFSET + CWIDTH*BWIDTH + 4, YOFFSET + CHEIGHT*BWIDTH + 6)
 GraphicsWindow.DrawLine(XOFFSET - 4, YOFFSET + CHEIGHT*BWIDTH + 4, XOFFSET + CWIDTH*BWIDTH + 4, YOFFSET + CHEIGHT*BWIDTH + 4)
 GraphicsWindow.PenColor = "Black"
 GraphicsWindow.BrushColor = "Pink"
 x = XOFFSET + PREVIEW_xpos * BWIDTH - BWIDTH
 y = YOFFSET + PREVIEW_ypos * BWIDTH - BWIDTH
 GraphicsWindow.FillRectangle(x, y, BWIDTH * 5, BWIDTH * 6)
 GraphicsWindow.DrawRectangle(x, y, BWIDTH * 5, BWIDTH * 6)
 GraphicsWindow.FillRectangle(x - 20, y + 190, 310, 170)
 GraphicsWindow.DrawRectangle(x - 20, y + 190, 310, 170)
 GraphicsWindow.BrushColor = "Black"
 GraphicsWindow.FontItalic = "False"
 GraphicsWindow.FontName = "Comic Sans MS"
 GraphicsWindow.FontSize = 16
 GraphicsWindow.DrawText(x, y + 200, "Game control keys:")
 GraphicsWindow.DrawText(x + 25, y + 220, "Left Arrow = Move piece left")
 GraphicsWindow.DrawText(x + 25, y + 240, "Right Arrow = Move piece right")
 GraphicsWindow.DrawText(x + 25, y + 260, "Up Arrow = Rotate piece")
 GraphicsWindow.DrawText(x + 25, y + 280, "Down Arrow = Drop piece")
 GraphicsWindow.DrawText(x, y + 320, "Press to stop game")
 Program.Delay(200) ' without this delay, the above text will use the fontsize of the score 
 GraphicsWindow.BrushColor = "Black"
 GraphicsWindow.FontName = "Georgia"
 GraphicsWindow.FontItalic = "True"
 GraphicsWindow.FontSize = 36
 GraphicsWindow.DrawText(x - 20, y + 400, "Small Basic Tetris")
 Program.Delay(200) ' without this delay, the above text will use the fontsize of the score 
 GraphicsWindow.FontSize = 16
 GraphicsWindow.DrawText(x - 20, y + 440, "ver.0.1")
 Program.Delay(200) ' without this delay, the above text will use the fontsize of the score 
 score = 0
 PrintScore()

EndSub


Sub PrintScore

 GraphicsWindow.PenWidth = 4
 GraphicsWindow.BrushColor = "Pink"
 GraphicsWindow.FillRectangle(500, 65, 153, 50)
 GraphicsWindow.BrushColor = "Black"
 GraphicsWindow.DrawRectangle(500, 65, 153, 50)
 GraphicsWindow.FontItalic = "False"
 GraphicsWindow.FontSize = 32
 GraphicsWindow.FontName = "Impact"
 GraphicsWindow.BrushColor = "Black"
 GraphicsWindow.DrawText(505, 70, Text.Append(Text.GetSubText( "00000000", 0, 8 - Text.GetLength( score ) ), score))

EndSub


Sub SetupTemplates

 ' each piece has 4 boxes.
 ' the index of each entry within a piece represents the box number (1-4)
 ' the value of each entry represents to box zero-based box coordinate within the piece: tens place is x, ones place y
 '_X_
 '_X_
 '_XX
 Array.SetValue("template1", 0, 10)
 Array.SetValue("template1", 1, 11)
 Array.SetValue("template1", 2, 12)
 Array.SetValue("template1", 3, 22)
 Array.SetValue("template1", "color", "Yellow")
 Array.SetValue("template1", "dim", 3)
 Array.SetValue("template1", "pviewx", -12)
 Array.SetValue("template1", "pviewy", 12)


 '_X_
 '_X_
 'XX_
 Array.SetValue("template2", 0, 10)
 Array.SetValue("template2", 1, 11)
 Array.SetValue("template2", 2, 12)
 Array.SetValue("template2", 3, 02)
 Array.SetValue("template2", "color", "Magenta")
 Array.SetValue("template2", "dim", 3)
 Array.SetValue("template2", "pviewx", 12)
 Array.SetValue("template2", "pviewy", 12)


 '_X_
 'XXX
 '_
 Array.SetValue("template3", 0, 10)
 Array.SetValue("template3", 1, 01)
 Array.SetValue("template3", 2, 11)
 Array.SetValue("template3", 3, 21)
 Array.SetValue("template3", "color", "Gray")
 Array.SetValue("template3", "dim", 3)
 Array.SetValue("template3", "pviewx", 0)
 Array.SetValue("template3", "pviewy", 25)


 'XX_
 'XX_
 '_
 Array.SetValue("template4", 0, 00)
 Array.SetValue("template4", 1, 10)
 Array.SetValue("template4", 2, 01)
 Array.SetValue("template4", 3, 11)
 Array.SetValue("template4", "color", "Cyan")
 Array.SetValue("template4", "dim", 2)
 Array.SetValue("template4", "pviewx", 12)
 Array.SetValue("template4", "pviewy", 25)


 'XX_
 '_XX
 '_
 Array.SetValue("template5", 0, 00)
 Array.SetValue("template5", 1, 10)
 Array.SetValue("template5", 2, 11)
 Array.SetValue("template5", 3, 21)
 Array.SetValue("template5", "color", "Green")
 Array.SetValue("template5", "dim", 3)
 Array.SetValue("template5", "pviewx", 0)
 Array.SetValue("template5", "pviewy", 25)


 '_XX
 'XX_
 '_
 Array.SetValue("template6", 0, 10)
 Array.SetValue("template6", 1, 20)
 Array.SetValue("template6", 2, 01)
 Array.SetValue("template6", 3, 11)
 Array.SetValue("template6", "color", "Blue")
 Array.SetValue("template6", "dim", 3)
 Array.SetValue("template6", "pviewx", 0)
 Array.SetValue("template6", "pviewy", 25)


 '_X
 '_X
 '_X
 '_X
 Array.SetValue("template7", 0, 10)
 Array.SetValue("template7", 1, 11)
 Array.SetValue("template7", 2, 12)
 Array.SetValue("template7", 3, 13)
 Array.SetValue("template7", "color", "Red")
 Array.SetValue("template7", "dim", 4)
 Array.SetValue("template7", "pviewx", 0)
 Array.SetValue("template7", "pviewy", 0)

EndSub</lang>