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<span style='font-family: "Linux Libertine",Georgia,Times,serif;font-size:150%;'>[[Julia]]</span><hr>
=={{header|Julia}}==
This is a fairly complete, configurable pure Julia implementation of Tetris, played in the standard Julia terminal. No external packages are used.
<pre>#====== Julia-TETRIS: Features/Parameters =====================================
by Laszlo Hars, 10/21/2018
The game is played in a character based Terminal
It must accept ANSI control sequences (e.g. Windows conhost, ConEmu)


Detailed notes are in the long comment below the Julia script, to be attached to the code. At least its first few lines are needed, as they are shown as info, upon the request of the user.
Terminal Font (e.g. Fantasque Sans Mono)
Monospace
height:width = 2:1
Include line drawing chars


Tetrominos: ANSI color codes \e[{fg};{bg}m
bg-color_code shape
Black 100
████
Red 101 Z ████
████
Green 102 S ████
████
Yellow 103 O ████
██
Blue 104 J ██████
██
Magenta 105 T ██████

Cyan 106 I ████████
██
White 107 L ██████

Playfield (Board) rows*cols: 10x20 active, +2 extra rows on top
Tetrominos start centered (I,O), or 1 column left of center

Keyboard key assignments
Up arrow : rotate 90° counterclockwise
Down arrow : soft drop (one line per press)
Left arrow : shift left
Right arrow: shift right
a: rotate 90° counterclockwise
d: rotate 90° clockwise.
Space: hard drop until hit, then still can shift/rotate/drop
Home: restart
END: exit

Move: shift, rotate and soft/hard drop
Restart timer: pause auto drop
Keeping the move key depressed = Effectively a PAUSE function
Easy navigation in tunnels between/under tetrominos
There is NO move back up

Rotate is around the center point of the tetromino. It is not unique
thus the rotated tetromino is also shifted left, then right.
The first of the 3 positions is accepted, which does not hit anything.
Naive gravity is used
Full rows get cleared (~lines)
Rows above it move down
Floating blocks can remain

Information display, under the board
PREVIEW next tetromino
Game Level
Number of Lines already cleared
Score

Game level: 0,1...= [sqrt(cleared_lines/8)]
Increase at 8,32,72,128,200...

Score: Cleared_Line values: *(level+1)
Single = 100
Double = 300
Triple = 500
Tetris = 800

Score: Bonus points (not increasing with level)
Soft drop = 1 point per line
Hard drop = 2 points per line

Time_delay per drop one line, exponential
(0.8-level*0.007)^level (seconds)

Timing values
Initial delay for new tetromino = 0.5s
Cleared line is shown for 0.3s
Hard dropped tetromino is active for the current time_delay
Navigation (move/rotate) must start in this time

Not yet implemented
Esc: pause with hiding the board
Pause:freeze - unfreeze
Music, background graphic, high-score list...

Julia specific issues
Terminal is switched to raw mode to catch keystrokes
Non-blocking read is achieved via asynchronous (maybe blocked) 2nd task
Keystrokes are transfered to the main program through a short Channel
A Timer is set to control the speed of drop of tetrominos
In loops Julia 1.0 assumes local variables, when values get assigned
therefore global variables have to be declared and used
For simplicity Int variables are used; in 64-bit OS versions: 8 Bytes.
In most places Int8 (or Int16, Int32) would work. When changing:
take special care as: Int8(1)+1 -> Int64, Int8(1)+0x1 -> UInt8.
Only the variable "score" needs to be UInt32 or larger
Assigning Struct to a variable only creates a reference.
For a new instance we need "deepcopy", and rely on garbage collection.
Label - GoTo (for restart) require the main loop enclosed in Begin..End
Several instructions are written in single lines of at most 80 chars, to
keep the program under 100 non-blank lines!
#.. Comments note tasks, important points.
==============================================================================#</pre>
{{works with|Julia|1.0}}
{{works with|Julia|1.0}}


<syntaxhighlight lang="julia">struct B4 # Tetromino made of 4 Blocks
<lang julia>using Random
struct B4
bg::Int # ANSI code of tetromino color (bground of " ")
bg::Int # ANSI code of tetromino color (bground of " ")
d::Array{Int,2} # d[b,1:2] = row,col/2 offset of block b
d::Array{Int,2} # d[b,1:2] = row,col/2 offset of block b
# constructor: Z = B4(101,[0 0; 0 1; 1 1; 1 2])
# constructor: set centered offsets of blocks
function B4(bg,A::Array{Int,2}) # - fills in centered offsets for tetromino
B4(bg,A::Array{Int,2}) = new(bg,A.-sum.(extrema(A,dims=1)).>>1)
new(bg, A .- sum.(extrema(A,dims=1)).>>1)
end end
# print tetromino on playfield
function draw(b::B4,r::Integer,c::Integer,clr::Integer=-1)
print("\e[$(clr & b.bg)m") # set color. (0 = default colors)
for i=1:4 print("\e[$(r+b.d[i,1]);$(c+2b.d[i,2])H ") end
end
end
# hit other B4s or border?
# in loops ITERATE over the blocks in B4
Base.iterate(B::B4,i=1) = i<5 ? (B.d[i,:],i+1) : nothing
function hit(B::B4,r::Integer,c::Integer)::Bool
# PRINT/CLEAR tetromino on terminal
for i=1:4 BD[r+B.d[i,1],c>>1+B.d[i,2]+2]>0 && return true end
drw(B,r,c)=(for(i,j)=B print("\e[$(B.bg)m\e[$(r+i);$(c+2j)H ") end)
return false
clr(B,r,c)=(for(i,j)=B print("\e[0m\e[$(r+i);$(c+2j)H ") end)
end
# move tetrominos left/right/down, if no hit
# HIT other B4s or border?
hit(B,r,c)=(for(i,j)=B try BD[r+i,c>>1+j]>0 catch;true end&& return true end;false)
function mov(B::B4,r::Integer,c::Integer,x::Integer,y::Integer)
hit(B,r+x,c+y) || (draw(B,r,c,0);draw(B,r+=x,c+=y))
function mov(B,r,c,x,y) # MOVE tetrominos left/right/down, if no hit
global tmr = Timer(tm); return (r,c)
hit(B,r+x,c+y) || (clr(B,r,c); drw(B,r+=x,c+=y))
TMv || (global tmr=Timer(tm)); return (r,c)
end
end

# rotate tetrominos left/right, if no hit
function rot(B::B4,r::Integer,c::Integer,rigt=0::Integer)
function rot(B,r,c,rt=0) # ROTATE tetrominos left/right, if no hit
TMv || (global tmr=Timer(tm))
A = deepcopy(B)
for i=1:4 A.d[i,:]=rigt>0 ? [A.d[i,2],3-A.d[i,1]] : [3-A.d[i,2],A.d[i,1]] end
A = B4(B.bg, rt>0 ? [B.d[:,2] (3 .-B.d[:,1])] : [(3 .-B.d[:,2]) B.d[:,1]])
A.d .-= sum.(extrema(A.d,dims=1)).>>1 # centralize
global tmr = Timer(tm)
for j = c.+(0,+2,-2) # try shifted positions
for j = c.+(0,+2,-2) # try shifted positions
hit(A,r,j) || (draw(B,r,c,0); draw(A,r,j); return (A,j))
hit(A,r,j) || (clr(B,r,c); drw(A,r,j); return (A,j))
end; return (B,c) # cannot rotate: all 3 positions hit
end
return (B,c) # cannot rotate: all 3 positions hit
end
end

# record-place,clear-full-lines,drop-above,score
function mrk(B,r,c) # RECORD place,CLEAR full-lines,DROP-above,score
function mark(B::B4,r::Integer,c::Integer)
global lines, score, level; ln = 0
global lines,score,level; n,l = 0,0
for i=1:4 BD[r+B.d[i,1],c>>1+B.d[i,2]+2]=B.bg end # record stuck B4
for(i,j)=B BD[r+i,c>>1+j]=B.bg end # record stuck B4
for i in r.+sort(unique(B.d[:,1])) # in board: empty full rows; drop part above
for i in r.+sort(unique(B.d[:,1])) # empty full rows in board; drop all above
if all(BD[i,3:12].>0) ln += 1
if all(BD[i,:].>0) n += 1; l = i # l = lowest line changed
for j = i-1:-1:1 BD[j+1,3:12] = BD[j,3:12] end
for j=i-1:-1:1 BD[j+1,:]=BD[j,:] end
print("\e[0m\e[$i;2H$s20"); sleep(0.3)
print("\e[0m\e[$i;2H$s20"); sleep(0.3)
end end # update display from board data ->
end end # update changed display from board data ->
for i=1:22,j=3:12 print("\e[$(BD[i,j])m\e[$i;$(2j-4)H ") end
for i=1:l,j=1:10 print("\e[$(BD[i,j])m\e[$i;$(2j)H ") end
ln > 0 && (lines+=ln; score += (level+1)*(100,300,500,800)[ln])
score+=(level+1)*(0,100,300,500,800)[n+1]
level=isqrt(lines>>3) # updates lines, score, level
lines+=n; level=isqrt(lines>>3) # update lines, score, level
end
end

# Setup nonblocking, non-echoed keyboard input
function cnf(p) # CONFIRMATION dialog. p = 1-line prompt
print("$p - Enter confirms, other keys ignore")
t = take!(chnl); println("\e[2K"); t==[0xd]
end
# SHOW basic usage- and status info
inf()=print("\e[0m\e[26H\e[2K i: Info, l: Locked drop=$LDr, t: Timed move=$TMv")

# SETUP nonblocking, non-echoed keyboard INPUT
ccall(:jl_tty_set_mode,Cint,(Ptr{Cvoid},Cint),stdin.handle,1)==0 ||
ccall(:jl_tty_set_mode,Cint,(Ptr{Cvoid},Cint),stdin.handle,1)==0 ||
throw("Terminal cannot enter raw mode.") # raw terminal mode to catch keystrokes
throw("Terminal cannot enter raw mode.") # raw terminal mode to catch keystrokes
const chnl = Channel{Array{UInt8,1}}(0) # short channel for key codes
const chnl = Channel{Array{UInt8,1}}(0) # unbuffered channel for key codes
@async while true put!(chnl,readavailable(stdin)) end # task catching keystrokes
@async while true put!(chnl,readavailable(stdin)) end # task, catching keystrokes


I = B4(106,[0 0; 0 1; 0 2; 0 3]) # define the 7 tetrominos
I = B4(106,[0 0; 0 1; 0 2; 0 3]) # define the 7 tetrominos
Line 168: Line 63:
S = B4(102,[0 1; 0 2; 1 0; 1 1]); Z = B4(101,[0 0; 0 1; 1 1; 1 2])
S = B4(102,[0 1; 0 2; 1 0; 1 1]); Z = B4(101,[0 0; 0 1; 1 1; 1 2])
J = B4(104,[0 0; 1 0; 1 1; 1 2]); L = B4(107,[0 2; 1 0; 1 1; 1 2])
J = B4(104,[0 0; 1 0; 1 1; 1 2]); L = B4(107,[0 2; 1 0; 1 1; 1 2])
LDr,TMv,Ifo = falses(3)


begin @label RESTART # @label - @goto: require begin..end
begin @label RESTART # @label - @goto: require begin..end
global lines,score,level,s20 = 0,0,0," "^20
global lines,score,level,s20,eq = 0,0,0," "^20,"="^6
BD=fill(0,24,15); for j=3:12 BD[23,j]=BD[24,j]=1 end
BD = fill(0,22,10) # empty BOARD. Screen_Col = 2*Board_Col
for i=1:24,j=(1,2,13,14,15) BD[i,j]=1 end # Board border. screen_C = 2j-4


print("\e[0m\e[2J\e[?25l") # default colors/clear screen/hide cursor
print("\e[0m\e[2J\e[?25l\e[1H") # Set default colors/clear screen/hide cursor
for i=1:22 print("\e[$i;1H▐$(s20)▌") end# BORDER ->
print("$(s20)▌\n"^22*"▝$("▀"^20)▘\n\n$s20\n$s20") # screen BORDER, Cols=2:2:20
print("\e[23;1H▝$("▀"^20)▘") # ROWS=1:22, COLS=2:2:20, Center=10,11
print("\n\n$s20\n$s20"); X0 = (I,T,O,S,Z,J,L)[rand(1:7)]


X0 = (I,T,O,S,Z,J,L)[rand(1:7)]
while true # random B4, timer to drop, act on keystrokes
while true # random B4, timed drop, act on keystrokes
global lines,score,level,tm,tmr
global lines,score,level,tm,tmr,LDr,TMv,Ifo
draw(X0,24,10,0)
global X0,X,r,c = (I,T,O,S,Z,J,L)[rand(1:7)],X0,2,10
global X0,X,r,c = (I,T,O,S,Z,J,L)[rand(1:7)],X0,2,10
clr(X,24,10); drw(X0,24,10); inf() # show next piece, information
draw(X0,24,10)
print("\e[0m\e[27;1H Level =\t$level\n Lines filled =\t$lines\n Score =\t$score")
print("\n Level =\t$level\n Lines filled =\t$lines\n Score =\t$score")
tm=(.8-level*.007)^level; tmr=Timer(0.5) # fixed 0.5s first delay
tm=(.8-level*.007)^level; tmr=Timer(0.5) # 0.5s initial delay
hit(X,r,c) && (println("\n\n Game Over!...press a key for restart");
hit(X,r,c) && (while true cnf("\e[31H Game Over: RESTART")&&@goto RESTART end)
take!(chnl); @goto RESTART )
while isready(chnl) take!(chnl) end # flush queued keystrokes, max 1
while isready(chnl) take!(chnl) end # flush keystrokes
while true
while true
global X,r,c,tm,tmr
global X,r,c,tm,tmr
if !isopen(tmr) # time to drop tetromino by a line
if !isopen(tmr) # time to drop tetromino by a line
hit(X,r+1,c) && (mark(X,r,c); break)
hit(X,r+1,c) && (mrk(X,r,c); break)
draw(X,r,c,0); draw(X,r+=1,c); tmr=Timer(tm)
clr(X,r,c); drw(X,r+=1,c); tmr=Timer(tm)
end
end
while isready(chnl) # are there queued keystrokes?
if isready(chnl) # if there is a queued keystroke
global X,r,c,score
global X,r,c,score
ch = take!(chnl) # take keys
ch = take!(chnl) # take keys
Line 204: Line 96:
elseif ch==[0x61] X,c=rot(X,r,c) # a
elseif ch==[0x61] X,c=rot(X,r,c) # a
elseif ch==[0x64] X,c=rot(X,r,c,1) # d
elseif ch==[0x64] X,c=rot(X,r,c,1) # d
elseif ch==[0x20] r0=r; draw(X,r,c,0); tmr=Timer(tm) # SPACE
elseif ch==[0x20] r0=r; clr(X,r,c); tmr=Timer(tm*!LDr) # SPACE
while !hit(X,r+=1,c) end; draw(X,r-=1,c);score+=2r-2r0; continue
while !hit(X,r+=1,c) end; drw(X,r-=1,c); score+=2r-2r0; continue
elseif ch==[0x1b,0x5b,0x31,0x7e] # HOME
elseif ch==[0x1b,0x5b,0x31,0x7e] # HOME
println("\e[0m\e[?25h\e[31;1H RESTARTING...press a key")
cnf("\e[0m\e[31H RESTART") && @goto RESTART
take!(chnl); @goto RESTART
elseif ch==[0x1b,0x5b,0x34,0x7e] # END
elseif ch==[0x1b,0x5b,0x34,0x7e] # END
println("\e[0m\e[?25h\e[31;1H EXITING...press a key")
cnf("\e[0m\e[31H EXIT") && return
elseif ch==[0x6c] LDr=!LDr; inf() # l: Locked drop
take!(chnl); return
elseif ch==[0x74] TMv=!TMv; inf() # t: Timed move
end end
elseif ch==[0x69] if (Ifo=!Ifo) open(@__FILE__) do f # i: long-Info
sleep(0.01) # not to take all CPU core time
readuntil(f,eq); println("\e[0m\e[32H$(readuntil(f,eq))") end
end end end</lang>
else print("\e[0m\e[32H\e[J") # erase txt
end end end
sleep(0.01) # not to take all CPU time
end end end</syntaxhighlight>

The following long comment block has to be appended to program code:

<pre>#====== Julia-TETRIS by Laszlo Hars, Version 1.2 10/31/2018
(Set Terminal window to 43+ rows, don't scroll)
-- Key assignments --
↑: rotate +90° counterclockwise i: Info about the program on/off
↓: soft drop (one line) l: Locked hard drop on/off
←: shift left t: restart Timer after move on/off
→: shift right SPACE: hard drop until hit
a: rotate +90° counterclockwise HOME: restart game
d: rotate -90° clockwise END: exit
======
The game is played in the Julia standard Unicode character based Terminal
Controlled by ANSI escape sequences (Windows conhost, ConEmu...)
Set font to e.g. Fantasque Sans Mono
Monospace, height:width = 2:1, line drawing chars

Playfield rows*cols: 10x20 active, +2 extra rows on top
Tetrominos appear centered in row 2 (and 1)

Rotate is around the center of the tetromino. It is not unique
thus the rotated tetromino is also shifted left, then right.
The first of the 3 positions, which does not hit anything is taken.
Naive gravity is used
Full rows (lines) get cleared
Rows above it move down, but floating blocks can remain

Information is displayed under the board
PREVIEW next tetromino
Game LEVEL
Number of LINES cleared
SCORE
Keys for short Info, Locked-drop-, and Timed-move status

Game LEVEL: 0,1...= [sqrt(LINES/8)]
Increase after 8,32,72,128,200... lines cleared

SCORE: Cleared_Line values: *(LEVEL+1)
Single = 100
Double = 300
Triple = 500
Tetris = 800

Bonus points: (not increasing with level)
Soft drop = 1 point per line
Hard drop = 2 points per line

Time_delay per drop one line, decreasing with LEVEL
(0.8-LEVEL*0.007)^LEVEL (seconds)

Timing values
Initial delay for new tetromino = 0.5s
Cleared line is shown for 0.3s

Tetrominos are drawn by blocks of 2 space characters with color background
Background color is set by ANSI codes, e.g print("\e[101m ")
bg-color_code shape
Black 100
████
Red 101 Z ████
████
Green 102 S ████
████
Yellow 103 O ████
██
Blue 104 J ██████
██
Magenta 105 T ██████

Cyan 106 I ████████
██
White 107 L ██████

Julia specifics
Terminal is switched to RAW mode to catch keystrokes.
Non-blocking keyboard input is by asynchronous (maybe blocked) 2nd TASK.
Keystrokes are transferred to the main program through a CHANNEL.
STRUCTs (B4) describe Tetrominos, with color code and coordinates of blocks.
At construction the coordinates get centralized.
Assigning Struct to a variable (X) only creates a REFERENCE, not copied.
Memory used by orphan instance is cleared by internal GARBAGE COLLECTION.
Out of range indices are caught with TRY..CATCH, to keep tetrominos in board.
A TIMER controls the dropping delay of tetrominos.
ITERATE is defined for tetrominos, looping over the coordinates of blocks.
In loops when variables get assigned before other use, Julia 1.0 assumes
local variables, therefore many GLOBAL variables are declared and used
For simplicity Int variables are used; in 64-bit OS versions: 8 Bytes.
In most places 1 Byte Int8 (or Int16, Int32) would work. Take care
when changing: Int8(x)+1->Int64, Int8(x)+0x1->UInt8. Use +Int8(1).
Only "lines" and "score" need to be UInt32 or longer.
LABEL - GOTO (for restart) require the main loop enclosed in Begin..End.
Several instructions are written in single lines of at most 84 chars,
to keep the program well under 100 non-comment/non-blank lines!
#.. Comments denote tasks, explain important points.
In strings some UNICODE characters appear. They can be replaced with
\u{hex_digits} to make the program all ASCII (for old editors).
======#</pre>

Latest revision as of 15:35, 29 August 2022

Julia


This is a fairly complete, configurable pure Julia implementation of Tetris, played in the standard Julia terminal. No external packages are used.

Detailed notes are in the long comment below the Julia script, to be attached to the code. At least its first few lines are needed, as they are shown as info, upon the request of the user.

Works with: Julia version 1.0
struct B4                         # Tetromino made of 4 Blocks
  bg::Int                         # ANSI code of tetromino color (bground of " ")
  d::Array{Int,2}                 # d[b,1:2] = row,col/2 offset of block b
                                  # constructor: set centered offsets of blocks
  B4(bg,A::Array{Int,2}) = new(bg,A.-sum.(extrema(A,dims=1)).>>1)
end
                                  # in loops ITERATE over the blocks in B4
Base.iterate(B::B4,i=1) = i<5 ? (B.d[i,:],i+1) : nothing
                                  # PRINT/CLEAR tetromino on terminal
drw(B,r,c)=(for(i,j)=B print("\e[$(B.bg)m\e[$(r+i);$(c+2j)H  ") end)
clr(B,r,c)=(for(i,j)=B print("\e[0m\e[$(r+i);$(c+2j)H  ") end)
                                  # HIT other B4s or border?
hit(B,r,c)=(for(i,j)=B try BD[r+i,c>>1+j]>0 catch;true end&& return true end;false)
                                  
function mov(B,r,c,x,y)           # MOVE tetrominos left/right/down, if no hit
  hit(B,r+x,c+y) || (clr(B,r,c); drw(B,r+=x,c+=y))
  TMv || (global tmr=Timer(tm)); return (r,c)
end            

function rot(B,r,c,rt=0)          # ROTATE tetrominos left/right, if no hit
  TMv || (global tmr=Timer(tm))
  A = B4(B.bg, rt>0 ? [B.d[:,2] (3 .-B.d[:,1])] : [(3 .-B.d[:,2]) B.d[:,1]])
  for j = c.+(0,+2,-2)            # try shifted positions
    hit(A,r,j) || (clr(B,r,c); drw(A,r,j); return (A,j))
  end; return (B,c)               # cannot rotate: all 3 positions hit
end

function mrk(B,r,c)               # RECORD place,CLEAR full-lines,DROP-above,score
  global lines,score,level;  n,l = 0,0
  for(i,j)=B BD[r+i,c>>1+j]=B.bg end  # record stuck B4
  for i in r.+sort(unique(B.d[:,1]))  # empty full rows in board; drop all above
    if all(BD[i,:].>0) n += 1; l = i  # l = lowest line changed
      for j=i-1:-1:1 BD[j+1,:]=BD[j,:] end
      print("\e[0m\e[$i;2H$s20"); sleep(0.3)
  end end                         # update changed display from board data ->
  for i=1:l,j=1:10 print("\e[$(BD[i,j])m\e[$i;$(2j)H  ") end
  score+=(level+1)*(0,100,300,500,800)[n+1]
  lines+=n; level=isqrt(lines>>3) # update lines, score, level
end

function cnf(p)                   # CONFIRMATION dialog. p = 1-line prompt
  print("$p - Enter confirms, other keys ignore")
  t = take!(chnl); println("\e[2K"); t==[0xd]
end
                                  # SHOW basic usage- and status info
inf()=print("\e[0m\e[26H\e[2K i: Info, l: Locked drop=$LDr, t: Timed move=$TMv")

                                  # SETUP nonblocking, non-echoed keyboard INPUT
ccall(:jl_tty_set_mode,Cint,(Ptr{Cvoid},Cint),stdin.handle,1)==0 || 
  throw("Terminal cannot enter raw mode.") # raw terminal mode to catch keystrokes
const chnl = Channel{Array{UInt8,1}}(0)    # unbuffered channel for key codes
@async while true put!(chnl,readavailable(stdin)) end  # task, catching keystrokes

I = B4(106,[0 0; 0 1; 0 2; 0 3])  # define the 7 tetrominos
T = B4(105,[0 1; 1 0; 1 1; 1 2]); O = B4(103,[0 0; 0 1; 1 0; 1 1])
S = B4(102,[0 1; 0 2; 1 0; 1 1]); Z = B4(101,[0 0; 0 1; 1 1; 1 2])
J = B4(104,[0 0; 1 0; 1 1; 1 2]); L = B4(107,[0 2; 1 0; 1 1; 1 2])
LDr,TMv,Ifo = falses(3)

begin @label RESTART              # @label - @goto: require begin..end
  global lines,score,level,s20,eq = 0,0,0," "^20,"="^6
  BD = fill(0,22,10)              # empty BOARD. Screen_Col = 2*Board_Col

  print("\e[0m\e[2J\e[?25l\e[1H") # Set default colors/clear screen/hide cursor
  print("▐$(s20)\n"^22*"▝$("▀"^20)\n\n$s20\n$s20") # screen BORDER, Cols=2:2:20

  X0 = (I,T,O,S,Z,J,L)[rand(1:7)]
  while true                      # random B4, timed drop, act on keystrokes
    global lines,score,level,tm,tmr,LDr,TMv,Ifo
    global X0,X,r,c = (I,T,O,S,Z,J,L)[rand(1:7)],X0,2,10
    clr(X,24,10); drw(X0,24,10); inf()       # show next piece, information
    print("\n Level =\t$level\n Lines filled =\t$lines\n Score =\t$score")
    tm=(.8-level*.007)^level; tmr=Timer(0.5) # 0.5s initial delay
    hit(X,r,c) && (while true cnf("\e[31H Game Over: RESTART")&&@goto RESTART end)
    while isready(chnl) take!(chnl) end      # flush queued keystrokes, max 1
    while true
      global X,r,c,tm,tmr
      if !isopen(tmr)             # time to drop tetromino by a line
        hit(X,r+1,c) && (mrk(X,r,c); break)
        clr(X,r,c); drw(X,r+=1,c); tmr=Timer(tm)
      end
      if isready(chnl)            # if there is a queued keystroke
        global X,r,c,score
        ch = take!(chnl)          # take keys
        if     ch==[0x1b,0x5b,0x41] X,c=rot(X,r,c)              # UP
        elseif ch==[0x1b,0x5b,0x42] r,c=mov(X,r,c,1, 0);score+=1# DOWN
        elseif ch==[0x1b,0x5b,0x43] r,c=mov(X,r,c,0, 2)         # RIGHT
        elseif ch==[0x1b,0x5b,0x44] r,c=mov(X,r,c,0,-2)         # LEFT
        elseif ch==[0x61]           X,c=rot(X,r,c)              # a
        elseif ch==[0x64]           X,c=rot(X,r,c,1)            # d
        elseif ch==[0x20] r0=r; clr(X,r,c); tmr=Timer(tm*!LDr)  # SPACE
          while !hit(X,r+=1,c) end; drw(X,r-=1,c); score+=2r-2r0; continue
        elseif ch==[0x1b,0x5b,0x31,0x7e]                        # HOME
          cnf("\e[0m\e[31H RESTART") && @goto RESTART
        elseif ch==[0x1b,0x5b,0x34,0x7e]                        # END
          cnf("\e[0m\e[31H EXIT") && return
        elseif ch==[0x6c] LDr=!LDr; inf()                       # l: Locked drop
        elseif ch==[0x74] TMv=!TMv; inf()                       # t: Timed move
        elseif ch==[0x69] if (Ifo=!Ifo) open(@__FILE__) do f    # i: long-Info
            readuntil(f,eq); println("\e[0m\e[32H$(readuntil(f,eq))") end
          else print("\e[0m\e[32H\e[J") # erase txt
      end end end
      sleep(0.01)                 # not to take all CPU time
end end end

The following long comment block has to be appended to program code:

#======       Julia-TETRIS by Laszlo Hars, Version 1.2 10/31/2018 
         (Set Terminal window to 43+ rows, don't scroll)
                          -- Key assignments --
  ↑: rotate +90° counterclockwise   i: Info about the program on/off
  ↓: soft drop (one line)           l: Locked hard drop on/off
  ←: shift left                     t: restart Timer after move on/off
  →: shift right                    SPACE: hard drop until hit
  a: rotate +90° counterclockwise   HOME: restart game
  d: rotate -90° clockwise          END:  exit
======
The game is played in the Julia standard Unicode character based Terminal
    Controlled by ANSI escape sequences (Windows conhost, ConEmu...)
    Set font to e.g. Fantasque Sans Mono
      Monospace, height:width = 2:1, line drawing chars

Playfield rows*cols: 10x20 active, +2 extra rows on top
Tetrominos appear centered in row 2 (and 1)

Rotate is around the center of the tetromino. It is not unique
    thus the rotated tetromino is also shifted left, then right.
    The first of the 3 positions, which does not hit anything is taken.
    
Naive gravity is used
    Full rows (lines) get cleared
    Rows above it move down, but floating blocks can remain

Information is displayed under the board
    PREVIEW next tetromino
    Game LEVEL
    Number of LINES cleared
    SCORE
    Keys for short Info, Locked-drop-, and Timed-move status

Game LEVEL: 0,1...= [sqrt(LINES/8)]
    Increase after 8,32,72,128,200... lines cleared

SCORE: Cleared_Line values: *(LEVEL+1)
    Single = 100
    Double = 300
    Triple = 500
    Tetris = 800

Bonus points: (not increasing with level)
    Soft drop = 1 point per line
    Hard drop = 2 points per line

Time_delay per drop one line, decreasing with LEVEL
    (0.8-LEVEL*0.007)^LEVEL (seconds)

Timing values
    Initial delay for new tetromino = 0.5s
    Cleared line is shown for 0.3s

Tetrominos are drawn by blocks of 2 space characters with color background
    Background color is set by ANSI codes, e.g print("\e[101m  ")
   bg-color_code  shape
Black   100 
                     ████
Red     101   Z        ████
                  ████
Green   102   S ████
                       ████
Yellow  103   O        ████
                ██
Blue    104   J ██████
                       ██
Magenta 105   T      ██████

Cyan    106   I ████████
                         ██
White   107   L      ██████

Julia specifics
    Terminal is switched to RAW mode to catch keystrokes.
    Non-blocking keyboard input is by asynchronous (maybe blocked) 2nd TASK.
    Keystrokes are transferred to the main program through a CHANNEL.
    STRUCTs (B4) describe Tetrominos, with color code and coordinates of blocks.
      At construction the coordinates get centralized.
    Assigning Struct to a variable (X) only creates a REFERENCE, not copied.
    Memory used by orphan instance is cleared by internal GARBAGE COLLECTION.
    Out of range indices are caught with TRY..CATCH, to keep tetrominos in board.
    A TIMER controls the dropping delay of tetrominos.
    ITERATE is defined for tetrominos, looping over the coordinates of blocks.
    In loops when variables get assigned before other use, Julia 1.0 assumes
      local variables, therefore many GLOBAL variables are declared and used
    For simplicity Int variables are used; in 64-bit OS versions: 8 Bytes.
      In most places 1 Byte Int8 (or Int16, Int32) would work. Take care
        when changing: Int8(x)+1->Int64, Int8(x)+0x1->UInt8. Use +Int8(1).
      Only "lines" and "score" need to be UInt32 or longer.
    LABEL - GOTO (for restart) require the main loop enclosed in Begin..End.
    Several instructions are written in single lines of at most 84 chars,
      to keep the program well under 100 non-comment/non-blank lines!
    #.. Comments denote tasks, explain important points.
    In strings some UNICODE characters appear. They can be replaced with
      \u{hex_digits} to make the program all ASCII (for old editors).
======#