Tetris: Difference between revisions

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(→‎{{header|BASH}}: link to bash entry)
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No further requirement about randomizer / rotation system / DAS / colors / difficulty levels / score / hold, but you may do it if you wish.
No further requirement about randomizer / rotation system / DAS / colors / difficulty levels / score / hold, but you may do it if you wish.
=={{header|BASH}}==
=={{header|BASH}}==

<lang BASH>#!/bin/bash
# Tetris Game
See [[Tetris/Bash]].
# 10.21.2003 xhchen
# http://read.pudn.com/downloads99/sourcecode/game/404711/tetris.sh__.htm
# Copyright (C) xhchen
#color definition
cRed=1
cGreen=2
cYellow=3
cBlue=4
cFuchsia=5
cCyan=6
cWhite=7
colorTable=($cRed $cGreen $cYellow $cBlue $cFuchsia $cCyan $cWhite)
#size & position
iLeft=3
iTop=2
((iTrayLeft = iLeft + 2))
((iTrayTop = iTop + 1))
((iTrayWidth = 10))
((iTrayHeight = 15))
#style definition
cBorder=$cGreen
cScore=$cFuchsia
cScoreValue=$cCyan
#control signal
sigRotate=25
sigLeft=26
sigRight=27
sigDown=28
sigAllDown=29
sigExit=30
#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[@]} ${box6[@]})
countBox=(1 2 2 2 4 4 4 )
offsetBox=(0 1 3 5 7 11 15)
#score
iScoreEachLevel=50 #be greater than 7
#Runtime data
sig=0
iScore=0
iLevel=0
boxNew=() #new box
cBoxNew=0 #new box color
iBoxNewType=0 #new box type
iBoxNewRotate=0 #new box rotate degree
boxCur=() #current box
cBoxCur=0 #current box color
iBoxCurType=0 #current box type
iBoxCurRotate=0 #current box rotate degree
boxCurX=-1 #current X position
boxCurY=-1 #current Y position
iMap=()
for ((i = 0; i < iTrayHeight * iTrayWidth; i++)); do iMap[$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" || $key == "w" ]]; then sig=$sigRotate
elif [[ $key == "S" || $key == "s" ]]; then sig=$sigDown
elif [[ $key == "A" || $key == "a" ]]; then sig=$sigLeft
elif [[ $key == "D" || $key == "d" ]]; then sig=$sigRight
elif [[ "[$key]" == "[]" ]]; then sig=$sigAllDown
elif [[ $key == "Q" || $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
}
#Start from here.
if [[ $1 != "--go" ]]
then
$0 --go&
RunAsKeyReceiver $!
exit
else
RunAsDisplayer
exit
fi </lang>


=={{header|Java}}==
=={{header|Java}}==

Revision as of 11:23, 23 March 2016

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.

Create a playable Tetris game.

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

See Tetris/Bash.

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>