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'
' falling blocks - tetris clone
'
option
predef
grmode
300
x300
' cell size in pixels
const
c_w
=
10
const
c_h
=
10
' board position
const
b_x
=
40
const
b_y
=
10
' board size
const
b_w
=
12
const
b_h
=
28
' board color
const
b_col
=
rgb(
111
,
199
,
222
)
' the number of available play blocks
const
num_blocks
=
5
' holder for board pieces
dim
blocks(
0
to
num_blocks
-
1
)
' remember used positions
dim
board(
0
to
b_w
-
1
,
0
to
b_h
-
1
)
' event loop delay factor
drop_speed
=
300
' whether the game is over
game_over
=
false
' number of played shapes
num_shapes
=
0
' number of completed rows
num_rows
=
0
'
' block, rotation, x+y coordinates on the game board
'
sub
draw_block(b,
r,
pos_x,
pos_y,
c)
local
x,
y,
px,
py
for
x
=
0
to
3
for
y
=
0
to
3
if
b(r)(x,
y)
=
1
then
px
=
b_x
+
((pos_x
+
x)
*
c_w)
py
=
b_y
+
((pos_y
+
y)
*
c_h)
rect
px,
py,
step
c_w,
c_h,
c
filled
fi
next
y
next
x
SHOWPAGE
end
'
' show the given block
'
sub
show_block(block)
draw_block
block.b,
block.r,
block.x,
block.y,
block.col
end
'
' erase the given block
'
sub
hide_block(block)
draw_block
block.b,
block.r,
block.x,
block.y,
b_col
end
'
' returns the right edge of the given block
'
func
right_edge(block)
local
x,
y,
r
r
=
block.r
for
x
=
3
to
0
step
-
1
for
y
=
0
to
3
if
block.b(r)(x,
y)
=
1
then
right_edge
=
x
+
1
exit
func
fi
next
y
next
x
end
'
' create one of the four block rotations
'
func
create_cell
local
x,
y,
result
dim
result(
0
to
3
,
0
to
3
)
for
y
=
0
to
3
for
x
=
0
to
3
read
result(x,
y)
next
x
next
y
create_cell
=
result
end
'
' creates 4 rotations of a 4 x 4 pattern. address like this: b(0)(1,1)
'
func
create_block
local
i,
result
dim
result(
0
to
3
)
for
i
=
0
to
3
result(i)
=
create_cell
next
i
create_block
=
result
end
'
' draw the board outline
'
sub
draw_board(x1,
y1)
local
w
=
b_w
*
c_w
local
h
=
b_h
*
c_h
rect
x1,
y1,
step
w,
h,
b_col
filled
local
x,
y,
px,
py
for
y
=
b_h
-
1
to
0
step
-
1
for
x
=
0
to
b_w
-
1
if
(board(x,
y)
!=
0
)
then
px
=
x1
+
(x
*
c_w)
py
=
y1
+
(y
*
c_h)
rect
px,
py,
step
c_w,
c_h,
board(x,
y)
filled
fi
next
x
next
y
end
'
' creates a new active block
'
func
next_block
local
i
=
int(rnd
*
num_blocks)
result.b
=
blocks(i)
result.r
=
int(rnd
*
4
)
result.col
=
i
+
2
result.x
=
b_w
/
2
result.y
=
0
show_block
result
num_shapes++
next_block
=
result
end
'
' prepare the game board
'
sub
init_game
local
i,
x,
y
' create the blocks
for
i
=
0
to
num_blocks
-
1
blocks(i)
=
create_block
next
i
' setup the bottom boundary holder
for
x
=
0
to
b_w
-
1
for
y
=
0
to
b_h
-
1
board(x,
y)
=
0
next
y
next
x
draw_board
b_x,
b_y
randomize
timer
end
'
' handle row completion
'
func
row_completed
local
x,
y,
n,
x2,
y2
row_completed
=
0
for
y
=
b_h
-
1
to
0
step
-
1
n
=
0
for
x
=
0
to
b_w
-
1
if
(board(x,
y)
!=
0
)
then
n++
fi
next
x
if
(n
==
b_w)
then
' erase the completed row
for
y2
=
y
to
1
step
-
1
for
x2
=
0
to
b_w
-
1
board(x2,
y2)
=
board(x2,
y2
-
1
)
next
x2
next
y2
' clear the top row
for
x2
=
0
to
b_w
-
1
board(x2,
0
)
=
0
next
x2
y
+=
1
'next row now in y
row_completed
=
1
fi
next
y
end
'
' whether the block can move any further down
'
func
is_bottom(block)
local
x,
y
local
br
=
block.r
local
bx
=
block.x
local
by
=
block.y
local
touch
=
false
for
y
=
3
to
0
step
-
1
for
x
=
0
to
3
if
(block.b(br)(x,
y)
=
1
&&
&
(by
+
y
+
1
==
b_h
||
board(bx
+
x,
by
+
y
+
1
)
!=
0
))
then
touch
=
true
fi
next
x
next
y
if
(touch)
then
' check for end of game
for
y
=
3
to
0
step
-
1
for
x
=
0
to
3
if
(block.b(br)(x,
y)
=
1
)
then
if
(by
==
0
||
(by
<
4
&&
board(bx
+
x,
by
+
y)
!=
0
))
then
game_over
=
true
exit
func
fi
fi
next
x
next
y
' record the resting position on the board
for
y
=
3
to
0
step
-
1
for
x
=
0
to
3
if
(block.b(br)(x,
y)
=
1
)
then
board(bx
+
x,
by
+
y)
=
block.col
fi
next
x
next
y
fi
is_bottom
=
touch
end
'
' update the block position by the given offsets
'
sub
moveBlock(x,
y)
hide_block
block
block.x
+=
x
block.y
+=
y
show_block
block
end
'
' move the block left
'
sub
moveLeft
if
(block.x
>
0
)
then
moveBlock
-
1
,
0
fi
end
'
' move the block right
'
sub
moveRight
if
((block.x
+
right_edge(block))
<
b_w)
then
moveBlock
1
,
0
fi
end
'
' rotate the block
'
sub
moveRotate
hide_block
block
block.r
=
iff(block.r
==
3
,
0
,
block.r+
1
)
' ensure rotation doesn't extend beyond board
while
((block.x
+
right_edge(block))
>
b_w)
block.x
--
wend
show_block
block
end
'
' drop the block
'
sub
dropBlock
while
!is_bottom(block)
moveBlock
0
,
1
wend
end
'
' show game statistics
'
sub
show_stats
at
b_x
+
(b_w
*
c_w)
+
10
,
b_y:
?
"Shapes:"
;
num_shapes
at
b_x
+
(b_w
*
c_w)
+
10
,
b_y+
20
:
?
"Rows:"
;
num_rows
at
b_x
+
(b_w
*
c_w)
+
10
,
b_y+
40
:
?
"Speed:"
;
drop_speed
end
'
' main game loop
'
sub
play_game
block
=
next_block
show_stats
while
game_over
=
false
delay
drop_speed
' check for collision
if
is_bottom(block)
then
show_block
block
'show final position
erase
block
if
row_completed
then
num_rows++
draw_board
b_x,
b_y
drop_speed
-=
20
fi
block
=
next_block
show_stats
else
' drop the block down one position
moveBlock
0
,
1
fi
wend
end
defineKey
0
xFF04,
moveLeft
defineKey
0
xFF05,
moveRight
defineKey
0
xFF09,
moveRotate
defineKey
asc(
" "
),
dropBlock
init_game
play_game
'
' define the game pieces
'
'block 1 - bar
data
1
,
0
,
0
,
0
,
1
,
0
,
0
,
0
,
1
,
0
,
0
,
0
,
1
,
0
,
0
,
0
data
1
,
1
,
1
,
1
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
data
1
,
0
,
0
,
0
,
1
,
0
,
0
,
0
,
1
,
0
,
0
,
0
,
1
,
0
,
0
,
0
data
1
,
1
,
1
,
1
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
'block 2 - elbow
data
1
,
0
,
0
,
0
,
1
,
0
,
0
,
0
,
1
,
1
,
0
,
0
,
0
,
0
,
0
,
0
data
1
,
1
,
1
,
0
,
1
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
data
0
,
1
,
1
,
0
,
0
,
0
,
1
,
0
,
0
,
0
,
1
,
0
,
0
,
0
,
0
,
0
data
0
,
0
,
0
,
0
,
0
,
0
,
1
,
0
,
1
,
1
,
1
,
0
,
0
,
0
,
0
,
0
'block 3 - tee
data
1
,
1
,
1
,
0
,
0
,
1
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
data
0
,
1
,
0
,
0
,
1
,
1
,
0
,
0
,
0
,
1
,
0
,
0
,
0
,
0
,
0
,
0
data
0
,
1
,
0
,
0
,
1
,
1
,
1
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
data
1
,
0
,
0
,
0
,
1
,
1
,
0
,
0
,
1
,
0
,
0
,
0
,
0
,
0
,
0
,
0
'block 4 - cube
data
1
,
1
,
0
,
0
,
1
,
1
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
data
1
,
1
,
0
,
0
,
1
,
1
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
data
1
,
1
,
0
,
0
,
1
,
1
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
data
1
,
1
,
0
,
0
,
1
,
1
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
'block 5 - s-bend
data
1
,
1
,
0
,
0
,
0
,
1
,
1
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
data
0
,
1
,
0
,
0
,
1
,
1
,
0
,
0
,
1
,
0
,
0
,
0
,
0
,
0
,
0
,
0
data
1
,
1
,
0
,
0
,
0
,
1
,
1
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
data
0
,
1
,
0
,
0
,
1
,
1
,
0
,
0
,
1
,
0
,
0
,
0
,
0
,
0
,
0
,
0
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