January 15, 2021, 04:56:21 PM

### Author Topic: [bmx] Tetris by Matt Merkulov [ 1+ years ago ]  (Read 640 times)

#### BlitzBot

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##### [bmx] Tetris by Matt Merkulov [ 1+ years ago ]
« on: June 29, 2017, 12:28:39 AM »
Title : Tetris
Author : Matt Merkulov
Posted : 1+ years ago

Description : Left / Right / Down - move block
Q / W - rotate block
Esc - exit

Code :
Code: BlitzMax
1. Global W[21,23],F[7,4,4,4],L[7];For S\$=Eachin "ABEF,AEFJEFBC,IEFBABFG,BFJNEFGH,AEFGCBFJEFGKIJFB,EFGCBFJKIEFGABFJ,EFBGBFGJEFGJBEFJ".Split(",");L[M]=Len(S)/4-1;For I=0 To L[M];For J=0 To 3;A=S[I*4+J]-65;F[M,I,A&3,A Shr 2]=1;Next;Next;M:+1;Next;Graphics 800,600;Y=19;Repeat;Cls;For I=0 To 20;W[1,I]=1;W[12,I]=1;W[I,20]=1;For J=1 To 12;If W[J,I] Then DrawRect J*8,I*8,8,8
2. Next;Next;For I=0 To 3;For J=0 To 3;If F[N,R,I,J] Then DrawRect (X+I)*8,(Y+J)*8,8,8
3. Next;Next;Flip;A=X+KeyHit(39)-KeyHit(37);B=Y+KeyDown(40);Q=(R+KeyHit(87)-KeyHit(81))&L[N];IF C(A,B,N,Q)=0 Then X=A;Y=B;R=Q
4. M=Millisecs();If M>T Then
5. T=M+999;If C(X,Y+1,N,R) Then
6. If Y=0 Then End
7. For I=0 To 3;For J=0 To 3;If F[N,R,I,J] Then W[X+I,Y+J]=1
8. Next;Next;D=0;For I=19 To 0 Step -1;Q=0;For J=2 To 11;If W[J,I] Then Q:+1
9. W[J,I+D]=W[J,I];Next;IF Q>9 Then D:+1
10. Next;X=5;Y=-1;N=Rand(0,6);EndIf;Y:+1;End If;Until KeyHit(27);Function C(X,Y,N,R);For I=0 To 3;For J=0 To 3;If F(N,R,I,J)*W[I+X,J+Y] Then Return 1
11. Next;Next;EndFunction

degac(Posted 1+ years ago)

Incredible!

AndyGFX(Posted 1+ years ago)

nice

ZJP(Posted 1+ years ago)

?

spacerat(Posted 1+ years ago)

This is awesome. I tried to decipher it and figure out how it works but I failed. However for anyone else who wants to try I got this
Code: [Select]
`Framework brl.blitzImport brl.glmax2dImport brl.randomGlobal W[21, 23], F[7, 4, 4, 4], L[7] ;For S:String = Eachin "ABEF,AEFJEFBC,IEFBABFG,BFJNEFGH,AEFGCBFJEFGKIJFB,EFGCBFJKIEFGABFJ,EFBGBFGJEFGJBEFJ".Split(",") ; L[M] = Len(S) / 4 - 1; For I = 0 To L[M] ; For J = 0 To 3; A = S[I * 4 + J] - 65; F[M, I, A & 3, A Shr 2] = 1; Next; Next; M:+1;Next;Graphics 50, 200;Y = 19;Repeat; Cls; For I = 0 To 20; W[1, I] = 1; W[12, I] = 1; W[I, 20] = 1; For J = 1 To 12; If W[J, I] Then DrawRect J * 8, I * 8, 8, 8 Next; Next; For I = 0 To 3; For J = 0 To 3; If F[N, R, I, J] Then DrawRect(X + I) * 8, (Y + J) * 8, 8, 8 Next; Next; Flip; A = X + KeyHit(39) - KeyHit(37) ; B = Y + KeyDown(40) ; Q = (R + KeyHit(87) - KeyHit(81)) & L[N] ; IF C(A, B, N, Q) = 0 Then X = A; Y = B; R=Q M = Millisecs() ; If M > T Then T = M + 999; If C(X, Y + 1, N, R) Then If Y = 0 Then End For I = 0 To 3; For J = 0 To 3; If F[N, R, I, J] Then W[X + I, Y + J] = 1 Next; Next; D = 0; For I = 19 To 0 Step - 1; Q = 0; For J = 2 To 11; If W[J, I] Then Q:+1 W[J, I + D] = W[J, I] ; Next; IF Q > 9 Then D:+1 Next; X = 5; Y = -1; N = Rand(0, 6) ; EndIf; Y:+1; End If;Until KeyHit(27) ;Function C(X, Y, N, R) ; For I = 0 To 3; For J = 0 To 3; If F(N, R, I, J) * W[I + X, J + Y] Then Return 1 Next; Next;EndFunction`Also, you can cut a character off by changing graphics 800,600 to 50,200.

Dabhand(Posted 1+ years ago)

I love these... Reminds me of the Amstrad Actions 10-liners of auld!!!On a similar note, we had a competition on something similar at BlitzMonkeys.com:-<a href="http://www.blitzmonkeys.com/index.php?topic=141.0" target="_blank">http://www.blitzmonkeys.com/index.php?topic=141.0[/url]Anyhoo... Nice work there Matt! :)Dabz

MGE(Posted 1+ years ago)

close, but doesn't work. Still...very, very nice!

Nate the Great(Posted 1+ years ago)

NICE...but a few comments here and there would help lol.

Matt Merkulov(Posted 1+ years ago)

Here's expanded and formatted version with commentsEnjoy!
Code: [Select]
`SeedRnd Millisecs()Global World[ 21, 23 ] ' Game field, stretched right for the shorter way to make glass bottomGlobal Figure[ 7, 4, 4, 4 ] ' Stored tetris figures ( 7 pieces, 4x4 matrix, up to 4 phases)Global Phases[ 7 ] ' Quantity of phases for figure ( 1, 2 or 4 )For S\$ = Eachin "ABEF,AEFJEFBC,IEFBABFG,BFJNEFGH,AEFGCBFJEFGKIJFB,EFGCBFJKIEFGABFJ,EFBGBFGJEFGJBEFJ".Split(",") ' There's all phases of figures stored in the sting, using 4 letters per phase, comma separates figure string chunks ' Every letter means a quadratic piece of figure in certain position, corresponding to following matrix: ' ABCD ' EFGH ' IJKL ' MNOP Phases[ M ] = Len( S ) / 4 - 1 ' ( Quantity of phases - 1 ) can be calculated by dividing string chunk by 4 and subtracting 1 For I = 0 To Phases[ M ] ' These cycles fills the Figure matrices For J = 0 To 3 A = S[ I * 4 + J ] - 65 ' This number converts symbol to number in range from 0 to 15 Figure[ M, I, A & 3, A Shr 2 ] = 1 ' 1 means filled square, 0 (by default) means empty Next Next M :+ 1 ' Incrementing figures counterNextGraphics 800, 600Y = 19 ' current y-coordinate of figure, set to 19 to make initialization of new oneRepeat Cls For I = 0 To 20 ' Making glass boundaries World[ 1, I ] = 1 ' left wall (it is shifted from the edge to prevent error ' when figure matrix is situated partly outside of the game field) World[ 12, I ] = 1 ' right wall World[ I, 20 ] = 1 ' bottom ' Drawing game field For J = 1 To 12 If World[ J, I ] Then DrawRect J * 8, I * 8, 8, 8 Next Next ' Drawing current figure For I = 0 To 3 For J = 0 To 3 If Figure[ N, R, I, J ] Then DrawRect ( X + I ) * 8, ( Y + J ) * 8, 8, 8 Next Next Flip ' This is cool controller handing method, that I borrowed from old Speccy magazines ' If KEY_RIGHT is pressed then new value of X will be less than old by 1 ' If KEY_LEFT is pressed then new value of X will be more than old by 1 A = X + KeyHit( KEY_RIGHT ) - KeyHit( KEY_LEFT ) B = Y + KeyDown( KEY_DOWN ) ' Phase is "cycling" with (phases quantity - 1) = %0, %1 or %11 - by using logical operator AND Q = ( R + KeyHit( KEY_W ) - KeyHit( KEY_Q ) ) & Phases[ N ] ' If new-positioned figure is not colliding with game field then it will be moved IF CheckPosition( A, B, N, Q ) = 0 Then X = A Y = B R = Q End If M = Millisecs() If M > T Then T = M + 999 ' figure will be moved down every second ' Checking if figure collides with game field when moved down (if true then "finalize" it) If CheckPosition( X, Y + 1, N, R ) Then If Y = 0 Then End ' end of game because glass is filled to the top For I = 0 To 3 ' Transferring figure from its matrix to the game field (by filling corresponding squares) For J = 0 To 3 If Figure[ N, R, I, J ] Then World[ X + I, Y + J ] = 1 Next Next ' This mechanism will check filled rows and also moving down upper stuff if there's any D = 0 ' Current steps to shift game field contents by For I = 19 To 0 Step -1 Q = 0 For J = 2 To 11 If World[ J, I ] Then Q :+ 1 World[ J, I + D ] = World[ J, I ] Next IF Q > 9 Then D :+ 1 ' If there's 10 squares in a row then shift steps will be incremented by 1 Next ' Initializing new random figure on the top of the glass X = 5 Y =  - 1 N = Rand( 0, 6 ) EndIf Y :+ 1 ' Moving figure down End IfUntil KeyHit( KEY_ESCAPE )' This function checks collisions of game field and figure N with phase R in ( X, Y ) coordsFunction CheckPosition( X, Y, N, R ) For I = 0 To 3 For J = 0 To 3 ' Returns 1 if any filled figure square is placed on filled square of game field If Figure[ N, R, I, J ] * World[ I + X, J + Y ] Then Return 1 Next Next ' Returns 0 if there's no collisionEndFunction`