i want to create something like a square of square like a a square composed of 4 small squares (4x4) for a Tetris I know how to create a simple square and move it,
but I don't know how to create a more complex figure like a 4x4 square or an L and move it like a simple square do you have any idea ?
here the code if you need it =>
extern crate glutin_window;
extern crate graphics;
extern crate opengl_graphics;
extern crate piston;
use glutin_window::GlutinWindow;
use graphics::rectangle;
use opengl_graphics::{GlGraphics, OpenGL};
use piston::event_loop::{EventSettings, Events};
use piston::input::{
Button, Key, PressEvent, ReleaseEvent, RenderArgs, RenderEvent, UpdateArgs, UpdateEvent,
};
use piston::window::WindowSettings;
use piston_window::Transformed;
use std::process;
struct Game {
gl: GlGraphics,
pos_x: f64,
pos_y: f64,
}
impl Game {
fn render(&mut self, arg: &RenderArgs) {
use graphics;
let BACKGROUND: [f32; 4] = [0.349019608, 0.349019608, 0.290196078, 1.0];
let COO: [f32; 4] = [0.364705882, 0.717647059, 0.870588235, 0.8];
let square_c = rectangle::square(100.0, 100.0, 30.0);
let pos_x = self.pos_x as f64;
let pos_y = self.pos_y as f64;
println!("pos x = {}", pos_x);
println!("pos y = {}", pos_y);
self.gl.draw(arg.viewport(), |c, gl| {
graphics::clear(BACKGROUND, gl);
rectangle(COO, square_c, c.transform.trans(pos_x, pos_y), gl); // deplace le carre de -200 vers la gauche
});
}
fn press(&mut self, args: &Button) {
if let &Button::Keyboard(key) = args {
match key {
Key::Up => self.pos_y -= 10.0,
Key::Down => self.pos_y += 10.0,
Key::Left => self.pos_x -= 10.0,
Key::Right => self.pos_x += 10.0,
_ => {
println!("other1");
}
}
}
}
fn release(&mut self, args: &Button) {
if let &Button::Keyboard(key) = args {
match key {
Key::Up => {
println!("Up release");
}
Key::Down => {
println!("Down release");
}
Key::Left => {
println!("Left release");
}
Key::Right => {
println!("Right release");
}
_ => {
println!("other release");
}
}
}
}
}
fn main() {
let opengl = OpenGL::V3_2;
let mut window: GlutinWindow = WindowSettings::new("Tetris Game", [400, 800])
.graphics_api(opengl)
.exit_on_esc(true)
.build()
.unwrap();
let mut game = Game {
gl: GlGraphics::new(opengl),
pos_x: 200.0,
pos_y: 0.0,
};
let mut events = Events::new(EventSettings::new());
while let Some(e) = events.next(&mut window) {
if let Some(r) = e.render_args() {
game.render(&r);
}
if let Some(b) = e.press_args() {
game.press(&b);
}
if let Some(b) = e.release_args() {
game.release(&b);
}
}
}
If you want to create a square of 4 squares, then you just have to repeat what you already have, i.e. call rectangle
4 times and position the rectangles accordingly.
const RED: [f32; 4] = [1.0, 0.0, 0.0, 1.0];
const GREEN: [f32; 4] = [0.0, 1.0, 0.0, 1.0];
const BLUE: [f32; 4] = [0.0, 0.0, 1.0, 1.0];
const YELLOW: [f32; 4] = [1.0, 1.0, 0.0, 1.0];
let (x, y) = (50.0, 50.0);
rectangle(RED, rectangle::square( 0.0, 0.0, 30.0), c.transform.trans(x, y), gl);
rectangle(GREEN, rectangle::square(30.0, 0.0, 30.0), c.transform.trans(x, y), gl);
rectangle(BLUE, rectangle::square( 0.0, 30.0, 30.0), c.transform.trans(x, y), gl);
rectangle(YELLOW, rectangle::square(30.0, 30.0, 30.0), c.transform.trans(x, y), gl);
The above renders a 4 rectangles that look like this:
If you want to create an L shape, then you can just position 2 rectangles to create that shape.
rectangle(RED, [0.0, 0.0, 15.0, 30.0], c.transform.trans(x, y), gl);
rectangle(GREEN, [0.0, 30.0, 30.0, 15.0], c.transform.trans(x, y), gl);
You could also bake the positions directly into the rectangle shape, instead of using .trans(x, y)
, i.e. for the last one it would be [x, y + 30.0, 30.0, 15.0]
.
If you instead want to create a single polygon from a series of points, then you can use polygon()
. The following creates the same L shape as before, just this time it's completely red.
polygon(
RED,
&[
[ 0.0, 45.0],
[ 0.0, 0.0],
[15.0, 0.0],
[15.0, 30.0],
[30.0, 30.0],
[30.0, 45.0],
],
c.transform.trans(x, y),
gl,
);
In the piston2d-graphics
crate's documentation you can see additional draw functions, such as ellipse()
, image()
and text()