diff --git a/examples/game-tetris.ds b/examples/game-tetris.ds index 2eeafbd..a3bfbdf 100644 --- a/examples/game-tetris.ds +++ b/examples/game-tetris.ds @@ -84,20 +84,15 @@ on keydown(ev) -> paused = if ev.key == "p" then (if paused then 0 else 1) else -- LAYER 4: DERIVED SIGNALS — Collision, gravity, lock, line clear -- ================================================================ --- Collision detection signal: is the row BELOW the piece occupied? --- For a standard piece (3 wide, 2 tall like T), the bottom cells are at py+1. --- We check if grid row py+2 has any blocks at the piece's x positions. --- `blocked` = 1 means can't move down, 0 means safe to drop. --- --- Since grid rows are individual signals, we branch on py to check the right row. --- Also blocked at the bottom wall (py >= 18 for standard pieces). +-- Collision detection: can the piece move down? +-- T-piece at py has top cells at row py, bottom cell at py+1. +-- To move down: top cells move to py+1, bottom cell to py+2. +-- Check grid[py+1] at px, px+1, px+2 (top row would land here). +-- Bottom wall: py >= 18 (piece can't go lower). let blocked = 0 --- Check collision: at bottom wall OR frozen cells below --- T/J/L/S/Z pieces: bottom at py+1, so check py+2 --- I piece: bottom at py+1, check py+2 --- Piece bottom row = py+1, next row down = py+2 -every 33 -> blocked = if py > 17 then 1 else (if py == 17 then (if g19[px] > 0 then 1 else (if g19[px + 1] > 0 then 1 else 0)) else (if py == 16 then (if g18[px] > 0 then 1 else (if g18[px + 1] > 0 then 1 else 0)) else (if py == 15 then (if g17[px] > 0 then 1 else (if g17[px + 1] > 0 then 1 else 0)) else (if py == 14 then (if g16[px] > 0 then 1 else (if g16[px + 1] > 0 then 1 else 0)) else (if py == 13 then (if g15[px] > 0 then 1 else (if g15[px + 1] > 0 then 1 else 0)) else (if py == 12 then (if g14[px] > 0 then 1 else (if g14[px + 1] > 0 then 1 else 0)) else 0)))))) +-- Check collision against the CORRECT row: grid[py+1] for top cells +every 33 -> blocked = if py > 17 then 1 else (if py == 17 then (if g18[px] > 0 then 1 else (if g18[px + 1] > 0 then 1 else (if g18[px + 2] > 0 then 1 else 0))) else (if py == 16 then (if g17[px] > 0 then 1 else (if g17[px + 1] > 0 then 1 else (if g17[px + 2] > 0 then 1 else 0))) else (if py == 15 then (if g16[px] > 0 then 1 else (if g16[px + 1] > 0 then 1 else (if g16[px + 2] > 0 then 1 else 0))) else (if py == 14 then (if g15[px] > 0 then 1 else (if g15[px + 1] > 0 then 1 else (if g15[px + 2] > 0 then 1 else 0))) else (if py == 13 then (if g14[px] > 0 then 1 else (if g14[px + 1] > 0 then 1 else (if g14[px + 2] > 0 then 1 else 0))) else (if py == 12 then (if g13[px] > 0 then 1 else (if g13[px + 1] > 0 then 1 else (if g13[px + 2] > 0 then 1 else 0))) else 0)))))) -- Gravity tick every 33 -> gravityTick = if paused then gravityTick else (if gameOver then gravityTick else gravityTick + 1)