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Andy Maleh
Andy Maleh

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Glimmer DSL for LibUI Tetris Example

I recently got an issue request to build games in Glimmer DSL for LibUI, so I went ahead and built Glimmer Tetris.

Of course, I followed the Glimmer Process in building it, so I released the following version changes of Glimmer DSL for LibUI along the way:

0.2.20:

  • Improve examples/tetris.rb with menus, high score dialog, and options
  • Prevent examples/tetris.rb window from being resized
  • Support window resizable property (resizable false means one cannot resize window)
  • Support calling window.content_size = [x, y] as an alternative to window.set_content_size(x, y)
  • Fix issue with hooking on_content_size_changed listener to window
  • Fix issue with using window content_size property getter

0.2.19:

  • Improve examples/tetris.rb with a score board (indicating next Tetromino, score, level, and lines)
  • Add instant down action to examples/tetris.rb upon hitting the space button

0.2.18:

  • Support polygon (closed figure of lines), polyline (open figure of lines), and polybezier (open figure of beziers) shape keywords to use under path
  • Improve examples/tetris.rb with bevel block 3D look and restarting upon game over
  • Update examples/area_gallery.rb to add uses of polygon, polyline, and polybezier
  • Refactor examples/histogram.rb to utilize new polygon and polyline keywords
  • Support area request_auto_redraw, pause_auto_redraw, and resume_auto_redraw, operations, and auto_redraw_enabled property.

0.2.17:

  • Tetris example - basic version with simple color squares

Screenshots:

Glimmer Tetris

Game Over

High Scores

Code:

# From: https://github.com/AndyObtiva/glimmer-dsl-libui#tetris

require 'glimmer-dsl-libui'

require_relative 'tetris/model/game'

class Tetris
  include Glimmer

  BLOCK_SIZE = 25
  BEVEL_CONSTANT = 20
  COLOR_GRAY = {r: 192, g: 192, b: 192}

  def initialize
    @game = Model::Game.new
  end

  def launch
    create_gui
    register_observers
    @game.start!
    @main_window.show
  end

  def create_gui
    menu_bar

    @main_window = window('Glimmer Tetris') {
      content_size Model::Game::PLAYFIELD_WIDTH * BLOCK_SIZE, Model::Game::PLAYFIELD_HEIGHT * BLOCK_SIZE + 98
      resizable false

      vertical_box {
        label { # filler
          stretchy false
        }

        score_board(block_size: BLOCK_SIZE) {
          stretchy false
        }

        @playfield_blocks = playfield(playfield_width: Model::Game::PLAYFIELD_WIDTH, playfield_height: Model::Game::PLAYFIELD_HEIGHT, block_size: BLOCK_SIZE)
      }
    }
  end

  def register_observers
    Glimmer::DataBinding::Observer.proc do |game_over|
      if game_over
        @pause_menu_item.enabled = false
        show_game_over_dialog
      else
        @pause_menu_item.enabled = true
        start_moving_tetrominos_down
      end
    end.observe(@game, :game_over)

    Model::Game::PLAYFIELD_HEIGHT.times do |row|
      Model::Game::PLAYFIELD_WIDTH.times do |column|
        Glimmer::DataBinding::Observer.proc do |new_color|
          Glimmer::LibUI.queue_main do
            color = Glimmer::LibUI.interpret_color(new_color)
            block = @playfield_blocks[row][column]
            block[:background_square].fill = color
            block[:top_bevel_edge].fill = {r: color[:r] + 4*BEVEL_CONSTANT, g: color[:g] + 4*BEVEL_CONSTANT, b: color[:b] + 4*BEVEL_CONSTANT}
            block[:right_bevel_edge].fill = {r: color[:r] - BEVEL_CONSTANT, g: color[:g] - BEVEL_CONSTANT, b: color[:b] - BEVEL_CONSTANT}
            block[:bottom_bevel_edge].fill = {r: color[:r] - BEVEL_CONSTANT, g: color[:g] - BEVEL_CONSTANT, b: color[:b] - BEVEL_CONSTANT}
            block[:left_bevel_edge].fill = {r: color[:r] - BEVEL_CONSTANT, g: color[:g] - BEVEL_CONSTANT, b: color[:b] - BEVEL_CONSTANT}
            block[:border_square].stroke = new_color == Model::Block::COLOR_CLEAR ? COLOR_GRAY : color
          end
        end.observe(@game.playfield[row][column], :color)
      end
    end

    Model::Game::PREVIEW_PLAYFIELD_HEIGHT.times do |row|
      Model::Game::PREVIEW_PLAYFIELD_WIDTH.times do |column|
        Glimmer::DataBinding::Observer.proc do |new_color|
          Glimmer::LibUI.queue_main do
            color = Glimmer::LibUI.interpret_color(new_color)
            block = @preview_playfield_blocks[row][column]
            block[:background_square].fill = color
            block[:top_bevel_edge].fill = {r: color[:r] + 4*BEVEL_CONSTANT, g: color[:g] + 4*BEVEL_CONSTANT, b: color[:b] + 4*BEVEL_CONSTANT}
            block[:right_bevel_edge].fill = {r: color[:r] - BEVEL_CONSTANT, g: color[:g] - BEVEL_CONSTANT, b: color[:b] - BEVEL_CONSTANT}
            block[:bottom_bevel_edge].fill = {r: color[:r] - BEVEL_CONSTANT, g: color[:g] - BEVEL_CONSTANT, b: color[:b] - BEVEL_CONSTANT}
            block[:left_bevel_edge].fill = {r: color[:r] - BEVEL_CONSTANT, g: color[:g] - BEVEL_CONSTANT, b: color[:b] - BEVEL_CONSTANT}
            block[:border_square].stroke = new_color == Model::Block::COLOR_CLEAR ? COLOR_GRAY : color
          end
        end.observe(@game.preview_playfield[row][column], :color)
      end
    end

    Glimmer::DataBinding::Observer.proc do |new_score|
      Glimmer::LibUI.queue_main do
        @score_label.text = new_score.to_s
      end
    end.observe(@game, :score)

    Glimmer::DataBinding::Observer.proc do |new_lines|
      Glimmer::LibUI.queue_main do
        @lines_label.text = new_lines.to_s
      end
    end.observe(@game, :lines)

    Glimmer::DataBinding::Observer.proc do |new_level|
      Glimmer::LibUI.queue_main do
        @level_label.text = new_level.to_s
      end
    end.observe(@game, :level)
  end

  def menu_bar
    menu('Game') {
      @pause_menu_item = check_menu_item('Pause') {
        enabled false

        on_clicked do
          @game.paused = @pause_menu_item.checked?
        end
      }
      menu_item('Restart') {
        on_clicked do
          @game.restart!
        end
      }
      separator_menu_item
      menu_item('Exit') {
        on_clicked do
          exit(0)
        end
      }
      quit_menu_item if OS.mac?
    }

    menu('View') {
      menu_item('Show High Scores') {
        on_clicked do
          show_high_scores
        end
      }
      menu_item('Clear High Scores') {
        on_clicked {
          @game.clear_high_scores!
        }
      }
    }

    menu('Options') {
      radio_menu_item('Instant Down on Up Arrow') {
        on_clicked do
          @game.instant_down_on_up = true
        end
      }
      radio_menu_item('Rotate Right on Up Arrow') {
        on_clicked do
          @game.rotate_right_on_up = true
        end
      }
      radio_menu_item('Rotate Left on Up Arrow') {
        on_clicked do
          @game.rotate_left_on_up = true
        end
      }
    }

    menu('Help') {
      if OS.mac?
        about_menu_item {
          on_clicked do
            show_about_dialog
          end
        }
      end
      menu_item('About') {
        on_clicked do
          show_about_dialog
        end
      }
    }
  end

  def playfield(playfield_width: , playfield_height: , block_size: , &extra_content)
    blocks = []
    vertical_box {
      padded false

      playfield_height.times.map do |row|
        blocks << []
        horizontal_box {
          padded false

          playfield_width.times.map do |column|
            blocks.last << block(row: row, column: column, block_size: block_size)
          end
        }
      end

      extra_content&.call
    }
    blocks
  end

  def block(row: , column: , block_size: , &extra_content)
    block = {}
    bevel_pixel_size = 0.16 * block_size.to_f
    color = Glimmer::LibUI.interpret_color(Model::Block::COLOR_CLEAR)
    area {
      block[:background_square] = path {
        square(0, 0, block_size)

        fill color
      }
      block[:top_bevel_edge] = path {
        polygon(0, 0, block_size, 0, block_size - bevel_pixel_size, bevel_pixel_size, bevel_pixel_size, bevel_pixel_size)

        fill r: color[:r] + 4*BEVEL_CONSTANT, g: color[:g] + 4*BEVEL_CONSTANT, b: color[:b] + 4*BEVEL_CONSTANT
      }
      block[:right_bevel_edge] = path {
        polygon(block_size, 0, block_size - bevel_pixel_size, bevel_pixel_size, block_size - bevel_pixel_size, block_size - bevel_pixel_size, block_size, block_size)

        fill r: color[:r] - BEVEL_CONSTANT, g: color[:g] - BEVEL_CONSTANT, b: color[:b] - BEVEL_CONSTANT
      }
      block[:bottom_bevel_edge] = path {
        polygon(block_size, block_size, 0, block_size, bevel_pixel_size, block_size - bevel_pixel_size, block_size - bevel_pixel_size, block_size - bevel_pixel_size)

        fill r: color[:r] - BEVEL_CONSTANT, g: color[:g] - BEVEL_CONSTANT, b: color[:b] - BEVEL_CONSTANT
      }
      block[:left_bevel_edge] = path {
        polygon(0, 0, 0, block_size, bevel_pixel_size, block_size - bevel_pixel_size, bevel_pixel_size, bevel_pixel_size)

        fill r: color[:r] - BEVEL_CONSTANT, g: color[:g] - BEVEL_CONSTANT, b: color[:b] - BEVEL_CONSTANT
      }
      block[:border_square] = path {
        square(0, 0, block_size)

        stroke COLOR_GRAY
      }

      on_key_down do |key_event|
        case key_event
        in ext_key: :down
          @game.down!
        in key: ' '
          @game.down!(instant: true)
        in ext_key: :up
          case @game.up_arrow_action
          when :instant_down
            @game.down!(instant: true)
          when :rotate_right
            @game.rotate!(:right)
          when :rotate_left
            @game.rotate!(:left)
          end
        in ext_key: :left
          @game.left!
        in ext_key: :right
          @game.right!
        in modifier: :shift
          @game.rotate!(:right)
        in modifier: :control
          @game.rotate!(:left)
        else
          # Do Nothing
        end
      end

      extra_content&.call
    }
    block
  end

  def score_board(block_size: , &extra_content)
    vertical_box {
      horizontal_box {
        label # filler
        @preview_playfield_blocks = playfield(playfield_width: Model::Game::PREVIEW_PLAYFIELD_WIDTH, playfield_height: Model::Game::PREVIEW_PLAYFIELD_HEIGHT, block_size: block_size)
        label # filler
      }

      horizontal_box {
        label # filler
        grid {
          stretchy false

          label('Score') {
            left 0
            top 0
            halign :fill
          }
          @score_label = label {
            left 0
            top 1
            halign :center
          }

          label('Lines') {
            left 1
            top 0
            halign :fill
          }
          @lines_label = label {
            left 1
            top 1
            halign :center
          }

          label('Level') {
            left 2
            top 0
            halign :fill
          }
          @level_label = label {
            left 2
            top 1
            halign :center
          }
        }
        label # filler
      }

      extra_content&.call
    }
  end

  def start_moving_tetrominos_down
    Glimmer::LibUI.timer(@game.delay) do
      @game.down! if !@game.game_over? && !@game.paused?
    end
  end

  def show_game_over_dialog
    Glimmer::LibUI.queue_main do
      msg_box('Game Over!', "Score: #{@game.high_scores.first.score}\nLines: #{@game.high_scores.first.lines}\nLevel: #{@game.high_scores.first.level}")
      @game.restart!
    end
  end

  def show_high_scores
    Glimmer::LibUI.queue_main do
      if @game.high_scores.empty?
        high_scores_string = "No games have been scored yet."
      else
        high_scores_string = @game.high_scores.map do |high_score|
          "#{high_score.name} | Score: #{high_score.score} | Lines: #{high_score.lines} | Level: #{high_score.level}"
        end.join("\n")
      end
      msg_box('High Scores', high_scores_string)
    end
  end

  def show_about_dialog
    Glimmer::LibUI.queue_main do
      msg_box('About', 'Glimmer Tetris - Glimmer DSL for LibUI Example - Copyright (c) 2021 Andy Maleh')
    end
  end
end

Tetris.new.launch
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Happy Glimmering!

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