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Tetris game in Haskell using Gtk2Hs/Cairo.
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TriHs $Id$ Copyright (C) 2009 Riad Wahby <email@example.com> TriHs is a Tetris-like game implemented in Haskell using Gtk2Hs, using the Cairo vector graphics library bindings. BUILDING To build TriHs, you will need the Glasgow Haskell Compiler. In addition, make sure you have the following Haskell libraries installed: - Graphics.UI.Gtk aka Gtk2Hs. I've tested it against v0.10.1 - Graphics.Rendering.Cairo part of Gtk2Hs, but sometimes distributed separately if you build Gtk2Hs, be sure that the Cairo bindings get built too! - Control.Concurrent I use an MVar to hold the game state. I could have used an IOVar, but there might be some crazy crap I decide to pull later involving MVars. Once you have these, just type "make." CONTROLS The following keys are defined: - Alt-q / Ctrl-q / "Quit" button Quit the game - Ctrl-p Pause the game - Ctrl-s Toggle shadows on/off (using this makes you a cheater!) - Ctrl-1 Begin new 1-player game - Ctrl-2 Begin new 2-player game Player 1 controls: - a - move left - d - move right - s - move down - q - instant drop (hard) - e - rotate clockwise - w - rotate counterclockwise - f - swap opponent's next brick (2 player game only) Player 2 controls: - p - move left - ] - move right - [ - move down - - - instant drop (hard) - = - rotate clockwise - 0 - rotate counterclockwise - o - swap opponent's next brick (2 player game only) Player 2 alt controls: - Left, Right, Down arrows - move as directed - Up arrow - rotate CCW - XF86Forward - rotate CW - XF86Back - Instant drop - / - swap opponent's next brick (2 player game only) The alt controls are only there because they are really convenient on my Thinkpad T61 keyboard. It should be relatively self-explanatory how to change the keybindings; see the "handleButtonPress" function in the Main module (TriHs.hs). CODE The code for TriHs is split into three pieces: TriHsPieces, TriHsDrawing, and the Main module. TriHsPieces contains only pure code that defines the game datatypes and piece and state transforms. This is where the game-specific (non-UI) definitions live. TriHsDrawing contains all the Cairo-related code. This is where the canvas redraw callbacks and board, piece, and block drawing functions live. Basically, everything in the Render monad lives here. Main contains impure (IO Monad) code for dealing with the user interface, including creating the windows, handling events, updating mutable state, et cetera. In principle, this separation should make it relatively easy to rip the whole front end (Gtk2Hs+Cairo) off of the back end and build a new one with another toolkit, or to swap out Cairo for OpenGL. The only front end-specific blemishes in TriHsPieces are the "HandlerId", "DrawingArea", and "Label" data in TetrisGameState. To really separate these, TetrisGameState should either be defined in Main or wrapped in another datatype that is defined in Main. However, it seemed to me that this would muddy up the code for essentially no gain. UI Yes, it's not pretty. I care more about implementing interesting extensions to the Tetris rules than I do about making a beautiful UI. Unfortunately, this means there's no fancy game over screen or the like. Feel free to make things prettier if you care; it should be pretty simple. LICENSE TriHs is free software. It comes without any warranty, to to the extent permitted by applicable law. You can redistribute it and/or modify it under the terms of the Do What The Fuck You Want To Public License, Version 2, as published by Sam Hocevar. See the COPYING file or http://sam.zoy.org/wtfpl/COPYING for more details