活塞创建多个方块

Piston create a a block of multiple square

我想为俄罗斯方块创建一个由 4 个小方块 (4x4) 组成的正方形之类的东西我知道如何创建一个简单的正方形并移动它,

但我不知道如何创建一个更复杂的图形,如 4x4 正方形或 L,并像简单正方形一样移动它,你知道吗?

这里是代码,如果你需要的话=>

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);
        }
    }
}

如果你想创建一个由 4 个正方形组成的正方形,那么你只需重复已有的内容,即调用 rectangle 4 次并相应地放置矩形。

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);

上面呈现了 4 个矩形,如下所示:

如果您想创建一个 L 形,则只需放置 2 个矩形即可创建该形状。

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);

您也可以 将位置直接烘焙 到矩形形状中,而不是使用 .trans(x, y),即最后一个位置将是 [x, y + 30.0, 30.0, 15.0]

如果您想从一系列点创建一个多边形,则可以使用 polygon()。下面创建和之前一样的L形,只是这次完全是红色的。

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,
);

piston2d-graphics crate's documentation you can see additional draw functions, such as ellipse(), image() and text()