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Tetris
Playable Tetris mini-game. Use arrow keys to move left and right and up to rotate, down to drop. Try it out in the browser on TryFSharp.org
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Skip module definition on TryFSharp.org
open System
open System.Windows
open System.Windows.Controls
open System.Windows.Input
open System.Windows.Media
open System.Windows.Shapes
Keyboard input
let tetrads =
[
[0,0;0,1;0,2;0,3],Colors.Red, Colors.Yellow
[0,0;1,0;0,1;1,1],Colors.Blue, Colors.Cyan
[0,0;1,0;2,0;1,1],Colors.Purple, Colors.Magenta
[0,0;1,0;2,0;0,1],Colors.Yellow, Colors.Orange
[0,0;1,0;2,0;2,1],Colors.White, Colors.LightGray
[0,0;1,0;1,1;2,1],Colors.Green, Colors.Gray
[0,1;1,1;1,0;2,0],Colors.Brown, Colors.DarkGray
]
type Block = { X:int; Y:int; Rectangle:Rectangle }
type Tetrad = { Blocks:Block list; Canvas:Canvas }
let setPosition (block:#UIElement) (x,y) =
block.SetValue(Canvas.LeftProperty, x)
block.SetValue(Canvas.TopProperty, y)
let blockSize = 16.0
let toPosition (x,y) = float x * blockSize, float y * blockSize
let positionBlock block =
(block.X, block.Y) |> toPosition |> setPosition block.Rectangle
let positionBlocks blocks =
blocks |> List.iter positionBlock
let positionTetrad tetrad (x,y) =
(x,y) |> toPosition |> setPosition tetrad.Canvas
let createTetrad (coordinates,stroke,fill) =
let createRectangle () =
Rectangle(
Width=blockSize,Height=blockSize,
Fill=SolidColorBrush fill,
Stroke=SolidColorBrush stroke,
StrokeThickness=2.0)
let createBlocks coordinates =
coordinates |> List.map (fun (x,y) ->
let rectangle = createRectangle ()
{ X=x; Y=y; Rectangle=rectangle }
)
let composeBlocks blocks =
let canvas = new Canvas()
blocks |> List.iter (fun block ->
canvas.Children.Add block.Rectangle
)
canvas
let blocks = createBlocks coordinates
positionBlocks blocks
let canvas = composeBlocks blocks
{ Blocks=blocks; Canvas=canvas }
let wellWidth, wellHeight = 10, 20
type Well() =
let canvas = Canvas()
let matrix = Array2D.create wellWidth wellHeight None
let addBlock (x,y) block =
matrix.[x,y] <- Some block
canvas.Children.Add block
let clear () =
matrix |> Array2D.iteri (fun x y block ->
block |> Option.iter (fun block ->
canvas.Children.Remove block |> ignore
matrix.[x,y] <- None
)
)
let isBlocked (x,y) =
if x < 0 || x >= wellWidth then true
elif y < 0 || y >= wellHeight then true
else
matrix.[x,y] |> Option.exists (fun x -> true)
let checkLines () =
let lineBlockCounts =
[0..wellHeight-1] |> List.map (fun y ->
[0..wellWidth-1]
|> List.map (fun x -> matrix.[x,y])
|> List.map Option.count
|> List.reduce (+), y
)
let clearLine y =
for x = 0 to wellWidth-1 do
matrix.[x,y] |> Option.iter (fun block ->
canvas.Children.Remove block |> ignore)
matrix.[x,y] <- None
let fallDownTo y =
for i = y-1 downto 1 do
for x = 0 to wellWidth-1 do
let block = matrix.[x,i]
block |> Option.iter (fun block ->
setPosition block (toPosition (x,i+1))
matrix.[x,i+1] <- Some block
matrix.[x,i] <- None
)
lineBlockCounts |> List.iter (fun (count,y) ->
if count = wellWidth then
clearLine y
fallDownTo y
)
member well.IsBlocked = isBlocked
member well.AddBlock (x,y) (block:UIElement) = addBlock (x,y) block
member well.CheckLines () = checkLines ()
member well.Clear () = clear ()
member well.Control = canvas
type GameControl() as this =
inherit UserControl(
Width = float wellWidth*blockSize,
Height = float wellHeight*blockSize,
IsTabStop = true)
let keys = KeyState(this)
let well = Well()
let canvas = Canvas(Background=SolidColorBrush Colors.Black)
do canvas.Children.Add(well.Control)
let layout = Grid()
do layout.Children.Add canvas
do this.Content <- layout
let isTetradBlocked (tetrad) (x,y) =
tetrad.Blocks |> List.exists (fun block ->
(block.X + x, block.Y + y) |> well.IsBlocked
)
let rotateTetrad tetrad =
let blocks =
tetrad.Blocks |> List.map (fun block ->
{block with X = block.Y; Y = -block.X}
)
{ tetrad with Blocks=blocks }
let dockTetrad (tetrad) (x,y) =
tetrad.Blocks |> List.iter (fun block ->
tetrad.Canvas.Children.Remove block.Rectangle |> ignore
let x',y' = block.X + x, block.Y + y
setPosition block.Rectangle (toPosition (x', y'))
block.Rectangle |> well.AddBlock (x',y')
)
let playTetrad tetrad (x,y) = async {
positionTetrad !tetrad (!x,!y)
canvas.Children.Add (!tetrad).Canvas
while not (isTetradBlocked !tetrad (!x,!y)) do
do! Async.Sleep 300
let dx =
keys.ReadKeyPresses Key.Right - keys.ReadKeyPresses Key.Left
|> sign
let rotate = keys.ReadKeyPresses Key.Up > 0
let newTetrad = if rotate then rotateTetrad(!tetrad) else !tetrad
if not (isTetradBlocked newTetrad (!x+dx,!y+1)) then
positionBlocks newTetrad.Blocks
tetrad := newTetrad
x := !x + dx
incr y
if isTetradBlocked !tetrad (!x,!y+1) then
dockTetrad (!tetrad) (!x,!y)
canvas.Children.Remove (!tetrad).Canvas |> ignore
positionTetrad !tetrad (!x,!y)
}
let rand = Random()
let rec inGameLoop () = async {
let index = rand.Next tetrads.Length
let tetrad = ref (createTetrad tetrads.[index])
let x, y = ref (wellWidth/2 - 2), ref 0
if not (isTetradBlocked !tetrad (!x,!y+1)) then
do! playTetrad tetrad (x,y)
well.CheckLines()
return! inGameLoop ()
}
let createMessage s =
let t = TextBlock(Text=s)
t.HorizontalAlignment <- HorizontalAlignment.Center
t.VerticalAlignment <- VerticalAlignment.Center
t.Foreground <- SolidColorBrush Colors.White
t
let rec gameLoop () = async {
let start = createMessage "Click To Start"
layout.Children.Add start
do! this.MouseLeftButtonDown |> Async.AwaitEvent |> Async.Ignore
layout.Children.Remove start |> ignore
do! inGameLoop ()
let gameOver = createMessage "Game Over"
layout.Children.Add gameOver
do! Async.Sleep 5000
layout.Children.Remove gameOver |> ignore
well.Clear()
return! gameLoop ()
}
do gameLoop() |> Async.StartImmediate
Run script on TryFSharp.org
|
#if INTERACTIVE
#else
module Game
#endif
namespace System
namespace System.Windows
namespace System.Media
type KeyState (control:Control) =
let mutable keysDown = Set.empty
let mutable keyUps = List.empty
let addKey key () = keyUps <- key :: keyUps
let readKeyUps key () =
let ofKey, otherKeys =
keyUps |> List.partition ((=) key)
keyUps <- otherKeys
List.length ofKey
let sync = obj()
do control.KeyDown.Add (fun e ->
keysDown <- keysDown.Add e.Key
)
do control.KeyUp.Add (fun e ->
keysDown <- keysDown.Remove e.Key
lock sync (e.Key |> addKey)
)
member this.IsKeyDown key = keysDown.Contains key
member this.IsAnyKeyDwn () = keysDown.Count > 0
member this.ReadKeyPresses key =
let keyUps = lock sync (key |> readKeyUps)
keyUps + (if keysDown.Contains key then 1 else 0)
val tetrads : ((int * int) list * obj * obj) list
Full name: Script.tetrads
type Block =
{X: int;
Y: int;
Rectangle: obj;}
Full name: Script.Block
Block.X: int
Multiple items
val int : value:'T -> int (requires member op_Explicit)
Full name: Microsoft.FSharp.Core.Operators.int
--------------------
type int = int32
Full name: Microsoft.FSharp.Core.int
--------------------
type int<'Measure> = int
Full name: Microsoft.FSharp.Core.int<_>
Block.Y: int
Block.Rectangle: obj
type Tetrad =
{Blocks: Block list;
Canvas: obj;}
Full name: Script.Tetrad
Tetrad.Blocks: Block list
type 'T list = List<'T>
Full name: Microsoft.FSharp.Collections.list<_>
Tetrad.Canvas: obj
val setPosition : block:'a -> x:'b * y:'c -> 'd
Full name: Script.setPosition
val block : 'a
val x : 'b
val y : 'c
val blockSize : float
Full name: Script.blockSize
val toPosition : x:int * y:int -> float * float
Full name: Script.toPosition
val x : int
val y : int
Multiple items
val float : value:'T -> float (requires member op_Explicit)
Full name: Microsoft.FSharp.Core.Operators.float
--------------------
type float = Double
Full name: Microsoft.FSharp.Core.float
--------------------
type float<'Measure> = float
Full name: Microsoft.FSharp.Core.float<_>
val positionBlock : block:Block -> 'a
Full name: Script.positionBlock
val block : Block
val positionBlocks : blocks:Block list -> unit
Full name: Script.positionBlocks
val blocks : Block list
Multiple items
module List
from Microsoft.FSharp.Collections
--------------------
type List<'T> =
| ( [] )
| ( :: ) of Head: 'T * Tail: 'T list
interface IEnumerable
interface IEnumerable<'T>
member Head : 'T
member IsEmpty : bool
member Item : index:int -> 'T with get
member Length : int
member Tail : 'T list
static member Cons : head:'T * tail:'T list -> 'T list
static member Empty : 'T list
Full name: Microsoft.FSharp.Collections.List<_>
val iter : action:('T -> unit) -> list:'T list -> unit
Full name: Microsoft.FSharp.Collections.List.iter
val positionTetrad : tetrad:Tetrad -> x:int * y:int -> 'a
Full name: Script.positionTetrad
val tetrad : Tetrad
val createTetrad : coordinates:(int * int) list * stroke:'a * fill:'b -> Tetrad
Full name: Script.createTetrad
val coordinates : (int * int) list
val stroke : 'a
val fill : 'b
val createRectangle : (unit -> 'c)
val createBlocks : ((int * int) list -> Block list)
val map : mapping:('T -> 'U) -> list:'T list -> 'U list
Full name: Microsoft.FSharp.Collections.List.map
val rectangle : obj
val composeBlocks : ('c list -> 'd)
val blocks : 'c list
val canvas : 'd
val block : 'c
val canvas : obj
val wellWidth : int
Full name: Script.wellWidth
val wellHeight : int
Full name: Script.wellHeight
Multiple items
type Well =
new : unit -> Well
member AddBlock : x:int * y:int -> block:obj -> 'a
member CheckLines : unit -> unit
member Clear : unit -> unit
member Control : obj
member IsBlocked : (int * int -> bool)
Full name: Script.Well
--------------------
new : unit -> Well
val matrix : obj option [,]
module Array2D
from Microsoft.FSharp.Collections
val create : length1:int -> length2:int -> value:'T -> 'T [,]
Full name: Microsoft.FSharp.Collections.Array2D.create
union case Option.None: Option<'T>
val addBlock : (int * int -> obj -> 'a)
val block : obj
union case Option.Some: Value: 'T -> Option<'T>
val clear : (unit -> unit)
val iteri : action:(int -> int -> 'T -> unit) -> array:'T [,] -> unit
Full name: Microsoft.FSharp.Collections.Array2D.iteri
val block : obj option
module Option
from Microsoft.FSharp.Core
val iter : action:('T -> unit) -> option:'T option -> unit
Full name: Microsoft.FSharp.Core.Option.iter
val ignore : value:'T -> unit
Full name: Microsoft.FSharp.Core.Operators.ignore
val isBlocked : (int * int -> bool)
val exists : predicate:('T -> bool) -> option:'T option -> bool
Full name: Microsoft.FSharp.Core.Option.exists
val x : obj
val checkLines : (unit -> unit)
val lineBlockCounts : (int * int) list
val count : option:'T option -> int
Full name: Microsoft.FSharp.Core.Option.count
val reduce : reduction:('T -> 'T -> 'T) -> list:'T list -> 'T
Full name: Microsoft.FSharp.Collections.List.reduce
val clearLine : (int -> unit)
val fallDownTo : (int -> unit)
val i : int
val count : int
val well : Well
member Well.IsBlocked : (int * int -> bool)
Full name: Script.Well.IsBlocked
member Well.AddBlock : x:int * y:int -> block:obj -> 'a
Full name: Script.Well.AddBlock
member Well.CheckLines : unit -> unit
Full name: Script.Well.CheckLines
member Well.Clear : unit -> unit
Full name: Script.Well.Clear
Multiple items
member Well.Control : obj
Full name: Script.Well.Control
--------------------
namespace Microsoft.FSharp.Control
Multiple items
type GameControl =
inherit obj
new : unit -> GameControl
Full name: Script.GameControl
--------------------
new : unit -> GameControl
val this : GameControl
Multiple items
type KeyState =
new : control:obj -> KeyState
member IsAnyKeyDwn : unit -> bool
member IsKeyDown : key:IComparable -> bool
member ReadKeyPresses : key:IComparable -> int
Full name: Script.KeyState
--------------------
new : control:obj -> KeyState
namespace Microsoft.FSharp.Control
val exists : predicate:('T -> bool) -> list:'T list -> bool
Full name: Microsoft.FSharp.Collections.List.exists
val async : AsyncBuilder
Full name: Microsoft.FSharp.Core.ExtraTopLevelOperators.async
val not : value:bool -> bool
Full name: Microsoft.FSharp.Core.Operators.not
Multiple items
type Async
static member AsBeginEnd : computation:('Arg -> Async<'T>) -> ('Arg * AsyncCallback * obj -> IAsyncResult) * (IAsyncResult -> 'T) * (IAsyncResult -> unit)
static member AwaitEvent : event:IEvent<'Del,'T> * ?cancelAction:(unit -> unit) -> Async<'T> (requires delegate and 'Del :> Delegate)
static member AwaitIAsyncResult : iar:IAsyncResult * ?millisecondsTimeout:int -> Async<bool>
static member AwaitTask : task:Task<'T> -> Async<'T>
static member AwaitWaitHandle : waitHandle:WaitHandle * ?millisecondsTimeout:int -> Async<bool>
static member CancelDefaultToken : unit -> unit
static member Catch : computation:Async<'T> -> Async<Choice<'T,exn>>
static member FromBeginEnd : beginAction:(AsyncCallback * obj -> IAsyncResult) * endAction:(IAsyncResult -> 'T) * ?cancelAction:(unit -> unit) -> Async<'T>
static member FromBeginEnd : arg:'Arg1 * beginAction:('Arg1 * AsyncCallback * obj -> IAsyncResult) * endAction:(IAsyncResult -> 'T) * ?cancelAction:(unit -> unit) -> Async<'T>
static member FromBeginEnd : arg1:'Arg1 * arg2:'Arg2 * beginAction:('Arg1 * 'Arg2 * AsyncCallback * obj -> IAsyncResult) * endAction:(IAsyncResult -> 'T) * ?cancelAction:(unit -> unit) -> Async<'T>
static member FromBeginEnd : arg1:'Arg1 * arg2:'Arg2 * arg3:'Arg3 * beginAction:('Arg1 * 'Arg2 * 'Arg3 * AsyncCallback * obj -> IAsyncResult) * endAction:(IAsyncResult -> 'T) * ?cancelAction:(unit -> unit) -> Async<'T>
static member FromContinuations : callback:(('T -> unit) * (exn -> unit) * (OperationCanceledException -> unit) -> unit) -> Async<'T>
static member Ignore : computation:Async<'T> -> Async<unit>
static member OnCancel : interruption:(unit -> unit) -> Async<IDisposable>
static member Parallel : computations:seq<Async<'T>> -> Async<'T []>
static member RunSynchronously : computation:Async<'T> * ?timeout:int * ?cancellationToken:CancellationToken -> 'T
static member Sleep : millisecondsDueTime:int -> Async<unit>
static member Start : computation:Async<unit> * ?cancellationToken:CancellationToken -> unit
static member StartAsTask : computation:Async<'T> * ?taskCreationOptions:TaskCreationOptions * ?cancellationToken:CancellationToken -> Task<'T>
static member StartChild : computation:Async<'T> * ?millisecondsTimeout:int -> Async<Async<'T>>
static member StartChildAsTask : computation:Async<'T> * ?taskCreationOptions:TaskCreationOptions -> Async<Task<'T>>
static member StartImmediate : computation:Async<unit> * ?cancellationToken:CancellationToken -> unit
static member StartWithContinuations : computation:Async<'T> * continuation:('T -> unit) * exceptionContinuation:(exn -> unit) * cancellationContinuation:(OperationCanceledException -> unit) * ?cancellationToken:CancellationToken -> unit
static member SwitchToContext : syncContext:SynchronizationContext -> Async<unit>
static member SwitchToNewThread : unit -> Async<unit>
static member SwitchToThreadPool : unit -> Async<unit>
static member TryCancelled : computation:Async<'T> * compensation:(OperationCanceledException -> unit) -> Async<'T>
static member CancellationToken : Async<CancellationToken>
static member DefaultCancellationToken : CancellationToken
Full name: Microsoft.FSharp.Control.Async
--------------------
type Async<'T>
Full name: Microsoft.FSharp.Control.Async<_>
static member Async.Sleep : millisecondsDueTime:int -> Async<unit>
val sign : value:'T -> int (requires member get_Sign)
Full name: Microsoft.FSharp.Core.Operators.sign
val incr : cell:int ref -> unit
Full name: Microsoft.FSharp.Core.Operators.incr
Multiple items
type Random =
new : unit -> Random + 1 overload
member Next : unit -> int + 2 overloads
member NextBytes : buffer:byte[] -> unit
member NextDouble : unit -> float
Full name: System.Random
--------------------
Random() : unit
Random(Seed: int) : unit
property List.Length: int
Multiple items
val ref : value:'T -> 'T ref
Full name: Microsoft.FSharp.Core.Operators.ref
--------------------
type 'T ref = Ref<'T>
Full name: Microsoft.FSharp.Core.ref<_>
namespace System.Text
static member Async.AwaitEvent : event:IEvent<'Del,'T> * ?cancelAction:(unit -> unit) -> Async<'T> (requires delegate and 'Del :> Delegate)
static member Async.Ignore : computation:Async<'T> -> Async<unit>
static member Async.StartImmediate : computation:Async<unit> * ?cancellationToken:Threading.CancellationToken -> unit
#if INTERACTIVE
open Microsoft.TryFSharp
App.Dispatch (fun() ->
App.Console.ClearCanvas()
let canvas = App.Console.Canvas
let control = GameControl()
control |> canvas.Children.Add
App.Console.CanvasPosition <- CanvasPosition.Right
control.Focus() |> ignore
)
#endif
More information