haproxy/examples/lua/trisdemo.lua
Baptiste Assmann b437094853 EXAMPLES: lua: avoid screen refresh effect in "trisdemo"
In current version of the game, there is a "screen refresh" effect: the
screen is cleared before being re-drawn.
I moved the clear right after the connection is opened and removed it
from rendering time.
2025-05-21 12:00:53 +02:00

252 lines
8.2 KiB
Lua

-- Example game of falling pieces for HAProxy CLI/Applet
local board_width = 10
local board_height = 20
local game_name = "Lua Tris Demo"
-- Shapes with IDs for color mapping
local pieces = {
{id = 1, shape = {{1,1,1,1}}}, -- I (Cyan)
{id = 2, shape = {{1,1},{1,1}}}, -- O (Yellow)
{id = 3, shape = {{0,1,0},{1,1,1}}}, -- T (Purple)
{id = 4, shape = {{0,1,1},{1,1,0}}}, -- S (Green)
{id = 5, shape = {{1,1,0},{0,1,1}}}, -- Z (Red)
{id = 6, shape = {{1,0,0},{1,1,1}}}, -- J (Blue)
{id = 7, shape = {{0,0,1},{1,1,1}}} -- L (Orange)
}
-- ANSI escape codes
local clear_screen = "\27[2J"
local cursor_home = "\27[H"
local cursor_hide = "\27[?25l"
local cursor_show = "\27[?25h"
local reset_color = "\27[0m"
local color_codes = {
[1] = "\27[1;36m", -- I: Cyan
[2] = "\27[1;37m", -- O: White
[3] = "\27[1;35m", -- T: Purple
[4] = "\27[1;32m", -- S: Green
[5] = "\27[1;31m", -- Z: Red
[6] = "\27[1;34m", -- J: Blue
[7] = "\27[1;33m" -- L: Yellow
}
local function init_board()
local board = {}
for y = 1, board_height do
board[y] = {}
for x = 1, board_width do
board[y][x] = 0 -- 0 for empty, piece ID for placed blocks
end
end
return board
end
local function can_place_piece(board, piece, px, py)
for y = 1, #piece do
for x = 1, #piece[1] do
if piece[y][x] == 1 then
local board_x = px + x - 1
local board_y = py + y - 1
if board_x < 1 or board_x > board_width or board_y > board_height or
(board_y >= 1 and board[board_y][board_x] ~= 0) then
return false
end
end
end
end
return true
end
local function place_piece(board, piece, piece_id, px, py)
for y = 1, #piece do
for x = 1, #piece[1] do
if piece[y][x] == 1 then
local board_x = px + x - 1
local board_y = py + y - 1
if board_y >= 1 and board_y <= board_height then
board[board_y][board_x] = piece_id -- Store piece ID for color
end
end
end
end
end
local function clear_lines(board)
local lines_cleared = 0
local y = board_height
while y >= 1 do
local full = true
for x = 1, board_width do
if board[y][x] == 0 then
full = false
break
end
end
if full then
table.remove(board, y)
table.insert(board, 1, {})
for x = 1, board_width do
board[1][x] = 0
end
lines_cleared = lines_cleared + 1
else
y = y - 1
end
end
return lines_cleared
end
local function rotate_piece(piece, piece_id, px, py, board)
local new_piece = {}
for x = 1, #piece[1] do
new_piece[x] = {}
for y = 1, #piece do
new_piece[x][#piece + 1 - y] = piece[y][x]
end
end
if can_place_piece(board, new_piece, px, py) then
return new_piece
end
return piece
end
function render(applet, board, piece, piece_id, px, py, score)
local output = cursor_home
output = output .. game_name .. " - Lines: " .. score .. "\r\n"
output = output .. "+" .. string.rep("-", board_width * 2) .. "+\r\n"
for y = 1, board_height do
output = output .. "|"
for x = 1, board_width do
local char = " "
-- Current piece
for py_idx = 1, #piece do
for px_idx = 1, #piece[1] do
if piece[py_idx][px_idx] == 1 then
local board_x = px + px_idx - 1
local board_y = py + py_idx - 1
if board_x == x and board_y == y then
char = color_codes[piece_id] .. "[]" .. reset_color
end
end
end
end
-- Placed blocks
if board[y][x] ~= 0 then
char = color_codes[board[y][x]] .. "[]" .. reset_color
end
output = output .. char
end
output = output .. "|\r\n"
end
output = output .. "+" .. string.rep("-", board_width * 2) .. "+\r\n"
output = output .. "Use arrow keys to move, Up to rotate, q to quit"
applet:send(output)
end
function handler(applet)
local board = init_board()
local piece_idx = math.random(#pieces)
local current_piece = pieces[piece_idx].shape
local piece_id = pieces[piece_idx].id
local piece_x = math.floor(board_width / 2) - math.floor(#current_piece[1] / 2)
local piece_y = 1
local score = 0
local game_over = false
local delay = 500
if not can_place_piece(board, current_piece, piece_x, piece_y) then
game_over = true
end
applet:send(cursor_hide)
applet:send(clear_screen)
-- fall the piece by one line every delay
local function fall_piece()
while not game_over do
piece_y = piece_y + 1
if not can_place_piece(board, current_piece, piece_x, piece_y) then
piece_y = piece_y - 1
place_piece(board, current_piece, piece_id, piece_x, piece_y)
score = score + clear_lines(board)
piece_idx = math.random(#pieces)
current_piece = pieces[piece_idx].shape
piece_id = pieces[piece_idx].id
piece_x = math.floor(board_width / 2) - math.floor(#current_piece[1] / 2)
piece_y = 1
if not can_place_piece(board, current_piece, piece_x, piece_y) then
game_over = true
end
end
core.msleep(delay)
end
end
core.register_task(fall_piece)
local function drop_piece()
while can_place_piece(board, current_piece, piece_x, piece_y) do
piece_y = piece_y + 1
end
piece_y = piece_y - 1
place_piece(board, current_piece, piece_id, piece_x, piece_y)
score = score + clear_lines(board)
piece_idx = math.random(#pieces)
current_piece = pieces[piece_idx].shape
piece_id = pieces[piece_idx].id
piece_x = math.floor(board_width / 2) - math.floor(#current_piece[1] / 2)
piece_y = 1
if not can_place_piece(board, current_piece, piece_x, piece_y) then
game_over = true
end
render(applet, board, current_piece, piece_id, piece_x, piece_y, score)
end
while not game_over do
render(applet, board, current_piece, piece_id, piece_x, piece_y, score)
-- update the delay based on the score: 500 for 0 lines to 100ms for 100 lines.
if score >= 100 then
delay = 100
else
delay = 500 - 4*score
end
local input = applet:receive(1, delay)
if input then
if input == "q" then
game_over = true
elseif input == "\27" then
local a = applet:receive(1, delay)
if a == "[" then
local b = applet:receive(1, delay)
if b == "A" then -- Up arrow (rotate clockwise)
current_piece = rotate_piece(current_piece, piece_id, piece_x, piece_y, board)
elseif b == "B" then -- Down arrow (full drop)
drop_piece()
elseif b == "C" then -- Right arrow
piece_x = piece_x + 1
if not can_place_piece(board, current_piece, piece_x, piece_y) then
piece_x = piece_x - 1
end
elseif b == "D" then -- Left arrow
piece_x = piece_x - 1
if not can_place_piece(board, current_piece, piece_x, piece_y) then
piece_x = piece_x + 1
end
end
end
end
end
end
applet:send(clear_screen .. cursor_home .. "Game Over! Lines: " .. score .. "\r\n" .. cursor_show)
end
-- works as a TCP applet
core.register_service("trisdemo", "tcp", handler)
-- may also work on the CLI but requires an unbuffered handler
core.register_cli({"trisdemo"}, "Play a simple falling pieces game", handler)