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179 lines
6.6 KiB
179 lines
6.6 KiB
/****************************************************************************
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**
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** Definition of GenericTetris, a generic class for implementing Tetris.
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**
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** Author : Eirik Eng
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** Created : 940126
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** Modified by Nicolas Hadacek
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**
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** Copyright (C) 1994 by Eirik Eng. All rights reserved.
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**
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**---------------------------------------------------------------------------
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**
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** The GenericTetris class is an abstract class that can be used to implement
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** the well known game of Tetris. It is totally independent of any hardware
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** platform or user interface mechanism. It has no notion of time, so you
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** have to supply the timer ticks (or heartbeat) of the game. Apart from
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** that this is a complete Tetris implementation.
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**
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** In the following it is assumed that the reader is familiar with the game
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** of Tetris.
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**
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** The class operates on a grid of squares (referred to as the "board" below),
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** where each of the different types of pieces in Tetris covers 4 squares. The
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** width and height of the board can be specified in the constructor (default
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** is 10x22). The coordinate (0,0) is at the TOP LEFT corner. The class
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** assumes that it has total control over the board and uses this to optimize
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** drawing of the board. If you need to update parts of the board
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** (e.g. if you are using a window system), use the updateBoard() function.
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**
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** An implementation of the game must subclass from TetrisBoard and must
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** implement these abstract functions:
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**
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** virtual void drawSquare(int x,int y,int value)
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**
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** This function is called when a square needs to be drawn
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** on the Tetris board. A value of 0 means that the square
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** should be erased. Values of 1 to 7 indicate the different
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** types of pieces. (Thus a minimal implementation can
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** draw 0 in one way and 1-7 in a second way). The x and y
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** values are coordinates on the Tetris board (see above).
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**
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** virtual void gameOver()
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**
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** This function is called when it is impossible to put a new
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** piece at the top of the board.
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**
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** To get a working minimal implementation of Tetris the following functions
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** must be called from the user interface:
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**
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** void startGame()
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**
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** Clears the board and starts a new game.
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**
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** void moveLeft()
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** void moveRight()
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** void rotateLeft()
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** void rotateRight()
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**
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** The standard Tetris controls for moving and rotating the
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** falling pieces.
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**
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** void dropDown();
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**
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** Another Tetris control, drops the falling piece and calls the
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** virtual function pieceDropped(), whose default implementation is
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** to create a new block which appears at the top of the board.
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**
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** void oneLineDown();
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**
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** This is where you supply the timer ticks, or heartbeat, of the
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** game. This function moves the current falling piece one line down
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** on the board, or, if that cannot be done, calls the virtual
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** function pieceDropped() (see dropDown() above). The time between
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** each call to this function directly affects the difficulty of the
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** game. If you want to pause the game, simply block calls to the
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** user control functions above and stop calling this function (you
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** might want to call hideBoard() also).
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**
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** And that's it! There are several other public functions you can call
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** and virtual functions you can overload to modify or extend the game.
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**
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** Do whatever you want with this code (i.e. the files gtetris.h,
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** gtetris.cpp, tpiece.h and tpiece.cpp). It is basically a weekend hack
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** and it would bring joy to my heart if anyone in any way would find
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** it useful.
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**
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** Nostalgia, comments and/or praise can be sent to: Eirik.Eng@troll.no
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**
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****************************************************************************/
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#ifndef GTETRIS_H
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#define GTETRIS_H
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#include <tqpoint.h>
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#include <krandomsequence.h>
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#include <kgrid2d.h>
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#include <kdemacros.h>
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class Piece;
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class BlockInfo;
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class Block;
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struct GTInitData {
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int seed;
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uint initLevel;
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};
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class KDE_EXPORT GenericTetris
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{
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public:
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GenericTetris(uint width, uint height, bool withPieces, bool graphic);
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virtual ~GenericTetris();
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virtual void copy(const GenericTetris &);
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void setBlockInfo(BlockInfo *main, BlockInfo *next);
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virtual void start(const GTInitData &);
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uint moveLeft(int steps = 1) { return moveTo(KGrid2D::Coord(-steps, 0)); }
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uint moveRight(int steps = 1) { return moveTo(KGrid2D::Coord(steps, 0)); }
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bool rotateLeft() { return rotate(true); }
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bool rotateRight() { return rotate(false); }
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virtual void oneLineDown();
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virtual void dropDown();
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KRandomSequence &randomSequence() { return _random; }
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uint score() const { return _score; }
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uint level() const { return _level; }
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uint nbClearLines() const { return _nbClearLines; }
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uint nbRemoved() const { return _nbRemoved; }
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bool graphic() const { return _graphic; }
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uint firstClearLine() const { return _matrix.height() - _nbClearLines; }
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const KGrid2D::Coord ¤tPos() const { return _currentPos; }
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const Piece *nextPiece() const { return _nextPiece; }
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const Piece *currentPiece() const { return _currentPiece; }
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const KGrid2D::Square<Block *> &matrix() const { return _matrix; }
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protected:
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Piece *_nextPiece, *_currentPiece;
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virtual void pieceDropped(uint /*dropHeight*/) {}
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virtual bool newPiece(); // return false if cannot place new piece
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virtual void gluePiece();
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virtual void computeInfos();
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virtual void updateRemoved(uint newNbRemoved) { _nbRemoved = newNbRemoved;}
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virtual void updateScore(uint newScore) { _score = newScore; }
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virtual void updateLevel(uint newLevel) { _level = newLevel; }
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void setBlock(const KGrid2D::Coord &, Block *);
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virtual void removeBlock(const KGrid2D::Coord &);
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void moveBlock(const KGrid2D::Coord &src, const KGrid2D::Coord &dest);
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virtual void updateNextPiece() {}
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virtual void updatePieceConfig() {}
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void bumpCurrentPiece(int dec);
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void partialMoveBlock(const KGrid2D::Coord &, const TQPoint &dec);
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private:
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TQPoint toPoint(const KGrid2D::Coord &) const;
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uint moveTo(const KGrid2D::Coord &dec);
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bool rotate(bool left);
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void clear();
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bool canPosition(const KGrid2D::Coord &newPos, const Piece *newPiece) const;
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GenericTetris(const GenericTetris &); // disabled
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uint _score, _level, _nbRemoved;
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uint _nbClearLines, _initLevel;
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KGrid2D::Coord _currentPos;
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BlockInfo *_main;
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bool _graphic;
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KGrid2D::Square<Block *> _matrix;
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KRandomSequence _random;
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};
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#endif
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