/////////////////////////////////////////////////////////////////// // ROOT implementation of the simple Tetris game // Layout and some hints were taken from Qt /examples/tetris // // To run this game do the following: // $ root // root [0] gSystem.Load("Tetris") // root [1] Tetris t // // root [2] .q // // Other ROOT fun examples: Hello, Aclock ... /////////////////////////////////////////////////////////////////// #ifndef TETRIS_H #define TETRIS_H #include #include #include #include #include #include #include #include class Tetris; class TetrisBoard; /////////////////////////////////////////////////////////////////// // TetrisBox - the brick of the game /////////////////////////////////////////////////////////////////// class TetrisBox : public TWbox { private: Int_t fX; // X position(column) in the fPad Int_t fY; // Y position(line) in the fPad UInt_t fType; // if type==0 box is invisible (hide/show state) TPad *fPad; // pad where box is in public: TetrisBox(Int_t x=0, Int_t y=0, UInt_t type=0, TPad *pad=(TPad*)TVirtualPad::Pad()); virtual ~TetrisBox() { } Int_t GetX() { return fX; } Int_t GetY() { return fY; } UInt_t GetType() { return fType; } void SetX(Int_t x); void SetY(Int_t y); void SetXY(Int_t x, Int_t y) { SetX(x); SetY(y); } void SetType(UInt_t type) { fType=type; } Bool_t IsHidden() { return (fType==0); } void Hide() { SetType(0); } void Show() { SetType(1); } virtual void MoveOneLineDown() { SetY(GetY()-1); } virtual void MoveRight() { SetX(GetX()+1); } virtual void MoveLeft() { SetX(GetX()-1); } void Erase(); void Paint(Option_t *option=""); void ExecuteEvent(Int_t, Int_t, Int_t) { return; } // disable any actions on it }; /////////////////////////////////////////////////////////////////// // TetrisPiece - tetris piece is set of up to 4 TetrisBoxes /////////////////////////////////////////////////////////////////// class TetrisPiece { protected: TetrisBox *fBoxes[4]; // TetrisPiece skeleton shape (up to 10 different shapes available) UInt_t fType; // type of piece Int_t fY; // current Y position (line) of the piece Int_t fX; // current X position (column) of the piece private: void Initialize(UInt_t type, TPad *pad); UInt_t GetRandomType() { return (UInt_t)(gRandom->Rndm()*9)+1; } // random 1..10 void HideSomeBoxes(UInt_t type); protected: void SetXx(int index,int value) { fBoxes[index]->SetX(value+fX); } void SetYy(int index,int value) { fBoxes[index]->SetY(fY+value); } void SetXxYy(int index,int x,int y) { fBoxes[index]->SetX(x+fX); fBoxes[index]->SetY(fY+y); } Int_t GetXx(int index) { return fBoxes[index]->GetX()-fX; } Int_t GetYy(int index) { return fBoxes[index]->GetY()-fY; } void GetXxYy(int index,int &x,int&y) { x = fBoxes[index]->GetX()-fX; y = fBoxes[index]->GetY()-fY; } public: TetrisPiece(TPad *pad = (TPad*)TVirtualPad::Pad()) { Initialize(GetRandomType()%11, pad); } TetrisPiece(UInt_t type, TPad *pad=(TPad*)TVirtualPad::Pad()) { Initialize(type%11, pad); } virtual ~TetrisPiece(); void SetX(int index,int value) { fBoxes[index]->SetX(value); } void SetY(int index,int value) { fBoxes[index]->SetY(value); } void SetXY(int index,int x,int y) { fBoxes[index]->SetX(x); fBoxes[index]->SetY(y); } UInt_t GetType() { return fType; } virtual void SetType(UInt_t type); virtual void SetRandomType() { SetType(GetRandomType()); } Int_t GetX(int index) { return fBoxes[index]->GetX(); } Int_t GetY(int index) { return fBoxes[index]->GetY(); } void GetXY(int index,int &x,int&y) { x = fBoxes[index]->GetX(); y = fBoxes[index]->GetY(); } Int_t GetX() { return fX; } Int_t GetY() { return fY; } TetrisBox *GetTetrisBox(Int_t i) { return fBoxes[i]; } void SetX(Int_t x); void SetY(Int_t y); void SetXY(Int_t x,Int_t y); virtual void Hide(); virtual void Show(); virtual Bool_t RotateLeft(); virtual Bool_t RotateRight(); }; typedef TetrisBox* TetrisBoxPtr; /////////////////////////////////////////////////////////////////// // TetrisBoard - the game board /////////////////////////////////////////////////////////////////// class TetrisBoard : public TPad { friend class Tetris; private: Int_t fHeight; // board height Int_t fWidth; // board width Bool_t fIsDropped; // kTRUE when piece stopped TetrisBoxPtr *fBoard; //! 2d array of pointers to Tetrisboxes, // if pointer is 0 - the cell is empty Int_t fFilledLines; // number of non empty lines in pad void AllAboveLinesDown(Int_t line) // assume that line is empty { for (int i = line; i < fFilledLines; i++) MoveOneLineDown(i); } void MoveOneLineDown(Int_t line); void RemoveFullLines(); void RemoveLine(int line); Bool_t IsLineFull(int line); Bool_t IsLineEmpty(int line); void GluePiece(TetrisPiece *piece); void Clear(Option_t *option = ""); void Hide(); void Show(); void Print(const char *option = "") const; void Print(const char *, Option_t *) { } // removes "hiding" warning Bool_t IsEmptyLine(int line); Bool_t IsFullLine(Int_t line); TetrisBoxPtr &Board(Int_t x, Int_t y) { return fBoard[fWidth*y + x]; } public: TetrisBoard(Float_t xlow, Float_t ylow, Float_t xup, Float_t yup); virtual ~TetrisBoard() { } Int_t GetHeight() { return fHeight; } Int_t GetWidth() { return fWidth; } Bool_t IsEmpty(Int_t x, Int_t y) { return !Board(x,y); } void SetDropped(Bool_t flag=kTRUE) { fIsDropped=flag; } virtual void PaintModified(); void PieceDropped(TetrisPiece *piece, Int_t height); void ExecuteEvent(Int_t, Int_t, Int_t) { return; } // disable any actions on it }; /////////////////////////////////////////////////////////////////// // CurrentPiece = TetrisPiece + TTimer = live TetrisPiece /////////////////////////////////////////////////////////////////// class CurrentPiece : public TetrisPiece, public TTimer { private: TetrisBoard *fBoard; // tetris board protected: Bool_t CanPosition(); Bool_t CanMoveTo(int xPosition, int line); void MoveTo(int xPosition,int line); void Erase(); public: CurrentPiece(UInt_t type, TetrisBoard* board); ~CurrentPiece() { } Bool_t MoveLeft(Int_t steps = 1); Bool_t MoveRight(Int_t steps = 1); Bool_t RotateLeft(); Bool_t RotateRight(); Bool_t DropDown(); Bool_t OneLineDown(); Bool_t Notify(); void SetSpeed(); void Paint(Option_t *option=""); void ExecuteEvent(Int_t, Int_t, Int_t) { return; } // disable any actions on it }; /////////////////////////////////////////////////////////////////// // NextPiecePad // used to show next piece. /////////////////////////////////////////////////////////////////// class NextPiecePad : public TPad { private: TetrisPiece *fPiece; // next piece public: NextPiecePad(Float_t xlow, Float_t ylow, Float_t xup, Float_t yup); ~NextPiecePad() { } void NewPiece() { fPiece->SetRandomType(); fPiece->Show(); Modified(kTRUE); } void Hide() { fPiece->Hide(); Modified(kTRUE); } void Show() { fPiece->Show(); Modified(kTRUE); } TetrisPiece *GetPiece() { return fPiece; } void ExecuteEvent(Int_t, Int_t, Int_t) { return; } // disable any actions on it }; /////////////////////////////////////////////////////////////////// // QuitButton // ExecuteEvent mehtod is overloaded. /////////////////////////////////////////////////////////////////// class QuitButton : public TButton { public: QuitButton(Float_t xlow, Float_t ylow, Float_t xup, Float_t yup); ~QuitButton() { } void ExecuteEvent(Int_t event, Int_t px, Int_t py); }; /////////////////////////////////////////////////////////////////// // PauseButton - push button // ExecuteEvent mehtod used to pause the game /////////////////////////////////////////////////////////////////// class PauseButton : public TButton { private: Bool_t fPressed; // button press state public: PauseButton(Float_t xlow, Float_t ylow, Float_t xup, Float_t yup); ~PauseButton() { } void SetPressed(Bool_t state) { fPressed = state; state ? SetBorderMode(-1) : SetBorderMode(1); Modified(kTRUE); Update(); } Bool_t IsPressed() { return fPressed; } void ExecuteEvent(Int_t event, Int_t px, Int_t py); }; /////////////////////////////////////////////////////////////////// // NewGameButton // ExecuteEvent mehtod used to start new game /////////////////////////////////////////////////////////////////// class NewGameButton : public TButton { private: Bool_t fPressed; // button press state public: NewGameButton(Float_t xlow, Float_t ylow, Float_t xup, Float_t yup); ~NewGameButton() { } void SetPressed(Bool_t state) { fPressed = state; state ? SetBorderMode(-1) : SetBorderMode(1); Modified(kTRUE); Update(); } Bool_t IsPressed() { return fPressed; } void ExecuteEvent(Int_t event, Int_t px, Int_t py); }; /////////////////////////////////////////////////////////////////// // InfoPad - used to display digital info /////////////////////////////////////////////////////////////////// class InfoPad : public TPad, public TAttText { protected: UInt_t fValue; // value to be displayed public: InfoPad(const char *title="",Float_t xlow=0, Float_t ylow=0, Float_t xup=0, Float_t yup=0); virtual ~InfoPad() { } UInt_t GetValue() { return fValue; } void SetValue(Int_t value) { fValue = value; Modified(kTRUE); } void Reset(Option_t * = "") { SetValue(0); } virtual void AddValue(Int_t addValue=1) { fValue = fValue+addValue; Modified(kTRUE); } virtual void PaintModified(); void ExecuteEvent(Int_t, Int_t, Int_t) { return; } // disable any actions on it }; /////////////////////////////////////////////////////////////////// // KeyHandler = virtual frame // used to catch and handle key events in Tetris canvas /////////////////////////////////////////////////////////////////// class KeyHandler : public TGFrame { public: KeyHandler(); ~KeyHandler(); Bool_t HandleKey(Event_t *event); // handler of the key events }; /////////////////////////////////////////////////////////////////// // UpdateLevelTimer used to periodically update game level /////////////////////////////////////////////////////////////////// class UpdateLevelTimer : public TTimer { public: UpdateLevelTimer(ULong_t time); ~UpdateLevelTimer() { } Bool_t Notify(); }; ////////////////////////////////////////////////////////////////// // Tetris = Game manager ////////////////////////////////////////////////////////////////// class Tetris : public TCanvas { friend class KeyHandler; friend class TetrisBoard; friend class UpdateLevelTimer; private: CurrentPiece *fCurrentPiece; // live tetris piece TetrisBoard *fBoard; // pad were everything is going on NextPiecePad *fNextPiece; // pad which show next piece InfoPad *fLinesRemoved; // number of removed lines InfoPad *fLevel; // game level InfoPad *fScore; // game score NewGameButton *fNewGame; // clicking on button initiates new game QuitButton *fQuit; // clicking on button makes game over PauseButton *fPause; // pause/continue button KeyHandler *fKeyHandler; // handler for arrow keys Int_t fPiecesDropped; // number of pieces dropped UpdateLevelTimer *fUpdateLevelTimer; // periodically updates game level protected: void SetFixedSize(); void CreateNewPiece(); void UpdatePiecesDropped() { fPiecesDropped++; } void UpdateLinesRemoved() { fLinesRemoved->AddValue(1); } void UpdateScore(Int_t add_value) { fScore->AddValue(add_value); } void UpdateLevel() { if (GetLevel()<10) fLevel->AddValue(1); } void PrintHelpInfo(); virtual void MoveLeft(); virtual void MoveRight(); virtual void DropDown(); virtual void RotateRight(); virtual void RotateLeft(); public: Tetris(); virtual ~Tetris() { delete fKeyHandler; } Int_t GetLevel() { return fLevel->GetValue(); } Int_t GetLinesRemoved() { return fLinesRemoved->GetValue(); } Int_t GetPiecesDropped() { return fPiecesDropped; } Int_t GetScore() { return fScore->GetValue(); } Bool_t IsGameOn() { return fNewGame->IsPressed(); } Bool_t IsPaused() { return fPause->IsPressed(); } Bool_t IsWaiting() { return kFALSE; } void SetLevel(int level); void Quit(); void Pause(); void Continue(); void NewGame(); void StopGame(); ClassDef(Tetris,0) // ROOT implementation of the Tetris game }; #endif // TETRIS_H