Tweak the blocks game some more, and fix the coding style to conform to the

FLTK coding standards.


git-svn-id: file:///fltk/svn/fltk/branches/branch-1.1@5371 ea41ed52-d2ee-0310-a9c1-e6b18d33e121
This commit is contained in:
Michael R Sweet 2006-08-26 20:01:24 +00:00
parent f3088c4f8d
commit e01c0e8079

View File

@ -27,8 +27,11 @@
#include <FL/Fl.H>
#include <FL/Fl_Double_Window.H>
#include <FL/Fl_Button.H>
#include <FL/Fl_Preferences.H>
#include <FL/Fl_XPM_Image.H>
#include <FL/Fl_XBM_Image.H>
#include <FL/Fl_Tiled_Image.H>
#include <FL/fl_draw.H>
#include <FL/x.H>
#include <stdio.h>
@ -100,8 +103,7 @@ Fl_Pixmap gray_pixmap(gray_xpm);
#include "pixmaps/gray_bomb.xpm"
Fl_Pixmap gray_bomb_pixmap(gray_bomb_xpm);
Fl_Pixmap *normal_pixmaps[] =
{
Fl_Pixmap *normal_pixmaps[] = {
&red_pixmap,
&green_pixmap,
&blue_pixmap,
@ -110,8 +112,7 @@ Fl_Pixmap *normal_pixmaps[] =
&magenta_pixmap,
&gray_pixmap
};
Fl_Pixmap *bomb_pixmaps[] =
{
Fl_Pixmap *bomb_pixmaps[] = {
&red_bomb_pixmap,
&green_bomb_pixmap,
&blue_bomb_pixmap,
@ -121,6 +122,12 @@ Fl_Pixmap *bomb_pixmaps[] =
&gray_bomb_pixmap
};
const unsigned char screen_bits[] = {
0xff, 0x55, 0xff, 0xaa, 0xff, 0x55, 0xff, 0xaa
};
Fl_Bitmap screen_bitmap(screen_bits, 8, 8);
Fl_Tiled_Image screen_tile(&screen_bitmap);
// Sound class...
//
@ -144,7 +151,7 @@ class BlockSound {
AudioStreamBasicDescription format;
short *data;
int remaining;
static OSStatus audio_cb(AudioDeviceID device,
const AudioTimeStamp *current_time,
const AudioBufferList *data_in,
@ -158,22 +165,22 @@ class BlockSound {
LPWAVEHDR header_ptr;
HGLOBAL data_handle;
LPSTR data_ptr;
#else
# ifdef HAVE_ALSA_ASOUNDLIB_H
snd_pcm_t *handle;
# endif // HAVE_ALSA_ASOUNDLIB_H
#endif // __APPLE__
public:
// Common data...
static short *sample_data;
static int sample_size;
BlockSound();
~BlockSound();
void play_explosion(float duration);
};
@ -369,7 +376,8 @@ BlockSound::audio_cb(AudioDeviceID device,
// Play a note for the given amount of time...
void BlockSound::play_explosion(float duration) {
void
BlockSound::play_explosion(float duration) {
Fl::check();
if (duration <= 0.0)
@ -429,9 +437,13 @@ class BlockWindow : public Fl_Double_Window
private:
Fl_Button *help_button_,
*play_button_;
int num_columns_;
Column columns_[BLOCK_COLS];
int count_;
bool help_;
int high_score_;
float interval_;
int level_;
@ -444,9 +456,12 @@ class BlockWindow : public Fl_Double_Window
char title_[255];
int title_y_;
void _BlockWindow();
int bomb(int color);
int click(int col, int row);
static void help_cb(Fl_Widget *wi, BlockWindow *bw);
void init();
static void play_cb(Fl_Widget *wi, BlockWindow *bw);
static void timeout_cb(BlockWindow *bw);
public:
@ -466,199 +481,225 @@ Fl_Preferences BlockWindow::prefs_(Fl_Preferences::USER, "fltk.org", "blocks");
int
main(int argc, char *argv[])
{
main(int argc, char *argv[]) {
Fl::scheme("plastic");
Fl::visible_focus(0);
BlockWindow *bw = new BlockWindow(BLOCK_COLS * BLOCK_SIZE,
BLOCK_ROWS * BLOCK_SIZE + 20,
"Block Attack!");
bw->show(argc, argv);
return (Fl::run());
}
// Create a block window at the specified position
BlockWindow::BlockWindow(int X, int Y, int W, int H, const char *L)
: Fl_Double_Window(X, Y, W, H, L)
{
init();
sound_ = new BlockSound();
prefs_.get("high_score", high_score_, 0);
: Fl_Double_Window(X, Y, W, H, L) {
_BlockWindow();
}
// Create a block window
BlockWindow::BlockWindow(int W, int H, const char *L)
: Fl_Double_Window(W, H, L)
{
: Fl_Double_Window(W, H, L) {
_BlockWindow();
}
// Delete a block window
BlockWindow::~BlockWindow() {
Fl::remove_timeout((Fl_Timeout_Handler)timeout_cb, (void *)this);
}
// Initialize a block window...
void
BlockWindow::_BlockWindow() {
init();
help_button_ = new Fl_Button(0, 0, 20, 20, "?");
help_button_->callback((Fl_Callback *)help_cb, this);
help_button_->shortcut('?');
play_button_ = new Fl_Button(80, (h() - 80) / 2, 80, 80, "@>");
play_button_->callback((Fl_Callback *)play_cb, this);
play_button_->labelsize(44);
play_button_->shortcut(' ');
sound_ = new BlockSound();
prefs_.get("high_score", high_score_, 0);
Fl::add_timeout(0.1, (Fl_Timeout_Handler)timeout_cb, (void *)this);
}
BlockWindow::~BlockWindow()
{
}
// Bomb all blocks of a given color and return the number of affected blocks
int
BlockWindow::bomb(int color)
{
BlockWindow::bomb(int color) {
int i, j;
int count;
Block *b;
Column *c;
if (color >= BLOCK_BLAST)
return (0);
if (color >= BLOCK_BLAST) return (0);
for (i = num_columns_, c = columns_, count = 1; i > 0; i --, c ++)
for (j = c->num_blocks, b = c->blocks; j > 0; j --, b ++)
if (b->color == color)
{
if (b->color == color) {
b->color = -color;
count ++;
}
return (count);
}
// Tag all blocks connected to the clicked block and return the number
// of affected blocks
int
BlockWindow::click(int col, int row)
{
BlockWindow::click(int col, int row) {
Block *b;
Column *c;
int count, color;
c = columns_ + col;
b = c->blocks + row;
color = b->color;
if (color < 0 || color >= BLOCK_BLAST)
return (0);
if (color < 0 || color >= BLOCK_BLAST) return (0);
// Find the bottom block...
while (row > 0 && b[-1].color == color)
{
while (row > 0 && b[-1].color == color) {
row --;
b --;
}
count = 0;
while (row < c->num_blocks && b->color == color)
{
while (row < c->num_blocks && b->color == color) {
b->color = -color;
if (col > 0 && row < c[-1].num_blocks &&
c[-1].blocks[row].color == color)
c[-1].blocks[row].color == color) {
count += click(col - 1, row);
}
if (col < (num_columns_ - 1) && row < c[1].num_blocks &&
c[1].blocks[row].color == color)
c[1].blocks[row].color == color) {
count += click(col + 1, row);
}
count ++;
row ++;
b ++;
}
return (count);
}
// Draw the block window...
void
BlockWindow::draw()
{
BlockWindow::draw() {
int i, j, xx, yy;
Block *b;
Column *c;
// Draw the blocks...
fl_color(FL_BLACK);
fl_rectf(0, 0, w(), h());
// Draw the blocks...
for (i = num_columns_, c = columns_; i > 0; i --, c ++)
for (j = c->num_blocks, b = c->blocks; j > 0; j --, b ++)
{
for (j = c->num_blocks, b = c->blocks; j > 0; j --, b ++) {
xx = w() - c->x;
yy = h() - BLOCK_SIZE - b->y;
if (b->color >= BLOCK_BLAST)
{
if (b->color >= BLOCK_BLAST) {
b->color ++;
blast_pixmap.draw(xx, yy);
}
else if (b->color < 0)
{
if (b->bomb)
bomb_pixmaps[-b->color - 1]->draw(xx, yy);
else
normal_pixmaps[-b->color - 1]->draw(xx, yy);
}
else
{
if (b->bomb)
bomb_pixmaps[b->color - 1]->draw(xx, yy);
else
normal_pixmaps[b->color - 1]->draw(xx, yy);
} else if (b->color < 0) {
if (b->bomb) bomb_pixmaps[-b->color - 1]->draw(xx, yy);
else normal_pixmaps[-b->color - 1]->draw(xx, yy);
} else {
if (b->bomb) bomb_pixmaps[b->color - 1]->draw(xx, yy);
else normal_pixmaps[b->color - 1]->draw(xx, yy);
}
}
if (paused_ || interval_ < 0.0)
{
const char *s;
if (interval_ < 0.0)
{
#ifdef DEBUG
// Show sample waveform...
short *sample_ptr;
for (i = 0; i < 2; i ++)
{
fl_color(FL_RED + i);
fl_begin_line();
for (j = 0, sample_ptr = sound_->sample_data + i;
j < sound_->sample_size;
j ++, sample_ptr += 2)
fl_vertex(j * w() / sound_->sample_size,
*sample_ptr * h() / 4 / 65534 + h() / 2);
fl_end_line();
}
#endif // DEBUG
if (num_columns_)
s = "Game Over\n\nPress N to Start";
else
s = "Block Attack!\nby\nMichael R Sweet\n\nPress N to Start";
}
else if (paused_)
s = "Paused\n\nSpace to Continue";
fl_font(FL_HELVETICA_BOLD, 32);
if (interval_ < 0.0 || paused_) {
fl_color(FL_BLACK);
fl_draw(s, 6, 6, w() - 6, h() - 6, FL_ALIGN_CENTER);
fl_color(FL_YELLOW);
fl_draw(s, 0, 0, w(), h(), FL_ALIGN_CENTER);
screen_tile.draw(0, 0, w(), h(), 0, 0);
}
// Redraw the widgets...
play_button_->redraw();
help_button_->redraw();
draw_children();
// Draw any paused/game over/new game message...
if ((paused_ || interval_ < 0.0) && play_button_->w() == 80) {
const char *s;
if (help_) {
s = "Click on adjacent blocks of the same color. Clear all blocks "
"before they reach the left side.";
fl_font(FL_HELVETICA_BOLD, 24);
fl_color(FL_BLACK);
fl_draw(s, 171, 3, w() - 250, h() - 6,
(Fl_Align)(FL_ALIGN_WRAP | FL_ALIGN_LEFT));
fl_color(FL_YELLOW);
fl_draw(s, 168, 0, w() - 250, h(),
(Fl_Align)(FL_ALIGN_WRAP | FL_ALIGN_LEFT));
} else {
if (interval_ < 0.0) {
#ifdef DEBUG
// Show sample waveform...
short *sample_ptr;
for (i = 0; i < 2; i ++)
{
fl_color(FL_RED + i);
fl_begin_line();
for (j = 0, sample_ptr = sound_->sample_data + i;
j < sound_->sample_size;
j ++, sample_ptr += 2)
fl_vertex(j * w() / sound_->sample_size,
*sample_ptr * h() / 4 / 65534 + h() / 2);
fl_end_line();
}
#endif // DEBUG
if (num_columns_ && (time(NULL) & 7) < 4) s = "Game Over";
else s = "Block Attack!\nby Michael R Sweet";
} else s = "Paused";
fl_font(FL_HELVETICA_BOLD, 32);
fl_color(FL_BLACK);
fl_draw(s, 6, 6, w() - 6, h() - 6, FL_ALIGN_CENTER);
fl_color(FL_YELLOW);
fl_draw(s, 0, 0, w(), h(), FL_ALIGN_CENTER);
}
}
// Draw the scores and level...
char s[255];
sprintf(s, " Score: %d", score_);
fl_color(FL_WHITE);
fl_font(FL_HELVETICA, 14);
fl_draw(s, 0, 0, w(), 20, FL_ALIGN_LEFT);
fl_draw(s, 40, 0, w() - 40, 20, FL_ALIGN_LEFT);
sprintf(s, "High Score: %d ", high_score_);
fl_draw(s, 0, 0, w(), 20, FL_ALIGN_RIGHT);
@ -679,41 +720,18 @@ BlockWindow::draw()
}
// Handle mouse clicks, etc.
int
BlockWindow::handle(int event)
{
BlockWindow::handle(int event) {
int i, j, mx, my, count;
Block *b;
Column *c;
switch (event)
{
case FL_SHORTCUT :
if (interval_ < 0.0 && Fl::event_key() == 'n')
{
new_game();
return (1);
}
#ifdef DEBUG
else if (interval_ > 0.001 && Fl::event_key() == FL_Up)
interval_ *= 0.8;
else if (interval_ > 0.0 && Fl::event_key() == FL_Down)
interval_ *= 1.25;
#endif // DEBUG
else if (interval_ > 0.0 && Fl::event_key() == ' ')
{
paused_ = !paused_;
redraw();
if (paused_)
Fl::remove_timeout((Fl_Timeout_Handler)timeout_cb, (void *)this);
else
Fl::add_timeout(interval_, (Fl_Timeout_Handler)timeout_cb,
(void *)this);
}
break;
if (Fl_Double_Window::handle(event)) return (1);
else if (interval_ < 0.0) return (0);
switch (event) {
case FL_PUSH :
mx = w() - Fl::event_x() + BLOCK_SIZE;
my = h() - Fl::event_y();
@ -722,62 +740,60 @@ BlockWindow::handle(int event)
for (i = 0, c = columns_; !count && i < num_columns_; i ++, c ++)
for (j = 0, b = c->blocks; !count && j < c->num_blocks; j ++, b ++)
if (mx >= c->x && mx < (c->x + BLOCK_SIZE) &&
my >= b->y && my < (b->y + BLOCK_SIZE))
{
if (b->bomb)
count = bomb(b->color);
else
count = click(i, j);
my >= b->y && my < (b->y + BLOCK_SIZE)) {
if (b->bomb) count = bomb(b->color);
else count = click(i, j);
break;
}
if (count < 2)
{
if (count < 2) {
for (i = 0, c = columns_; i < num_columns_; i ++, c ++)
for (j = 0, b = c->blocks; j < c->num_blocks; j ++, b ++)
if (b->color < 0)
b->color = -b->color;
}
else
{
if (b->color < 0) b->color = -b->color;
} else {
count --;
if (b->bomb)
{
if (b->bomb) {
sound_->play_explosion(0.19 + 0.005 * count);
interval_ *= 0.99;
interval_ *= 0.995;
score_ += count;
}
else
{
} else {
sound_->play_explosion(0.09 + 0.005 * count);
interval_ *= 0.999;
score_ += count * count;
}
if (score_ > high_score_)
{
if (score_ > high_score_) {
high_score_ = score_;
prefs_.set("high_score", high_score_);
}
for (i = 0, c = columns_; i < num_columns_; i ++, c ++)
for (j = 0, b = c->blocks; j < c->num_blocks; j ++, b ++)
if (b->color < 0)
b->color = BLOCK_BLAST;
if (b->color < 0) b->color = BLOCK_BLAST;
}
return (1);
}
return (Fl_Double_Window::handle(event));
return (0);
}
// Toggle the on-line help...
void
BlockWindow::init()
{
BlockWindow::help_cb(Fl_Widget *wi, BlockWindow *bw) {
bw->paused_ = bw->help_ = !bw->help_;
bw->play_button_->label("@>");
bw->redraw();
}
// Initialize the block window...
void
BlockWindow::init() {
count_ = 0;
interval_ = -1.0;
level_ = 1;
@ -790,29 +806,41 @@ BlockWindow::init()
}
// Start a new game...
void
BlockWindow::new_game()
{
BlockWindow::new_game() {
// Seed the random number generator...
srand(time(NULL));
init();
interval_ = 0.08;
interval_ = 0.1;
opened_columns_ = 0;
strcpy(title_, "Level: 1");
title_y_ = h();
if (!paused_)
Fl::add_timeout(interval_, (Fl_Timeout_Handler)timeout_cb, (void *)this);
redraw();
}
// Play/pause...
void
BlockWindow::timeout_cb(BlockWindow *bw)
{
BlockWindow::play_cb(Fl_Widget *wi, BlockWindow *bw) {
if (bw->interval_ < 0) bw->new_game();
else bw->paused_ = !bw->paused_;
if (bw->paused_) wi->label("@>");
else {
wi->label("@-2||");
bw->help_ = false;
}
}
// Animate the game...
void
BlockWindow::timeout_cb(BlockWindow *bw) {
int i, j;
Block *b;
Column *c;
@ -832,30 +860,27 @@ BlockWindow::timeout_cb(BlockWindow *bw)
lasttime = curtime;
#endif // DEBUG
if (bw->paused_ || bw->interval_ < 0.0)
return;
if (bw->title_y_ > 0)
bw->title_y_ -= 5;
// Update blocks that have been destroyed...
for (i = 0, c = bw->columns_; i < bw->num_columns_; i ++, c ++)
for (j = 0, b = c->blocks; j < c->num_blocks; j ++, b ++)
if (b->color > (BLOCK_BLAST + 1))
{
if (b->color > (BLOCK_BLAST + 1)) {
bw->redraw();
c->num_blocks --;
if (j < c->num_blocks)
if (j < c->num_blocks) {
memmove(b, b + 1, (c->num_blocks - j) * sizeof(Block));
}
j --;
b --;
if (c->num_blocks == 0)
{
if (!c->num_blocks) {
bw->num_columns_ --;
if (i < bw->num_columns_)
if (i < bw->num_columns_) {
memmove(c, c + 1, (bw->num_columns_ - i) * sizeof(Column));
}
i --;
c --;
@ -863,75 +888,116 @@ BlockWindow::timeout_cb(BlockWindow *bw)
}
}
for (i = bw->num_columns_, c = bw->columns_, lastx = c->x; i > 0; i --, c ++)
{
if (c->x > lastx)
// Let the rest of the blocks fall and/or move...
for (i = bw->num_columns_, c = bw->columns_, lastx = c->x;
i > 0;
i --, c ++) {
if (c->x > lastx) {
c->x -= 8;
bw->redraw();
}
lastx = c->x + BLOCK_SIZE;
c->x ++;
if (!bw->paused_ && bw->interval_ > 0.0) {
bw->redraw();
c->x ++;
}
for (j = c->num_blocks, b = c->blocks, lasty = 0; j > 0; j --, b ++)
{
if (b->y > lasty)
for (j = c->num_blocks, b = c->blocks, lasty = 0; j > 0; j --, b ++) {
if (b->y > lasty) {
bw->redraw();
b->y -= 8;
}
lasty = b->y + BLOCK_SIZE;
}
}
bw->count_ --;
// Slide the title text as needed...
if (bw->title_y_ > 0) {
bw->redraw();
bw->title_y_ -= 5;
}
if (bw->count_ <= 0)
{
bw->count_ = BLOCK_SIZE;
// Play the game...
if (!bw->paused_ && bw->interval_ > 0.0) {
bw->count_ --;
if (bw->num_columns_ == BLOCK_COLS)
{
bw->interval_ = -1.0;
if (bw->count_ <= 0) {
bw->redraw();
bw->sound_->play_explosion(0.8);
}
else
{
bw->opened_columns_ ++;
if (bw->opened_columns_ > (2 * BLOCK_COLS))
{
bw->interval_ *= 0.95;
bw->opened_columns_ = 0;
bw->count_ = BLOCK_SIZE;
if (bw->num_colors_ < 7)
bw->num_colors_ ++;
if (bw->num_columns_ == BLOCK_COLS) {
bw->interval_ = -1.0;
bw->sound_->play_explosion(0.8);
bw->play_button_->label("@>");
} else {
bw->opened_columns_ ++;
bw->level_ ++;
sprintf(bw->title_, "Level: %d", bw->level_);
bw->title_y_ = bw->h();
}
if (bw->opened_columns_ > (2 * BLOCK_COLS)) {
bw->interval_ *= 0.95;
bw->opened_columns_ = 0;
c = bw->columns_;
if (bw->num_colors_ < 7) bw->num_colors_ ++;
if (bw->num_columns_)
memmove(c + 1, c, bw->num_columns_ * sizeof(Column));
bw->level_ ++;
sprintf(bw->title_, "Level: %d", bw->level_);
bw->title_y_ = bw->h();
}
bw->num_columns_ ++;
c->x = 0;
c->num_blocks = BLOCK_ROWS;
c = bw->columns_;
for (j = 0, b = c->blocks; j < BLOCK_ROWS; j ++, b ++)
{
b->bomb = bw->num_colors_ > 3 && (rand() & 127) < bw->num_colors_;
b->color = 1 + (rand() % bw->num_colors_);
b->y = j * (BLOCK_SIZE + 8) + 24;
if (bw->num_columns_) {
memmove(c + 1, c, bw->num_columns_ * sizeof(Column));
}
bw->num_columns_ ++;
c->x = 0;
c->num_blocks = BLOCK_ROWS;
for (j = 0, b = c->blocks; j < BLOCK_ROWS; j ++, b ++) {
b->bomb = bw->num_colors_ > 3 && (rand() & 127) < bw->num_colors_;
b->color = 1 + (rand() % bw->num_colors_);
b->y = j * (BLOCK_SIZE + 8) + 24;
}
}
}
}
else
{
bw->count_ --;
bw->redraw();
if (bw->count_ <= 0) {
bw->count_ = 40;
bw->redraw();
}
}
if (bw->interval_ > 0.0)
// Update the play/pause button as needed...
if ((bw->paused_ || bw->interval_< 0.0) &&
bw->play_button_->w() < 80) {
int s = bw->play_button_->w() + 5;
bw->play_button_->resize(s, (s - 20) * (bw->h() - s) / 120, s, s);
bw->play_button_->labelsize(s / 2 + 4);
bw->redraw();
} else if ((!bw->paused_ && bw->interval_ > 0.0) &&
bw->play_button_->w() > 20) {
int s = bw->play_button_->w() - 5;
bw->play_button_->resize(s, (s - 20) * (bw->h() - s) / 120, s, s);
bw->play_button_->labelsize(s / 2 + 4);
bw->redraw();
}
if (bw->interval_ > 0.0) {
Fl::repeat_timeout(bw->interval_, (Fl_Timeout_Handler)timeout_cb,
(void *)bw);
} else {
Fl::repeat_timeout(0.1, (Fl_Timeout_Handler)timeout_cb,
(void *)bw);
}
}