cb0d6f8f03
git-svn-id: file:///fltk/svn/fltk/branches/branch-1.1@5374 ea41ed52-d2ee-0310-a9c1-e6b18d33e121
1008 lines
23 KiB
C++
1008 lines
23 KiB
C++
//
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// "$Id$"
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//
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// "Block Attack!" scrolling blocks game using the Fast Light Tool Kit (FLTK).
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//
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// Copyright 2006 by Michael Sweet.
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//
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// This library is free software; you can redistribute it and/or
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// modify it under the terms of the GNU Library General Public
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// License as published by the Free Software Foundation; either
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// version 2 of the License, or (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// Library General Public License for more details.
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//
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// You should have received a copy of the GNU Library General Public
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// License along with this library; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307
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// USA.
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//
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// Please report all bugs and problems on the following page:
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//
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// http://www.fltk.org/str.php
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//
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#include <FL/Fl.H>
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#include <FL/Fl_Double_Window.H>
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#include <FL/Fl_Button.H>
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#include <FL/Fl_Preferences.H>
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#include <FL/Fl_XPM_Image.H>
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#include <FL/Fl_XBM_Image.H>
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#include <FL/Fl_Tiled_Image.H>
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#include <FL/fl_draw.H>
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#include <FL/x.H>
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <time.h>
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#include <math.h>
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// Audio headers...
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#include <config.h>
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#ifndef WIN32
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# include <unistd.h>
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# include <sys/time.h>
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#endif // !WIN32
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#ifdef HAVE_ALSA_ASOUNDLIB_H
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# define ALSA_PCM_NEW_HW_PARAMS_API
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# include <alsa/asoundlib.h>
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#endif // HAVE_ALSA_ASOUNDLIB_H
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#ifdef __APPLE__
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# include <CoreAudio/AudioHardware.h>
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#endif // __APPLE__
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#ifdef WIN32
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# include <mmsystem.h>
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#endif // WIN32
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#define BLOCK_COLS 20
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#define BLOCK_ROWS 10
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#define BLOCK_SIZE 32
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#define BLOCK_BLAST 100
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#include "pixmaps/blast.xpm"
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Fl_Pixmap blast_pixmap(blast_xpm);
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#include "pixmaps/red.xpm"
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Fl_Pixmap red_pixmap(red_xpm);
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#include "pixmaps/red_bomb.xpm"
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Fl_Pixmap red_bomb_pixmap(red_bomb_xpm);
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#include "pixmaps/green.xpm"
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Fl_Pixmap green_pixmap(green_xpm);
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#include "pixmaps/green_bomb.xpm"
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Fl_Pixmap green_bomb_pixmap(green_bomb_xpm);
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#include "pixmaps/blue.xpm"
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Fl_Pixmap blue_pixmap(blue_xpm);
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#include "pixmaps/blue_bomb.xpm"
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Fl_Pixmap blue_bomb_pixmap(blue_bomb_xpm);
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#include "pixmaps/yellow.xpm"
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Fl_Pixmap yellow_pixmap(yellow_xpm);
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#include "pixmaps/yellow_bomb.xpm"
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Fl_Pixmap yellow_bomb_pixmap(yellow_bomb_xpm);
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#include "pixmaps/cyan.xpm"
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Fl_Pixmap cyan_pixmap(cyan_xpm);
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#include "pixmaps/cyan_bomb.xpm"
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Fl_Pixmap cyan_bomb_pixmap(cyan_bomb_xpm);
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#include "pixmaps/magenta.xpm"
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Fl_Pixmap magenta_pixmap(magenta_xpm);
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#include "pixmaps/magenta_bomb.xpm"
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Fl_Pixmap magenta_bomb_pixmap(magenta_bomb_xpm);
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#include "pixmaps/gray.xpm"
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Fl_Pixmap gray_pixmap(gray_xpm);
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#include "pixmaps/gray_bomb.xpm"
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Fl_Pixmap gray_bomb_pixmap(gray_bomb_xpm);
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Fl_Pixmap *normal_pixmaps[] = {
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&red_pixmap,
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&green_pixmap,
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&blue_pixmap,
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&yellow_pixmap,
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&cyan_pixmap,
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&magenta_pixmap,
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&gray_pixmap
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};
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Fl_Pixmap *bomb_pixmaps[] = {
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&red_bomb_pixmap,
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&green_bomb_pixmap,
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&blue_bomb_pixmap,
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&yellow_bomb_pixmap,
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&cyan_bomb_pixmap,
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&magenta_bomb_pixmap,
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&gray_bomb_pixmap
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};
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const unsigned char screen_bits[] = {
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0xff, 0x55, 0xff, 0xaa, 0xff, 0x55, 0xff, 0xaa
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};
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Fl_Bitmap screen_bitmap(screen_bits, 8, 8);
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Fl_Tiled_Image screen_tile(&screen_bitmap);
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// Sound class...
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//
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// There are MANY ways to implement sound in a FLTK application.
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// The approach we are using here is to conditionally compile OS-
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// specific code into the application - CoreAudio for MacOS X, the
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// standard Win32 API stuff for Windows, ALSA or X11 for Linux, and
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// X11 for all others. We have to support ALSA on Linux because the
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// current Xorg releases no longer support XBell() or the PC speaker.
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//
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// There are several good cross-platform audio libraries we could also
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// use, such as OpenAL, PortAudio, and SDL, however they were not chosen
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// for this application because of our limited use of sound.
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//
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// Many thanks to Ian MacArthur who provided sample code that led to
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// the CoreAudio implementation you see here!
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class BlockSound {
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// Private, OS-specific data...
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#ifdef __APPLE__
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AudioDeviceID device;
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AudioStreamBasicDescription format;
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short *data;
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int remaining;
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static OSStatus audio_cb(AudioDeviceID device,
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const AudioTimeStamp *current_time,
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const AudioBufferList *data_in,
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const AudioTimeStamp *time_in,
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AudioBufferList *data_out,
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const AudioTimeStamp *time_out,
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void *client_data);
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#elif defined(WIN32)
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HWAVEOUT device;
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HGLOBAL header_handle;
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LPWAVEHDR header_ptr;
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HGLOBAL data_handle;
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LPSTR data_ptr;
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#else
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# ifdef HAVE_ALSA_ASOUNDLIB_H
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snd_pcm_t *handle;
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# endif // HAVE_ALSA_ASOUNDLIB_H
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#endif // __APPLE__
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public:
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// Common data...
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static short *sample_data;
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static int sample_size;
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BlockSound();
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~BlockSound();
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void play_explosion(float duration);
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};
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// Sound class globals...
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short *BlockSound::sample_data = NULL;
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int BlockSound::sample_size = 0;
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// Initialize the BlockSound class
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BlockSound::BlockSound() {
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sample_size = 0;
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#ifdef __APPLE__
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remaining = 0;
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UInt32 size = sizeof(device);
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if (AudioHardwareGetProperty(kAudioHardwarePropertyDefaultOutputDevice,
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&size, (void *)&device) != noErr) return;
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size = sizeof(format);
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if (AudioDeviceGetProperty(device, 0, false, kAudioDevicePropertyStreamFormat,
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&size, &format) != noErr) return;
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// Set up a format we like...
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format.mSampleRate = 44100.0; // 44.1kHz
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format.mChannelsPerFrame = 2; // stereo
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if (AudioDeviceSetProperty(device, NULL, 0, false,
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kAudioDevicePropertyStreamFormat,
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sizeof(format), &format) != noErr) return;
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// Check we got linear pcm - what to do if we did not ???
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if (format.mFormatID != kAudioFormatLinearPCM) return;
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// Attach the callback
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if (AudioDeviceAddIOProc(device, audio_cb, (void *)this) != noErr) return;
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// Start the device...
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AudioDeviceStart(device, audio_cb);
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sample_size = (int)format.mSampleRate;
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#elif defined(WIN32)
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WAVEFORMATEX format;
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memset(&format, 0, sizeof(format));
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format.cbSize = sizeof(format);
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format.wFormatTag = WAVE_FORMAT_PCM;
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format.nChannels = 2;
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format.nSamplesPerSec = 44100;
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format.nAvgBytesPerSec = 44100 * 4;
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format.nBlockAlign = 4;
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format.wBitsPerSample = 16;
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data_handle = GlobalAlloc(GMEM_MOVEABLE | GMEM_SHARE, format.nSamplesPerSec * 4);
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if (!data_handle) return;
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data_ptr = (LPSTR)GlobalLock(data_handle);
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header_handle = GlobalAlloc(GMEM_MOVEABLE | GMEM_SHARE, sizeof(WAVEHDR));
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if (!header_handle) return;
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header_ptr = (WAVEHDR *)GlobalLock(header_handle);
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header_ptr->lpData = data_ptr;
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header_ptr->dwFlags = 0;
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header_ptr->dwLoops = 0;
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if (waveOutOpen(&device, WAVE_MAPPER, &format, 0, 0, WAVE_ALLOWSYNC)
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!= MMSYSERR_NOERROR) return;
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sample_size = format.nSamplesPerSec;
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#else
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# ifdef HAVE_ALSA_ASOUNDLIB_H
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handle = NULL;
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if (snd_pcm_open(&handle, "default", SND_PCM_STREAM_PLAYBACK, 0) >= 0) {
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// Initialize PCM sound stuff...
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snd_pcm_hw_params_t *params;
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snd_pcm_hw_params_alloca(¶ms);
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snd_pcm_hw_params_any(handle, params);
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snd_pcm_hw_params_set_access(handle, params, SND_PCM_ACCESS_RW_INTERLEAVED);
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snd_pcm_hw_params_set_format(handle, params, SND_PCM_FORMAT_S16);
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snd_pcm_hw_params_set_channels(handle, params, 2);
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unsigned rate = 44100;
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int dir;
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snd_pcm_hw_params_set_rate_near(handle, params, &rate, &dir);
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snd_pcm_uframes_t period = (int)rate;
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snd_pcm_hw_params_set_period_size_near(handle, params, &period, &dir);
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sample_size = rate;
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if (snd_pcm_hw_params(handle, params) < 0) {
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sample_size = 0;
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snd_pcm_close(handle);
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handle = NULL;
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}
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}
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# endif // HAVE_ALSA_ASOUNDLIB_H
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#endif // __APPLE__
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if (sample_size) {
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// Make an explosion sound by passing white noise through a low pass
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// filter with a decreasing frequency...
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sample_data = new short[2 * sample_size];
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short *sample_ptr = sample_data;
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int max_sample = 2 * sample_size - 2;
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*sample_ptr++ = 0;
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*sample_ptr++ = 0;
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for (int j = max_sample; j > 0; j --, sample_ptr ++) {
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float freq = (float)j / (float)max_sample;
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float volume = 32767.0 * (0.5 * sqrt(freq) + 0.5);
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float sample = 0.0001 * ((rand() % 20001) - 10000);
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*sample_ptr = (int)(volume * freq * sample +
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(1.0 - freq) * sample_ptr[-2]);
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}
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}
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}
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// Cleanup the BlockSound class
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BlockSound::~BlockSound() {
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#ifdef __APPLE__
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if (sample_size) {
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AudioDeviceStop(device, audio_cb);
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AudioDeviceRemoveIOProc(device, audio_cb);
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}
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#elif defined(WIN32)
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if (sample_size) {
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waveOutClose(device);
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GlobalUnlock(header_handle);
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GlobalFree(header_handle);
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GlobalUnlock(data_handle);
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GlobalFree(data_handle);
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}
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#else
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# ifdef HAVE_ALSA_ASOUNDLIB_H
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if (handle) {
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snd_pcm_drain(handle);
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snd_pcm_close(handle);
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}
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# endif // HAVE_ALSA_ASOUNDLIB_H
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#endif // __APPLE__
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if (sample_size) {
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delete[] sample_data;
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}
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}
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#ifdef __APPLE__
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// Callback function for writing audio data...
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OSStatus
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BlockSound::audio_cb(AudioDeviceID device,
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const AudioTimeStamp *current_time,
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const AudioBufferList *data_in,
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const AudioTimeStamp *time_in,
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AudioBufferList *data_out,
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const AudioTimeStamp *time_out,
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void *client_data) {
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BlockSound *ss = (BlockSound *)client_data;
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int count;
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float *buffer;
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if (!ss->remaining) return noErr;
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for (count = data_out->mBuffers[0].mDataByteSize / sizeof(float),
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buffer = (float*) data_out->mBuffers[0].mData;
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ss->remaining > 0 && count > 0;
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count --, ss->data ++, ss->remaining --) {
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*buffer++ = *(ss->data) / 32767.0;
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}
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while (count > 0) {
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*buffer++ = 0.0;
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count --;
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}
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return noErr;
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}
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#endif // __APPLE__
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// Play a note for the given amount of time...
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void
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BlockSound::play_explosion(float duration) {
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Fl::check();
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if (duration <= 0.0)
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return;
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if (duration > 1.0)
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duration = 1.0;
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int samples = (int)(duration * sample_size);
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short *sample_ptr = sample_data + 2 * (sample_size - samples);
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#ifdef __APPLE__
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// Point to the next note...
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data = sample_ptr;
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remaining = samples * 2;
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#elif defined(WIN32)
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if (sample_size) {
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memcpy(data_ptr, sample_ptr, samples * 4);
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header_ptr->dwBufferLength = samples * 4;
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waveOutPrepareHeader(device, header_ptr, sizeof(WAVEHDR));
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waveOutWrite(device, header_ptr, sizeof(WAVEHDR));
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} else Beep(440, (int)(1000.0 * duration));
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#elif defined(HAVE_ALSA_ASOUNDLIB_H)
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if (handle) {
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// Use ALSA to play the sound...
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if (snd_pcm_writei(handle, sample_ptr, samples) < 0) {
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snd_pcm_prepare(handle);
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snd_pcm_writei(handle, sample_ptr, samples);
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}
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return;
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}
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#endif // __APPLE__
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}
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class BlockWindow : public Fl_Double_Window
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{
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public:
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struct Block
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{
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int color;
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bool bomb;
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int y;
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};
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struct Column
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{
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int num_blocks;
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Block blocks[BLOCK_ROWS];
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int x;
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};
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private:
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Fl_Button *help_button_,
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*play_button_;
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int num_columns_;
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Column columns_[BLOCK_COLS];
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int count_;
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bool help_;
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int high_score_;
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float interval_;
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int level_;
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int num_colors_;
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int opened_columns_;
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bool paused_;
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static Fl_Preferences prefs_;
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int score_;
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BlockSound *sound_;
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char title_[255];
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int title_y_;
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void _BlockWindow();
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int bomb(int color);
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int click(int col, int row);
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static void help_cb(Fl_Widget *wi, BlockWindow *bw);
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void init();
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static void play_cb(Fl_Widget *wi, BlockWindow *bw);
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static void timeout_cb(BlockWindow *bw);
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public:
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BlockWindow(int X, int Y, int W, int H, const char *L = 0);
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BlockWindow(int W, int H, const char *L = 0);
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~BlockWindow();
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void draw();
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int handle(int event);
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void new_game();
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int score() { return (score_); }
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};
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Fl_Preferences BlockWindow::prefs_(Fl_Preferences::USER, "fltk.org", "blocks");
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int
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main(int argc, char *argv[]) {
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Fl::scheme("plastic");
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Fl::visible_focus(0);
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BlockWindow *bw = new BlockWindow(BLOCK_COLS * BLOCK_SIZE,
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BLOCK_ROWS * BLOCK_SIZE + 20,
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"Block Attack!");
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bw->show(argc, argv);
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return (Fl::run());
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}
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// Create a block window at the specified position
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BlockWindow::BlockWindow(int X, int Y, int W, int H, const char *L)
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: Fl_Double_Window(X, Y, W, H, L) {
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_BlockWindow();
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}
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// Create a block window
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BlockWindow::BlockWindow(int W, int H, const char *L)
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: Fl_Double_Window(W, H, L) {
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_BlockWindow();
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}
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// Delete a block window
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BlockWindow::~BlockWindow() {
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Fl::remove_timeout((Fl_Timeout_Handler)timeout_cb, (void *)this);
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}
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// Initialize a block window...
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void
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BlockWindow::_BlockWindow() {
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init();
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help_button_ = new Fl_Button(0, 0, 20, 20, "?");
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help_button_->callback((Fl_Callback *)help_cb, this);
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help_button_->shortcut('?');
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play_button_ = new Fl_Button(80, (h() - 80) / 2, 80, 80, "@>");
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play_button_->callback((Fl_Callback *)play_cb, this);
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play_button_->labelsize(44);
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play_button_->shortcut(' ');
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sound_ = new BlockSound();
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prefs_.get("high_score", high_score_, 0);
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Fl::add_timeout(0.1, (Fl_Timeout_Handler)timeout_cb, (void *)this);
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}
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// Bomb all blocks of a given color and return the number of affected blocks
|
|
int
|
|
BlockWindow::bomb(int color) {
|
|
int i, j;
|
|
int count;
|
|
Block *b;
|
|
Column *c;
|
|
|
|
|
|
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) {
|
|
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) {
|
|
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);
|
|
|
|
// Find the bottom block...
|
|
while (row > 0 && b[-1].color == color) {
|
|
row --;
|
|
b --;
|
|
}
|
|
|
|
count = 0;
|
|
|
|
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) {
|
|
count += click(col - 1, row);
|
|
}
|
|
|
|
if (col < (num_columns_ - 1) && row < c[1].num_blocks &&
|
|
c[1].blocks[row].color == color) {
|
|
count += click(col + 1, row);
|
|
}
|
|
|
|
count ++;
|
|
row ++;
|
|
b ++;
|
|
}
|
|
|
|
return (count);
|
|
}
|
|
|
|
|
|
// Draw the block window...
|
|
void
|
|
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 ++) {
|
|
xx = w() - c->x;
|
|
yy = h() - BLOCK_SIZE - b->y;
|
|
|
|
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);
|
|
}
|
|
}
|
|
|
|
if (interval_ < 0.0 || paused_) {
|
|
fl_color(FL_BLACK);
|
|
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, 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);
|
|
|
|
if (level_ > 1 || title_y_ <= 0)
|
|
{
|
|
sprintf(s, "Level: %d ", level_);
|
|
fl_draw(s, 0, 0, w(), 20, FL_ALIGN_CENTER);
|
|
}
|
|
|
|
if (title_y_ > 0 && interval_ > 0.0)
|
|
{
|
|
int sz = 14 + title_y_ * 86 / h();
|
|
|
|
fl_font(FL_HELVETICA_BOLD, sz);
|
|
fl_color(FL_YELLOW);
|
|
fl_draw(title_, 0, title_y_, w(), sz, FL_ALIGN_CENTER);
|
|
}
|
|
}
|
|
|
|
|
|
// Handle mouse clicks, etc.
|
|
int
|
|
BlockWindow::handle(int event) {
|
|
int i, j, mx, my, count;
|
|
Block *b;
|
|
Column *c;
|
|
|
|
|
|
if (Fl_Double_Window::handle(event)) return (1);
|
|
else if (interval_ < 0.0 || paused_) return (0);
|
|
|
|
switch (event) {
|
|
case FL_PUSH :
|
|
mx = w() - Fl::event_x() + BLOCK_SIZE;
|
|
my = h() - Fl::event_y();
|
|
count = 0;
|
|
|
|
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);
|
|
|
|
break;
|
|
}
|
|
|
|
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 {
|
|
count --;
|
|
|
|
if (b->bomb) {
|
|
sound_->play_explosion(0.19 + 0.005 * count);
|
|
|
|
interval_ *= 0.995;
|
|
score_ += count;
|
|
} else {
|
|
sound_->play_explosion(0.09 + 0.005 * count);
|
|
|
|
interval_ *= 0.999;
|
|
score_ += count * count;
|
|
}
|
|
|
|
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;
|
|
}
|
|
return (1);
|
|
}
|
|
|
|
return (0);
|
|
}
|
|
|
|
|
|
// Toggle the on-line help...
|
|
void
|
|
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;
|
|
help_ = false;
|
|
interval_ = -1.0;
|
|
level_ = 1;
|
|
num_colors_ = 3;
|
|
num_columns_ = 0;
|
|
paused_ = false;
|
|
score_ = 0;
|
|
title_[0] = '\0';
|
|
title_y_ = 0;
|
|
}
|
|
|
|
|
|
// Start a new game...
|
|
void
|
|
BlockWindow::new_game() {
|
|
// Seed the random number generator...
|
|
srand(time(NULL));
|
|
|
|
init();
|
|
|
|
interval_ = 0.1;
|
|
opened_columns_ = 0;
|
|
|
|
strcpy(title_, "Level: 1");
|
|
title_y_ = h();
|
|
|
|
redraw();
|
|
}
|
|
|
|
|
|
// Play/pause...
|
|
void
|
|
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;
|
|
int lastx, lasty;
|
|
|
|
|
|
#ifdef DEBUG
|
|
struct timeval curtime;
|
|
static struct timeval lasttime;
|
|
|
|
|
|
gettimeofday(&curtime, NULL);
|
|
printf("%.3f (%+f - %f)\n",
|
|
curtime.tv_sec + 0.000001 * curtime.tv_usec,
|
|
curtime.tv_sec - lasttime.tv_sec +
|
|
0.000001 * (curtime.tv_usec - lasttime.tv_usec), bw->interval_);
|
|
lasttime = curtime;
|
|
#endif // DEBUG
|
|
|
|
// 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)) {
|
|
bw->redraw();
|
|
|
|
c->num_blocks --;
|
|
|
|
if (j < c->num_blocks) {
|
|
memmove(b, b + 1, (c->num_blocks - j) * sizeof(Block));
|
|
}
|
|
|
|
j --;
|
|
b --;
|
|
|
|
if (!c->num_blocks) {
|
|
bw->num_columns_ --;
|
|
|
|
if (i < bw->num_columns_) {
|
|
memmove(c, c + 1, (bw->num_columns_ - i) * sizeof(Column));
|
|
}
|
|
|
|
i --;
|
|
c --;
|
|
j = c->num_blocks;
|
|
}
|
|
}
|
|
|
|
// 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;
|
|
|
|
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) {
|
|
bw->redraw();
|
|
b->y -= 8;
|
|
}
|
|
|
|
lasty = b->y + BLOCK_SIZE;
|
|
}
|
|
}
|
|
|
|
// Slide the title text as needed...
|
|
if (bw->title_y_ > 0) {
|
|
bw->redraw();
|
|
bw->title_y_ -= 5;
|
|
}
|
|
|
|
// Play the game...
|
|
if (!bw->paused_ && bw->interval_ > 0.0) {
|
|
bw->count_ --;
|
|
|
|
if (bw->count_ <= 0) {
|
|
bw->redraw();
|
|
bw->count_ = BLOCK_SIZE;
|
|
|
|
if (bw->num_columns_ == BLOCK_COLS) {
|
|
bw->interval_ = -1.0;
|
|
bw->sound_->play_explosion(0.8);
|
|
bw->play_button_->label("@>");
|
|
} else {
|
|
bw->opened_columns_ ++;
|
|
|
|
if (bw->opened_columns_ > (2 * BLOCK_COLS)) {
|
|
bw->interval_ *= 0.95;
|
|
bw->opened_columns_ = 0;
|
|
|
|
if (bw->num_colors_ < 7) bw->num_colors_ ++;
|
|
|
|
bw->level_ ++;
|
|
sprintf(bw->title_, "Level: %d", bw->level_);
|
|
bw->title_y_ = bw->h();
|
|
}
|
|
|
|
c = bw->columns_;
|
|
|
|
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_ --;
|
|
|
|
if (bw->count_ <= 0) {
|
|
bw->count_ = 40;
|
|
bw->redraw();
|
|
}
|
|
}
|
|
|
|
// 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() + 10;
|
|
|
|
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);
|
|
}
|
|
}
|
|
|
|
|
|
//
|
|
// End of "$Id$".
|
|
//
|