;====================================================================== ; IDL Tetris, ; Ray Sterner, 23 and 25 June, 1991 ; ; IDL version of Tetris. ; This program is composed of the following routines: ; ; t_init = initializes the screen and internal arrays. ; Sets up colors and shape tables. ; t_next = selects next piece to play. ; t_drop = Drops the piece down one position. ; t_left = Moves piece one position left. ; t_right = Moves piece one position right. ; t_rot = Rotates piece by 90 CCW. ; t_plot = Plots or erases piece. ; t_score = Handles a score, lights up line ; and squeezes it out. ; tetris = Main control program. ; ;====================================================================== ;----- t_init.pro = tetris init ---------- ; R. Sterner, 23 Jun, 1991 pro t_init, wt, lev, bell=bell common t_com, t_nx, t_ny, t_brd, t_p, t_seed, t_r, t_x, t_y, $ t_pxa, t_pya, t_px, t_py, t_ca, t_c, $ t_bell, t_wait, t_pflst, t_pfxa, t_pfya, t_pfx, t_pfy, $ t_pc, t_lpc, t_hpc, t_ln, t_lln, t_hln, t_sc, t_lsc, t_hsc, $ t_init_flag ;-------- Common variables ------------- ; t_nx, t_ny = X and Y size of playing board. ; t_brd = playing board. ; t_p = current playing piece (used only in t_next?). ; t_seed = random seed used in t_next to get next piece. ; t_r = current rotation (0-3). ; t_x, t_y = current reference point. This is what drops each ; cycle, and can be moved left and right. ; t_pxa, t_pya = X and Y offset for all pieces. ; t_px, t_py = X and Y offsets for current piece. ; t_ca = colors for all pieces. ; t_c = current piece color. ; t_bell = Ring bell for each line scored? ; t_wait = drop cycle delay time. ; t_pflst = array of last element numbers for piece outlines. ; t_pfxa, t_pfya = table of all piece outlines, all rotations. ; t_pfx, t_pfy = current piece outline. ; t_pc, t_lpc, t_hpc = # pieces: current game, last game, session. ; t_ln, t_lln, t_hln = # lines: current game, last game, session. ; t_sc, t_lsc, t_hsc = score: current game, last game, session. ; t_init_flag = 1 if initialized once. ;------------------------------------------------- ;-------- init board -------- if n_elements(t_init_flag) eq 0 then t_init_flag = 0 t_bell = 0 if keyword_set(bell) then t_bell = 1 ; Ring bell when line complete? if n_elements(wt) eq 0 then wt = -1. ; Time delay. if wt eq -1. then wt = 0.05 ; Default time delay. t_wait = wt ; Wait in sec between drops. if n_elements(t_ln) eq 0 then t_ln = 0 ; Current game values. if n_elements(t_pc) eq 0 then t_pc = 0 if n_elements(t_sc) eq 0 then t_sc = 0 if n_elements(t_lln) eq 0 then t_lln = 0 ; Last game values. if n_elements(t_lpc) eq 0 then t_lpc = 0 if n_elements(t_lsc) eq 0 then t_lsc = 0 if n_elements(t_hln) eq 0 then t_hln = 0 ; Session High values. if n_elements(t_hpc) eq 0 then t_hpc = 0 if n_elements(t_hsc) eq 0 then t_hsc = 0 t_nx = 11 ; Size in X. (+1) t_ny = 21 ; Size in Y. (+1) t_brd = bytarr(t_nx-1, t_ny) ; Board. ;----- Set up random starting pieces ----- ;----- If level < 0 then plot these pieces in gray (8) ---- if abs(lev) gt 0 then begin lset = (byte(randomu(i,t_nx-1,abs(lev))*8)<7B)* $ byte(randomu(i,t_nx-1,abs(lev)) gt .5) if lev lt 0 then lset = 8*(lset ne 0) t_brd(0,0) = lset endif ;-------- Set up piece color array ------- t_ca = [1,2,3,4,5,6,7,8] ;-------- Set up pieces ------ ;-------- As offsets: ---------- ;--- Set up X offsets for 7 4 part pieces, each with 4 rotations -- t_pxa = intarr(4,4,7) t_pxa(0,0,0) = [[0,1,0,1], $ ; Piece # 0: X X [0,1,0,1], $ ; X X [0,1,0,1], $ [0,1,0,1]] t_pxa(0,0,1) = [[-2,-1,0,1], $ ; Piece # 1: X X X X [0,0,0,0], $ [-2,-1,0,1],$ [0,0,0,0]] t_pxa(0,0,2) = [[-1,0,1,0], $ ; Piece # 2: X X X [0,0,0,1], $ ; X [-1,0,1,0], $ [0,0,0,-1]] t_pxa(0,0,3) = [[-1,0,0,1], $ ; Piece # 3: X X [0,0,-1,-1], $ ; X X [0,-1,-1,-2], $ [-1,-1,0,0]] t_pxa(0,0,4) = [[-1,0,0,1], $ ; Piece # 4: X X [-1,-1,0,0], $ ; X X [0,-1,-1,-2], $ [0,0,-1,-1]] t_pxa(0,0,5) = [[-1,0,1,1],$ ; Piece # 5: X X X [0,0,0,1], $ ; X [1,0,-1,-1], $ [0,0,0,-1]] t_pxa(0,0,6) = [[1,0,-1,-1],$ ; Piece # 6: X X X [0,0,0,1],$ ; X [-1,0,1,1],$ [0,0,0,-1]] ;--- Set up Y offsets for 7 4 part pieces, each with 4 rotations -- t_pya = intarr(4,4,7) t_pya(0,0,0) = [[0,0,1,1],[0,0,1,1],[0,0,1,1],[0,0,1,1]] t_pya(0,0,1) = [[0,0,0,0],[-2,-1,0,1],[0,0,0,0],[-2,-1,1,0]] t_pya(0,0,2) = [[0,0,0,-1],[-1,0,1,0],[0,0,0,1],[1,0,-1,0]] t_pya(0,0,3) = [[0,0,-1,-1],[0,-1,-1,-2],[-1,-1,0,0],[-1,0,0,1]] t_pya(0,0,4) = [[-1,-1,0,0],[0,-1,-1,-2],[0,0,-1,-1],[-1,0,0,1]] t_pya(0,0,5) = [[0,0,0,-1],[-1,0,1,1],[0,0,0,1],[1,0,-1,-1]] t_pya(0,0,6) = [[0,0,0,-1],[1,0,-1,-1],[0,0,0,1],[-1,0,1,1]] ;------ Setup pieces as outlines --------- t_pflst = [3,3,7,7,7,5,5] ; Last outline point #. t_pfxa = intarr(8,4,7) t_pfxa(0,0,0) = [[0,2,2,0,0,0,0,0],$ [0,2,2,0,0,0,0,0],$ [0,2,2,0,0,0,0,0],$ [0,2,2,0,0,0,0,0]] t_pfxa(0,0,1) = [[-2,2,2,-2,0,0,0,0],$ [0,1,1,0,0,0,0,0],$ [-2,2,2,-2,0,0,0,0],$ [0,1,1,0,0,0,0,0]] t_pfxa(0,0,2) = [[-1,0,0,1,1,2,2,-1],$ [0,1,1,2,2,1,1,0],$ [-1,2,2,1,1,0,0,-1],$ [-1,0,0,1,1,0,0,-1]] t_pfxa(0,0,3) = [[-1,0,0,2,2,1,1,-1],$ [-1,0,0,1,1,0,0,-1],$ [-2,-1,-1,1,1,0,0,-2],$ [-1,0,0,1,1,0,0,-1]] t_pfxa(0,0,4) = [[-1,1,1,2,2,0,0,-1],$ [0,1,1,0,0,-1,-1,0],$ [-2,0,0,1,1,-1,-1,-2],$ [0,1,1,0,0,-1,-1,0]] t_pfxa(0,0,5) = [[-1,1,1,2,2,-1,0,0],$ [0,1,1,2,2,0,0,0],$ [-1,2,2,0,0,-1,0,0],$ [-1,1,1,0,0,-1,0,0]] t_pfxa(0,0,6) = [[-1,0,0,2,2,-1,0,0],$ [0,2,2,1,1,0,0,0],$ [-1,2,2,1,1,-1,0,0],$ [0,1,1,-1,-1,0,0,0]] t_pfya = intarr(8,4,7) t_pfya(0,0,0) = [[0,0,2,2,0,0,0,0],$ [0,0,2,2,0,0,0,0],$ [0,0,2,2,0,0,0,0],$ [0,0,2,2,0,0,0,0]] t_pfya(0,0,1) = [[0,0,1,1,0,0,0,0],$ [-2,-2,2,2,0,0,0,0],$ [0,0,1,1,0,0,0,0],$ [-2,-2,2,2,0,0,0,0]] t_pfya(0,0,2) = [[0,0,-1,-1,0,0,1,1],$ [-1,-1,0,0,1,1,2,2],$ [0,0,1,1,2,2,1,1],$ [0,0,-1,-1,2,2,1,1]] t_pfya(0,0,3) = [[0,0,-1,-1,0,0,1,1],$ [-2,-2,-1,-1,1,1,0,0],$ [0,0,-1,-1,0,0,1,1],$ [-1,-1,0,0,2,2,1,1]] t_pfya(0,0,4) = [[-1,-1,0,0,1,1,0,0],$ [-2,-2,0,0,1,1,-1,-1],$ [-1,-1,0,0,1,1,0,0],$ [-1,-1,1,1,2,2,0,0]] t_pfya(0,0,5) = [[0,0,-1,-1,1,1,0,0],$ [-1,-1,1,1,2,2,0,0],$ [0,0,1,1,2,2,0,0],$ [-1,-1,2,2,0,0,0,0]] t_pfya(0,0,6) = [[-1,-1,0,0,1,1,0,0],$ [-1,-1,0,0,2,2,0,0],$ [0,0,2,2,1,1,0,0],$ [-1,-1,2,2,1,1,0,0]] ;------- Scale board to screen -------- plot,[0,t_nx-1],[0,t_ny-1],position=[.1,.1,.4,.9],/xsty,/ysty,/nodata ;------- Outline board ----------------- erase polyfill, [-1,t_nx, t_nx, -1], [-1, -1, t_ny, t_ny], $ color=10 polyfill, [-1,t_nx, t_nx, -1], [-1, -1, t_ny, t_ny], $ color=9, spacing=.15, orient=0 polyfill, [-1,t_nx, t_nx, -1], [-1, -1, t_ny, t_ny], $ color=9, spacing=.15, orient=90 polyfill,[-.2,t_nx-.8,t_nx-.8,-.2],$ [-.2,-.2,t_ny-.8,t_ny-.8] polyfill,[0,1,1,0]*(t_nx-1),[0,0,1,1]*(t_ny-1), color=0 plots,[-1,t_nx,t_nx,-1,-1],[-1,-1,t_ny,t_ny,-1],thick=3 ;------ Show starting board -------- if abs(lev) gt 0 then begin for iy = 0, abs(lev) do begin for ix = 0, t_nx-2 do begin c = t_brd(ix,iy) polyfill, [0,1,1,0]+ix, [0,0,1,1]+iy, color=c endfor endfor endif ;------ Menu ----- if t_init_flag eq 0 then begin sprint,size=1.2, 325, 310, 'A = Move left' sprint,size=1.2, 475, 310, 'L = Move right' sprint,size=1.2, 325, 290, 'SPACE = Rotate' sprint,size=1.2, 475, 290, 'H = Help' sprint,size=1.2, 325, 270, 'S = Start' sprint,size=1.2, 475, 270, 'Q = Quit' sprint,size=1.2, 325, 250, 'P = (un)Pause' ; xyouts, 350-25, 280+30, /dev, size=1.2, '!3A = Move left' ; xyouts, 475, 280+30, /dev, size=1.2, 'L = Move right' ; xyouts, 350-25, 260+30, /dev, size=1.2, 'SPACE = Rotate' ; xyouts, 475, 260+30, /dev, size=1.2, 'H = Help' ; xyouts, 475, 240+30, /dev, size=1.2, 'Q = Quit' ; xyouts, 350-25, 240+30, /dev, size=1.2, 'S = Start' ; xyouts, 350-25, 220+30, /dev, size=1.2, 'P = Pause/unpause' sprint,size=1.8, 310,160, 'Pieces' sprint,size=1.8, 310,130, 'Lines' sprint,size=1.8, 310,100, 'Score' sprint,size=1.2, 410,210, 'This' sprint,size=1.2, 410,190, 'Game' sprint,size=1.2, 480,210, 'Last' sprint,size=1.2, 480,190, 'Game' sprint,size=1.2, 550,210, 'Session' sprint,size=1.2, 550,190, 'High' ; xyouts, 420, 190, 'Game', size=1.8, /dev ; xyouts, 520, 190, 'Session', size=1.8, /dev ; xyouts, 320, 160, 'Pieces:',size=1.8, /dev ; xyouts, 320, 130, 'Lines:',size=1.8, /dev ; xyouts, 320, 100, 'Score:',size=1.8, /dev sprint,size=1.2,410,160,strtrim(t_pc,2) sprint,size=1.2,410,130,strtrim(t_ln,2) sprint,size=1.2,410,100,strtrim(t_sc,2) sprint,size=1.2,480,160,strtrim(t_lpc,2) sprint,size=1.2,480,130,strtrim(t_lln,2) sprint,size=1.2,480,100,strtrim(t_lsc,2) sprint,size=1.2,550,160,strtrim(t_hpc,2) sprint,size=1.2,550,130,strtrim(t_hln,2) sprint,size=1.2,550,100,strtrim(t_hsc,2) t_init_flag = 1 endif else sprint t_pc = 0 ; Current score. t_ln = 0 t_sc = 0 sprint,16,strtrim(t_pc,2) sprint,17,strtrim(t_ln,2) sprint,18,strtrim(t_sc,2) ; xyouts, /dev, 420, 160, size=1.8, strtrim(t_pc,2) ; xyouts, /dev, 520, 160, size=1.8, strtrim(t_hpc,2) ; xyouts, /dev, 420, 130, size=1.8, strtrim(t_ln, 2) ; xyouts, /dev, 520, 130, size=1.8, strtrim(t_hln, 2) ; xyouts, /dev, 420, 100, size=1.8, strtrim(t_sc, 2) ; xyouts, /dev, 520, 100, size=1.8, strtrim(t_hsc, 2) ;------- Load color table -------- tvlct, $ [0,255,255,127,255,127,255,127,128,255, 0, 0,255,255,255,255],$ [0,127,127,255,255,127,189,255,128,255, 0,255, 0,255,255,255],$ [0,127,255,255,127,255,127,127,128,255,255,233, 0, 0, 0,255] ;--------- Make title -------- xyouts, 25+300, 400+15, /dev, size=3, '!17IDL Tetris', color=10 xyouts, 25+301, 401+15, /dev, size=3, '!17IDL Tetris', color=10 xyouts, 25+302, 402+15, /dev, size=3, '!17IDL Tetris', color=11 xyouts, 25+303, 403+15, /dev, size=3, '!17IDL Tetris', color=11 xyouts, 25+304, 404+15, /dev, size=3, '!17IDL Tetris', color=12 xyouts, 25+305, 405+15, /dev, size=3, '!17IDL Tetris', color=12 xyouts, 25+306, 406+15, /dev, size=3, '!17IDL Tetris', color=13 xyouts, 25+307, 407+15, /dev, size=3, '!17IDL Tetris', color=13 xyouts, /dev, size=2, 23+392, 370+13, '!13by', color=12 xyouts, /dev, size=2, 23+342, 336+13, '!13Ray Sterner!3', color=12 xyouts, /dev, size=2, 24+392, 370+14, '!13by', color=12 xyouts, /dev, size=2, 24+342, 336+14, '!13Ray Sterner!3', color=12 xyouts, /dev, size=2, 25+392, 370+15, '!13by', color=6 xyouts, /dev, size=2, 25+342, 336+15, '!13Ray Sterner!3', color=6 return end ;====================================================================== ;-------- t_next = get next piece ready ------ ; R. Sterner, 23 Jun, 1991 pro t_next, pn common t_com, t_nx, t_ny, t_brd, t_p, t_seed, t_r, t_x, t_y, $ t_pxa, t_pya, t_px, t_py, t_ca, t_c, $ t_bell, t_wait, t_pflst, t_pfxa, t_pfya, t_pfx, t_pfy, $ t_pc, t_lpc, t_hpc, t_ln, t_lln, t_hln, t_sc, t_lsc, t_hsc if n_elements(pn) eq 0 then begin t_p = byte(randomu(t_seed)*7) ; Pick a random piece #. endif else t_p = pn ; Use selected piece number. t_r = 0 ; Start in standard position. t_c = t_ca(t_p) ; Look up piece color. t_px = t_pxa(*, t_r, t_p) ; Pull out correct offsets. t_py = t_pya(*, t_r, t_p) t_pfx = t_pfxa(0:t_pflst(t_p),t_r,t_p) ; Extract outline. t_pfy = t_pfya(0:t_pflst(t_p),t_r,t_p) t_x = t_nx/2 ; Starting position. t_y = t_ny return end ;====================================================================== ;------- t_drop = drop a piece one position ------ ; R. Sterner, 23 Jun, 1991 pro t_drop, done=done, range=range common t_com, t_nx, t_ny, t_brd, t_p, t_seed, t_r, t_x, t_y, $ t_pxa, t_pya, t_px, t_py, t_ca, t_c, $ t_bell, t_wait, t_pflst, t_pfxa, t_pfya, t_pfx, t_pfy, $ t_pc, t_lpc, t_hpc, t_ln, t_lln, t_hln, t_sc, t_lsc, t_hsc t_plot, 0 ; Erase current position. t_y = t_y - 1 ; Drop one position. flag = 0 ; Undo flag. if min(t_y + t_py) lt 0 then flag = 1 ; Hit bottom. if max(t_brd(t_x+t_px, t_y+t_py)) gt 0 then flag = 1 ; Collision. done = 0 ; Assume not done yet. if flag eq 1 then begin ; Done. t_y = t_y + 1 ; Can't move down. t_brd(t_x+t_px, t_y+t_py) = t_c ; Update board with color. done = 1 ; Set done flag. range = [min(t_y+t_py), max(t_y+t_py)] ; Range to check. endif t_plot, 1 ; Plot new position. wait, t_wait return end ;====================================================================== ;------- t_left = move piece one position left ------ ; R. Sterner, 23 Jun, 1991 pro t_left common t_com, t_nx, t_ny, t_brd, t_p, t_seed, t_r, t_x, t_y, $ t_pxa, t_pya, t_px, t_py, t_ca, t_c, $ t_bell, t_wait, t_pflst, t_pfxa, t_pfya, t_pfx, t_pfy, $ t_pc, t_lpc, t_hpc, t_ln, t_lln, t_hln, t_sc, t_lsc, t_hsc t_plot, 0 ; Erase current position. t_x = t_x - 1 ; Shift left 1. flag = 0 ; Undo flag. if min(t_x + t_px) lt 0 then flag = 1 ; Out of bounds. if max(t_brd(t_x+t_px, t_y+t_py)) gt 0 then flag = 1 ; Collision. if flag eq 1 then t_x = t_x + 1 ; Undo. t_plot, 1 ; Plot new position. return end ;====================================================================== ;------- t_right = move piece one position right ------ ; R. Sterner, 23 Jun, 1991 pro t_right common t_com, t_nx, t_ny, t_brd, t_p, t_seed, t_r, t_x, t_y, $ t_pxa, t_pya, t_px, t_py, t_ca, t_c, $ t_bell, t_wait, t_pflst, t_pfxa, t_pfya, t_pfx, t_pfy, $ t_pc, t_lpc, t_hpc, t_ln, t_lln, t_hln, t_sc, t_lsc, t_hsc t_plot, 0 ; Erase current position. t_x = t_x + 1 ; Shift right 1. flag = 0 ; Undo flag. if max(t_x + t_px) gt (t_nx-2) then flag = 1 ; Out of bounds. if max(t_brd(t_x+t_px, t_y+t_py)) gt 0 then flag = 1 ; Collision. if flag eq 1 then t_x = t_x - 1 ; Undo. t_plot, 1 ; Plot new position. return end ;====================================================================== ;------- t_rot = rotate a piece one position ------ ; R. Sterner, 23 Jun, 1991 pro t_rot common t_com, t_nx, t_ny, t_brd, t_p, t_seed, t_r, t_x, t_y, $ t_pxa, t_pya, t_px, t_py, t_ca, t_c, $ t_bell, t_wait, t_pflst, t_pfxa, t_pfya, t_pfx, t_pfy, $ t_pc, t_lpc, t_hpc, t_ln, t_lln, t_hln, t_sc, t_lsc, t_hsc t_plot, 0 ; Erase current position. t_r = (t_r + 1) mod 4 ; Rotate. t_px = t_pxa(*,t_r,t_p) ; Extract new offsets. t_py = t_pya(*,t_r,t_p) t_pfx = t_pfxa(0:t_pflst(t_p),t_r,t_p) ; Extract outline. t_pfy = t_pfya(0:t_pflst(t_p),t_r,t_p) ;---- Check for out of bounds or collision. ----- flag = 0 ; Undo flag. ;------ Don't rotate out the sides --------- if (min(t_x+t_px) lt 0) or (max(t_x+t_px) gt (t_nx-2)) then flag = 1 ;------ Don't rotate out the bottom ----- if (min(t_y+t_py) lt 0) then flag = 1 ;------ Check collision with another piece ------ if max(t_brd(t_x+t_px, t_y+t_py)) gt 0 then flag = 1 ; Collision. if flag eq 1 then begin ; Undo. t_r = (t_r + 3) mod 4 ; Rotate 270 = -90. t_px = t_pxa(*,t_r,t_p) ; Extract new offsets. t_py = t_pya(*,t_r,t_p) t_pfx = t_pfxa(0:t_pflst(t_p),t_r,t_p) ; Extract outline. t_pfy = t_pfya(0:t_pflst(t_p),t_r,t_p) endif t_plot, 1 ; Plot new position. return end ;====================================================================== ;------ t_plot.pro = Erase or draw current tetris piece --------- ; R. Sterner, 23 Jun, 1991 pro t_plot, flag common t_com, t_nx, t_ny, t_brd, t_p, t_seed, t_r, t_x, t_y, $ t_pxa, t_pya, t_px, t_py, t_ca, t_c, $ t_bell, t_wait, t_pflst, t_pfxa, t_pfya, t_pfx, t_pfy, $ t_pc, t_lpc, t_hpc, t_ln, t_lln, t_hln, t_sc, t_lsc, t_hsc c = 0 if flag eq 1 then c = t_c if max(t_y+t_pfy) lt t_ny then begin polyfill, t_x+t_pfx, t_y+t_pfy, color=c endif return end ;====================================================================== ;------- t_score = Look for and process a score. ------ ; R. Sterner, 23 Jun, 1991 pro t_score, r common t_com, t_nx, t_ny, t_brd, t_p, t_seed, t_r, t_x, t_y, $ t_pxa, t_pya, t_px, t_py, t_ca, t_c, $ t_bell, t_wait, t_pflst, t_pfxa, t_pfya, t_pfx, t_pfy, $ t_pc, t_lpc, t_hpc, t_ln, t_lln, t_hln, t_sc, t_lsc, t_hsc ;--------- Add score for this piece -------- ; xyouts, 420, 100, /dev, size=1.8, strtrim(t_sc,2), color=0 t_sc = t_sc + 7 ; Each piece worth 7 pts. sprint,18, strtrim(t_sc, 2) ; xyouts, 420, 100, /dev, size=1.8, strtrim(t_sc,2) count = 0 ; Lines scored on piece. rn = (r(0)+indgen(r(1)-r(0)+1))<(t_ny-1) ; Range to check. for i = 0, n_elements(rn)-1 do begin ; Check each line. if total(t_brd(*,rn(i)) eq 0) eq 0 then begin ; Score. ;--- light up score line ---- xp = [0.01,.99,.99,0.01]*(t_nx-1) yp = [0.05,0.05,.99,.99]+rn(i) polyfill, xp,yp,color=0,spacing=.1,orient=0 polyfill, xp,yp,color=0,spacing=.1,orient=90 wait, 0 ;--- ring bell ----- if t_bell then print,string(7b),form='($,a1)' ;--- Collapse board ------- t_brd(0,rn(i)) = t_brd(*,(rn(i)+1):*) ;--- Repaint screen board ----- tmp = fltarr(t_ny) for j = 0, t_ny-1 do tmp(j) = total(t_brd(*,j)) mx = 1+max(where(tmp ne 0)) for z = 0.8, 0., -.2 do begin for iy = rn(i), mx do begin for ix = 0, t_nx-2 do begin c = t_brd(ix,iy) polyfill, [0,1,1,0]+ix, (z+[0,0,1,1]+iy)<(t_ny-1), color=c endfor endfor endfor ; Z ;--- Decrement range ------ rn = rn - 1 ;---- Count scored line ----- count = count + 1 ;--- Update score board ----- ; xyouts, 420, 130, /dev, size=1.8, strtrim(t_ln,2), color=0 t_ln = t_ln + 1 sprint,17, strtrim(t_ln,2) ; xyouts, 420, 130, /dev, size=1.8, strtrim(t_ln,2) ; xyouts, 420, 100, /dev, size=1.8, strtrim(t_sc,2), color=0 t_sc = t_sc + 22 ; Each line worth 22 pts. sprint,18,strtrim(t_sc,2) ; xyouts, 420, 100, /dev, size=1.8, strtrim(t_sc,2) endif endfor ;-------- Check for a tetris (4 lines scored on 1 piece) ---- if count eq 4 then begin ; xyouts, 420, 100, /dev, size=1.8, strtrim(t_sc,2), color=0 t_sc = t_sc + 48 ; 48 extra points. sprint,18,strtrim(t_sc,2) ; xyouts, 420, 100, /dev, size=1.8, strtrim(t_sc,2) endif return end ;====================================================================== ;------- t_help.pro = display help text -------- ; R. Sterner, 4 Aug, 1991 pro t_help if !version.os eq 'DOS' then device, set_display=2 print,' ' print,' Tetris has 7 different playing pieces which drop down' print,' from the top of the screen. Points are scored by' print,' fitting these pieces together to form horizontal rows' print,' having no gaps. Such complete rows dissolve away and add' print," to the player's score. Pieces may be moved left and right" print,' and rotated to fit together. The more rows completed the' print,' higher the score each newly completed row is worth.' print,' Extra credit is given for completing 4 rows at the same' print,' time. Upper or lower case key commands may be used, except' print,' that the Q (quit) command must be upper case.' print,' Both the current game scores and the highest score during' print,' the current session of IDL are displayed.' print,' ' print,' The first version of this project was written using PC IDL' print,' in an afternoon as a test of the capabilities of IDL on a' print,' 386 class machine.' print,' txt = '' read,' Press RETURN to continue', txt if !version.os eq 'DOS' then device, set_display=3 return end ;====================================================================== ;;------ tetris.pro main tetris routine ------ ; R. Sterner, 23 Jun, 1991 pro tetris, wait=wt, level=lev, help=hlp, bell=bell, $ top=top common t_com, t_nx, t_ny, t_brd, t_p, t_seed, t_r, t_x, t_y, $ t_pxa, t_pya, t_px, t_py, t_ca, t_c, $ t_bell, t_wait, t_pflst, t_pfxa, t_pfya, t_pfx, t_pfy, $ t_pc, t_lpc, t_hpc, t_ln, t_lln, t_hln, t_sc, t_lsc, t_hsc if keyword_set(hlp) then begin print,' Play tetris game.' print,' tetris' print,' Keywords:' print,' WAIT=tm Seconds between pieces (def=.05).' print,' tm = 0 is very fast, 0.1 is slow.' print,' LEVEL=L Level of random starting pieces (def=0).' print,' If L is negative then starting pieces are gray.' print," /BELL means ring bell for each line scored." print,' TOP=tp returns highest level for each piece played.' print,' Games are delimited by -1s.' return endif if n_elements(wt) eq 0 then wt = -1. if wt eq -1. then wt = 0.05 if n_elements(lev) eq 0 then lev = 0 top = [-1] ; Start TOP array. start: t_init, wt, lev, bell=bell ;------- Find top ---------- tmp = fltarr(t_ny) for j = 0, t_ny-1 do tmp(j) = total(t_brd(*,j)) mx = 1+max(where(tmp ne 0)) top = [top,mx] rd: k = get_kbrd(1) if (k eq 'H') or (k eq 'h') then begin t_help goto, rd endif if k eq 'Q' then return if k ne 's' then goto, rd loop1: t_next loop2: k = get_kbrd(0) ; Get key. ku = strupcase(k) ; Upper case version. if k eq ' ' then t_rot ; Rotate. if ku eq 'A' then t_left ; Move left. if ku eq 'L' then t_right ; Move right. if k eq 'Q' then goto, over ; Game over. if ku eq 'P' then begin ; Pause. k = get_kbrd(1) goto, loop2 endif t_drop, done=d, range=r ; Drop piece. if d eq 1 then begin ; Piece done moving. ;------- Find top ---------- tmp = fltarr(t_ny) for j = 0, t_ny-1 do tmp(j) = total(t_brd(*,j)) mx = 1+max(where(tmp ne 0)) top = [top,mx] if min(r) ge t_ny-1 then begin ; Game over? goto, over endif ;------ Update current piece count ------ ; xyouts, /dev, 420, 160, size=1.8, strtrim(t_pc,2),color=0 t_pc = t_pc + 1 sprint,16,strtrim(t_pc,2) ; xyouts, /dev, 420, 160, size=1.8, strtrim(t_pc,2) t_score, r ; Update score. goto, loop1 endif goto, loop2 ;------ Game over ------- over: polyfill, [0,1,1,0]*(t_nx-1), [0,0,1,1]*(t_ny-1),$ color=0, spacing=.1, orient=0 polyfill, [0,1,1,0]*(t_nx-1), [0,0,1,1]*(t_ny-1),$ color=0, spacing=.1, orient=90 ;-------- Wait for another start command. ------ loopw: k = get_kbrd(1) ku = strupcase(k) ;--------- Update session max and last game values. ----- if (ku eq 'S') or (ku eq 'Q') then begin t_lpc = t_pc t_lln = t_ln t_lsc = t_sc sprint,19,strtrim(t_lpc,2) sprint,20,strtrim(t_lln,2) sprint,21,strtrim(t_lsc,2) ; xyouts,/dev,size=1.8,520,160,strtrim(t_hpc,2),color=0 t_hpc = t_hpc > t_pc ; xyouts,/dev,size=1.8,520,160,strtrim(t_hpc,2) ; xyouts,/dev,size=1.8,520,130,strtrim(t_hln,2),color=0 t_hln = t_hln > t_ln ; xyouts,/dev,size=1.8,520,130,strtrim(t_hln,2) ; xyouts,/dev,size=1.8,520,100,strtrim(t_hsc,2),color=0 t_hsc = t_hsc > t_sc ; xyouts,/dev,size=1.8,520,100,strtrim(t_hsc,2) sprint,22,strtrim(t_hpc,2) sprint,23,strtrim(t_hln,2) sprint,24,strtrim(t_hsc,2) endif ;--------- Handle S or Q --------- if ku eq 'S' then begin t_init, wt, lev, bell=bell top = [top,-1] ;------- Find top ---------- tmp = fltarr(t_ny) for j = 0, t_ny-1 do tmp(j) = total(t_brd(*,j)) mx = 1+max(where(tmp ne 0)) top = [top,mx] goto, loop1 endif if ku ne 'Q' then goto, loopw end