size
* variable is modified.
*/
private Dimension squareSize = new Dimension(0, 0);
/**
* An image used for double buffering. The board is first
* painted onto this image, and that image is then painted
* onto the real surface in order to avoid making the drawing
* process visible to the user. This image is recreated each
* time the component size changes.
*/
private Image bufferImage = null;
/**
* A clip boundary buffer rectangle. This rectangle is used
* when calculating the clip boundaries, in order to avoid
* allocating a new clip rectangle for each board square.
*/
private Rectangle bufferRect = new Rectangle();
/**
* The board message color.
*/
private Color messageColor = Color.white;
/**
* A lookup table containing lighter versions of the colors.
* This table is used to avoid calculating the lighter
* versions of the colors for each and every square drawn.
*/
private Hashtable lighterColors = new Hashtable();
/**
* A lookup table containing darker versions of the colors.
* This table is used to avoid calculating the darker
* versions of the colors for each and every square drawn.
*/
private Hashtable darkerColors = new Hashtable();
/**
* A flag set when the component has been updated.
*/
private boolean updated = true;
/**
* A bounding box of the squares to update. The coordinates
* used in the rectangle refers to the square matrix.
*/
private Rectangle updateRect = new Rectangle();
/**
* Creates a new square board component.
*/
public SquareBoardComponent() {
setBackground(Configuration.getColor("board.background",
"#000000"));
messageColor = Configuration.getColor("board.message",
"#ffffff");
}
/**
* Adds a square to the set of squares in need of redrawing.
*
* @param x the horizontal position (0 <= x < width)
* @param y the vertical position (0 <= y < height)
*/
public void invalidateSquare(int x, int y) {
if (updated) {
updated = false;
updateRect.x = x;
updateRect.y = y;
updateRect.width = 0;
updateRect.height = 0;
} else {
if (x < updateRect.x) {
updateRect.width += updateRect.x - x;
updateRect.x = x;
} else if (x > updateRect.x + updateRect.width) {
updateRect.width = x - updateRect.x;
}
if (y < updateRect.y) {
updateRect.height += updateRect.y - y;
updateRect.y = y;
} else if (y > updateRect.y + updateRect.height) {
updateRect.height = y - updateRect.y;
}
}
}
/**
* Redraws all the invalidated squares. If no squares have
* been marked as in need of redrawing, no redrawing will
* occur.
*/
public void redraw() {
Graphics g;
if (!updated) {
updated = true;
g = getGraphics();
if (g==null) return;
g.setClip(insets.left + updateRect.x * squareSize.width,
insets.top + updateRect.y * squareSize.height,
(updateRect.width + 1) * squareSize.width,
(updateRect.height + 1) * squareSize.height);
paint(g);
}
}
/**
* Redraws the whole component.
*/
public void redrawAll() {
Graphics g;
updated = true;
g = getGraphics();
if (g==null) return;
g.setClip(insets.left,
insets.top,
width * squareSize.width,
height * squareSize.height);
paint(g);
}
/**
* Returns true as this component is double buffered.
*
* @return true as this component is double buffered
*/
public boolean isDoubleBuffered() {
return true;
}
/**
* Returns the preferred size of this component.
*
* @return the preferred component size
*/
public Dimension getPreferredSize() {
return new Dimension(width * 20, height * 20);
}
/**
* Returns the minimum size of this component.
*
* @return the minimum component size
*/
public Dimension getMinimumSize() {
return getPreferredSize();
}
/**
* Returns the maximum size of this component.
*
* @return the maximum component size
*/
public Dimension getMaximumSize() {
return getPreferredSize();
}
/**
* Returns a lighter version of the specified color. The
* lighter color will looked up in a hashtable, making this
* method fast. If the color is not found, the ligher color
* will be calculated and added to the lookup table for later
* reference.
*
* @param c the base color
*
* @return the lighter version of the color
*/
private Color getLighterColor(Color c) {
Color lighter;
lighter = (Color) lighterColors.get(c);
if (lighter == null) {
lighter = c.brighter().brighter();
lighterColors.put(c, lighter);
}
return lighter;
}
/**
* Returns a darker version of the specified color. The
* darker color will looked up in a hashtable, making this
* method fast. If the color is not found, the darker color
* will be calculated and added to the lookup table for later
* reference.
*
* @param c the base color
*
* @return the darker version of the color
*/
private Color getDarkerColor(Color c) {
Color darker;
darker = (Color) darkerColors.get(c);
if (darker == null) {
darker = c.darker().darker();
darkerColors.put(c, darker);
}
return darker;
}
/**
* Paints this component indirectly. The painting is first
* done to a buffer image, that is then painted directly to
* the specified graphics context.
*
* @param g the graphics context to use
*/
public synchronized void paint(Graphics g) {
Graphics bufferGraphics;
Rectangle rect;
// Handle component size change
if (size == null || !size.equals(getSize())) {
size = getSize();
squareSize.width = size.width / width;
squareSize.height = size.height / height;
//if (squareSize.width <= squareSize.height) {
// squareSize.height = squareSize.width;
//} else {
// squareSize.width = squareSize.height;
//}
insets.left = (size.width - width * squareSize.width) / 2;
insets.right = insets.left;
insets.top = 0;
insets.bottom = size.height - height * squareSize.height;
bufferImage = createImage(width * squareSize.width,
height * squareSize.height);
}
// Paint component in buffer image
rect = g.getClipBounds();
bufferGraphics = bufferImage.getGraphics();
bufferGraphics.setClip(rect.x - insets.left,
rect.y - insets.top,
rect.width,
rect.height);
doPaintComponent(bufferGraphics);
// Paint image buffer
g.drawImage(bufferImage,
insets.left,
insets.top,
getBackground(),
null);
}
/**
* Paints this component directly. All the squares on the
* board will be painted directly to the specified graphics
* context.
*
* @param g the graphics context to use
*/
private void doPaintComponent(Graphics g) {
// Paint background
g.setColor(getBackground());
g.fillRect(0,
0,
width * squareSize.width,
height * squareSize.height);
// Paint squares
for (int y = 0; y < height; y++) {
for (int x = 0; x < width; x++) {
if (matrix[y][x] != null) {
paintSquare(g, x, y);
}
}
}
// Paint message
if (message != null) {
paintMessage(g, message);
}
}
/**
* Paints a single board square. The specified position must
* contain a color object.
*
* @param g the graphics context to use
* @param x the horizontal position (0 <= x < width)
* @param y the vertical position (0 <= y < height)
*/
private void paintSquare(Graphics g, int x, int y) {
Color color = matrix[y][x];
int xMin = x * squareSize.width;
int yMin = y * squareSize.height;
int xMax = xMin + squareSize.width - 1;
int yMax = yMin + squareSize.height - 1;
int i;
// Skip drawing if not visible
bufferRect.x = xMin;
bufferRect.y = yMin;
bufferRect.width = squareSize.width;
bufferRect.height = squareSize.height;
if (!bufferRect.intersects(g.getClipBounds())) {
return;
}
// Fill with base color
g.setColor(color);
g.fillRect(xMin, yMin, squareSize.width, squareSize.height);
// Draw brighter lines
g.setColor(getLighterColor(color));
for (i = 0; i < squareSize.width / 10; i++) {
g.drawLine(xMin + i, yMin + i, xMax - i, yMin + i);
g.drawLine(xMin + i, yMin + i, xMin + i, yMax - i);
}
// Draw darker lines
g.setColor(getDarkerColor(color));
for (i = 0; i < squareSize.width / 10; i++) {
g.drawLine(xMax - i, yMin + i, xMax - i, yMax - i);
g.drawLine(xMin + i, yMax - i, xMax - i, yMax - i);
}
}
/**
* Paints a board message. The message will be drawn at the
* center of the component.
*
* @param g the graphics context to use
* @param msg the string message
*/
private void paintMessage(Graphics g, String msg) {
int fontWidth;
int offset;
int x;
int y;
// Find string font width
g.setFont(new Font("SansSerif", Font.BOLD, squareSize.width + 4));
fontWidth = g.getFontMetrics().stringWidth(msg);
// Find centered position
x = (width * squareSize.width - fontWidth) / 2;
y = height * squareSize.height / 2;
// Draw black version of the string
offset = squareSize.width / 10;
g.setColor(Color.black);
g.drawString(msg, x - offset, y - offset);
g.drawString(msg, x - offset, y);
g.drawString(msg, x - offset, y - offset);
g.drawString(msg, x, y - offset);
g.drawString(msg, x, y + offset);
g.drawString(msg, x + offset, y - offset);
g.drawString(msg, x + offset, y);
g.drawString(msg, x + offset, y + offset);
// Draw white version of the string
g.setColor(messageColor);
g.drawString(msg, x, y);
}
}
}
/*
* @(#)Game.java
*
* This work is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License as
* published by the Free Software Foundation; either version 2 of
* the License, or (at your option) any later version.
*
* This work is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* Copyright (c) 2003 Per Cederberg. All rights reserved.
*/
/**
* The Tetris game. This class controls all events in the game and
* handles all the game logics. The game is started through user
* interaction with the graphical game component provided by this
* class.
*
* @version 1.2
* @author Per Cederberg, per@percederberg.net
*/
class Game extends Object
{
public static final int STATE_GETREADY =1;
public static final int STATE_PLAYING = 2;
public static final int STATE_PAUSED = 3;
public static final int STATE_GAMEOVER =4;
/**
* The PropertyChangeSupport Object able to register listener and dispatch events to them.
*/
private final PropertyChangeSupport PCS = new PropertyChangeSupport(this);
/**
* The main square board. This board is used for the game itself.
*/
private final SquareBoard board;
/**
* The preview square board. This board is used to display a
* preview of the figures.
*/
private final SquareBoard previewBoard = new SquareBoard(5, 5);
/**
* The figures used on both boards. All figures are reutilized in
* order to avoid creating new objects while the game is running.
* Special care has to be taken when the preview figure and the
* current figure refers to the same object.
*/
private Figure[] figures = {
new Figure(Figure.SQUARE_FIGURE),
new Figure(Figure.LINE_FIGURE),
new Figure(Figure.S_FIGURE),
new Figure(Figure.Z_FIGURE),
new Figure(Figure.RIGHT_ANGLE_FIGURE),
new Figure(Figure.LEFT_ANGLE_FIGURE),
new Figure(Figure.TRIANGLE_FIGURE)
};
/**
* The thread that runs the game. When this variable is set to
* null, the game thread will terminate.
*/
private final GameThread thread;
/**
* The game level. The level will be increased for every 20 lines
* removed from the square board.
*/
private int level = 1;
/**
* The current score. The score is increased for every figure that
* is possible to place on the main board.
*/
private int score = 0;
/**
* The current figure. The figure will be updated when
*/
private Figure figure = null;
/**
* The next figure.
*/
private Figure nextFigure = null;
/**
* The rotation of the next figure.
*/
private int nextRotation = 0;
/**
* The figure preview flag. If this flag is set, the figure
* will be shown in the figure preview board.
*/
private boolean preview = true;
/**
* The move lock flag. If this flag is set, the current figure
* cannot be moved. This flag is set when a figure is moved all
* the way down, and reset when a new figure is displayed.
*/
private boolean moveLock = false;
/**
*
*/
private int state;
/**
* Creates a new Tetris game. The square board will be given
* the default size of 10x20.
*/
public Game() {
this(10, 20);
}
/**
* Creates a new Tetris game. The square board will be given
* the specified size.
*
* @param width the width of the square board (in positions)
* @param height the height of the square board (in positions)
*/
public Game(int width, int height) {
board = new SquareBoard(width, height);
thread = new GameThread();
handleGetReady();
board.getComponent().setFocusable(true);
board.getComponent().addKeyListener(new KeyAdapter() {
public void keyPressed(KeyEvent e) {
handleKeyEvent(e);
}
});
}
/**
* Adds a PropertyChangeListener to this Game.
*
* This is the list the Events that can be fired:
*
* name: "state"
* value: new current state (int) one of those: STATE_OVER,STATE_PLAYING,STATE_PAUSED
* when: fired when the state changes.
*
* name: "level"
* value: current level (int)
* when: fired when the player moves to the next level.
*
* name: "score"
* value: current score (int)
* when: fired when the player increases his/her score.
*
* name: "lines"
* value: number of 'removed' lines (int)
* when: fired when the player removes one or more lines.
*
* @param l the property change listener which is going to be notified.
*/
public void addPropertyChangeListener(PropertyChangeListener l)
{
PCS.addPropertyChangeListener(l);
}
/**
* Removes this propertyChangeListener
* @param l the PropertyChangeListener object to remove.
*/
public void removePropertyChangeListener(PropertyChangeListener l)
{
PCS.removePropertyChangeListener(l);
}
/**
* Gets the current 'state'.
* One of the following:
* STATE_GETREADY,STATE_PLAYING,STATE_PAUSED,STATE_GAMEOVER.
* @return the current state.
*/
public int getState()
{
return state;
}
/**
* Gets the current level.
* @return the current level.
*/
public int getLevel()
{
return level;
}
/**
* Gets the current score.
* @return the current score.
**/
public int getScore()
{
return score;
}
/**
* Gets the number of lines that have been removed since the game started.
* @return the number of removed lines.
*/
public int getRemovedLines()
{
return board.getRemovedLines();
}
/**
* Gets the java.awt.Component for the board.
* @return the gui component for the board.
*/
public Component getSquareBoardComponent()
{
return board.getComponent();
}
/**
* Gets the java.awt.Component for the preview board (5x5)
* @return the gui component for the board.
*/
public Component getPreviewBoardComponent()
{
return previewBoard.getComponent();
}
/**
* Initializes the game ready if the state is on STATE_GAMEOVER
* otherwise it does nothing.
**/
public void init()
{
if (state == STATE_GAMEOVER)
{
handleGetReady();
}
}
/**
* Starts the game. (No matter what the current state is)
**/
public void start()
{
handleStart();
}
/**
* Pauses the game if the state is on STATE_PLAYING
* otherwise it does nothing.
**/
public void pause()
{
if (state == STATE_PLAYING)
{
handlePause();
}
}
/**
* Resumes the game if the state is on STATE_PAUSED
* otherwise it does nothing.
**/
public void resume()
{
if (state == STATE_PAUSED)
{
handleResume();
}
}
/**
* Terminates the game. (No matter what the current state is)
**/
public void terminate()
{
handleGameOver();
}
/**
* Handles a game start event. Both the main and preview square
* boards will be reset, and all other game parameters will be
* reset. Finally the game thread will be launched.
*/
private void handleStart() {
// Reset score and figures
level = 1;
score = 0;
figure = null;
nextFigure = randomFigure();
nextFigure.rotateRandom();
nextRotation = nextFigure.getRotation();
// Reset components
state = STATE_PLAYING;
board.setMessage(null);
board.clear();
previewBoard.clear();
handleLevelModification();
handleScoreModification();
PCS.firePropertyChange("state",-1, STATE_PLAYING );
// Start game thread
thread.reset();
}
/**
* Handles a game over event. This will stop the game thread,
* reset all figures and print a game over message.
*/
private void handleGameOver() {
// Stop game thred
thread.setPaused(true);
// Reset figures
if (figure != null) {
figure.detach();
}
figure = null;
if (nextFigure != null) {
nextFigure.detach();
}
nextFigure = null;
// Handle components
state = STATE_GAMEOVER;
board.setMessage("Game Over");
PCS.firePropertyChange("state",-1, STATE_GAMEOVER );
}
/**
* Handles a getReady event.
* This will print a 'get ready' message on the game board.
*/
private void handleGetReady()
{
board.setMessage("Get Ready");
board.clear();
previewBoard.clear();
state = STATE_GETREADY;
PCS.firePropertyChange("state",-1, STATE_GETREADY );
}
/**
* Handles a game pause event. This will pause the game thread and
* print a pause message on the game board.
*/
private void handlePause() {
thread.setPaused(true);
state = STATE_PAUSED;
board.setMessage("Paused");
PCS.firePropertyChange("state",-1, STATE_PAUSED );
}
/**
* Handles a game resume event. This will resume the game thread
* and remove any messages on the game board.
*/
private void handleResume() {
state = STATE_PLAYING;
board.setMessage(null);
thread.setPaused(false);
PCS.firePropertyChange("state",-1,STATE_PLAYING);
}
/**
* Handles a level modification event. This will modify the level
* label and adjust the thread speed.
*/
private void handleLevelModification() {
PCS.firePropertyChange("level",-1,level);
thread.adjustSpeed();
}
/**
* Handle a score modification event. This will modify the score
* label.
*/
private void handleScoreModification() {
PCS.firePropertyChange("score",-1,score);
}
/**
* Handles a figure start event. This will move the next figure
* to the current figure position, while also creating a new
* preview figure. If the figure cannot be introduced onto the
* game board, a game over event will be launched.
*/
private void handleFigureStart() {
int rotation;
// Move next figure to current
figure = nextFigure;
moveLock = false;
rotation = nextRotation;
nextFigure = randomFigure();
nextFigure.rotateRandom();
nextRotation = nextFigure.getRotation();
// Handle figure preview
if (preview) {
previewBoard.clear();
nextFigure.attach(previewBoard, true);
nextFigure.detach();
}
// Attach figure to game board
figure.setRotation(rotation);
if (!figure.attach(board, false)) {
previewBoard.clear();
figure.attach(previewBoard, true);
figure.detach();
handleGameOver();
}
}
/**
* Handles a figure landed event. This will check that the figure
* is completely visible, or a game over event will be launched.
* After this control, any full lines will be removed. If no full
* lines could be removed, a figure start event is launched
* directly.
*/
private void handleFigureLanded() {
// Check and detach figure
if (figure.isAllVisible()) {
score += 10;
handleScoreModification();
} else {
handleGameOver();
return;
}
figure.detach();
figure = null;
// Check for full lines or create new figure
if (board.hasFullLines()) {
board.removeFullLines();
PCS.firePropertyChange("lines", -1, board.getRemovedLines());
if (level < 9 && board.getRemovedLines() / 20 > level) {
level = board.getRemovedLines() / 20;
handleLevelModification();
}
} else {
handleFigureStart();
}
}
/**
* Handles a timer event. This will normally move the figure down
* one step, but when a figure has landed or isn't ready other
* events will be launched. This method is synchronized to avoid
* race conditions with other asynchronous events (keyboard and
* mouse).
*/
private synchronized void handleTimer() {
if (figure == null) {
handleFigureStart();
} else if (figure.hasLanded()) {
handleFigureLanded();
} else {
figure.moveDown();
}
}
/**
* Handles a button press event. This will launch different events
* depending on the state of the game, as the button semantics
* change as the game changes. This method is synchronized to
* avoid race conditions with other asynchronous events (timer and
* keyboard).
*/
private synchronized void handlePauseOnOff() {
if (nextFigure == null) {
handleStart();
} else if (thread.isPaused()) {
handleResume();
} else {
handlePause();
}
}
/**
* Handles a keyboard event. This will result in different actions
* being taken, depending on the key pressed. In some cases, other
* events will be launched. This method is synchronized to avoid
* race conditions with other asynchronous events (timer and
* mouse).
*
* @param e the key event
*/
private synchronized void handleKeyEvent(KeyEvent e)
{
// Handle start (any key to start !!!)
if (state == STATE_GETREADY)
{
handleStart();
return;
}
// pause and resume
if (e.getKeyCode() == KeyEvent.VK_P) {
handlePauseOnOff();
return;
}
// Don't proceed if stopped or paused
if (figure == null || moveLock || thread.isPaused()) {
return;
}
// Handle remaining key events
switch (e.getKeyCode()) {
case KeyEvent.VK_LEFT:
figure.moveLeft();
break;
case KeyEvent.VK_RIGHT:
figure.moveRight();
break;
case KeyEvent.VK_DOWN:
figure.moveAllWayDown();
moveLock = true;
break;
case KeyEvent.VK_UP:
case KeyEvent.VK_SPACE:
if (e.isControlDown()) {
figure.rotateRandom();
} else if (e.isShiftDown()) {
figure.rotateClockwise();
} else {
figure.rotateCounterClockwise();
}
break;
case KeyEvent.VK_S:
if (level < 9) {
level++;
handleLevelModification();
}
break;
case KeyEvent.VK_N:
preview = !preview;
if (preview && figure != nextFigure) {
nextFigure.attach(previewBoard, true);
nextFigure.detach();
} else {
previewBoard.clear();
}
break;
}
}
/**
* Returns a random figure. The figures come from the figures
* array, and will not be initialized.
*
* @return a random figure
*/
private Figure randomFigure() {
return figures[(int) (Math.random() * figures.length)];
}
/**
* The game time thread. This thread makes sure that the timer
* events are launched appropriately, making the current figure
* fall. This thread can be reused across games, but should be set
* to paused state when no game is running.
*/
private class GameThread extends Thread {
/**
* The game pause flag. This flag is set to true while the
* game should pause.
*/
private boolean paused = true;
/**
* The number of milliseconds to sleep before each automatic
* move. This number will be lowered as the game progresses.
*/
private int sleepTime = 500;
/**
* Creates a new game thread with default values.
*/
public GameThread() {
}
/**
* Resets the game thread. This will adjust the speed and
* start the game thread if not previously started.
*/
public void reset() {
adjustSpeed();
setPaused(false);
if (!isAlive()) {
this.start();
}
}
/**
* Checks if the thread is paused.
*
* @return true if the thread is paused, or
* false otherwise
*/
public boolean isPaused() {
return paused;
}
/**
* Sets the thread pause flag.
*
* @param paused the new paused flag value
*/
public void setPaused(boolean paused) {
this.paused = paused;
}
/**
* Adjusts the game speed according to the current level. The
* sleeping time is calculated with a function making larger
* steps initially an smaller as the level increases. A level
* above ten (10) doesn't have any further effect.
*/
public void adjustSpeed() {
sleepTime = 4500 / (level + 5) - 250;
if (sleepTime < 50) {
sleepTime = 50;
}
}
/**
* Runs the game.
*/
public void run() {
while (thread == this) {
// Make the time step
handleTimer();
// Sleep for some time
try {
Thread.sleep(sleepTime);
} catch (InterruptedException ignore) {
// Do nothing
}
// Sleep if paused
while (paused && thread == this) {
try {
Thread.sleep(1000);
} catch (InterruptedException ignore) {
// Do nothing
}
}
}
}
}
}
/*
* @(#)Configuration.java
*
* This work is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License as
* published by the Free Software Foundation; either version 2 of
* the License, or (at your option) any later version.
*
* This work is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* Copyright (c) 2003 Per Cederberg. All rights reserved.
*/
/**
* A program configuration. This class provides static methods for
* simplifying the reading of configuration parameters. It also
* provides some methods for transforming string values into more
* useful objects.
*
* @author Per Cederberg, per@percederberg.net
* @version 1.2
*/
class Configuration extends Object {
/**
* The internal configuration property values. This lookup table
* is used to avoid setting configuration parameters in the system
* properties, as some programs (applets) do not have the security
* permissions to set system properties.
*/
private static Hashtable config = new Hashtable();
/**
* Returns a configuration parameter value.
*
* @param key the configuration parameter key
*
* @return the configuration parameter value, or
* null if not set
*/
public static String getValue(String key) {
if (config.containsKey(key)) {
return config.get(key).toString();
} else {
try {
return System.getProperty(key);
} catch (SecurityException ignore) {
return null;
}
}
}
/**
* Returns a configuration parameter value. If the configuration
* parameter is not set, a default value will be returned instead.
*
* @param key the configuration parameter key
* @param def the default value to use
*
* @return the configuration parameter value, or
* the default value if not set
*/
public static String getValue(String key, String def) {
String value = getValue(key);
return (value == null) ? def : value;
}
/**
* Sets a configuration parameter value.
*
* @param key the configuration parameter key
* @param value the configuration parameter value
*/
public static void setValue(String key, String value) {
config.put(key, value);
}
/**
* Returns the color configured for the specified key. The key
* will be prepended with "tetris.color." and the value will be
* read from the system properties. The color value must be
* specified in hexadecimal web format, i.e. in the "#RRGGBB"
* format. If the default color isn't in a valid format, white
* will be returned.
*
* @param key the configuration parameter key
* @param def the default value
*
* @return the color specified in the configuration, or
* a default color value
*/
public static Color getColor(String key, String def) {
String value = getValue("tetris.color." + key, def);
Color color;
color = parseColor(value);
if (color != null) {
return color;
}
color = parseColor(def);
if (color != null) {
return color;
} else {
return Color.white;
}
}
/**
* Parses a web color string. If the color value couldn't be
* parsed correctly, null will be returned.
*
* @param value the color value to parse
*
* @return the color represented by the string, or
* null if the string was malformed
*/
private static Color parseColor(String value) {
if (!value.startsWith("#")) {
return null;
}
try {
return new Color(Integer.parseInt(value.substring(1), 16));
} catch (NumberFormatException ignore) {
return null;
}
}
}
/*
* @(#)Figure.java
*
* This work is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License as
* published by the Free Software Foundation; either version 2 of
* the License, or (at your option) any later version.
*
* This work is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* Copyright (c) 2003 Per Cederberg. All rights reserved.
*/
/**
* A class representing a Tetris square figure. Each figure consists
* of four connected squares in one of seven possible constellations.
* The figures may be rotated in 90 degree steps and have sideways and
* downwards movability.* * Each figure instance can have two states, either attached to a * square board or not. When attached, all move and rotation * operations are checked so that collisions do not occur with other * squares on the board. When not attached, any rotation can be made * (and will be kept when attached to a new board). * * @version 1.2 * @author Per Cederberg, per@percederberg.net */ class Figure extends Object { /** * A figure constant used to create a figure forming a square. */ public static final int SQUARE_FIGURE = 1; /** * A figure constant used to create a figure forming a line. */ public static final int LINE_FIGURE = 2; /** * A figure constant used to create a figure forming an "S". */ public static final int S_FIGURE = 3; /** * A figure constant used to create a figure forming a "Z". */ public static final int Z_FIGURE = 4; /** * A figure constant used to create a figure forming a right angle. */ public static final int RIGHT_ANGLE_FIGURE = 5; /** * A figure constant used to create a figure forming a left angle. */ public static final int LEFT_ANGLE_FIGURE = 6; /** * A figure constant used to create a figure forming a triangle. */ public static final int TRIANGLE_FIGURE = 7; /** * The square board to which the figure is attached. If this * variable is set to null, the figure is not attached. */ private SquareBoard board = null; /** * The horizontal figure position on the board. This value has no * meaning when the figure is not attached to a square board. */ private int xPos = 0; /** * The vertical figure position on the board. This value has no * meaning when the figure is not attached to a square board. */ private int yPos = 0; /** * The figure orientation (or rotation). This value is normally * between 0 and 3, but must also be less than the maxOrientation * value. * * @see #maxOrientation */ private int orientation = 0; /** * The maximum allowed orientation number. This is used to reduce * the number of possible rotations for some figures, such as the * square figure. If this value is not used, the square figure * will be possible to rotate around one of its squares, which * gives an erroneous effect. * * @see #orientation */ private int maxOrientation = 4; /** * The horizontal coordinates of the figure shape. The coordinates * are relative to the current figure position and orientation. */ private int[] shapeX = new int[4]; /** * The vertical coordinates of the figure shape. The coordinates * are relative to the current figure position and orientation. */ private int[] shapeY = new int[4]; /** * The figure color. */ private Color color = Color.white; /** * Creates a new figure of one of the seven predefined types. The * figure will not be attached to any square board and default * colors and orientations will be assigned. * * @param type the figure type (one of the figure constants) * * @see #SQUARE_FIGURE * @see #LINE_FIGURE * @see #S_FIGURE * @see #Z_FIGURE * @see #RIGHT_ANGLE_FIGURE * @see #LEFT_ANGLE_FIGURE * @see #TRIANGLE_FIGURE * * @throws IllegalArgumentException if the figure type specified * is not recognized */ public Figure(int type) throws IllegalArgumentException { initialize(type); } /** * Initializes the instance variables for a specified figure type. * * @param type the figure type (one of the figure constants) * * @see #SQUARE_FIGURE * @see #LINE_FIGURE * @see #S_FIGURE * @see #Z_FIGURE * @see #RIGHT_ANGLE_FIGURE * @see #LEFT_ANGLE_FIGURE * @see #TRIANGLE_FIGURE * * @throws IllegalArgumentException if the figure type specified * is not recognized */ private void initialize(int type) throws IllegalArgumentException { // Initialize default variables board = null; xPos = 0; yPos = 0; orientation = 0; // Initialize figure type variables switch (type) { case SQUARE_FIGURE : maxOrientation = 1; color = Configuration.getColor("figure.square", "#ffd8b1"); shapeX[0] = -1; shapeY[0] = 0; shapeX[1] = 0; shapeY[1] = 0; shapeX[2] = -1; shapeY[2] = 1; shapeX[3] = 0; shapeY[3] = 1; break; case LINE_FIGURE : maxOrientation = 2; color = Configuration.getColor("figure.line", "#ffb4b4"); shapeX[0] = -2; shapeY[0] = 0; shapeX[1] = -1; shapeY[1] = 0; shapeX[2] = 0; shapeY[2] = 0; shapeX[3] = 1; shapeY[3] = 0; break; case S_FIGURE : maxOrientation = 2; color = Configuration.getColor("figure.s", "#a3d5ee"); shapeX[0] = 0; shapeY[0] = 0; shapeX[1] = 1; shapeY[1] = 0; shapeX[2] = -1; shapeY[2] = 1; shapeX[3] = 0; shapeY[3] = 1; break; case Z_FIGURE : maxOrientation = 2; color = Configuration.getColor("figure.z", "#f4adff"); shapeX[0] = -1; shapeY[0] = 0; shapeX[1] = 0; shapeY[1] = 0; shapeX[2] = 0; shapeY[2] = 1; shapeX[3] = 1; shapeY[3] = 1; break; case RIGHT_ANGLE_FIGURE : maxOrientation = 4; color = Configuration.getColor("figure.right", "#c0b6fa"); shapeX[0] = -1; shapeY[0] = 0; shapeX[1] = 0; shapeY[1] = 0; shapeX[2] = 1; shapeY[2] = 0; shapeX[3] = 1; shapeY[3] = 1; break; case LEFT_ANGLE_FIGURE : maxOrientation = 4; color = Configuration.getColor("figure.left", "#f5f4a7"); shapeX[0] = -1; shapeY[0] = 0; shapeX[1] = 0; shapeY[1] = 0; shapeX[2] = 1; shapeY[2] = 0; shapeX[3] = -1; shapeY[3] = 1; break; case TRIANGLE_FIGURE : maxOrientation = 4; color = Configuration.getColor("figure.triangle", "#a4d9b6"); shapeX[0] = -1; shapeY[0] = 0; shapeX[1] = 0; shapeY[1] = 0; shapeX[2] = 1; shapeY[2] = 0; shapeX[3] = 0; shapeY[3] = 1; break; default : throw new IllegalArgumentException("No figure constant: " + type); } } /** * Checks if this figure is attached to a square board. * * @return true if the figure is already attached, or * false otherwise */ public boolean isAttached() { return board != null; } /** * Attaches the figure to a specified square board. The figure * will be drawn either at the absolute top of the board, with * only the bottom line visible, or centered onto the board. In * both cases, the squares on the new board are checked for * collisions. If the squares are already occupied, this method * returns false and no attachment is made.
* * The horizontal and vertical coordinates will be reset for the * figure, when centering the figure on the new board. The figure * orientation (rotation) will be kept, however. If the figure was * previously attached to another board, it will be detached from * that board before attaching to the new board. * * @param board the square board to attach to * @param center the centered position flag * * @return true if the figure could be attached, or * false otherwise */ public boolean attach(SquareBoard board, boolean center) { int newX; int newY; int i; // Check for previous attachment if (isAttached()) { detach(); } // Reset position (for correct controls) xPos = 0; yPos = 0; // Calculate position newX = board.getBoardWidth() / 2; if (center) { newY = board.getBoardHeight() / 2; } else { newY = 0; for (i = 0; i < shapeX.length; i++) { if (getRelativeY(i, orientation) - newY > 0) { newY = -getRelativeY(i, orientation); } } } // Check position this.board = board; if (!canMoveTo(newX, newY, orientation)) { this.board = null; return false; } // Draw figure xPos = newX; yPos = newY; paint(color); board.update(); return true; } /** * Detaches this figure from its square board. The figure will not * be removed from the board by this operation, resulting in the * figure being left intact. */ public void detach() { board = null; } /** * Checks if the figure is fully visible on the square board. If * the figure isn't attached to a board, false will be returned. * * @return true if the figure is fully visible, or * false otherwise */ public boolean isAllVisible() { if (!isAttached()) { return false; } for (int i = 0; i < shapeX.length; i++) { if (yPos + getRelativeY(i, orientation) < 0) { return false; } } return true; } /** * Checks if the figure has landed. If this method returns true, * the moveDown() or the moveAllWayDown() methods should have no * effect. If no square board is attached, this method will return * true. * * @return true if the figure has landed, or false otherwise */ public boolean hasLanded() { return !isAttached() || !canMoveTo(xPos, yPos + 1, orientation); } /** * Moves the figure one step to the left. If such a move is not * possible with respect to the square board, nothing is done. The * square board will be changed as the figure moves, clearing the * previous cells. If no square board is attached, nothing is * done. */ public void moveLeft() { if (isAttached() && canMoveTo(xPos - 1, yPos, orientation)) { paint(null); xPos--; paint(color); board.update(); } } /** * Moves the figure one step to the right. If such a move is not * possible with respect to the square board, nothing is done. The * square board will be changed as the figure moves, clearing the * previous cells. If no square board is attached, nothing is * done. */ public void moveRight() { if (isAttached() && canMoveTo(xPos + 1, yPos, orientation)) { paint(null); xPos++; paint(color); board.update(); } } /** * Moves the figure one step down. If such a move is not possible * with respect to the square board, nothing is done. The square * board will be changed as the figure moves, clearing the * previous cells. If no square board is attached, nothing is * done. */ public void moveDown() { if (isAttached() && canMoveTo(xPos, yPos + 1, orientation)) { paint(null); yPos++; paint(color); board.update(); } } /** * Moves the figure all the way down. The limits of the move are * either the square board bottom, or squares not being empty. If * no move is possible with respect to the square board, nothing * is done. The square board will be changed as the figure moves, * clearing the previous cells. If no square board is attached, * nothing is done. */ public void moveAllWayDown() { int y = yPos; // Check for board if (!isAttached()) { return; } // Find lowest position while (canMoveTo(xPos, y + 1, orientation)) { y++; } // Update if (y != yPos) { paint(null); yPos = y; paint(color); board.update(); } } /** * Returns the current figure rotation (orientation). * * @return the current figure rotation */ public int getRotation() { return orientation; } /** * Sets the figure rotation (orientation). If the desired rotation * is not possible with respect to the square board, nothing is * done. The square board will be changed as the figure moves, * clearing the previous cells. If no square board is attached, * the rotation is performed directly. * * @param rotation the new figure orientation */ public void setRotation(int rotation) { int newOrientation; // Set new orientation newOrientation = rotation % maxOrientation; // Check new position if (!isAttached()) { orientation = newOrientation; } else if (canMoveTo(xPos, yPos, newOrientation)) { paint(null); orientation = newOrientation; paint(color); board.update(); } } /** * Rotates the figure randomly. If such a rotation is not * possible with respect to the square board, nothing is done. * The square board will be changed as the figure moves, * clearing the previous cells. If no square board is attached, * the rotation is performed directly. */ public void rotateRandom() { setRotation((int) (Math.random() * 4.0) % maxOrientation); } /** * Rotates the figure clockwise. If such a rotation is not * possible with respect to the square board, nothing is done. * The square board will be changed as the figure moves, * clearing the previous cells. If no square board is attached, * the rotation is performed directly. */ public void rotateClockwise() { if (maxOrientation == 1) { return; } else { setRotation((orientation + 1) % maxOrientation); } } /** * Rotates the figure counter-clockwise. If such a rotation * is not possible with respect to the square board, nothing * is done. The square board will be changed as the figure * moves, clearing the previous cells. If no square board is * attached, the rotation is performed directly. */ public void rotateCounterClockwise() { if (maxOrientation == 1) { return; } else { setRotation((orientation + 3) % 4); } } /** * Checks if a specified pair of (square) coordinates are inside * the figure, or not. * * @param x the horizontal position * @param y the vertical position * * @return true if the coordinates are inside the figure, or * false otherwise */ private boolean isInside(int x, int y) { for (int i = 0; i < shapeX.length; i++) { if (x == xPos + getRelativeX(i, orientation) && y == yPos + getRelativeY(i, orientation)) { return true; } } return false; } /** * Checks if the figure can move to a new position. The current * figure position is taken into account when checking for * collisions. If a collision is detected, this method will return * false. * * @param newX the new horizontal position * @param newY the new vertical position * @param newOrientation the new orientation (rotation) * * @return true if the figure can be moved, or * false otherwise */ private boolean canMoveTo(int newX, int newY, int newOrientation) { int x; int y; for (int i = 0; i < 4; i++) { x = newX + getRelativeX(i, newOrientation); y = newY + getRelativeY(i, newOrientation); if (!isInside(x, y) && !board.isSquareEmpty(x, y)) { return false; } } return true; } /** * Returns the relative horizontal position of a specified square. * The square will be rotated according to the specified * orientation. * * @param square the square to rotate (0-3) * @param orientation the orientation to use (0-3) * * @return the rotated relative horizontal position */ private int getRelativeX(int square, int orientation) { switch (orientation % 4) { case 0 : return shapeX[square]; case 1 : return -shapeY[square]; case 2 : return -shapeX[square]; case 3 : return shapeY[square]; default: return 0; // Should never occur } } /** * Rotates the relative vertical position of a specified square. * The square will be rotated according to the specified * orientation. * * @param square the square to rotate (0-3) * @param orientation the orientation to use (0-3) * * @return the rotated relative vertical position */ private int getRelativeY(int square, int orientation) { switch (orientation % 4) { case 0 : return shapeY[square]; case 1 : return shapeX[square]; case 2 : return -shapeY[square]; case 3 : return -shapeX[square]; default: return 0; // Should never occur } } /** * Paints the figure on the board with the specified color. * * @param color the color to paint with, or null for clearing */ private void paint(Color color) { int x, y; for (int i = 0; i < shapeX.length; i++) { x = xPos + getRelativeX(i, orientation); y = yPos + getRelativeY(i, orientation); board.setSquareColor(x, y, color); } } }