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' Hardwire
'
' Copyright 2005 Ian Cowburn
'
' $Id$
'
Strict
Import "types.bmx"
Import "particle.bmx"
Import "sounds.bmx"
Import "gametypes.bmx"
Type TGame
Field level:Int
Field score:Int
Field gm:TGameMap
Field timer:Int
Field alpha:Double
Field alphainc:Double
Field count:Int
Field total:Int
Field block:TPiece
Field nextblock:TPiece
Field drop:Int
Method New()
score=0
gm=New TGameMap
level=1
Particles.Clear()
TextParticles.Clear()
alpha=0.0
alphainc=0.01
count=0
total=0
nextblock=TPiece.Create(False)
drop=False
CreateNext(False)
End Method
Method SetInitLevel(l:Int)
level=l
SetTimer()
End Method
Method SetTimer()
If drop
timer=5
Else
timer=Max(HERTZ/5,(16-level)*HERTZ/5)
EndIf
End Method
Method LevelUp()
level:+1
count=0
End Method
Method CreateNext(special:Int)
block=nextblock
block.y=-3
block.x=Pit.WIDTH/2
nextblock=TPiece.Create(special)
nextblock.x=Pit.WIDTH+3
nextblock.y=1
drop=False
End Method
Method Pause()
Local i:Timage=CreateImage(GraphicsWidth(),GraphicsHeight(),1,MASKEDIMAGE|DYNAMICIMAGE|FILTEREDIMAGE)
GrabImage(i,0,0)
MidHandleImage(i)
SetColor(255,255,255)
FlushKeys()
Local a:Int[]=[0,0,0,0,0,0,0,0]
Local ac:Int[]=[7,6,5,4,3,2,1,0]
While Not KeyHit(GameConfig.kpause)
Cls
Local al:Double=0.3
For Local f:Int=0 Until a.length
SetAlpha(al)
SetRotation(a[f])
SetScale(al,al)
DrawImage(i,GraphicsWidth()/2,GraphicsHeight()/2)
If ac[f]>0
ac[f]:-1
Else
a[f]:+1
EndIf
al:+0.1
Next
SetRotation(0)
SetScale(1,1)
GameGFX.large.Centre("PAUSED",GraphicsHeight()/2-16)
Flip
Wend
SetAlpha(1)
SetRotation(0)
SetScale(1,1)
FlushKeys
End Method
Method Play:Int()
Local playing:Int=True
Cls
TextParticles.Draw()
GameGFX.large.Draw("SCORE",0,0,255,255,0)
GameGFX.large.Draw(score,0,20)
GameGFX.large.Draw("LEVEL",0,100,255,255,0)
GameGFX.large.Draw(level,0,120)
nextblock.Draw()
block.Draw()
If Not gm.overflow
If KeyHit(KEY_ESCAPE)
playing=False
EndIf
If Not gm.BlockInteract()
timer:-1
If timer<=0
SetTimer()
block.y:+1
If block.Collides(gm)
block.y:-1
block.AddToMap(gm)
count:+1
total:+1
If count>10
LevelUp()
EndIf
If Not gm.overflow
score:+level*2
CreateNext((total Mod 30)=0)
Else
FlushKeys()
EndIf
EndIf
EndIf
If KeyHit(GameConfig.kleft)
block.x:-1
If block.Collides(gm)
block.x:+1
EndIf
EndIf
If KeyHit(GameConfig.kright)
block.x:+1
If block.Collides(gm)
block.x:-1
EndIf
EndIf
If KeyHit(GameConfig.krotright)
block.RotateRight()
If block.Collides(gm)
block.x:-1
If block.Collides(gm)
block.x:+1
block.RotateLeft()
EndIf
EndIf
EndIf
If KeyHit(GameConfig.krotleft)
block.RotateLeft()
If block.Collides(gm)
block.x:+1
If block.Collides(gm)
block.x:-1
block.RotateRight()
EndIf
EndIf
EndIf
If KeyDown(GameConfig.kdrop)
timer=0
'drop=True
EndIf
EndIf
score:+gm.Draw()*level*20
Else
gm.Draw()
SetAlpha(alpha)
SetColor(255,255,255)
DrawImage(GameGFX.gameover,GraphicsWidth()/2,GraphicsHeight()/2)
SetAlpha(1)
alpha:+alphainc
If (alpha<=0.7 And alphainc<0) Or (alpha>=1.0 And alphainc>0)
alpha=Max(0,Min(1,alpha))
alphainc=-alphainc
EndIf
If KeyHit(KEY_ENTER) Or KeyHit(KEY_ESCAPE)
playing=False
EndIf
EndIf
Particles.Draw()
If KeyHit(GameConfig.kpause) And Not gm.overflow
Pause()
EndIf
Sound.Process()
Flip
Return playing
End Method
End Type
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