1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024
|
//
// "$Id$"
//
// "Block Attack!" scrolling blocks game using the Fast Light Tool Kit (FLTK).
//
// Copyright 2006-2010 by Michael Sweet.
//
// This library is free software. Distribution and use rights are outlined in
// the file "COPYING" which should have been included with this file. If this
// file is missing or damaged, see the license at:
//
// http://www.fltk.org/COPYING.php
//
// Please report all bugs and problems on the following page:
//
// http://www.fltk.org/str.php
//
#include <FL/Fl.H>
#include <FL/Fl_Double_Window.H>
#include <FL/Fl_Button.H>
#include <FL/Fl_Preferences.H>
#include <FL/Fl_XPM_Image.H>
#include <FL/Fl_XBM_Image.H>
#include <FL/Fl_Tiled_Image.H>
#include <FL/fl_draw.H>
#include <FL/x.H>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include <math.h>
// Audio headers...
#include <config.h>
#ifndef WIN32
# include <unistd.h>
# include <sys/time.h>
#endif // !WIN32
#ifdef HAVE_ALSA_ASOUNDLIB_H
# define ALSA_PCM_NEW_HW_PARAMS_API
# include <alsa/asoundlib.h>
#endif // HAVE_ALSA_ASOUNDLIB_H
#ifdef __APPLE__
# include <CoreAudio/AudioHardware.h>
#endif // __APPLE__
#ifdef WIN32
# include <mmsystem.h>
#endif // WIN32
#define BLOCK_COLS 20
#define BLOCK_ROWS 10
#define BLOCK_SIZE 32
#define BLOCK_BLAST 100
#include "pixmaps/blast.xpm"
Fl_Pixmap blast_pixmap(blast_xpm);
#include "pixmaps/red.xpm"
Fl_Pixmap red_pixmap(red_xpm);
#include "pixmaps/red_bomb.xpm"
Fl_Pixmap red_bomb_pixmap(red_bomb_xpm);
#include "pixmaps/green.xpm"
Fl_Pixmap green_pixmap(green_xpm);
#include "pixmaps/green_bomb.xpm"
Fl_Pixmap green_bomb_pixmap(green_bomb_xpm);
#include "pixmaps/blue.xpm"
Fl_Pixmap blue_pixmap(blue_xpm);
#include "pixmaps/blue_bomb.xpm"
Fl_Pixmap blue_bomb_pixmap(blue_bomb_xpm);
#include "pixmaps/yellow.xpm"
Fl_Pixmap yellow_pixmap(yellow_xpm);
#include "pixmaps/yellow_bomb.xpm"
Fl_Pixmap yellow_bomb_pixmap(yellow_bomb_xpm);
#include "pixmaps/cyan.xpm"
Fl_Pixmap cyan_pixmap(cyan_xpm);
#include "pixmaps/cyan_bomb.xpm"
Fl_Pixmap cyan_bomb_pixmap(cyan_bomb_xpm);
#include "pixmaps/magenta.xpm"
Fl_Pixmap magenta_pixmap(magenta_xpm);
#include "pixmaps/magenta_bomb.xpm"
Fl_Pixmap magenta_bomb_pixmap(magenta_bomb_xpm);
#include "pixmaps/gray.xpm"
Fl_Pixmap gray_pixmap(gray_xpm);
#include "pixmaps/gray_bomb.xpm"
Fl_Pixmap gray_bomb_pixmap(gray_bomb_xpm);
Fl_Pixmap *normal_pixmaps[] = {
&red_pixmap,
&green_pixmap,
&blue_pixmap,
&yellow_pixmap,
&cyan_pixmap,
&magenta_pixmap,
&gray_pixmap
};
Fl_Pixmap *bomb_pixmaps[] = {
&red_bomb_pixmap,
&green_bomb_pixmap,
&blue_bomb_pixmap,
&yellow_bomb_pixmap,
&cyan_bomb_pixmap,
&magenta_bomb_pixmap,
&gray_bomb_pixmap
};
const unsigned char screen_bits[] = {
0xff, 0x55, 0xff, 0xaa, 0xff, 0x55, 0xff, 0xaa
};
Fl_Bitmap screen_bitmap(screen_bits, 8, 8);
Fl_Tiled_Image screen_tile(&screen_bitmap);
// Sound class...
//
// There are MANY ways to implement sound in a FLTK application.
// The approach we are using here is to conditionally compile OS-
// specific code into the application - CoreAudio for MacOS X, the
// standard Win32 API stuff for Windows, ALSA or X11 for Linux, and
// X11 for all others. We have to support ALSA on Linux because the
// current Xorg releases no longer support XBell() or the PC speaker.
//
// There are several good cross-platform audio libraries we could also
// use, such as OpenAL, PortAudio, and SDL, however they were not chosen
// for this application because of our limited use of sound.
//
// Many thanks to Ian MacArthur who provided sample code that led to
// the CoreAudio implementation you see here!
class BlockSound {
// Private, OS-specific data...
#ifdef __APPLE__
AudioDeviceID device;
#ifndef MAC_OS_X_VERSION_10_5
#define MAC_OS_X_VERSION_10_5 1050
#endif
# if MAC_OS_X_VERSION_MAX_ALLOWED >= MAC_OS_X_VERSION_10_5
AudioDeviceIOProcID audio_proc_id;
# endif
AudioStreamBasicDescription format;
short *data;
int remaining;
static OSStatus audio_cb(AudioDeviceID device,
const AudioTimeStamp *current_time,
const AudioBufferList *data_in,
const AudioTimeStamp *time_in,
AudioBufferList *data_out,
const AudioTimeStamp *time_out,
void *client_data);
#elif defined(WIN32)
HWAVEOUT device;
HGLOBAL header_handle;
LPWAVEHDR header_ptr;
HGLOBAL data_handle;
LPSTR data_ptr;
#else
# ifdef HAVE_ALSA_ASOUNDLIB_H
snd_pcm_t *handle;
# endif // HAVE_ALSA_ASOUNDLIB_H
#endif // __APPLE__
public:
// Common data...
static short *sample_data;
static int sample_size;
BlockSound();
~BlockSound();
void play_explosion(float duration);
};
// Sound class globals...
short *BlockSound::sample_data = NULL;
int BlockSound::sample_size = 0;
// Initialize the BlockSound class
BlockSound::BlockSound() {
sample_size = 0;
#ifdef __APPLE__
remaining = 0;
UInt32 size = sizeof(device);
if (AudioHardwareGetProperty(kAudioHardwarePropertyDefaultOutputDevice,
&size, (void *)&device) != noErr) return;
size = sizeof(format);
if (AudioDeviceGetProperty(device, 0, false, kAudioDevicePropertyStreamFormat,
&size, &format) != noErr) return;
// Set up a format we like...
format.mSampleRate = 44100.0; // 44.1kHz
format.mChannelsPerFrame = 2; // stereo
if (AudioDeviceSetProperty(device, NULL, 0, false,
kAudioDevicePropertyStreamFormat,
sizeof(format), &format) != noErr) return;
// Check we got linear pcm - what to do if we did not ???
if (format.mFormatID != kAudioFormatLinearPCM) return;
// Attach the callback and start the device
# if MAC_OS_X_VERSION_MAX_ALLOWED >= MAC_OS_X_VERSION_10_5
if (AudioDeviceCreateIOProcID(device, audio_cb, (void *)this, &audio_proc_id) != noErr) return;
AudioDeviceStart(device, audio_proc_id);
# else
if (AudioDeviceAddIOProc(device, audio_cb, (void *)this) != noErr) return;
AudioDeviceStart(device, audio_cb);
# endif
sample_size = (int)format.mSampleRate;
#elif defined(WIN32)
WAVEFORMATEX format;
memset(&format, 0, sizeof(format));
format.cbSize = sizeof(format);
format.wFormatTag = WAVE_FORMAT_PCM;
format.nChannels = 2;
format.nSamplesPerSec = 44100;
format.nAvgBytesPerSec = 44100 * 4;
format.nBlockAlign = 4;
format.wBitsPerSample = 16;
data_handle = GlobalAlloc(GMEM_MOVEABLE | GMEM_SHARE, format.nSamplesPerSec * 4);
if (!data_handle) return;
data_ptr = (LPSTR)GlobalLock(data_handle);
header_handle = GlobalAlloc(GMEM_MOVEABLE | GMEM_SHARE, sizeof(WAVEHDR));
if (!header_handle) return;
header_ptr = (WAVEHDR *)GlobalLock(header_handle);
header_ptr->lpData = data_ptr;
header_ptr->dwFlags = 0;
header_ptr->dwLoops = 0;
if (waveOutOpen(&device, WAVE_MAPPER, &format, 0, 0, WAVE_ALLOWSYNC)
!= MMSYSERR_NOERROR) return;
sample_size = format.nSamplesPerSec;
#else
# ifdef HAVE_ALSA_ASOUNDLIB_H
handle = NULL;
if (snd_pcm_open(&handle, "default", SND_PCM_STREAM_PLAYBACK, 0) >= 0) {
// Initialize PCM sound stuff...
snd_pcm_hw_params_t *params;
snd_pcm_hw_params_alloca(¶ms);
snd_pcm_hw_params_any(handle, params);
snd_pcm_hw_params_set_access(handle, params, SND_PCM_ACCESS_RW_INTERLEAVED);
snd_pcm_hw_params_set_format(handle, params, SND_PCM_FORMAT_S16);
snd_pcm_hw_params_set_channels(handle, params, 2);
unsigned rate = 44100;
int dir;
snd_pcm_hw_params_set_rate_near(handle, params, &rate, &dir);
snd_pcm_uframes_t period = (int)rate;
snd_pcm_hw_params_set_period_size_near(handle, params, &period, &dir);
sample_size = rate;
if (snd_pcm_hw_params(handle, params) < 0) {
sample_size = 0;
snd_pcm_close(handle);
handle = NULL;
}
}
# endif // HAVE_ALSA_ASOUNDLIB_H
#endif // __APPLE__
if (sample_size) {
// Make an explosion sound by passing white noise through a low pass
// filter with a decreasing frequency...
sample_data = new short[2 * sample_size];
short *sample_ptr = sample_data;
int max_sample = 2 * sample_size - 2;
*sample_ptr++ = 0;
*sample_ptr++ = 0;
for (int j = max_sample; j > 0; j --, sample_ptr ++) {
float freq = (float)j / (float)max_sample;
float volume = 32767.0 * (0.5 * sqrt(freq) + 0.5);
float sample = 0.0001 * ((rand() % 20001) - 10000);
*sample_ptr = (int)(volume * freq * sample +
(1.0 - freq) * sample_ptr[-2]);
}
}
}
// Cleanup the BlockSound class
BlockSound::~BlockSound() {
#ifdef __APPLE__
if (sample_size) {
# if MAC_OS_X_VERSION_MAX_ALLOWED >= MAC_OS_X_VERSION_10_5
AudioDeviceStop(device, audio_proc_id);
AudioDeviceDestroyIOProcID(device, audio_proc_id);
# else
AudioDeviceStop(device, audio_cb);
AudioDeviceRemoveIOProc(device, audio_cb);
# endif
}
#elif defined(WIN32)
if (sample_size) {
waveOutClose(device);
GlobalUnlock(header_handle);
GlobalFree(header_handle);
GlobalUnlock(data_handle);
GlobalFree(data_handle);
}
#else
# ifdef HAVE_ALSA_ASOUNDLIB_H
if (handle) {
snd_pcm_drain(handle);
snd_pcm_close(handle);
}
# endif // HAVE_ALSA_ASOUNDLIB_H
#endif // __APPLE__
if (sample_size) {
delete[] sample_data;
}
}
#ifdef __APPLE__
// Callback function for writing audio data...
OSStatus
BlockSound::audio_cb(AudioDeviceID device,
const AudioTimeStamp *current_time,
const AudioBufferList *data_in,
const AudioTimeStamp *time_in,
AudioBufferList *data_out,
const AudioTimeStamp *time_out,
void *client_data) {
BlockSound *ss = (BlockSound *)client_data;
int count;
float *buffer;
if (!ss->remaining) return noErr;
for (count = data_out->mBuffers[0].mDataByteSize / sizeof(float),
buffer = (float*) data_out->mBuffers[0].mData;
ss->remaining > 0 && count > 0;
count --, ss->data ++, ss->remaining --) {
*buffer++ = *(ss->data) / 32767.0;
}
while (count > 0) {
*buffer++ = 0.0;
count --;
}
return noErr;
}
#endif // __APPLE__
// Play a note for the given amount of time...
void
BlockSound::play_explosion(float duration) {
Fl::check();
if (duration <= 0.0)
return;
#if defined(__APPLE__) || defined(WIN32) || defined(HAVE_ALSA_ASOUNDLIB_H)
if (duration > 1.0)
duration = 1.0;
int samples = (int)(duration * sample_size);
short *sample_ptr = sample_data + 2 * (sample_size - samples);
#endif // __APPLE__ || WIN32 || HAVE_ALSA_ASOUNDLIB_H
#ifdef __APPLE__
// Point to the next note...
data = sample_ptr;
remaining = samples * 2;
#elif defined(WIN32)
if (sample_size) {
memcpy(data_ptr, sample_ptr, samples * 4);
header_ptr->dwBufferLength = samples * 4;
waveOutPrepareHeader(device, header_ptr, sizeof(WAVEHDR));
waveOutWrite(device, header_ptr, sizeof(WAVEHDR));
} else Beep(440, (int)(1000.0 * duration));
#elif defined(HAVE_ALSA_ASOUNDLIB_H)
if (handle) {
// Use ALSA to play the sound...
if (snd_pcm_writei(handle, sample_ptr, samples) < 0) {
snd_pcm_prepare(handle);
snd_pcm_writei(handle, sample_ptr, samples);
}
return;
}
#endif // __APPLE__
}
class BlockWindow : public Fl_Double_Window
{
public:
struct Block
{
int color;
bool bomb;
int y;
};
struct Column
{
int num_blocks;
Block blocks[BLOCK_ROWS];
int x;
};
private:
Fl_Button *help_button_,
*play_button_;
int num_columns_;
Column columns_[BLOCK_COLS];
int count_;
bool help_;
int high_score_;
float interval_;
int level_;
int num_colors_;
int opened_columns_;
bool paused_;
static Fl_Preferences prefs_;
int score_;
BlockSound *sound_;
char title_[255];
int title_y_;
void _BlockWindow();
int bomb(int color);
int click(int col, int row);
static void help_cb(Fl_Widget *wi, BlockWindow *bw);
void init();
static void play_cb(Fl_Widget *wi, BlockWindow *bw);
static void timeout_cb(BlockWindow *bw);
public:
BlockWindow(int X, int Y, int W, int H, const char *L = 0);
BlockWindow(int W, int H, const char *L = 0);
~BlockWindow();
void draw();
int handle(int event);
void new_game();
int score() { return (score_); }
void up_level();
};
Fl_Preferences BlockWindow::prefs_(Fl_Preferences::USER, "fltk.org", "blocks");
int
main(int argc, char *argv[]) {
Fl::scheme("plastic");
Fl::visible_focus(0);
BlockWindow *bw = new BlockWindow(BLOCK_COLS * BLOCK_SIZE,
BLOCK_ROWS * BLOCK_SIZE + 20,
"Block Attack!");
bw->show(argc, argv);
return (Fl::run());
}
// Create a block window at the specified position
BlockWindow::BlockWindow(int X, int Y, int W, int H, const char *L)
: Fl_Double_Window(X, Y, W, H, L) {
_BlockWindow();
}
// Create a block window
BlockWindow::BlockWindow(int W, int H, const char *L)
: Fl_Double_Window(W, H, L) {
_BlockWindow();
}
// Delete a block window
BlockWindow::~BlockWindow() {
Fl::remove_timeout((Fl_Timeout_Handler)timeout_cb, (void *)this);
}
// Initialize a block window...
void
BlockWindow::_BlockWindow() {
init();
help_button_ = new Fl_Button(0, 0, 20, 20, "?");
help_button_->callback((Fl_Callback *)help_cb, this);
help_button_->shortcut('?');
play_button_ = new Fl_Button(80, (h() - 80) / 2, 80, 80, "@>");
play_button_->callback((Fl_Callback *)play_cb, this);
play_button_->labelsize(44);
play_button_->shortcut(' ');
sound_ = new BlockSound();
prefs_.get("high_score", high_score_, 0);
Fl::add_timeout(0.1, (Fl_Timeout_Handler)timeout_cb, (void *)this);
}
// Bomb all blocks of a given color and return the number of affected blocks
int
BlockWindow::bomb(int color) {
int j, k;
int count;
Block *b;
Column *c;
if (color >= BLOCK_BLAST) return (0);
for (j = num_columns_, c = columns_, count = 1; j > 0; j --, c ++)
for (k = c->num_blocks, b = c->blocks; k > 0; k --, 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 j, k, xx, yy;
Block *b;
Column *c;
// Draw the blocks...
fl_color(FL_BLACK);
fl_rectf(0, 0, w(), h());
// Draw the blocks...
for (j = num_columns_, c = columns_; j > 0; j --, c ++)
for (k = c->num_blocks, b = c->blocks; k > 0; k --, 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 j, k, 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_KEYBOARD:
if (Fl::event_text()) {
if (strcmp(Fl::event_text(), "+") == 0)
up_level();
}
break;
case FL_PUSH :
mx = w() - Fl::event_x() + BLOCK_SIZE;
my = h() - Fl::event_y();
count = 0;
b = 0;
for (j = 0, c = columns_; !count && j < num_columns_; j ++, c ++)
for (k = 0, b = c->blocks; !count && k < c->num_blocks; k ++, 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(j, k);
break;
}
if (count < 2) {
for (j = 0, c = columns_; j < num_columns_; j ++, c ++)
for (k = 0, b = c->blocks; k < c->num_blocks; k ++, 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 (j = 0, c = columns_; j < num_columns_; j ++, c ++)
for (k = 0, b = c->blocks; k < c->num_blocks; k ++, b ++)
if (b->color < 0) b->color = BLOCK_BLAST;
}
return (1);
}
return (0);
}
// Toggle the on-line help...
void
BlockWindow::help_cb(Fl_Widget *, 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;
}
}
void BlockWindow::up_level() {
interval_ *= 0.95;
opened_columns_ = 0;
if (num_colors_ < 7) num_colors_ ++;
level_ ++;
sprintf(title_, "Level: %d", level_);
title_y_ = h();
Fl::repeat_timeout(interval_, (Fl_Timeout_Handler)timeout_cb, (void *)this);
}
// 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->up_level();
}
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 "$Id$".
//
|