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| unit tetris;
interface
uses graph,crt;
type figure = array[ 1..4, 1..4 ] of boolean;
const size : array[ 1..7 ] of integer =( 2, 4, 3, 3, 3, 3, 3 );
{ type figure = array[ 1..4, 1..4 ] of boolean; }
type tet =object
field : array[ - 5..20, - 5..30 ] of boolean;
block, nextblock : figure;
{d,} {m,} {i,} {j,}{ k,} x, y, time, count, score, level, next : integer;
a : char;
procedure gameinterface;
procedure build( k : integer; var b : figure );
procedure updatescore;
procedure drawfield;
procedure delblock;
procedure delline( h : integer );
procedure drawblock;
procedure move( m : integer );
procedure movedown;
procedure rotate( k : integer );
procedure pause;
end;
implementation
{label newgame, gamover; }
procedure tet.gameinterface;
begin
clearviewport;
setfillstyle( solidfill, green );
bar( 1, 1, 170, 270 );
moveto( 200, 10 );
outtext( 'Tetris by Spl1NeR' );
moveto( 200, 40 );
outtext( 'Controls:' );
moveto( 220, 55 );
outtext( 'Left & Right Arrows - Move left or right' );
moveto( 220, 70 );
outtext( 'Down Arrow - Accelerate down' );
moveto( 220, 85 );
outtext( 'Up Arrow - Rotate' );
moveto( 220, 100 );
outtext( 'F2 - New game' );
moveto( 220, 115 );
outtext( 'F3 - Pause' );
moveto( 220, 130 );
outtext( 'Esc - Exit' );
moveto( 200, 200 );
outtext( 'Next:' );
moveto( 200, 250 );
outtext( 'Score:' );
moveto( 200, 270 );
outtext( 'Level:' );
end;{}
procedure tet.build( k : integer; var b : figure );
var i, j : integer;
begin
for i := 1 to 4 do
for j := 1 to 4 do
b[ i, j ] := false;
case k of
1 :
begin
for i := 1 to 2 do
for j := 1 to 2 do
b[ i, j ] := true;
end;
2 :
begin
for j := 1 to 4 do
b[ 2, j ] := true;
end;
3 :
begin
b[ 1, 1 ] := true;
for i := 1 to 3 do
b[ i, 2 ] := true;
end;
4 :
begin
b[ 1, 3 ] := true;
for i := 1 to 3 do
b[ i, 2 ] := true;
end;
5 :
begin
for i := 1 to 2 do
begin
b[ i + 1, 1 ] := true;
b[ i, 2 ] := true
end;
end;
6 :
begin
for i := 1 to 2 do
begin
b[ i + 1, 2 ] := true;
b[ i, 1 ] := true
end;
end;
7 :
begin
for i := 1 to 3 do
b[ i, 2 ] := true;
b[ 2, 1 ] := true;
end;
end;
end;
procedure tet.updatescore;
var s : string;
begin
setfillstyle( solidfill, black );
bar( 245, 245, 300, 260 );
str( score, s );
moveto( 250, 250 );
outtext( s );
setfillstyle( solidfill, black );
bar( 245, 265, 300, 280 );
str( level, s );
moveto( 250, 270 );
outtext( s );
end;
procedure tet.drawfield;
var i, j : integer;
begin
setfillstyle( solidfill, black );
bar( 11, 1, 160, 260 );
for i := 1 to 15 do
for j := 1 to 25 do
if field[ i, j ] then
begin
setfillstyle( solidfill, red );
bar( 10 * i + 1, 10 * j + 1, 10 *( i + 1 ), 10 *( j + 1 ) );
setfillstyle( solidfill, black );
bar( 10 * i + 3, 10 * j + 3, 10 *( i + 1 ) - 2, 10 *( j + 1 ) - 2 );
end;
setfillstyle( solidfill, black );
bar( 250, 180, 300, 230 );
for i := 1 to size[ next ] do
for j := 1 to size[ next ] do
if nextblock[ i, j ] then
begin
setfillstyle( solidfill, green );
bar( 10 * i + 251, 10 * j + 181, 10 *( i + 1 ) + 250, 10 *( j + 1 ) + 180 );
setfillstyle( solidfill, blue );
bar( 10 * i + 253, 10 * j + 183, 10 *( i + 1 ) + 248, 10 *( j + 1 ) + 178 );
end;
end;
procedure tet.delblock;
var i, j ,k{}: integer;
begin
setfillstyle( solidfill, black );
for i := 1 to size[ k ] do
for j := 1 to size[ k ] do
if block[ i, j ] then bar( 10 * x + 10 * i + 1, 10 * y + 10 * j + 1,
10 * x + 10 *( i + 1 ), 10 * y + 10 *( j + 1 ) );
end;
procedure tet.delline( h : integer );
var i, j, k, c : integer;
begin
c := 0;
for j := h to h + 3 do
begin
if j > 25 then break;
i := 1;
while( field[ i, j ] ) and( i < 15 ) do
inc( i );
if( field[ i, j ] ) and( i = 15 ) then
begin
inc( c );
for i := 1 to 15 do
for k := j downto 2 do
field[ i, k ] := field[ i, k - 1 ];
end;
end;
drawfield;
score := score + c * c+random(5);
if( score >= 50 * level ) and( level < 10 ) then inc( level );
updatescore;
end;
procedure tet.drawblock;
var i, j,k{} : integer;
begin
for i := 1 to size[ k ] do
for j := 1 to size[ k ] do
if block[ i, j ] then
begin
setfillstyle( solidfill, green );
bar( 10 * x + 10 * i + 1, 10 * y + 10 * j + 1,
10 * x + 10 *( i + 1 ), 10 * y + 10 *( j + 1 ) );
setfillstyle( solidfill, blue );
bar( 10 * x + 10 * i + 3, 10 * y + 10 * j + 3,
10 * x + 10 *( i + 1 ) - 2, 10 * y + 10 *( j + 1 ) - 2 );
end;
end;
procedure tet.move( m : integer );
var i, j,k{} : integer;
begin
for i := 1 to size[ k ] do
for j := 1 to size[ k ] do
if( block[ i, j ] ) and(( i + x + m > 15 ) or( i + x + m < 1 )
or( field[ x + i + m, y + j ] ) ) then exit;
delblock;
if m = 1 then inc( x ) else dec( x );
drawblock;
end;
procedure tet.movedown;
var i, j, i1, j1,k{} : integer;
begin
for i := 1 to size[ k ] do
for j := 1 to size[ k ] do
if( block[ i, j ] ) and(( field[ i + x, j + 1 + y ] ) or( j + y >= 25 ) ) then
begin
if y = 0 then for i1 := 1 to size[ k ] do
if block[ i1, 1 ] then
begin
k := 8;
exit
end;
for i1 := 1 to size[ k ] do
for j1 := 1 to size[ k ] do
if block[ i1, j1 ] then field[ i1 + x, j1 + y ] := true;
block := nextblock;
k := next;
next := random( 7 ) + 1;
build( next, nextblock );
delline( y + 1 );
x := 6;
y := 0;
exit;
end;
delblock;
inc( y );
drawblock;
end;
procedure tet.rotate( k : integer );
var block1 : figure;
i, j : integer;
begin
delblock;
for i := 1 to 4 do
for j := 1 to 4 do
block1[ i, j ] := false;
if k = 2 then
begin
if block[ 2, 1 ] then
begin
for i := 1 to 4 do
begin
block1[ i, 2 ] := true;
if( field[ i + x, 2 + y ] ) or( i + x > 15 ) or( i + x < 1 )
or( 2 + y > 25 ) or( 2 + y < 1 ) then
begin
drawblock;
exit;
end;
end;
block := block1;
end
else
begin
for i := 1 to 4 do
block1[ 2, i ] := true;
block := block1;
end;
end
else if k > 2 then
begin
for i := 1 to 3 do
for j := 1 to 3 do
if block[ 4 - j, i ] then
begin
block1[ i, j ] := block[ 4 - j, i ];
if(( field[ i + x, j + y ] ) or( i + x > 15 ) or( i + x < 1 ) or( j + y > 25 )
or( j + y < 1 ) ) and( block1[ i, j ] ) then
begin
drawblock;
exit
end;
end;
block := block1;
end;
drawblock;
end;
procedure tet.pause;
var d,m:integer;
begin
clearviewport;
moveto( 230, 60 );
outtext( 'The game is paused' );
moveto( 150, 90 );
outtext( 'Press F3 to continue or press Esc to exit' );
repeat
a := readkey;
until( a = #61 ) or( a = #27 );
if a = #27 then halt;
gameinterface;
drawfield;
drawblock;
updatescore;
end;
end. |