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UShape.~pas
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unit UShape;
interface
uses
Classes,Windows,Graphics,TetrixConst,ContNrs,UBrick;
type
TFindType = (ftXMin,ftYMin,ftMaxAll,ftXMax,ftYMax);
TShapeStatus = (ssMoving,ssStanding);
type
TBaseShape = class
private
BrickList:TObjectList;
FBoardPoint: TPoint;
FShapeStatus: TShapeStatus;
FBoardPointInEnd: TPoint;
function GetBricks(index: Integer): TBrick;
procedure SetBricks(index: Integer; const Value: TBrick);
function GetBrickCount: Integer;
procedure SetBoardPoint(const Value: TPoint);
procedure SetShapeStatus(const Value: TShapeStatus);
procedure SetBoardPointInEnd(const Value: TPoint);
public
constructor Create;virtual;abstract;
procedure Rotate(Dir:Byte); virtual;
procedure IncreaseBoardX(IncBy:Integer);
procedure IncreaseBoardY(IncBy:Integer);
destructor Destroy; override;
property Bricks[index:Integer]:TBrick read GetBricks write SetBricks;
property BoardPoint:TPoint read FBoardPoint write SetBoardPoint;
property BoardPointInEnd:TPoint read FBoardPointInEnd write SetBoardPointInEnd;
property BricksCount:Integer read GetBrickCount;
published
end;
type
TShape = class(TBaseShape)
private
function GetBrick(ind:Byte):TBrick;
public
ShapeType:TShapeType;
procedure Rotate(Dir: Byte); override;
function GetShapeName:string;
function FindBricksMax(FindType:TFindType):Byte;
constructor Create(st:TShapeType);
destructor Destroy; override;
published
end;
implementation
uses Math;
{ TBaseShape }
destructor TBaseShape.Destroy;
begin
inherited;
end;
function TBaseShape.GetBrickCount: Integer;
begin
Result:= BrickList.Count;
end;
function TBaseShape.GetBricks(index: Integer): TBrick;
begin
Result:= TBrick( BrickList.Items[index] );
end;
procedure TBaseShape.IncreaseBoardX(IncBy: Integer);
begin
BoarDPoint:= Point(BoardPoint.X + IncBy,BoardPoint.Y);
end;
procedure TBaseShape.IncreaseBoardY(IncBy: Integer);
begin
BoarDPoint:= Point(BoardPoint.X,BoardPoint.Y + IncBy);
end;
procedure TBaseShape.Rotate(Dir: Byte);
begin
end;
procedure TBaseShape.SetBoardPoint(const Value: TPoint);
begin
FBoardPoint := Value;
end;
procedure TBaseShape.SetBoardPointInEnd(const Value: TPoint);
begin
FBoardPointInEnd := Value;
end;
procedure TBaseShape.SetBricks(index: Integer; const Value: TBrick);
begin
BrickList.Items[index]:= Value;
end;
procedure TBaseShape.SetShapeStatus(const Value: TShapeStatus);
begin
FShapeStatus := Value;
end;
{ TShape }
constructor TShape.Create(st: TShapeType);
var
i:Byte;
begin
ShapeType:= ST;
BrickList:= TObjectList.Create;
for i:= 0 to BrickMaxCount - 1 do
begin
if (ShapesStruct[Ord(st),i].X <> 0) and
(ShapesStruct[Ord(st),i].Y <> 0) then
BrickList.Add( TBrick.Create(Self,ShapesStruct[Ord(st),i],Ord(st) ) );
end;
BoardPoint:= Point( (BoardXLines div 2) - (FindBricksMax(ftMaxAll) div 2),0);
end;
destructor TShape.Destroy;
begin
inherited;
while BrickList.Count > 0 do
BrickList.Remove(BrickList.Items[0]);
BrickList.Free;
end;
function TShape.GetBrick(ind: Byte): TBrick;
begin
Result:= TBrick(BrickList.Items[ind]);
end;
function TShape.GetShapeName: string;
begin
//Result:= ShapeNames[Ord( ShapeType )];
end;
function TShape.FindBricksMax(FindType:TFindType):Byte;
var
i:Byte;
begin
Result:=0;
if FindType in [ftXMin,ftYMin] then
Result:= FindBricksMax(ftMaxAll);
for i:= 0 to BrickList.Count-1 do
case FindType of
ftMaxAll:if (Bricks[i].BrickPoint.X > Result) or
(Bricks[i].BrickPoint.Y > Result) then
Result:= Max(Bricks[i].BrickPoint.X,Bricks[i].BrickPoint.Y);
ftXMin: if (Bricks[i].BrickPoint.X < Result) then
Result:= Bricks[i].BrickPoint.X;
ftYMin: if (Bricks[i].BrickPoint.Y < Result) then
Result:= Bricks[i].BrickPoint.Y;
ftXMax: if (Bricks[i].BrickPoint.X > Result) then
Result:= Bricks[i].BrickPoint.X;
ftYMax: if (Bricks[i].BrickPoint.Y > Result) then
Result:= Bricks[i].BrickPoint.Y;
end;
end;
procedure TShape.Rotate(Dir: Byte);
procedure UpdateBricksPosition;
var
i:Byte;
begin
if FindBricksMax(ftXMin) > 1 then
begin
for i:=0 to BrickList.Count -1 do
Bricks[i].BrickPoint:= Point(Bricks[i].BrickPoint.X -1,Bricks[i].BrickPoint.Y);
UpdateBricksPosition;
end;
if FindBricksMax(ftYMin) > 1 then
begin
for i:=0 to BrickList.Count -1 do
Bricks[i].BrickPoint:= Point(Bricks[i].BrickPoint.X ,Bricks[i].BrickPoint.Y-1);
UpdateBricksPosition;
end;
end;
var
i,Max:Byte;
begin
inherited;
Max:= FindBricksMax(ftMaxAll);
for i:= 0 to BrickList.Count -1 do
begin
Bricks[i].BrickPoint:= Point(
Max+1 - Bricks[i].BrickPoint.Y,
Bricks[i].BrickPoint.X);
end;
UpdateBricksPosition;
end;
end.