fpc/docs/gtk5ex/blocks.pp
2001-07-10 21:49:55 +00:00

825 lines
18 KiB
ObjectPascal

unit blocks;
{$mode objfpc}
interface
uses gdk,gtk,classes;
type
TBlockList = Class;
TBreakOut = Class;
TGraphicalObject = Class(TObject)
FRect : TGdkRectangle;
Public
Function Contains(X,Y : Integer) : Boolean;
Property Left : SmallInt Read FRect.x Write Frect.x;
Property Top : SmallInt Read FRect.y Write Frect.y;
Property Width : Word Read Frect.Width Write Frect.Width;
Property Height : Word Read Frect.Height Write Frect.Height;
end;
TBlock = Class(TGraphicalObject)
Private
FMaxHits : Integer;
FBlockList : TBlockList;
FGC : PGDKGC;
FColor : PGDKColor;
FNeedRedraw : Boolean;
Procedure CreateGC;
Function DrawingArea : PGtkWidget;
Function PixMap : PgdkPixMap;
Public
Procedure Draw;
Function Hit : Boolean;
Constructor Create (ABlockList : TBlockList);
Property Color : PGDKColor Read FColor Write FColor;
end;
TSprite = Class(TGraphicalObject)
FPreviousTop,
FPreviousLeft : Integer;
FDrawingArea : PGtkWidget;
FDrawPixMap : PgdkPixmap;
FPixMap : PgdkPixMap;
FBitMap : PGdkBitMap;
Protected
Procedure CreateSpriteFromData(SpriteData : PPGchar);
Procedure CreatePixMap; Virtual; Abstract;
Procedure SavePosition;
Public
Constructor Create(DrawingArea: PGtkWidget);
Procedure Draw;
Function GetChangeRect (Var Rect : TGDkRectAngle) : Boolean;
Property PixMap : PgdkPixMap Read FPixMap;
Property BitMap : PGdkBitMap Read FBitMap;
end;
TPad = Class (TSprite)
Private
FSlope,
FSpeed,FCurrentSpeed : Integer;
Protected
Procedure CreatePixMap; override;
Procedure InitialPosition;
Public
Constructor Create(DrawingArea: PGtkWidget);
Procedure Step;
Procedure GoLeft;
Procedure GoRight;
Procedure Stop;
Property CurrentSpeed : Integer Read FCurrentSpeed;
Property Speed : Integer Read FSpeed Write FSpeed;
Property Slope : Integer Read FSlope Write FSlope;
end;
TBall = Class (TSprite)
Private
FBreakOut : TBreakOut;
FCurrentSpeedX,
FCurrentSpeedY : Integer;
FSpeedfactor : Integer;
Protected
Procedure CreatePixMap; override;
Procedure SetSpeed(Value : Integer);
Public
Constructor Create(BreakOut : TBreakOut);
Procedure Step;
Procedure IncSpeed (Value: Integer);
Procedure FlipSpeed (FlipX,FlipY : Boolean);
Property CurrentSpeedX : Integer Read FCurrentSpeedX Write SetSpeed;
Property CurrentSpeedY : Integer Read FCurrentSpeedY;
Property SpeedFactor : INteger Read FSpeedFactor Write FSpeedFactor;
end;
TBlockList = Class (TList)
FTotalRows,FTotalColums,FStartRow,FBlockRows,FSpacing : Byte;
FBreakOut : TBreakOut;
FColor : PGDKColor;
Function DRawingArea : PGTKWidget;
FPixMap : PGDKPixmap;
Public
Constructor Create(BreakOut : TBreakOut);
Destructor Destroy; override;
Procedure CheckCollision (Ball: TBall);
Procedure DrawBlocks;
Procedure DrawBlocks(Const Area : TGdkRectangle);
Procedure CreateBlocks;
Procedure FreeBlocks;
Property TotalRows : Byte Read FTotalRows Write FTotalRows;
Property TotalColumns : Byte Read FTotalColums Write FTotalColums;
Property StartRow : Byte Read FStartRow Write FStartRow;
Property BlockRows : Byte Read FBlockRows Write FBlockRows;
Property BlockSpacing : Byte Read FSpacing Write FSpacing;
Property PixMap : PGDKPixMap Read FPixMap Write FPixMap;
end;
TBreakOut = Class(TObject)
Private
FLevel : Integer;
FBalls : Integer;
FBGGC : PGDKGC;
FBackGroundColor : PGDKColor;
FPad : TPad;
FBall : TBall;
FBlockList : TBlockList;
FDrawingArea : PGTKWidget;
FPixMap : PGDKPixMap;
Procedure DrawBackGround (Area : TGdkrectAngle);
Procedure DrawBoard(Exposed : PGdkEventExpose);
Procedure CreateGC;
Procedure CreatePixMap;
Procedure CopyPixMap(Area : TGdkRectangle);
Procedure CheckCollision;
Procedure FreeBall;
Procedure NextLevel;
Procedure NextBall;
Procedure GameOver;
Procedure LostBall;
Procedure Redrawgame;
Public
Constructor Create (DrawingArea : PGtkWidget);
Procedure Draw(Exposed : PGDKEventExpose);
Procedure Step;
Property BlockList : TBlockList Read FBlockList;
Property Pad : TPad Read FPad;
Property Level : Integer Read Flevel;
Property Balls : Integer Read FBalls Write FBalls;
end;
Const
HitAccelleration = 1;
LevelAccelleration = 2;
FMaxXspeed = 90;
implementation
{ ---------------------------------------------------------------------
TGraphicalObject implementation
---------------------------------------------------------------------}
Function TGraphicalObject.Contains(X,Y : Integer) : Boolean;
begin
Result:=((X>=Left) and (X<Left+Width)) and
((Y>=top) and (Y<Top+Width));
end;
{ ---------------------------------------------------------------------
TBlock implementation
---------------------------------------------------------------------}
Constructor TBlock.Create (ABlockList : TBlockList);
begin
Inherited Create;
FBlockList:=ABlockList;
FMaxHits:=1;
end;
Function TBlock.DrawingArea : PGtkWidget;
begin
Result:=FBlockList.FBreakout.FDrawingArea;
end;
Function TBlock.PixMap : PgdkPixMap;
begin
Result:=FBlockList.PixMap;
end;
Procedure TBlock.CreateGC;
begin
FGC:=gdk_gc_new(DrawingArea^.Window);
gdk_gc_set_foreground(FGC,FColor);
gdk_gc_set_fill(FGC,GDK_SOLID);
FNeedRedraw:=True;
end;
Procedure TBlock.Draw;
begin
if FGC=Nil then
CreateGC;
if FNeedRedraw Then
begin
gdk_draw_rectangle(PGDKDrawable(Pixmap),FGC,-1,Left,Top,Width,Height);
FNeedRedraw:=False;
end;
end;
Function TBlock.Hit : Boolean;
begin
Dec(FMaxHits);
Result:=FMaxHits=0;
If Result then
begin
FBlockList.FBreakOut.DrawBackground(FRect);
FBlockList.Remove(Self);
Free;
end;
end;
{ ---------------------------------------------------------------------
TBlockList implementation
---------------------------------------------------------------------}
Constructor TBlockList.Create(BreakOut : TBreakOut);
begin
FBreakOut:=BreakOut;
end;
Function TBlockList.DrawingArea : PGtkWidget;
begin
Result:=FBreakOut.FDrawingArea;
end;
Destructor TBlockList.Destroy;
begin
If FColor<>Nil then
FreeMem(FColor);
FreeBlocks;
end;
Procedure TBlockList.DrawBlocks;
Var
I : Longint;
begin
If Count=0 then
CreateBlocks;
For I:=0 to Count-1 do
TBlock(Items[i]).draw;
end;
Procedure TBlockList.DrawBlocks (Const Area : TGdkRectangle);
Var
i : longint;
inters : TgdkRectangle;
begin
For I:=0 to Count-1 do
With TBlock(Items[i]) do
FNeedRedraw:=gdk_rectangle_intersect(@area,@Frect,@inters)<>0;
DrawBlocks;
end;
Function AllocateColor(R,G,B : Integer; Widget : PGtkWidget) : PGdkColor;
begin
Result:=New(PgdkColor);
With Result^ do
begin
Pixel:=0;
Red:=R;
Blue:=B;
Green:=G;
end;
gdk_colormap_alloc_color(gtk_widget_get_colormap(Widget),Result,true,False);
end;
Procedure TBlockList.CreateBlocks;
Var
TotalHeight,TotalWidth,
Cellheight,CellWidth,
I,J : Integer;
Block : TBlock;
Min : Byte;
begin
FColor:=AllocateColor(0,0,$ffff,DrawingArea);
Min:=FSpacing div 2;
If Min<1 then
Min:=1;
TotalWidth:=Drawingarea^.Allocation.Width;
TotalHeight:=DrawingArea^.Allocation.Height;
Cellheight:=TotalHeight Div TotalRows;
CellWidth:=TotalWidth div TotalColumns;
For I:=StartRow to StartRow+BlockRows-1 do
For J:=0 to TotalColumns-1 do
begin
Block:=TBlock.Create(Self);
With Block do
begin
Top:=TotalHeight-(CellHeight*I)+Min;
Left:=(CellWidth*J)+min;
Width:=CellWidth-2*min;
Height:=CellHeight-2*min;
Color:=Self.FColor;
FNeedRedraw:=True;
end;
add(Block);
end;
end;
Procedure TBlockList.FreeBlocks;
Var
I : longint;
begin
For I:=Count-1 downto 0 do
begin
TBlock(Items[i]).Free;
Delete(i);
end;
end;
Procedure TBlockList.CheckCollision (Ball: TBall);
var
brect,ints : tgdkrectangle;
B : TBlock;
i : integer;
flipx,flipy : Boolean;
begin
For I:=Count-1 downto 0 do
begin
B:=TBlock(Items[i]);
BRect:=B.FRect;
if gdk_rectangle_intersect(@Ball.Frect,@BRect,@ints)<>0 then
begin
FlipY:=((Ball.FpreviousTop>=(B.Top+B.Height)) and (Ball.CurrentSpeedY<0)) or
((Ball.FpreviousTop+Ball.Height<=B.Top) and (Ball.CurrentSpeedY>0));
FlipX:=Not FlipY;
If FlipX then
FlipX:=((Ball.FPreviousLeft>=(B.Left+B.Width)) and (Ball.CurrentSpeedX<0)) or
(((Ball.FPreviousLeft+Ball.Width)<=B.Left) and (Ball.CurrentSpeedX>0));
Ball.FlipSpeed(FlipX,Flipy);
if B.Hit and not (Count=0) then
gtk_widget_draw(DrawingArea,@BRect);
Break;
end;
end;
end;
{ ---------------------------------------------------------------------
TSprite implementation
---------------------------------------------------------------------}
Constructor TSprite.Create(DrawingArea: PGtkWidget);
begin
Inherited Create;
FDrawingArea:=DrawingArea;
end;
Procedure TSprite.CreateSpriteFromData(SpriteData : PPGChar);
begin
FPixMap:=gdk_pixmap_create_from_xpm_d(FDrawingArea^.Window,
@FBitmap,
Nil,
SpriteData);
end;
Procedure TSprite.Draw;
Var
gc : PGDKGc;
begin
if FPixMap=Nil then
CreatePixMap;
gc:=gtk_widget_get_style(FDrawingArea)^.fg_gc[GTK_STATE_NORMAL];
gdk_gc_set_clip_origin(gc,Left,Top);
gdk_gc_set_clip_mask(gc,FBitmap);
if FDrawPixMap<>Nil then
gdk_draw_pixmap(FDrawPixMap,gc,FPixMap,0,0,Left,Top,Width,Height)
else
gdk_draw_pixmap(FDrawPixMap{FDrawingArea^.window},gc,FPixMap,0,0,Left,Top,Width,Height);
gdk_gc_set_clip_mask(gc,Nil);
end;
Function TSprite.GetChangeRect (Var Rect : TGDkRectAngle) : Boolean;
begin
Result:=(FPreviousLeft<>Left) or (FPreviousTop<>Top);
If Result then
With Rect do
begin
x:=FPreviousLeft;
y:=FPreviousTop;
Width:=Abs(Left-FPreviousLeft)+self.Width;
height:=Abs(Top-FPreviousTop)+self.Height;
end;
end;
Procedure TSprite.SavePosition;
begin
FPreviousLeft:=Left;
FPreviousTop:=Top;
end;
{ ---------------------------------------------------------------------
TPad implementation
---------------------------------------------------------------------}
Const
PadHeight = 10;
PadWidth = 40;
PadBitmap : Array[1..13] of pchar = (
'40 10 2 1',
' c none',
'x c #ff0000',
'xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx',
'xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx',
'xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx',
'xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx',
'xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx',
'xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx',
'xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx',
'xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx',
'xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx',
'xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx'
);
Constructor TPad.Create(DrawingArea: PGtkWidget);
begin
Inherited Create(DrawingArea);
FSpeed:=6;
FSlope:=50;
end;
Procedure TPad.CreatePixMap;
begin
CreateSpriteFromData(@PadBitmap[1]);
Width:=PadWidth;
Height:=PadHeight;
InitialPosition;
end;
Procedure TPad.InitialPosition;
begin
Left:=(FDrawingArea^.Allocation.Width-Width) div 2;
Top:=FDrawingArea^.Allocation.Height-(2*Height);
FCurrentSpeed:=0;
end;
Procedure TPad.Step;
begin
SavePosition;
Left:=Left+FCurrentSpeed;
if Left<=0 then
begin
FCurrentSpeed:=-FCurrentSpeed;
Left:=0;
end
else if Left+Width>=FDrawingArea^.allocation.width then
begin
FCurrentSpeed:=-FCurrentSpeed;
Left:=FDrawingArea^.allocation.width-Width;
end;
end;
Procedure TPad.GoLeft;
begin
FCurrentSpeed:=-FSpeed;
end;
Procedure TPad.GoRight;
begin
FCurrentSpeed:=FSpeed;
end;
Procedure TPad.Stop;
begin
FCurrentSpeed:=0;
end;
{ ---------------------------------------------------------------------
TBall implementation
---------------------------------------------------------------------}
Const
BallHeight = 10;
BallWidth = 10;
BallBitmap : Array[1..13] of pchar = (
'10 10 2 1',
' c none',
'x c #ffffff',
' xx ',
' xxxxxx ',
' xxxxxxxx ',
' xxxxxxxx ',
'xxxxxxxxxx',
'xxxxxxxxxx',
' xxxxxxxx ',
' xxxxxxxx ',
' xxxxxx ',
' xx '
);
Constructor TBall.Create(BreakOut : TBreakOut);
begin
Inherited Create(BreakOut.FDrawingArea);
FBreakOut:=breakout;
FCurrentSpeedY:=-100;
FCurrentSpeedX:=0;
FSpeedFactor:=10;
end;
Procedure TBall.CreatePixMap;
begin
CreateSpriteFromData(@BallBitmap[1]);
Width:=BallWidth;
Height:=BallHeight;
end;
Procedure TBall.Step;
begin
SavePosition;
Left :=Left + Round((FCurrentSpeedX*FSpeedFactor/100));
Top :=Top + Round((FCurrentSpeedY*FSpeedFactor/100));
if Left<=1 then
begin
FlipSpeed(True,False);
Left:=1;
end
else if Left+Width>=FDrawingArea^.allocation.width then
begin
FlipSpeed(True,False);
Left:=FDrawingArea^.allocation.width-Width-1;
end;
if Top<=1 then
begin
FlipSpeed(False,True);
Top:=1;
end
else if Top+Height>=FDrawingArea^.allocation.Height then
FBreakOut.LostBall
end;
Procedure TBall.SetSpeed(Value : Integer);
begin
If Value<-FMaxXspeed then
Value:=-FMaxXSpeed
else if Value>FMaxXspeed then
Value:=FMaxXspeed;
FCurrentSpeedX:=Value;
If FCurrentSpeedY>0 then
FCurrentSpeedY:=100-Abs(FCurrentSpeedX)
else
FCurrentSpeedY:=-100+Abs(FCurrentSpeedX);
end;
Procedure TBall.IncSpeed (Value: Integer);
begin
FSpeedFactor:=FSpeedFactor+Value;
If FSpeedFactor<10 then
FSpeedFactor:=10;
end;
Procedure TBall.FlipSpeed (FlipX,FlipY : Boolean);
begin
If FlipX then
FCurrentSpeedX:=-FCurrentSpeedX;
If FlipY then
FCurrentSpeedY:=-FCurrentSpeedY;
end;
{ ---------------------------------------------------------------------
TBreakout implementation
---------------------------------------------------------------------}
Constructor TBreakOut.Create (DrawingArea : PGtkWidget);
begin
FDrawingArea:=DrawingArea;
FBlockList:=TBlockList.Create (Self);
FPad:=TPad.Create(FDrawingArea);
FBalls:=5;
end;
Procedure TBreakOut.CheckCollision;
Var
Inters :TGdkrectangle;
begin
If Assigned(FBall) then
begin
if gdk_rectangle_intersect(@FBall.FRect,@FPad.Frect,@inters)<>0 then
If (FBall.FPreviousTop<FPad.Top) and (FBall.FCurrentSpeedY>0) then
begin
FBall.FlipSpeed(False,True);
If (FPad.CurrentSpeed<>0) then
if (FBall.FCurrentSpeedX*FPad.CurrentSpeed)>0 then
FBall.IncSpeed(HitAccelleration)
else
FBall.IncSpeed(-HitAccelleration);
FBall.CurrentSpeedX:=FBall.CurrentSpeedX+(Round(((FBall.Left+(FBall.Width div 2)) - (FPad.left+Fpad.Width div 2)) * (FPad.Slope / 100)));
end;
FBlockList.CheckCollision(FBall);
end;
end;
Procedure TBreakOut.Step;
begin
FPad.Step;
If Assigned(FBall) then
FBall.Step;
CheckCollision;
If FBlockList.Count=0 then
NextLevel;
if Not Assigned(FBall) and (FBalls=0) then
GameOver;
end;
Procedure TBreakOut.CreateGC;
begin
FBGGC:=gdk_gc_new(FDrawingArea^.Window);
FBackGroundColor:=AllocateColor(0,0,0,FDrawingArea);
gdk_gc_set_foreground(FBGGC,FBackGroundColor);
gdk_gc_set_fill(FBGGC,GDK_SOLID);
end;
Procedure TBreakOut.DrawBackGround (Area : TGdkrectAngle);
begin
With Area do
begin
gdk_draw_rectangle(PGDKDrawable(FPixMap),FBGGC,-1,x,y,Width+1,Height+1);
end;
end;
Procedure TBreakOut.DrawBoard(Exposed : PGdkEventExpose);
begin
If FBGGC=Nil then
begin
CreateGC;
end;
DrawBackGround(Exposed^.Area);
end;
Procedure TBreakOut.CreatePixMap;
begin
If FPixMap<>Nil then
GDK_pixmap_unref(FPixMap);
With FDrawingArea^ do
FPixMap:=gdk_pixmap_new(Window,Allocation.Width,Allocation.Height,-1);
FBlockList.PixMap:=FPixMap;
FPad.FDrawPixMap:=FPixMap;
If Assigned(FBall) then
FBall.FDrawPixMap:=FPixMap;
end;
Procedure TBreakOut.CopyPixMap(Area : TGdkRectangle);
begin
gdk_draw_pixmap(FDrawingArea^.Window,
gtk_widget_get_style(FDrawingArea)^.fg_gc[GTK_WIDGET_STATE(FDrawingArea)],
FPixMap,
area.x,area.y,
area.x,area.y,
area.width,area.height);
end;
Procedure TBreakOut.Draw(Exposed : PGDKEventExpose);
Var
Rect : TGdkRectangle;
begin
if FPixMap=Nil then
CreatePixMap;
// draw whatever needed on pixmap.
if Exposed<>Nil then
begin
DrawBoard(Exposed);
FBlockList.DrawBlocks(exposed^.area)
end
else
begin
If Assigned(FBall) then
if FBall.GetChangeRect(Rect) then
begin
DrawBackground(Rect);
FBLockList.drawBlocks(Rect);
end;
if FPad.GetChangeRect(Rect) then
DrawBackground(Rect)
end;
FPad.Draw;
if Assigned(FBall) Then
FBall.draw;
If Exposed<>Nil then
CopyPixMap(Exposed^.Area);
If assigned(FBall) then
if FBall.GetChangeRect(Rect) then
CopyPixMap(Rect);
if FPad.GetChangeRect(Rect) then
CopyPixMap(Rect);
IF Assigned(FBall) then
CopyPixMap(FBall.FRect);
CopyPixMap(FPad.FRect);
end;
Procedure TBreakout.Redrawgame;
Var
Rect : TgdkRectangle;
begin
Rect.X:=FDrawingArea^.allocation.x;
Rect.Y:=FDrawingArea^.allocation.y;
Rect.Width:=FDrawingArea^.allocation.Width;
Rect.Height:=FDrawingArea^.allocation.Height;
gtk_Widget_draw(FDrawingArea,@rect)
end;
Procedure TBreakOut.FreeBall;
begin
FBall.Free;
FBall:=Nil;
end;
Procedure TbreakOut.NextBall;
begin
If FBall=Nil then
begin
FBall:=TBall.Create(Self);
FBall.Top:=FPad.Top-1;
FBall.Left:=FPad.Left + (FPad.Width div 2);
FBall.CurrentSpeedX:=FPad.CurrentSpeed*5;
FBall.FPreviousTop:=FBall.Top;
FBall.FPreviousLeft:=FBall.Left;
FBall.FDrawPixMap:=Self.FPixMap;
FBall.Draw;
end;
end;
Procedure TBreakOut.NextLevel;
Var
Area : TGdkRectangle;
begin
If Assigned(FBall) then
FreeBall;
FPad.FSpeed:=FPad.Speed+LevelAccelleration;
FPad.InitialPosition;
RedrawGame;
end;
Procedure TBreakout.LostBall;
begin
Dec(FBalls);
If FBalls=0 then
GameOver;
FreeBall;
Fpad.InitialPosition;
RedrawGame;
end;
Procedure TBreakout.GameOver;
begin
end;
end.