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https://github.com/cmclark00/mintris.git
synced 2025-05-18 08:15:19 +01:00
Enhance: Improve game mechanics and visuals in GameView and GameBoard
- Increased glow effect and adjusted border properties for better visual appeal. - Updated block size calculation to ensure proper fitting within the view. - Modified rotation logic in GameBoard to include advanced wall kick mechanics for smoother gameplay. - Adjusted piece spawning to start from the top row and refined hold mechanics. - Added getter and setter for rotation index in Tetromino for better encapsulation.
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04b87e8f19
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3 changed files with 170 additions and 101 deletions
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@ -24,6 +24,7 @@ import com.pixelmintdrop.model.GameBoard
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import com.pixelmintdrop.model.Tetromino
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import com.pixelmintdrop.model.TetrominoType
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import kotlin.math.abs
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import kotlin.math.min
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/**
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* GameView that renders the Tetris game and handles touch input
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@ -58,11 +59,11 @@ class GameView @JvmOverloads constructor(
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private val borderGlowPaint = Paint().apply {
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color = Color.WHITE
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alpha = 60
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alpha = 90 // Increased from 60
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isAntiAlias = true
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style = Paint.Style.STROKE
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strokeWidth = 2f
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maskFilter = BlurMaskFilter(8f, BlurMaskFilter.Blur.OUTER)
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maskFilter = BlurMaskFilter(12f, BlurMaskFilter.Blur.OUTER) // Increased from 8f
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}
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private val ghostBlockPaint = Paint().apply {
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@ -141,7 +142,7 @@ class GameView @JvmOverloads constructor(
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private var minSwipeVelocity = 1200 // Increased from 800 to require more deliberate swipes
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private val maxTapMovement = 30f // Increased from 20f to 30f for more lenient tap detection
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private val minTapTime = 100L // Minimum time for a tap (in milliseconds)
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private val rotationCooldown = 150L // Minimum time between rotations (in milliseconds)
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private val rotationCooldown = 100L // Reduced from 150L to allow faster rotation taps
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private val moveCooldown = 50L // Minimum time between move haptics (in milliseconds)
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private val doubleTapTimeout = 400L // Increased from 300ms to 400ms for more lenient double tap detection
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private var lastTapX = 0f // X coordinate of last tap
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@ -442,28 +443,32 @@ class GameView @JvmOverloads constructor(
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* Calculate dimensions for the board and blocks based on view size
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*/
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private fun calculateDimensions(width: Int, height: Int) {
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// Calculate block size based on available space
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val horizontalBlocks = gameBoard.width
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val verticalBlocks = gameBoard.height
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// Go back to zero padding for flush border
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val borderPadding = 0f
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// Account for all glow effects and borders
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val borderPadding = 16f // Padding for border glow effects
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// Calculate available drawing area (entire view)
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val availableWidth = width.toFloat() - (borderPadding * 2)
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val availableHeight = height.toFloat() - (borderPadding * 2)
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// Calculate block size to fit the height exactly, accounting for all padding
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blockSize = (height.toFloat() - (borderPadding * 2)) / verticalBlocks
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// Calculate potential block sizes based on fitting width and height separately
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val blockSizeBasedOnWidth = availableWidth / horizontalBlocks
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val blockSizeBasedOnHeight = availableHeight / verticalBlocks
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// Calculate total board width
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val totalBoardWidth = blockSize * horizontalBlocks
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// Use the smaller block size to ensure the entire board fits within the padded area
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blockSize = minOf(blockSizeBasedOnWidth, blockSizeBasedOnHeight)
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// Center horizontally
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boardLeft = (width - totalBoardWidth) / 2
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boardTop = borderPadding // Start with border padding from top
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// Calculate the final dimensions of the board using the determined block size
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val finalBoardWidth = blockSize * horizontalBlocks
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val finalBoardHeight = blockSize * verticalBlocks
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// Calculate the total height needed for the board
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val totalHeight = blockSize * verticalBlocks
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// Center the final board area within the entire view
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boardLeft = (width.toFloat() - finalBoardWidth) / 2
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boardTop = (height.toFloat() - finalBoardHeight) / 2
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// Log dimensions for debugging
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Log.d(TAG, "Board dimensions: width=$width, height=$height, blockSize=$blockSize, boardLeft=$boardLeft, boardTop=$boardTop, totalHeight=$totalHeight")
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Log.d(TAG, "Board dimensions (Small Padding, Centered): view($width, $height), block($blockSize), board($finalBoardWidth, $finalBoardHeight), pos($boardLeft, $boardTop)")
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}
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override fun onDraw(canvas: Canvas) {
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@ -632,13 +637,20 @@ class GameView @JvmOverloads constructor(
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val rect = RectF(left, top, right, bottom)
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// Draw base border with increased glow
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borderGlowPaint.apply {
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alpha = 80 // Increased from 60
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maskFilter = BlurMaskFilter(16f, BlurMaskFilter.Blur.OUTER) // Increased from 8f
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}
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// Draw base border with updated glow properties from the paint object
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canvas.drawRect(rect, borderGlowPaint)
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// Draw a sharp inner line for a flush appearance
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val sharpBorderPaint = Paint().apply {
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color = Color.WHITE
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alpha = 90 // Slightly less intense than glow
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isAntiAlias = true
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style = Paint.Style.STROKE
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strokeWidth = 1f // Very thin line
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maskFilter = null // No blur
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}
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canvas.drawRect(rect, sharpBorderPaint)
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// Draw pulsing border if animation is active
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if (isPulsing) {
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val pulseBorderPaint = Paint().apply {
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@ -148,17 +148,26 @@ class GameBoard(
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currentPiece = nextPiece
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spawnNextPiece()
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// Center the piece horizontally and spawn one unit higher
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// Center the piece horizontally
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currentPiece?.apply {
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x = (width - getWidth()) / 2
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y = -1 // Spawn one unit above the top of the screen
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// Spawn piece at the top row (y=0)
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y = 0
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Log.d(TAG, "spawnPiece() - new piece spawned at position (${x},${y}), type=${type}")
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// Set the spawn time for the grace period
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// Allow holding again if a new piece spawns naturally
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if (!isPieceLocking) { // Avoid resetting hold during lockPiece sequence
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canHold = true
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}
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// Reset soft drop flag
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isPlayerSoftDrop = false
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// Record spawn time for grace period
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pieceSpawnTime = System.currentTimeMillis()
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// Check if the piece can be placed (Game Over condition)
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// Check if the piece can be placed at y=0 (Game Over condition)
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if (!canMove(0, 0)) {
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isGameOver = true
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Log.d(TAG, "spawnPiece() - Game Over condition detected")
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@ -270,42 +279,58 @@ class GameBoard(
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* Rotate the current piece clockwise
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*/
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fun rotate() {
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currentPiece?.let {
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// Save current rotation
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val originalX = it.x
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val originalY = it.y
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currentPiece?.let { piece ->
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// Save current rotation and position
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val originalRotationIndex = piece.getRotationIndex() // Use getter
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val originalX = piece.x
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val originalY = piece.y
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// Try to rotate
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it.rotateClockwise()
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piece.rotateClockwise()
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Log.d(TAG, "Attempting rotate CW. Original pos: ($originalX, $originalY)")
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// Check if the new rotation is valid at the original position
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if (canMove(0, 0)) {
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// Rotation is valid without kicks
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Log.d(TAG, "Rotate CW successful without kick at: (${piece.x}, ${piece.y})")
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onPieceMove?.invoke()
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return@let // Exit the let block
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}
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// Wall kick logic - try to move the piece if rotation causes collision
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if (!canMove(0, 0)) {
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// Try to move left
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if (canMove(-1, 0)) {
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it.x--
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}
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// Try to move right
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else if (canMove(1, 0)) {
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it.x++
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}
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// Try to move 2 spaces (for I piece)
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else if (canMove(-2, 0)) {
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it.x -= 2
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}
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else if (canMove(2, 0)) {
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it.x += 2
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}
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// Try to move up for floor kicks
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else if (canMove(0, -1)) {
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it.y--
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}
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// Revert if can't find a valid position
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else {
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it.rotateCounterClockwise()
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it.x = originalX
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it.y = originalY
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// Define standard kicks (adjust based on SRS rules if needed)
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// Order matters: check common kicks first
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val kicks = listOf(
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Pair(-1, 0), Pair(1, 0), // Basic wall kicks L/R
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Pair(-1, -1), Pair(1, -1), // Kicks slighty up (sometimes needed)
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Pair(0, -1), // Floor kick
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Pair(-2, 0), Pair(2, 0) // Kicks for I piece
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// Add more complex SRS kicks if necessary
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)
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var kickApplied = false
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for ((kickX, kickY) in kicks) {
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// Check canMove relative to the ORIGINAL position + kick offset
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// Temporarily set position for the check
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piece.x = originalX + kickX
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piece.y = originalY + kickY
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if (canMove(0, 0)) { // Check validity at the kicked position
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Log.d(TAG, "Rotate CW kick applied: ($kickX, $kickY), new pos: (${piece.x}, ${piece.y})")
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kickApplied = true
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onPieceMove?.invoke()
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break // Found a valid kick, stop checking
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}
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}
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// Revert if no kick worked
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if (!kickApplied) {
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Log.d(TAG, "Rotate CW failed - reverting rotation and position")
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piece.setRotationIndex(originalRotationIndex) // Use setter
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piece.x = originalX // Revert position
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piece.y = originalY
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// Do not call onPieceMove if rotation failed
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}
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// No need for onPieceMove here as it's called when kick succeeds or initial rotation is fine
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}
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}
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@ -313,42 +338,58 @@ class GameBoard(
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* Rotate the current piece counterclockwise
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*/
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fun rotateCounterClockwise() {
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currentPiece?.let {
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// Save current rotation
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val originalX = it.x
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val originalY = it.y
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currentPiece?.let { piece ->
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// Save current rotation and position
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val originalRotationIndex = piece.getRotationIndex() // Use getter
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val originalX = piece.x
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val originalY = piece.y
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// Try to rotate
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it.rotateCounterClockwise()
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piece.rotateCounterClockwise()
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Log.d(TAG, "Attempting rotate CCW. Original pos: ($originalX, $originalY)")
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// Check if the new rotation is valid at the original position
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if (canMove(0, 0)) {
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// Rotation is valid without kicks
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Log.d(TAG, "Rotate CCW successful without kick at: (${piece.x}, ${piece.y})")
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onPieceMove?.invoke()
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return@let // Exit the let block
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}
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// Wall kick logic - try to move the piece if rotation causes collision
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if (!canMove(0, 0)) {
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// Try to move left
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if (canMove(-1, 0)) {
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it.x--
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}
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// Try to move right
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else if (canMove(1, 0)) {
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it.x++
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}
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// Try to move 2 spaces (for I piece)
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else if (canMove(-2, 0)) {
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it.x -= 2
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}
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else if (canMove(2, 0)) {
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it.x += 2
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}
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// Try to move up for floor kicks
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else if (canMove(0, -1)) {
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it.y--
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}
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// Revert if can't find a valid position
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else {
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it.rotateClockwise()
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it.x = originalX
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it.y = originalY
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}
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}
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// Define standard kicks (adjust based on SRS rules if needed)
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// Order matters: check common kicks first
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val kicks = listOf(
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Pair(1, 0), Pair(-1, 0), // Basic wall kicks R/L (opposite order might be better for CCW?)
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Pair(1, -1), Pair(-1, -1), // Kicks slighty up
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Pair(0, -1), // Floor kick
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Pair(2, 0), Pair(-2, 0) // Kicks for I piece
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// Add more complex SRS kicks if necessary
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)
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var kickApplied = false
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for ((kickX, kickY) in kicks) {
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// Check canMove relative to the ORIGINAL position + kick offset
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// Temporarily set position for the check
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piece.x = originalX + kickX
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piece.y = originalY + kickY
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if (canMove(0, 0)) { // Check validity at the kicked position
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Log.d(TAG, "Rotate CCW kick applied: ($kickX, $kickY), new pos: (${piece.x}, ${piece.y})")
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kickApplied = true
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onPieceMove?.invoke()
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break // Found a valid kick, stop checking
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}
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}
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// Revert if no kick worked
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if (!kickApplied) {
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Log.d(TAG, "Rotate CCW failed - reverting rotation and position")
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piece.setRotationIndex(originalRotationIndex) // Use setter
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piece.x = originalX // Revert position
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piece.y = originalY
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// Do not call onPieceMove if rotation failed
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}
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// No need for onPieceMove here as it's called when kick succeeds or initial rotation is fine
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}
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}
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@ -368,7 +409,8 @@ class GameBoard(
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val boardY = newY + y
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// Check if the position is outside the board horizontally
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if (boardX < 0 || boardX >= width) {
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val isOutsideHorizontal = boardX < 0 || boardX >= width
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if (isOutsideHorizontal) {
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return false
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}
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@ -382,8 +424,8 @@ class GameBoard(
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return false
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}
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// Check if the position is more than one unit above the top of the screen
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if (boardY < -1) {
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// Check if the position is above the board (top wall collision)
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if (boardY < 0) {
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return false
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}
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}
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@ -17,6 +17,21 @@ class Tetromino(val type: TetrominoType) {
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var x = 0
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var y = 0
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/**
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* Get the current rotation index (0-3)
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*/
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fun getRotationIndex(): Int {
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return currentRotation
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}
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/**
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* Set the current rotation index (0-3)
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* Internal visibility allows access within the same module (e.g., from GameBoard)
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*/
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internal fun setRotationIndex(index: Int) {
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currentRotation = index.coerceIn(0, 3) // Ensure value stays within 0-3
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}
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/**
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* Get the current shape of the tetromino based on rotation
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*/
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