Remove Tetris references and rename to generic game pieces

This commit is contained in:
cmclark00 2025-04-01 05:18:47 -04:00
parent df9957580e
commit e26c6ebd8c
10 changed files with 358 additions and 336 deletions

View file

@ -17,18 +17,18 @@ class GameBoard(
// True = occupied, False = empty
private val grid = Array(height) { BooleanArray(width) { false } }
// Current active tetromino
private var currentPiece: Tetromino? = null
// Current active piece
private var currentPiece: GamePiece? = null
// Next tetromino to be played
private var nextPiece: Tetromino? = null
// Next piece to be played
private var nextPiece: GamePiece? = null
// Hold piece
private var holdPiece: Tetromino? = null
private var holdPiece: GamePiece? = null
private var canHold = true
// 7-bag randomizer
private val bag = mutableListOf<TetrominoType>()
private val bag = mutableListOf<GamePieceType>()
// Game state
var score = 0
@ -43,7 +43,7 @@ class GameBoard(
// Scoring state
private var combo = 0
private var lastClearWasTetris = false
private var lastClearWasQuad = false
private var lastClearWasPerfect = false
private var lastClearWasAllClear = false
private var lastPieceClearedLines = false // Track if the last piece placed cleared lines
@ -80,12 +80,12 @@ class GameBoard(
private fun spawnNextPiece() {
// If bag is empty, refill it with all piece types
if (bag.isEmpty()) {
bag.addAll(TetrominoType.entries.toTypedArray())
bag.addAll(GamePieceType.entries.toTypedArray())
bag.shuffle()
}
// Take the next piece from the bag
nextPiece = Tetromino(bag.removeAt(0))
nextPiece = GamePiece(bag.removeAt(0))
onNextPieceChanged?.invoke()
}
@ -122,12 +122,12 @@ class GameBoard(
/**
* Get the currently held piece
*/
fun getHoldPiece(): Tetromino? = holdPiece
fun getHoldPiece(): GamePiece? = holdPiece
/**
* Get the next piece that will be spawned
*/
fun getNextPiece(): Tetromino? = nextPiece
fun getNextPiece(): GamePiece? = nextPiece
/**
* Spawns the current tetromino at the top of the board
@ -541,8 +541,8 @@ class GameBoard(
}
} else 1.0
// Calculate back-to-back Tetris bonus
val backToBackMultiplier = if (clearedLines == 4 && lastClearWasTetris) 1.5 else 1.0
// Calculate back-to-back quad bonus
val backToBackMultiplier = if (clearedLines == 4 && lastClearWasQuad) 1.5 else 1.0
// Calculate perfect clear bonus
val perfectClearMultiplier = if (isPerfectClear) {
@ -579,7 +579,7 @@ class GameBoard(
}.start()
// Update line clear state
lastClearWasTetris = clearedLines == 4
lastClearWasQuad = clearedLines == 4
lastClearWasPerfect = isPerfectClear
lastClearWasAllClear = isAllClear
@ -597,7 +597,7 @@ class GameBoard(
*/
private fun isTSpin(): Boolean {
val piece = currentPiece ?: return false
if (piece.type != TetrominoType.T) return false
if (piece.type != GamePieceType.T) return false
// Count occupied corners around the T piece
var occupiedCorners = 0
@ -637,7 +637,7 @@ class GameBoard(
/**
* Get the current tetromino
*/
fun getCurrentPiece(): Tetromino? = currentPiece
fun getCurrentPiece(): GamePiece? = currentPiece
/**
* Check if a cell in the grid is occupied
@ -702,7 +702,7 @@ class GameBoard(
// Reset scoring state
combo = 0
lastClearWasTetris = false
lastClearWasQuad = false
lastClearWasPerfect = false
lastClearWasAllClear = false
lastPieceClearedLines = false

View file

@ -0,0 +1,214 @@
package com.pixelmintdrop.model
/**
* Represents a game piece
*/
enum class GamePieceType {
I, J, L, O, S, T, Z
}
class GamePiece(val type: GamePieceType) {
private var rotation = 0
// Each piece has 4 rotations (0, 90, 180, 270 degrees)
private val blocks: Array<Array<BooleanArray>> = getBlocks(type)
/**
* Get the current shape of the piece based on rotation
*/
fun getShape(): Array<BooleanArray> = blocks[rotation]
/**
* Get the width of the current piece shape
*/
fun getWidth(): Int = blocks[rotation][0].size
/**
* Get the height of the current piece shape
*/
fun getHeight(): Int = blocks[rotation].size
/**
* Rotate the piece clockwise
*/
fun rotateClockwise() {
rotation = (rotation + 1) % 4
}
/**
* Rotate the piece counter-clockwise
*/
fun rotateCounterClockwise() {
rotation = (rotation + 3) % 4
}
/**
* Check if the piece's block exists at the given coordinates
*/
fun hasBlock(x: Int, y: Int): Boolean {
if (x < 0 || x >= getWidth() || y < 0 || y >= getHeight()) return false
return blocks[rotation][y][x]
}
/**
* Get the block patterns for each piece type and all its rotations
*/
private fun getBlocks(type: GamePieceType): Array<Array<BooleanArray>> {
return when (type) {
GamePieceType.I -> arrayOf(
arrayOf(
booleanArrayOf(false, false, false, false),
booleanArrayOf(true, true, true, true),
booleanArrayOf(false, false, false, false),
booleanArrayOf(false, false, false, false)
),
arrayOf(
booleanArrayOf(false, false, true, false),
booleanArrayOf(false, false, true, false),
booleanArrayOf(false, false, true, false),
booleanArrayOf(false, false, true, false)
),
arrayOf(
booleanArrayOf(false, false, false, false),
booleanArrayOf(false, false, false, false),
booleanArrayOf(true, true, true, true),
booleanArrayOf(false, false, false, false)
),
arrayOf(
booleanArrayOf(false, true, false, false),
booleanArrayOf(false, true, false, false),
booleanArrayOf(false, true, false, false),
booleanArrayOf(false, true, false, false)
)
),
GamePieceType.J -> arrayOf(
arrayOf(
booleanArrayOf(true, false, false),
booleanArrayOf(true, true, true),
booleanArrayOf(false, false, false)
),
arrayOf(
booleanArrayOf(false, true, true),
booleanArrayOf(false, true, false),
booleanArrayOf(false, true, false)
),
arrayOf(
booleanArrayOf(false, false, false),
booleanArrayOf(true, true, true),
booleanArrayOf(false, false, true)
),
arrayOf(
booleanArrayOf(false, true, false),
booleanArrayOf(false, true, false),
booleanArrayOf(true, true, false)
)
),
GamePieceType.L -> arrayOf(
arrayOf(
booleanArrayOf(false, false, true),
booleanArrayOf(true, true, true),
booleanArrayOf(false, false, false)
),
arrayOf(
booleanArrayOf(false, true, false),
booleanArrayOf(false, true, false),
booleanArrayOf(false, true, true)
),
arrayOf(
booleanArrayOf(false, false, false),
booleanArrayOf(true, true, true),
booleanArrayOf(true, false, false)
),
arrayOf(
booleanArrayOf(true, true, false),
booleanArrayOf(false, true, false),
booleanArrayOf(false, true, false)
)
),
GamePieceType.O -> arrayOf(
arrayOf(
booleanArrayOf(true, true),
booleanArrayOf(true, true)
),
arrayOf(
booleanArrayOf(true, true),
booleanArrayOf(true, true)
),
arrayOf(
booleanArrayOf(true, true),
booleanArrayOf(true, true)
),
arrayOf(
booleanArrayOf(true, true),
booleanArrayOf(true, true)
)
),
GamePieceType.S -> arrayOf(
arrayOf(
booleanArrayOf(false, true, true),
booleanArrayOf(true, true, false),
booleanArrayOf(false, false, false)
),
arrayOf(
booleanArrayOf(false, true, false),
booleanArrayOf(false, true, true),
booleanArrayOf(false, false, true)
),
arrayOf(
booleanArrayOf(false, false, false),
booleanArrayOf(false, true, true),
booleanArrayOf(true, true, false)
),
arrayOf(
booleanArrayOf(true, false, false),
booleanArrayOf(true, true, false),
booleanArrayOf(false, true, false)
)
),
GamePieceType.T -> arrayOf(
arrayOf(
booleanArrayOf(false, true, false),
booleanArrayOf(true, true, true),
booleanArrayOf(false, false, false)
),
arrayOf(
booleanArrayOf(false, true, false),
booleanArrayOf(false, true, true),
booleanArrayOf(false, true, false)
),
arrayOf(
booleanArrayOf(false, false, false),
booleanArrayOf(true, true, true),
booleanArrayOf(false, true, false)
),
arrayOf(
booleanArrayOf(false, true, false),
booleanArrayOf(true, true, false),
booleanArrayOf(false, true, false)
)
),
GamePieceType.Z -> arrayOf(
arrayOf(
booleanArrayOf(true, true, false),
booleanArrayOf(false, true, true),
booleanArrayOf(false, false, false)
),
arrayOf(
booleanArrayOf(false, false, true),
booleanArrayOf(false, true, true),
booleanArrayOf(false, true, false)
),
arrayOf(
booleanArrayOf(false, false, false),
booleanArrayOf(true, true, false),
booleanArrayOf(false, true, true)
),
arrayOf(
booleanArrayOf(false, true, false),
booleanArrayOf(true, true, false),
booleanArrayOf(true, false, false)
)
)
}
}
}

View file

@ -1,260 +0,0 @@
package com.pixelmintdrop.model
/**
* Represents a Tetris piece (Tetromino)
*/
enum class TetrominoType {
I, J, L, O, S, T, Z
}
class Tetromino(val type: TetrominoType) {
// Each tetromino has 4 rotations (0, 90, 180, 270 degrees)
private val blocks: Array<Array<BooleanArray>> = getBlocks(type)
private var currentRotation = 0
// Current position in the game grid
var x = 0
var y = 0
/**
* Get the current shape of the tetromino based on rotation
*/
fun getCurrentShape(): Array<BooleanArray> {
return blocks[currentRotation]
}
/**
* Get the width of the current tetromino shape
*/
fun getWidth(): Int {
return blocks[currentRotation][0].size
}
/**
* Get the height of the current tetromino shape
*/
fun getHeight(): Int {
return blocks[currentRotation].size
}
/**
* Rotate the tetromino clockwise
*/
fun rotateClockwise() {
currentRotation = (currentRotation + 1) % 4
}
/**
* Rotate the tetromino counter-clockwise
*/
fun rotateCounterClockwise() {
currentRotation = (currentRotation + 3) % 4
}
/**
* Check if the tetromino's block exists at the given coordinates
*/
fun isBlockAt(blockX: Int, blockY: Int): Boolean {
val shape = blocks[currentRotation]
return if (blockY >= 0 && blockY < shape.size &&
blockX >= 0 && blockX < shape[blockY].size) {
shape[blockY][blockX]
} else {
false
}
}
companion object {
/**
* Get the block patterns for each tetromino type and all its rotations
*/
private fun getBlocks(type: TetrominoType): Array<Array<BooleanArray>> {
return when (type) {
TetrominoType.I -> arrayOf(
// Rotation 0°
arrayOf(
booleanArrayOf(false, false, false, false),
booleanArrayOf(true, true, true, true),
booleanArrayOf(false, false, false, false),
booleanArrayOf(false, false, false, false)
),
// Rotation 90°
arrayOf(
booleanArrayOf(false, false, true, false),
booleanArrayOf(false, false, true, false),
booleanArrayOf(false, false, true, false),
booleanArrayOf(false, false, true, false)
),
// Rotation 180°
arrayOf(
booleanArrayOf(false, false, false, false),
booleanArrayOf(false, false, false, false),
booleanArrayOf(true, true, true, true),
booleanArrayOf(false, false, false, false)
),
// Rotation 270°
arrayOf(
booleanArrayOf(false, true, false, false),
booleanArrayOf(false, true, false, false),
booleanArrayOf(false, true, false, false),
booleanArrayOf(false, true, false, false)
)
)
TetrominoType.J -> arrayOf(
// Rotation 0°
arrayOf(
booleanArrayOf(true, false, false),
booleanArrayOf(true, true, true),
booleanArrayOf(false, false, false)
),
// Rotation 90°
arrayOf(
booleanArrayOf(false, true, true),
booleanArrayOf(false, true, false),
booleanArrayOf(false, true, false)
),
// Rotation 180°
arrayOf(
booleanArrayOf(false, false, false),
booleanArrayOf(true, true, true),
booleanArrayOf(false, false, true)
),
// Rotation 270°
arrayOf(
booleanArrayOf(false, true, false),
booleanArrayOf(false, true, false),
booleanArrayOf(true, true, false)
)
)
TetrominoType.L -> arrayOf(
// Rotation 0°
arrayOf(
booleanArrayOf(false, false, true),
booleanArrayOf(true, true, true),
booleanArrayOf(false, false, false)
),
// Rotation 90°
arrayOf(
booleanArrayOf(false, true, false),
booleanArrayOf(false, true, false),
booleanArrayOf(false, true, true)
),
// Rotation 180°
arrayOf(
booleanArrayOf(false, false, false),
booleanArrayOf(true, true, true),
booleanArrayOf(true, false, false)
),
// Rotation 270°
arrayOf(
booleanArrayOf(true, true, false),
booleanArrayOf(false, true, false),
booleanArrayOf(false, true, false)
)
)
TetrominoType.O -> arrayOf(
// All rotations are the same for O
arrayOf(
booleanArrayOf(false, true, true, false),
booleanArrayOf(false, true, true, false),
booleanArrayOf(false, false, false, false)
),
arrayOf(
booleanArrayOf(false, true, true, false),
booleanArrayOf(false, true, true, false),
booleanArrayOf(false, false, false, false)
),
arrayOf(
booleanArrayOf(false, true, true, false),
booleanArrayOf(false, true, true, false),
booleanArrayOf(false, false, false, false)
),
arrayOf(
booleanArrayOf(false, true, true, false),
booleanArrayOf(false, true, true, false),
booleanArrayOf(false, false, false, false)
)
)
TetrominoType.S -> arrayOf(
// Rotation 0°
arrayOf(
booleanArrayOf(false, true, true),
booleanArrayOf(true, true, false),
booleanArrayOf(false, false, false)
),
// Rotation 90°
arrayOf(
booleanArrayOf(false, true, false),
booleanArrayOf(false, true, true),
booleanArrayOf(false, false, true)
),
// Rotation 180°
arrayOf(
booleanArrayOf(false, false, false),
booleanArrayOf(false, true, true),
booleanArrayOf(true, true, false)
),
// Rotation 270°
arrayOf(
booleanArrayOf(true, false, false),
booleanArrayOf(true, true, false),
booleanArrayOf(false, true, false)
)
)
TetrominoType.T -> arrayOf(
// Rotation 0°
arrayOf(
booleanArrayOf(false, true, false),
booleanArrayOf(true, true, true),
booleanArrayOf(false, false, false)
),
// Rotation 90°
arrayOf(
booleanArrayOf(false, true, false),
booleanArrayOf(false, true, true),
booleanArrayOf(false, true, false)
),
// Rotation 180°
arrayOf(
booleanArrayOf(false, false, false),
booleanArrayOf(true, true, true),
booleanArrayOf(false, true, false)
),
// Rotation 270°
arrayOf(
booleanArrayOf(false, true, false),
booleanArrayOf(true, true, false),
booleanArrayOf(false, true, false)
)
)
TetrominoType.Z -> arrayOf(
// Rotation 0°
arrayOf(
booleanArrayOf(true, true, false),
booleanArrayOf(false, true, true),
booleanArrayOf(false, false, false)
),
// Rotation 90°
arrayOf(
booleanArrayOf(false, false, true),
booleanArrayOf(false, true, true),
booleanArrayOf(false, true, false)
),
// Rotation 180°
arrayOf(
booleanArrayOf(false, false, false),
booleanArrayOf(true, true, false),
booleanArrayOf(false, true, true)
),
// Rotation 270°
arrayOf(
booleanArrayOf(false, true, false),
booleanArrayOf(true, true, false),
booleanArrayOf(true, false, false)
)
)
}
}
}
}