Implement Android app with improved features: 1. Enhanced swipe controls for smoother movement 2. Improved 3D rotation with visual effects 3. Updated UI to match web app style

This commit is contained in:
Corey 2025-03-26 00:38:43 -04:00
parent 210a518ad5
commit c76cde0f1f
103 changed files with 4180 additions and 357 deletions

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{
"java.configuration.updateBuildConfiguration": "interactive"
}

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#Tue Mar 25 23:50:46 EDT 2025
gradle.version=8.11.1

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#Tue Mar 25 23:36:25 EDT 2025
java.home=/home/corey/Downloads/android-studio-2024.3.1.13-linux/android-studio/jbr

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<option name="name" value="SM-S711U" />
<option name="screenDensity" value="450" />
<option name="screenX" value="1080" />
<option name="screenY" value="2340" />
</PersistentDeviceSelectionData>
<PersistentDeviceSelectionData>
<option name="api" value="30" />
<option name="brand" value="google" />
<option name="codename" value="redfin" />
<option name="id" value="redfin" />
<option name="labId" value="google" />
<option name="manufacturer" value="Google" />
<option name="name" value="Pixel 5" />
<option name="screenDensity" value="440" />
<option name="screenX" value="1080" />
<option name="screenY" value="2340" />
</PersistentDeviceSelectionData>
<PersistentDeviceSelectionData>
<option name="api" value="34" />
<option name="brand" value="google" />
<option name="codename" value="shiba" />
<option name="id" value="shiba" />
<option name="labId" value="google" />
<option name="manufacturer" value="Google" />
<option name="name" value="Pixel 8" />
<option name="screenDensity" value="420" />
<option name="screenX" value="1080" />
<option name="screenY" value="2400" />
</PersistentDeviceSelectionData>
<PersistentDeviceSelectionData>
<option name="api" value="34" />
<option name="brand" value="samsung" />
<option name="codename" value="t2q" />
<option name="id" value="t2q" />
<option name="labId" value="google" />
<option name="manufacturer" value="Samsung" />
<option name="name" value="Galaxy S21 Plus" />
<option name="screenDensity" value="394" />
<option name="screenX" value="1080" />
<option name="screenY" value="2400" />
</PersistentDeviceSelectionData>
<PersistentDeviceSelectionData>
<option name="api" value="33" />
<option name="brand" value="google" />
<option name="codename" value="tangorpro" />
<option name="formFactor" value="Tablet" />
<option name="id" value="tangorpro" />
<option name="labId" value="google" />
<option name="manufacturer" value="Google" />
<option name="name" value="Pixel Tablet" />
<option name="screenDensity" value="320" />
<option name="screenX" value="1600" />
<option name="screenY" value="2560" />
</PersistentDeviceSelectionData>
<PersistentDeviceSelectionData>
<option name="api" value="34" />
<option name="brand" value="google" />
<option name="codename" value="tokay" />
<option name="default" value="true" />
<option name="id" value="tokay" />
<option name="labId" value="google" />
<option name="manufacturer" value="Google" />
<option name="name" value="Pixel 9" />
<option name="screenDensity" value="420" />
<option name="screenX" value="1080" />
<option name="screenY" value="2424" />
</PersistentDeviceSelectionData>
<PersistentDeviceSelectionData>
<option name="api" value="35" />
<option name="brand" value="google" />
<option name="codename" value="tokay" />
<option name="default" value="true" />
<option name="id" value="tokay" />
<option name="labId" value="google" />
<option name="manufacturer" value="Google" />
<option name="name" value="Pixel 9" />
<option name="screenDensity" value="420" />
<option name="screenX" value="1080" />
<option name="screenY" value="2424" />
</PersistentDeviceSelectionData>
</list>
</option>
</component>
</project>

6
android-app/.idea/compiler.xml generated Normal file
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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="CompilerConfiguration">
<bytecodeTargetLevel target="21" />
</component>
</project>

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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="deploymentTargetSelector">
<selectionStates>
<SelectionState runConfigName="app">
<option name="selectionMode" value="DROPDOWN" />
</SelectionState>
</selectionStates>
</component>
</project>

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android-app/.idea/gradle.xml generated Normal file
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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="GradleMigrationSettings" migrationVersion="1" />
<component name="GradleSettings">
<option name="linkedExternalProjectsSettings">
<GradleProjectSettings>
<option name="testRunner" value="CHOOSE_PER_TEST" />
<option name="externalProjectPath" value="$PROJECT_DIR$" />
<option name="gradleJvm" value="#GRADLE_LOCAL_JAVA_HOME" />
<option name="modules">
<set>
<option value="$PROJECT_DIR$" />
<option value="$PROJECT_DIR$/app" />
</set>
</option>
</GradleProjectSettings>
</option>
</component>
</project>

6
android-app/.idea/kotlinc.xml generated Normal file
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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="KotlinJpsPluginSettings">
<option name="version" value="1.8.0" />
</component>
</project>

10
android-app/.idea/migrations.xml generated Normal file
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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="ProjectMigrations">
<option name="MigrateToGradleLocalJavaHome">
<set>
<option value="$PROJECT_DIR$" />
</set>
</option>
</component>
</project>

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android-app/.idea/misc.xml generated Normal file
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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="ExternalStorageConfigurationManager" enabled="true" />
<component name="ProjectRootManager" version="2" languageLevel="JDK_21" default="true" project-jdk-name="jbr-21" project-jdk-type="JavaSDK">
<output url="file://$PROJECT_DIR$/build/classes" />
</component>
<component name="ProjectType">
<option name="id" value="Android" />
</component>
</project>

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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="RunConfigurationProducerService">
<option name="ignoredProducers">
<set>
<option value="com.intellij.execution.junit.AbstractAllInDirectoryConfigurationProducer" />
<option value="com.intellij.execution.junit.AllInPackageConfigurationProducer" />
<option value="com.intellij.execution.junit.PatternConfigurationProducer" />
<option value="com.intellij.execution.junit.TestInClassConfigurationProducer" />
<option value="com.intellij.execution.junit.UniqueIdConfigurationProducer" />
<option value="com.intellij.execution.junit.testDiscovery.JUnitTestDiscoveryConfigurationProducer" />
<option value="org.jetbrains.kotlin.idea.junit.KotlinJUnitRunConfigurationProducer" />
<option value="org.jetbrains.kotlin.idea.junit.KotlinPatternConfigurationProducer" />
</set>
</option>
</component>
</project>

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android-app/.idea/vcs.xml generated Normal file
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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="VcsDirectoryMappings">
<mapping directory="$PROJECT_DIR$/.." vcs="Git" />
</component>
</project>

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android-app/README.md Normal file
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# 3D Tetris - Android App
This is the native Android implementation of the 3D Tetris game. The mobile-specific optimizations from the web app have been removed, and instead, this native app has been created to provide a better experience on Android devices.
## Project Structure
- `app/src/main/java/com/tetris3d/` - Contains all Java/Kotlin source files
- `MainActivity.kt` - Main activity that hosts the game
- `game/` - Game logic implementation
- `views/` - Custom views for rendering game elements
- `app/src/main/res/` - Contains all resources
- `layout/` - XML layouts for the UI
- `values/` - String resources, colors, and themes
- `drawable/` - Icon and image resources
## Features
- 3D Tetris gameplay with modern graphics
- Customizable options for 3D effects and animations
- Physical button controls optimized for touch
- Score tracking and level progression
- Game state persistence
## Required Implementation
The following components still need to be implemented to complete the Android app:
1. TetrisGame class - Core game logic ported from JavaScript
2. TetrisGameView - Custom view for rendering the game
3. NextPieceView - Custom view for rendering the next piece preview
4. Tetromino classes - Classes for different tetromino pieces
5. Game renderer - OpenGL ES or Canvas-based renderer for the 3D effects
## Dependencies
- AndroidX libraries for UI components
- Kotlin coroutines for game loop threading
## Building and Running
1. Open the project in Android Studio
2. Build the project using Gradle
3. Deploy to an Android device or emulator
## Development Process
The Android app was created by:
1. Analyzing the web implementation of the game
2. Removing mobile-specific optimizations from the web code
3. Creating a native Android app structure
4. Implementing the UI layouts and resources
5. Porting the core game logic from JavaScript to Kotlin
6. Adding Android-specific features and optimizations
The core game mechanics are kept identical to the web version, ensuring a consistent experience across platforms.

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plugins {
id 'com.android.application'
id 'org.jetbrains.kotlin.android'
}
android {
namespace 'com.tetris3d'
compileSdk 33
defaultConfig {
applicationId "com.tetris3d"
minSdk 26
targetSdk 33
versionCode 1
versionName "1.0"
testInstrumentationRunner "androidx.test.runner.AndroidJUnitRunner"
}
buildTypes {
release {
minifyEnabled false
proguardFiles getDefaultProguardFile('proguard-android-optimize.txt'), 'proguard-rules.pro'
}
}
compileOptions {
sourceCompatibility JavaVersion.VERSION_1_8
targetCompatibility JavaVersion.VERSION_1_8
}
kotlinOptions {
jvmTarget = '1.8'
}
buildFeatures {
viewBinding true
}
}
dependencies {
implementation 'androidx.core:core-ktx:1.10.1'
implementation 'androidx.appcompat:appcompat:1.6.1'
implementation 'com.google.android.material:material:1.9.0'
implementation 'androidx.constraintlayout:constraintlayout:2.1.4'
implementation 'androidx.lifecycle:lifecycle-viewmodel-ktx:2.6.1'
implementation 'androidx.lifecycle:lifecycle-livedata-ktx:2.6.1'
implementation 'androidx.navigation:navigation-fragment-ktx:2.6.0'
implementation 'androidx.navigation:navigation-ui-ktx:2.6.0'
testImplementation 'junit:junit:4.13.2'
androidTestImplementation 'androidx.test.ext:junit:1.1.5'
androidTestImplementation 'androidx.test.espresso:espresso-core:3.5.1'
}

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<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android">
<application
android:allowBackup="true"
android:icon="@mipmap/ic_launcher"
android:label="@string/app_name"
android:roundIcon="@mipmap/ic_launcher_round"
android:supportsRtl="true"
android:theme="@style/Theme.Tetris3D">
<activity
android:name=".MainActivity"
android:exported="true"
android:screenOrientation="portrait"
android:theme="@style/Theme.Tetris3D">
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
</application>
</manifest>

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package com.tetris3d
import android.app.Dialog
import android.os.Bundle
import android.view.View
import android.widget.Button
import android.widget.NumberPicker
import android.widget.SeekBar
import android.widget.Switch
import android.widget.TextView
import androidx.appcompat.app.AlertDialog
import androidx.appcompat.app.AppCompatActivity
import com.tetris3d.game.GameOptions
import com.tetris3d.game.TetrisGame
import com.tetris3d.views.NextPieceView
import com.tetris3d.views.TetrisGameView
class MainActivity : AppCompatActivity() {
private lateinit var gameView: TetrisGameView
private lateinit var nextPieceView: NextPieceView
private lateinit var scoreText: TextView
private lateinit var linesText: TextView
private lateinit var levelText: TextView
private lateinit var startButton: Button
private lateinit var pauseButton: Button
private lateinit var optionsButton: Button
private lateinit var tetrisGame: TetrisGame
private lateinit var gameOptions: GameOptions
private var gameOverDialog: Dialog? = null
private var optionsDialog: Dialog? = null
override fun onCreate(savedInstanceState: Bundle?) {
super.onCreate(savedInstanceState)
setContentView(R.layout.activity_main)
initViews()
initGameOptions()
initGame()
setupButtonListeners()
}
private fun initViews() {
gameView = findViewById(R.id.tetrisGameView)
nextPieceView = findViewById(R.id.nextPieceView)
scoreText = findViewById(R.id.scoreText)
linesText = findViewById(R.id.linesText)
levelText = findViewById(R.id.levelText)
startButton = findViewById(R.id.startButton)
pauseButton = findViewById(R.id.pauseButton)
optionsButton = findViewById(R.id.optionsButton)
}
private fun initGameOptions() {
gameOptions = GameOptions(
enable3DEffects = true,
enableSpinAnimations = true,
animationSpeed = 0.05f,
startingLevel = 1
)
// Load saved options from SharedPreferences
val prefs = getSharedPreferences("TetrisOptions", MODE_PRIVATE)
gameOptions.enable3DEffects = prefs.getBoolean("enable3DEffects", true)
gameOptions.enableSpinAnimations = prefs.getBoolean("enableSpinAnimations", true)
gameOptions.animationSpeed = prefs.getFloat("animationSpeed", 0.05f)
gameOptions.startingLevel = prefs.getInt("startingLevel", 1)
}
private fun initGame() {
tetrisGame = TetrisGame(gameOptions)
gameView.setGame(tetrisGame)
nextPieceView.setGame(tetrisGame)
tetrisGame.setGameStateListener(object : TetrisGame.GameStateListener {
override fun onScoreChanged(score: Int) {
runOnUiThread {
scoreText.text = score.toString()
}
}
override fun onLinesChanged(lines: Int) {
runOnUiThread {
linesText.text = lines.toString()
}
}
override fun onLevelChanged(level: Int) {
runOnUiThread {
levelText.text = level.toString()
}
}
override fun onGameOver(finalScore: Int) {
runOnUiThread {
showGameOverDialog(finalScore)
}
}
override fun onNextPieceChanged() {
runOnUiThread {
nextPieceView.invalidate()
}
}
})
// Start a new game automatically
tetrisGame.startNewGame()
updateControls()
}
private fun setupButtonListeners() {
startButton.setOnClickListener {
if (tetrisGame.isGameOver) {
tetrisGame.startNewGame()
} else {
tetrisGame.start()
}
updateControls()
}
pauseButton.setOnClickListener {
if (tetrisGame.isRunning) {
tetrisGame.pause()
} else {
tetrisGame.resume()
}
updateControls()
}
optionsButton.setOnClickListener {
showOptionsDialog()
}
}
private fun updateControls() {
if (tetrisGame.isRunning) {
startButton.visibility = View.GONE
pauseButton.text = getString(R.string.pause)
} else if (tetrisGame.isGameOver) {
startButton.visibility = View.VISIBLE
startButton.text = getString(R.string.start)
pauseButton.text = getString(R.string.pause)
} else {
startButton.visibility = View.GONE
pauseButton.text = getString(R.string.start)
}
}
private fun showGameOverDialog(finalScore: Int) {
if (gameOverDialog != null && gameOverDialog!!.isShowing) {
gameOverDialog!!.dismiss()
}
val view = layoutInflater.inflate(R.layout.dialog_game_over, null)
val scoreText = view.findViewById<TextView>(R.id.textFinalScore)
val playAgainButton = view.findViewById<Button>(R.id.btnPlayAgain)
scoreText.text = finalScore.toString()
gameOverDialog = AlertDialog.Builder(this)
.setView(view)
.setCancelable(false)
.create()
playAgainButton.setOnClickListener {
gameOverDialog?.dismiss()
tetrisGame.startNewGame()
updateControls()
}
gameOverDialog?.show()
}
private fun showOptionsDialog() {
if (optionsDialog != null && optionsDialog!!.isShowing) {
optionsDialog!!.dismiss()
}
val view = layoutInflater.inflate(R.layout.dialog_options, null)
val switch3dEffects = view.findViewById<Switch>(R.id.switch3dEffects)
val switchSpinAnimations = view.findViewById<Switch>(R.id.switchSpinAnimations)
val seekBarSpeed = view.findViewById<SeekBar>(R.id.seekBarAnimationSpeed)
val numberPickerLevel = view.findViewById<NumberPicker>(R.id.numberPickerLevel)
val btnApply = view.findViewById<Button>(R.id.btnApplyOptions)
val btnClose = view.findViewById<Button>(R.id.btnCloseOptions)
// Set up controls with current options
switch3dEffects.isChecked = gameOptions.enable3DEffects
switchSpinAnimations.isChecked = gameOptions.enableSpinAnimations
// Convert animation speed (0.01-0.1) to progress (0-100)
val progress = ((gameOptions.animationSpeed - 0.01f) / 0.09f * 100).toInt()
seekBarSpeed.progress = progress
// Set up level picker
numberPickerLevel.minValue = 1
numberPickerLevel.maxValue = 10
numberPickerLevel.value = gameOptions.startingLevel
optionsDialog = AlertDialog.Builder(this)
.setView(view)
.setCancelable(true)
.create()
btnApply.setOnClickListener {
// Save new options
gameOptions.enable3DEffects = switch3dEffects.isChecked
gameOptions.enableSpinAnimations = switchSpinAnimations.isChecked
// Convert progress (0-100) to animation speed (0.01-0.1)
val animationSpeed = 0.01f + (seekBarSpeed.progress / 100f * 0.09f)
gameOptions.animationSpeed = animationSpeed
gameOptions.startingLevel = numberPickerLevel.value
// Apply options to game
tetrisGame.updateOptions(gameOptions)
// Save options to SharedPreferences
val prefs = getSharedPreferences("TetrisOptions", MODE_PRIVATE)
prefs.edit().apply {
putBoolean("enable3DEffects", gameOptions.enable3DEffects)
putBoolean("enableSpinAnimations", gameOptions.enableSpinAnimations)
putFloat("animationSpeed", gameOptions.animationSpeed)
putInt("startingLevel", gameOptions.startingLevel)
apply()
}
optionsDialog?.dismiss()
}
btnClose.setOnClickListener {
optionsDialog?.dismiss()
}
optionsDialog?.show()
}
override fun onPause() {
super.onPause()
if (tetrisGame.isRunning) {
tetrisGame.pause()
updateControls()
}
}
override fun onDestroy() {
super.onDestroy()
tetrisGame.stop()
}
}

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package com.tetris3d.game
/**
* Class that holds game configuration options
*/
data class GameOptions(
var enable3DEffects: Boolean = true,
var enableSpinAnimations: Boolean = true,
var animationSpeed: Float = 0.05f,
var startingLevel: Int = 1
)

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package com.tetris3d.game
import android.os.Handler
import android.os.Looper
import kotlin.random.Random
/**
* Main class that handles Tetris game logic
*/
class TetrisGame(private var options: GameOptions) {
companion object {
const val ROWS = 20
const val COLS = 10
const val EMPTY = "black"
// 3D rotation directions
private const val ROTATION_X = 0
private const val ROTATION_Y = 1
}
// Game state
var isRunning = false
var isGameOver = false
private var score = 0
private var lines = 0
private var level = options.startingLevel
// Board representation
private val board = Array(ROWS) { Array(COLS) { EMPTY } }
// Piece definitions
private val pieces = listOf(
// I piece - line
listOf(
arrayOf(
arrayOf(0, 0, 0, 0),
arrayOf(1, 1, 1, 1),
arrayOf(0, 0, 0, 0),
arrayOf(0, 0, 0, 0)
),
arrayOf(
arrayOf(0, 0, 1, 0),
arrayOf(0, 0, 1, 0),
arrayOf(0, 0, 1, 0),
arrayOf(0, 0, 1, 0)
),
arrayOf(
arrayOf(0, 0, 0, 0),
arrayOf(0, 0, 0, 0),
arrayOf(1, 1, 1, 1),
arrayOf(0, 0, 0, 0)
),
arrayOf(
arrayOf(0, 1, 0, 0),
arrayOf(0, 1, 0, 0),
arrayOf(0, 1, 0, 0),
arrayOf(0, 1, 0, 0)
)
),
// J piece
listOf(
arrayOf(
arrayOf(1, 0, 0),
arrayOf(1, 1, 1),
arrayOf(0, 0, 0)
),
arrayOf(
arrayOf(0, 1, 1),
arrayOf(0, 1, 0),
arrayOf(0, 1, 0)
),
arrayOf(
arrayOf(0, 0, 0),
arrayOf(1, 1, 1),
arrayOf(0, 0, 1)
),
arrayOf(
arrayOf(0, 1, 0),
arrayOf(0, 1, 0),
arrayOf(1, 1, 0)
)
),
// L piece
listOf(
arrayOf(
arrayOf(0, 0, 1),
arrayOf(1, 1, 1),
arrayOf(0, 0, 0)
),
arrayOf(
arrayOf(0, 1, 0),
arrayOf(0, 1, 0),
arrayOf(0, 1, 1)
),
arrayOf(
arrayOf(0, 0, 0),
arrayOf(1, 1, 1),
arrayOf(1, 0, 0)
),
arrayOf(
arrayOf(1, 1, 0),
arrayOf(0, 1, 0),
arrayOf(0, 1, 0)
)
),
// O piece - square
listOf(
arrayOf(
arrayOf(0, 0, 0, 0),
arrayOf(0, 1, 1, 0),
arrayOf(0, 1, 1, 0),
arrayOf(0, 0, 0, 0)
)
),
// S piece
listOf(
arrayOf(
arrayOf(0, 1, 1),
arrayOf(1, 1, 0),
arrayOf(0, 0, 0)
),
arrayOf(
arrayOf(0, 1, 0),
arrayOf(0, 1, 1),
arrayOf(0, 0, 1)
),
arrayOf(
arrayOf(0, 0, 0),
arrayOf(0, 1, 1),
arrayOf(1, 1, 0)
),
arrayOf(
arrayOf(1, 0, 0),
arrayOf(1, 1, 0),
arrayOf(0, 1, 0)
)
),
// T piece
listOf(
arrayOf(
arrayOf(0, 1, 0),
arrayOf(1, 1, 1),
arrayOf(0, 0, 0)
),
arrayOf(
arrayOf(0, 1, 0),
arrayOf(0, 1, 1),
arrayOf(0, 1, 0)
),
arrayOf(
arrayOf(0, 0, 0),
arrayOf(1, 1, 1),
arrayOf(0, 1, 0)
),
arrayOf(
arrayOf(0, 1, 0),
arrayOf(1, 1, 0),
arrayOf(0, 1, 0)
)
),
// Z piece
listOf(
arrayOf(
arrayOf(1, 1, 0),
arrayOf(0, 1, 1),
arrayOf(0, 0, 0)
),
arrayOf(
arrayOf(0, 0, 1),
arrayOf(0, 1, 1),
arrayOf(0, 1, 0)
),
arrayOf(
arrayOf(0, 0, 0),
arrayOf(1, 1, 0),
arrayOf(0, 1, 1)
),
arrayOf(
arrayOf(0, 1, 0),
arrayOf(1, 1, 0),
arrayOf(1, 0, 0)
)
)
)
// 3D rotation state
private var rotation3DX = 0
private var rotation3DY = 0
private val maxRotation3D = 4 // Increased from typical 2 to allow for more granular rotation
// 3D rotation animation
private var isRotating = false
private var rotationProgress = 0f
private var targetRotationX = 0
private var targetRotationY = 0
private var currentRotation3DX = 0f
private var currentRotation3DY = 0f
// Piece colors
private val colors = listOf(
"#00FFFF", // cyan - I
"#0000FF", // blue - J
"#FFA500", // orange - L
"#FFFF00", // yellow - O
"#00FF00", // green - S
"#800080", // purple - T
"#FF0000" // red - Z
)
// Current piece state
private var currentPiece: Int = 0
private var currentRotation: Int = 0
private var currentX: Int = 0
private var currentY: Int = 0
private var currentColor: String = ""
// Next piece
private var nextPiece: Int = 0
private var nextColor: String = ""
// Random bag implementation
private val pieceBag = mutableListOf<Int>()
private val nextBag = mutableListOf<Int>()
// Game loop
private val gameHandler = Handler(Looper.getMainLooper())
private val gameRunnable = object : Runnable {
override fun run() {
if (isRunning && !isGameOver) {
// Update rotation animation
updateRotation()
// Move the current piece down
if (!moveDown()) {
// If can't move down, lock the piece
lockPiece()
clearRows()
if (!createNewPiece()) {
gameOver()
}
}
gameHandler.postDelayed(this, getDropInterval())
}
}
}
private var gameStateListener: GameStateListener? = null
interface GameStateListener {
fun onScoreChanged(score: Int)
fun onLinesChanged(lines: Int)
fun onLevelChanged(level: Int)
fun onGameOver(finalScore: Int)
fun onNextPieceChanged()
}
fun setGameStateListener(listener: GameStateListener) {
this.gameStateListener = listener
}
fun start() {
if (!isRunning) {
isRunning = true
isGameOver = false
gameHandler.postDelayed(gameRunnable, getDropInterval())
}
}
fun pause() {
isRunning = false
gameHandler.removeCallbacks(gameRunnable)
}
fun resume() {
if (!isGameOver) {
isRunning = true
gameHandler.postDelayed(gameRunnable, getDropInterval())
}
}
fun stop() {
isRunning = false
gameHandler.removeCallbacks(gameRunnable)
}
fun startNewGame() {
// Reset game state
isRunning = true
isGameOver = false
score = 0
lines = 0
level = options.startingLevel
// Reset 3D rotation state
rotation3DX = 0
rotation3DY = 0
// Clear the board
for (r in 0 until ROWS) {
for (c in 0 until COLS) {
board[r][c] = EMPTY
}
}
// Reset piece bags
pieceBag.clear()
nextBag.clear()
// Create first piece
generateBag()
createNewPiece()
// Update UI
gameStateListener?.onScoreChanged(score)
gameStateListener?.onLinesChanged(lines)
gameStateListener?.onLevelChanged(level)
// Start game loop
gameHandler.removeCallbacks(gameRunnable)
gameHandler.postDelayed(gameRunnable, getDropInterval())
}
fun updateOptions(options: GameOptions) {
this.options = options
}
// Game control methods
fun moveLeft(): Boolean {
if (isRunning && !isGameOver) {
if (!checkCollision(currentX - 1, currentY, getCurrentPieceArray())) {
currentX--
return true
}
}
return false
}
fun moveRight(): Boolean {
if (isRunning && !isGameOver) {
if (!checkCollision(currentX + 1, currentY, getCurrentPieceArray())) {
currentX++
return true
}
}
return false
}
fun moveDown(): Boolean {
if (isRunning && !isGameOver) {
if (!checkCollision(currentX, currentY + 1, getCurrentPieceArray())) {
currentY++
return true
}
}
return false
}
fun rotate(): Boolean {
if (isRunning && !isGameOver) {
val nextRotation = (currentRotation + 1) % pieces[currentPiece].size
val nextPattern = pieces[currentPiece][nextRotation]
if (!checkCollision(currentX, currentY, nextPattern)) {
currentRotation = nextRotation
return true
} else {
// Try wall kicks
// Try moving right
if (!checkCollision(currentX + 1, currentY, nextPattern)) {
currentX++
currentRotation = nextRotation
return true
}
// Try moving left
if (!checkCollision(currentX - 1, currentY, nextPattern)) {
currentX--
currentRotation = nextRotation
return true
}
// Try moving up (for I piece mostly)
if (!checkCollision(currentX, currentY - 1, nextPattern)) {
currentY--
currentRotation = nextRotation
return true
}
}
}
return false
}
fun hardDrop(): Boolean {
if (isRunning && !isGameOver) {
while (moveDown()) {}
lockPiece()
clearRows()
if (!createNewPiece()) {
gameOver()
} else {
// Add extra points for hard drop
score += 2
gameStateListener?.onScoreChanged(score)
}
return true
}
return false
}
fun rotate3DX(): Boolean {
if (isRunning && !isGameOver && options.enable3DEffects) {
// In 3D, rotating along X would change the way the piece appears from front/back
rotation3DX = (rotation3DX + 1) % maxRotation3D
// Start rotation animation
if (options.enableSpinAnimations) {
isRotating = true
targetRotationX = rotation3DX
rotationProgress = 0f
}
// If it's a quarter or three-quarter rotation, actually change the piece orientation
if (rotation3DX % (maxRotation3D / 2) == 1) {
// This simulates a 3D rotation by performing a 2D rotation
return rotate()
}
// Add extra score for 3D rotations when they don't result in a piece rotation
score += 1
gameStateListener?.onScoreChanged(score)
return true
}
return false
}
fun rotate3DY(): Boolean {
if (isRunning && !isGameOver && options.enable3DEffects) {
// In 3D, rotating along Y would change the way the piece appears from left/right
rotation3DY = (rotation3DY + 1) % maxRotation3D
// Start rotation animation
if (options.enableSpinAnimations) {
isRotating = true
targetRotationY = rotation3DY
rotationProgress = 0f
}
// If it's a quarter or three-quarter rotation, actually change the piece orientation
if (rotation3DY % (maxRotation3D / 2) == 1) {
// This simulates a 3D rotation by performing a 2D rotation in the opposite direction
val nextRotation = (currentRotation - 1 + pieces[currentPiece].size) % pieces[currentPiece].size
val nextPattern = pieces[currentPiece][nextRotation]
if (!checkCollision(currentX, currentY, nextPattern)) {
currentRotation = nextRotation
return true
} else {
// Try wall kicks
// Try moving right
if (!checkCollision(currentX + 1, currentY, nextPattern)) {
currentX++
currentRotation = nextRotation
return true
}
// Try moving left
if (!checkCollision(currentX - 1, currentY, nextPattern)) {
currentX--
currentRotation = nextRotation
return true
}
// Try moving up (for I piece mostly)
if (!checkCollision(currentX, currentY - 1, nextPattern)) {
currentY--
currentRotation = nextRotation
return true
}
}
}
// Add extra score for 3D rotations when they don't result in a piece rotation
score += 1
gameStateListener?.onScoreChanged(score)
return true
}
return false
}
// Method to update rotation animation
fun updateRotation() {
if (isRotating && options.enableSpinAnimations) {
rotationProgress += options.animationSpeed
if (rotationProgress >= 1f) {
// Animation complete
rotationProgress = 1f
isRotating = false
currentRotation3DX = targetRotationX.toFloat()
currentRotation3DY = targetRotationY.toFloat()
} else {
// Smooth interpolation for rotation
currentRotation3DX = rotation3DX * rotationProgress +
(rotation3DX - 1 + maxRotation3D) % maxRotation3D * (1f - rotationProgress)
currentRotation3DY = rotation3DY * rotationProgress +
(rotation3DY - 1 + maxRotation3D) % maxRotation3D * (1f - rotationProgress)
}
}
}
private fun generateBag() {
if (pieceBag.isEmpty()) {
// If both bags are empty, initialize both
if (nextBag.isEmpty()) {
// Fill the next bag with 0-6 (all 7 pieces) in random order
val tempBag = (0..6).toMutableList()
tempBag.shuffle()
nextBag.addAll(tempBag)
}
// Move the next bag to current and create a new next bag
pieceBag.addAll(nextBag)
nextBag.clear()
// Fill the next bag again
val tempBag = (0..6).toMutableList()
tempBag.shuffle()
nextBag.addAll(tempBag)
}
}
private fun getNextPieceFromBag(): Int {
if (pieceBag.isEmpty()) {
generateBag()
}
return pieceBag.removeAt(0)
}
private fun createNewPiece(): Boolean {
// Get next piece from bag
currentPiece = nextPiece
currentColor = nextColor
// Generate next piece
nextPiece = getNextPieceFromBag()
nextColor = colors[nextPiece]
// If it's the first piece, generate the current one too
if (currentColor.isEmpty()) {
currentPiece = getNextPieceFromBag()
currentColor = colors[currentPiece]
}
// Reset position and rotation
currentRotation = 0
currentX = COLS / 2 - 2
currentY = 0
// Notify next piece changed
gameStateListener?.onNextPieceChanged()
// Check if game over (collision at starting position)
return !checkCollision(currentX, currentY, getCurrentPieceArray())
}
private fun lockPiece() {
val piece = getCurrentPieceArray()
for (r in piece.indices) {
for (c in piece[r].indices) {
if (piece[r][c] == 1) {
val boardRow = currentY + r
val boardCol = currentX + c
if (boardRow >= 0 && boardRow < ROWS && boardCol >= 0 && boardCol < COLS) {
board[boardRow][boardCol] = currentColor
}
}
}
}
}
private fun clearRows() {
var linesCleared = 0
for (r in 0 until ROWS) {
var rowFull = true
for (c in 0 until COLS) {
if (board[r][c] == EMPTY) {
rowFull = false
break
}
}
if (rowFull) {
// Move all rows above down
for (y in r downTo 1) {
for (c in 0 until COLS) {
board[y][c] = board[y - 1][c]
}
}
// Clear top row
for (c in 0 until COLS) {
board[0][c] = EMPTY
}
linesCleared++
}
}
if (linesCleared > 0) {
// Update lines and score
lines += linesCleared
// Calculate score based on lines cleared and level
when (linesCleared) {
1 -> score += 100 * level
2 -> score += 300 * level
3 -> score += 500 * level
4 -> score += 800 * level
}
// Update level (every 10 lines)
level = (lines / 10) + options.startingLevel
// Notify listeners
gameStateListener?.onScoreChanged(score)
gameStateListener?.onLinesChanged(lines)
gameStateListener?.onLevelChanged(level)
}
}
private fun checkCollision(x: Int, y: Int, piece: Array<Array<Int>>): Boolean {
for (r in piece.indices) {
for (c in piece[r].indices) {
if (piece[r][c] == 1) {
val boardRow = y + r
val boardCol = x + c
// Check boundaries
if (boardCol < 0 || boardCol >= COLS || boardRow >= ROWS) {
return true
}
// Skip check above the board
if (boardRow < 0) continue
// Check if position already filled
if (board[boardRow][boardCol] != EMPTY) {
return true
}
}
}
}
return false
}
private fun gameOver() {
isRunning = false
isGameOver = true
gameHandler.removeCallbacks(gameRunnable)
gameStateListener?.onGameOver(score)
}
private fun getDropInterval(): Long {
// Speed increases with level
return (1000 * Math.pow(0.8, (level - 1).toDouble())).toLong()
}
// Getters for rendering
fun getBoard(): Array<Array<String>> {
return board
}
fun getCurrentPiece(): Int {
return currentPiece
}
fun getCurrentRotation(): Int {
return currentRotation
}
fun getCurrentX(): Int {
return currentX
}
fun getCurrentY(): Int {
return currentY
}
fun getCurrentColor(): String {
return currentColor
}
fun getNextPiece(): Int {
return nextPiece
}
fun getNextColor(): String {
return nextColor
}
fun getCurrentPieceArray(): Array<Array<Int>> {
return pieces[currentPiece][currentRotation]
}
fun getNextPieceArray(): Array<Array<Int>> {
return pieces[nextPiece][0]
}
fun calculateShadowY(): Int {
var shadowY = currentY
while (!checkCollision(currentX, shadowY + 1, getCurrentPieceArray())) {
shadowY++
}
return shadowY
}
// Get current rotation values for rendering
fun getRotation3DX(): Float = if (isRotating) currentRotation3DX else rotation3DX.toFloat()
fun getRotation3DY(): Float = if (isRotating) currentRotation3DY else rotation3DY.toFloat()
fun isRotating(): Boolean = isRotating
}

View file

@ -0,0 +1,128 @@
package com.tetris3d.views
import android.content.Context
import android.graphics.Canvas
import android.graphics.Color
import android.graphics.LinearGradient
import android.graphics.Paint
import android.graphics.RectF
import android.graphics.Shader
import android.util.AttributeSet
import android.view.View
import com.tetris3d.game.TetrisGame
/**
* Custom view for rendering the next Tetris piece
*/
class NextPieceView @JvmOverloads constructor(
context: Context,
attrs: AttributeSet? = null,
defStyleAttr: Int = 0
) : View(context, attrs, defStyleAttr) {
private var game: TetrisGame? = null
private val paint = Paint()
private var blockSize = 0f
// Background gradient colors
private val bgColorStart = Color.parseColor("#1a1a2e")
private val bgColorEnd = Color.parseColor("#0f3460")
private lateinit var bgGradient: LinearGradient
fun setGame(game: TetrisGame) {
this.game = game
invalidate()
}
override fun onSizeChanged(w: Int, h: Int, oldw: Int, oldh: Int) {
super.onSizeChanged(w, h, oldw, oldh)
// Create background gradient
bgGradient = LinearGradient(
0f, 0f, w.toFloat(), h.toFloat(),
bgColorStart, bgColorEnd,
Shader.TileMode.CLAMP
)
// Determine block size based on the smaller dimension
blockSize = (Math.min(width, height) / 4).toFloat()
}
override fun onDraw(canvas: Canvas) {
super.onDraw(canvas)
val game = this.game ?: return
// Draw gradient background
paint.shader = bgGradient
canvas.drawRect(0f, 0f, width.toFloat(), height.toFloat(), paint)
paint.shader = null
// Draw border with glow effect
drawBorder(canvas)
// Draw the next piece
drawNextPiece(canvas, game)
}
private fun drawBorder(canvas: Canvas) {
// Draw a glowing border
val borderRect = RectF(2f, 2f, width - 2f, height - 2f)
// Outer glow (cyan color like in the web app)
paint.style = Paint.Style.STROKE
paint.strokeWidth = 2f
paint.color = Color.parseColor("#00ffff")
paint.setShadowLayer(5f, 0f, 0f, Color.parseColor("#00ffff"))
canvas.drawRect(borderRect, paint)
paint.setShadowLayer(0f, 0f, 0f, 0)
}
private fun drawNextPiece(canvas: Canvas, game: TetrisGame) {
val piece = game.getNextPieceArray()
val color = game.getNextColor()
// Center the piece in the view
val offsetX = (width - piece[0].size * blockSize) / 2
val offsetY = (height - piece.size * blockSize) / 2
for (r in piece.indices) {
for (c in piece[r].indices) {
if (piece[r][c] == 1) {
drawBlock(canvas, offsetX + c * blockSize, offsetY + r * blockSize, color)
}
}
}
}
private fun drawBlock(canvas: Canvas, x: Float, y: Float, colorStr: String) {
val left = x
val top = y
val right = left + blockSize
val bottom = top + blockSize
val blockRect = RectF(left, top, right, bottom)
// Draw the block fill
paint.style = Paint.Style.FILL
paint.color = Color.parseColor(colorStr)
canvas.drawRect(blockRect, paint)
// Draw the highlight (top-left gradient)
paint.style = Paint.Style.FILL
val highlightPaint = Paint()
highlightPaint.shader = LinearGradient(
left, top,
right, bottom,
Color.argb(120, 255, 255, 255),
Color.argb(0, 255, 255, 255),
Shader.TileMode.CLAMP
)
canvas.drawRect(blockRect, highlightPaint)
// Draw the block border
paint.style = Paint.Style.STROKE
paint.strokeWidth = 2f
paint.color = Color.BLACK
canvas.drawRect(blockRect, paint)
}
}

View file

@ -0,0 +1,460 @@
package com.tetris3d.views
import android.content.Context
import android.graphics.Canvas
import android.graphics.Color
import android.graphics.LinearGradient
import android.graphics.Paint
import android.graphics.RectF
import android.graphics.Shader
import android.os.Handler
import android.os.Looper
import android.util.AttributeSet
import android.view.GestureDetector
import android.view.MotionEvent
import android.view.View
import android.view.animation.DecelerateInterpolator
import com.tetris3d.game.TetrisGame
import kotlin.math.abs
import kotlin.math.cos
import kotlin.math.min
import kotlin.math.sin
/**
* Custom view for rendering the Tetris game board
*/
class TetrisGameView @JvmOverloads constructor(
context: Context,
attrs: AttributeSet? = null,
defStyleAttr: Int = 0
) : View(context, attrs, defStyleAttr) {
private var game: TetrisGame? = null
private val paint = Paint()
private var blockSize = 0f
private var boardLeft = 0f
private var boardTop = 0f
// Shadow and grid configuration
private val showShadow = true
private val showGrid = true
// Background gradient colors
private val bgColorStart = Color.parseColor("#1a1a2e")
private val bgColorEnd = Color.parseColor("#0f3460")
private lateinit var bgGradient: LinearGradient
// Gesture detection for swipe controls
private val gestureDetector = GestureDetector(context, TetrisGestureListener())
// Define minimum swipe velocity and distance
private val minSwipeVelocity = 50 // Lowered for better sensitivity
private val minSwipeDistance = 20 // Lowered for better sensitivity
// Movement control
private val autoRepeatHandler = Handler(Looper.getMainLooper())
private var isAutoRepeating = false
private var currentMovement: (() -> Unit)? = null
private val autoRepeatDelay = 40L // Faster repeat for smoother movement
private val initialAutoRepeatDelay = 100L // Initial delay before repeating
private val interpolator = DecelerateInterpolator(1.5f)
// Touch tracking for continuous swipe
private var lastTouchX = 0f
private var lastTouchY = 0f
private var swipeThreshold = 15f // Distance needed to trigger a move while dragging
// Refresh timer
private val refreshHandler = Handler(Looper.getMainLooper())
private val refreshRunnable = object : Runnable {
override fun run() {
// Update the game rotation animation
game?.updateRotation()
invalidate()
refreshHandler.postDelayed(this, REFRESH_INTERVAL)
}
}
companion object {
private const val REFRESH_INTERVAL = 16L // ~60fps
}
fun setGame(game: TetrisGame) {
this.game = game
invalidate()
// Start refresh timer
startRefreshTimer()
}
private fun startRefreshTimer() {
refreshHandler.removeCallbacks(refreshRunnable)
refreshHandler.postDelayed(refreshRunnable, REFRESH_INTERVAL)
}
private fun stopRefreshTimer() {
refreshHandler.removeCallbacks(refreshRunnable)
}
override fun onSizeChanged(w: Int, h: Int, oldw: Int, oldh: Int) {
super.onSizeChanged(w, h, oldw, oldh)
// Create background gradient
bgGradient = LinearGradient(
0f, 0f, w.toFloat(), h.toFloat(),
bgColorStart, bgColorEnd,
Shader.TileMode.CLAMP
)
// Calculate block size based on available space
val rows = TetrisGame.ROWS
val cols = TetrisGame.COLS
// Determine the maximum block size that will fit in the view
val maxBlockWidth = width.toFloat() / cols
val maxBlockHeight = height.toFloat() / rows
// Use the smaller dimension to ensure squares
blockSize = min(maxBlockWidth, maxBlockHeight)
// Center the board
boardLeft = (width - cols * blockSize) / 2
boardTop = (height - rows * blockSize) / 2
}
override fun onDraw(canvas: Canvas) {
super.onDraw(canvas)
val game = this.game ?: return
// Draw gradient background
paint.shader = bgGradient
canvas.drawRect(0f, 0f, width.toFloat(), height.toFloat(), paint)
paint.shader = null
// Draw grid if enabled
if (showGrid) {
drawGrid(canvas)
}
// Draw board border with glow effect
drawBoardBorder(canvas)
// Draw the locked pieces on the board
drawBoard(canvas, game)
// Draw shadow piece if enabled
if (showShadow && !game.isGameOver && game.isRunning) {
drawShadowPiece(canvas, game)
}
// Draw current active piece with 3D rotation effect
if (!game.isGameOver) {
drawActivePiece(canvas, game)
}
}
private fun drawBoardBorder(canvas: Canvas) {
// Draw a glowing border around the game board
val borderRect = RectF(
boardLeft - 4f,
boardTop - 4f,
boardLeft + TetrisGame.COLS * blockSize + 4f,
boardTop + TetrisGame.ROWS * blockSize + 4f
)
// Outer glow (cyan color like in the web app)
paint.style = Paint.Style.STROKE
paint.strokeWidth = 4f
paint.color = Color.parseColor("#00ffff")
paint.setShadowLayer(8f, 0f, 0f, Color.parseColor("#00ffff"))
canvas.drawRect(borderRect, paint)
paint.setShadowLayer(0f, 0f, 0f, 0)
}
private fun drawBoard(canvas: Canvas, game: TetrisGame) {
val board = game.getBoard()
for (r in 0 until TetrisGame.ROWS) {
for (c in 0 until TetrisGame.COLS) {
val color = board[r][c]
if (color != TetrisGame.EMPTY) {
drawBlock(canvas, c, r, color)
}
}
}
}
private fun drawGrid(canvas: Canvas) {
paint.color = Color.parseColor("#222222")
paint.style = Paint.Style.STROKE
paint.strokeWidth = 1f
// Draw vertical lines
for (c in 0..TetrisGame.COLS) {
val x = boardLeft + c * blockSize
canvas.drawLine(x, boardTop, x, boardTop + TetrisGame.ROWS * blockSize, paint)
}
// Draw horizontal lines
for (r in 0..TetrisGame.ROWS) {
val y = boardTop + r * blockSize
canvas.drawLine(boardLeft, y, boardLeft + TetrisGame.COLS * blockSize, y, paint)
}
}
private fun drawActivePiece(canvas: Canvas, game: TetrisGame) {
val piece = game.getCurrentPieceArray()
val x = game.getCurrentX()
val y = game.getCurrentY()
val color = game.getCurrentColor()
// Save canvas state for rotation
canvas.save()
// Get 3D rotation values (0-3 for each axis)
val rotationX = game.getRotation3DX()
val rotationY = game.getRotation3DY()
// Convert rotation to radians (0-2π)
val angleX = rotationX * Math.PI / 2
val angleY = rotationY * Math.PI / 2
// Calculate center point of the piece for rotation
val centerX = boardLeft + (x + piece[0].size / 2f) * blockSize
val centerY = boardTop + (y + piece.size / 2f) * blockSize
// Translate to center point, rotate, then translate back
canvas.translate(centerX, centerY)
// Apply 3D perspective scaling based on rotation angles
val scaleX = cos(angleY.toFloat()).coerceAtLeast(0.5f)
val scaleY = cos(angleX.toFloat()).coerceAtLeast(0.5f)
canvas.scale(scaleX, scaleY)
// Translate back
canvas.translate(-centerX, -centerY)
// Draw the piece with perspective
for (r in piece.indices) {
for (c in piece[r].indices) {
if (piece[r][c] == 1) {
// Calculate position with perspective effect
val offsetX = sin(angleY.toFloat()) * blockSize * 0.2f
val offsetY = sin(angleX.toFloat()) * blockSize * 0.2f
drawBlock(
canvas,
x + c,
y + r,
color,
offsetX = offsetX,
offsetY = offsetY
)
}
}
}
// Restore canvas state
canvas.restore()
}
private fun drawShadowPiece(canvas: Canvas, game: TetrisGame) {
val piece = game.getCurrentPieceArray()
val x = game.getCurrentX()
val y = game.calculateShadowY()
if (y == game.getCurrentY()) {
return // Skip if shadow is at the same position as the piece
}
paint.color = Color.parseColor("#444444")
paint.style = Paint.Style.STROKE
paint.strokeWidth = 2f
for (r in piece.indices) {
for (c in piece[r].indices) {
if (piece[r][c] == 1) {
val left = boardLeft + (x + c) * blockSize
val top = boardTop + (y + r) * blockSize
val right = left + blockSize
val bottom = top + blockSize
canvas.drawRect(left, top, right, bottom, paint)
}
}
}
}
private fun drawBlock(canvas: Canvas, x: Int, y: Int, colorStr: String, offsetX: Float = 0f, offsetY: Float = 0f) {
// Skip drawing outside the board
if (y < 0) return
val left = boardLeft + x * blockSize + offsetX
val top = boardTop + y * blockSize + offsetY
val right = left + blockSize
val bottom = top + blockSize
val blockRect = RectF(left, top, right, bottom)
// Draw the block fill
paint.style = Paint.Style.FILL
paint.color = Color.parseColor(colorStr)
canvas.drawRect(blockRect, paint)
// Draw the highlight (top-left gradient)
paint.style = Paint.Style.FILL
val highlightPaint = Paint()
highlightPaint.shader = LinearGradient(
left, top,
right, bottom,
Color.argb(120, 255, 255, 255),
Color.argb(0, 255, 255, 255),
Shader.TileMode.CLAMP
)
canvas.drawRect(blockRect, highlightPaint)
// Draw the block border
paint.style = Paint.Style.STROKE
paint.strokeWidth = 2f
paint.color = Color.BLACK
canvas.drawRect(blockRect, paint)
}
// Handler for touch events
override fun onTouchEvent(event: MotionEvent): Boolean {
when (event.action) {
MotionEvent.ACTION_DOWN -> {
lastTouchX = event.x
lastTouchY = event.y
}
MotionEvent.ACTION_MOVE -> {
val diffX = event.x - lastTouchX
val diffY = event.y - lastTouchY
// Check if drag distance exceeds threshold for continuous movement
if (abs(diffX) > swipeThreshold && abs(diffX) > abs(diffY)) {
// Horizontal continuous movement
if (diffX > 0) {
game?.moveRight()
} else {
game?.moveLeft()
}
// Update last position after processing the move
lastTouchX = event.x
lastTouchY = event.y
invalidate()
return true
} else if (abs(diffY) > swipeThreshold && abs(diffY) > abs(diffX)) {
// Vertical continuous movement - only for downward
if (diffY > 0) {
game?.moveDown()
// Update last position after processing the move
lastTouchX = event.x
lastTouchY = event.y
invalidate()
return true
}
}
}
MotionEvent.ACTION_UP -> {
stopAutoRepeat()
}
}
return gestureDetector.onTouchEvent(event) || super.onTouchEvent(event)
}
private fun startAutoRepeat(action: () -> Unit) {
isAutoRepeating = true
currentMovement = action
val autoRepeatRunnable = object : Runnable {
override fun run() {
if (isAutoRepeating && currentMovement != null) {
currentMovement?.invoke()
invalidate()
autoRepeatHandler.postDelayed(this, autoRepeatDelay)
}
}
}
// Use initial delay before first repeat
autoRepeatHandler.postDelayed(autoRepeatRunnable, initialAutoRepeatDelay)
}
private fun stopAutoRepeat() {
isAutoRepeating = false
currentMovement = null
autoRepeatHandler.removeCallbacksAndMessages(null)
}
// Clean up refresh timer
override fun onDetachedFromWindow() {
super.onDetachedFromWindow()
stopRefreshTimer()
stopAutoRepeat()
}
// Gesture listener for swipe controls
inner class TetrisGestureListener : GestureDetector.SimpleOnGestureListener() {
override fun onDown(e: MotionEvent): Boolean {
return true
}
override fun onSingleTapUp(e: MotionEvent): Boolean {
// Determine if tap is on left or right side of screen
val screenMiddle = width / 2
if (e.x < screenMiddle) {
// Left side - rotate counterclockwise (in a real 3D game)
game?.rotate3DX()
} else {
// Right side - rotate clockwise
game?.rotate3DY()
}
invalidate()
return true
}
override fun onFling(
e1: MotionEvent,
e2: MotionEvent,
velocityX: Float,
velocityY: Float
): Boolean {
val diffX = e2.x - e1.x
val diffY = e2.y - e1.y
// Check if swipe is horizontal or vertical based on magnitude
if (abs(diffX) > abs(diffY)) {
// Horizontal swipe
if (abs(velocityX) > minSwipeVelocity && abs(diffX) > minSwipeDistance) {
if (diffX > 0) {
// Swipe right - use auto-repeat for smoother movement
startAutoRepeat { game?.moveRight() }
} else {
// Swipe left - use auto-repeat for smoother movement
startAutoRepeat { game?.moveLeft() }
}
return true
}
} else {
// Vertical swipe
if (abs(velocityY) > minSwipeVelocity && abs(diffY) > minSwipeDistance) {
if (diffY > 0) {
// Swipe down - start soft drop with auto-repeat
startAutoRepeat { game?.moveDown() }
} else {
// Swipe up - hard drop
game?.hardDrop()
invalidate()
}
return true
}
}
return false
}
}
}

View file

@ -0,0 +1,5 @@
<?xml version="1.0" encoding="utf-8"?>
<shape xmlns:android="http://schemas.android.com/apk/res/android"
android:shape="rectangle">
<solid android:color="@color/background" />
</shape>

View file

@ -0,0 +1,13 @@
<?xml version="1.0" encoding="utf-8"?>
<vector xmlns:android="http://schemas.android.com/apk/res/android"
android:width="108dp"
android:height="108dp"
android:viewportWidth="108"
android:viewportHeight="108">
<path
android:fillColor="#00FFFF"
android:pathData="M24,24h60v60h-60z"/>
<path
android:fillColor="#FF00FF"
android:pathData="M54,24h30v30h-30z"/>
</vector>

View file

@ -0,0 +1,16 @@
<?xml version="1.0" encoding="utf-8"?>
<vector xmlns:android="http://schemas.android.com/apk/res/android"
android:width="108dp"
android:height="108dp"
android:viewportWidth="108"
android:viewportHeight="108">
<path
android:fillColor="#000020"
android:pathData="M0,0h108v108h-108z"/>
<path
android:fillColor="#00FFFF"
android:pathData="M24,24h60v60h-60z"/>
<path
android:fillColor="#FF00FF"
android:pathData="M54,24h30v30h-30z"/>
</vector>

View file

@ -0,0 +1,169 @@
<?xml version="1.0" encoding="utf-8"?>
<androidx.constraintlayout.widget.ConstraintLayout xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:app="http://schemas.android.com/apk/res-auto"
xmlns:tools="http://schemas.android.com/tools"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:background="#0f142d"
tools:context=".MainActivity">
<TextView
android:id="@+id/gameTitle"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:layout_marginTop="16dp"
android:text="@string/app_name"
android:textColor="@color/cyan"
android:textSize="32sp"
android:textStyle="bold"
android:shadowColor="#00ffff"
android:shadowRadius="10"
android:shadowDx="0"
android:shadowDy="0"
app:layout_constraintEnd_toEndOf="parent"
app:layout_constraintStart_toStartOf="parent"
app:layout_constraintTop_toTopOf="parent" />
<com.tetris3d.views.TetrisGameView
android:id="@+id/tetrisGameView"
android:layout_width="0dp"
android:layout_height="0dp"
android:layout_marginTop="16dp"
app:layout_constraintBottom_toTopOf="@+id/controlsHint"
app:layout_constraintDimensionRatio="1:2"
app:layout_constraintEnd_toStartOf="@+id/infoPanel"
app:layout_constraintStart_toStartOf="parent"
app:layout_constraintTop_toBottomOf="@+id/gameTitle" />
<TextView
android:id="@+id/controlsHint"
android:layout_width="0dp"
android:layout_height="wrap_content"
android:layout_marginStart="16dp"
android:layout_marginEnd="16dp"
android:layout_marginBottom="16dp"
android:gravity="center"
android:text="Swipe left/right to move • Swipe down for soft drop • Swipe up for hard drop • Tap to rotate"
android:textColor="#00ffff"
android:textSize="14sp"
app:layout_constraintBottom_toBottomOf="parent"
app:layout_constraintEnd_toStartOf="@+id/infoPanel"
app:layout_constraintStart_toStartOf="parent" />
<androidx.cardview.widget.CardView
android:id="@+id/infoPanel"
android:layout_width="140dp"
android:layout_height="0dp"
android:layout_marginTop="16dp"
android:layout_marginEnd="8dp"
android:layout_marginBottom="16dp"
app:cardBackgroundColor="#202040"
app:cardCornerRadius="12dp"
app:cardElevation="8dp"
app:layout_constraintBottom_toBottomOf="parent"
app:layout_constraintEnd_toEndOf="parent"
app:layout_constraintTop_toBottomOf="@+id/gameTitle">
<LinearLayout
android:layout_width="match_parent"
android:layout_height="match_parent"
android:orientation="vertical"
android:padding="12dp">
<TextView
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:layout_marginTop="8dp"
android:text="@string/score"
android:textColor="#ffffff"
android:textSize="16sp" />
<TextView
android:id="@+id/scoreText"
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:text="0"
android:textColor="#ff9900"
android:textSize="22sp"
android:textStyle="bold" />
<TextView
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:layout_marginTop="16dp"
android:text="@string/lines"
android:textColor="#ffffff"
android:textSize="16sp" />
<TextView
android:id="@+id/linesText"
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:text="0"
android:textColor="#ff9900"
android:textSize="22sp"
android:textStyle="bold" />
<TextView
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:layout_marginTop="16dp"
android:text="@string/level"
android:textColor="#ffffff"
android:textSize="16sp" />
<TextView
android:id="@+id/levelText"
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:text="1"
android:textColor="#ff9900"
android:textSize="22sp"
android:textStyle="bold" />
<TextView
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:layout_marginTop="24dp"
android:text="Next Piece"
android:textAlignment="center"
android:textColor="#00ffff"
android:textSize="16sp" />
<com.tetris3d.views.NextPieceView
android:id="@+id/nextPieceView"
android:layout_width="match_parent"
android:layout_height="100dp"
android:layout_marginTop="8dp" />
<Button
android:id="@+id/startButton"
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:layout_marginTop="16dp"
android:backgroundTint="#ff00dd"
android:textColor="#ffffff"
android:text="@string/start" />
<Button
android:id="@+id/pauseButton"
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:layout_marginTop="8dp"
android:backgroundTint="#00ddff"
android:textColor="#ffffff"
android:text="@string/pause" />
<Button
android:id="@+id/optionsButton"
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:layout_marginTop="8dp"
android:backgroundTint="#9900ff"
android:textColor="#ffffff"
android:text="@string/options" />
</LinearLayout>
</androidx.cardview.widget.CardView>
</androidx.constraintlayout.widget.ConstraintLayout>

View file

@ -0,0 +1,46 @@
<?xml version="1.0" encoding="utf-8"?>
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:orientation="vertical"
android:padding="24dp"
android:background="@color/background">
<TextView
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:text="@string/game_over"
android:textAlignment="center"
android:textColor="@color/magenta"
android:textSize="28sp"
android:textStyle="bold"
android:layout_marginBottom="24dp" />
<TextView
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:text="@string/final_score"
android:textAlignment="center"
android:textColor="@color/white"
android:textSize="18sp"
android:layout_marginBottom="8dp" />
<TextView
android:id="@+id/textFinalScore"
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:text="0"
android:textAlignment="center"
android:textColor="@color/cyan"
android:textSize="36sp"
android:textStyle="bold"
android:layout_marginBottom="32dp" />
<Button
android:id="@+id/btnPlayAgain"
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:text="@string/play_again"
android:textSize="18sp" />
</LinearLayout>

View file

@ -0,0 +1,119 @@
<?xml version="1.0" encoding="utf-8"?>
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:orientation="vertical"
android:padding="16dp">
<TextView
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:text="@string/options"
android:textAlignment="center"
android:textColor="@color/cyan"
android:textSize="24sp"
android:textStyle="bold"
android:layout_marginBottom="16dp" />
<LinearLayout
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:orientation="horizontal"
android:gravity="center_vertical"
android:layout_marginBottom="16dp">
<TextView
android:layout_width="0dp"
android:layout_height="wrap_content"
android:layout_weight="1"
android:text="@string/enable_3d_effects"
android:textColor="@color/white"
android:textSize="16sp" />
<Switch
android:id="@+id/switch3dEffects"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:checked="true" />
</LinearLayout>
<LinearLayout
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:orientation="horizontal"
android:gravity="center_vertical"
android:layout_marginBottom="16dp">
<TextView
android:layout_width="0dp"
android:layout_height="wrap_content"
android:layout_weight="1"
android:text="@string/enable_spin_animations"
android:textColor="@color/white"
android:textSize="16sp" />
<Switch
android:id="@+id/switchSpinAnimations"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:checked="true" />
</LinearLayout>
<TextView
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:text="@string/animation_speed"
android:textColor="@color/white"
android:textSize="16sp"
android:layout_marginBottom="8dp" />
<SeekBar
android:id="@+id/seekBarAnimationSpeed"
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:max="100"
android:progress="50"
android:layout_marginBottom="16dp" />
<LinearLayout
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:orientation="horizontal"
android:gravity="center_vertical"
android:layout_marginBottom="16dp">
<TextView
android:layout_width="0dp"
android:layout_height="wrap_content"
android:layout_weight="1"
android:text="@string/starting_level"
android:textColor="@color/white"
android:textSize="16sp" />
<NumberPicker
android:id="@+id/numberPickerLevel"
android:layout_width="wrap_content"
android:layout_height="100dp"
android:theme="@style/NumberPickerTheme" />
</LinearLayout>
<LinearLayout
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:orientation="horizontal"
android:gravity="end">
<Button
android:id="@+id/btnCloseOptions"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="@string/close"
android:layout_marginEnd="8dp" />
<Button
android:id="@+id/btnApplyOptions"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="@string/apply" />
</LinearLayout>
</LinearLayout>

View file

@ -0,0 +1,5 @@
<?xml version="1.0" encoding="utf-8"?>
<adaptive-icon xmlns:android="http://schemas.android.com/apk/res/android">
<background android:drawable="@color/background" />
<foreground android:drawable="@drawable/ic_launcher_foreground" />
</adaptive-icon>

View file

@ -0,0 +1,5 @@
<?xml version="1.0" encoding="utf-8"?>
<adaptive-icon xmlns:android="http://schemas.android.com/apk/res/android">
<background android:drawable="@color/background" />
<foreground android:drawable="@drawable/ic_launcher_foreground" />
</adaptive-icon>

View file

@ -0,0 +1,21 @@
<?xml version="1.0" encoding="utf-8"?>
<vector xmlns:android="http://schemas.android.com/apk/res/android"
android:width="72dp"
android:height="72dp"
android:viewportWidth="108"
android:viewportHeight="108"
android:tint="#00FFFF">
<group
android:scaleX="0.6666667"
android:scaleY="0.6666667">
<path
android:fillColor="#000020"
android:pathData="M0,0h108v108h-108z"/>
<path
android:fillColor="#00FFFF"
android:pathData="M24,24h60v60h-60z"/>
<path
android:fillColor="#FF00FF"
android:pathData="M54,24h30v30h-30z"/>
</group>
</vector>

View file

@ -0,0 +1,21 @@
<?xml version="1.0" encoding="utf-8"?>
<vector xmlns:android="http://schemas.android.com/apk/res/android"
android:width="72dp"
android:height="72dp"
android:viewportWidth="108"
android:viewportHeight="108"
android:tint="#00FFFF">
<group
android:scaleX="0.6666667"
android:scaleY="0.6666667">
<path
android:fillColor="#000020"
android:pathData="M0,0h108v108h-108z"/>
<path
android:fillColor="#00FFFF"
android:pathData="M24,24h60v60h-60z"/>
<path
android:fillColor="#FF00FF"
android:pathData="M54,24h30v30h-30z"/>
</group>
</vector>

View file

@ -0,0 +1,21 @@
<?xml version="1.0" encoding="utf-8"?>
<vector xmlns:android="http://schemas.android.com/apk/res/android"
android:width="48dp"
android:height="48dp"
android:viewportWidth="108"
android:viewportHeight="108"
android:tint="#00FFFF">
<group
android:scaleX="0.44444445"
android:scaleY="0.44444445">
<path
android:fillColor="#000020"
android:pathData="M0,0h108v108h-108z"/>
<path
android:fillColor="#00FFFF"
android:pathData="M24,24h60v60h-60z"/>
<path
android:fillColor="#FF00FF"
android:pathData="M54,24h30v30h-30z"/>
</group>
</vector>

View file

@ -0,0 +1,21 @@
<?xml version="1.0" encoding="utf-8"?>
<vector xmlns:android="http://schemas.android.com/apk/res/android"
android:width="48dp"
android:height="48dp"
android:viewportWidth="108"
android:viewportHeight="108"
android:tint="#00FFFF">
<group
android:scaleX="0.44444445"
android:scaleY="0.44444445">
<path
android:fillColor="#000020"
android:pathData="M0,0h108v108h-108z"/>
<path
android:fillColor="#00FFFF"
android:pathData="M24,24h60v60h-60z"/>
<path
android:fillColor="#FF00FF"
android:pathData="M54,24h30v30h-30z"/>
</group>
</vector>

View file

@ -0,0 +1,21 @@
<?xml version="1.0" encoding="utf-8"?>
<vector xmlns:android="http://schemas.android.com/apk/res/android"
android:width="96dp"
android:height="96dp"
android:viewportWidth="108"
android:viewportHeight="108"
android:tint="#00FFFF">
<group
android:scaleX="0.8888889"
android:scaleY="0.8888889">
<path
android:fillColor="#000020"
android:pathData="M0,0h108v108h-108z"/>
<path
android:fillColor="#00FFFF"
android:pathData="M24,24h60v60h-60z"/>
<path
android:fillColor="#FF00FF"
android:pathData="M54,24h30v30h-30z"/>
</group>
</vector>

View file

@ -0,0 +1,21 @@
<?xml version="1.0" encoding="utf-8"?>
<vector xmlns:android="http://schemas.android.com/apk/res/android"
android:width="96dp"
android:height="96dp"
android:viewportWidth="108"
android:viewportHeight="108"
android:tint="#00FFFF">
<group
android:scaleX="0.8888889"
android:scaleY="0.8888889">
<path
android:fillColor="#000020"
android:pathData="M0,0h108v108h-108z"/>
<path
android:fillColor="#00FFFF"
android:pathData="M24,24h60v60h-60z"/>
<path
android:fillColor="#FF00FF"
android:pathData="M54,24h30v30h-30z"/>
</group>
</vector>

View file

@ -0,0 +1,21 @@
<?xml version="1.0" encoding="utf-8"?>
<vector xmlns:android="http://schemas.android.com/apk/res/android"
android:width="144dp"
android:height="144dp"
android:viewportWidth="108"
android:viewportHeight="108"
android:tint="#00FFFF">
<group
android:scaleX="1.3333334"
android:scaleY="1.3333334">
<path
android:fillColor="#000020"
android:pathData="M0,0h108v108h-108z"/>
<path
android:fillColor="#00FFFF"
android:pathData="M24,24h60v60h-60z"/>
<path
android:fillColor="#FF00FF"
android:pathData="M54,24h30v30h-30z"/>
</group>
</vector>

View file

@ -0,0 +1,21 @@
<?xml version="1.0" encoding="utf-8"?>
<vector xmlns:android="http://schemas.android.com/apk/res/android"
android:width="144dp"
android:height="144dp"
android:viewportWidth="108"
android:viewportHeight="108"
android:tint="#00FFFF">
<group
android:scaleX="1.3333334"
android:scaleY="1.3333334">
<path
android:fillColor="#000020"
android:pathData="M0,0h108v108h-108z"/>
<path
android:fillColor="#00FFFF"
android:pathData="M24,24h60v60h-60z"/>
<path
android:fillColor="#FF00FF"
android:pathData="M54,24h30v30h-30z"/>
</group>
</vector>

View file

@ -0,0 +1,21 @@
<?xml version="1.0" encoding="utf-8"?>
<vector xmlns:android="http://schemas.android.com/apk/res/android"
android:width="192dp"
android:height="192dp"
android:viewportWidth="108"
android:viewportHeight="108"
android:tint="#00FFFF">
<group
android:scaleX="1.7777778"
android:scaleY="1.7777778">
<path
android:fillColor="#000020"
android:pathData="M0,0h108v108h-108z"/>
<path
android:fillColor="#00FFFF"
android:pathData="M24,24h60v60h-60z"/>
<path
android:fillColor="#FF00FF"
android:pathData="M54,24h30v30h-30z"/>
</group>
</vector>

View file

@ -0,0 +1,21 @@
<?xml version="1.0" encoding="utf-8"?>
<vector xmlns:android="http://schemas.android.com/apk/res/android"
android:width="192dp"
android:height="192dp"
android:viewportWidth="108"
android:viewportHeight="108"
android:tint="#00FFFF">
<group
android:scaleX="1.7777778"
android:scaleY="1.7777778">
<path
android:fillColor="#000020"
android:pathData="M0,0h108v108h-108z"/>
<path
android:fillColor="#00FFFF"
android:pathData="M24,24h60v60h-60z"/>
<path
android:fillColor="#FF00FF"
android:pathData="M54,24h30v30h-30z"/>
</group>
</vector>

View file

@ -0,0 +1,15 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<color name="purple_200">#FFBB86FC</color>
<color name="purple_500">#FF6200EE</color>
<color name="purple_700">#FF3700B3</color>
<color name="teal_200">#FF03DAC5</color>
<color name="teal_700">#FF018786</color>
<color name="black">#FF000000</color>
<color name="white">#FFFFFFFF</color>
<color name="cyan">#FF00FFFF</color>
<color name="cyan_dark">#FF00AAAA</color>
<color name="magenta">#FFFF00FF</color>
<color name="magenta_dark">#FFAA00AA</color>
<color name="background">#FF000020</color>
</resources>

View file

@ -0,0 +1,19 @@
<resources>
<string name="app_name">3D Tetris</string>
<string name="score">Score</string>
<string name="lines">Lines</string>
<string name="level">Level</string>
<string name="pause">Pause</string>
<string name="start">Start</string>
<string name="game_over">Game Over</string>
<string name="final_score">Final Score</string>
<string name="play_again">Play Again</string>
<string name="shadow">Shadow</string>
<string name="options">Options</string>
<string name="enable_3d_effects">3D Effects</string>
<string name="enable_spin_animations">Spin Animations</string>
<string name="animation_speed">Animation Speed</string>
<string name="starting_level">Starting Level</string>
<string name="apply">Apply</string>
<string name="close">Close</string>
</resources>

View file

@ -0,0 +1,18 @@
<resources xmlns:tools="http://schemas.android.com/tools">
<style name="Theme.Tetris3D" parent="Theme.MaterialComponents.DayNight.NoActionBar">
<item name="colorPrimary">@color/cyan</item>
<item name="colorPrimaryVariant">@color/cyan_dark</item>
<item name="colorOnPrimary">@color/black</item>
<item name="colorSecondary">@color/magenta</item>
<item name="colorSecondaryVariant">@color/magenta_dark</item>
<item name="colorOnSecondary">@color/black</item>
<item name="android:statusBarColor">@color/black</item>
<item name="android:windowBackground">@color/background</item>
</style>
<style name="NumberPickerTheme">
<item name="android:textColorPrimary">@color/white</item>
<item name="android:colorControlNormal">@color/cyan</item>
<item name="android:textSize">16sp</item>
</style>
</resources>

22
android-app/build.gradle Normal file
View file

@ -0,0 +1,22 @@
// Top-level build file where you can add configuration options common to all sub-projects/modules.
buildscript {
repositories {
google()
mavenCentral()
}
dependencies {
classpath 'com.android.tools.build:gradle:8.9.0'
classpath 'org.jetbrains.kotlin:kotlin-gradle-plugin:1.8.0'
}
}
allprojects {
repositories {
google()
mavenCentral()
}
}
task clean(type: Delete) {
delete rootProject.buildDir
}

File diff suppressed because one or more lines are too long

View file

@ -0,0 +1,19 @@
# Project-wide Gradle settings.
# IDE (e.g. Android Studio) users:
# Gradle settings configured through the IDE *will override*
# any settings specified in this file.
# AndroidX package structure to make it clearer which packages are bundled with the
# Android operating system, and which are packaged with your app's APK
android.useAndroidX=true
# Enables namespacing of each library's R class so that its R class includes only the
# resources declared in the library itself and none from the library's dependencies,
# thereby reducing the size of the R class for that library
android.nonTransitiveRClass=true
# Kotlin code style for this project: "official" or "obsolete":
kotlin.code.style=official
android.defaults.buildfeatures.buildconfig=true
android.nonFinalResIds=false

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View file

@ -0,0 +1,7 @@
distributionBase=GRADLE_USER_HOME
distributionPath=wrapper/dists
distributionUrl=https\://services.gradle.org/distributions/gradle-8.11.1-bin.zip
networkTimeout=10000
validateDistributionUrl=true
zipStoreBase=GRADLE_USER_HOME
zipStorePath=wrapper/dists

252
android-app/gradlew vendored Executable file
View file

@ -0,0 +1,252 @@
#!/bin/sh
#
# Copyright © 2015-2021 the original authors.
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# https://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
#
# SPDX-License-Identifier: Apache-2.0
#
##############################################################################
#
# Gradle start up script for POSIX generated by Gradle.
#
# Important for running:
#
# (1) You need a POSIX-compliant shell to run this script. If your /bin/sh is
# noncompliant, but you have some other compliant shell such as ksh or
# bash, then to run this script, type that shell name before the whole
# command line, like:
#
# ksh Gradle
#
# Busybox and similar reduced shells will NOT work, because this script
# requires all of these POSIX shell features:
# * functions;
# * expansions «$var», «${var}», «${var:-default}», «${var+SET}»,
# «${var#prefix}», «${var%suffix}», and «$( cmd )»;
# * compound commands having a testable exit status, especially «case»;
# * various built-in commands including «command», «set», and «ulimit».
#
# Important for patching:
#
# (2) This script targets any POSIX shell, so it avoids extensions provided
# by Bash, Ksh, etc; in particular arrays are avoided.
#
# The "traditional" practice of packing multiple parameters into a
# space-separated string is a well documented source of bugs and security
# problems, so this is (mostly) avoided, by progressively accumulating
# options in "$@", and eventually passing that to Java.
#
# Where the inherited environment variables (DEFAULT_JVM_OPTS, JAVA_OPTS,
# and GRADLE_OPTS) rely on word-splitting, this is performed explicitly;
# see the in-line comments for details.
#
# There are tweaks for specific operating systems such as AIX, CygWin,
# Darwin, MinGW, and NonStop.
#
# (3) This script is generated from the Groovy template
# https://github.com/gradle/gradle/blob/HEAD/platforms/jvm/plugins-application/src/main/resources/org/gradle/api/internal/plugins/unixStartScript.txt
# within the Gradle project.
#
# You can find Gradle at https://github.com/gradle/gradle/.
#
##############################################################################
# Attempt to set APP_HOME
# Resolve links: $0 may be a link
app_path=$0
# Need this for daisy-chained symlinks.
while
APP_HOME=${app_path%"${app_path##*/}"} # leaves a trailing /; empty if no leading path
[ -h "$app_path" ]
do
ls=$( ls -ld "$app_path" )
link=${ls#*' -> '}
case $link in #(
/*) app_path=$link ;; #(
*) app_path=$APP_HOME$link ;;
esac
done
# This is normally unused
# shellcheck disable=SC2034
APP_BASE_NAME=${0##*/}
# Discard cd standard output in case $CDPATH is set (https://github.com/gradle/gradle/issues/25036)
APP_HOME=$( cd -P "${APP_HOME:-./}" > /dev/null && printf '%s
' "$PWD" ) || exit
# Use the maximum available, or set MAX_FD != -1 to use that value.
MAX_FD=maximum
warn () {
echo "$*"
} >&2
die () {
echo
echo "$*"
echo
exit 1
} >&2
# OS specific support (must be 'true' or 'false').
cygwin=false
msys=false
darwin=false
nonstop=false
case "$( uname )" in #(
CYGWIN* ) cygwin=true ;; #(
Darwin* ) darwin=true ;; #(
MSYS* | MINGW* ) msys=true ;; #(
NONSTOP* ) nonstop=true ;;
esac
CLASSPATH=$APP_HOME/gradle/wrapper/gradle-wrapper.jar
# Determine the Java command to use to start the JVM.
if [ -n "$JAVA_HOME" ] ; then
if [ -x "$JAVA_HOME/jre/sh/java" ] ; then
# IBM's JDK on AIX uses strange locations for the executables
JAVACMD=$JAVA_HOME/jre/sh/java
else
JAVACMD=$JAVA_HOME/bin/java
fi
if [ ! -x "$JAVACMD" ] ; then
die "ERROR: JAVA_HOME is set to an invalid directory: $JAVA_HOME
Please set the JAVA_HOME variable in your environment to match the
location of your Java installation."
fi
else
JAVACMD=java
if ! command -v java >/dev/null 2>&1
then
die "ERROR: JAVA_HOME is not set and no 'java' command could be found in your PATH.
Please set the JAVA_HOME variable in your environment to match the
location of your Java installation."
fi
fi
# Increase the maximum file descriptors if we can.
if ! "$cygwin" && ! "$darwin" && ! "$nonstop" ; then
case $MAX_FD in #(
max*)
# In POSIX sh, ulimit -H is undefined. That's why the result is checked to see if it worked.
# shellcheck disable=SC2039,SC3045
MAX_FD=$( ulimit -H -n ) ||
warn "Could not query maximum file descriptor limit"
esac
case $MAX_FD in #(
'' | soft) :;; #(
*)
# In POSIX sh, ulimit -n is undefined. That's why the result is checked to see if it worked.
# shellcheck disable=SC2039,SC3045
ulimit -n "$MAX_FD" ||
warn "Could not set maximum file descriptor limit to $MAX_FD"
esac
fi
# Collect all arguments for the java command, stacking in reverse order:
# * args from the command line
# * the main class name
# * -classpath
# * -D...appname settings
# * --module-path (only if needed)
# * DEFAULT_JVM_OPTS, JAVA_OPTS, and GRADLE_OPTS environment variables.
# For Cygwin or MSYS, switch paths to Windows format before running java
if "$cygwin" || "$msys" ; then
APP_HOME=$( cygpath --path --mixed "$APP_HOME" )
CLASSPATH=$( cygpath --path --mixed "$CLASSPATH" )
JAVACMD=$( cygpath --unix "$JAVACMD" )
# Now convert the arguments - kludge to limit ourselves to /bin/sh
for arg do
if
case $arg in #(
-*) false ;; # don't mess with options #(
/?*) t=${arg#/} t=/${t%%/*} # looks like a POSIX filepath
[ -e "$t" ] ;; #(
*) false ;;
esac
then
arg=$( cygpath --path --ignore --mixed "$arg" )
fi
# Roll the args list around exactly as many times as the number of
# args, so each arg winds up back in the position where it started, but
# possibly modified.
#
# NB: a `for` loop captures its iteration list before it begins, so
# changing the positional parameters here affects neither the number of
# iterations, nor the values presented in `arg`.
shift # remove old arg
set -- "$@" "$arg" # push replacement arg
done
fi
# Add default JVM options here. You can also use JAVA_OPTS and GRADLE_OPTS to pass JVM options to this script.
DEFAULT_JVM_OPTS='"-Xmx64m" "-Xms64m"'
# Collect all arguments for the java command:
# * DEFAULT_JVM_OPTS, JAVA_OPTS, JAVA_OPTS, and optsEnvironmentVar are not allowed to contain shell fragments,
# and any embedded shellness will be escaped.
# * For example: A user cannot expect ${Hostname} to be expanded, as it is an environment variable and will be
# treated as '${Hostname}' itself on the command line.
set -- \
"-Dorg.gradle.appname=$APP_BASE_NAME" \
-classpath "$CLASSPATH" \
org.gradle.wrapper.GradleWrapperMain \
"$@"
# Stop when "xargs" is not available.
if ! command -v xargs >/dev/null 2>&1
then
die "xargs is not available"
fi
# Use "xargs" to parse quoted args.
#
# With -n1 it outputs one arg per line, with the quotes and backslashes removed.
#
# In Bash we could simply go:
#
# readarray ARGS < <( xargs -n1 <<<"$var" ) &&
# set -- "${ARGS[@]}" "$@"
#
# but POSIX shell has neither arrays nor command substitution, so instead we
# post-process each arg (as a line of input to sed) to backslash-escape any
# character that might be a shell metacharacter, then use eval to reverse
# that process (while maintaining the separation between arguments), and wrap
# the whole thing up as a single "set" statement.
#
# This will of course break if any of these variables contains a newline or
# an unmatched quote.
#
eval "set -- $(
printf '%s\n' "$DEFAULT_JVM_OPTS $JAVA_OPTS $GRADLE_OPTS" |
xargs -n1 |
sed ' s~[^-[:alnum:]+,./:=@_]~\\&~g; ' |
tr '\n' ' '
)" '"$@"'
exec "$JAVACMD" "$@"

94
android-app/gradlew.bat vendored Normal file
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@ -0,0 +1,94 @@
@rem
@rem Copyright 2015 the original author or authors.
@rem
@rem Licensed under the Apache License, Version 2.0 (the "License");
@rem you may not use this file except in compliance with the License.
@rem You may obtain a copy of the License at
@rem
@rem https://www.apache.org/licenses/LICENSE-2.0
@rem
@rem Unless required by applicable law or agreed to in writing, software
@rem distributed under the License is distributed on an "AS IS" BASIS,
@rem WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
@rem See the License for the specific language governing permissions and
@rem limitations under the License.
@rem
@rem SPDX-License-Identifier: Apache-2.0
@rem
@if "%DEBUG%"=="" @echo off
@rem ##########################################################################
@rem
@rem Gradle startup script for Windows
@rem
@rem ##########################################################################
@rem Set local scope for the variables with windows NT shell
if "%OS%"=="Windows_NT" setlocal
set DIRNAME=%~dp0
if "%DIRNAME%"=="" set DIRNAME=.
@rem This is normally unused
set APP_BASE_NAME=%~n0
set APP_HOME=%DIRNAME%
@rem Resolve any "." and ".." in APP_HOME to make it shorter.
for %%i in ("%APP_HOME%") do set APP_HOME=%%~fi
@rem Add default JVM options here. You can also use JAVA_OPTS and GRADLE_OPTS to pass JVM options to this script.
set DEFAULT_JVM_OPTS="-Xmx64m" "-Xms64m"
@rem Find java.exe
if defined JAVA_HOME goto findJavaFromJavaHome
set JAVA_EXE=java.exe
%JAVA_EXE% -version >NUL 2>&1
if %ERRORLEVEL% equ 0 goto execute
echo. 1>&2
echo ERROR: JAVA_HOME is not set and no 'java' command could be found in your PATH. 1>&2
echo. 1>&2
echo Please set the JAVA_HOME variable in your environment to match the 1>&2
echo location of your Java installation. 1>&2
goto fail
:findJavaFromJavaHome
set JAVA_HOME=%JAVA_HOME:"=%
set JAVA_EXE=%JAVA_HOME%/bin/java.exe
if exist "%JAVA_EXE%" goto execute
echo. 1>&2
echo ERROR: JAVA_HOME is set to an invalid directory: %JAVA_HOME% 1>&2
echo. 1>&2
echo Please set the JAVA_HOME variable in your environment to match the 1>&2
echo location of your Java installation. 1>&2
goto fail
:execute
@rem Setup the command line
set CLASSPATH=%APP_HOME%\gradle\wrapper\gradle-wrapper.jar
@rem Execute Gradle
"%JAVA_EXE%" %DEFAULT_JVM_OPTS% %JAVA_OPTS% %GRADLE_OPTS% "-Dorg.gradle.appname=%APP_BASE_NAME%" -classpath "%CLASSPATH%" org.gradle.wrapper.GradleWrapperMain %*
:end
@rem End local scope for the variables with windows NT shell
if %ERRORLEVEL% equ 0 goto mainEnd
:fail
rem Set variable GRADLE_EXIT_CONSOLE if you need the _script_ return code instead of
rem the _cmd.exe /c_ return code!
set EXIT_CODE=%ERRORLEVEL%
if %EXIT_CODE% equ 0 set EXIT_CODE=1
if not ""=="%GRADLE_EXIT_CONSOLE%" exit %EXIT_CODE%
exit /b %EXIT_CODE%
:mainEnd
if "%OS%"=="Windows_NT" endlocal
:omega

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@ -0,0 +1,8 @@
## This file must *NOT* be checked into Version Control Systems,
# as it contains information specific to your local configuration.
#
# Location of the SDK. This is only used by Gradle.
# For customization when using a Version Control System, please read the
# header note.
#Tue Mar 25 23:36:25 EDT 2025
sdk.dir=/home/corey/Android/Sdk

View file

@ -0,0 +1,2 @@
rootProject.name = "Tetris3D"
include ':app'

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