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() private val nextBag = mutableListOf() // 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>): 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> { 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> { return pieces[currentPiece][currentRotation] } fun getNextPieceArray(): Array> { 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 }