tetris-3d/android-app/app/src/main/java/com/tetris3d/game/TetrisGame.kt

967 lines
No EOL
32 KiB
Kotlin

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
// Refresh interval for animations
const val REFRESH_INTERVAL = 16L // ~60fps
}
// 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()
// If a line clear effect is in progress, wait for it to complete
// The view will handle updating and completing the animation
if (lineClearEffect) {
gameHandler.postDelayed(this, REFRESH_INTERVAL)
return
}
// Move the current piece down
if (!moveDown()) {
// If can't move down, lock the piece
lockPiece()
clearRows()
// If a line clear effect started, wait for next frame
if (lineClearEffect) {
gameHandler.postDelayed(this, REFRESH_INTERVAL)
return
}
// Otherwise, continue with creating a new piece
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 line clear animation started, return and let the game loop handle it
if (lineClearEffect) {
return true
}
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 flip the piece vertically
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 mirror the piece vertically
if (rotation3DX % (maxRotation3D / 2) == 1) {
// Create a vertically mirrored version of the current piece
val currentPattern = getCurrentPieceArray()
val rows = currentPattern.size
val cols = if (rows > 0) currentPattern[0].size else 0
val mirroredPattern = Array(rows) { r -> Array(cols) { c -> currentPattern[rows - 1 - r][c] } }
// Check if the mirrored position is valid
if (!checkCollision(currentX, currentY, mirroredPattern)) {
// Replace the current rotation with the mirrored pattern
// Since we don't actually modify the pieces, simulate this by finding a rotation
// that most closely resembles the mirrored pattern, if one exists
// For symmetrical pieces like O, this may not change anything
val pieceVariants = pieces[currentPiece]
for (i in pieceVariants.indices) {
if (patternsAreEquivalent(mirroredPattern, pieceVariants[i])) {
currentRotation = i
return true
}
}
// If no matching rotation found, just use regular rotation as fallback
return rotate()
} else {
// Try wall kicks with the mirrored pattern
// Try moving right
if (!checkCollision(currentX + 1, currentY, mirroredPattern)) {
currentX++
// Find equivalent rotation
val pieceVariants = pieces[currentPiece]
for (i in pieceVariants.indices) {
if (patternsAreEquivalent(mirroredPattern, pieceVariants[i])) {
currentRotation = i
return true
}
}
return rotate()
}
// Try moving left
if (!checkCollision(currentX - 1, currentY, mirroredPattern)) {
currentX--
// Find equivalent rotation
val pieceVariants = pieces[currentPiece]
for (i in pieceVariants.indices) {
if (patternsAreEquivalent(mirroredPattern, pieceVariants[i])) {
currentRotation = i
return true
}
}
return rotate()
}
// Try moving up
if (!checkCollision(currentX, currentY - 1, mirroredPattern)) {
currentY--
// Find equivalent rotation
val pieceVariants = pieces[currentPiece]
for (i in pieceVariants.indices) {
if (patternsAreEquivalent(mirroredPattern, pieceVariants[i])) {
currentRotation = i
return true
}
}
return rotate()
}
// If all fails, don't change the actual piece, just visual effect
}
}
// 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 flip the piece horizontally
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 mirror the piece horizontally
if (rotation3DY % (maxRotation3D / 2) == 1) {
// Create a horizontally mirrored version of the current piece
val currentPattern = getCurrentPieceArray()
val rows = currentPattern.size
val cols = if (rows > 0) currentPattern[0].size else 0
val mirroredPattern = Array(rows) { r -> Array(cols) { c -> currentPattern[r][cols - 1 - c] } }
// Try to find an equivalent pattern in any piece type
// This allows for pieces to transform into different piece types when mirrored
for (pieceType in 0 until pieces.size) {
val pieceVariants = pieces[pieceType]
for (rotation in pieceVariants.indices) {
// Check if this variant matches our mirrored pattern
if (patternsAreEquivalent(mirroredPattern, pieceVariants[rotation])) {
// Transform into this piece type with this rotation
currentPiece = pieceType
currentRotation = rotation
currentColor = colors[currentPiece]
return true
}
}
}
// If no exact match was found, find the most similar pattern
var bestPieceType = -1
var bestRotation = -1
var bestScore = -1
for (pieceType in 0 until pieces.size) {
val pieceVariants = pieces[pieceType]
for (rotation in pieceVariants.indices) {
val score = patternMatchScore(mirroredPattern, pieceVariants[rotation])
if (score > bestScore) {
bestScore = score
bestPieceType = pieceType
bestRotation = rotation
}
}
}
// If we found a reasonable match
if (bestScore > 0) {
// If this is a collision-free position, perform the transformation
if (!checkCollision(currentX, currentY, pieces[bestPieceType][bestRotation])) {
currentPiece = bestPieceType
currentRotation = bestRotation
currentColor = colors[currentPiece]
return true
} else {
// Try wall kicks with the new piece
// Try moving right
if (!checkCollision(currentX + 1, currentY, pieces[bestPieceType][bestRotation])) {
currentX++
currentPiece = bestPieceType
currentRotation = bestRotation
currentColor = colors[currentPiece]
return true
}
// Try moving left
if (!checkCollision(currentX - 1, currentY, pieces[bestPieceType][bestRotation])) {
currentX--
currentPiece = bestPieceType
currentRotation = bestRotation
currentColor = colors[currentPiece]
return true
}
// Try moving up
if (!checkCollision(currentX, currentY - 1, pieces[bestPieceType][bestRotation])) {
currentY--
currentPiece = bestPieceType
currentRotation = bestRotation
currentColor = colors[currentPiece]
return true
}
}
}
// If we couldn't find a good transformation, just do a regular rotation
// as a fallback to ensure some response to the user's action
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
}
// 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
}
}
}
}
}
// Line clearing animation properties
private var lineClearEffect = false
private var clearedRows = mutableListOf<Int>()
private var lineClearProgress = 0f
private val maxLineClearDuration = 0.5f // In seconds
private var lineClearStartTime = 0L
// Getter for line clear effect
fun isLineClearEffect(): Boolean = lineClearEffect
// Get the cleared rows for animation
fun getClearedRows(): List<Int> = clearedRows
// Get line clear animation progress (0-1)
fun getLineClearProgress(): Float = lineClearProgress
private fun clearRows() {
clearedRows.clear()
// First pass: identify full rows
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) {
clearedRows.add(r)
}
}
// If we have cleared rows, start the animation
if (clearedRows.isNotEmpty()) {
lineClearEffect = true
lineClearProgress = 0f
lineClearStartTime = System.currentTimeMillis()
// The actual row clearing will be done when the animation completes
// This is handled in the updateLineClear method
// The rows are still part of the board during animation but will be
// displayed with a special effect by the view
} else {
// No rows to clear, continue with normal gameplay
return
}
// Mark the start of the animation
// The actual row clearance will happen after the animation
}
// Update line clear animation
fun updateLineClear(): Boolean {
if (!lineClearEffect) return false
// Calculate progress based on elapsed time
val elapsedTime = (System.currentTimeMillis() - lineClearStartTime) / 1000f
lineClearProgress = (elapsedTime / maxLineClearDuration).coerceIn(0f, 1f)
// If animation is complete, apply the row clearing
if (lineClearProgress >= 1f) {
// Actually clear the rows and update score
completeLineClear()
// Reset animation state
lineClearEffect = false
lineClearProgress = 0f
return true
}
return false
}
// Complete the line clearing after animation
private fun completeLineClear() {
val linesCleared = clearedRows.size
// Process cleared rows in descending order to avoid index issues
val sortedRows = clearedRows.sortedDescending()
for (row in sortedRows) {
// Move all rows above down
for (y in row 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
}
}
// 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
// Helper function to check if two patterns are equivalent (ignoring empty space)
private fun patternsAreEquivalent(pattern1: Array<Array<Int>>, pattern2: Array<Array<Int>>): Boolean {
// Quick check for size match
if (pattern1.size != pattern2.size) return false
if (pattern1.isEmpty() || pattern2.isEmpty()) return pattern1.isEmpty() && pattern2.isEmpty()
if (pattern1[0].size != pattern2[0].size) return false
// Check if cells with 1s match in both patterns
for (r in pattern1.indices) {
for (c in pattern1[r].indices) {
if (pattern1[r][c] != pattern2[r][c]) {
return false
}
}
}
return true
}
// Helper function to score how well two patterns match (higher score = better match)
private fun patternMatchScore(pattern1: Array<Array<Int>>, pattern2: Array<Array<Int>>): Int {
// Quick check for size match
if (pattern1.size != pattern2.size) return 0
if (pattern1.isEmpty() || pattern2.isEmpty()) return if (pattern1.isEmpty() && pattern2.isEmpty()) 1 else 0
if (pattern1[0].size != pattern2[0].size) return 0
// Count matching cells
var matchCount = 0
for (r in pattern1.indices) {
for (c in pattern1[r].indices) {
if (pattern1[r][c] == pattern2[r][c]) {
matchCount++
}
}
}
return matchCount
}
}