glimmer_tetris 1.0.0
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- checksums.yaml +7 -0
- data/LICENSE.txt +20 -0
- data/README.md +34 -0
- data/VERSION +1 -0
- data/app/glimmer_tetris.rb +42 -0
- data/app/glimmer_tetris/launch.rb +3 -0
- data/app/glimmer_tetris/model/block.rb +48 -0
- data/app/glimmer_tetris/model/game.rb +306 -0
- data/app/glimmer_tetris/model/past_game.rb +39 -0
- data/app/glimmer_tetris/model/tetromino.rb +329 -0
- data/app/glimmer_tetris/view/app_view.rb +148 -0
- data/app/glimmer_tetris/view/block.rb +39 -0
- data/app/glimmer_tetris/view/high_score_dialog.rb +124 -0
- data/app/glimmer_tetris/view/playfield.rb +57 -0
- data/app/glimmer_tetris/view/score_lane.rb +81 -0
- data/app/glimmer_tetris/view/tetris_menu_bar.rb +142 -0
- data/bin/generate_app_icon.rb +35 -0
- data/bin/glimmer_tetris +13 -0
- data/config/warble.rb +183 -0
- data/package/linux/Glimmer Tetris.png +0 -0
- data/package/macosx/Glimmer Tetris.icns +0 -0
- data/package/windows/Glimmer Tetris.ico +0 -0
- data/vendor/jars/org/yaml/snakeyaml/1.28/snakeyaml-1.28.jar +0 -0
- metadata +153 -0
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# Copyright (c) 2021 Andy Maleh
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#
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# Permission is hereby granted, free of charge, to any person obtaining
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# a copy of this software and associated documentation files (the
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# "Software"), to deal in the Software without restriction, including
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# without limitation the rights to use, copy, modify, merge, publish,
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# distribute, sublicense, and/or sell copies of the Software, and to
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# permit persons to whom the Software is furnished to do so, subject to
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# the following conditions:
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#
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# The above copyright notice and this permission notice shall be
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# included in all copies or substantial portions of the Software.
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#
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# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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# EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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# MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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# NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
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# LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
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# OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
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# WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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class GlimmerTetris
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module Model
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class PastGame
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attr_accessor :name, :score, :lines, :level
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def initialize(name, score, lines, level)
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@name = name
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@score = score.to_i
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@lines = lines.to_i
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@level = level.to_i
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end
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def to_a
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[@name, @score, @lines, @level]
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end
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end
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end
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end
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# Copyright (c) 2021 Andy Maleh
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#
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# Permission is hereby granted, free of charge, to any person obtaining
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# a copy of this software and associated documentation files (the
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# "Software"), to deal in the Software without restriction, including
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# without limitation the rights to use, copy, modify, merge, publish,
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# distribute, sublicense, and/or sell copies of the Software, and to
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# permit persons to whom the Software is furnished to do so, subject to
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# the following conditions:
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#
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# The above copyright notice and this permission notice shall be
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# included in all copies or substantial portions of the Software.
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#
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# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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# EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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# MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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# NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
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# LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
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# OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
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# WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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require_relative 'block'
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require 'matrix'
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class GlimmerTetris
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module Model
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class Tetromino
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ORIENTATIONS = [:north, :east, :south, :west]
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LETTER_COLORS = {
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I: :cyan,
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J: :blue,
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L: :dark_yellow,
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O: :yellow,
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S: :green,
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T: :magenta,
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Z: :red,
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}
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attr_reader :game, :letter, :preview
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alias preview? preview
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attr_accessor :orientation, :blocks, :row, :column
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def initialize(game)
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@game = game
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@letter = LETTER_COLORS.keys.sample
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@orientation = :north
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@blocks = default_blocks
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@preview = true
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new_row = 0
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new_column = (Model::Game::PREVIEW_PLAYFIELD_WIDTH - width)/2
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update_playfield(new_row, new_column)
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end
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def playfield
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@preview ? game.preview_playfield : game.playfield
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end
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def launch!
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remove_from_playfield
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@preview = false
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new_row = 1 - height
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new_column = (game.playfield_width - width)/2
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update_playfield(new_row, new_column)
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game.tetrominoes << self
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end
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def update_playfield(new_row = nil, new_column = nil)
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remove_from_playfield
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if !new_row.nil? && !new_column.nil?
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@row = new_row
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@column = new_column
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add_to_playfield
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end
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end
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def add_to_playfield
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update_playfield_block do |playfield_row, playfield_column, row_index, column_index|
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playfield[playfield_row][playfield_column].color = blocks[row_index][column_index].color if playfield_row >= 0 && playfield[playfield_row][playfield_column]&.clear? && !blocks[row_index][column_index].clear? && playfield[playfield_row][playfield_column].color != blocks[row_index][column_index].color
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end
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end
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def remove_from_playfield
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return if @row.nil? || @column.nil?
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update_playfield_block do |playfield_row, playfield_column, row_index, column_index|
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playfield[playfield_row][playfield_column].clear if playfield_row >= 0 && !blocks[row_index][column_index].clear? && playfield[playfield_row][playfield_column]&.color == color
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end
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end
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def stopped?
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return true if @stopped || @preview
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playfield_remaining_heights = game.playfield_remaining_heights(self)
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result = bottom_most_blocks.any? do |bottom_most_block|
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playfield_column = @column + bottom_most_block[:column_index]
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playfield_remaining_heights[playfield_column] &&
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@row + bottom_most_block[:row_index] >= playfield_remaining_heights[playfield_column] - 1
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end
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if result && !game.hypothetical?
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@stopped = result
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game.consider_eliminating_lines
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@game.consider_adding_tetromino
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end
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result
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end
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# Returns bottom-most blocks of a tetromino, which could be from multiple rows depending on shape (e.g. T)
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def bottom_most_blocks
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width.times.map do |column_index|
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row_blocks_with_row_index = @blocks.each_with_index.to_a.reverse.detect do |row_blocks, row_index|
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!row_blocks[column_index].clear?
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end
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bottom_most_block = row_blocks_with_row_index[0][column_index]
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bottom_most_block_row = row_blocks_with_row_index[1]
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{
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block: bottom_most_block,
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row_index: bottom_most_block_row,
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column_index: column_index
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}
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end
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end
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def bottom_most_block_for_column(column)
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bottom_most_blocks.detect {|bottom_most_block| (@column + bottom_most_block[:column_index]) == column}
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end
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def right_blocked?
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(@column == game.playfield_width - width) ||
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right_most_blocks.any? { |right_most_block|
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(@row + right_most_block[:row_index]) >= 0 &&
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playfield[@row + right_most_block[:row_index]][@column + right_most_block[:column_index] + 1].occupied?
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}
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end
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# Returns right-most blocks of a tetromino, which could be from multiple columns depending on shape (e.g. T)
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def right_most_blocks
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@blocks.each_with_index.map do |row_blocks, row_index|
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column_block_with_column_index = row_blocks.each_with_index.to_a.reverse.detect do |column_block, column_index|
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!column_block.clear?
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end
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if column_block_with_column_index
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right_most_block = column_block_with_column_index[0]
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{
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block: right_most_block,
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row_index: row_index,
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column_index: column_block_with_column_index[1]
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}
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end
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end.compact
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end
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def left_blocked?
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(@column == 0) ||
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left_most_blocks.any? { |left_most_block|
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(@row + left_most_block[:row_index]) >= 0 &&
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playfield[@row + left_most_block[:row_index]][@column + left_most_block[:column_index] - 1].occupied?
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}
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end
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# Returns right-most blocks of a tetromino, which could be from multiple columns depending on shape (e.g. T)
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def left_most_blocks
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@blocks.each_with_index.map do |row_blocks, row_index|
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column_block_with_column_index = row_blocks.each_with_index.to_a.detect do |column_block, column_index|
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!column_block.clear?
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end
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if column_block_with_column_index
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left_most_block = column_block_with_column_index[0]
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{
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block: left_most_block,
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row_index: row_index,
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column_index: column_block_with_column_index[1]
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}
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end
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end.compact
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end
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def width
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@blocks[0].size
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end
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def height
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@blocks.size
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end
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def down!(instant: false)
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launch! if preview?
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unless stopped?
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block_count = 1
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if instant
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remaining_height, bottom_touching_block = remaining_height_and_bottom_touching_block
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block_count = remaining_height - @row
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end
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new_row = @row + block_count
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update_playfield(new_row, @column)
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end
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end
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def left!
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unless left_blocked?
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new_column = @column - 1
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update_playfield(@row, new_column)
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end
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end
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def right!
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unless right_blocked?
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new_column = @column + 1
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update_playfield(@row, new_column)
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end
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end
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# Rotate in specified direcation, which can be :right (clockwise) or :left (counterclockwise)
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def rotate!(direction)
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return if stopped?
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can_rotate = nil
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new_blocks = nil
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game.hypothetical do
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hypothetical_rotated_tetromino = hypothetical_tetromino
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new_blocks = hypothetical_rotated_tetromino.rotate_blocks(direction)
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can_rotate = !hypothetical_rotated_tetromino.stopped? && !hypothetical_rotated_tetromino.right_blocked? && !hypothetical_rotated_tetromino.left_blocked?
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end
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if can_rotate
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remove_from_playfield
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self.orientation = ORIENTATIONS[ORIENTATIONS.rotate(direction == :right ? -1 : 1).index(@orientation)]
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self.blocks = new_blocks
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update_playfield(@row, @column)
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end
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rescue => e
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puts e.full_message
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end
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def rotate_blocks(direction)
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new_blocks = Matrix[*@blocks].transpose.to_a
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if direction == :right
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new_blocks = new_blocks.map(&:reverse)
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else
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new_blocks = new_blocks.reverse
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end
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Matrix[*new_blocks].to_a
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end
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def hypothetical_tetromino
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clone.tap do |hypo_clone|
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remove_from_playfield
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hypo_clone.blocks = @blocks.map do |row_blocks|
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row_blocks.map do |column_block|
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column_block.clone
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end
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end
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end
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end
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def remaining_height_and_bottom_touching_block
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playfield_remaining_heights = game.playfield_remaining_heights(self)
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bottom_most_blocks.map do |bottom_most_block|
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playfield_column = @column + bottom_most_block[:column_index]
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[playfield_remaining_heights[playfield_column] - (bottom_most_block[:row_index] + 1), bottom_most_block]
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end.min_by(&:first)
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end
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def default_blocks
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case @letter
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when :I
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[
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[block, block, block, block]
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]
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when :J
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[
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[block, block, block],
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[empty, empty, block],
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]
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when :L
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[
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[block, block, block],
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[block, empty, empty],
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]
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when :O
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[
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[block, block],
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[block, block],
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]
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when :S
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[
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[empty, block, block],
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[block, block, empty],
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]
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when :T
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[
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[block, block, block],
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[empty, block, empty],
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]
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when :Z
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[
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[block, block, empty],
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[empty, block, block],
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]
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end
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end
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def color
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LETTER_COLORS[@letter]
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end
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def include_block?(block)
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@blocks.flatten.include?(block)
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end
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private
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def block
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Block.new(color)
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end
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def empty
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Block.new
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end
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+
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def update_playfield_block(&updater)
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@row.upto(@row + height - 1) do |playfield_row|
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+
@column.upto(@column + width - 1) do |playfield_column|
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+
row_index = playfield_row - @row
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+
column_index = playfield_column - @column
|
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+
updater.call(playfield_row, playfield_column, row_index, column_index)
|
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|
+
end
|
325
|
+
end
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+
end
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end
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+
end
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+
end
|
@@ -0,0 +1,148 @@
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1
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+
# Copyright (c) 2021 Andy Maleh
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#
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# Permission is hereby granted, free of charge, to any person obtaining
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# a copy of this software and associated documentation files (the
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# "Software"), to deal in the Software without restriction, including
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# without limitation the rights to use, copy, modify, merge, publish,
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# distribute, sublicense, and/or sell copies of the Software, and to
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# permit persons to whom the Software is furnished to do so, subject to
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# the following conditions:
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#
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# The above copyright notice and this permission notice shall be
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# included in all copies or substantial portions of the Software.
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#
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+
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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+
# EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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+
# MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
|
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+
# NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
|
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+
# LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
|
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+
# OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
|
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# WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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+
|
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+
require_relative '../model/game'
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+
|
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+
require_relative 'playfield'
|
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+
require_relative 'score_lane'
|
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|
+
require_relative 'high_score_dialog'
|
27
|
+
require_relative 'tetris_menu_bar'
|
28
|
+
|
29
|
+
class GlimmerTetris
|
30
|
+
module View
|
31
|
+
class AppView
|
32
|
+
include Glimmer::UI::CustomShell
|
33
|
+
|
34
|
+
attr_reader :game
|
35
|
+
|
36
|
+
before_body {
|
37
|
+
@mutex = Mutex.new
|
38
|
+
@game = Model::Game.new
|
39
|
+
|
40
|
+
@game.configure_beeper do
|
41
|
+
display.beep
|
42
|
+
end
|
43
|
+
|
44
|
+
Display.app_name = 'Glimmer Tetris'
|
45
|
+
|
46
|
+
display {
|
47
|
+
on_swt_keydown { |key_event|
|
48
|
+
case key_event.keyCode
|
49
|
+
when swt(:arrow_down), 's'.bytes.first
|
50
|
+
game.down! if OS.mac?
|
51
|
+
when swt(:arrow_up)
|
52
|
+
case game.up_arrow_action
|
53
|
+
when :instant_down
|
54
|
+
game.down!(instant: true)
|
55
|
+
when :rotate_right
|
56
|
+
game.rotate!(:right)
|
57
|
+
when :rotate_left
|
58
|
+
game.rotate!(:left)
|
59
|
+
end
|
60
|
+
when swt(:arrow_left), 'a'.bytes.first
|
61
|
+
game.left!
|
62
|
+
when swt(:arrow_right), 'd'.bytes.first
|
63
|
+
game.right!
|
64
|
+
when swt(:shift), swt(:alt)
|
65
|
+
if key_event.keyLocation == swt(:right) # right shift key
|
66
|
+
game.rotate!(:right)
|
67
|
+
elsif key_event.keyLocation == swt(:left) # left shift key
|
68
|
+
game.rotate!(:left)
|
69
|
+
end
|
70
|
+
end
|
71
|
+
}
|
72
|
+
|
73
|
+
# if running in app mode, set the Mac app about dialog (ignored in platforms)
|
74
|
+
on_about {
|
75
|
+
show_about_dialog
|
76
|
+
}
|
77
|
+
|
78
|
+
on_quit {
|
79
|
+
exit(0)
|
80
|
+
}
|
81
|
+
}
|
82
|
+
}
|
83
|
+
|
84
|
+
after_body {
|
85
|
+
observe(@game, :game_over) do |game_over|
|
86
|
+
if game_over
|
87
|
+
show_high_score_dialog
|
88
|
+
else
|
89
|
+
start_moving_tetrominos_down
|
90
|
+
end
|
91
|
+
end
|
92
|
+
observe(@game, :show_high_scores) do |show_high_scores|
|
93
|
+
if show_high_scores
|
94
|
+
show_high_score_dialog
|
95
|
+
else
|
96
|
+
@high_score_dialog.close unless @high_score_dialog.nil? || @high_score_dialog.disposed? || !@high_score_dialog.visible?
|
97
|
+
end
|
98
|
+
end
|
99
|
+
@game.start!
|
100
|
+
}
|
101
|
+
|
102
|
+
body {
|
103
|
+
shell(:no_resize) {
|
104
|
+
grid_layout 2, false
|
105
|
+
text 'Glimmer Tetris'
|
106
|
+
minimum_size 475, 500
|
107
|
+
|
108
|
+
tetris_menu_bar(game: @game)
|
109
|
+
|
110
|
+
playfield(game_playfield: @game.playfield, playfield_width: Model::Game::PLAYFIELD_WIDTH, playfield_height: Model::Game::PLAYFIELD_HEIGHT)
|
111
|
+
|
112
|
+
score_lane(game: @game) {
|
113
|
+
layout_data(:fill, :fill, true, true)
|
114
|
+
}
|
115
|
+
}
|
116
|
+
}
|
117
|
+
|
118
|
+
def start_moving_tetrominos_down
|
119
|
+
Thread.new do
|
120
|
+
@mutex.synchronize do
|
121
|
+
loop do
|
122
|
+
time = Time.now
|
123
|
+
sleep @game.delay
|
124
|
+
break if @game.game_over? || body_root.disposed?
|
125
|
+
# ensure entire game tetromino down movement happens as one GUI update event with sync_exec (to avoid flicker/stutter)
|
126
|
+
sync_exec {
|
127
|
+
@game.down! unless @game.paused?
|
128
|
+
}
|
129
|
+
end
|
130
|
+
end
|
131
|
+
end
|
132
|
+
end
|
133
|
+
|
134
|
+
def show_high_score_dialog
|
135
|
+
return if @high_score_dialog&.visible?
|
136
|
+
@high_score_dialog = high_score_dialog(parent_shell: body_root, game: @game) if @high_score_dialog.nil? || @high_score_dialog.disposed?
|
137
|
+
@high_score_dialog.show
|
138
|
+
end
|
139
|
+
|
140
|
+
def show_about_dialog
|
141
|
+
message_box {
|
142
|
+
text 'Glimmer Tetris'
|
143
|
+
message "Glimmer Tetris\n\nGlimmer DSL for SWT Sample\n\nCopyright (c) 2021 Andy Maleh"
|
144
|
+
}.open
|
145
|
+
end
|
146
|
+
end
|
147
|
+
end
|
148
|
+
end
|