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Jumlah posting : 150 Age : 39 Lokasi : Banda Aceh, NAD Registration date : 07.06.08
| Subyek: Membuat game tetris dengan vfp Sat Jun 07, 2008 11:49 pm | |
| Bagi anda yang suka pemrograman vfp, nie ada coding untuk membuat game tetris.. ini saya dapet dari website tetangga (udeh lupa alamatnya).. Selamat menikmati, file ini disimpan dalam program.. terus tinggal runing aja, jadi deh gamenya.. - Code:
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PUBLIC ff ff = CreateObject('frm') ff.visible = .T. RETURN
#DEFINE tetris 4 #DEFINE c0 128 && color constant #DEFINE c1 196 && color constant #DEFINE sqee_width 20 #DEFINE sqee_height 20 #DEFINE bucketWidth 12 #DEFINE bucketHeight 24 #DEFINE dropInterval 200 && millisecond #DEFINE keyLeft 19 #DEFINE keyRight 4 #DEFINE keyDrop 32 #DEFINE keyRotate 5
DEFINE CLASS sqee As Shape Owner = 0 && (0)empty, (1)debris, all others - Figure.Mode Width = sqee_width Height = sqee_height BorderColor = RGB (240,240,255) BackColor = RGB(255,255,255) ENDDEFINE
DEFINE CLASS figure As Custom DIMEN arrX [tetris] DIMEN arrY [tetris] dY = 1 dX = 1 mode = 0 main = .F. BackColor = 0 turned_counter = 0 turned_counter_dy = 0 turned_counter_dx = 0 turned_clockwise = 0 turned_clockwise_dy = 0 turned_clockwise_dx = 0 PROCEDURE init THIS.BackColor = THIS.get_color() THIS.after_init ENDPROC PROCEDURE assign_neighbours (tl, tly, tlx, tr, try, trx) THIS.turned_counter = tl THIS.turned_counter_dy = tly THIS.turned_counter_dx = tlx THIS.turned_clockwise = tr THIS.turned_clockwise_dy = try THIS.turned_clockwise_dx = trx ENDPROC
PROCEDURE init_arr (y1,x1, y2,x2, y3,x3, y4,x4) THIS.arrX [1] = x1 THIS.arrX [2] = x2 THIS.arrX [3] = x3 THIS.arrX [4] = x4 THIS.arrY [1] = y1 THIS.arrY [2] = y2 THIS.arrY [3] = y3 THIS.arrY [4] = y4 ENDPROC PROCEDURE reset_figure STORE 1 TO THIS.dY, THIS.dX ENDPROC FUNCTION get_color () DO CASE CASE INLIST (THIS.mode, 1,11) RETURN RGB (c1,c0,c0) CASE THIS.mode = 2 RETURN RGB (c1,c1,c0) CASE INLIST (THIS.mode, 3,31,32,33) RETURN RGB (c1,c0,c1) CASE INLIST (THIS.mode, 4,41) RETURN RGB (c0,c1,c1) CASE INLIST (THIS.mode, 5,51) RETURN RGB (c0,c1,c0) CASE INLIST (THIS.mode, 6,61,62,63) RETURN RGB (c0,c0,c1) CASE INLIST (THIS.mode, 7,71,72,73) RETURN RGB (c0,c0,c0) OTHER RETURN RGB (c1,c1,c1) ENDCASE ENDFUNC PROCEDURE set_state (numColor, numOwner) LOCAL ii FOR ii=1 TO tetris WITH ThisForm.d.arr [ THIS.dY+THIS.arrY[ii], THIS.dX+THIS.arrX[ii] ] .BackColor = numColor .Owner = numOwner ENDWITH ENDFOR ENDPROC PROCEDURE set_visible THIS.set_state (THIS.BackColor, THIS.mode) ENDPROC PROCEDURE set_free THIS.set_state (THIS.Parent.BackColor, 0) ENDPROC
PROCEDURE set_debris THIS.set_state (THIS.BackColor, -1) ENDPROC
PROCEDURE set_owner (numOwner) LOCAL ii FOR ii=1 TO tetris WITH ThisForm.d.arr [ THIS.dY+THIS.arrY[ii], THIS.dX+THIS.arrX[ii] ] .Owner = numOwner ENDWITH ENDFOR ENDPROC PROCEDURE conflict (dY,dX, allowedMode) LOCAL ii FOR ii=1 TO tetris IF Not (BETW(dY+THIS.dY+THIS.arrY[ii], 1, bucketHeight); And BETW(dX+THIS.dX+THIS.arrX[ii], 1, bucketWidth)) RETURN .T. ENDIF
WITH ThisForm.d.arr [ dY+THIS.dY+THIS.arrY[ii], dX+THIS.dX+THIS.arrX[ii] ] IF Not (.Owner=0 Or .Owner=THIS.mode Or .Owner=allowedMode) RETURN .T. ENDIF ENDWITH ENDFOR RETURN .F. ENDPROC FUNCTION move_ (dY,dX) IF THIS.Conflict (dY,dX,0) RETURN .F. ELSE THIS.set_free THIS.dY = THIS.dY + dY THIS.dX = THIS.dX + dX THIS.set_visible RETURN .T. ENDIF ENDPROC PROCEDURE move_down RETURN THIS.move_ (1,0) ENDPROC
PROCEDURE move_left RETURN THIS.move_ (0,-1) ENDPROC
PROCEDURE move_right RETURN THIS.move_ (0,1) ENDPROC ENDDEFINE
DEFINE CLASS f1 As figure && vertical stick mode = 1 main = .T. PROCEDURE after_init THIS.init_arr (0,0, 1,0, 2,0, 3,0) THIS.assign_neighbours (11,2,-1, 11,2,-2) ENDPROC ENDDEFINE
DEFINE CLASS f11 As figure && horizontal stick mode = 11 main = .F. PROCEDURE after_init THIS.init_arr (0,0, 0,1, 0,2, 0,3) THIS.assign_neighbours (1,-2,1, 1,-2,2) ENDPROC ENDDEFINE
DEFINE CLASS f2 As figure && square mode = 2 main = .T. PROCEDURE after_init THIS.init_arr (0,0, 0,1, 1,0, 1,1) THIS.assign_neighbours (2,0,0, 2,0,0) ENDPROC ENDDEFINE
DEFINE CLASS f3 As figure && t-bone mode = 3 main = .T. PROCEDURE after_init THIS.init_arr (0,0, 0,1, 0,2, 1,1) THIS.assign_neighbours (32,0,0, 31,0,0) ENDPROC ENDDEFINE
DEFINE CLASS f31 As figure && t-bone rotated mode = 31 main = .F. PROCEDURE after_init THIS.init_arr (0,0, 1,0, 2,0, 1,1) THIS.assign_neighbours (3,0,0, 33,0,0) ENDPROC ENDDEFINE
DEFINE CLASS f32 As figure && t-bone rotated mode = 32 main = .F. PROCEDURE after_init THIS.init_arr (0,1, 1,1, 2,1, 1,0) THIS.assign_neighbours (33,0,0, 3,0,0) ENDPROC ENDDEFINE
DEFINE CLASS f33 As figure && t-bone rotated mode = 33 main = .F. PROCEDURE after_init THIS.init_arr (1,0, 1,1, 1,2, 0,1) THIS.assign_neighbours (31,0,0, 32,0,0) ENDPROC ENDDEFINE
DEFINE CLASS f4 As figure && zed1 mode = 4 main = .T. PROCEDURE after_init THIS.init_arr (0,0, 0,1, 1,1, 1,2) THIS.assign_neighbours (41,0,0, 41,0,0) ENDPROC ENDDEFINE
DEFINE CLASS f41 As figure && zed1 rotated mode = 41 main = .F. PROCEDURE after_init THIS.init_arr (2,0, 1,0, 1,1, 0,1) THIS.assign_neighbours (4,0,0, 4,0,0) ENDPROC ENDDEFINE
DEFINE CLASS f5 As figure && zed2 mode = 5 main = .T. PROCEDURE after_init THIS.init_arr (1,0, 1,1, 0,1, 0,2) THIS.assign_neighbours (51,0,0, 51,0,0) ENDPROC ENDDEFINE
DEFINE CLASS f51 As figure && zed2 rotated mode = 51 main = .F. PROCEDURE after_init THIS.init_arr (0,0, 1,0, 1,1, 2,1) THIS.assign_neighbours (5,0,0, 5,0,0) ENDPROC ENDDEFINE
DEFINE CLASS f6 As figure && scrap1 mode = 6 main = .T. PROCEDURE after_init THIS.init_arr (0,0, 1,0, 2,0, 0,1) THIS.assign_neighbours (62,0,0, 61,0,0) ENDPROC ENDDEFINE
DEFINE CLASS f61 As figure && scrap1 rotated mode = 61 main = .F. PROCEDURE after_init THIS.init_arr (1,0, 1,1, 1,2, 0,0) THIS.assign_neighbours (6,0,0, 63,0,0) ENDPROC ENDDEFINE
DEFINE CLASS f62 As figure && scrap1 rotated mode = 62 main = .F. PROCEDURE after_init THIS.init_arr (0,0, 0,1, 0,2, 1,2) THIS.assign_neighbours (63,0,0, 6,0,0) ENDPROC ENDDEFINE
DEFINE CLASS f63 As figure && scrap1 rotated mode = 63 main = .F. PROCEDURE after_init THIS.init_arr (0,1, 1,1, 2,1, 2,0) THIS.assign_neighbours (61,0,0, 62,0,0) ENDPROC ENDDEFINE
DEFINE CLASS f7 As figure && scrap2 mode = 7 main = .T. PROCEDURE after_init THIS.init_arr (0,0, 0,1, 1,1, 2,1) THIS.assign_neighbours (72,0,0, 71,0,0) ENDPROC ENDDEFINE
DEFINE CLASS f71 As figure && scrap2 rotated mode = 71 main = .F. PROCEDURE after_init THIS.init_arr (0,0, 0,1, 0,2, 1,0) THIS.assign_neighbours (7,0,0, 73,0,0) ENDPROC ENDDEFINE
DEFINE CLASS f72 As figure && scrap2 rotated mode = 72 main = .F. PROCEDURE after_init THIS.init_arr (1,0, 1,1, 1,2, 0,2) THIS.assign_neighbours (73,0,0, 7,0,0) ENDPROC ENDDEFINE
DEFINE CLASS f73 As figure && scrap2 rotated mode = 73 main = .F. PROCEDURE after_init THIS.init_arr (0,0, 1,0, 2,0, 2,1) THIS.assign_neighbours (71,0,0, 72,0,0) ENDPROC ENDDEFINE
DEFINE CLASS bucket As Container max_mode = 7 current_mode = 0 BackColor = RGB(255,255,255)
DIMEN ff [100] ADD OBJECT ff[ 1] As f1 ADD OBJECT ff[11] As f11 ADD OBJECT ff[ 2] As f2 ADD OBJECT ff[ 3] As f3 ADD OBJECT ff[31] As f31 ADD OBJECT ff[32] As f32 ADD OBJECT ff[33] As f33 ADD OBJECT ff[ 4] As f4 ADD OBJECT ff[41] As f41 ADD OBJECT ff[ 5] As f5 ADD OBJECT ff[51] As f51 ADD OBJECT ff[ 6] As f6 ADD OBJECT ff[61] As f61 ADD OBJECT ff[62] As f62 ADD OBJECT ff[63] As f63 ADD OBJECT ff[ 7] As f7 ADD OBJECT ff[71] As f71 ADD OBJECT ff[72] As f72 ADD OBJECT ff[73] As f73 arr_size = bucketWidth * bucketHeight DIMEN arr [bucketHeight, bucketWidth]
PROCEDURE Init THIS.AddSquees THIS.Width = sqee_width * bucketWidth THIS.Height = sqee_height * bucketHeight ENDPROC PROCEDURE AddSquees LOCAL lnY, lnX, lcName FOR lnY=1 TO bucketHeight FOR lnX=1 TO bucketWidth lcName = STRTRAN('arr'+STR(lnY,2) + '_' + STR(lnX,2), ' ','0') THIS.AddObject (lcName, 'sqee') THIS.arr [lnY,lnX] = EVAL('THIS.'+lcName) WITH THIS.arr [lnY,lnX] .left = (lnX-1) * sqee_width .top = (lnY-1) * sqee_height .Owner = 0 .visible = .T. ENDWITH ENDFOR ENDFOR ENDPROC
PROCEDURE RemoveSquees LOCAL lnY, lnX, lcName FOR lnY=1 TO bucketHeight FOR lnX=1 TO bucketWidth lcName = STRTRAN('arr'+STR(lnY,2) + '_' + STR(lnX,2), ' ','0') THIS.RemoveObject (lcName) ENDFOR ENDFOR ENDPROC FUNCTION init_figure THIS.current_mode = INT (RAND() * THIS.max_mode) + 1 IF NOT BETW(THIS.current_mode, 1,THIS.max_mode) THIS.current_mode = 1 ENDIF WITH THIS.ff [THIS.current_mode] .reset_figure IF .conflict (0,0,0) RETURN .F. ENDIF .set_visible ENDWITH RETURN .T. ENDFUNC FUNCTION debris_line (num) && if there is at least one line of debris LOCAL ii FOR ii=1 TO bucketWidth IF THIS.arr [num, ii].Owner <> -1 RETURN .F. ENDIF ENDFOR RETURN .T. ENDFUNC FUNCTION find_debris_line LOCAL jj FOR jj=bucketHeight TO 1 STEP -1 IF THIS.debris_line (jj) RETURN jj ENDIF ENDFOR RETURN 0 ENDFUNC PROCEDURE shake_debris LOCAL num, jj, ii, savedColor num = THIS.find_debris_line() IF num = 0 RETURN ENDIF * release line FOR ii=1 TO bucketWidth THIS.arr[num, ii].Owner = 0 THIS.arr[num, ii].BackColor = THIS.BackColor ENDFOR * drop all other lines FOR jj=num-1 TO 1 STEP -1 FOR ii=1 TO bucketWidth IF THIS.arr[jj,ii].Owner = -1 savedColor = THIS.arr [jj, ii].BackColor THIS.arr [jj, ii].BackColor = THIS.BackColor THIS.arr [jj, ii].Owner = 0 THIS.arr [jj+1, ii].BackColor = savedColor THIS.arr [jj+1, ii].Owner = -1 ENDIF ENDFOR ENDFOR ENDPROC PROCEDURE rotate_figure (newMode, dY,dX) LOCAL obj WITH THIS.ff [THIS.current_mode] obj = THIS.ff [.turned_clockwise] obj.dY = .dY + .turned_clockwise_dY obj.dX = .dX + .turned_clockwise_dX ENDWITH IF Not obj.Conflict (0,0,THIS.current_mode) THIS.ff [THIS.current_mode].set_free THIS.current_mode = obj.mode THIS.ff [THIS.current_mode].set_visible RETURN .T. ELSE RETURN .F. ENDIF ENDPROC
PROCEDURE rotate WITH THIS.ff [THIS.current_mode] DO WHILE .T. IF THIS.rotate_figure (.turned_clockwise, .turned_clockwise_dY, .turned_clockwise_dX) EXIT ELSE IF Not .move_right() EXIT ENDIF ENDIF ENDDO ENDWITH ENDPROC
PROCEDURE rotate_counter_clockwise WITH THIS.ff [THIS.current_mode] THIS.rotate (.turned_counter, .turned_counter_dY, .turned_counter_dX) ENDWITH ENDPROC ENDDEFINE
DEFINE CLASS frm As Form Caption = 'Tetris' MaxButton = .F. BorderStyle = 2 KeyPreview = .T. ADD OBJECT d As bucket ADD OBJECT t As Timer PROCEDURE Init WITH THIS.d STORE 0 TO .top, .left THIS.Width = .Width THIS.Height = .Height ENDWITH THIS.d.init_figure THIS.t.Interval = dropInterval && setting speed ENDPROC PROCEDURE Destroy THIS.d.RemoveSquees ENDPROC PROCEDURE KeyPress LPARAMETERS nKeyCode, nShiftAltCtrl DO CASE CASE nKeyCode=27 THIS.release CASE nKeyCode=keyLeft THIS.d.ff [THIS.d.current_mode].move_left CASE nKeyCode=keyRight THIS.d.ff [THIS.d.current_mode].move_right CASE nKeyCode=keyDrop DO WHILE THIS.d.ff [THIS.d.current_mode].move_down() ENDDO CASE nKeyCode=keyRotate THIS.d.rotate ENDCASE ENDPROC PROCEDURE t.Timer LOCAL obj WITH ThisForm.d obj = .ff [.current_mode] IF Not obj.move_down() obj.set_debris IF .init_figure() obj = .ff [.current_mode] ELSE ThisForm.release && here you lost ENDIF ENDIF .shake_debris ENDWITH ENDPROC ENDDEFINE
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