Class: BTetrisKp::GameState

Inherits:
Object
  • Object
show all
Defined in:
lib/btetris_kp/game.rb

Overview

class representing game window state

Instance Attribute Summary collapse

Instance Method Summary collapse

Constructor Details

#initialize(window, x, y) ⇒ GameState

Returns a new instance of GameState.



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# File 'lib/btetris_kp/game.rb', line 11

def initialize(window, x, y)
  @window = window
  @font = Gosu::Font.new(@window, Gosu.default_font_name, Const::FONT_BIG_SIZE)
  @board = Board.new(@window, x, y)
  @paused, @game_over = false, false
  # press time, set 0 when left, right or down key is pressed
  # used for smoother controls in update method
  @counter, @press_time, @rows_cleared = 0, 0, 0
  initialize_sounds
end

Instance Attribute Details

#game_overObject (readonly)

Returns the value of attribute game_over.



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# File 'lib/btetris_kp/game.rb', line 8

def game_over
  @game_over
end

#pausedObject (readonly)

Returns the value of attribute paused.



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# File 'lib/btetris_kp/game.rb', line 8

def paused
  @paused
end

#rows_clearedObject

Returns the value of attribute rows_cleared.



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# File 'lib/btetris_kp/game.rb', line 9

def rows_cleared
  @rows_cleared
end

Instance Method Details

#button_down(id) ⇒ Object

button handler



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# File 'lib/btetris_kp/game.rb', line 81

def button_down(id)
  if @game_over || @paused
    pause! if @paused && id == Gosu::KbP
    if @game_over && id == Gosu::KbEscape
      @window.state = MenuState.new(@window)
    end
  else
    # handling specific events
    case id
    when Gosu::KbEscape
      @window.state = MenuState.new(@window)
    when Gosu::KbP
      pause!
    when Gosu::KbLeft
      @board.piece_left!
      @press_time = 0
    when Gosu::KbRight
      @board.piece_right!
      @press_time = 0
    when Gosu::KbDown
      @board.piece_down!
      @press_time = 0
    when Gosu::KbUp
      @rotate_snd.play if @board.piece_rotate!
    when Gosu::KbSpace
      @board.piece_drop!
      @drop_snd.play
      @counter = Const::GAME_SPEED - 10
    end
  end
end

#drawObject

draws board and texts if paused or game over



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# File 'lib/btetris_kp/game.rb', line 72

def draw
  @board.draw
  x = @window.width / 2
  y = @window.height / 2 - 30
  @font.draw(Const::PAUSE_CAPTION, x - 130, y, 0) if @paused
  @font.draw(Const::GAME_OVER_CAPTION, x - 170, y, 0) if @game_over
end

#get_board_sObject

returns game board in a string (current piece included)



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# File 'lib/btetris_kp/game.rb', line 35

def get_board_s
  @board.get_board_s
end

#initialize_soundsObject

initializes ingame sounds



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# File 'lib/btetris_kp/game.rb', line 23

def initialize_sounds
  @drop_snd = Gosu::Sample.new(@window, Const::PATH_SND_DROP)
  @clear_snd = Gosu::Sample.new(@window, Const::PATH_SND_POP)
  @rotate_snd = Gosu::Sample.new(@window, Const::PATH_SND_ROTATE)
end

#insert_garbage!(cnt) ⇒ Object

inserts garbage in board depending on count of cleared rows



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# File 'lib/btetris_kp/game.rb', line 30

def insert_garbage!(cnt)
  @board.insert_garbage!(cnt)
end

#needs_cursor?Boolean

hides default system cursor

Returns:

  • (Boolean)


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# File 'lib/btetris_kp/game.rb', line 114

def needs_cursor?
  true
end

#pause!Object

switches pause boolean



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# File 'lib/btetris_kp/game.rb', line 40

def pause!
  @paused = !@paused
end

#updateObject

updates game



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# File 'lib/btetris_kp/game.rb', line 45

def update
  unless @paused || @game_over
    @press_time += 1
    @counter += 1

    if @press_time % Const::DROP_SPEED == 0
      # check if KbDown is pressed, move piece down in faster interval
      @board.piece_down! if @window.button_down?(Gosu::KbDown)
    end
    if @press_time % Const::TURN_SPEED == 0
      # check if KbLeft is pressed, move piece left in faster interval
      @board.piece_left! if @window.button_down?(Gosu::KbLeft)
      # check if KbRight is pressed, move piece right in faster interval
      @board.piece_right! if @window.button_down?(Gosu::KbRight)
    end

    # checks if it's time for next step in game
    if @counter % Const::GAME_SPEED == 0
      @rows_cleared = @board.next_step!
      @clear_snd.play if @rows_cleared > 0
      # checks if it's game over
      @game_over = @board.game_over?
    end
  end
end