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TetMatrix.h
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1975-04-26
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#import "Piece.h"
#import "Minimatrix.h"
#define TETRIS_COLUMNS 10
#define TETRIS_ROWS 25
// There four different ways to view a piece: up, down, left, right
#define MIN_LEVEL 0
#define MAX_LEVEL 9
@interface TetMatrix:Minimatrix
{
BOOL pieceVisible;
BOOL active;
id thePiece; // The current piece; a Piece Object
id scoreKeeper;
id anmBitmap;
id showNext; // The next piece object: NextMatrix.m
id aCheater;
id controlBox; // The box containing all of the controls
float level;
DPSTimedEntry timedEntryNum;
BOOL gameRunning;
BOOL colorWindow; // canStoreColor?
double teDelay; // Determines how fast a piece will fall.
float anm_gameover_delta; // The # pixels to move "Game Over" at a time
id randomFields;
}
- initFrame:(const NXRect *)frameRect;
- setupRandomFill:(int)max;
- (BOOL)acceptsFirstResponder;
- drawSelf:(const NXRect *)rects :(int)rectCount;
- keyDown:(NXEvent *)theEvent;
- removeFilledRows;
- setPieceVisible:(BOOL)flag;
- setScoreKeeper:keeper;
- newGame:(int)theLevel;
- pause:sender;
- continue:sender;
- stop:sender;
- startTimedEntry;
- stopTimedEntry;
- free;
@end