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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
-