INTRODUCTION:
We made tertis game using
gui in matlab. The goal in this game is to fill as many horizontal line as you
can like a tertis game but, the key feature in this game is that as many line
as fillled the game speed up More points are awarded the more lines are filled at once, and as a function of the current
level.
MAIN KEY’s OF CONTROLLING GAME:
è ‘N’
è ‘P’
è ‘S’
FUNCTION’s OF KEY’s:
N:
Start’s new game in the middle of any game.
P:
Pauses/Unpauses game play.
S:
Starts the new game (alternative to pushing
the start button).
CONCLUSION:
In
this game we have used several commands that are new and a lot of thing’s while
using gui we understand and come to know that we can also make game’s and
learned how to make frame’s in gui on matlab screen.
SOURCE CODE:
function
[STRUCT] = matlabtetris(varargin)
%MATLABTETRIS
A MATLAB version of the classic game Tetris.
%
The goal is to fill as many horizontal lines on the game board as
%
possible by manipulating the pieces as they fall into place. As more
%
lines are filled, gameplay speeds up.
More points are awarded the more
%
lines are filled at once, and as a function of the current level.
%
%
Pushing the following keys has the listed effect:
%
%
Key Effect
%
------------------
%
n Starts a new game in the middle
of any game.
%
p Pauses/Unpauses game play.
%
s Starts the new game (alternative
to pushing the start button).
%
%
Other tips:
%
%
To move the piece, use the arrow keys.
%
The up arrows rotates a piece clockwise, shift+up, counter clockwise.
%
Clicking on the preview window hides/unhides the preview (next piece).
%
Click on the level (1) before starting a game to choose start level. If
%
the first level is too slow, try starting out at a higher level, up to 9.
%
The desired starting level may also be passed in as an argument when
%
first calling the game. For example,
%
% matlabetetris(7)
%
%
starts the game at level 7.
%
%
Also, calling
%
% A = matlabtetris;
%
%
returns the handle/data structure.
Handles are lower-case, data
%
uppercase. This can be useful for
troubleshooting, etc.
%
%
This game changes the state of the random generator.
%
This game tries to write the high score to a file named:
%
% TETRIS_HIGH_SCORE.mat
%
%
Author: Matt Fig
%
Date: 1/11/2012
%
Version 2.1
try
rng('shuffle'); % So each game is not the same! RNG is new in
r2011a.
catch %#ok
rand('twister',sum(100*clock)); %#ok Should work back to r2006a.
end
f_clr
= [.741 .717 .42]; % Allows for easy change.
Figure color.
S.fig
= figure('units','pixels',...
'name','Tetris',...
'menubar','none',...
'numbertitle','off',...
'position',[100 100 650 720],...
'color',f_clr,...
'keypressfcn',@fig_kpfcn2,...%
'closereq',@fig_clsrqfcn,...%
'busyaction','cancel',...
'renderer','opengl',...
'windowbuttondownfcn',@fig_wbdfcn,...
'resizefcn',@fig_rszfcn);
S.pbt
= uicontrol('units','pix',...
'style','pushbutton',...
'position',[420 30 200
100],...
'fontweight','bold',...
'fontsize',20,...
'string','Start',...
'callback',@pbt_call,...
'enable','off',...
'busyaction','cancel');
S.axs
= axes('units','pix',...
'position',[420 460 200 200],...
'ycolor',f_clr,...
'xcolor',f_clr,...
'color',f_clr,...
'xtick',[],'ytick',[],...
'xlim',[-.1 7.1],...
'ylim',[-.1 7.1],...
'visible','off'); % This axes
holds the preview.
r_col
= [.85 .95 1]; % The color of the rectangles.
S.rct
= rectangle('pos',[0 0 7 7],...
'curvature',.3,...
'facecolor',r_col,...
'edgecolor','r',...
'linewidth',2); % This is
used below the preview.
S.tmr
= timer('Name','Tetris_timer',...
'Period',1,... % 1 second between
moves time.
'StartDelay',1,... %
'TasksToExecute',50,... % Will be
restarted many times.
'ExecutionMode','fixedrate',...
'TimerFcn',@game_step); % Function def.
below.
S.axs(2)
= axes('units','pix',...
'position',[410 130 220
320],...
'ycolor',f_clr,...
'xcolor',f_clr,...
'xtick',[],'ytick',[],...
'xlim',[-.1 1.1],...
'ylim',[-.1 1.1],...
'visible','off'); %
Points/Lines holder
S.rct(2)
= rectangle('pos',[0 0 1 1],...
'curvature',.3,...
'facecolor',r_col,...
'edgecolor','r',...
'linewidth',2); % Holds
the current stats.
S.DSPDIG(1)
= digits(35,5,-50,'Lines');
set(S.DSPDIG(1).ax,'pos',[500
170 0 0]+get(S.DSPDIG(1).ax,'pos'));
S.DSPDIG(2)
= digits(35,8,10,'Points');
set(S.DSPDIG(2).ax,'pos',[438
260 0 0]+get(S.DSPDIG(2).ax,'pos'));
S.DSPDIG(3)
= digits(35,3,-90,'Level');
set(S.DSPDIG(3).ax,'pos',[540
350 0 0]+get(S.DSPDIG(3).ax,'pos'));
set(S.DSPDIG(3).ax,'visible','on')
digits(S.DSPDIG(3),sprintf('%i',1))
S.axs(3)
= axes('units','pix',...
'position',[30 30 360 630],...
'ycolor',f_clr,...
'xcolor',f_clr,...
'xtick',[],'ytick',[],...
'xlim',[-1 11],...
'ylim',[-1 20],...
'color',f_clr,...
'visible','off'); % The main
board
%
Template positions for the patch objects (bricks) in both axes.
X
= [0 .2 0;.2 .8 .2;.2 .8 .8;.8 .2 .8;1 .2 1;0 .2 1;0 .2 0];
Y
= [0 .2 0;.2 .2 .2;.8 .8 .2;.8 .8 .8;1 .2 1;1 .2 0;0 .2 0];
g1
= repmat([.9 .65 .4],[1,1,3]); % Grey color used throughout.
S.PRVPOS{1}
= [1.5 2.5 3.5 4.5;3 3 3 3]; % Positions of the previews.
S.PRVPOS{2}
= [2 3 3 4;2.5 2.5 3.5 2.5]; % 1-I,2-T,3-L,4-J,5-Z,6-S,7-O
S.PRVPOS{3}
= [2 3 4 4;2.5 2.5 2.5 3.5];
S.PRVPOS{4}
= [2 2 3 4;3.5 2.5 2.5 2.5];
S.PRVPOS{5}
= [2 3 3 4;3.5 3.5 2.5 2.5];
S.PRVPOS{6}
= [2 3 3 4;2.5 2.5 3.5 3.5];
S.PRVPOS{7}
= [2.5 2.5 3.5 3.5;3.5 2.5 3.5 2.5];
%
Make the board boarders.
for
jj = [-1 10]
Xi = X + jj;
for ii = -1:19
patch(Xi,Y+ii,g1,...
'edgecolor','none',...
'handlevis','callback') % Don't
need these handles.
end
end
for
ii = 0:9
patch(X+ii,Y-1,g1,'edgecolor','none','handlevis','callback')
end
S.pch
= zeros(10,20); % These hold the handles to the patches.
for
jj = 0:19 % Make the board squares.
for ii = 0:9
if rand<.05 % This simply puts
random squares on the board.
% If you have an older version
without BSXFUN, use the second
% line below and comment out the
first line below - IF ERROR.
R = bsxfun(@minus,.5 +
rand(1,1,3)*.5,[0,.25,.5]); % See note!
%
R = repmat(.5 + rand(1,1,3)*.5,[1,3,1])-repmat([0,.25,.5],[1,1,3]);
S.pch(ii+1,jj+1) =
patch(X+ii,Y+jj,R,'edgecolor','none');
% drawnow % On faster systems this can look neat.
else
S.pch(ii+1,jj+1) =
patch(X+ii,Y+jj,'w','edgecolor','w');
end
end
end
%
Hold the colors of the pieces, and board index where each first appears.
S.PCHCLR
= {reshape([1 .75 .5 0 0 0 0 0 0],1,3,3),...
reshape([0 0 0 1 .75 .5 0 0
0],1,3,3),...
reshape([0 0 0 0 0 0 1 .75
.5],1,3,3),...
reshape([1 .75 .5 1 .75 .5 0 0
0],1,3,3),...
reshape([1 .75 .5 0 0 0 1 .75
.5],1,3,3),...
reshape([0 0 0 1 .75 .5 1 .75
.5],1,3,3),...
reshape([.5 .25 0 .5 .25 0 .5 .25
0],1,3,3)}; % Piece colors.
%
S.PCHIDX holds the location where each piece first appears on the board.
S.PCHIDX
= {194:197,[184 185 186 195],[184 185 186 196],...
[184 185 186 194],[194 195 185
186],[184 195 185 196],...
[185 186 195 196]};
S.MAKPRV
= true; % Make a preview or not.
S.CURPRV
= []; % Holds current preview patches.
S.PRVNUM
= []; % Holds the preview piece number, 1-7.
make_preview; % Call the function which chooses the piece
to go next.
S.BRDMAT
= false(10,20); % The matrix game board.
S.CURROT
= 1; % Holds the current rotation of the current piece.
S.PNTVCT
= [40 100 300 800]; % Holds the points per number of lines.
S.CURLVL
= 1; % The current level.
S.CURLNS
= 0; % The current number of lines
S.STPTMR
= 0; % Kills timer when user is pushing keyboard buttons.
S.SOUNDS
= load('splat'); % Used for landing/line sound effect.
S.plr
= audioplayer(S.SOUNDS.y,S.SOUNDS.Fs); % player for sounds.
S.CURSCR
= 0; % Holds the current score during play.
S.PLRLVL
= 1; % The level the player chooses to start...
%
These next two dictate how fast the game increases its speed and also how
%
many lines the player must score to go up a level, respectively. The
%
first value shoould be on (0,1]. Smaller
values increase speed faster.
%
No error handling is provided if you use bad values!
S.LVLFAC
= .825; % Percent of previous
timerdelay.
S.CHGLVL
= 5; % Increment level every S.CHGLVL lines.
if
nargin && isnumeric(varargin{1})
S.PLRLVL =
min(round(max(varargin{1},1)),9); %
Starting level.
digits(S.DSPDIG(3),sprintf('%i',S.PLRLVL))
end
try
SCR = load('TETRIS_HIGH_SCORE.mat');
S.CURHSC = SCR.SCR; % The user has a
previous High Score.
catch %#ok
S.CURHSC = 0;
end
set(S.fig,'name',['Tetris','
High Score - ', sprintf('%i',S.CURHSC)])
set([S.DSPDIG(:).ax,S.axs(:).',S.pbt,S.DSPDIG(:).tx],...
'units','norm','fontunits','norm') % So we can resize the figure.
set(S.pbt,'enable','on')
% Turn the game on now that we are ready...
if
nargout
STRUCT = S; % Returns the structure if user
requests.
end
function [] = make_preview(varargin)
% This function chooses which piece is
going next and displays it.
if nargin
S.PRVNUM = varargin{1};
else
S.PRVNUM = ceil(rand*7); % Randomly
choose one of the pieces.
end
if ~isempty(S.CURPRV)
delete(S.CURPRV) % Delete previous
preview.
end
if S.MAKPRV
C = S.PCHCLR{S.PRVNUM}; % User wants to show the preview.
else
C = r_col;
end
for kk = 1:4 % Create a new preview.
S.CURPRV(kk) = patch(X+S.PRVPOS{S.PRVNUM}(1,kk),...
Y+S.PRVPOS{S.PRVNUM}(2,kk),...
C,'edgecolor','none',...
'parent',S.axs(1));
end
end
function [] = pbt_call(varargin)
% Callback for the 'Start' ('Pause',
'Continue') button.
switch get(S.pbt,'string')
case 'Start'
set(S.pch(:),'facecol','w','edgecol','w'); % Clear board.
set(S.pbt,'string','Pause'); %
Changle pushbutton label.
digits(S.DSPDIG(3),sprintf('%i',S.PLRLVL)) % Show Level.
ND =
round(1000*S.LVLFAC^(S.PLRLVL-1))/1000;% Update Timer.
set(S.tmr,'startdelay',ND,'period',ND);
digits(S.DSPDIG(2),sprintf('%i',0)) % Score and Lines
digits(S.DSPDIG(1),sprintf('%i',0))
S.CURLNS = 0; % New Game ->
start at zero.
S.CURLVL = S.PLRLVL; % Set the
level to players choice.
S.CURSCR = 0; % New Game ->
start at zero.
play_tet; % Initiate Gameplay.
case 'Pause'
stop_tet; % Stop the timer, set the callbacks
set([S.fig,S.pbt],'keypressfcn',@fig_kpfcn2)
set(S.pbt,'string','Continue')
case 'Continue'
set(S.pbt,'string','Pause')
start_tet; % Restart the timer.
otherwise
end
end
function [] = play_tet()
% Picks a next piece and puts the preview
in correct axes.
S.PNM = S.PRVNUM; % Hold this for
keypresfcn.
S.CUR = S.PCHIDX{S.PRVNUM}; % Current
loc. of current piece.
S.COL = S.PCHCLR{S.PRVNUM}; % Transfer
correct color.
S.CURROT = 1; % And initial rotation
number.
set(S.pch(S.CUR),'facec','flat','cdata',S.COL,'edgecol','none')
if any(S.BRDMAT(S.CUR))
disp('....Game over....')
clean_tet; % Clean up the board.
set([S.fig,S.pbt],'keypressfcn',@fig_kpfcn2)
return
else
S.BRDMAT(S.CUR) = true; % Now
update the matrix...
end
make_preview; % Set up the next piece.
start_tet; % Start the timer.
end
function [] = game_step(varargin)
% Timerfcn, advances the current piece down
the board
if S.STPTMR && nargin % Only timer calls with args...
return % So that timer can't interrupt FIG_KPFCN!
end
col = ceil(S.CUR/10); % S.CUR defined
in play_tet.
row = rem(S.CUR-1,10) + 1; % These are for the board matrix.
if any(col==1) % Piece is at the bottom of the board.
stop_tet;
check_rows;
play_tet;
else
ur = unique(row); % Check to see if we can drop it down
for kk = 1:length(ur)
if
(S.BRDMAT(ur(kk),min(col(row==ur(kk)))-1))
stop_tet;
check_rows;
play_tet;
return
end
end
mover(-10) % O.k. to drop the piece... do it.
end
end
function [] = fig_kpfcn(varargin)
% Figure (and pushbutton) keypressfcn
S.STPTMR = 1; % Stop timer interrupts. See GAME_STEP
if strcmp(varargin{2}.Key,'downarrow')
game_step; % Just call another
step.
S.STPTMR = 0; % Unblock the timer.
return
end
col = ceil(S.CUR/10); % S.CUR defined
in play_tet.
row = rem(S.CUR-1,10) + 1; % These index into board matrix.
switch varargin{2}.Key
case 'rightarrow'
% Without this IF, the piece
will wrap around!
if max(row)<=9
uc = unique(col); % Check if object to the right.
for kk = 1:length(uc)
if
(S.BRDMAT(max(row(col==uc(kk)))+1,uc(kk)))
S.STPTMR = 0;
return
end
end
mover(1) % O.k. to move.
end
case 'leftarrow'
if min(row)>=2
uc = unique(col); % Check if object to the left
for kk = 1:length(uc)
if
(S.BRDMAT(min(row(col==uc(kk)))-1,uc(kk)))
S.STPTMR = 0;
return
end
end
mover(-1) % O.k. to move.
end
case 'uparrow'
if
strcmp(varargin{2}.Modifier,'shift')
arg = 1; % User wants counter-clockwise turn.
else
arg = 0;
end
turner(row,col,arg); % Turn the piece.
case 'p'
pbt_call; % This will set to pause. Next set new ...
set([S.fig,S.pbt],'keypressfcn',@fig_kpfcn2)% Keypressfcn
case 'n'
quit_check; % User might want to quit the game.
otherwise
end
S.STPTMR = 0; % Unblock the timer.
end
function [] = fig_kpfcn2(varargin)
% Callback handles the case when 's' or 'p'
is pressed if
% the game is paused or at game start.
tmp =
strcmp(get(S.pbt,'string'),{'Start','Continue'});
if tmp(1)
if strcmp(varargin{2}.Key,'s')
pbt_call; % User wants to start a game.
end
else
if tmp(2)
if
any(strcmp(varargin{2}.Key,...
{'1','2','3','4','5','6','7'}))
make_preview(str2double(varargin{2}.Key));
return
end
end
if strcmp(varargin{2}.Key,'p')
pbt_call; % User wants to pause/unpause.
end
if strcmp(varargin{2}.Key,'n')
quit_check; % Perhaps user wants to quit.
end
end
end
function [] = mover(N)
% Common task. Moves a piece on the board.
S.BRDMAT(S.CUR) = false; % S.CUR, S.COL
defined in play_tet.
S.BRDMAT(S.CUR+N) = true; % All checks
should be done already.
S.CUR = S.CUR + N;
set([S.pch(S.CUR-N),S.pch(S.CUR)],...
{'facecolor'},{'w';'w';'w';'w';'flat';'flat';'flat';'flat'},...
{'edgecolor'},{'w';'w';'w';'w';'none';'none';'none';'none'},...
{'cdata'},{[];[];[];[];S.COL;S.COL;S.COL;S.COL})
end
function [] = turner(row,col,arg)
% Common task. Rotates the pieces once at a
time.
% r is reading left/right, c is reading
up/down.
% For the switch: 1-I,2-T,3-L,4-J,5-Z,6-S,7-O
switch S.PNM % Defined in
play_tet. Turn depends on shape.
case 1
if any(col>19) ||
all(col<=2)
return
else
if S.CURROT == 1;
r =
[row(2),row(2),row(2),row(2)];
c =
[col(2)-2,col(2)-1,col(2),col(2)+1];
S.CURROT = 2;
elseif all(row>=9)
r = 7:10;
c =
[col(2),col(2),col(2),col(2)];
S.CURROT = 1;
elseif all(row==1)
r = 1:4;
c = [col(2),col(2),col(2),col(2)];
S.CURROT = 1;
else
r =
[row(2)-1,row(2),row(2)+1,row(2)+2];
c =
[col(2),col(2),col(2),col(2)];
S.CURROT = 1;
end
end
case 2
if sum(col==1)==3
return
end
if arg
S.CURROT =
mod(S.CURROT+1,4)+1;
end
switch S.CURROT
case 1
r =
[row(2),row(2),row(2),row(2)+1];
c =
[col(2)-1,col(2),col(2)+1,col(2)];
case 2
if sum(row==1)==3
r = [1 2 3 2];
c =
[col(2),col(2),col(2),col(2)-1];
else
r =
[row(2)-1,row(2),row(2),row(2)+1];
c =
[col(2),col(2),col(2)-1,col(2)];
end
case 3
r =
[row(2)-1,row(2),row(2),row(2)];
c =
[col(2),col(2),col(2)-1,col(2)+1];
case 4
if sum(row==10)==3
r = [9 9 8 10];
c =
[col(2)+1,col(2),col(2),col(2)];
else
r =
[row(2)-1,row(2),row(2),row(2)+1];
c =
[col(2),col(2),col(2)+1,col(2)];
end
end
S.CURROT = mod(S.CURROT,4) + 1;
case 3
if sum(col==1)==3
return
end
if arg
S.CURROT =
mod(S.CURROT+1,4)+1;
end
switch S.CURROT
case 1
r =
[row(2),row(2),row(2),row(2)+1];
c =
[col(2)+1,col(2),col(2)-1,col(2)-1];
case 2
if sum(row==1)==3
r = [1:3 1];
c =
[col(2),col(2),col(2),col(2)-1];
else
r =
[row(2)-1,row(2),row(2)-1,row(2)+1];
c =
[col(2),col(2),col(2)-1,col(2)];
end
case 3
r =
[row(2)-1,row(2),row(2),row(2)];
c =
[col(2)+1,col(2),col(2)+1,col(2)-1];
case 4
if sum(row==10)==3
r = [10 9 10 8];
c =
[col(2)+1,col(2),col(2),col(2)];
else
r =
[row(2)-1,row(2),row(2)+1,row(2)+1];
c =
[col(2),col(2),col(2),col(2)+1];
end
end
S.CURROT = mod(S.CURROT,4) + 1;
case 4
if sum(col==1)==3
return
end
if arg
S.CURROT =
mod(S.CURROT+1,4)+1;
end
switch S.CURROT
case 1
r =
[row(2),row(2),row(2),row(2)+1];
c = [col(2)-1,col(2),col(2)+1,col(2)+1];
case 2
if sum(row==1)==3
r = [1 2 3 3];
c =
[col(2),col(2),col(2),col(2)-1];
else
r =
[row(2)-1,row(2),row(2)+1,row(2)+1];
c =
[col(2),col(2),col(2),col(2)-1];
end
case 3
r =
[row(2)-1,row(2),row(2),row(2)];
c =
[col(2)-1,col(2),col(2)-1,col(2)+1];
case 4
if sum(row==10)==3
r = [8 9 8 10];
c =
[col(2)+1,col(2),col(2),col(2)];
else
r =
[row(2)-1,row(2),row(2)-1,row(2)+1];
c =
[col(2),col(2),col(2)+1,col(2)];
end
end
S.CURROT = mod(S.CURROT,4) + 1;
case 5
if any(col(2)>19) ||
sum(col==1)==2
return
elseif S.CURROT==1;
r =
[row(2),row(2),row(2)-1,row(2)-1];
c =
[col(2)+1,col(2),col(2),col(2)-1];
S.CURROT = 2;
else
if sum(row==10)==2
r = [10 9 9 8];
c =
[col(2)-1,col(2)-1,col(2),col(2)];
else
r = [row(2)-1,row(2),row(2),row(2)+1];
c =
[col(2),col(2),col(2)-1,col(2)-1];
end
S.CURROT = 1;
end
case 6
if any(col(2)>19)||
sum(col==1)==2
return
elseif S.CURROT==1;
r =
[row(2)+1,row(2),row(2)+1,row(2)];
c =
[col(2)-1,col(2),col(2),col(2)+1];
S.CURROT = 2;
else
if sum(row==1)==2
r = [1 2 2 3];
c =
[col(2)-1,col(2)-1,col(2),col(2)];
else
r =
[row(2)-1,row(2),row(2),row(2)+1];
c =
[col(2)-1,col(2),col(2)-1,col(2)];
end
S.CURROT = 1;
end
otherwise
return % The O piece.
end
ind = r + (c-1)*10; % Holds new piece
locations.
tmp = S.CUR; % Want to call SET last!
S.CUR defined in play_tet.
S.BRDMAT(S.CUR) = false;
if any(S.BRDMAT(ind)) % Check if any
pieces are in the way.
S.BRDMAT(S.CUR) = true;
return
end
S.BRDMAT(ind) = true;
S.CUR = ind; % S.CUR, S.COL defined in
play_tet.
set([S.pch(tmp),S.pch(ind)],...
{'facecolor'},{'w';'w';'w';'w';'flat';'flat';'flat';'flat'},...
{'edgecolor'},{'w';'w';'w';'w';'none';'none';'none';'none'},...
{'cdata'},{[];[];[];[];S.COL;S.COL;S.COL;S.COL});
end
function [] = check_rows()
% Checks if any row(s) needs clearing and
clears it (them).
TF = all(S.BRDMAT); % Finds the rows
that are full.
if any(TF) % There is a row that needs clearing.
set(S.pbt,'enable','off') % Don't allow user to mess it up.
sm = sum(TF); % How many rows are
there?
B = false(size(S.BRDMAT)); % Temp store to switcheroo.
B(:,1:20-sm) = S.BRDMAT(:,~TF);
S.BRDMAT = B;
TF1 = find(TF); % We only need to
drop those rows above.
L = length(TF1);
TF = TF1-(0:L-1);
S.CURLNS = S.CURLNS + L;
digits(S.DSPDIG(1),sprintf('%i',S.CURLNS)) % Lines display
S.CURSCR =
S.CURSCR+S.PNTVCT(L)*S.CURLVL;
digits(S.DSPDIG(2),sprintf('%i',S.CURSCR)) % Points display
play(S.plr,[6000
length(S.SOUNDS.y)])
for kk = 1:L % Make these rows to
flash for effect.
set(S.pch(:,TF1(:)),'facecolor','r');
pause(.1)
set(S.pch(:,TF1(:)),'facecolor','g');
pause(.1)
end
for kk = 1:L % 'Delete' these rows.
set(S.pch(:,TF(kk):19),...
{'facecolor';'edgecolor';'cdata'},...
get(S.pch(:,TF(kk)+1:20),...
{'facecolor';'edgecolor';'cdata'}));
end
if
(floor(S.CURLNS/S.CHGLVL)+1)>S.CURLVL % Level display check.
S.CURLVL = S.CURLVL + 1;
digits(S.DSPDIG(3),sprintf('%i',S.CURLVL))
ND =
round(get(S.tmr,'startdelay')*S.LVLFAC*1000)/1000;
ND = max(ND,.001);
set(S.tmr,'startdelay',ND,'period',ND) % Update timer
end
if S.CURSCR>=S.CURHSC % So that figure name is current.
S.CURHSC = S.CURSCR;
set(S.fig,'name',...
sprintf('Tetris High Score
- %i',S.CURHSC))
end
set(S.pbt,'enable','on') % Now user is o.k. to go.
else
if ~isplaying(S.plr)
play(S.plr,[7500 8500]) % Play our plunk sound.
end
end
end
function [] = clean_tet()
% Cleans up the board and board matrix
after Game Over.
stop_tet; % Stop the timer.
for kk = 1:20
set(S.pch(:,kk),'cdata',g1,'edgecol','none')
drawnow % Gives the nice effect of
grey climbing up.
end
set(S.pbt,'string','Start')
S.BRDMAT(:) = false; % Reset the board
matrix.
end
function [] = start_tet()
% Sets the correct callbacks and timer for a
new game
set([S.fig,S.pbt],'keypressfcn',@fig_kpfcn)
start(S.tmr)
end
function [] = stop_tet()
% Sets the correct callbacks and timer to
stop game
stop(S.tmr)
set([S.fig,S.pbt],'keypressfcn','fprintf('''')')
end
function [] = fig_clsrqfcn(varargin)
% Clean-up if user closes figure while
timer is running.
try
% Try here so user can close after error in creation of GUI.
warning('off','MATLAB:timer:deleterunning')
delete(S.tmr) % We always want the timer destroyed first.
warning('on','MATLAB:timer:deleterunning')
SCR = S.CURHSC;
try
save('TETRIS_HIGH_SCORE.mat','SCR')
catch %#ok
disp('Unable to save high score. Check
permissions.')
end
catch %#ok
end
delete(varargin{1}) % Now we can close it down.
end
function [] = fig_wbdfcn(varargin)
% The WindowButtonDownFcn for the figure.
if any(gco==[S.rct(1);S.CURPRV(:)]) %
Clicked in preview window.
S.MAKPRV = ~S.MAKPRV; % Change from current state.
if S.MAKPRV
set(S.CURPRV,'cdata',S.PCHCLR{S.PRVNUM},'facecolor','flat')
else
set(S.CURPRV,'facecolor',r_col)
end
elseif any(gco==[S.DSPDIG(3).ax
[S.DSPDIG(3).P{:}]])
% In here user wants to select a
starting level.
if
strcmp(get(S.pbt,'string'),'Start')
tmp = inputdlg('Enter Starting
Level',...
'Level',1,{sprintf('%i',S.PLRLVL)});
if ~isempty(tmp) % User might have closed dialog.
S.PLRLVL =
min(round(max(str2double(tmp),1)),9);
digits(S.DSPDIG(3),sprintf('%i',S.PLRLVL))
end
end
end
end
function [] = fig_rszfcn(varargin)
% The figure's resizefcn
pos = get(S.fig,'pos'); % Don't allow distorted shapes...
rat = 720/650; % This ratio will be
hard-coded. Original pix size.
set(S.fig,'pos',[pos(1) pos(2)
pos(4)/rat, pos(4)]);
end
function [] = quit_check()
% Creates a dialog box to check if the user
wants to quit.
QG = questdlg('Are you sure you want to
start over?',...
'End current game?', ...
'Yes', 'No', 'Yes');
if strcmp(QG,'Yes')
clean_tet;
% The call to UICONTROL is
necessary if a line has
% just been scored and the user
hits n to start a new
% game but not otherwise ...
mysterious...
uicontrol(S.pbt)
pbt_call;
end
end
function [X] = digits(varargin)
% To create a display, pass in the pixel
height desired, the number of
% digits to create, the offset of the text
and string. To update the
% display, pass in a string representation
of the number to display...
%
% Example:
% X = digits(80,2,0,'Points'); % 80 pix
tall, 2 digits, 0 offset.
% for ii =
1:100,digits(X,sprintf('%i',ii)),pause(.1),end
if isstruct(varargin{1})
transcriber(varargin{1},varargin{2});
% Change display.
return
else
X.N = varargin{1}; % The pixel
height of the numbers.
X.M = varargin{2}; % The number of
numbers.
X.D = varargin{3}; % The offset of
the text, in pixels.
X.T = varargin{4}; % The display
label.
end
X.ax = axes('units','pix',...
'pos',[0,0,X.N/1.7*X.M,X.N],...
'xtick',[],'ytick',[],...
'xlim',[0,X.M],'ylim',[0,1.7],...
'color',r_col,...
'xcolor',r_col,...
'ycolor',r_col,...
'visible','off'); % Digits displayed on this axes.
X.tx = text('units','pixels',...
'pos',[X.D,X.N+10],...
'string',X.T,...
'backgroundc','none',...
'vertical','baselin',...
'fontw','bold',...
'fontname','fixedwidth',...
'fontsize',20,...
'color',[0.39216 .27059
.07451]); % Create label.
% X.P holds the basic patch pattern as
a template.
X.P{1}(1) = patch([.175 .275 .725 .825
.725 .275 .175],...
[.150 .050 .050 .150
.250 .250 .150],'k');
X.P{1}(2) = patch([.175 .275 .725 .825
.725 .275 .175],...
[.150 .050 .050 .150 .250 .250
.150]+.7,'k');
X.P{1}(3) = patch([.175 .275 .725 .825
.725 .275 .175],...
[.150 .050 .050 .150
.250 .250 .150]+1.4,'k');
X.P{1}(4) = patch([.150 .050 .050 .150
.250 .250 .150],...
[.175 .275 .725 .825
.725 .275 .175],'k');
X.P{1}(5) = patch([.150 .050 .050 .150
.250 .250 .150],...
[.175 .275 .725 .825
.725 .275 .175]+.7,'k');
X.P{1}(6) = patch([.150 .050 .050 .150
.250 .250 .150]+.70,...
[.175 .275 .725 .825
.725 .275 .175],'k');
X.P{1}(7) = patch([.150 .050 .050 .150
.250 .250 .150]+.70,...
[.175 .275 .725 .825
.725 .275 .175]+.70,'k');
set(X.P{1},'edgecolor','none')
for ww = 2:X.M
for yy = 1:7
X.P{ww}(yy) = patch('xdata',...
get(X.P{1}(yy),'xdata')+(ww-1),...
'ydata',get(X.P{1}(yy),'ydata'),...
'facecolor','k',...
'edgecolor','none');% Making digits!
end
end
X.PAT = {[1 3 4 5 6 7],... % 0.. Hold
the pattern to each digit...
[6 7],... % used as an index into X.P
[1 2 3 4 7],... % 2
[1 2 3 6 7],... % 3
[2 5 6 7],... % 4
[1 2 3 5 6],... % 5
[1 2 4 5 6],... % 6
[3 6 7],... % 7
1:7,... % 8
[2 3 5 6 7]}; % 9
transcriber(X,'0')
function [] = transcriber(X,C)
% This deals with making the numbers.
Nested to DIGITS.
if length(C)>X.M % Display more digits than available!
C = repmat('9',1,X.M);
else
C =
[repmat('!',1,X.M-length(C)),C]; % Pad
them to left.
end
for xx = 1:X.M
set(X.P{xx}(:),'facecolor','none') % Clean it up first.
if ~strcmp('!',C(xx))
set(X.P{xx}(X.PAT{str2double(C(xx))+1}),...
'facecolor',[.1 .4
.1]) % Set correct display.
end
end
end
end
end
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