Showing posts with label MATLAB. Show all posts
Showing posts with label MATLAB. Show all posts

Wednesday, 7 March 2018

TERTIS GAME USING GUI



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

Final year project for electronic engineering

assalam o alikum! INTRODUCTION:                                                    before going to hovercraft i'll put some light o...