dos_compilers/Borland Turbo Pascal v55/WALLS.PAS

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2024-07-02 15:49:04 +02:00
{ Copyright (c) 1989 by Borland International, Inc. }
unit Walls;
{ Turbo Pascal 5.5 object-oriented example.
See BREAKOUT.PAS.
This unit defines the Wall object type.
It's a fairly complex object, because it plays such a
pivotal role in the game.
}
interface
uses Screen, Bricks, Bounds, Crt;
type
BrickPtr = ^Brick;
BW = array[1..1000] of Brick;
WallPtr = ^BW;
Wall = object(Obstacle)
BrickWall : WallPtr;
Height : Integer;
NumLeft : Integer;
Value : Integer;
NCells : Integer;
constructor Init(InitX, InitY, InitWidth, InitHeight : Integer);
destructor Done; virtual;
procedure Show; virtual;
procedure Hide; virtual;
function Collide(var B : Ball) : Boolean; virtual;
function GetValue : Integer; virtual;
procedure Reset;
end;
implementation
function RandomColor(MaxColors : Integer) : Integer;
var
C : Integer;
begin
C := Random(MaxColors);
while C = (TextAttr SHR 4) do
C := Random(MaxColors);
RandomColor := C;
end;
procedure Beep;
begin
Sound(100);
Delay(20);
NoSound;
end;
{ A wall is an array of bricks. Its constructor actually builds a
conformant array, so we don't have to hardcode the size of the
wall. }
constructor Wall.Init(InitX, InitY, InitWidth, InitHeight : Integer);
begin
Obstacle.Init(InitX, InitY, InitWidth, False);
Height := InitHeight;
NCells := Width*5;
GetMem(BrickWall, Width*Height*SizeOf(Brick));
Reset;
end;
destructor Wall.Done;
begin
FreeMem(BrickWall, Width*Height*SizeOf(Block));
end;
{ This procedure could be made simpler, but you wouldn't get the slick
effect you see when the wall is built. }
procedure Wall.Show;
var
CurCol : Integer;
Count : Integer;
CurBlock : Integer;
begin
Visible := True;
NumLeft := Width*Height;
for CurCol := 1 to Width + Height - 1 do
for Count := 0 to Height - 1 do
begin
CurBlock := CurCol + Count*(Width-1);
if (CurCol - Count >= 1) and (CurCol - Count <= Width) then
begin
BrickWall^[CurBlock].Show;
Delay(5);
end;
end;
GoToXY(X + (5*Width DIV 2) - 7, Y);
TextColor(WHITE);
Write('Turbo Breakout');
end;
procedure Wall.Hide;
var
CurCol : Integer;
Count : Integer;
CurBlock : Integer;
begin
Visible := False;
for CurCol := 1 to Width + Height - 1 do
for Count := 0 to Height - 1 do
begin
CurBlock := CurCol + Count*(Width-1);
if (CurCol - Count >= 1) and (CurCol - Count <= Width) then
begin
if BrickWall^[CurBlock].IsVisible then
begin
BrickWall^[CurBlock].Hide;
Delay(5);
end;
end;
end;
end;
function Wall.Collide(var B : Ball) : Boolean;
var
CollideV, CollideH : Boolean;
{ To check for a collision with a brick, first we check if the ball is in
the area where the wall is located, then we see if there's a brick that's
still visible at the ball's position. If so, we destroy the brick, grab
its value, and beep. }
function CheckCollide(XPos, YPos : Integer) : Boolean;
var
ThisBrick : BrickPtr;
begin
CheckCollide := False;
if (YPos < Y) or (YPos > Y + Height - 1) or
(XPos < X) or (XPos > X + NCells - 1) then
Exit;
ThisBrick := @BrickWall^[1 + ((XPos-1) DIV 5) + Width*(YPos - 1)];
if ThisBrick^.IsVisible then
begin
CheckCollide := True;
Inc(Value, ThisBrick^.GetValue);
ThisBrick^.Hide;
Dec(NumLeft);
Beep;
if NumLeft = 0 then
Show;
end
end;
{ When checking for a collision with the wall, we have to watch out
for special cases involving corners. }
begin
Collide := False;
Value := 0;
CollideV := CheckCollide(B.X, B.NextY);
CollideH := CheckCollide(B.NextX, B.Y);
if CollideV then
begin
Collide := True;
B.ReverseY;
end;
if CollideH then
begin
Collide := True;
B.ReverseX;
end;
if not CollideV and not CollideH then
if CheckCollide(B.NextX, B.NextY) then
begin
Collide := True;
B.ReverseX;
B.ReverseY;
end;
end;
function Wall.GetValue : Integer;
begin
GetValue := Value;
end;
procedure Wall.Reset;
var
CurRow : Integer;
CurCol : Integer;
MaxColors : Integer;
begin
if LastMode = Mono then
MaxColors := 4
else
MaxColors := 16;
NumLeft := Width*Height;
for CurRow := 0 to Height - 1 do
for CurCol := 0 to Width - 1 do
BrickWall^[CurRow*Width+CurCol+1].Init(X + CurCol*5,
Y + CurRow,
RandomColor(MaxColors),
Height - Y - CurRow + 1);
if Visible then
Show;
end;
end.