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Delphi-PRAXiS (https://www.delphipraxis.net/forum.php)
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-   -   Tetris mit Canvas funktioniert nicht wie es soll (https://www.delphipraxis.net/173237-tetris-mit-canvas-funktioniert-nicht-wie-es-soll.html)

fox67 6. Mär 2013 13:30

AW: Tetris mit Canvas funktioniert nicht wie es soll
 
Warum denn nicht irgent wie muss doch auf das Formular gezeichnet werden

DeddyH 6. Mär 2013 13:36

AW: Tetris mit Canvas funktioniert nicht wie es soll
 
Wie schon gesagt: spendiere THaupt eine Property vom Typ TCanvas, auf den diese dann zeichnet. Dann kannst Du Form2.ImageDings.Canvas oder FormBla.Canvas oder was weiß ich zuweisen und bist nicht an Form2 gebunden.

Sir Rufo 6. Mär 2013 13:39

AW: Tetris mit Canvas funktioniert nicht wie es soll
 
Zitat:

Zitat von fox67 (Beitrag 1206152)
Warum denn nicht irgent wie muss doch auf das Formular gezeichnet werden

Aber stell es dir so vor, da fängt jemand an dich zu füttern.
Kein schöner Gedanke. Eben, du kannst das selber, wenn man dir dazu alles an die Hand gibt.

So ist das auch hier.

fox67 6. Mär 2013 17:21

AW: Tetris mit Canvas funktioniert nicht wie es soll
 
Ja des mag sein aber mein Problem löst es leider nicht.

Bjoerk 6. Mär 2013 17:36

AW: Tetris mit Canvas funktioniert nicht wie es soll
 
Arni, du machst es dir unnötig schwer. Wie findest du denn das Konzept von #25?

fox67 6. Mär 2013 17:47

AW: Tetris mit Canvas funktioniert nicht wie es soll
 
Das hört sich zwar deutlich einfacher an aber dann müsste einen großteil neumachen

Bjoerk 6. Mär 2013 17:59

AW: Tetris mit Canvas funktioniert nicht wie es soll
 
Übung macht den Meister. Wenn du’s etwas geschickt machst: die GUI 200 Zeilen, die Komponente 300 Zeilen.

fox67 6. Mär 2013 20:03

AW: Tetris mit Canvas funktioniert nicht wie es soll
 
Ja aber ich hab trotzdem weiter experimentiert.
Delphi-Quellcode:
unit Unit2;

interface

uses
  Windows, Messages, SysUtils, Variants, Classes, Graphics, Controls, Forms,
  Dialogs, ExtCtrls, StdCtrls, Buttons;

type
  TBlock = class;
  THaupt = class;

  TForm2 = class(TForm)
    Spielfeld: TImage;
    Timer1: TTimer;
    Button1: TSpeedButton;
    Edit1: TEdit;
    Label1: TLabel;
    procedure FormCreate(Sender: TObject);
    procedure FormClose(Sender: TObject; var Action: TCloseAction);
    procedure Button1Click(Sender: TObject);
    procedure Timer1Timer(Sender: TObject);
    procedure FormKeyDown(Sender: TObject; var Key: Word; Shift: TShiftState);


  private
    { Private-Deklarationen }
  public
    { Public-Deklarationen }
  Haupt : THaupt;


  end;

  THaupt = class(TObject)

   Block : array of TBlock;
   Anzahl : integer;
   kannbewegen : boolean;
   IDs        : Integer;
   procedure Neu();
   procedure Neufallen();
   procedure verschiebenlinks();
   procedure verschiebenrechts();
   procedure findelinie();
   procedure arraykurzen();
  procedure Drehen();
  function CanMoveLast(const deltaX, deltaY: integer): boolean;
  function findemax(): integer;
  // procedure Prufen();
  // procedure Entfernen();
  private

  public
  zufall: integer;
  gedreht : integer;
  temp : array[1..16] of Integer;
  end;


  TBlock = class(TObject)

    private
    fFarbe   : TColor;
    fPosition : TPoint;
    fID      : Integer;
    public
    procedure zeichen;
    property Farbe : TColor read fFarbe write fFarbe;
    property Position : Tpoint read fPosition write fPosition;
  end;

var
  Form2: TForm2;

implementation

{$R *.dfm}

//Code Block
procedure TBlock.zeichen;
begin
form2.Spielfeld.Canvas.Brush.Color := fFarbe;
form2.Spielfeld.Canvas.Brush.Style := bssolid;
form2.Spielfeld.Canvas.Rectangle(fPosition.X*24, fPosition.Y*24, fPosition.X*24+24, fPosition.Y*24+24 );
end;

//Code Haupt
procedure THaupt.Neu;


begin
 gedreht := 0;
 form2.Timer1.Enabled := false;
  if (form2.Edit1.text = '') then
   begin
  repeat
  zufall := random(5) +1;
  until (zufall <> 0) ;

   end
   else
   begin
   try
   zufall := strtoint(form2.Edit1.Text);
    except
    showmessage('keine Zahl');
    repeat
  zufall := random(5) +1;
  until (zufall <> 0) ;
   end;
   end;
   findelinie();
  case zufall of
  1: begin // Quadrat
      IDs := IDs +4;
      setlength(Block, Length(Block)+4);
      Block[high(Block)-3] := TBlock.Create;
      Block[high(Block)-3].Farbe := clred ;
      Block[high(Block)-3].fPosition.X:= 4   ;
      Block[high(Block)-3].fPosition.Y:= -2  ;
      Block[high(Block)-3].fID := IDS-3;
      Block[high(Block)-2] := TBlock.Create;
      Block[high(Block)-2].Farbe := clred ;
      Block[high(Block)-2].fPosition.X:= 5   ;
      Block[high(Block)-2].fPosition.Y:= -2  ;
      Block[high(Block)-2].fID := IDs-2;
      Block[high(Block)-1] := TBlock.Create;
      Block[high(Block)-1].Farbe := clred ;
      Block[high(Block)-1].fPosition.X:= 4   ;
      Block[high(Block)-1].fPosition.Y:= -1  ;
      Block[high(Block)-1].fID := IDs-1;
      Block[high(Block)] := TBlock.Create;
      Block[high(Block)].Farbe := clred ;
      Block[high(Block)].fPosition.X:= 5   ;
      Block[high(Block)].fPosition.Y:= -1  ;
      Block[high(Block)].fID := IDs;
      //showmessage('Quadrat');
     form2.Timer1.Enabled := true;

     end;

  2: begin // Winkellinks
      IDs := IDs +4 ;
      setlength(Block, Length(Block)+4);
      Block[high(Block)-3] := TBlock.Create;
      Block[high(Block)-3].Farbe := clyellow ;
      Block[high(Block)-3].fPosition.X:= 4   ;
      Block[high(Block)-3].fPosition.Y:= -2  ;
      Block[high(Block)-3].fID := IDs-3;
      Block[high(Block)-2] := TBlock.Create;
      Block[high(Block)-2].Farbe := clyellow ;
      Block[high(Block)-2].fPosition.X:= 4   ;
      Block[high(Block)-2].fPosition.Y:= -1  ;
      Block[high(Block)-2].fID := IDs-2;
      Block[high(Block)-1] := TBlock.Create;
      Block[high(Block)-1].Farbe := clyellow ;
      Block[high(Block)-1].fPosition.X:= 5   ;
      Block[high(Block)-1].fPosition.Y:= -1  ;
      Block[high(Block)-1].fID := IDs-1;
      Block[high(Block)] := TBlock.Create;
      Block[high(Block)].Farbe := clyellow ;
      Block[high(Block)].fPosition.X:= 6   ;
      Block[high(Block)].fPosition.Y:= -1  ;
      Block[high(Block)].fID := IDs;
       //showmessage('Winkel');
     form2.Timer1.Enabled := true;

     end;

  3: begin     //Winkelrechts
      IDS := IDs +4;
      setlength(Block, Length(Block)+4);
      Block[high(Block)-3] := TBlock.Create;
      Block[high(Block)-3].Farbe := clblue ;
      Block[high(Block)-3].fPosition.X:= 6   ;
      Block[high(Block)-3].fPosition.Y:= -2  ;
      Block[high(Block)-3].fID := IDs-3;
      Block[high(Block)-2] := TBlock.Create;
      Block[high(Block)-2].Farbe := clblue ;
      Block[high(Block)-2].fPosition.X:= 4   ;
      Block[high(Block)-2].fPosition.Y:= -1  ;
      Block[high(Block)-2].fID := IDs-2;
      Block[high(Block)-1] := TBlock.Create;
      Block[high(Block)-1].Farbe := clblue ;
      Block[high(Block)-1].fPosition.X:= 5   ;
      Block[high(Block)-1].fPosition.Y:= -1  ;
      Block[high(Block)-1].fID := IDs-1;
      Block[high(Block)] := TBlock.Create;
      Block[high(Block)].Farbe := clblue ;
      Block[high(Block)].fPosition.X:= 6   ;
      Block[high(Block)].fPosition.Y:= -1  ;
      Block[high(Block)].fID := IDs;
       //showmessage('Winkel');
      form2.Timer1.Enabled := true;

     end;

  4: begin     //T
      IDS := IDs +4;
      setlength(Block, Length(Block)+4);
      Block[high(Block)-3] := TBlock.Create;
      Block[high(Block)-3].Farbe := cllime ;
      Block[high(Block)-3].fPosition.X:= 5   ;
      Block[high(Block)-3].fPosition.Y:= -2  ;
      Block[high(Block)-3].fID := IDs-3;
      Block[high(Block)-2] := TBlock.Create;
      Block[high(Block)-2].Farbe := cllime ;
      Block[high(Block)-2].fPosition.X:= 4   ;
      Block[high(Block)-2].fPosition.Y:= -1  ;
      Block[high(Block)-2].fID := IDs-2;
      Block[high(Block)-1] := TBlock.Create;
      Block[high(Block)-1].Farbe := cllime ;
      Block[high(Block)-1].fPosition.X:= 5   ;
      Block[high(Block)-1].fPosition.Y:= -1  ;
      Block[high(Block)-1].fID := IDs-1;
      Block[high(Block)] := TBlock.Create;
      Block[high(Block)].Farbe := cllime ;
      Block[high(Block)].fPosition.X:= 6   ;
      Block[high(Block)].fPosition.Y:= -1  ;
       //showmessage('T');
      form2.Timer1.Enabled := true;

     end;

  5: begin // Rechteck
      IDs := IDs +4;
      setlength(Block, Length(Block)+4);
      Block[high(Block)-3] := TBlock.Create;
      Block[high(Block)-3].Farbe := clpurple ;
      Block[high(Block)-3].fPosition.X:= 5   ;
      Block[high(Block)-3].fPosition.Y:= -4  ;
      Block[high(Block)-3].fID := IDs-3;
      Block[high(Block)-2] := TBlock.Create;
      Block[high(Block)-2].Farbe := clpurple ;
      Block[high(Block)-2].fPosition.X:= 5   ;
      Block[high(Block)-2].fPosition.Y:= -3  ;
      Block[high(Block)-2].fID := IDs-2;
      Block[high(Block)-1] := TBlock.Create;
      Block[high(Block)-1].Farbe := clpurple ;
      Block[high(Block)-1].fPosition.X:= 5   ;
      Block[high(Block)-1].fPosition.Y:= -2  ;
      Block[high(Block)-1].fID := IDs-1;
      Block[high(Block)] := TBlock.Create;
      Block[high(Block)].Farbe := clpurple ;
      Block[high(Block)].fPosition.X:= 5   ;
      Block[high(Block)].fPosition.Y:= -1  ;
      Block[high(Block)].fID := IDs;
       //showmessage('REchteck');
       form2.Timer1.Enabled := true;

     end;
  end;



end;

procedure THaupt.Neufallen;
var
i :integer;
begin


  Form2.Spielfeld.Canvas.Brush.Color := clwhite;
  Form2.Spielfeld.Canvas.Brush.Style := bssolid;
  Form2.Spielfeld.Canvas.Rectangle(0,0,form2.Spielfeld.Width, form2.Spielfeld.Height);



  kannbewegen :=false;




 if CanMoveLast(0,1) then kannbewegen:= true;


  if kannbewegen then
  begin
  Block[high(Block)-3].fPosition.Y := Block[high(Block)-3].fPosition.Y +1 ;
  Block[high(Block)-2].fPosition.Y := Block[high(Block)-2].fPosition.Y +1 ;
  Block[high(Block)-1].fPosition.Y := Block[high(Block)-1].fPosition.Y +1 ;
  Block[high(Block)].fPosition.Y  := Block[high(Block)].fPosition.Y +1 ;
  end;

  if (Block[high(Block)-3].fPosition.y = 27) or (Block[high(Block)-2].fposition.y = 27) or (Block[high(Block)-1].fposition.y = 27) or (Block[high(Block)-0].fposition.y = 27) then kannbewegen:= false;

  for i := 0 to high(Block) do
    begin
      Block[i].zeichen;
    end;
  if not kannbewegen then neu();

end;

procedure THaupt.Drehen;
begin
 kannbewegen := false;
  case Zufall of
  1: begin
      //passiert nichts

     end;
  2: begin
       case gedreht of
       0: begin
       Block[high(Block)-3].fPosition.X:= Block[high(Block)-3].fPosition.x +0;
       Block[high(Block)-3].fPosition.Y:= Block[high(Block)-3].fPosition.Y +2;
       Block[high(Block)-2].fPosition.X:= Block[high(Block)-2].fPosition.x+1;
       Block[high(Block)-2].fPosition.Y:= Block[high(Block)-2].fPosition.Y+1;
       Block[high(Block)-1].fPosition.X:= Block[high(Block)-1].fPosition.x -0 ;
       Block[high(Block)-1].fPosition.Y:= Block[high(Block)-1].fPosition.Y - 0;
       Block[high(Block)].fPosition.X:= Block[high(Block)].fPosition.x-1;
       Block[high(Block)].fPosition.Y:= Block[high(Block)].fPosition.Y -1;
       gedreht := 1;

          end;
       1: begin
       Block[high(Block)-3].fPosition.X:= Block[high(Block)-3].fPosition.x +2;
       Block[high(Block)-3].fPosition.Y:= Block[high(Block)-3].fPosition.Y +0;
       Block[high(Block)-2].fPosition.X:= Block[high(Block)-2].fPosition.x +1;
       Block[high(Block)-2].fPosition.Y:= Block[high(Block)-2].fPosition.Y -1;
       Block[high(Block)-1].fPosition.X:= Block[high(Block)-1].fPosition.x -0;
       Block[high(Block)-1].fPosition.Y:= Block[high(Block)-1].fPosition.Y - 0;
       Block[high(Block)].fPosition.X:= Block[high(Block)].fPosition.x - 1   ;
       Block[high(Block)].fPosition.Y:= Block[high(Block)].fPosition.Y +1;
       gedreht := 2;

          end;
       2 : begin
       Block[high(Block)-3].fPosition.X:= Block[high(Block)-3].fPosition.x -0;
       Block[high(Block)-3].fPosition.Y:= Block[high(Block)-3].fPosition.Y -2;
       Block[high(Block)-2].fPosition.X:= Block[high(Block)-2].fPosition.x -1;
       Block[high(Block)-2].fPosition.Y:= Block[high(Block)-2].fPosition.Y -1;
       Block[high(Block)-1].fPosition.X:= Block[high(Block)-1].fPosition.x -0;
       Block[high(Block)-1].fPosition.Y:= Block[high(Block)-1].fPosition.Y -0;
       Block[high(Block)].fPosition.X:= Block[high(Block)].fPosition.x    +1;
       Block[high(Block)].fPosition.Y:= Block[high(Block)].fPosition.Y    +1;
       gedreht := 3;

           end;
       3 : begin
       Block[high(Block)-3].fPosition.X:= Block[high(Block)-3].fPosition.x -2   ;
       Block[high(Block)-3].fPosition.Y:= Block[high(Block)-3].fPosition.Y +0;
       Block[high(Block)-2].fPosition.X:= Block[high(Block)-2].fPosition.x -1;
       Block[high(Block)-2].fPosition.Y:= Block[high(Block)-2].fPosition.Y +1;
       Block[high(Block)-1].fPosition.X:= Block[high(Block)-1].fPosition.x +0;
       Block[high(Block)-1].fPosition.Y:= Block[high(Block)-1].fPosition.Y +0;
       Block[high(Block)].fPosition.X:= Block[high(Block)].fPosition.x +1;
       Block[high(Block)].fPosition.Y:= Block[high(Block)].fPosition.Y -1;
           gedreht := 0;
           end;

        end;
     end;
  3: begin
     case gedreht of
       0: begin
       Block[high(Block)-3].fPosition.X:= Block[high(Block)-3].fPosition.x -2;
       Block[high(Block)-3].fPosition.Y:= Block[high(Block)-3].fPosition.Y -0;
       Block[high(Block)-2].fPosition.X:= Block[high(Block)-2].fPosition.x+1;
       Block[high(Block)-2].fPosition.Y:= Block[high(Block)-2].fPosition.Y +1;
       Block[high(Block)-1].fPosition.X:= Block[high(Block)-1].fPosition.x -0  ;
       Block[high(Block)-1].fPosition.Y:= Block[high(Block)-1].fPosition.Y - 0;
       Block[high(Block)].fPosition.X:= Block[high(Block)].fPosition.x-1;
       Block[high(Block)].fPosition.Y:= Block[high(Block)].fPosition.Y -1;
       gedreht := 1;

          end;
       1: begin
       Block[high(Block)-3].fPosition.X:= Block[high(Block)-3].fPosition.x -0;
       Block[high(Block)-3].fPosition.Y:= Block[high(Block)-3].fPosition.Y +2;
       Block[high(Block)-2].fPosition.X:= Block[high(Block)-2].fPosition.x +1;
       Block[high(Block)-2].fPosition.Y:= Block[high(Block)-2].fPosition.Y -1;
       Block[high(Block)-1].fPosition.X:= Block[high(Block)-1].fPosition.x -0;
       Block[high(Block)-1].fPosition.Y:= Block[high(Block)-1].fPosition.Y - 0;
       Block[high(Block)].fPosition.X:= Block[high(Block)].fPosition.x - 1;
       Block[high(Block)].fPosition.Y:= Block[high(Block)].fPosition.Y + 1;
       gedreht := 2;

          end;
       2 : begin
       Block[high(Block)-3].fPosition.X:= Block[high(Block)-3].fPosition.x +2;
       Block[high(Block)-3].fPosition.Y:= Block[high(Block)-3].fPosition.Y +0;
       Block[high(Block)-2].fPosition.X:= Block[high(Block)-2].fPosition.x -1;
       Block[high(Block)-2].fPosition.Y:= Block[high(Block)-2].fPosition.Y -1;
       Block[high(Block)-1].fPosition.X:= Block[high(Block)-1].fPosition.x -0;
       Block[high(Block)-1].fPosition.Y:= Block[high(Block)-1].fPosition.Y - 0;
       Block[high(Block)].fPosition.X:= Block[high(Block)].fPosition.x + 1   ;
       Block[high(Block)].fPosition.Y:= Block[high(Block)].fPosition.Y + 1;
       gedreht := 3;

           end;
       3 : begin
       Block[high(Block)-3].fPosition.X:= Block[high(Block)-3].fPosition.x -0   ;
       Block[high(Block)-3].fPosition.Y:= Block[high(Block)-3].fPosition.Y -2;
       Block[high(Block)-2].fPosition.X:= Block[high(Block)-2].fPosition.x -1;
       Block[high(Block)-2].fPosition.Y:= Block[high(Block)-2].fPosition.Y +1;
       Block[high(Block)-1].fPosition.X:= Block[high(Block)-1].fPosition.x -0;
       Block[high(Block)-1].fPosition.Y:= Block[high(Block)-1].fPosition.Y +0;
       Block[high(Block)].fPosition.X:= Block[high(Block)].fPosition.x +1;
       Block[high(Block)].fPosition.Y:= Block[high(Block)].fPosition.Y -1;
           gedreht := 0;
           end;

        end;
     end;
  4: begin
     case gedreht of
       0: begin
       Block[high(Block)-3].fPosition.X:= Block[high(Block)-3].fPosition.x -1;
       Block[high(Block)-3].fPosition.Y:= Block[high(Block)-3].fPosition.Y +1;
       Block[high(Block)-2].fPosition.X:= Block[high(Block)-2].fPosition.x+1;
       Block[high(Block)-2].fPosition.Y:= Block[high(Block)-2].fPosition.Y +1;
       Block[high(Block)-1].fPosition.X:= Block[high(Block)-1].fPosition.x -0;
       Block[high(Block)-1].fPosition.Y:= Block[high(Block)-1].fPosition.Y - 0;
       Block[high(Block)].fPosition.X:= Block[high(Block)].fPosition.x-1;
       Block[high(Block)].fPosition.Y:= Block[high(Block)].fPosition.Y -1;
       gedreht := 1;

          end;
       1: begin
       Block[high(Block)-3].fPosition.X:= Block[high(Block)-3].fPosition.x +1;
       Block[high(Block)-3].fPosition.Y:= Block[high(Block)-3].fPosition.Y +1;
       Block[high(Block)-2].fPosition.X:= Block[high(Block)-2].fPosition.x +1;
       Block[high(Block)-2].fPosition.Y:= Block[high(Block)-2].fPosition.Y -1;
       Block[high(Block)-1].fPosition.X:= Block[high(Block)-1].fPosition.x -0;
       Block[high(Block)-1].fPosition.Y:= Block[high(Block)-1].fPosition.Y - 0;
       Block[high(Block)].fPosition.X:= Block[high(Block)].fPosition.x - 1;
       Block[high(Block)].fPosition.Y:= Block[high(Block)].fPosition.Y + 1;
       gedreht := 2;

          end;
       2 : begin
       Block[high(Block)-3].fPosition.X:= Block[high(Block)-3].fPosition.x +1;
       Block[high(Block)-3].fPosition.Y:= Block[high(Block)-3].fPosition.Y -1;
       Block[high(Block)-2].fPosition.X:= Block[high(Block)-2].fPosition.x -1;
       Block[high(Block)-2].fPosition.Y:= Block[high(Block)-2].fPosition.Y -1;
       Block[high(Block)-1].fPosition.X:= Block[high(Block)-1].fPosition.x -0;
       Block[high(Block)-1].fPosition.Y:= Block[high(Block)-1].fPosition.Y - 0;
       Block[high(Block)].fPosition.X:= Block[high(Block)].fPosition.x + 1   ;
       Block[high(Block)].fPosition.Y:= Block[high(Block)].fPosition.Y + 1;
       gedreht := 3;

           end;
       3 : begin
       Block[high(Block)-3].fPosition.X:= Block[high(Block)-3].fPosition.x -1;
       Block[high(Block)-3].fPosition.Y:= Block[high(Block)-3].fPosition.Y -1;
       Block[high(Block)-2].fPosition.X:= Block[high(Block)-2].fPosition.x -1;
       Block[high(Block)-2].fPosition.Y:= Block[high(Block)-2].fPosition.Y +1;
       Block[high(Block)-1].fPosition.X:= Block[high(Block)-1].fPosition.x -0;
       Block[high(Block)-1].fPosition.Y:= Block[high(Block)-1].fPosition.Y +0;
       Block[high(Block)].fPosition.X:= Block[high(Block)].fPosition.x +1;
       Block[high(Block)].fPosition.Y:= Block[high(Block)].fPosition.Y -1;
           gedreht := 0;
           end;

        end;
     end;
  5: begin
     case gedreht of
       0: begin
       Block[high(Block)-3].fPosition.X:= Block[high(Block)-3].fPosition.x -2;
       Block[high(Block)-3].fPosition.Y:= Block[high(Block)-3].fPosition.Y +2;
       Block[high(Block)-2].fPosition.X:= Block[high(Block)-2].fPosition.x-1;
       Block[high(Block)-2].fPosition.Y:= Block[high(Block)-2].fPosition.Y +1;
       Block[high(Block)-1].fPosition.X:= Block[high(Block)-1].fPosition.x -0;
       Block[high(Block)-1].fPosition.Y:= Block[high(Block)-1].fPosition.Y - 0;
       Block[high(Block)].fPosition.X:= Block[high(Block)].fPosition.x+1;
       Block[high(Block)].fPosition.Y:= Block[high(Block)].fPosition.Y -1;
       gedreht := 1;

          end;
       1: begin
       Block[high(Block)-3].fPosition.X:= Block[high(Block)-3].fPosition.x +2;
       Block[high(Block)-3].fPosition.Y:= Block[high(Block)-3].fPosition.Y -2;
       Block[high(Block)-2].fPosition.X:= Block[high(Block)-2].fPosition.x +1;
       Block[high(Block)-2].fPosition.Y:= Block[high(Block)-2].fPosition.Y -1;
       Block[high(Block)-1].fPosition.X:= Block[high(Block)-1].fPosition.x -0;
       Block[high(Block)-1].fPosition.Y:= Block[high(Block)-1].fPosition.Y -0;
       Block[high(Block)].fPosition.X:= Block[high(Block)].fPosition.x - 1;
       Block[high(Block)].fPosition.Y:= Block[high(Block)].fPosition.Y + 1;
       gedreht := 0;

          end;

     end;
  end;
  end;
end;


procedure THaupt.verschiebenlinks;
var
i : Integer;
begin
if (Block[high(Block)-3].fPosition.x = 0) or (Block[high(Block)-2].fPosition.x = 0) or (Block[high(Block)-1].fPosition.x = 0) or (Block[high(Block)-0].fPosition.x = 0) then
begin

end
else
begin


if canmovelast(-1,0) then
begin

Block[high(Block)-3].fPosition.X:= Block[high(Block)-3].fPosition.X -1;
Block[high(Block)-2].fPosition.X:= Block[high(Block)-2].fPosition.X -1;
Block[high(Block)-1].fPosition.X:= Block[high(Block)-1].fPosition.X -1;
Block[high(Block)-0].fPosition.X:= Block[high(Block)-0].fPosition.X -1;
Form2.Spielfeld.Canvas.Brush.Color := clwhite;
Form2.Spielfeld.Canvas.Brush.Style := bssolid;
Form2.Spielfeld.Canvas.Rectangle(0,0,form2.Spielfeld.Width, form2.Spielfeld.Height);
 for i := 0 to high(Block) do
    begin
      Block[i].zeichen;
    end;
end;
end;
end;

procedure Thaupt.verschiebenrechts;
var
i : Integer;
begin
if (Block[high(Block)-3].fPosition.x = 15) or (Block[high(Block)-2].fPosition.x = 15) or (Block[high(Block)-10].fPosition.x = 15) or (Block[high(Block)-0].fPosition.x = 15) then
begin

end
else
begin
if canmovelast(1,0) then
begin
Block[high(Block)-3].fPosition.X:= Block[high(Block)-3].fPosition.X +1;
Block[high(Block)-2].fPosition.X:= Block[high(Block)-2].fPosition.X +1;
Block[high(Block)-1].fPosition.X:= Block[high(Block)-1].fPosition.X +1;
Block[high(Block)-0].fPosition.X:= Block[high(Block)-0].fPosition.X +1;
Form2.Spielfeld.Canvas.Brush.Color := clwhite;
Form2.Spielfeld.Canvas.Brush.Style := bssolid;
Form2.Spielfeld.Canvas.Rectangle(0,0,form2.Spielfeld.Width, form2.Spielfeld.Height);
 for i := 0 to high(Block) do
    begin
      Block[i].zeichen;
    end;
end;
end;
end;

function THaupt.CanMoveLast(const deltaX, deltaY: integer): boolean;
var
   N, I, J: integer;
begin
   Result := true;
   N := High(Block);
   for I := 0 to N - 4 do
     for J := 0 to 3 do

      if (Block[N - J].fPosition.X + deltaX = Block[I].fPosition.X)
         and (Block[N - J].fPosition.y + deltaY = Block[I].fPosition.Y) then
           Result := false;

end;

function THaupt.findemax;
var
i,max :integer;
begin
max := 0;
for i := 1 to high(Block) do
  begin
    if 27-Block[i].fPosition.Y > max then max := 27-Block[i].fPosition.Y;

  end;
result :=max;
end;

procedure THaupt.findelinie;
var
i,j: integer;


begin
Anzahl := 0;
showmessage(inttostr(findemax+1));
for j := 0 to findemax do
 begin
  anzahl:=0;
  for i := 1 to high(Block) do
  begin
   if Block[i].fPosition.Y = 27-J then
      begin
        Anzahl := Anzahl+1;
        temp[Anzahl] := Block[i].fID ;
        form2.Label1.Caption := inttostr(Anzahl)+' ,'+inttostr(j);
        if Anzahl = 16 then
         begin
         showmessage('endlich');
         arraykurzen;
         end;

      end
      else
      begin

      end;
  end;
end;

  end;



procedure THaupt.arraykurzen;
var
i,j,x : integer;
begin
x:= 0;
for j := 1 to 16 do
    begin
    for i := 1 to high(Block) do
     begin
      if block[i].fID = temp[j] then
        begin
          x := i+1;
          repeat
            try
            showmessage(inttostr(X)+' , '+ inttostr(high(Block )));
            Block[x-1].fPosition.X := Block[x].fPosition.x;
            Block[x-1].fPosition.X := Block[x].fPosition.y;
            Block[x-1].fFarbe := Block[x].fFarbe;
            Block[x-1].fID := Block[x].fID;
            x := x+1;
            setlength(Block, length(Block)-1);
            except
            showmessage('hier')
            end;

          until (x+1 > length(Block)) ;
        end;

     end;

  end;

 // findelinie;
end;

//Fenster
procedure TForm2.Button1Click(Sender: TObject);
begin
Haupt.Neu();

end;



procedure TForm2.FormClose(Sender: TObject; var Action: TCloseAction);
var
i : integer;
begin

for i := 1 to high(Haupt.Block) do
begin
Haupt.Block[i].Free;
end;

Haupt.Free;
end;

procedure TForm2.FormCreate(Sender: TObject);
begin

 Haupt := THaupt.Create;
setlength(Haupt.Block, 0);
Haupt.IDs := 0;
end;

procedure TForm2.FormKeyDown(Sender: TObject; var Key: Word;
  Shift: TShiftState);
begin
if key = VK_UP then Haupt.Drehen;
if key = VK_left then Haupt.verschiebenlinks;
if key = Vk_right then Haupt.verschiebenrechts;
if key = vk_down then Haupt.Neufallen;




end;


procedure TForm2.Timer1Timer(Sender: TObject);
begin
Haupt.Neufallen();

end;




end.
Jetzt klappt das finden aber mit dem arraykürzen da gibt es immer eine EAces violation :(

Bjoerk 6. Mär 2013 21:43

AW: Tetris mit Canvas funktioniert nicht wie es soll
 
Warum steigst du denn nicht (endlich) auf ne Liste um?

Mit dem Array zur Not halt so (ungetestet). Nach DeleteBlock darf nur ein gültiger Index übergeben werden, sonst knallt's.

Delphi-Quellcode:
    TBlock = class
    private
      FFarbe : TColor;
      FPosition : TPoint;
      FID : Integer;
      function GetX: integer;
      function GetY: integer;
      procedure SetX(const Value: integer);
      procedure SetY(const Value: integer);
    public
      property X: integer read GetX write SetX;
      property Y: integer read GetY write SetY;
      property Farbe: TColor read FFarbe write FFarbe;
      property Position: TPoint read FPosition write FPosition;
      property ID: integer read FID write FID;
      procedure Zeichnen;
      procedure Assign(const Value: TBlock);
    end;

    THaupt = class
    ..
    public
      procedure DeleteBlock(Index: integer);
      procedure Clear;
    end;

function TBlock.GetX: integer;
begin
  Result := FPosition.X;
end;

function TBlock.GetY: integer;
begin
  Result := FPosition.Y;
end;

procedure TBlock.SetX(const Value: integer);
begin
  FPosition.X := Value;
end;

procedure TBlock.SetY(const Value: integer);
begin
  FPosition.Y := Value;
end;

procedure TBlock.Assign(const Value: TBlock);
begin
  FFarbe := Value.Farbe;
  FPosition := Value.Position;
  FID := Value.ID;
end;

procedure THaupt.DeleteBlock(Index: integer);
var
  I, N: integer;
begin
  N := Length(Block);
  for I := Index to N - 2 do
    Block[I].Assign(Block[I + 1]);
  Block[N - 1].Free;
  SetLength(Block, N - 1);
end;

procedure THaupt.Clear; // in FormDestroy aufrufen
begin
  while Length(Block) > 0 do
    DeleteBlock(Length(Block) - 1);
end;

fox67 21. Mär 2013 14:40

AW: Tetris mit Canvas funktioniert nicht wie es soll
 
Das mit dem array funktioniert nicht so recht. Jetzt habe ich das mal mit einer TObjectlist probiert. Eigentlich sollte ich den ganzen code nochmal neuschreiben oder zumindest anpassen aber da ich mir nicht sicher bin ob des so klappt probiere ich es erst mal so.
Delphi-Quellcode:
procedure THaupt.findelinie;
var
x,x2 : TObjectlist;
i,j,tmp : integer;
test : TBlock;

weiter,start : Boolean;

begin
x := Tobjectlist.Create;
x2 := Tobjectlist.create;
weiter := true;
start := false;
for i := 1 to high(Block) do
  begin
    x.Add(Block[i]);
  end;
for j := 1 to 27 do
begin
  if weiter then // damit nicht schon die nächste
                  // unterrsucht wird bevor die davor
                  // gelöscht wird  
    begin

    x2.clear;
    x2:= Tobjectlist.Create;
    for i := 0 to x.Count-1 do
     begin
     test := TBlock(x.Items[i]) ;
     if test.fPosition.Y = j then
     begin
      showmessage(inttostr(j));
      x2.Add(x.items[i]);

       if x2.Count+1 = 16 then
        begin
          weiter := false;
          start := true;
        end;
      end;
     end;
    end;
end;
if start then
begin
  for i := 0 to x2.Count - 1 do
   begin
     tmp := x.IndexOf(x2.Items[i]);
     x.Delete(tmp);
   end;
setlength(Block,x.Count+1);
for i := 1 to x.Count do
  begin
    Block[i] := TBlock(x.Items[i-1]);
  end;
  weiter := true;
  start := false;
  x.Free;
end;
end;
Das funktioniert nur leider nicht es löscht jedesmal etwas aber nicht das was es soll.


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