This is TetMatrix.h in view mode; [Download] [Up]
#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
These are the contents of the former NiCE NeXT User Group NeXTSTEP/OpenStep software archive, currently hosted by Netfuture.ch.