Tetris Sourceforge

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  1. Tetris Source Code
  2. Tetris Sourceforge Games
  3. Original Tetris Free
  4. Tetris Code Html
  5. Copy And Paste Html Tetris
  6. Tetris Sourceforge Auto Clicker

About:

Tetris Source Code

Tubularix is a free opensource game similar to Tetris seen from a tubular perspective. Game's rules and behavior are very similar to the Tetris ones. It's written in c++ with the Qt 4 libraries.

Tetris The code was built with assistance from. By creating the files composer.json and index.php into the root directory, it enables the code to be hosted on Heroku by 'fooling' Heroku into hosting the code as a php application.

The game can be run on GNU/Linux, Windows or Mac.

  • Abandoned Bricks is a Tetris-like cross-platform game. Beside the classic gameplay it offers music, sound effects and a duel mode.
  • Tubularix is a free opensource game similar to Tetris seen from a tubular perspective. Game's rules and behavior are very similar to the Tetris ones. It's written in c with the Qt 4 libraries. The game can be run on GNU/Linux, Windows or Mac.

Youtube video:

Sourceforge

Requirements:

Qt 4 (tested on Qt 4.4.3 and 4.5)

Instructions (WINDOWS):

You just need to uncompress the downloaded file, enter the game's directory and run tubularix.exe.

Instructions (GNU/Linux):

Original

If you downloaded a compiled version, you just need to uncompress the file, enter the game's directory and run tubularix.

Compiling and running (GNU/Linux):

  1. Uncompress the file
  2. Open a console, go to the game's directory and run:
  3. qmake (or qmake-qt4, depending on your distribution)
  4. make

Tetris Sourceforge Games

If compilation ends successfully, you can go to the game's directory and run tubularix.

Installation (GNU/Linux):

  1. Uncompress the file
  2. Open a console, go to the game's directory and run:
  3. qmake (or qmake-qt4, depending on your distribution)
  4. make
  5. sudo make install

If installation ends succesfully, you can start tubularix directly from a console or launch it from any application launcher.

OS/2 additional notes:

Probably, in order to be able to save high scores correctly you will need to uncomment the lines from mainwindow.cpp that follow this commentary:

//that may solve some QSetting problems in OS/2

Game controls:

Main:

P to pause, R to restart game, F to switch between normal mode/full screen and ESC to exit full screen mode.

Player 1 (right player):

Left and right arrows to move, down arrow to move down faster, B to drop the piece, up arrow to rotate piece counter-clockwise and space to rotate clockwise.

Player 2 (left player):

A and D to move, S to move down faster, X to drop the piece, W to rotate piece counter-clockwise and Q to rotate clockwise.

Configuration files (Windows):

Settings are stored in Windows registry at:

Sourceforge

HKEY_CURRENT_USERSoftwaretubularixtubularix

HKEY_USERSSoftwaretubularixtubularix

Configuration files (GNU/Linux):

Configurations are stored at $HOME/.config/tubularix/tubularix.conf

Languages:

Tubularix is available in czech, english, galician and spanish.

Credits:

Created and maintained by Miguel Escudero Gestal tubularix@gmail.com.

Czech translation: Pavel Fric

Kindly hosted by


Tetris Tutorial: Part #5

Hello there and welcome to the fifth tutorial on how to make a decent Tetris game!

In this tutorial we will be going into some intricates of the block animations.
Warning: this is a long tutorial, so take your time reading it by parts or over again.

OK, let's start.

Let's take a look at a class CAnimation. It's a template class where the passed template attribute is used as an array for custom frame data. For example, if we want each frame to refer to textureID in Textures database, we declare animation as:
CAnimation<int> m_Animation;

Why as an ‘int'? Simply because textureID is an integer (or it can be an unsigned integer).
OK, moving on, we take a look into details of CAnimation class:


The only interesting thing in this class would be the Animate() function, because other procedures deals only with resetting and get/setting member variables:


The overall design is pretty simple: run the animation that many frames (and that many loops) until it has finished. Not so simple in code, but yet more to come… ?

Hack

OK, let's add member variables for block animations,

and their get/set functions accordingly. The tAnimationFrame is a structure consisting of:

I will not go into details of CTextureManager and CMaterialManager, because those are simply wrappers around dynamic arrays they control, that also acts as databases – e.g retrieval by uid, filename or index (or more). I will say only one thing: I've checked them and so far they've proven themselves as a good measure against duplicates of materials/textures.

You can take a look at tMaterial/tTexture structures, but they are very basic (except loading functions). You can load materials from file they are stored in, or add copies of materials/textures that are already in database but with modified attributes. Note that textures can have an alpha channel which you can specify by using ‘Mask' RGB attribute of tag:

Right now we cannot use sub-rectangles to map parts of same texture to different frames, so we are going to use separate files as frames.
OK, let's add some textures/materials we're going to use with our game:

Original Tetris Free


Up to material 10 (we could use 1 material and 1 texture if we could refer to sub-rectangle of the single texture file!)

OK, so far so good? Let's now take a look at XML file containing our game data. You probably remember the size of it last tutorial, so you will be surprised now:

See, each block now has a list of animations! Please note that I didn't put whole file here because it is too big, but the basic thing here is that EACH block will have those 3 animations! Each block in each figure! It's not so hard to add those lines in, so let's do it.

(Adding those lines takes time, so take your time :) )

OK, now onto the actual animations and their loading. We have 3 animations:
Block' default animation, when there's NO animation (it sounds weird, but it's easier to do texturing this way than adding a new variable for a texture):

Block's default animation where it is going to. um. shine or flash, or whatever you can draw in animation package – you will have to expand it according to your new files for each frame (or sub-rectangles for one file) – same as above:

And finally our block' disappearing animation – when a line is full we play this animation once (or twice, or how many times you want):

So, we're done with our animations representations in XML file, let's take a look at how we are going to load and use this data.
Since a user can declare ‘class T' in class CAnimation as whatever he wants to, he's going to have a separate functions for loading different types of data, as in here:

Tetris Code Html

To load this one, he must declare and implement the following function:
int LoadAnimation(CAnimation *animation, TiXmlNode *this_node, char *filename);

So, to load our animation of type:
CAnimation *m_pAnimations;
We have to:

Copy And Paste Html Tetris

So, let's take a look at how we're going to do part 1: CTetrisBlock::LoadFromFile()

Tetris Sourceforge Auto Clicker

OK, we counted and called functions to load each animation, let's see what does LoadAnimation() function holds:

Also, to actually draw our quad(block) with texture/material, we have to modify our drawing function and add a pointer to current material (see TetrisBlock.h class):

Well, well, well… So far so good? Now let's take a look at CTetrisBlock::Animate() function that will handle block' animations. It is very simple:

Remove tuxera ntfs for mac trial expired

Tetris Sourceforge

Requirements:

Qt 4 (tested on Qt 4.4.3 and 4.5)

Instructions (WINDOWS):

You just need to uncompress the downloaded file, enter the game's directory and run tubularix.exe.

Instructions (GNU/Linux):

If you downloaded a compiled version, you just need to uncompress the file, enter the game's directory and run tubularix.

Compiling and running (GNU/Linux):

  1. Uncompress the file
  2. Open a console, go to the game's directory and run:
  3. qmake (or qmake-qt4, depending on your distribution)
  4. make

Tetris Sourceforge Games

If compilation ends successfully, you can go to the game's directory and run tubularix.

Installation (GNU/Linux):

  1. Uncompress the file
  2. Open a console, go to the game's directory and run:
  3. qmake (or qmake-qt4, depending on your distribution)
  4. make
  5. sudo make install

If installation ends succesfully, you can start tubularix directly from a console or launch it from any application launcher.

OS/2 additional notes:

Probably, in order to be able to save high scores correctly you will need to uncomment the lines from mainwindow.cpp that follow this commentary:

//that may solve some QSetting problems in OS/2

Game controls:

Main:

P to pause, R to restart game, F to switch between normal mode/full screen and ESC to exit full screen mode.

Player 1 (right player):

Left and right arrows to move, down arrow to move down faster, B to drop the piece, up arrow to rotate piece counter-clockwise and space to rotate clockwise.

Player 2 (left player):

A and D to move, S to move down faster, X to drop the piece, W to rotate piece counter-clockwise and Q to rotate clockwise.

Configuration files (Windows):

Settings are stored in Windows registry at:

HKEY_CURRENT_USERSoftwaretubularixtubularix

HKEY_USERSSoftwaretubularixtubularix

Configuration files (GNU/Linux):

Configurations are stored at $HOME/.config/tubularix/tubularix.conf

Languages:

Tubularix is available in czech, english, galician and spanish.

Credits:

Created and maintained by Miguel Escudero Gestal tubularix@gmail.com.

Czech translation: Pavel Fric

Kindly hosted by


Tetris Tutorial: Part #5

Hello there and welcome to the fifth tutorial on how to make a decent Tetris game!

In this tutorial we will be going into some intricates of the block animations.
Warning: this is a long tutorial, so take your time reading it by parts or over again.

OK, let's start.

Let's take a look at a class CAnimation. It's a template class where the passed template attribute is used as an array for custom frame data. For example, if we want each frame to refer to textureID in Textures database, we declare animation as:
CAnimation<int> m_Animation;

Why as an ‘int'? Simply because textureID is an integer (or it can be an unsigned integer).
OK, moving on, we take a look into details of CAnimation class:


The only interesting thing in this class would be the Animate() function, because other procedures deals only with resetting and get/setting member variables:


The overall design is pretty simple: run the animation that many frames (and that many loops) until it has finished. Not so simple in code, but yet more to come… ?

OK, let's add member variables for block animations,

and their get/set functions accordingly. The tAnimationFrame is a structure consisting of:

I will not go into details of CTextureManager and CMaterialManager, because those are simply wrappers around dynamic arrays they control, that also acts as databases – e.g retrieval by uid, filename or index (or more). I will say only one thing: I've checked them and so far they've proven themselves as a good measure against duplicates of materials/textures.

You can take a look at tMaterial/tTexture structures, but they are very basic (except loading functions). You can load materials from file they are stored in, or add copies of materials/textures that are already in database but with modified attributes. Note that textures can have an alpha channel which you can specify by using ‘Mask' RGB attribute of tag:

Right now we cannot use sub-rectangles to map parts of same texture to different frames, so we are going to use separate files as frames.
OK, let's add some textures/materials we're going to use with our game:

Original Tetris Free


Up to material 10 (we could use 1 material and 1 texture if we could refer to sub-rectangle of the single texture file!)

OK, so far so good? Let's now take a look at XML file containing our game data. You probably remember the size of it last tutorial, so you will be surprised now:

See, each block now has a list of animations! Please note that I didn't put whole file here because it is too big, but the basic thing here is that EACH block will have those 3 animations! Each block in each figure! It's not so hard to add those lines in, so let's do it.

(Adding those lines takes time, so take your time :) )

OK, now onto the actual animations and their loading. We have 3 animations:
Block' default animation, when there's NO animation (it sounds weird, but it's easier to do texturing this way than adding a new variable for a texture):

Block's default animation where it is going to. um. shine or flash, or whatever you can draw in animation package – you will have to expand it according to your new files for each frame (or sub-rectangles for one file) – same as above:

And finally our block' disappearing animation – when a line is full we play this animation once (or twice, or how many times you want):

So, we're done with our animations representations in XML file, let's take a look at how we are going to load and use this data.
Since a user can declare ‘class T' in class CAnimation as whatever he wants to, he's going to have a separate functions for loading different types of data, as in here:

Tetris Code Html

To load this one, he must declare and implement the following function:
int LoadAnimation(CAnimation *animation, TiXmlNode *this_node, char *filename);

So, to load our animation of type:
CAnimation *m_pAnimations;
We have to:

Copy And Paste Html Tetris

So, let's take a look at how we're going to do part 1: CTetrisBlock::LoadFromFile()

Tetris Sourceforge Auto Clicker

OK, we counted and called functions to load each animation, let's see what does LoadAnimation() function holds:

Also, to actually draw our quad(block) with texture/material, we have to modify our drawing function and add a pointer to current material (see TetrisBlock.h class):

Well, well, well… So far so good? Now let's take a look at CTetrisBlock::Animate() function that will handle block' animations. It is very simple:

Well. Now… What do we need now? Oh yeah, the AnimateLine() function of CTetrisGame. I've added more candy to it, so that our blocks will animate in order take a look for yourself).Well, here we go:

OK, what do we got left? Nothing! And that what you should be proud of – now you have a full tetris game (without scores or background) with animations and XML data files!

In Tutorial 6 we will go into bonuses and their animations/actions. See ya later!





broken image