cleaned up some stuff and added more documentation to the existing code

This commit is contained in:
Amy G. Bowersox 2020-05-27 11:10:50 -06:00
parent f0d0dd0051
commit 3a15dae884
6 changed files with 84 additions and 20 deletions

View File

@ -14,7 +14,8 @@
<view key="view" contentMode="scaleToFill" id="Ze5-6b-2t3"> <view key="view" contentMode="scaleToFill" id="Ze5-6b-2t3">
<rect key="frame" x="0.0" y="0.0" width="414" height="896"/> <rect key="frame" x="0.0" y="0.0" width="414" height="896"/>
<autoresizingMask key="autoresizingMask" widthSizable="YES" heightSizable="YES"/> <autoresizingMask key="autoresizingMask" widthSizable="YES" heightSizable="YES"/>
<color key="backgroundColor" systemColor="systemOrangeColor" red="1" green="0.58431372550000005" blue="0.0" alpha="1" colorSpace="custom" customColorSpace="sRGB"/> <color key="backgroundColor" red="0.0" green="0.16078431372549018" blue="0.83921568627450982" alpha="1" colorSpace="custom" customColorSpace="sRGB"/>
<color key="tintColor" white="0.0" alpha="0.0" colorSpace="custom" customColorSpace="genericGamma22GrayColorSpace"/>
<viewLayoutGuide key="safeArea" id="6Tk-OE-BBY"/> <viewLayoutGuide key="safeArea" id="6Tk-OE-BBY"/>
</view> </view>
</viewController> </viewController>

View File

@ -11,6 +11,7 @@ import SpriteKit
let NumberOfColors: UInt32 = 6 let NumberOfColors: UInt32 = 6
// Colors that may be applied to blocks (whcih controls the sprite image they use)
enum BlockColor: Int, CustomStringConvertible { enum BlockColor: Int, CustomStringConvertible {
case Blue = 0, Orange, Purple, Red, Teal, Yellow case Blue = 0, Orange, Purple, Red, Teal, Yellow
@ -40,6 +41,7 @@ enum BlockColor: Int, CustomStringConvertible {
} }
} }
// Represents a single block in the game.
class Block: Hashable, CustomStringConvertible { class Block: Hashable, CustomStringConvertible {
// Constants // Constants
let color: BlockColor let color: BlockColor

View File

@ -54,15 +54,17 @@ class GameScene: SKScene {
shapeLayer.addChild(gameBoard) shapeLayer.addChild(gameBoard)
gameLayer.addChild(shapeLayer) gameLayer.addChild(shapeLayer)
// Set the theme music to play infinitely.
run(SKAction.repeatForever(SKAction.playSoundFileNamed("Sounds/theme.mp3", waitForCompletion: true))) run(SKAction.repeatForever(SKAction.playSoundFileNamed("Sounds/theme.mp3", waitForCompletion: true)))
} }
// Convenience function to play a sound file.
func playSound(sound: String) { func playSound(sound: String) {
run(SKAction.playSoundFileNamed(sound, waitForCompletion: false)) run(SKAction.playSoundFileNamed(sound, waitForCompletion: false))
} }
// Called once per frame by the framework, before it's rendered.
override func update(_ currentTime: TimeInterval) { override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
guard let lastTick = lastTick else { guard let lastTick = lastTick else {
return return
} }
@ -71,23 +73,26 @@ class GameScene: SKScene {
self.lastTick = NSDate() self.lastTick = NSDate()
tick?() tick?()
} }
} }
// Starts the game tick going.
func startTicking() { func startTicking() {
lastTick = NSDate() lastTick = NSDate()
} }
// Stops the game tick.
func stopTicking() { func stopTicking() {
lastTick = nil lastTick = nil
} }
// Convert bucket row/column coordinates to display coordinates.
func pointForColumn(column: Int, row: Int) -> CGPoint { func pointForColumn(column: Int, row: Int) -> CGPoint {
let x = LayerPosition.x + (CGFloat(column) * BlockSize) + (BlockSize / 2) let x = LayerPosition.x + (CGFloat(column) * BlockSize) + (BlockSize / 2)
let y = LayerPosition.y - ((CGFloat(row) * BlockSize) + (BlockSize / 2)) let y = LayerPosition.y - ((CGFloat(row) * BlockSize) + (BlockSize / 2))
return CGPoint(x: x, y: y) return CGPoint(x: x, y: y)
} }
// Add the "preview" shape to the current scene. This also "rezzes in" a shape's block sprites.
func addPreviewShapeToScene(shape: Shape, completion: @escaping () -> ()) { func addPreviewShapeToScene(shape: Shape, completion: @escaping () -> ()) {
for block in shape.blocks { for block in shape.blocks {
var texture = textureCache[block.spriteName] var texture = textureCache[block.spriteName]
@ -115,6 +120,7 @@ class GameScene: SKScene {
run(SKAction.sequence([waitAction, completeAction])) run(SKAction.sequence([waitAction, completeAction]))
} }
// Move the "preview" shape into position so it becomes the new "falling" shape.
func movePreviewShape(shape: Shape, completion: @escaping () -> ()) { func movePreviewShape(shape: Shape, completion: @escaping () -> ()) {
for block in shape.blocks { for block in shape.blocks {
let sprite = block.sprite! let sprite = block.sprite!
@ -128,6 +134,7 @@ class GameScene: SKScene {
run(SKAction.sequence([waitAction, completeAction])) run(SKAction.sequence([waitAction, completeAction]))
} }
// Redraw the falling shape by shifting the position of its component blocks.
func redrawShape(shape: Shape, completion: @escaping () -> ()) { func redrawShape(shape: Shape, completion: @escaping () -> ()) {
for block in shape.blocks { for block in shape.blocks {
let sprite = block.sprite! let sprite = block.sprite!
@ -141,9 +148,11 @@ class GameScene: SKScene {
} }
} }
// Animate the removed lines "exploding" and the remaining blocks dropping into place.
func animateCollapsingLines(linesToRemove: Array<Array<Block>>, fallenBlocks: Array<Array<Block>>, completion: @escaping () -> ()) { func animateCollapsingLines(linesToRemove: Array<Array<Block>>, fallenBlocks: Array<Array<Block>>, completion: @escaping () -> ()) {
var longestDuration: TimeInterval = 0 var longestDuration: TimeInterval = 0
// Animate the falling blocks dropping into place
for (columnIdx, column) in fallenBlocks.enumerated() { for (columnIdx, column) in fallenBlocks.enumerated() {
for (blockIdx, block) in column.enumerated() { for (blockIdx, block) in column.enumerated() {
let newPosition = pointForColumn(column: block.column, row: block.row) let newPosition = pointForColumn(column: block.column, row: block.row)
@ -158,6 +167,7 @@ class GameScene: SKScene {
} }
} }
// Animate the "removed" blocks "exploding"
for rowToRemove in linesToRemove { for rowToRemove in linesToRemove {
for block in rowToRemove { for block in rowToRemove {
let randomRadius = CGFloat(UInt(arc4random_uniform(400) + 100)) let randomRadius = CGFloat(UInt(arc4random_uniform(400) + 100))

View File

@ -43,10 +43,12 @@ class GameViewController: UIViewController, PrivyetDelegate, UIGestureRecognizer
return true return true
} }
// Called when the user taps the screen
@IBAction func didTap(_ sender: UITapGestureRecognizer) { @IBAction func didTap(_ sender: UITapGestureRecognizer) {
privyet.rotateShape() privyet.rotateShape()
} }
// Called when the user slides their finger across the screen
@IBAction func didPan(_ sender: UIPanGestureRecognizer) { @IBAction func didPan(_ sender: UIPanGestureRecognizer) {
let currentPoint = sender.translation(in: self.view) let currentPoint = sender.translation(in: self.view)
if let originalPoint = panPointReference { if let originalPoint = panPointReference {
@ -64,14 +66,17 @@ class GameViewController: UIViewController, PrivyetDelegate, UIGestureRecognizer
} }
} }
// Called when the user swipes the screen in a downward direction
@IBAction func didSwipe(_ sender: UISwipeGestureRecognizer) { @IBAction func didSwipe(_ sender: UISwipeGestureRecognizer) {
privyet.dropShape() privyet.dropShape()
} }
// Used to allow multiple gesture recognizers to be used simultaneously
func gestureRecognizer(_ gestureRecognizer: UIGestureRecognizer, shouldRecognizeSimultaneouslyWith otherGestureRecognizer: UIGestureRecognizer) -> Bool { func gestureRecognizer(_ gestureRecognizer: UIGestureRecognizer, shouldRecognizeSimultaneouslyWith otherGestureRecognizer: UIGestureRecognizer) -> Bool {
return true return true
} }
// Used to prioritize one gesture recognizer over another
func gestureRecognizer(_ gestureRecognizer: UIGestureRecognizer, shouldRequireFailureOf otherGestureRecognizer: UIGestureRecognizer) -> Bool { func gestureRecognizer(_ gestureRecognizer: UIGestureRecognizer, shouldRequireFailureOf otherGestureRecognizer: UIGestureRecognizer) -> Bool {
if gestureRecognizer is UISwipeGestureRecognizer { if gestureRecognizer is UISwipeGestureRecognizer {
if otherGestureRecognizer is UIPanGestureRecognizer { if otherGestureRecognizer is UIPanGestureRecognizer {
@ -85,10 +90,12 @@ class GameViewController: UIViewController, PrivyetDelegate, UIGestureRecognizer
return false return false
} }
// Called once per game tick (interval over which blocks drop)
func didTick() { func didTick() {
privyet.letShapeFall() privyet.letShapeFall()
} }
// Advances the "next' and "falling" shapes and places them on the screen
func nextShape() { func nextShape() {
let newShapes = privyet.newShape() let newShapes = privyet.newShape()
guard let fallingShape = newShapes.fallingShape else { guard let fallingShape = newShapes.fallingShape else {
@ -101,6 +108,7 @@ class GameViewController: UIViewController, PrivyetDelegate, UIGestureRecognizer
} }
} }
// Called when the game starts
func gameDidBegin(privyet: Privyet) { func gameDidBegin(privyet: Privyet) {
levelLabel.text = "\(privyet.level)" levelLabel.text = "\(privyet.level)"
scoreLabel.text = "\(privyet.score)" scoreLabel.text = "\(privyet.score)"
@ -116,6 +124,7 @@ class GameViewController: UIViewController, PrivyetDelegate, UIGestureRecognizer
} }
} }
// Called when the game ends
func gameDidEnd(privyet: Privyet) { func gameDidEnd(privyet: Privyet) {
view.isUserInteractionEnabled = false view.isUserInteractionEnabled = false
scene.stopTicking() scene.stopTicking()
@ -125,6 +134,7 @@ class GameViewController: UIViewController, PrivyetDelegate, UIGestureRecognizer
} }
} }
// Called when the game advances in level (gets faster)
func gameDidLevelUp(privyet: Privyet) { func gameDidLevelUp(privyet: Privyet) {
levelLabel.text = "\(privyet.level)" levelLabel.text = "\(privyet.level)"
if scene.tickLengthMillis >= 100 { if scene.tickLengthMillis >= 100 {
@ -135,6 +145,7 @@ class GameViewController: UIViewController, PrivyetDelegate, UIGestureRecognizer
scene.playSound(sound: "Sounds/levelup.mp3") scene.playSound(sound: "Sounds/levelup.mp3")
} }
// Called when a shape is "dropped"
func gameShapeDidDrop(privyet: Privyet) { func gameShapeDidDrop(privyet: Privyet) {
scene.stopTicking() scene.stopTicking()
scene.redrawShape(shape: privyet.fallingShape!) { scene.redrawShape(shape: privyet.fallingShape!) {
@ -143,6 +154,7 @@ class GameViewController: UIViewController, PrivyetDelegate, UIGestureRecognizer
scene.playSound(sound: "Sounds/drop.mp3") scene.playSound(sound: "Sounds/drop.mp3")
} }
// Called when a shape "lands" on top of existing blocks or at the bottom of the bucket
func gameShapeDidLand(privyet: Privyet) { func gameShapeDidLand(privyet: Privyet) {
scene.stopTicking() scene.stopTicking()
self.view.isUserInteractionEnabled = false self.view.isUserInteractionEnabled = false
@ -158,6 +170,7 @@ class GameViewController: UIViewController, PrivyetDelegate, UIGestureRecognizer
} }
} }
// Called when a shape moves on the screen
func gameShapeDidMove(privyet: Privyet) { func gameShapeDidMove(privyet: Privyet) {
scene.redrawShape(shape: privyet.fallingShape!) { } scene.redrawShape(shape: privyet.fallingShape!) { }
} }

View File

@ -41,7 +41,7 @@ protocol PrivyetDelegate {
} }
class Privyet { class Privyet {
var blockArray: Array2D<Block> var bucket: Array2D<Block>
var nextShape: Shape? var nextShape: Shape?
var fallingShape: Shape? var fallingShape: Shape?
var delegate: PrivyetDelegate? var delegate: PrivyetDelegate?
@ -52,9 +52,10 @@ class Privyet {
init() { init() {
fallingShape = nil fallingShape = nil
nextShape = nil nextShape = nil
blockArray = Array2D<Block>(columns: NumColumns, rows: NumRows) bucket = Array2D<Block>(columns: NumColumns, rows: NumRows)
} }
// Starts the game by initializing game data
func beginGame() { func beginGame() {
if (nextShape == nil) { if (nextShape == nil) {
nextShape = Shape.random(startingColumn: PreviewColumn, startingRow: PreviewRow) nextShape = Shape.random(startingColumn: PreviewColumn, startingRow: PreviewRow)
@ -62,6 +63,7 @@ class Privyet {
delegate?.gameDidBegin(privyet: self) delegate?.gameDidBegin(privyet: self)
} }
// Advances the current falling shape and the "next" shape. Returns both these shapes as a tuple.
func newShape() -> (fallingShape: Shape?, nextShape: Shape?) { func newShape() -> (fallingShape: Shape?, nextShape: Shape?) {
fallingShape = nextShape fallingShape = nextShape
nextShape = Shape.random(startingColumn: PreviewColumn, startingRow: PreviewRow) nextShape = Shape.random(startingColumn: PreviewColumn, startingRow: PreviewRow)
@ -77,6 +79,8 @@ class Privyet {
return (fallingShape, nextShape) return (fallingShape, nextShape)
} }
// Returns true if the falling shape is in an "illegal" placement (outside bucket bounds or "colliding"
// with existing blocks in the bucket).
func detectIllegalPlacement() -> Bool { func detectIllegalPlacement() -> Bool {
guard let shape = fallingShape else { guard let shape = fallingShape else {
return false return false
@ -84,82 +88,93 @@ class Privyet {
for block in shape.blocks { for block in shape.blocks {
if block.column < 0 || block.column >= NumColumns || block.row < 0 || block.row >= NumRows { if block.column < 0 || block.column >= NumColumns || block.row < 0 || block.row >= NumRows {
return true return true
} else if blockArray[block.column, block.row] != nil { } else if bucket[block.column, block.row] != nil {
return true return true
} }
} }
return false return false
} }
// "Settle" the falling shape by transferring its blocks to the bucket.
func settleShape() { func settleShape() {
guard let shape = fallingShape else { guard let shape = fallingShape else {
return return
} }
for block in shape.blocks { for block in shape.blocks {
blockArray[block.column, block.row] = block bucket[block.column, block.row] = block
} }
fallingShape = nil fallingShape = nil
delegate?.gameShapeDidLand(privyet: self) delegate?.gameShapeDidLand(privyet: self)
} }
// Returns true if the falling block is "landing" (at the bottom of the bucket or directly above existing blocks)
func detectTouch() -> Bool { func detectTouch() -> Bool {
guard let shape = fallingShape else { guard let shape = fallingShape else {
return false return false
} }
for bottomBlock in shape.bottomBlocks { for bottomBlock in shape.bottomBlocks {
if bottomBlock.row == NumRows - 1 || blockArray[bottomBlock.column, bottomBlock.row + 1] != nil { if bottomBlock.row == NumRows - 1 || bucket[bottomBlock.column, bottomBlock.row + 1] != nil {
return true return true
} }
} }
return false return false
} }
// Ends the current game
func endGame() { func endGame() {
score = 0 score = 0
level = 1 level = 1
delegate?.gameDidEnd(privyet: self) delegate?.gameDidEnd(privyet: self)
} }
// Detect and remove completed lines. Returns a tuple of two arrays of arrays:
// linesRemoved - The blocks that will be removed as a result of completed lines.
// fallenBlocks - The blocks that will drop to a lower line in the bucket when the above blocks are removed.
// If no lines are to be removed, returns a pair of empty lists.
func removeCompletedLines() -> (linesRemoved: Array<Array<Block>>, fallenBlocks: Array<Array<Block>>) { func removeCompletedLines() -> (linesRemoved: Array<Array<Block>>, fallenBlocks: Array<Array<Block>>) {
var removedLines = Array<Array<Block>>() var removedLines = Array<Array<Block>>()
for row in (1..<NumRows).reversed() { for row in (1..<NumRows).reversed() {
var rowOfBlocks = Array<Block>() var rowOfBlocks = Array<Block>()
for column in 0..<NumColumns { for column in 0..<NumColumns {
guard let block = blockArray[column, row] else { guard let block = bucket[column, row] else {
continue continue
} }
rowOfBlocks.append(block) rowOfBlocks.append(block)
} }
if rowOfBlocks.count == NumColumns { if rowOfBlocks.count == NumColumns {
// filled line detected, remove it
removedLines.append(rowOfBlocks) removedLines.append(rowOfBlocks)
for block in rowOfBlocks { for block in rowOfBlocks {
blockArray[block.column, block.row] = nil bucket[block.column, block.row] = nil
} }
} }
} }
if removedLines.count == 0 { if removedLines.count == 0 {
return ([], []) return ([], []) // no lines filled
} }
// Advance score and game level as appropriate
let pointsEarned = removedLines.count * PointsPerLine * level let pointsEarned = removedLines.count * PointsPerLine * level
score += pointsEarned score += pointsEarned
if score >= level * LevelThreshold { if score >= level * LevelThreshold {
level += 1 level += 1
delegate?.gameDidLevelUp(privyet: self) delegate?.gameDidLevelUp(privyet: self)
} }
var fallenBlocks = Array<Array<Block>>() var fallenBlocks = Array<Array<Block>>()
for column in 0..<NumColumns { for column in 0..<NumColumns {
var fallenBlocksArray = Array<Block>() var fallenBlocksArray = Array<Block>()
for row in (1..<removedLines[0][0].row).reversed() { for row in (1..<removedLines[0][0].row).reversed() {
guard let block = blockArray[column, row] else { guard let block = bucket[column, row] else {
continue continue
} }
var newRow = row var newRow = row
while (newRow < NumRows - 1 && blockArray[column, newRow + 1] == nil) { while (newRow < NumRows - 1 && bucket[column, newRow + 1] == nil) {
newRow += 1 newRow += 1
} }
block.row = newRow block.row = newRow
blockArray[column, row] = nil bucket[column, row] = nil
blockArray[column, newRow] = block bucket[column, newRow] = block
fallenBlocksArray.append(block) fallenBlocksArray.append(block)
} }
if fallenBlocksArray.count > 0 { if fallenBlocksArray.count > 0 {
@ -169,22 +184,24 @@ class Privyet {
return (removedLines, fallenBlocks) return (removedLines, fallenBlocks)
} }
// Removes all blocks from the bucket (at end of game). Returns all the removed blocks.
func removeAllBlocks() -> Array<Array<Block>> { func removeAllBlocks() -> Array<Array<Block>> {
var allBlocks = Array<Array<Block>>() var allBlocks = Array<Array<Block>>()
for row in 0..<NumRows { for row in 0..<NumRows {
var rowOfBlocks = Array<Block>() var rowOfBlocks = Array<Block>()
for column in 0..<NumColumns { for column in 0..<NumColumns {
guard let block = blockArray[column, row] else { guard let block = bucket[column, row] else {
continue continue
} }
rowOfBlocks.append(block) rowOfBlocks.append(block)
blockArray[column, row] = nil bucket[column, row] = nil
} }
allBlocks.append(rowOfBlocks) allBlocks.append(rowOfBlocks)
} }
return allBlocks return allBlocks
} }
// Drop the falling shape down as far as it will go.
func dropShape() { func dropShape() {
guard let shape = fallingShape else { guard let shape = fallingShape else {
return return
@ -196,6 +213,7 @@ class Privyet {
delegate?.gameShapeDidDrop(privyet: self) delegate?.gameShapeDidDrop(privyet: self)
} }
// Let the falling shape fall by one row.
func letShapeFall() { func letShapeFall() {
guard let shape = fallingShape else { guard let shape = fallingShape else {
return return
@ -204,9 +222,9 @@ class Privyet {
if detectIllegalPlacement() { if detectIllegalPlacement() {
shape.raiseShapeByOneRow() shape.raiseShapeByOneRow()
if detectIllegalPlacement() { if detectIllegalPlacement() {
endGame() endGame() // shape was in illegal place to start, this ends the game
} else { } else {
settleShape() settleShape() // shape can land
} }
} else { } else {
delegate?.gameShapeDidMove(privyet: self) delegate?.gameShapeDidMove(privyet: self)
@ -216,6 +234,7 @@ class Privyet {
} }
} }
// Rotate the falling shape clockwise by 90 degrees.
func rotateShape() { func rotateShape() {
guard let shape = fallingShape else { guard let shape = fallingShape else {
return return
@ -228,6 +247,7 @@ class Privyet {
delegate?.gameShapeDidMove(privyet: self) delegate?.gameShapeDidMove(privyet: self)
} }
// Move the falling shape left by one column.
func moveShapeLeft() { func moveShapeLeft() {
guard let shape = fallingShape else { guard let shape = fallingShape else {
return return
@ -240,6 +260,7 @@ class Privyet {
delegate?.gameShapeDidMove(privyet: self) delegate?.gameShapeDidMove(privyet: self)
} }
// Move the falling shape right by one column.
func moveShapeRight() { func moveShapeRight() {
guard let shape = fallingShape else { guard let shape = fallingShape else {
return return
@ -251,5 +272,4 @@ class Privyet {
} }
delegate?.gameShapeDidMove(privyet: self) delegate?.gameShapeDidMove(privyet: self)
} }
} }

View File

@ -11,6 +11,7 @@ import SpriteKit
let NumOrientations: UInt32 = 4 let NumOrientations: UInt32 = 4
// Represents the orientation of a shape in increments of 90 degrees
enum Orientation: Int, CustomStringConvertible { enum Orientation: Int, CustomStringConvertible {
case Zero = 0, Ninety, OneEighty, TwoSeventy case Zero = 0, Ninety, OneEighty, TwoSeventy
@ -31,6 +32,7 @@ enum Orientation: Int, CustomStringConvertible {
return Orientation(rawValue:Int(arc4random_uniform(NumOrientations)))! return Orientation(rawValue:Int(arc4random_uniform(NumOrientations)))!
} }
// Returns the orientation resulting from a rotation in either direction.
static func rotate(orientation: Orientation, clockwise: Bool) -> Orientation { static func rotate(orientation: Orientation, clockwise: Bool) -> Orientation {
var rotated = orientation.rawValue + (clockwise ? 1 : -1) var rotated = orientation.rawValue + (clockwise ? 1 : -1)
if rotated > Orientation.TwoSeventy.rawValue { if rotated > Orientation.TwoSeventy.rawValue {
@ -51,6 +53,8 @@ let SecondBlockIdx: Int = 1
let ThirdBlockIdx: Int = 2 let ThirdBlockIdx: Int = 2
let FourthBlockIdx: Int = 3 let FourthBlockIdx: Int = 3
// Base class representing a shape consisting of four blocks. Derived classes represent the different
// tetramino shapes.
class Shape: Hashable, CustomStringConvertible { class Shape: Hashable, CustomStringConvertible {
// The color of the shape // The color of the shape
let color: BlockColor let color: BlockColor
@ -65,15 +69,18 @@ class Shape: Hashable, CustomStringConvertible {
// Required overrides // Required overrides
// Subclasses must override this property // Subclasses must override this property
// Returns the relative positions of the shape blocks based on the shape orientation
var blockRowColumnPositions: [Orientation: Array<(columnDiff: Int, rowDiff: Int)>] { var blockRowColumnPositions: [Orientation: Array<(columnDiff: Int, rowDiff: Int)>] {
return [:] return [:]
} }
// Subclasses must override this property // Subclasses must override this property
// Returns the blocks in a shape that are "on the bottom" based on the shape orientation
var bottomBlocksForOrientations: [Orientation: Array<Block>] { var bottomBlocksForOrientations: [Orientation: Array<Block>] {
return [:] return [:]
} }
// Returns the blocks in this shape that are currently "on the bottom"
var bottomBlocks: Array<Block> { var bottomBlocks: Array<Block> {
guard let bottomBlocks = bottomBlocksForOrientations[orientation] else { guard let bottomBlocks = bottomBlocksForOrientations[orientation] else {
return [] return []
@ -110,6 +117,7 @@ class Shape: Hashable, CustomStringConvertible {
self.init(column: column, row: row, color: BlockColor.random(), orientation: Orientation.random()) self.init(column: column, row: row, color: BlockColor.random(), orientation: Orientation.random())
} }
// Initialize the blocks of the shape based on the current position, color, and orientation.
final func initializeBlocks() { final func initializeBlocks() {
guard let blockRowColumnTranslations = blockRowColumnPositions[orientation] else { guard let blockRowColumnTranslations = blockRowColumnPositions[orientation] else {
return return
@ -120,6 +128,7 @@ class Shape: Hashable, CustomStringConvertible {
} }
} }
// Rotate the blocks in this shape to a new orientation.
final func rotateBlocks(orientation: Orientation) { final func rotateBlocks(orientation: Orientation) {
guard let blockRowColumnTranslation: Array<(columnDiff: Int, rowDiff: Int)> = blockRowColumnPositions[orientation] else { guard let blockRowColumnTranslation: Array<(columnDiff: Int, rowDiff: Int)> = blockRowColumnPositions[orientation] else {
return return
@ -130,34 +139,41 @@ class Shape: Hashable, CustomStringConvertible {
} }
} }
// Rotate the blocks in this shape clockwise.
final func rotateClockwise() { final func rotateClockwise() {
let newOrientation = Orientation.rotate(orientation: orientation, clockwise: true) let newOrientation = Orientation.rotate(orientation: orientation, clockwise: true)
rotateBlocks(orientation: newOrientation) rotateBlocks(orientation: newOrientation)
orientation = newOrientation orientation = newOrientation
} }
// Rotate the blocks in this shape counterclockwise.
final func rotateCounterClockwise() { final func rotateCounterClockwise() {
let newOrientation = Orientation.rotate(orientation: orientation, clockwise: false) let newOrientation = Orientation.rotate(orientation: orientation, clockwise: false)
rotateBlocks(orientation: newOrientation) rotateBlocks(orientation: newOrientation)
orientation = newOrientation orientation = newOrientation
} }
// Updates block positions in this shape to one row down.
final func lowerShapeByOneRow() { final func lowerShapeByOneRow() {
shiftBy(columns: 0, rows: 1) shiftBy(columns: 0, rows: 1)
} }
// Updates block positions in this shape to one row up.
final func raiseShapeByOneRow() { final func raiseShapeByOneRow() {
shiftBy(columns: 0, rows: -1) shiftBy(columns: 0, rows: -1)
} }
// Updates block positions in this shape to one colukmn to the right.
final func shiftRightByOneColumn() { final func shiftRightByOneColumn() {
shiftBy(columns: 1, rows: 0) shiftBy(columns: 1, rows: 0)
} }
// Updates block positions in this shape to one column to the left.
final func shiftLeftByOneColumn() { final func shiftLeftByOneColumn() {
shiftBy(columns: -1, rows: 0) shiftBy(columns: -1, rows: 0)
} }
// Shifts plock positions in this shape in a relative fashion.
final func shiftBy(columns: Int, rows: Int) { final func shiftBy(columns: Int, rows: Int) {
self.column += columns self.column += columns
self.row += rows self.row += rows
@ -167,12 +183,14 @@ class Shape: Hashable, CustomStringConvertible {
} }
} }
// Moves the shape to an absolute position.
final func moveTo(column: Int, row: Int) { final func moveTo(column: Int, row: Int) {
self.column = column self.column = column
self.row = row self.row = row
rotateBlocks(orientation: orientation) rotateBlocks(orientation: orientation)
} }
// Generates a random shape.
final class func random(startingColumn: Int, startingRow: Int) -> Shape { final class func random(startingColumn: Int, startingRow: Int) -> Shape {
switch Int(arc4random_uniform(NumShapeTypes)) { switch Int(arc4random_uniform(NumShapeTypes)) {
case 0: case 0: