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Piece.h
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#ifndef _Piece_h_
#define _Piece_h_
using namespace std;
class Piece
{
public:
Piece()
{
xpos = 5;
ypos = 0;
}
Piece(Piece *p)
{
xpos = p->xpos;
ypos = p->ypos;
width = p->width;
height = p->height;
pieceMap = p->pieceMap;
}
void moveDown();
void moveLeft();
void moveRight();
void Rotate();
void Print(int h);
friend class Tetris;
protected:
int xpos, ypos, width, height;
vector< vector < bool > > pieceMap;
};
class PieceFactory
{
public:
PieceFactory(){}
virtual Piece* generate() = 0;
};
class J : public Piece
{
public:
J();
};
class JFactory : public PieceFactory
{
public:
JFactory(){}
Piece* generate()
{
return new J();
}
};
class L : public Piece
{
public:
L();
};
class LFactory : public PieceFactory
{
public:
LFactory(){}
Piece* generate()
{
return new L();
}
};
class I : public Piece
{
public:
I();
};
class IFactory : public PieceFactory
{
public:
IFactory(){}
Piece* generate()
{
return new I();
}
};
class O : public Piece
{
public:
O();
};
class OFactory : public PieceFactory
{
public:
OFactory(){}
Piece* generate()
{
return new O();
}
};
class S : public Piece
{
public:
S();
};
class SFactory : public PieceFactory
{
public:
SFactory(){}
Piece* generate()
{
return new S();
}
};
class MS : public Piece
{
public:
MS();
};
class MSFactory : public PieceFactory
{
public:
MSFactory(){}
Piece* generate()
{
return new MS();
}
};
class T : public Piece
{
public:
T();
};
class TFactory : public PieceFactory
{
public:
TFactory(){}
Piece* generate()
{
return new T();
}
};
class SMILE : public Piece
{
public:
SMILE();
};
class SMILEFactory : public PieceFactory
{
public:
SMILEFactory(){}
Piece* generate()
{
return new SMILE();
}
};
class X : public Piece
{
public:
X();
};
class XFactory : public PieceFactory
{
public:
XFactory(){}
Piece* generate()
{
return new X();
}
};
#endif