Add a tetris keymap to clueboard that includes a tetris game

pull/1574/head
Dan Amlund Thomsen 7 years ago
parent 5ad103fa51
commit 4a9e16b394

@ -0,0 +1,209 @@
#include "clueboard.h"
#include "tetris_text.h"
// Helpful defines
#define GRAVE_MODS (MOD_BIT(KC_LSHIFT)|MOD_BIT(KC_RSHIFT)|MOD_BIT(KC_LGUI)|MOD_BIT(KC_RGUI)|MOD_BIT(KC_LALT)|MOD_BIT(KC_RALT))
#define _______ KC_TRNS
// Each layer gets a name for readability, which is then used in the keymap matrix below.
// The underscores don't mean anything - you can have a layer called STUFF or any other name.
// Layer names don't all need to be of the same length, obviously, and you can also skip them
// entirely and just use numbers.
#define _BL 0
#define _FL 1
#define _CL 2
const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
/* Keymap _BL: Base Layer (Default Layer)
*/
[_BL] = KEYMAP(
F(0), KC_1, KC_2, KC_3, KC_4, KC_5, KC_6, KC_7, KC_8, KC_9, KC_0, KC_MINS, KC_EQL, KC_GRV, KC_BSPC, KC_PGUP, \
KC_TAB, KC_Q, KC_W, KC_E, KC_R, KC_T, KC_Y, KC_U, KC_I, KC_O, KC_P, KC_LBRC, KC_RBRC, KC_BSLS, KC_PGDN, \
KC_CAPS, KC_A, KC_S, KC_D, KC_F, KC_G, KC_H, KC_J, KC_K, KC_L, KC_SCLN, KC_QUOT, KC_NUHS, KC_ENT, \
KC_LSFT, KC_NUBS, KC_Z, KC_X, KC_C, KC_V, KC_B, KC_N, KC_M, KC_COMM, KC_DOT, KC_SLSH, KC_RO, KC_RSFT, KC_UP, \
KC_LCTL, KC_LGUI, KC_LALT, KC_MHEN, KC_SPC,KC_SPC, KC_HENK, KC_RALT, KC_RCTL, MO(_FL), KC_LEFT, KC_DOWN, KC_RGHT),
/* Keymap _FL: Function Layer
*/
[_FL] = KEYMAP(
KC_GRV, KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6, KC_F7, KC_F8, KC_F9, KC_F10, KC_F11, KC_F12, _______, KC_DEL, BL_STEP, \
_______, _______, _______,_______,_______,F(1) ,_______,_______,KC_PSCR,KC_SLCK, KC_PAUS, _______, _______, _______, _______, \
_______, _______, MO(_CL),_______,_______,_______,_______,_______,_______,_______, _______, _______, _______, _______, \
_______, _______, _______,_______,_______,_______,_______,_______,_______,_______, _______, _______, _______, _______, KC_PGUP, \
_______, _______, _______, _______, _______,_______, _______, _______, _______, MO(_FL), KC_HOME, KC_PGDN, KC_END),
/* Keymap _CL: Control layer
*/
[_CL] = KEYMAP(
_______, _______, _______,_______,_______,_______,_______,_______,_______,_______, _______, _______, _______, _______, RGB_TOG, RGB_VAI, \
_______, _______, _______,_______,RESET, _______,_______,_______,_______,_______, _______, _______, _______, _______, RGB_VAD, \
_______, _______, MO(_CL),_______,_______,_______,_______,_______,_______,_______, _______, _______, _______, _______, \
MO(_FL), _______, _______,_______,_______,_______,_______,_______,_______,_______, _______, _______, _______, MO(_FL), RGB_SAI, \
_______, _______, _______,_______, RGB_MOD, RGB_MOD, _______, _______, _______, _______, RGB_HUD, RGB_SAD, RGB_HUI),
};
/* This is a list of user defined functions. F(N) corresponds to item N
of this list.
*/
const uint16_t PROGMEM fn_actions[] = {
[0] = ACTION_FUNCTION(0), // Calls action_function()
[1] = ACTION_FUNCTION(1)
};
static uint8_t tetris_key_presses = 0;
static uint16_t tetris_timer = 0;
static uint8_t tetris_running = 0;
static int tetris_keypress = 0;
void action_function(keyrecord_t *record, uint8_t id, uint8_t opt) {
static uint8_t mods_pressed;
static bool mod_flag;
switch (id) {
case 0:
// clueboard specific hook to make escape quite tetris
if (tetris_running) {
tetris_running = 0;
return;
}
/* Handle the combined Grave/Esc key
*/
mods_pressed = get_mods()&GRAVE_MODS; // Check to see what mods are pressed
if (record->event.pressed) {
/* The key is being pressed.
*/
if (mods_pressed) {
mod_flag = true;
add_key(KC_GRV);
send_keyboard_report();
} else {
add_key(KC_ESC);
send_keyboard_report();
}
} else {
/* The key is being released.
*/
if (mod_flag) {
mod_flag = false;
del_key(KC_GRV);
send_keyboard_report();
} else {
del_key(KC_ESC);
send_keyboard_report();
}
}
break;
case 1:
if (record->event.pressed) {
tetris_running = 1;
tetris_timer = 0;
tetris_keypress = 0;
// set randomness using total number of key presses
tetris_start(tetris_key_presses);
}
break;
}
}
/*
* Set up tetris
*/
bool process_record_user(uint16_t keycode, keyrecord_t *record) {
if (record->event.pressed) {
tetris_key_presses++;
}
if (tetris_running && record->event.pressed) {
tetris_keypress = 0;
switch (keycode) {
case KC_UP: tetris_keypress = 1; break;
case KC_LEFT: tetris_keypress = 2; break;
case KC_DOWN: tetris_keypress = 3; break;
case KC_RIGHT: tetris_keypress = 4; break;
// Make ESC stop tetris (on keyboards other than clueboard)
// case KC_ESC: tetris_running = 0; return false;
}
if (tetris_keypress != 0) {
return false;
}
}
return true;
}
// Runs constantly in the background, in a loop.
void matrix_scan_user(void) {
if (tetris_running) {
tetris_timer++;
if (tetris_timer > 1000) {
// every 1000 times this is run is about 100 ms.
if (!tetris_tick(100)) {
// game over
tetris_running = 0;
}
tetris_timer = 0;
}
}
}
void send_keycode(uint16_t keycode) {
register_code(keycode);
unregister_code(keycode);
}
void send_keycode_shift(uint16_t keycode) {
register_code(KC_LSFT);
register_code(keycode);
unregister_code(keycode);
unregister_code(KC_LSFT);
}
void tetris_send_up(void) {
send_keycode(KC_UP);
}
void tetris_send_left(void) {
send_keycode(KC_LEFT);
}
void tetris_send_down(void) {
send_keycode(KC_DOWN);
}
void tetris_send_right(void) {
send_keycode(KC_RGHT);
}
void tetris_send_backspace(void) {
send_keycode(KC_BSPC);
}
void tetris_send_delete(void) {
send_keycode(KC_DEL);
}
void tetris_send_string(const char *s) {
for (int i = 0; s[i] != 0; i++) {
if (s[i] >= 'a' && s[i] <= 'z') {
send_keycode(KC_A + (s[i] - 'a'));
} else if (s[i] >= 'A' && s[i] <= 'Z') {
send_keycode_shift(KC_A + (s[i] - 'A'));
} else if (s[i] >= '1' && s[i] <= '9') {
send_keycode(KC_1 + (s[i] - '1'));
} else {
switch (s[i]) {
case ' ': send_keycode(KC_SPACE); break;
case '.': send_keycode(KC_DOT); break;
case '0': send_keycode(KC_0); break;
}
}
}
}
void tetris_send_newline(void) {
send_keycode(KC_ENT);
}
int tetris_get_keypress(void) {
int out = tetris_keypress;
tetris_keypress = 0;
return out;
}

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Default layout but with a tetris game
=====================================
Tetris works by outputting key-presses to make ascii-art in a regular text editor.
It reads key presses to rotate and move the bricks like a regular tetris game.
Example
=======
![tetris](https://raw.githubusercontent.com/danamlund/meckb_tetris/master/tetris.gif)
Usage
=====
1) Open a default text editor
2) Press the tetris button (Fn + t)
3) Play tetris
It makes ascii-art by sending keycodes: left, right, up, down, qwerty characters, and numbers.
Problems
========
Drawing ascii-art is too slow to make a pleasant playing experience.
While drawing ascii-art, the keyboard does not record key-presses, so its pretty unresponsive.
Adds 5000 bytes to the hex file.
Implement in other keyboards
============================
- Copy-paste the files tetris_text.c and tetrix_text.h to your keymap folder.
- Add/update your-keyboard/your-keymap/Makefile to include ``SRC = tetris_text.c``
- Copy-paste the tetris-related code from this keymap.c to yours.
- Set a key to trigger F(1) to start tetris mode.
- Its also a good idea to set a key to stop tetris, here its escape.
You can find a simple tetris keyboard definition at <https://github.com/danamlund/meckb_tetris/>

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/* Copyright 2017 Dan Amlund Thomsen
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include <stdio.h>
#include <stdlib.h>
#include <stdarg.h>
#include <stdint.h>
#include "tetris_text.h"
static char empty_piece[7][7] = { { 0, 0, 0, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 0, 0, 0 } };
static char temp_piece[7][7];
static int curx = 0;
static int cury = 0;
static void clear_piece(char piece[7][7]) {
for (int y = 0; y < 7; y++) {
for (int x = 0; x < 7; x++) {
piece[x][y] = 0;
}
}
}
static void copy_piece_from_to(char from[7][7], char to[7][7]) {
for (int y = 0; y < 7; y++) {
for (int x = 0; x < 7; x++) {
to[x][y] = from[x][y];
}
}
}
static void rotate_piece(char piece[7][7]) {
// transpose
for (int y = 0; y < 7; y++) {
for (int x = y + 1; x < 7; x++) {
char tmp = piece[y][x];
piece[y][x] = piece[x][y];
piece[x][y] = tmp;
}
}
// reverse rows
for (int y = 0; y < 7; y++) {
for (int x = 0; x < 3; x++) {
char tmp = piece[y][6 - x];
piece[y][6 - x] = piece[y][x];
piece[y][x] = tmp;
}
}
}
static char get_shape_char(int shape) {
switch (shape) {
case 0: return 'I';
case 1: return 'J';
case 2: return 'L';
case 3: return 'O';
case 4: return 'S';
case 5: return 'T';
case 6: return 'Z';
}
return 'Q';
}
static void set_piece(char piece[7][7], int shape, int rotation) {
clear_piece(piece);
switch (shape) {
case 0:
if (rotation % 2 == 0) {
// xxXx
piece[3][1] = 1;
piece[3][2] = 1;
piece[3][3] = 1;
piece[3][4] = 1;
} else {
// x
// x
// X
// x
piece[1][3] = 1;
piece[2][3] = 1;
piece[3][3] = 1;
piece[4][3] = 1;
}
break;
case 1:
// xXx
// x
piece[3][2] = 1;
piece[3][3] = 1;
piece[3][4] = 1;
piece[4][4] = 1;
for (int i = 0; i < rotation; i++) {
rotate_piece(piece);
}
break;
case 2:
// xXx
// x
piece[3][2] = 1;
piece[3][3] = 1;
piece[3][4] = 1;
piece[4][2] = 1;
for (int i = 0; i < rotation; i++) {
rotate_piece(piece);
}
break;
case 3:
// xX
// xx
piece[3][2] = 1;
piece[3][3] = 1;
piece[4][2] = 1;
piece[4][3] = 1;
break;
case 4:
if (rotation % 2 == 0) {
// xX
// xx
piece[3][2] = 1;
piece[3][3] = 1;
piece[4][3] = 1;
piece[4][4] = 1;
} else {
// x
// xX
// x
piece[2][3] = 1;
piece[3][2] = 1;
piece[3][3] = 1;
piece[4][2] = 1;
}
break;
case 5:
// xXx
// x
piece[3][2] = 1;
piece[3][3] = 1;
piece[3][4] = 1;
piece[4][3] = 1;
for (int i = 0; i < rotation; i++) {
rotate_piece(piece);
}
break;
case 6:
if (rotation % 2 == 0) {
// Xx
// xx
piece[3][3] = 1;
piece[3][4] = 1;
piece[4][2] = 1;
piece[4][3] = 1;
} else {
// x
// Xx
// x
piece[2][3] = 1;
piece[3][3] = 1;
piece[3][4] = 1;
piece[4][4] = 1;
}
break;
}
}
static void send_deletes(int deletes) {
for (int i = 0; i < deletes; i++) {
tetris_send_delete();
}
}
static void send_backspaces(int backspaces) {
for (int i = 0; i < backspaces; i++) {
tetris_send_backspace();
curx--;
}
}
static void send_goto_xy(int x, int y) {
while (curx < x) {
tetris_send_right();
curx++;
}
while (curx > x) {
tetris_send_left();
curx--;
}
while (cury < y) {
tetris_send_down();
cury++;
}
while (cury > y) {
tetris_send_up();
cury--;
}
}
static void draw_row(char c, const char oldrow[7], const char newrow[7], int x, int y) {
char str[2] = { c, 0 };
char row_is_del[7] = { 0 };
int first = -1;
int last = -1;
for (int px = 0; px < 7; px++) {
if (oldrow[px] && !newrow[px]) {
row_is_del[px] = 1;
}
if (newrow[px] || oldrow[px]) {
if (first == -1) first = px;
last = px;
}
}
if (first >= 0) {
if (curx > x + last + 1) {
send_goto_xy(x + last + 1, cury);
}
if (curx < x + first) {
send_goto_xy(x + first, cury);
}
send_goto_xy(curx, y);
send_deletes((x + last + 1) - curx);
send_backspaces(curx - (x + first));
for (int i = first; i <= last; i++) {
if (row_is_del[i]) {
tetris_send_string(".");
} else {
tetris_send_string(str);
}
curx++;
}
}
}
static void move_piece_from_to(char from[7][7], char to[7][7], int xadd, int yadd) {
for (int y = 0; y < 7; y++) {
for (int x = 0; x < 7; x++) {
if (x + xadd >= 0 && x + xadd < 7 && y + yadd >= 0 && y + yadd < 7) {
to[y][x] = from[y + yadd][x + xadd];
} else {
to[y][x] = 0;
}
}
}
}
static void draw_piece(char c, int x, int y, char oldpiece[7][7], char piece[7][7]) {
for (int py = 0; py < 7; py++) {
draw_row(c, oldpiece[py], piece[py], x, y + py);
}
}
static void draw_piece_moved(char c, int x, int y, char piece[7][7], int oldxadd, int oldyadd) {
move_piece_from_to(piece, temp_piece, oldxadd, oldyadd);
draw_piece(c, x, y, temp_piece, piece);
}
static int is_piece_hitting(char board[20][10], char piece[7][7], int x, int y) {
for (int py = 0; py < 7; py++) {
for (int px = 0; px < 7; px++) {
if (piece[py][px] &&
(px + x >= 10 || px + x < 0
|| py + y >= 20 || py + y < 0
|| board[py + y][px + x])) {
return 1;
}
}
}
return 0;
}
static void add_piece_to_board(char piece[7][7], char board[20][10], int x, int y) {
for (int py = 0; py < 7; py++) {
for (int px = 0; px < 7; px++) {
if (piece[py][px]) {
board[py + y][px + x] = piece[py][px];
}
}
}
}
static void draw_board_line(void) {
//send_string("l l");
tetris_send_string("l..........l");
tetris_send_newline();
}
static void init(void) {
for (int i = 0; i < 20; i++) {
draw_board_line();
}
tetris_send_string("doooooooooob");
curx = 12;
cury = 20;
}
static int get_piece_min_y(char piece[7][7]) {
for (int y = 0; y < 7; y++) {
for (int x = 0; x < 7; x++) {
if (piece[y][x])
return y;
}
}
return 0;
}
static int clear_lines(char board[20][10]) {
int cleared_lines = 0;
for (int y = 19; y >= 0; y--) {
char isfull = 1;
for (int x = 0; x < 10; x++) {
if (!board[y][x]) {
isfull = 0;
}
}
if (isfull) {
// delete clear line
send_goto_xy(12, y);
send_backspaces(12); // delete line contents
// delete newline
tetris_send_backspace();
cury--;
curx = 12;
cleared_lines++;
} else {
if (cleared_lines > 0) {
// move cleared lines down on board
for (int x = 0; x < 10; x++) {
board[y + cleared_lines][x] = board[y][x];
}
}
}
}
// clear cleared top lines
for (int y = 0; y < cleared_lines; y++) {
for (int x = 0; x < 10; x++) {
board[y][x] = 0;
}
}
if (cleared_lines > 0) {
send_goto_xy(0, 0);
for (int i = 0; i < cleared_lines; i++) {
draw_board_line();
curx = 0;
cury++;
}
}
return cleared_lines;
}
static uint8_t myrandom(uint8_t seed) {
uint8_t out = seed >> 1;
if (seed & 1) {
out = out ^ 0xB8;
}
return out;
}
static char piece[7][7];
static char board[20][10];
static uint8_t r;
static int score;
static int x;
static int y;
static int shape;
static int rotation;
static int time;
static int next_down;
static int down_delay;
static int first_run;
static int game_over;
void tetris_start(uint8_t seed) {
for (int y = 0; y < 20; y++) {
for (int x = 0; x < 10; x++) {
board[y][x] = 0;
}
}
clear_piece(piece);
init();
game_over = 0;
r = seed;
score = 0;
copy_piece_from_to(empty_piece, piece);
x = 0;
y = 0;
shape = 0;
rotation = 0;
time = 0;
next_down = 0;
down_delay = -1;
first_run = 1;
}
int tetris_tick(int ms_since_previous_tick) {
if (game_over) {
return 0;
}
time += ms_since_previous_tick;
if (first_run || time > next_down) {
if (first_run || is_piece_hitting(board, piece, x, y + 1)) {
first_run = 0;
add_piece_to_board(piece, board, x, y);
score += clear_lines(board);
down_delay = 500 - score * 10;
if (down_delay < 100) {
down_delay = 100;
}
rotation = 0;
shape = r % 7;
r = myrandom(r);
set_piece(piece, shape, rotation);
x = 1;
y = - get_piece_min_y(piece);
draw_piece_moved(get_shape_char(shape), 1 + x, y, piece, 0, 0);
if (is_piece_hitting(board, piece, x, y)) {
game_over = 1;
send_goto_xy(12, 10);
tetris_send_string(" game over");
tetris_send_down();
tetris_send_string(" score ");
char tmp[10];
sprintf(tmp, "%d", score);
tetris_send_string(tmp);
return 0;
}
} else {
y++;
draw_piece_moved(get_shape_char(shape), 1 + x, y, piece, 0, +1);
}
next_down = time + down_delay;
} else {
switch (tetris_get_keypress()) {
case 1: { // up
int oldrotation = rotation;
rotation = (rotation + 1) % 4;
copy_piece_from_to(piece, temp_piece);
set_piece(piece, shape, rotation);
if (is_piece_hitting(board, piece, x, y)) {
rotation = oldrotation;
set_piece(piece, shape, rotation);
} else {
draw_piece(get_shape_char(shape), 1 + x, y, temp_piece, piece);
}
break;
}
case 2: // left
if (!is_piece_hitting(board, piece, x - 1, y)) {
x--;
draw_piece_moved(get_shape_char(shape), 1 + x, y, piece, -1, 0);
}
break;
case 3: {// down
int starty = y;
while (!is_piece_hitting(board, piece, x, y + 1)) {
y++;
}
draw_piece(get_shape_char(shape), x + 1, starty, piece, empty_piece);
draw_piece(get_shape_char(shape), x + 1, y, empty_piece, piece);
next_down = time + down_delay;
break;
}
case 4: // right
if (!is_piece_hitting(board, piece, x + 1, y)) {
x++;
draw_piece_moved(get_shape_char(shape), 1 + x, y, piece, 1, 0);
}
break;
}
}
return 1;
}

@ -0,0 +1,45 @@
/* Copyright 2017 Dan Amlund Thomsen
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef TETRIS_TEXT_H
#define TETRIS_TEXT_H
//// to implement
void tetris_send_up(void);
void tetris_send_left(void);
void tetris_send_down(void);
void tetris_send_right(void);
void tetris_send_backspace(void);
void tetris_send_delete(void);
void tetris_send_string(const char *s);
void tetris_send_newline(void);
// return = meaning
// 0 = no keys pressed
// 1 = up
// 2 = left
// 3 = down
// 4 = right
int tetris_get_keypress(void);
//// to call
void tetris_start(uint8_t seed);
// returns 0 when game is over
int tetris_tick(int ms_since_previous_tick);
#endif
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