parent
5ad103fa51
commit
4a9e16b394
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SRC = tetris_text.c
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#include "clueboard.h"
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#include "tetris_text.h"
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// Helpful defines
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#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))
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#define _______ KC_TRNS
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// Each layer gets a name for readability, which is then used in the keymap matrix below.
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// The underscores don't mean anything - you can have a layer called STUFF or any other name.
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// Layer names don't all need to be of the same length, obviously, and you can also skip them
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// entirely and just use numbers.
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#define _BL 0
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#define _FL 1
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#define _CL 2
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const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
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/* Keymap _BL: Base Layer (Default Layer)
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*/
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[_BL] = KEYMAP(
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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, \
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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, \
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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, \
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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, \
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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),
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/* Keymap _FL: Function Layer
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*/
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[_FL] = KEYMAP(
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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, \
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_______, _______, _______,_______,_______,F(1) ,_______,_______,KC_PSCR,KC_SLCK, KC_PAUS, _______, _______, _______, _______, \
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_______, _______, MO(_CL),_______,_______,_______,_______,_______,_______,_______, _______, _______, _______, _______, \
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_______, _______, _______,_______,_______,_______,_______,_______,_______,_______, _______, _______, _______, _______, KC_PGUP, \
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_______, _______, _______, _______, _______,_______, _______, _______, _______, MO(_FL), KC_HOME, KC_PGDN, KC_END),
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/* Keymap _CL: Control layer
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*/
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[_CL] = KEYMAP(
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_______, _______, _______,_______,_______,_______,_______,_______,_______,_______, _______, _______, _______, _______, RGB_TOG, RGB_VAI, \
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_______, _______, _______,_______,RESET, _______,_______,_______,_______,_______, _______, _______, _______, _______, RGB_VAD, \
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_______, _______, MO(_CL),_______,_______,_______,_______,_______,_______,_______, _______, _______, _______, _______, \
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MO(_FL), _______, _______,_______,_______,_______,_______,_______,_______,_______, _______, _______, _______, MO(_FL), RGB_SAI, \
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_______, _______, _______,_______, RGB_MOD, RGB_MOD, _______, _______, _______, _______, RGB_HUD, RGB_SAD, RGB_HUI),
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};
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/* This is a list of user defined functions. F(N) corresponds to item N
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of this list.
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*/
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const uint16_t PROGMEM fn_actions[] = {
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[0] = ACTION_FUNCTION(0), // Calls action_function()
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[1] = ACTION_FUNCTION(1)
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};
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static uint8_t tetris_key_presses = 0;
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static uint16_t tetris_timer = 0;
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static uint8_t tetris_running = 0;
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static int tetris_keypress = 0;
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void action_function(keyrecord_t *record, uint8_t id, uint8_t opt) {
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static uint8_t mods_pressed;
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static bool mod_flag;
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switch (id) {
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case 0:
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// clueboard specific hook to make escape quite tetris
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if (tetris_running) {
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tetris_running = 0;
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return;
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}
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/* Handle the combined Grave/Esc key
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*/
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mods_pressed = get_mods()&GRAVE_MODS; // Check to see what mods are pressed
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if (record->event.pressed) {
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/* The key is being pressed.
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*/
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if (mods_pressed) {
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mod_flag = true;
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add_key(KC_GRV);
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send_keyboard_report();
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} else {
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add_key(KC_ESC);
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send_keyboard_report();
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}
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} else {
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/* The key is being released.
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*/
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if (mod_flag) {
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mod_flag = false;
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del_key(KC_GRV);
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send_keyboard_report();
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} else {
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del_key(KC_ESC);
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send_keyboard_report();
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}
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}
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break;
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case 1:
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if (record->event.pressed) {
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tetris_running = 1;
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tetris_timer = 0;
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tetris_keypress = 0;
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// set randomness using total number of key presses
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tetris_start(tetris_key_presses);
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}
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break;
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}
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}
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/*
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* Set up tetris
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*/
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bool process_record_user(uint16_t keycode, keyrecord_t *record) {
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if (record->event.pressed) {
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tetris_key_presses++;
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}
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if (tetris_running && record->event.pressed) {
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tetris_keypress = 0;
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switch (keycode) {
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case KC_UP: tetris_keypress = 1; break;
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case KC_LEFT: tetris_keypress = 2; break;
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case KC_DOWN: tetris_keypress = 3; break;
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case KC_RIGHT: tetris_keypress = 4; break;
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// Make ESC stop tetris (on keyboards other than clueboard)
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// case KC_ESC: tetris_running = 0; return false;
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}
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if (tetris_keypress != 0) {
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return false;
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}
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}
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return true;
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}
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// Runs constantly in the background, in a loop.
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void matrix_scan_user(void) {
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if (tetris_running) {
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tetris_timer++;
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if (tetris_timer > 1000) {
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// every 1000 times this is run is about 100 ms.
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if (!tetris_tick(100)) {
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// game over
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tetris_running = 0;
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}
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tetris_timer = 0;
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}
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}
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}
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void send_keycode(uint16_t keycode) {
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register_code(keycode);
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unregister_code(keycode);
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}
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void send_keycode_shift(uint16_t keycode) {
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register_code(KC_LSFT);
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register_code(keycode);
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unregister_code(keycode);
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unregister_code(KC_LSFT);
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}
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void tetris_send_up(void) {
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send_keycode(KC_UP);
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}
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void tetris_send_left(void) {
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send_keycode(KC_LEFT);
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}
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void tetris_send_down(void) {
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send_keycode(KC_DOWN);
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}
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void tetris_send_right(void) {
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send_keycode(KC_RGHT);
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}
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void tetris_send_backspace(void) {
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send_keycode(KC_BSPC);
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}
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void tetris_send_delete(void) {
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send_keycode(KC_DEL);
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}
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void tetris_send_string(const char *s) {
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for (int i = 0; s[i] != 0; i++) {
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if (s[i] >= 'a' && s[i] <= 'z') {
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send_keycode(KC_A + (s[i] - 'a'));
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} else if (s[i] >= 'A' && s[i] <= 'Z') {
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send_keycode_shift(KC_A + (s[i] - 'A'));
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} else if (s[i] >= '1' && s[i] <= '9') {
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send_keycode(KC_1 + (s[i] - '1'));
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} else {
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switch (s[i]) {
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case ' ': send_keycode(KC_SPACE); break;
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case '.': send_keycode(KC_DOT); break;
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case '0': send_keycode(KC_0); break;
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}
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}
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}
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}
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void tetris_send_newline(void) {
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send_keycode(KC_ENT);
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}
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int tetris_get_keypress(void) {
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int out = tetris_keypress;
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tetris_keypress = 0;
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return out;
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}
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Default layout but with a tetris game
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=====================================
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Tetris works by outputting key-presses to make ascii-art in a regular text editor.
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It reads key presses to rotate and move the bricks like a regular tetris game.
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Example
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=======
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![tetris](https://raw.githubusercontent.com/danamlund/meckb_tetris/master/tetris.gif)
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Usage
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=====
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1) Open a default text editor
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2) Press the tetris button (Fn + t)
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3) Play tetris
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It makes ascii-art by sending keycodes: left, right, up, down, qwerty characters, and numbers.
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Problems
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========
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Drawing ascii-art is too slow to make a pleasant playing experience.
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While drawing ascii-art, the keyboard does not record key-presses, so its pretty unresponsive.
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Adds 5000 bytes to the hex file.
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Implement in other keyboards
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============================
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- Copy-paste the files tetris_text.c and tetrix_text.h to your keymap folder.
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- Add/update your-keyboard/your-keymap/Makefile to include ``SRC = tetris_text.c``
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- Copy-paste the tetris-related code from this keymap.c to yours.
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- Set a key to trigger F(1) to start tetris mode.
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- Its also a good idea to set a key to stop tetris, here its escape.
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You can find a simple tetris keyboard definition at <https://github.com/danamlund/meckb_tetris/>
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@ -0,0 +1,505 @@
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/* Copyright 2017 Dan Amlund Thomsen
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#include <stdarg.h>
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#include <stdint.h>
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#include "tetris_text.h"
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static char empty_piece[7][7] = { { 0, 0, 0, 0, 0, 0, 0 },
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{ 0, 0, 0, 0, 0, 0, 0 },
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{ 0, 0, 0, 0, 0, 0, 0 },
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{ 0, 0, 0, 0, 0, 0, 0 },
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{ 0, 0, 0, 0, 0, 0, 0 },
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{ 0, 0, 0, 0, 0, 0, 0 },
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{ 0, 0, 0, 0, 0, 0, 0 } };
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static char temp_piece[7][7];
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static int curx = 0;
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static int cury = 0;
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static void clear_piece(char piece[7][7]) {
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for (int y = 0; y < 7; y++) {
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for (int x = 0; x < 7; x++) {
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piece[x][y] = 0;
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}
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}
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}
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static void copy_piece_from_to(char from[7][7], char to[7][7]) {
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for (int y = 0; y < 7; y++) {
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for (int x = 0; x < 7; x++) {
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to[x][y] = from[x][y];
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}
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}
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}
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static void rotate_piece(char piece[7][7]) {
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// transpose
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for (int y = 0; y < 7; y++) {
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for (int x = y + 1; x < 7; x++) {
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char tmp = piece[y][x];
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piece[y][x] = piece[x][y];
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piece[x][y] = tmp;
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}
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}
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// reverse rows
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for (int y = 0; y < 7; y++) {
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for (int x = 0; x < 3; x++) {
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char tmp = piece[y][6 - x];
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piece[y][6 - x] = piece[y][x];
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piece[y][x] = tmp;
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}
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}
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}
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static char get_shape_char(int shape) {
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switch (shape) {
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case 0: return 'I';
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case 1: return 'J';
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case 2: return 'L';
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case 3: return 'O';
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case 4: return 'S';
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case 5: return 'T';
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case 6: return 'Z';
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}
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return 'Q';
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}
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static void set_piece(char piece[7][7], int shape, int rotation) {
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clear_piece(piece);
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switch (shape) {
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case 0:
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if (rotation % 2 == 0) {
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// xxXx
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piece[3][1] = 1;
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piece[3][2] = 1;
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piece[3][3] = 1;
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piece[3][4] = 1;
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} else {
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// x
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// x
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// X
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// x
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piece[1][3] = 1;
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piece[2][3] = 1;
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piece[3][3] = 1;
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piece[4][3] = 1;
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}
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break;
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case 1:
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// xXx
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// x
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piece[3][2] = 1;
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piece[3][3] = 1;
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piece[3][4] = 1;
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piece[4][4] = 1;
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for (int i = 0; i < rotation; i++) {
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rotate_piece(piece);
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}
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break;
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case 2:
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// xXx
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// x
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piece[3][2] = 1;
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piece[3][3] = 1;
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piece[3][4] = 1;
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piece[4][2] = 1;
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for (int i = 0; i < rotation; i++) {
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rotate_piece(piece);
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}
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break;
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case 3:
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// xX
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// xx
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piece[3][2] = 1;
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piece[3][3] = 1;
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piece[4][2] = 1;
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piece[4][3] = 1;
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break;
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case 4:
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if (rotation % 2 == 0) {
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// xX
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// xx
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piece[3][2] = 1;
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piece[3][3] = 1;
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piece[4][3] = 1;
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piece[4][4] = 1;
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} else {
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// x
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// xX
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// x
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piece[2][3] = 1;
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piece[3][2] = 1;
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piece[3][3] = 1;
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piece[4][2] = 1;
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}
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break;
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case 5:
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// xXx
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// x
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piece[3][2] = 1;
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piece[3][3] = 1;
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piece[3][4] = 1;
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piece[4][3] = 1;
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for (int i = 0; i < rotation; i++) {
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rotate_piece(piece);
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}
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break;
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case 6:
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if (rotation % 2 == 0) {
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// Xx
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// xx
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piece[3][3] = 1;
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piece[3][4] = 1;
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piece[4][2] = 1;
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piece[4][3] = 1;
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} else {
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// x
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// Xx
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// x
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piece[2][3] = 1;
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piece[3][3] = 1;
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piece[3][4] = 1;
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piece[4][4] = 1;
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}
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break;
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}
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}
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static void send_deletes(int deletes) {
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for (int i = 0; i < deletes; i++) {
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tetris_send_delete();
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}
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}
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static void send_backspaces(int backspaces) {
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for (int i = 0; i < backspaces; i++) {
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tetris_send_backspace();
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curx--;
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}
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}
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static void send_goto_xy(int x, int y) {
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while (curx < x) {
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tetris_send_right();
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curx++;
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}
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while (curx > x) {
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tetris_send_left();
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curx--;
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}
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while (cury < y) {
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tetris_send_down();
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cury++;
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}
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while (cury > y) {
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tetris_send_up();
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cury--;
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}
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}
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static void draw_row(char c, const char oldrow[7], const char newrow[7], int x, int y) {
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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
|
Loading…
Reference in new issue