/*************************************************************************** * __________ __ ___. * Open \______ \ ____ ____ | | _\_ |__ _______ ___ * Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ / * Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < < * Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \ * \/ \/ \/ \/ \/ * $Id$ * * Copyright (C) 1999 Mattis Wadman (nappe@sudac.org) * * Heavily modified for embedded use by Björn Stenberg (bjorn@haxx.se) * * All files in this archive are subject to the GNU General Public License. * See the file COPYING in the source tree root for full license agreement. * * This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY * KIND, either express or implied. * ****************************************************************************/ #include "types.h" #include "lcd.h" #include "button.h" #include "kernel.h" #ifdef SIMULATOR #include #endif #define TETRIS_TITLE "Tetris!" #define TETRIS_TITLE_FONT 2 #define TETRIS_TITLE_XLOC 10 #define TETRIS_TITLE_YLOC 32 int start_x = 1; int start_y = 1; int max_x = 14; int max_y = 24; int current_x = 0; int current_y = 0; int current_f = 0; int current_b = 0; int level = 0; short lines = 0; int score = 0; int next_b = 0; int next_f = 0; char virtual[LCD_WIDTH*LCD_HEIGHT]; short level_speeds[10] = {1000,900,800,700,600,500,400,300,250,200}; int blocks = 7; int block_frames[7] = {1,2,2,2,4,4,4}; /* block_data is built up the following way first array index specifies the block number second array index specifies the rotation of the block third array index specifies: 0: x-coordinates of pixels 1: y-coordinates of pixels fourth array index specifies the coordinate of a pixel each block consists of four pixels whose relative coordinates are given with block_data */ int block_data[7][4][2][4] = { { {{0,1,0,1},{0,0,1,1}} }, { {{0,1,1,2},{1,1,0,0}}, {{0,0,1,1},{0,1,1,2}} }, { {{0,1,1,2},{0,0,1,1}}, {{1,1,0,0},{0,1,1,2}} }, { {{1,1,1,1},{0,1,2,3}}, {{0,1,2,3},{2,2,2,2}} }, { {{1,1,1,2},{2,1,0,0}}, {{0,1,2,2},{1,1,1,2}}, {{0,1,1,1},{2,2,1,0}}, {{0,0,1,2},{0,1,1,1}} }, { {{0,1,1,1},{0,0,1,2}}, {{0,1,2,2},{1,1,1,0}}, {{1,1,1,2},{0,1,2,2}}, {{0,0,1,2},{2,1,1,1}} }, { {{1,0,1,2},{0,1,1,1}}, {{2,1,1,1},{1,0,1,2}}, {{1,0,1,2},{2,1,1,1}}, {{0,1,1,1},{1,0,1,2}} } }; /* not even pseudo random :) */ int t_rand(int range) { static int count; count++; return count % range; } void draw_frame(int fstart_x,int fstop_x,int fstart_y,int fstop_y) { lcd_drawline(fstart_x, fstart_y, fstop_x, fstart_y); lcd_drawline(fstart_x, fstop_y, fstop_x, fstop_y); lcd_drawline(fstart_x, fstart_y, fstart_x, fstop_y); lcd_drawline(fstop_x, fstart_y, fstop_x, fstop_y); } void draw_block(int x,int y,int block,int frame,int clear) { int i; for(i=0;i < 4;i++) { if (clear) lcd_clearpixel(start_x+x+block_data[block][frame][0][i], start_y+y+block_data[block][frame][1][i]); else lcd_drawpixel(start_x+x+block_data[block][frame][0][i], start_y+y+block_data[block][frame][1][i]); } } void to_virtual() { int i; for(i=0;i < 4;i++) *(virtual+ ((current_y+block_data[current_b][current_f][1][i])*max_x)+ (current_x+block_data[current_b][current_f][0][i])) = current_b+1; } int gameover() { int i; int frame, block, y, x; x = current_x; y = current_y; block = current_b; frame = current_f; for(i=0;i < 4; i++){ /* Do we have blocks touching? */ if(*(virtual+((y+block_data[block][frame][1][i])*max_x)+x+ block_data[block][frame][0][i]) != 0) { /* Are we at the top of the frame? */ if(y+block_data[block][frame][1][i] < start_y) { /* Game over ;) */ return TRUE; } } } return FALSE; } int valid_position(int x,int y,int block,int frame) { int i; for(i=0;i < 4;i++) if( (*(virtual+((y+block_data[block][frame][1][i])*max_x)+x+ block_data[block][frame][0][i]) != 0) || (x+block_data[block][frame][0][i] < 0) || (x+block_data[block][frame][0][i] > max_x-1) || (y+block_data[block][frame][1][i] < 0) || (y+block_data[block][frame][1][i] > max_y-1)) return FALSE; return TRUE; } void from_virtual() { int x,y; for(y=0;y < max_y;y++) for(x=0;x < max_x;x++) if(*(virtual+(y*max_x)+x)) lcd_drawpixel(start_x+x,start_y+y); else lcd_clearpixel(start_x+x,start_y+y); } void move_block(int x,int y,int f) { int last_frame = current_f; if(f != 0) { current_f += f; if(current_f > block_frames[current_b]-1) current_f = 0; if(current_f < 0) current_f = block_frames[current_b]-1; } if(valid_position(current_x+x,current_y+y,current_b,current_f)) { draw_block(current_x,current_y,current_b,last_frame,TRUE); current_x += x; current_y += y; draw_block(current_x,current_y,current_b,current_f,FALSE); lcd_update(); } else current_f = last_frame; } void new_block() { current_b = next_b; current_f = next_f; current_x = (int)((max_x)/2)-1; current_y = 0; next_b = t_rand(blocks); next_f = t_rand(block_frames[next_b]); draw_block(max_x+2,start_y-1,current_b,current_f,TRUE); draw_block(max_x+2,start_y-1,next_b,next_f,FALSE); if(!valid_position(current_x,current_y,current_b,current_f)) { draw_block(current_x,current_y,current_b,current_f,FALSE); lcd_update(); } else draw_block(current_x,current_y,current_b,current_f,FALSE); } int check_lines() { int x,y,line,i; int lines = 0; for(y=0;y < max_y;y++) { line = TRUE; for(x=0;x < max_x;x++) if(virtual[y*max_x+x] == 0) line = FALSE; if(line) { lines++; for(i=y;i > 1;i--) for (x=0;x 9) level = 9; from_virtual(); score += l*l; } new_block(); move_block(0,0,0); } else move_block(0,1,0); } void game_loop(void) { while(1) { int b=0; int count = 0; /* while(count*20 < level_speeds[level]) */ { b = button_get(); if ( b & BUTTON_OFF ) return; /* get out of here */ if ( b & BUTTON_LEFT ) { move_block(-1,0,0); } if ( b & BUTTON_RIGHT ) { move_block(1,0,0); } if ( b & BUTTON_UP ) { move_block(0,0,1); } if ( b & BUTTON_DOWN ) { move_down(); } count++; sleep(10); } if(gameover()) { char w, h; lcd_fontsize(TETRIS_TITLE_FONT, &w, &h); lcd_clearrect(TETRIS_TITLE_XLOC, TETRIS_TITLE_YLOC, TETRIS_TITLE_XLOC+(w*sizeof(TETRIS_TITLE)), TETRIS_TITLE_YLOC-h); lcd_puts(TETRIS_TITLE_XLOC, TETRIS_TITLE_YLOC, "You lose!", TETRIS_TITLE_FONT); lcd_update(); sleep(2); return; } move_down(); } } void tetris(void) { draw_frame(start_x-1,start_x+max_x,start_y-1,start_y+max_y); lcd_puts(TETRIS_TITLE_XLOC, TETRIS_TITLE_YLOC, TETRIS_TITLE, TETRIS_TITLE_FONT); lcd_update(); next_b = t_rand(blocks); next_f = t_rand(block_frames[next_b]); new_block(); game_loop(); }