rockbox/uisimulator/tetris.c
Felix Arends ca3d6dc5dc commented and explained block_data array
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@294 a1c6a512-1295-4272-9138-f99709370657
2002-04-28 09:10:47 +00:00

302 lines
7.2 KiB
C

/***************************************************************************
* __________ __ ___.
* 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 <stdio.h>
#endif
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 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)
{
int i;
for (i=0; fstart_x+i-1 < fstop_x; i++)
{
lcd_drawpixel(fstart_x+i,fstart_y);
lcd_drawpixel(fstart_x+i,fstop_y);
}
for (i=1; fstart_y+i < fstop_y; i++)
{
lcd_drawpixel(fstart_x,fstart_y+i);
lcd_drawpixel(fstop_x,fstart_y+i);
}
lcd_drawpixel(fstart_x,fstart_y);
lcd_drawpixel(fstop_x,fstart_y);
lcd_drawpixel(fstart_x,fstop_y);
lcd_drawpixel(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 ? 0 : block+1) )
lcd_drawpixel(start_x+x+block_data[block][frame][0][i],
start_y+y+block_data[block][frame][1][i]);
else
lcd_clearpixel(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 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 = rand(blocks);
next_f = 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<max_x;x++)
virtual[i*max_x] = virtual[((i-1)*max_x)];
for (x=0;x<max_x;x++)
virtual[max_x] = 0;
}
}
return lines;
}
void move_down()
{
int l;
if(!valid_position(current_x,current_y+1,current_b,current_f))
{
to_virtual();
l = check_lines();
if(l)
{
lines += l;
level = (int)lines/10;
if(level > 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(1);
}
move_down();
}
}
void tetris(void)
{
draw_frame(start_x-1,start_x+max_x,start_y-1,start_y+max_y);
lcd_puts(10, 32, "Tetris!", 2);
lcd_update();
next_b = rand(blocks);
next_f = rand(block_frames[next_b]);
new_block();
game_loop();
}