From c69ec1c17cb8cec7b5147eb2eccfcd1130832707 Mon Sep 17 00:00:00 2001 From: root Date: Fri, 30 Aug 2013 10:09:43 +0000 Subject: [PATCH] Make the pieces rotate the same as the original game. Also make them start at the top of the screen. --- .../LoLShield_Tetris/LoLShield_Tetris.h | 1 + .../LoLShield_Tetris/LoLShield_Tetris.pde | 119 +++++++++--------- 2 files changed, 57 insertions(+), 63 deletions(-) diff --git a/lib/examples/LoLShield_Tetris/LoLShield_Tetris.h b/lib/examples/LoLShield_Tetris/LoLShield_Tetris.h index 71bde90..f815a4b 100644 --- a/lib/examples/LoLShield_Tetris/LoLShield_Tetris.h +++ b/lib/examples/LoLShield_Tetris/LoLShield_Tetris.h @@ -42,6 +42,7 @@ typedef struct pieceView { * One Tetris piece object, made of one to four views. */ typedef struct piece { + int8_t startrow; pieceView_t views[4]; } piece_t; diff --git a/lib/examples/LoLShield_Tetris/LoLShield_Tetris.pde b/lib/examples/LoLShield_Tetris/LoLShield_Tetris.pde index cab6e77..0d11acf 100644 --- a/lib/examples/LoLShield_Tetris/LoLShield_Tetris.pde +++ b/lib/examples/LoLShield_Tetris/LoLShield_Tetris.pde @@ -43,67 +43,67 @@ const uint8_t NUM_LEVEL_STEPS = 4; const uint32_t LEVEL_STEPS[NUM_LEVEL_STEPS] = {200,600,1800,5400}; const piece_t pieces[7] = { - {{ + {1, { // The single view of the square pieceĀ : // 00 // 00 - {{{1,0}, {2,0}, {1,1}, {2,1}}}, - {{{1,0}, {2,0}, {1,1}, {2,1}}}, - {{{1,0}, {2,0}, {1,1}, {2,1}}}, - {{{1,0}, {2,0}, {1,1}, {2,1}}}, + {{{1,1}, {2,1}, {1,2}, {2,2}}}, + {{{1,1}, {2,1}, {1,2}, {2,2}}}, + {{{1,1}, {2,1}, {1,2}, {2,2}}}, + {{{1,1}, {2,1}, {1,2}, {2,2}}}, }}, - {{ + {2, { // The two views of the bar pieceĀ : // 0000 - {{{0,1}, {1,1}, {2,1}, {3,1}}}, - {{{1,0}, {1,1}, {1,2}, {1,3}}}, - {{{0,1}, {1,1}, {2,1}, {3,1}}}, - {{{1,0}, {1,1}, {1,2}, {1,3}}}, + {{{0,2}, {1,2}, {2,2}, {3,2}}}, + {{{2,0}, {2,1}, {2,2}, {2,3}}}, + {{{0,2}, {1,2}, {2,2}, {3,2}}}, + {{{2,0}, {2,1}, {2,2}, {2,3}}}, }}, - {{ + {1, { // The two views of the first S : // 00 // 00 - {{{0,0}, {1,0}, {1,1}, {2,1}}}, - {{{2,0}, {1,1}, {2,1}, {1,2}}}, - {{{0,0}, {1,0}, {1,1}, {2,1}}}, - {{{2,0}, {1,1}, {2,1}, {1,2}}}, + {{{0,1}, {1,1}, {1,2}, {2,2}}}, + {{{1,1}, {1,2}, {2,0}, {2,1}}}, + {{{0,1}, {1,1}, {1,2}, {2,2}}}, + {{{1,1}, {1,2}, {2,0}, {2,1}}}, }}, - {{ + {1, { // The two views of the second S : // 00 // 00 - {{{1,0}, {2,0}, {0,1}, {1,1}}}, + {{{0,2}, {1,1}, {1,2}, {2,1}}}, {{{0,0}, {0,1}, {1,1}, {1,2}}}, - {{{1,0}, {2,0}, {0,1}, {1,1}}}, + {{{0,2}, {1,1}, {1,2}, {2,1}}}, {{{0,0}, {0,1}, {1,1}, {1,2}}}, }}, - {{ + {1, { // The four views of the first L : // 000 // 0 - {{{0,1}, {1,1}, {2,1}, {0,2}}}, - {{{1,0}, {1,1}, {1,2}, {2,2}}}, - {{{2,0}, {0,1}, {1,1}, {2,1}}}, + {{{0,1}, {0,2}, {1,1}, {2,1}}}, {{{0,0}, {1,0}, {1,1}, {1,2}}}, + {{{0,1}, {1,1}, {2,0}, {2,1}}}, + {{{1,0}, {1,1}, {1,2}, {2,2}}}, }}, - {{ - // The four views of the T : + {1, { + // The four views of the second L : // 000 // 0 {{{0,1}, {1,1}, {2,1}, {2,2}}}, - {{{1,0}, {2,0}, {1,1}, {1,2}}}, + {{{1,0}, {1,1}, {1,2}, {2,0}}}, {{{0,0}, {0,1}, {1,1}, {2,1}}}, - {{{1,0}, {1,1}, {1,2}, {0,2}}}, + {{{0,2}, {1,0}, {1,1}, {1,2}}}, }}, - {{ - // The four views of the second L : + {1, { + // The four views of the T : // 000 // 0 - {{{0,1}, {1,1}, {2,1}, {1,2}}}, - {{{1,0}, {1,1}, {2,1}, {1,2}}}, - {{{1,0}, {0,1}, {1,1}, {2,1}}}, - {{{1,0}, {0,1}, {1,1}, {1,2}}}, + {{{0,1}, {1,1}, {1,2}, {2,1}}}, + {{{1,0}, {1,1}, {1,2}, {2,1}}}, + {{{0,1}, {1,0}, {1,1}, {2,1}}}, + {{{0,1}, {1,0}, {1,1}, {1,2}}}, }}, }; @@ -118,13 +118,13 @@ pos_t position; * @param position the position and view of the piece to draw or remove. * @param set 1 or 0 to draw or remove the piece. */ -void switchPiece(const piece_t* piece, const pos_t& position, int set=1) { +void switchPiece(const piece_t* piece, const pos_t& position, uint8_t c=1) { for(uint8_t i=0;i<4;i++) { coord_t element = piece->views[position.view].elements[i]; - LedSign::Set( - 13-(element.y+position.coord.y), - element.x+position.coord.x, - set); + int8_t eltXPos = element.x+position.coord.x; + int8_t eltYPos = element.y+position.coord.y; + if (eltYPos>=0) + LedSign::Set(13-eltYPos, eltXPos, c); } } @@ -138,11 +138,9 @@ void switchPiece(const piece_t* piece, const pos_t& position, int set=1) { * This parameter MUST be greater or equal than top. */ void redrawLines(uint8_t top, uint8_t bottom) { - for (int y=top; y<=bottom; y++) { - for (int x=0; x=0;x--) { - for(int y=0;y<=8;y++) { - LedSign::Set(x,y,0); - } + for(uint8_t x=0;x<=13;x++) { + for(uint8_t y=0;y<=8;y++) + LedSign::Set(13-x,y,0); delay(100); } // Draw the score and scroll it @@ -188,19 +183,16 @@ boolean checkPieceMove(const piece_t* piece, const pos_t& position) { for (uint8_t i=0; i<4; i++) { coord_t element = piece->views[position.view].elements[i]; // Check x boundaries. - uint8_t eltXPos = element.x+position.coord.x; - if (eltXPos>8 || eltXPos<0) { + int8_t eltXPos = element.x+position.coord.x; + if (eltXPos>8 || eltXPos<0) isOk = false; - } // Check y boundaries. - uint8_t eltYPos = element.y+position.coord.y; - if (eltYPos>13) { + int8_t eltYPos = element.y+position.coord.y; + if (eltYPos>13) isOk = false; - } // Check collisions in grid. - if (playGrid[eltYPos][eltXPos]) { + if (eltYPos>=0 && playGrid[eltYPos][eltXPos]) isOk = false; - } } return isOk; @@ -218,7 +210,7 @@ void playerMovePiece() // First try rotating the piece if requested. // Ensure the player released the rotation button before doing a second one. - static int status=0; + static byte status=0; if (status == 0) { if (analogRead(4)>1000) { status = 1; @@ -288,9 +280,10 @@ void timerPieceDown(uint32_t& count) { // Drop the piece on the grid. for (uint8_t i=0; i<4; i++) { coord_t element = currentPiece->views[position.view].elements[i]; - uint8_t eltXPos = element.x+position.coord.x; - uint8_t eltYPos = element.y+position.coord.y; - playGrid[eltYPos][eltXPos] = true; + int8_t eltXPos = element.x+position.coord.x; + int8_t eltYPos = element.y+position.coord.y; + if (eltYPos>=0) + playGrid[eltYPos][eltXPos] = true; } processEndPiece(); @@ -376,12 +369,12 @@ void processEndPiece() { * Start dropping a new randomly chosen piece. */ void nextPiece() { - position.coord.x = 3; - position.coord.y = 0; - position.view = random(0,3); - currentPiece = &pieces[random(0,7)]; + position.coord.x = 3; + position.coord.y = 0-currentPiece->startrow; + position.view = 0; + if (!checkPieceMove(currentPiece, position)) { endGame(); startGame();