![](/media/cache/group/default_image.jpg.50x50_q85.jpg)
All there but errors need fixing
Dependencies: mbed
Overview:
Rookie Tetris is a jigsaw style game based on the classic Tetris.
A block will appear at the top of the screen, you must move it (your options for movement are left, right and down - you cannot move up the board). The block will stop when it if placed either on the floor of the board or on-top of another block.
Your goal is to fill a complete row of the board with the blocks; when you do so the row will delete and the pattern above it will drop down. The game is over when your pattern is tall enough to reach to the top of the board!
Controls:
Use the joystick to move your block! Your block cannot move out of the parameters of the board.
Pot 2 controls the contrast of the screen.
main.cpp
- Committer:
- el18rs
- Date:
- 2020-06-03
- Revision:
- 22:403759d2f093
- Parent:
- 17:70d45e9e44a8
- Child:
- 23:cbfa9d1ee3db
File content as of revision 22:403759d2f093:
/* ELEC2645 Embedded Systems Project School of Electronic & Electrical Engineering University of Leeds 2019/20 Name: Ruby Smith Username: el18rs Student ID Number: 201259470 Date: 22/05/20 */ // includes #include "mbed.h" #include "Gamepad.h" #include "N5110.h" #include "TetrisGame.h" // set defaults #define TETROMINO_WIDTH 4 #define TETROMINO_HEIGHT 4 // #define TETROMINO_SIZE 4 #define SPEED 1 #define HEIGHT 48 #define WIDTH 84 // STRUCTS // struct UserInput { Direction d; float mag; }; // variables // volatile extern int iH; volatile extern int iB; // OBJECTS // N5110 lcd; Gamepad pad; TetrisGame tetris; // PROTOTBPES // void init(); void update_game(UserInput input); void render(); void welcome(); void fallenblocks(N5110 &lcd, int iH); void clearline(N5110 &lcd, int iB); void set_values(); // FUNCTIONS // int main() { int fps = 6; // 6 frames per second init(); // initialise and display welcome screen welcome(); // wait for user to press start render(); // draw initial frame wait(1.0f/fps); // wait one frame period set_values(); // game loop while(1) { tetris.floor_hit_flag = 0; tetris.read_input(pad); // read input tetris.update(pad, lcd); lcd.refresh(); lcd.clear(); tetris.fallenblocks(lcd, iH); tetris.draw(lcd); // re-draw if (tetris.floor_hit_flag==1) { tetris.fallenblocks(lcd, iH); iH++; tetris.X[iH] = tetris.a; tetris.Y[iH] = tetris.b; tetris.floor_hit_flag = 0; printf("iH increased\n"); } else if (tetris.clear_line_flag==1) { tetris.clearline(lcd, iB); iB++; tetris.Z[iB] = tetris.c; tetris.clear_line_flag==0; printf("iB increased\n"); } else if (tetris. wait(1.0f/fps); // wait one frame period } } // initialise classes and libraries void init() { lcd.init(); // initialise lcd pad.init(); // initialise Gamepad // initialise the game with correct tetromino sizes etc tetris.init(SPEED); } void set_values() { for(int i=0; i<=50; i++) { tetris.X[i]=0; tetris.Y[i]=0; } } void render() // draws each frame on the lcd { lcd.clear(); // clear screen tetris.draw(lcd); // re-draw lcd.refresh(); // refresh screen } // welcome screen display void welcome() { lcd.printString(" TETRIS ",0,1); lcd.printString(" Press Start ",0,4); lcd.refresh(); // flash LEDs untile start button pressed while (pad.start_pressed() == false) { lcd.setContrast(pad.read_pot1()); pad.leds_on(); wait(0.1); pad.leds_off(); wait(0.1); } }