Przemek Wirkus
/
MBEDtetris
Simple tetris game to show usage of C12832 LCD.
Diff: main.cpp
- Revision:
- 1:cdd5880742fc
- Parent:
- 0:644f70b470b5
- Child:
- 2:da22b028cf2e
--- a/main.cpp Mon Mar 17 19:47:49 2014 +0000 +++ b/main.cpp Mon Mar 17 20:16:32 2014 +0000 @@ -9,10 +9,10 @@ DigitalIn fire(p14); BusOut leds(LED1,LED2,LED3,LED4); -#define KEY_LEFT 2 -#define KEY_RIGHT 1 -#define KEY_UP 4 -#define KEY_DOWN 8 +#define JOY_KEY_LEFT 1 +#define JOY_KEY_RIGHT 2 +#define JOY_KEY_UP 4 +#define JOY_KEY_DOWN 8 #define BOUNCER_SIZE 2 @@ -20,55 +20,78 @@ { // Welcome message lcd.cls(); + + bool KEY_LEFT = false; + bool KEY_RIGHT = false; + bool KEY_UP = false; + bool KEY_DOWN = false; + int loop = 0; while(1) { int joy_key = joy.read(); switch (joy_key) { - case KEY_LEFT: { game.try_rotate(); break; } - case KEY_RIGHT: { game.try_move_right(); break; } - case KEY_UP: { game.try_rotate(); break; } - case KEY_DOWN: { game.move_brick_down(); break; } + case JOY_KEY_LEFT: { KEY_LEFT = true; break; } + case JOY_KEY_RIGHT: { KEY_RIGHT = true; break; } + case JOY_KEY_UP: { KEY_UP = true; break; } + case JOY_KEY_DOWN: { KEY_DOWN = true; break; } } - // PRINT MATRIX - for (int x = 0; x < LCD_W; x++) - { - for (int y = 0; y < LCD_H; y++) - { - // This should be replaces with just 'putpixel on LCD' - int draw_pix_x = x*BOUNCER_SIZE; - int draw_pix_y = y*BOUNCER_SIZE; - - if (game.get_matrix_cell(x, y)) - { - lcd.rect(draw_pix_x, draw_pix_y, draw_pix_x+BOUNCER_SIZE-1, draw_pix_y+BOUNCER_SIZE-1, 1); - } - else - { - lcd.rect(draw_pix_x, draw_pix_y, draw_pix_x+BOUNCER_SIZE-1, draw_pix_y+BOUNCER_SIZE-1, 0); + if ((loop % 10) == 0) + { + if (KEY_LEFT) { game.try_move_left(); break; } + if (KEY_RIGHT) { game.try_move_right(); break; } + if (KEY_UP) { game.try_rotate(); break; } + if (KEY_DOWN) { game.move_brick_down(); break; } + + KEY_LEFT = false; + KEY_RIGHT = false; + KEY_UP = false; + KEY_DOWN = false; + + // PRINT MATRIX + for (int x = 0; x < LCD_W; x++) + { + for (int y = 0; y < LCD_H; y++) + { + // This should be replaces with just 'putpixel on LCD' + int draw_pix_x = x*BOUNCER_SIZE; + int draw_pix_y = y*BOUNCER_SIZE; + + if (game.get_matrix_cell(x, y)) + { + //lcd.rect(draw_pix_x, draw_pix_y, draw_pix_x+BOUNCER_SIZE-1, draw_pix_y+BOUNCER_SIZE-1, 1); + lcd.rect(draw_pix_y, draw_pix_x, draw_pix_y+BOUNCER_SIZE-1, draw_pix_x+BOUNCER_SIZE-1, 1); + } + else + { + //lcd.rect(draw_pix_x, draw_pix_y, draw_pix_x+BOUNCER_SIZE-1, draw_pix_y+BOUNCER_SIZE-1, 0); + lcd.rect(draw_pix_y, draw_pix_x, draw_pix_y+BOUNCER_SIZE-1, draw_pix_x+BOUNCER_SIZE-1, 0); + } } } - } - - // PRINT BRICK - for (int x = 0; x < BRICK_SIZE_X; x++) - { - for (int y = 0; y < BRICK_SIZE_Y; y++) + + // PRINT BRICK + for (int x = 0; x < BRICK_SIZE_X; x++) { - if (game.get_brick_cell(x, y)) + for (int y = 0; y < BRICK_SIZE_Y; y++) { - std::pair<int, int> brick_pos = game.get_brick_pos(); - - int draw_pix_x = (brick_pos.first + x) * BOUNCER_SIZE; - int draw_pix_y = (brick_pos.second + y) * BOUNCER_SIZE; - lcd.rect(draw_pix_x, draw_pix_y, draw_pix_x+BOUNCER_SIZE-1, draw_pix_y+BOUNCER_SIZE-1, 1); + if (game.get_brick_cell(x, y)) + { + std::pair<int, int> brick_pos = game.get_brick_pos(); + + int draw_pix_x = (brick_pos.first + x) * BOUNCER_SIZE; + int draw_pix_y = (brick_pos.second + y) * BOUNCER_SIZE; + //lcd.rect(draw_pix_x, draw_pix_y, draw_pix_x+BOUNCER_SIZE-1, draw_pix_y+BOUNCER_SIZE-1, 1); + lcd.rect(draw_pix_y, draw_pix_x, draw_pix_y+BOUNCER_SIZE-1, draw_pix_x+BOUNCER_SIZE-1, 1); + } } } + + + lcd.copy_to_lcd(); + game.move_brick_down(); } - - - lcd.copy_to_lcd(); - wait(1.0); - game.move_brick_down(); + wait(0.01); + loop++; } }