Tetris
Game.cpp@0:9188cbdecda0, 2019-02-11 (annotated)
- Committer:
- bvnoake
- Date:
- Mon Feb 11 12:16:39 2019 +0000
- Revision:
- 0:9188cbdecda0
- Child:
- 1:e63441aa47d6
Tetris;
Who changed what in which revision?
User | Revision | Line number | New contents of line |
---|---|---|---|
bvnoake | 0:9188cbdecda0 | 1 | //Including the microbit library |
bvnoake | 0:9188cbdecda0 | 2 | #include "MicroBit.h" |
bvnoake | 0:9188cbdecda0 | 3 | |
bvnoake | 0:9188cbdecda0 | 4 | //using vectors throughout code |
bvnoake | 0:9188cbdecda0 | 5 | #include <vector> |
bvnoake | 0:9188cbdecda0 | 6 | |
bvnoake | 0:9188cbdecda0 | 7 | //defining points system |
bvnoake | 0:9188cbdecda0 | 8 | int points = 0; |
bvnoake | 0:9188cbdecda0 | 9 | //defining co-ordinates used |
bvnoake | 0:9188cbdecda0 | 10 | int obsx = 2; |
bvnoake | 0:9188cbdecda0 | 11 | int obsx2; |
bvnoake | 0:9188cbdecda0 | 12 | int obsy = 0; |
bvnoake | 0:9188cbdecda0 | 13 | int obsy2; |
bvnoake | 0:9188cbdecda0 | 14 | |
bvnoake | 0:9188cbdecda0 | 15 | //creates vectors for the x and y coordinates |
bvnoake | 0:9188cbdecda0 | 16 | vector <int> x; |
bvnoake | 0:9188cbdecda0 | 17 | vector <int> y; |
bvnoake | 0:9188cbdecda0 | 18 | |
bvnoake | 0:9188cbdecda0 | 19 | |
bvnoake | 0:9188cbdecda0 | 20 | MicroBit uBit; |
bvnoake | 0:9188cbdecda0 | 21 | //MicroBitImage game(5,5); |
bvnoake | 0:9188cbdecda0 | 22 | |
bvnoake | 0:9188cbdecda0 | 23 | |
bvnoake | 0:9188cbdecda0 | 24 | |
bvnoake | 0:9188cbdecda0 | 25 | //function for when buttons pressed |
bvnoake | 0:9188cbdecda0 | 26 | void onButton(MicroBitEvent e) |
bvnoake | 0:9188cbdecda0 | 27 | { //if button a pressed |
bvnoake | 0:9188cbdecda0 | 28 | if (e.source == MICROBIT_ID_BUTTON_A) { |
bvnoake | 0:9188cbdecda0 | 29 | //game.shiftLeft(1); |
bvnoake | 0:9188cbdecda0 | 30 | |
bvnoake | 0:9188cbdecda0 | 31 | //goes through vector depending on size of x vector looking at values and moving over one space left |
bvnoake | 0:9188cbdecda0 | 32 | for (int i = 0; i < x.size(); i++) |
bvnoake | 0:9188cbdecda0 | 33 | { |
bvnoake | 0:9188cbdecda0 | 34 | uBit.display.image.setPixelValue(x[i]- 1,obsy, 211); |
bvnoake | 0:9188cbdecda0 | 35 | uBit.display.image.setPixelValue(x[i],obsy, 0); |
bvnoake | 0:9188cbdecda0 | 36 | } |
bvnoake | 0:9188cbdecda0 | 37 | //goes through vector depending on size of y vector looking at values and moving over one space right |
bvnoake | 0:9188cbdecda0 | 38 | for (int j = 0; j < y.size(); j++) |
bvnoake | 0:9188cbdecda0 | 39 | { |
bvnoake | 0:9188cbdecda0 | 40 | uBit.display.image.setPixelValue(obsx - 1,y[j], 255); |
bvnoake | 0:9188cbdecda0 | 41 | uBit.display.image.setPixelValue(obsx,y[j], 0); |
bvnoake | 0:9188cbdecda0 | 42 | } |
bvnoake | 0:9188cbdecda0 | 43 | |
bvnoake | 0:9188cbdecda0 | 44 | |
bvnoake | 0:9188cbdecda0 | 45 | |
bvnoake | 0:9188cbdecda0 | 46 | |
bvnoake | 0:9188cbdecda0 | 47 | /* |
bvnoake | 0:9188cbdecda0 | 48 | uBit.display.image.setPixelValue(obsx = obsx - 1,obsy, 211); |
bvnoake | 0:9188cbdecda0 | 49 | |
bvnoake | 0:9188cbdecda0 | 50 | |
bvnoake | 0:9188cbdecda0 | 51 | if (obsy > 0) |
bvnoake | 0:9188cbdecda0 | 52 | { |
bvnoake | 0:9188cbdecda0 | 53 | for (int i = 0; i < x.size(); i++) |
bvnoake | 0:9188cbdecda0 | 54 | { |
bvnoake | 0:9188cbdecda0 | 55 | uBit.display.image.setPixelValue(x[i] = x[i] - 1,obsy, 211); |
bvnoake | 0:9188cbdecda0 | 56 | |
bvnoake | 0:9188cbdecda0 | 57 | |
bvnoake | 0:9188cbdecda0 | 58 | } |
bvnoake | 0:9188cbdecda0 | 59 | if (y.size() > 0) |
bvnoake | 0:9188cbdecda0 | 60 | { |
bvnoake | 0:9188cbdecda0 | 61 | uBit.display.image.setPixelValue(obsx = obsx - 1,obsy+ 1, 211); |
bvnoake | 0:9188cbdecda0 | 62 | } |
bvnoake | 0:9188cbdecda0 | 63 | |
bvnoake | 0:9188cbdecda0 | 64 | } |
bvnoake | 0:9188cbdecda0 | 65 | |
bvnoake | 0:9188cbdecda0 | 66 | |
bvnoake | 0:9188cbdecda0 | 67 | |
bvnoake | 0:9188cbdecda0 | 68 | if (obsy > 0) |
bvnoake | 0:9188cbdecda0 | 69 | { |
bvnoake | 0:9188cbdecda0 | 70 | //uBit.display.image.setPixelValue(obsx, obsy - 1, 0); |
bvnoake | 0:9188cbdecda0 | 71 | |
bvnoake | 0:9188cbdecda0 | 72 | |
bvnoake | 0:9188cbdecda0 | 73 | |
bvnoake | 0:9188cbdecda0 | 74 | uBit.display.image.setPixelValue(obsx + 1, obsy, 0); |
bvnoake | 0:9188cbdecda0 | 75 | } |
bvnoake | 0:9188cbdecda0 | 76 | |
bvnoake | 0:9188cbdecda0 | 77 | |
bvnoake | 0:9188cbdecda0 | 78 | if (obsx > 0 && obsy > 0) |
bvnoake | 0:9188cbdecda0 | 79 | { |
bvnoake | 0:9188cbdecda0 | 80 | |
bvnoake | 0:9188cbdecda0 | 81 | |
bvnoake | 0:9188cbdecda0 | 82 | uBit.display.image.setPixelValue(obsx = obsx - 1, obsy = obsy - 1, 0); |
bvnoake | 0:9188cbdecda0 | 83 | uBit.display.image.setPixelValue(obsx = obsx - 1, obsy = obsy + 1, 0); |
bvnoake | 0:9188cbdecda0 | 84 | |
bvnoake | 0:9188cbdecda0 | 85 | |
bvnoake | 0:9188cbdecda0 | 86 | |
bvnoake | 0:9188cbdecda0 | 87 | } |
bvnoake | 0:9188cbdecda0 | 88 | */ |
bvnoake | 0:9188cbdecda0 | 89 | |
bvnoake | 0:9188cbdecda0 | 90 | |
bvnoake | 0:9188cbdecda0 | 91 | |
bvnoake | 0:9188cbdecda0 | 92 | } |
bvnoake | 0:9188cbdecda0 | 93 | if (e.source == MICROBIT_ID_BUTTON_B) { |
bvnoake | 0:9188cbdecda0 | 94 | uBit.display.scroll("right"); |
bvnoake | 0:9188cbdecda0 | 95 | |
bvnoake | 0:9188cbdecda0 | 96 | } |
bvnoake | 0:9188cbdecda0 | 97 | |
bvnoake | 0:9188cbdecda0 | 98 | if (e.source == MICROBIT_ID_BUTTON_AB) { |
bvnoake | 0:9188cbdecda0 | 99 | uBit.display.scroll("BOTH"); |
bvnoake | 0:9188cbdecda0 | 100 | //Rotation |
bvnoake | 0:9188cbdecda0 | 101 | } |
bvnoake | 0:9188cbdecda0 | 102 | } |
bvnoake | 0:9188cbdecda0 | 103 | |
bvnoake | 0:9188cbdecda0 | 104 | |
bvnoake | 0:9188cbdecda0 | 105 | |
bvnoake | 0:9188cbdecda0 | 106 | //main game function |
bvnoake | 0:9188cbdecda0 | 107 | void game_start() |
bvnoake | 0:9188cbdecda0 | 108 | { |
bvnoake | 0:9188cbdecda0 | 109 | //displays pixel in starting place |
bvnoake | 0:9188cbdecda0 | 110 | uBit.display.image.setPixelValue(obsx,obsy, 211); |
bvnoake | 0:9188cbdecda0 | 111 | //sets a number for how many pixels i want shape to have |
bvnoake | 0:9188cbdecda0 | 112 | for (int num = 0; num < 2; num++) |
bvnoake | 0:9188cbdecda0 | 113 | { |
bvnoake | 0:9188cbdecda0 | 114 | //generates random number so i can have a random shape |
bvnoake | 0:9188cbdecda0 | 115 | int option = uBit.random(3); |
bvnoake | 0:9188cbdecda0 | 116 | //goes through options either placing x coordinate left right or placing pixel underneath |
bvnoake | 0:9188cbdecda0 | 117 | if (option == 0) |
bvnoake | 0:9188cbdecda0 | 118 | //uBit.display.image.setPixelValue(obsx + 1,obsy, 211); |
bvnoake | 0:9188cbdecda0 | 119 | x.push_back(obsx + 1); |
bvnoake | 0:9188cbdecda0 | 120 | |
bvnoake | 0:9188cbdecda0 | 121 | if (option == 1) |
bvnoake | 0:9188cbdecda0 | 122 | //uBit.display.image.setPixelValue(obsx - 1,obsy, 211); |
bvnoake | 0:9188cbdecda0 | 123 | x.push_back(obsx - 1); |
bvnoake | 0:9188cbdecda0 | 124 | |
bvnoake | 0:9188cbdecda0 | 125 | if (option == 2) |
bvnoake | 0:9188cbdecda0 | 126 | //uBit.display.image.setPixelValue(obsx,obsy + 1, 211); |
bvnoake | 0:9188cbdecda0 | 127 | y.push_back(1); |
bvnoake | 0:9188cbdecda0 | 128 | } |
bvnoake | 0:9188cbdecda0 | 129 | |
bvnoake | 0:9188cbdecda0 | 130 | |
bvnoake | 0:9188cbdecda0 | 131 | |
bvnoake | 0:9188cbdecda0 | 132 | |
bvnoake | 0:9188cbdecda0 | 133 | |
bvnoake | 0:9188cbdecda0 | 134 | /* loop for the size of the y axis on led |
bvnoake | 0:9188cbdecda0 | 135 | matrix adding one each time so that the pixel |
bvnoake | 0:9188cbdecda0 | 136 | can move down the screen one line at a time */ |
bvnoake | 0:9188cbdecda0 | 137 | for (obsy = 0; obsy < 5; obsy++){ |
bvnoake | 0:9188cbdecda0 | 138 | //uBit.display.image.paste(game); |
bvnoake | 0:9188cbdecda0 | 139 | uBit.display.image.setPixelValue(obsx,obsy, 211); |
bvnoake | 0:9188cbdecda0 | 140 | |
bvnoake | 0:9188cbdecda0 | 141 | // using vector goes through to find x values in order to move them down one palce line by line |
bvnoake | 0:9188cbdecda0 | 142 | |
bvnoake | 0:9188cbdecda0 | 143 | if (obsx > 0) |
bvnoake | 0:9188cbdecda0 | 144 | { |
bvnoake | 0:9188cbdecda0 | 145 | for (int i = 0; i < x.size(); i++) |
bvnoake | 0:9188cbdecda0 | 146 | { |
bvnoake | 0:9188cbdecda0 | 147 | uBit.display.image.setPixelValue(x[i],obsy, 211); |
bvnoake | 0:9188cbdecda0 | 148 | |
bvnoake | 0:9188cbdecda0 | 149 | |
bvnoake | 0:9188cbdecda0 | 150 | } |
bvnoake | 0:9188cbdecda0 | 151 | if (y.size() > 0) |
bvnoake | 0:9188cbdecda0 | 152 | { |
bvnoake | 0:9188cbdecda0 | 153 | uBit.display.image.setPixelValue(obsx,obsy - 1, 211); |
bvnoake | 0:9188cbdecda0 | 154 | } |
bvnoake | 0:9188cbdecda0 | 155 | |
bvnoake | 0:9188cbdecda0 | 156 | } |
bvnoake | 0:9188cbdecda0 | 157 | |
bvnoake | 0:9188cbdecda0 | 158 | |
bvnoake | 0:9188cbdecda0 | 159 | |
bvnoake | 0:9188cbdecda0 | 160 | |
bvnoake | 0:9188cbdecda0 | 161 | |
bvnoake | 0:9188cbdecda0 | 162 | |
bvnoake | 0:9188cbdecda0 | 163 | |
bvnoake | 0:9188cbdecda0 | 164 | |
bvnoake | 0:9188cbdecda0 | 165 | if (obsy > 0) |
bvnoake | 0:9188cbdecda0 | 166 | { |
bvnoake | 0:9188cbdecda0 | 167 | //uBit.display.image.setPixelValue(obsx, obsy - 1, 0); |
bvnoake | 0:9188cbdecda0 | 168 | |
bvnoake | 0:9188cbdecda0 | 169 | |
bvnoake | 0:9188cbdecda0 | 170 | if (y.size() > 0) |
bvnoake | 0:9188cbdecda0 | 171 | { |
bvnoake | 0:9188cbdecda0 | 172 | uBit.display.image.setPixelValue(obsx, obsy - 2, 0); |
bvnoake | 0:9188cbdecda0 | 173 | } |
bvnoake | 0:9188cbdecda0 | 174 | else |
bvnoake | 0:9188cbdecda0 | 175 | { |
bvnoake | 0:9188cbdecda0 | 176 | uBit.display.image.setPixelValue(obsx, obsy - 1, 0); |
bvnoake | 0:9188cbdecda0 | 177 | } |
bvnoake | 0:9188cbdecda0 | 178 | |
bvnoake | 0:9188cbdecda0 | 179 | |
bvnoake | 0:9188cbdecda0 | 180 | |
bvnoake | 0:9188cbdecda0 | 181 | |
bvnoake | 0:9188cbdecda0 | 182 | |
bvnoake | 0:9188cbdecda0 | 183 | |
bvnoake | 0:9188cbdecda0 | 184 | } |
bvnoake | 0:9188cbdecda0 | 185 | if (obsx > 0 && obsy > 0) |
bvnoake | 0:9188cbdecda0 | 186 | { |
bvnoake | 0:9188cbdecda0 | 187 | |
bvnoake | 0:9188cbdecda0 | 188 | if (y.size() > 0) |
bvnoake | 0:9188cbdecda0 | 189 | { |
bvnoake | 0:9188cbdecda0 | 190 | uBit.display.image.setPixelValue(obsx - 1, obsy - 2, 0); |
bvnoake | 0:9188cbdecda0 | 191 | uBit.display.image.setPixelValue(obsx + 1, obsy - 2, 0); |
bvnoake | 0:9188cbdecda0 | 192 | } |
bvnoake | 0:9188cbdecda0 | 193 | else |
bvnoake | 0:9188cbdecda0 | 194 | { |
bvnoake | 0:9188cbdecda0 | 195 | uBit.display.image.setPixelValue(obsx - 1, obsy - 1, 0); |
bvnoake | 0:9188cbdecda0 | 196 | uBit.display.image.setPixelValue(obsx + 1, obsy - 1, 0); |
bvnoake | 0:9188cbdecda0 | 197 | } |
bvnoake | 0:9188cbdecda0 | 198 | |
bvnoake | 0:9188cbdecda0 | 199 | |
bvnoake | 0:9188cbdecda0 | 200 | |
bvnoake | 0:9188cbdecda0 | 201 | |
bvnoake | 0:9188cbdecda0 | 202 | |
bvnoake | 0:9188cbdecda0 | 203 | |
bvnoake | 0:9188cbdecda0 | 204 | |
bvnoake | 0:9188cbdecda0 | 205 | |
bvnoake | 0:9188cbdecda0 | 206 | |
bvnoake | 0:9188cbdecda0 | 207 | } |
bvnoake | 0:9188cbdecda0 | 208 | //so that as the score gets higher the speed gets faster |
bvnoake | 0:9188cbdecda0 | 209 | if (points > 300) |
bvnoake | 0:9188cbdecda0 | 210 | { |
bvnoake | 0:9188cbdecda0 | 211 | uBit.sleep(400); |
bvnoake | 0:9188cbdecda0 | 212 | }else{ |
bvnoake | 0:9188cbdecda0 | 213 | uBit.sleep(800); |
bvnoake | 0:9188cbdecda0 | 214 | } |
bvnoake | 0:9188cbdecda0 | 215 | |
bvnoake | 0:9188cbdecda0 | 216 | |
bvnoake | 0:9188cbdecda0 | 217 | } |
bvnoake | 0:9188cbdecda0 | 218 | //clearing vectors so it can be random |
bvnoake | 0:9188cbdecda0 | 219 | x.clear(); |
bvnoake | 0:9188cbdecda0 | 220 | y.clear(); |
bvnoake | 0:9188cbdecda0 | 221 | //calls function again |
bvnoake | 0:9188cbdecda0 | 222 | game_start(); |
bvnoake | 0:9188cbdecda0 | 223 | |
bvnoake | 0:9188cbdecda0 | 224 | } |
bvnoake | 0:9188cbdecda0 | 225 | |
bvnoake | 0:9188cbdecda0 | 226 | int main() |
bvnoake | 0:9188cbdecda0 | 227 | { |
bvnoake | 0:9188cbdecda0 | 228 | // Initialise the micro:bit runtime. |
bvnoake | 0:9188cbdecda0 | 229 | uBit.init(); |
bvnoake | 0:9188cbdecda0 | 230 | //To connect with the buttons so it's acknowledged when one is pressed |
bvnoake | 0:9188cbdecda0 | 231 | uBit.messageBus.listen(MICROBIT_ID_BUTTON_A, MICROBIT_BUTTON_EVT_CLICK, onButton); |
bvnoake | 0:9188cbdecda0 | 232 | uBit.messageBus.listen(MICROBIT_ID_BUTTON_B, MICROBIT_BUTTON_EVT_CLICK, onButton); |
bvnoake | 0:9188cbdecda0 | 233 | uBit.messageBus.listen(MICROBIT_ID_BUTTON_AB, MICROBIT_BUTTON_EVT_CLICK, onButton); |
bvnoake | 0:9188cbdecda0 | 234 | |
bvnoake | 0:9188cbdecda0 | 235 | //so game can start |
bvnoake | 0:9188cbdecda0 | 236 | game_start(); |
bvnoake | 0:9188cbdecda0 | 237 | |
bvnoake | 0:9188cbdecda0 | 238 | |
bvnoake | 0:9188cbdecda0 | 239 | |
bvnoake | 0:9188cbdecda0 | 240 | |
bvnoake | 0:9188cbdecda0 | 241 | |
bvnoake | 0:9188cbdecda0 | 242 | |
bvnoake | 0:9188cbdecda0 | 243 | |
bvnoake | 0:9188cbdecda0 | 244 | |
bvnoake | 0:9188cbdecda0 | 245 | |
bvnoake | 0:9188cbdecda0 | 246 | // If main exits, there may still be other fibers running or |
bvnoake | 0:9188cbdecda0 | 247 | // registered event handlers etc. |
bvnoake | 0:9188cbdecda0 | 248 | // Simply release this fiber, which will mean we enter the |
bvnoake | 0:9188cbdecda0 | 249 | // scheduler. Worse case, we then |
bvnoake | 0:9188cbdecda0 | 250 | // sit in the idle task forever, in a power efficient sleep. |
bvnoake | 0:9188cbdecda0 | 251 | release_fiber(); |
bvnoake | 0:9188cbdecda0 | 252 | |
bvnoake | 0:9188cbdecda0 | 253 | } |