Tetris Base Game
Dependencies: 4DGL-uLCD-SE SDFileSystem mbed-rtos mbed wave_player
Revision 0:1858f2b100fd, committed 20 months ago
- Comitter:
- jsanchez307
- Date:
- Wed Nov 30 21:57:25 2022 +0000
- Commit message:
- Tetris Skeleton V 1.0
Changed in this revision
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/4DGL-uLCD-SE.lib Wed Nov 30 21:57:25 2022 +0000 @@ -0,0 +1,1 @@ +http://mbed.org/users/4180_1/code/4DGL-uLCD-SE/#2cb1845d7681
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/Board.cpp Wed Nov 30 21:57:25 2022 +0000
@@ -0,0 +1,208 @@
+#include "Board.h"
+
+/*
+==================
+Init
+==================
+*/
+Board::Board (Pieces *pPieces, int pScreenHeight)
+{
+ // Get the screen height
+ mScreenHeight = pScreenHeight;
+
+ // Get the pointer to the pieces class
+ mPieces = pPieces;
+
+ //Init the board blocks with free positions
+ InitBoard();
+}
+
+/*
+======================================
+Init the board blocks with free positions
+======================================
+*/
+void Board::InitBoard()
+{
+ for (int i = 0; i < BOARD_WIDTH; i++)
+ for (int j = 0; j < BOARD_HEIGHT; j++)
+ mBoard[i][j] = POS_FREE;
+}
+
+/*
+======================================
+Store a piece in the board by filling the blocks
+
+Parameters:
+
+>> pX: Horizontal position in blocks
+>> pY: Vertical position in blocks
+>> pPiece: Piece to draw
+>> pRotation: 1 of the 4 possible rotations
+======================================
+*/
+void Board::StorePiece (int pX, int pY, int pPiece, int pRotation)
+{
+ // Store each block of the piece into the board
+ for (int i1 = pX, i2 = 0; i1 < pX + PIECE_BLOCKS; i1++, i2++)
+ {
+ for (int j1 = pY, j2 = 0; j1 < pY + PIECE_BLOCKS; j1++, j2++)
+ {
+ // Store only the blocks of the piece that are not holes
+ if (mPieces->GetBlockType (pPiece, pRotation, j2, i2) != 0)
+ mBoard[i1][j1] = POS_FILLED;
+ }
+ }
+}
+
+/*
+======================================
+Check if the game is over becase a piece have achived the upper position
+
+Returns true or false
+======================================
+*/
+bool Board::IsGameOver()
+{
+ //If the first line has blocks, then, game over
+ for (int i = 0; i < BOARD_WIDTH; i++)
+ {
+ if (mBoard[i][0] == POS_FILLED) return true;
+ }
+
+ return false;
+}
+
+/*
+======================================
+Delete a line of the board by moving all above lines down
+
+Parameters:
+
+>> pY: Vertical position in blocks of the line to delete
+======================================
+*/
+void Board::DeleteLine (int pY)
+{
+ // Moves all the upper lines one row down
+ for (int j = pY; j > 0; j--)
+ {
+ for (int i = 0; i < BOARD_WIDTH; i++)
+ {
+ mBoard[i][j] = mBoard[i][j-1];
+ }
+ }
+}
+
+/*
+======================================
+Delete all the lines that should be removed
+======================================
+*/
+int Board::DeletePossibleLines ()
+{
+ int count =0;
+ for (int j = 0; j < BOARD_HEIGHT; j++)
+ {
+ int i = 0;
+ while (i < BOARD_WIDTH)
+ {
+ if (mBoard[i][j] != POS_FILLED) break;
+ i++;
+ }
+
+ if (i == BOARD_WIDTH)
+ {
+ DeleteLine (j);
+ count++;
+ }
+ }
+ return count;
+}
+
+/*
+======================================
+Returns 1 (true) if the this block of the board is empty, 0 if it is filled
+
+Parameters:
+
+>> pX: Horizontal position in blocks
+>> pY: Vertical position in blocks
+======================================
+*/
+bool Board::IsFreeBlock (int pX, int pY)
+{
+ if (mBoard [pX][pY] == POS_FREE) return true; else return false;
+}
+
+/*
+======================================
+Returns the horizontal position (isn pixels) of the block given like parameter
+
+Parameters:
+
+>> pPos: Horizontal position of the block in the board
+======================================
+*/
+int Board::GetXPosInPixels (int pPos)
+{
+ return ( ( BOARD_POSITION - (BLOCK_SIZE * (BOARD_WIDTH / 2)) ) + (pPos * BLOCK_SIZE) );
+}
+
+/*
+======================================
+Returns the vertical position (in pixels) of the block given like parameter
+
+Parameters:
+
+>> pPos: Horizontal position of the block in the board
+======================================
+*/
+int Board::GetYPosInPixels (int pPos)
+{
+ return ( (mScreenHeight - (BLOCK_SIZE * BOARD_HEIGHT)) + (pPos * BLOCK_SIZE) );
+}
+
+/*
+======================================
+Check if the piece can be stored at this position without any collision
+Returns true if the movement is possible, false if it not possible
+
+Parameters:
+
+>> pX: Horizontal position in blocks
+>> pY: Vertical position in blocks
+>> pPiece: Piece to draw
+>> pRotation: 1 of the 4 possible rotations
+======================================
+*/
+bool Board::IsPossibleMovement (int pX, int pY, int pPiece, int pRotation)
+{
+ // Checks collision with pieces already stored in the board or the board limits
+ // This is just to check the 5x5 blocks of a piece with the appropiate area in the board
+ for (int i1 = pX, i2 = 0; i1 < pX + PIECE_BLOCKS; i1++, i2++)
+ {
+ for (int j1 = pY, j2 = 0; j1 < pY + PIECE_BLOCKS; j1++, j2++)
+ {
+ // Check if the piece is outside the limits of the board
+ if ( i1 < 0 ||
+ i1 > BOARD_WIDTH - 1 ||
+ j1 > BOARD_HEIGHT - 1)
+ {
+ if (mPieces->GetBlockType (pPiece, pRotation, j2, i2) != 0)
+ return 0;
+ }
+
+ // Check if the piece have collisioned with a block already stored in the map
+ if (j1 >= 0)
+ {
+ if ((mPieces->GetBlockType (pPiece, pRotation, j2, i2) != 0) &&
+ (!IsFreeBlock (i1, j1)) )
+ return false;
+ }
+ }
+ }
+
+ // No collision
+ return true;
+}
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/Board.h Wed Nov 30 21:57:25 2022 +0000
@@ -0,0 +1,50 @@
+#ifndef _BOARD_
+#define _BOARD_
+
+// ------ Includes -----
+
+#include "Pieces.h"
+
+// ------ Defines -----
+
+#define BOARD_LINE_WIDTH 6 // Width of each of the two lines that delimit the board
+#define BLOCK_SIZE 6 // Width and Height of each block of a piece
+#define BOARD_POSITION 50 // Center position of the board from the left of the screen
+#define BOARD_WIDTH 10 // Board width in blocks
+#define BOARD_HEIGHT 20 // Board height in blocks
+#define MIN_VERTICAL_MARGIN 8 // Minimum vertical margin for the board limit
+#define MIN_HORIZONTAL_MARGIN 20 // Minimum horizontal margin for the board limit
+#define PIECE_BLOCKS 5 // Number of horizontal and vertical blocks of a matrix piece
+
+
+// --------------------------------------------------------------------------------
+// Board
+// --------------------------------------------------------------------------------
+
+class Board
+{
+public:
+
+ Board (Pieces *pPieces, int pScreenHeight);
+
+ int GetXPosInPixels (int pPos);
+ int GetYPosInPixels (int pPos);
+ bool IsFreeBlock (int pX, int pY);
+ bool IsPossibleMovement (int pX, int pY, int pPiece, int pRotation);
+ void StorePiece (int pX, int pY, int pPiece, int pRotation);
+ int DeletePossibleLines ();
+ bool IsGameOver ();
+
+private:
+
+ // enum holds no value besides the described properties
+ enum { POS_FREE, POS_FILLED }; // POS_FREE = free position of the board; POS_FILLED = filled position of the board
+ int mBoard [BOARD_WIDTH][BOARD_HEIGHT]; // Board that contains the pieces
+ Pieces *mPieces;
+ int mScreenHeight;
+
+ void InitBoard();
+ void DeleteLine (int pY);
+};
+
+#endif
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/Game.cpp Wed Nov 30 21:57:25 2022 +0000
@@ -0,0 +1,190 @@
+#include "Game.h"
+
+/*
+======================================
+Init
+======================================
+*/
+Game::Game(Board *pBoard, Pieces *pPieces, int pScreenHeight, uLCD_4DGL *pLCD,int initPiece,int initPos,int initNextPiece,int initNextPos)
+{
+ mScreenHeight = pScreenHeight;
+
+ // Get the pointer to the Board and Pieces classes
+ mBoard = pBoard;
+ mPieces = pPieces;
+ uLCD = pLCD;
+ // Game initialization
+ InitGame (initPiece,initPos,initNextPiece,initNextPos);
+}
+
+/*
+======================================
+Initial parameters of the game
+======================================
+*/
+void Game::InitGame(int initPiece,int initPos,int initNextPiece,int initNextPos)
+{
+ //points
+ points = 0;
+ clearedLineCount=0;
+
+ // First piece
+ mPiece = initPiece;
+ mRotation = initPos;
+ mPosX = (BOARD_WIDTH / 2) + mPieces->GetXInitialPosition (mPiece, mRotation);
+ mPosY = mPieces->GetYInitialPosition (mPiece, mRotation);
+
+ // Next piece
+ mNextPiece = initNextPiece;
+ mNextRotation = initNextPos;
+ mNextPosX = BOARD_WIDTH + 2;
+ mNextPosY = 2;
+}
+
+/*
+======================================
+Create a random piece
+======================================
+*/
+void Game::CreateNewPiece(int piece,int pos)
+{
+ // The new piece
+ mPiece = mNextPiece;
+ mRotation = mNextRotation;
+ mPosX = (BOARD_WIDTH / 2) + mPieces->GetXInitialPosition (mPiece, mRotation);
+ mPosY = mPieces->GetYInitialPosition (mPiece, mRotation);
+
+ // Random next piece
+ mNextPiece = piece;
+ mNextRotation = pos;
+}
+
+/*
+======================================
+Draw piece
+
+Parameters:
+
+>> pX: Horizontal position in blocks
+>> pY: Vertical position in blocks
+>> pPiece: Piece to draw
+>> pRotation: 1 of the 4 possible rotations
+======================================
+*/
+void Game::DrawPiece (int pX, int pY, int pPiece, int pRotation, int colorIndex)
+{
+ // Obtain the position in pixel in the screen of the block we want to draw
+ int mPixelsX = mBoard->GetXPosInPixels (pX);
+ int mPixelsY = mBoard->GetYPosInPixels (pY);
+ int mColors [7]={16711680, 15955765, 16761893, 45401, 44763, 12462572, 29669};
+ // Travel the matrix of blocks of the piece and draw the blocks that are filled
+ for (int i = 0; i < PIECE_BLOCKS; i++)
+ {
+ for (int j = 0; j < PIECE_BLOCKS; j++)
+ {
+ if (mPieces->GetBlockType (pPiece, pRotation, j, i) != 0)
+ uLCD->filled_rectangle (mPixelsX + i * BLOCK_SIZE,
+ mPixelsY + j * BLOCK_SIZE,
+ (mPixelsX + i * BLOCK_SIZE) + BLOCK_SIZE - 1,
+ (mPixelsY + j * BLOCK_SIZE) + BLOCK_SIZE - 1,
+ mColors[colorIndex]);
+ }
+ }
+}
+
+/*
+======================================
+Draw board
+
+Draw the two lines that delimit the board
+======================================
+*/
+void Game::DrawBoard ()
+{
+ // Calculate the limits of the board in pixels
+ int mX1 = BOARD_POSITION - (BLOCK_SIZE * (BOARD_WIDTH / 2)) - 1;
+ int mX2 = BOARD_POSITION + (BLOCK_SIZE * (BOARD_WIDTH / 2));
+ int mY = mScreenHeight - (BLOCK_SIZE * BOARD_HEIGHT);
+
+ // Check that the vertical margin is not to small
+ //assert (mY > MIN_VERTICAL_MARGIN);
+
+ // Rectangles that delimits the board
+ uLCD->filled_rectangle (mX1 - BOARD_LINE_WIDTH, mY, mX1, mScreenHeight - 1, BLUE);
+ uLCD->filled_rectangle (mX2, mY, mX2 + BOARD_LINE_WIDTH, mScreenHeight - 1, BLUE);
+
+ // Check that the horizontal margin is not to small
+ //assert (mX1 > MIN_HORIZONTAL_MARGIN);
+
+ // Drawing the blocks that are already stored in the board
+ mX1 += 1;
+ for (int i = 0; i < BOARD_WIDTH; i++)
+ {
+ for (int j = 0; j < BOARD_HEIGHT; j++)
+ {
+ // Check if the block is filled, if so, draw it
+ if (!mBoard->IsFreeBlock(i, j))
+ uLCD->filled_rectangle ( mX1 + i * BLOCK_SIZE,
+ mY + j * BLOCK_SIZE,
+ (mX1 + i * BLOCK_SIZE) + BLOCK_SIZE - 1,
+ (mY + j * BLOCK_SIZE) + BLOCK_SIZE - 1,
+ 10066329);
+ }
+ }
+}
+
+/*
+======================================
+Draw scene
+
+Draw all the objects of the scene
+======================================
+*/
+void Game::DrawScene ()
+{
+ DrawBoard();
+ DrawPiece (mPosX, mPosY, mPiece, mRotation, mPiece); // Draw the playing piece
+ DrawPiece (mNextPosX, mNextPosY, mNextPiece, mNextRotation, mNextPiece); // Draw the next piece
+}
+
+void Game::ErasePiece (int pX, int pY, int pPiece, int pRotation)
+{
+ if(pPiece==-1) return;
+ // Obtain the position in pixel in the screen of the block we want to draw
+ int mPixelsX = mBoard->GetXPosInPixels (pX);
+ int mPixelsY = mBoard->GetYPosInPixels (pY);
+
+ // Travel the matrix of blocks of the piece and draw the blocks that are filled
+ for (int i = 0; i < PIECE_BLOCKS; i++)
+ {
+ for (int j = 0; j < PIECE_BLOCKS; j++)
+ {
+ if (mPieces->GetBlockType (pPiece, pRotation, j, i) != 0)
+ uLCD->filled_rectangle (mPixelsX + i * BLOCK_SIZE,
+ mPixelsY + j * BLOCK_SIZE,
+ (mPixelsX + i * BLOCK_SIZE) + BLOCK_SIZE - 1,
+ (mPixelsY + j * BLOCK_SIZE) + BLOCK_SIZE - 1,
+ 0);
+ }
+ }
+}
+
+void Game::AddPoints(int newGain)
+{
+ points+=newGain;
+}
+
+void Game::AddClearedLines(int newGain)
+{
+ clearedLineCount+=newGain;
+}
+
+int Game::GetPoints()
+{
+ return points;
+}
+
+int Game::GetClearedLines()
+{
+ return clearedLineCount;
+}
\ No newline at end of file
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/Game.h Wed Nov 30 21:57:25 2022 +0000
@@ -0,0 +1,58 @@
+#ifndef _GAME_
+#define _GAME_
+
+// ------ Includes -----
+
+#include "Board.h"
+#include "Pieces.h"
+#include "uLCD_4DGL.h"
+
+// ------ Defines -----
+
+#define WAIT_TIME 700 // Number of milliseconds that the piece remains before going 1 block down */
+
+
+// -----------------------------------------------------
+// Game
+// -----------------------------------------------------
+
+class Game
+{
+public:
+
+ Game (Board *pBoard, Pieces *pPieces, int pScreenHeight, uLCD_4DGL *uLCD,int,int,int,int);
+
+ void DrawScene ();
+ void CreateNewPiece (int,int);
+
+ void ErasePiece(int x,int y,int piece, int rotation);
+ void DrawBoard ();
+ void AddPoints(int);
+ void AddClearedLines(int);
+ int GetPoints();
+ int GetClearedLines();
+
+ int mPosX, mPosY; // Position of the piece that is falling down
+ int mPiece, mRotation; // Kind and rotation the piece that is falling down
+
+ int points;
+ int clearedLineCount;
+
+
+private:
+
+ int mScreenHeight; // Screen height in pixels
+ int mNextPosX, mNextPosY; // Position of the next piece
+ int mNextPiece, mNextRotation; // Kind and rotation of the next piece
+
+ Board *mBoard;
+ Pieces *mPieces;
+ uLCD_4DGL *uLCD;
+
+
+ void InitGame(int,int,int,int);
+ void DrawPiece (int pX, int pY, int pPiece, int pRotation, int colorIndex);
+
+};
+
+#endif // _GAME_
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/Pieces.cpp Wed Nov 30 21:57:25 2022 +0000
@@ -0,0 +1,328 @@
+#include Pieces.h
+
+// Define the Pieces
+char mPieces [7 /*kind */ ][4 /* rotation */ ][5 /* horizontal blocks */ ][5 /* vertical blocks */ ] =
+{
+// Square
+ {
+ {
+ {0, 0, 0, 0, 0},
+ {0, 0, 0, 0, 0},
+ {0, 0, 2, 1, 0},
+ {0, 0, 1, 1, 0},
+ {0, 0, 0, 0, 0}
+ },
+ {
+ {0, 0, 0, 0, 0},
+ {0, 0, 0, 0, 0},
+ {0, 0, 2, 1, 0},
+ {0, 0, 1, 1, 0},
+ {0, 0, 0, 0, 0}
+ },
+ {
+ {0, 0, 0, 0, 0},
+ {0, 0, 0, 0, 0},
+ {0, 0, 2, 1, 0},
+ {0, 0, 1, 1, 0},
+ {0, 0, 0, 0, 0}
+ },
+ {
+ {0, 0, 0, 0, 0},
+ {0, 0, 0, 0, 0},
+ {0, 0, 2, 1, 0},
+ {0, 0, 1, 1, 0},
+ {0, 0, 0, 0, 0}
+ }
+ },
+
+// I
+ {
+ {
+ {0, 0, 0, 0, 0},
+ {0, 0, 0, 0, 0},
+ {0, 1, 2, 1, 1},
+ {0, 0, 0, 0, 0},
+ {0, 0, 0, 0, 0}
+ },
+ {
+ {0, 0, 0, 0, 0},
+ {0, 0, 1, 0, 0},
+ {0, 0, 2, 0, 0},
+ {0, 0, 1, 0, 0},
+ {0, 0, 1, 0, 0}
+ },
+ {
+ {0, 0, 0, 0, 0},
+ {0, 0, 0, 0, 0},
+ {1, 1, 2, 1, 0},
+ {0, 0, 0, 0, 0},
+ {0, 0, 0, 0, 0}
+ },
+ {
+ {0, 0, 1, 0, 0},
+ {0, 0, 1, 0, 0},
+ {0, 0, 2, 0, 0},
+ {0, 0, 1, 0, 0},
+ {0, 0, 0, 0, 0}
+ }
+ }
+ ,
+// L
+ {
+ {
+ {0, 0, 0, 0, 0},
+ {0, 0, 1, 0, 0},
+ {0, 0, 2, 0, 0},
+ {0, 0, 1, 1, 0},
+ {0, 0, 0, 0, 0}
+ },
+ {
+ {0, 0, 0, 0, 0},
+ {0, 0, 0, 0, 0},
+ {0, 1, 2, 1, 0},
+ {0, 1, 0, 0, 0},
+ {0, 0, 0, 0, 0}
+ },
+ {
+ {0, 0, 0, 0, 0},
+ {0, 1, 1, 0, 0},
+ {0, 0, 2, 0, 0},
+ {0, 0, 1, 0, 0},
+ {0, 0, 0, 0, 0}
+ },
+ {
+ {0, 0, 0, 0, 0},
+ {0, 0, 0, 1, 0},
+ {0, 1, 2, 1, 0},
+ {0, 0, 0, 0, 0},
+ {0, 0, 0, 0, 0}
+ }
+ },
+// L mirrored
+ {
+ {
+ {0, 0, 0, 0, 0},
+ {0, 0, 1, 0, 0},
+ {0, 0, 2, 0, 0},
+ {0, 1, 1, 0, 0},
+ {0, 0, 0, 0, 0}
+ },
+ {
+ {0, 0, 0, 0, 0},
+ {0, 1, 0, 0, 0},
+ {0, 1, 2, 1, 0},
+ {0, 0, 0, 0, 0},
+ {0, 0, 0, 0, 0}
+ },
+ {
+ {0, 0, 0, 0, 0},
+ {0, 0, 1, 1, 0},
+ {0, 0, 2, 0, 0},
+ {0, 0, 1, 0, 0},
+ {0, 0, 0, 0, 0}
+ },
+ {
+ {0, 0, 0, 0, 0},
+ {0, 0, 0, 0, 0},
+ {0, 1, 2, 1, 0},
+ {0, 0, 0, 1, 0},
+ {0, 0, 0, 0, 0}
+ }
+ },
+// N
+ {
+ {
+ {0, 0, 0, 0, 0},
+ {0, 0, 0, 1, 0},
+ {0, 0, 2, 1, 0},
+ {0, 0, 1, 0, 0},
+ {0, 0, 0, 0, 0}
+ },
+ {
+ {0, 0, 0, 0, 0},
+ {0, 0, 0, 0, 0},
+ {0, 1, 2, 0, 0},
+ {0, 0, 1, 1, 0},
+ {0, 0, 0, 0, 0}
+ },
+ {
+ {0, 0, 0, 0, 0},
+ {0, 0, 1, 0, 0},
+ {0, 1, 2, 0, 0},
+ {0, 1, 0, 0, 0},
+ {0, 0, 0, 0, 0}
+ },
+ {
+ {0, 0, 0, 0, 0},
+ {0, 1, 1, 0, 0},
+ {0, 0, 2, 1, 0},
+ {0, 0, 0, 0, 0},
+ {0, 0, 0, 0, 0}
+ }
+ },
+// N mirrored
+ {
+ {
+ {0, 0, 0, 0, 0},
+ {0, 0, 1, 0, 0},
+ {0, 0, 2, 1, 0},
+ {0, 0, 0, 1, 0},
+ {0, 0, 0, 0, 0}
+ },
+ {
+ {0, 0, 0, 0, 0},
+ {0, 0, 0, 0, 0},
+ {0, 0, 2, 1, 0},
+ {0, 1, 1, 0, 0},
+ {0, 0, 0, 0, 0}
+ },
+ {
+ {0, 0, 0, 0, 0},
+ {0, 1, 0, 0, 0},
+ {0, 1, 2, 0, 0},
+ {0, 0, 1, 0, 0},
+ {0, 0, 0, 0, 0}
+ },
+ {
+ {0, 0, 0, 0, 0},
+ {0, 0, 1, 1, 0},
+ {0, 1, 2, 0, 0},
+ {0, 0, 0, 0, 0},
+ {0, 0, 0, 0, 0}
+ }
+ },
+// T
+ {
+ {
+ {0, 0, 0, 0, 0},
+ {0, 0, 1, 0, 0},
+ {0, 0, 2, 1, 0},
+ {0, 0, 1, 0, 0},
+ {0, 0, 0, 0, 0}
+ },
+ {
+ {0, 0, 0, 0, 0},
+ {0, 0, 0, 0, 0},
+ {0, 1, 2, 1, 0},
+ {0, 0, 1, 0, 0},
+ {0, 0, 0, 0, 0}
+ },
+ {
+ {0, 0, 0, 0, 0},
+ {0, 0, 1, 0, 0},
+ {0, 1, 2, 0, 0},
+ {0, 0, 1, 0, 0},
+ {0, 0, 0, 0, 0}
+ },
+ {
+ {0, 0, 0, 0, 0},
+ {0, 0, 1, 0, 0},
+ {0, 1, 2, 1, 0},
+ {0, 0, 0, 0, 0},
+ {0, 0, 0, 0, 0}
+ }
+ }
+};
+
+// Displacement of the piece to the position where it is first drawn in the board when it is created
+int mPiecesInitialPosition [7 /*kind */ ][4 /* rotation */ ][2 /* position */] =
+{
+/* Square */
+ {
+ {-2, -3},
+ {-2, -3},
+ {-2, -3},
+ {-2, -3}
+ },
+/* I */
+ {
+ {-2, -2},
+ {-2, -3},
+ {-2, -2},
+ {-2, -3}
+ },
+/* L */
+ {
+ {-2, -3},
+ {-2, -3},
+ {-2, -3},
+ {-2, -2}
+ },
+/* L mirrored */
+ {
+ {-2, -3},
+ {-2, -2},
+ {-2, -3},
+ {-2, -3}
+ },
+/* N */
+ {
+ {-2, -3},
+ {-2, -3},
+ {-2, -3},
+ {-2, -2}
+ },
+/* N mirrored */
+ {
+ {-2, -3},
+ {-2, -3},
+ {-2, -3},
+ {-2, -2}
+ },
+/* T */
+ {
+ {-2, -3},
+ {-2, -3},
+ {-2, -3},
+ {-2, -2}
+ },
+};
+
+/*
+======================================
+Return the type of a block (0 = no-block, 1 = normal block, 2 = pivot block)
+
+Parameters:
+
+int pPiece: Piece to draw
+int pRotation: 1 of the 4 possible rotations
+int pX: Horizontal position in blocks
+int pY: Vertical position in blocks
+======================================
+*/
+int Pieces::GetBlockType (int pPiece, int pRotation, int pX, int pY)
+{
+ return mPieces [pPiece][pRotation][pX][pY];
+}
+
+/*
+======================================
+Returns the horizontal displacement of the piece that has to be applied in order to create it in the
+correct position.
+
+Parameters:
+
+int pPiece: Piece to draw
+int pRotation: 1 of the 4 possible rotations
+======================================
+*/
+int Pieces::GetXInitialPosition (int pPiece, int pRotation)
+{
+ return mPiecesInitialPosition [pPiece][pRotation][0];
+}
+
+/*
+======================================
+Returns the vertical displacement of the piece that has to be applied in order to create it in the
+correct position.
+
+Parameters:
+
+int pPiece: Piece to draw
+int pRotation: 1 of the 4 possible rotations
+======================================
+*/
+int Pieces::GetYInitialPosition (int pPiece, int pRotation)
+{
+ return mPiecesInitialPosition [pPiece][pRotation][1];
+}
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/Pieces.h Wed Nov 30 21:57:25 2022 +0000
@@ -0,0 +1,15 @@
+#ifndef _PIECES_
+#define _PIECES_
+
+// Pieces Header to Support Game Pieces
+
+class Pieces
+{
+ public:
+
+ int GetBlockType(int pPiece, int pRotation, int pX, int pY);
+ int GetXInitialPosition(int pPiece, int pRotation);
+ int GetYInitialPosition(int pPiece, int pRotation);
+};
+
+#endif // _PIECES_
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/SDFileSystem.lib Wed Nov 30 21:57:25 2022 +0000 @@ -0,0 +1,1 @@ +http://mbed.org/users/mbed_official/code/SDFileSystem/#c8f66dc765d4
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/main.cpp Wed Nov 30 21:57:25 2022 +0000
@@ -0,0 +1,492 @@
+#include "mbed.h"
+#include "Game.h"
+//#include "PinDetect.h"
+//#include "Speaker.h"
+//#include "TextLCD.h"
+//#include "Shiftbrite.h"
+//#include "SDFileSystem.h"
+#include "wave_player.h"
+#include "rtos.h"
+
+uLCD_4DGL uLCD(p28, p27, p29);
+//TextLCD textLCD(p26, p25, p24, p23, p22, p15);
+//Speaker mySpeaker(p21);
+//Shiftbrite myShiftbrite(p9, p10, p11, p12, p13);
+//SDFileSystem sd(p5, p6, p7, p8, "sd"); //SD card
+Serial pc(USBTX, USBRX);
+
+PinDetect LEFT_KEY(p16); // need to use NavSwitch for this
+PinDetect RIGHT_KEY(p19);
+PinDetect ROTATE_KEY(p17);
+PinDetect DOWN_KEY(p30);
+
+int SinglePiecePoints = 50;
+int LineClearPoints = 200;
+int key_input = 0;
+bool gameStarted = false;
+void input_left() // FIX
+{
+ if(!gameStarted)
+ { gameStarted=true;
+ return;
+ }
+ key_input = 1;
+ //mySpeaker.PlayNote(400.0,0.05,0.025);
+ //mySpeaker.PlayNote(500.0,0.05,0.025);
+}
+
+void input_right()
+{
+ if(!gameStarted)
+ { gameStarted=true;
+ return;
+ }
+ key_input = 2;
+ //mySpeaker.PlayNote(400.0,0.05,0.025);
+ //mySpeaker.PlayNote(500.0,0.05,0.025);
+}
+
+void input_rotate()
+{
+ if(!gameStarted)
+ { gameStarted=true;
+ return;
+ }
+ key_input = 3;
+ /*mySpeaker.PlayNote(600.0,0.05,0.025);
+ mySpeaker.PlayNote(700.0,0.05,0.025);
+ mySpeaker.PlayNote(800.0,0.05,0.025);
+ mySpeaker.PlayNote(900.0,0.05,0.025);*/
+}
+
+void input_down()
+{
+ if(!gameStarted)
+ { gameStarted=true;
+ return;
+ }
+ key_input=4;
+ /*mySpeaker.PlayNote(500.0,0.05,0.025);
+ mySpeaker.PlayNote(1500.0,0.05,0.025);
+ mySpeaker.PlayNote(500.0,0.05,0.025);
+ mySpeaker.PlayNote(1500.0,0.05,0.025);*/
+}
+
+void clear_board()
+{
+ uLCD.filled_rectangle(20,0,79,128,0);
+}
+
+void clear_next_piece()
+{
+ uLCD.filled_rectangle(92,20,122,50,0);
+}
+
+/*
+void UpdateGameStatus(int points,int lines)
+{
+ textLCD.locate(7,0);
+ textLCD.printf("%d",points);
+ textLCD.locate(13,1);
+ textLCD.printf("%d",lines);
+}*/
+
+/* ShiftBright Code
+void FlashLight(void const *args)
+{
+ myShiftbrite.RGB(0,0,0);
+ myShiftbrite.RGB(0,0,0);
+
+ myShiftbrite.RGB(0,0,42);
+ myShiftbrite.RGB(0,0,42);
+ Thread::wait(100);
+
+
+ myShiftbrite.RGB(0,0,0);
+ myShiftbrite.RGB(0,42,0);
+ Thread::wait(100);
+
+ myShiftbrite.RGB(0,0,42);
+ myShiftbrite.RGB(0,0,42);
+ Thread::wait(100);
+
+ myShiftbrite.RGB(0,0,0);
+ myShiftbrite.RGB(0,0,0);
+}
+
+void GameOverLight(void const *args)
+{
+
+ myShiftbrite.RGB(0,0,0);
+ myShiftbrite.RGB(0,0,0);
+
+ myShiftbrite.RGB(0,0,200);
+ Thread::wait(100);
+ myShiftbrite.RGB(0,0,0);
+ Thread::wait(100);
+ myShiftbrite.RGB(0,0,200);
+ Thread::wait(100);
+ myShiftbrite.RGB(0,0,0);
+ Thread::wait(100);
+ myShiftbrite.RGB(0,0,200);
+ Thread::wait(100);
+ myShiftbrite.RGB(0,0,0);
+ Thread::wait(100);
+ myShiftbrite.RGB(0,0,200);
+ Thread::wait(100);
+ myShiftbrite.RGB(0,0,0);
+ Thread::wait(100);
+ myShiftbrite.RGB(0,0,200);
+ Thread::wait(100);
+ myShiftbrite.RGB(0,0,0);
+ Thread::wait(100);
+ myShiftbrite.RGB(0,0,200);
+ Thread::wait(100);
+ myShiftbrite.RGB(0,0,0);
+ Thread::wait(100);
+ myShiftbrite.RGB(0,0,200);
+ Thread::wait(100);
+ myShiftbrite.RGB(0,0,0);
+ Thread::wait(100);
+ myShiftbrite.RGB(0,0,200);
+ Thread::wait(100);
+ myShiftbrite.RGB(0,0,0);
+ Thread::wait(100);
+ myShiftbrite.RGB(0,0,200);
+ Thread::wait(100);
+ myShiftbrite.RGB(0,0,0);
+ Thread::wait(100);
+ myShiftbrite.RGB(0,0,200);
+ Thread::wait(100);
+ myShiftbrite.RGB(0,0,0);
+}
+
+void GameStartLight(void const *args)
+{
+
+ myShiftbrite.RGB(0,0,0);
+ myShiftbrite.RGB(0,0,0);
+
+ myShiftbrite.RGB(0,200,0);
+ Thread::wait(100);
+ myShiftbrite.RGB(0,0,0);
+ myShiftbrite.RGB(0,0,0);
+ Thread::wait(100);
+ myShiftbrite.RGB(0,200,0);
+ Thread::wait(100);
+ myShiftbrite.RGB(0,0,0);
+ myShiftbrite.RGB(0,0,0);
+ Thread::wait(100);
+ myShiftbrite.RGB(0,200,0);
+ Thread::wait(100);
+ myShiftbrite.RGB(0,0,0);
+ myShiftbrite.RGB(0,0,0);
+ Thread::wait(100);
+ myShiftbrite.RGB(0,200,0);
+ Thread::wait(100);
+ myShiftbrite.RGB(0,0,0);
+ myShiftbrite.RGB(0,0,0);
+ Thread::wait(100);
+ myShiftbrite.RGB(0,200,0);
+ Thread::wait(100);
+ myShiftbrite.RGB(0,0,0);
+ myShiftbrite.RGB(0,0,0);
+
+} */
+
+/* Speaker Code
+void PlayStartSound()
+{
+ mySpeaker.PlayNote(500.0,0.05,0.025);
+ mySpeaker.PlayNote(600.0,0.05,0.025);
+ mySpeaker.PlayNote(700.0,0.05,0.025);
+ mySpeaker.PlayNote(800.0,0.05,0.025);
+ mySpeaker.PlayNote(900.0,0.05,0.025);
+ mySpeaker.PlayNote(1000.0,0.05,0.025);
+ mySpeaker.PlayNote(1100.0,0.05,0.025);
+ mySpeaker.PlayNote(1200.0,0.05,0.025);
+ mySpeaker.PlayNote(600.0,0.05,0.025);
+ mySpeaker.PlayNote(700.0,0.05,0.025);
+ mySpeaker.PlayNote(800.0,0.05,0.025);
+ mySpeaker.PlayNote(900.0,0.05,0.025);
+ mySpeaker.PlayNote(1000.0,0.05,0.025);
+ mySpeaker.PlayNote(1100.0,0.05,0.025);
+ mySpeaker.PlayNote(1200.0,0.05,0.025);
+ mySpeaker.PlayNote(1300.0,0.05,0.025);
+ mySpeaker.PlayNote(700.0,0.05,0.025);
+ mySpeaker.PlayNote(800.0,0.05,0.025);
+ mySpeaker.PlayNote(900.0,0.05,0.025);
+ mySpeaker.PlayNote(1000.0,0.05,0.025);
+ mySpeaker.PlayNote(1100.0,0.05,0.025);
+ mySpeaker.PlayNote(1200.0,0.05,0.025);
+ mySpeaker.PlayNote(1300.0,0.05,0.025);
+ mySpeaker.PlayNote(1400.0,0.05,0.025);
+}
+
+void PlayOverSound()
+{
+ mySpeaker.PlayNote(1400.0,0.05,0.025);
+ mySpeaker.PlayNote(1300.0,0.05,0.025);
+ mySpeaker.PlayNote(1200.0,0.05,0.025);
+ mySpeaker.PlayNote(1100.0,0.05,0.025);
+ mySpeaker.PlayNote(1000.0,0.05,0.025);
+ mySpeaker.PlayNote(900.0,0.05,0.025);
+ mySpeaker.PlayNote(800.0,0.05,0.025);
+ mySpeaker.PlayNote(700.0,0.05,0.025);
+ mySpeaker.PlayNote(1300.0,0.05,0.025);
+ mySpeaker.PlayNote(1200.0,0.05,0.025);
+ mySpeaker.PlayNote(1100.0,0.05,0.025);
+ mySpeaker.PlayNote(1000.0,0.05,0.025);
+ mySpeaker.PlayNote(900.0,0.05,0.025);
+ mySpeaker.PlayNote(800.0,0.05,0.025);
+ mySpeaker.PlayNote(700.0,0.05,0.025);
+ mySpeaker.PlayNote(600.0,0.05,0.025);
+ mySpeaker.PlayNote(1200.0,0.05,0.025);
+ mySpeaker.PlayNote(1100.0,0.05,0.025);
+ mySpeaker.PlayNote(1000.0,0.05,0.025);
+ mySpeaker.PlayNote(900.0,0.05,0.025);
+ mySpeaker.PlayNote(800.0,0.05,0.025);
+ mySpeaker.PlayNote(700.0,0.05,0.025);
+ mySpeaker.PlayNote(600.0,0.05,0.025);
+ mySpeaker.PlayNote(500.0,0.05,0.025);
+}
+
+void PlayClearSound()
+{
+ mySpeaker.PlayNote(900.0,0.2,0.025);
+ mySpeaker.PlayNote(1000.0,0.2,0.025);
+ mySpeaker.PlayNote(1100.0,0.2,0.025);
+ mySpeaker.PlayNote(1000.0,0.2,0.025);
+ mySpeaker.PlayNote(9000.0,0.2,0.025);
+} */
+
+int RandomGen(char range)
+{
+ pc.printf("%c",range);
+ while(!pc.readable()) wait(0.5);
+ char buffer[4];
+ pc.gets(buffer,4);
+ int i = buffer[0]-'0';
+ return i;
+}
+
+int main()
+{
+ //hardware setup // FIX
+ LEFT_KEY.mode(PullUp);
+ RIGHT_KEY.mode(PullUp);
+ ROTATE_KEY.mode(PullUp);
+ DOWN_KEY.mode(PullUp);
+
+ LEFT_KEY.attach_deasserted(&input_left);
+ RIGHT_KEY.attach_deasserted(&input_right);
+ ROTATE_KEY.attach_deasserted(&input_rotate);
+ DOWN_KEY.attach_deasserted(&input_down);
+
+ LEFT_KEY.setSampleFrequency();
+ RIGHT_KEY.setSampleFrequency();
+ ROTATE_KEY.setSampleFrequency();
+ DOWN_KEY.setSampleFrequency(); // FIX
+ uLCD.baudrate(3000000);
+
+ //myShiftbrite.RGB(0,0,0);
+ //myShiftbrite.RGB(0,0,0);
+
+ /* SD card used for Startup Image
+ sd.disk_initialize(); // ? might need to delete
+ uLCD.media_init();
+ uLCD.set_sector_address(0x001D, 0x7801);
+ uLCD.display_image(0,0);*/
+
+ /*textLCD.cls();
+ textLCD.locate(0,0);
+ textLCD.printf("Waiting for PC...");*/
+
+ pc.baud(9600);
+ pc.format(8,SerialBase::None,1);
+ pc.printf("0");
+ while(!pc.readable()) wait(0.5);
+ char buffer[4];
+ pc.gets(buffer,4);
+ /*
+ //wait for game start
+ textLCD.cls();
+ textLCD.locate(0,0);
+ textLCD.printf("TETRIS READY!!");
+ textLCD.locate(0,1);
+ textLCD.printf("PRESS ANY KEY...");
+ while(!gameStarted) wait(0.5);
+ PlayStartSound();
+ textLCD.cls();
+ textLCD.printf("Starting game now...");
+ wait(2);
+ textLCD.cls();
+ textLCD.locate(0,0);
+ textLCD.printf("Points");
+ textLCD.locate(0,1);
+ textLCD.printf("Cleared Line");*/
+
+ //Thread t1(GameStartLight);
+ //game classes init
+ bool isGameOver = false;
+ int mScreenHeight = 128;
+ Pieces mPieces;
+ Board mBoard (&mPieces, mScreenHeight);
+ int a = RandomGen('a');
+ int b = RandomGen('b');
+ int c = RandomGen('a');
+ int d = RandomGen('b');
+ Game mGame (&mBoard, &mPieces, mScreenHeight, &uLCD,a,b,c,d);
+
+
+ // ----- Main Loop -----
+ int prevX=0;
+ int prevY=0;
+ int prevPiece=-1;
+ int prevRot=0;
+ Timer timer;
+ timer.start();
+ key_input=0;
+ bool needErase = false;
+ uLCD.cls();
+ while (1)
+ {
+ if(isGameOver)
+ {
+ wait(1);
+ continue;
+ }
+ // ----- Draw ----
+ if(needErase)
+ {
+ mGame.ErasePiece(prevX,prevY,prevPiece,prevRot);
+ needErase=false;
+ }
+ mGame.DrawScene();
+
+ prevX=mGame.mPosX;
+ prevY=mGame.mPosY;
+ prevPiece=mGame.mPiece;
+ prevRot=mGame.mRotation;
+
+ // ----- Input -----
+ switch (key_input)
+ {
+ case (2): //right
+ {
+ if (mBoard.IsPossibleMovement (mGame.mPosX + 1, mGame.mPosY, mGame.mPiece, mGame.mRotation))
+ {mGame.mPosX++;needErase=true;}
+ break;
+ }
+
+ case (1): //left
+ {
+ if (mBoard.IsPossibleMovement (mGame.mPosX - 1, mGame.mPosY, mGame.mPiece, mGame.mRotation))
+ {mGame.mPosX--;needErase=true;}
+ break;
+ }
+
+ case (4)://down
+ {
+ // Check collision from up to down
+ while (mBoard.IsPossibleMovement(mGame.mPosX, mGame.mPosY, mGame.mPiece, mGame.mRotation)) { mGame.mPosY++; }
+ needErase=true;
+ mBoard.StorePiece (mGame.mPosX, mGame.mPosY - 1, mGame.mPiece, mGame.mRotation);
+ mGame.AddPoints(SinglePiecePoints);
+ int linesDeleted = mBoard.DeletePossibleLines ();
+ if(linesDeleted>0)
+ {
+ mGame.AddClearedLines(linesDeleted);
+ mGame.AddPoints(LineClearPoints*linesDeleted);
+ //Thread t1(FlashLight);
+ //PlayClearSound();
+ clear_board();
+ }
+ UpdateGameStatus(mGame.GetPoints(),mGame.GetClearedLines());
+
+ if (mBoard.IsGameOver())
+ {
+ isGameOver=true;
+ uLCD.cls();
+
+ // FIX add Game Over mechanic
+
+ //uLCD.media_init();
+ //uLCD.set_sector_address(0x001D, 0x7842);
+ //uLCD.display_image(0,0);
+ //Thread t2(GameOverLight);
+ //PlayOverSound();
+
+ }
+
+ if(!isGameOver)
+ {
+ mGame.CreateNewPiece(RandomGen('a'),RandomGen('b'));
+ clear_next_piece();
+ }
+ break;
+ }
+
+ case (3)://rotate
+ {
+ if (mBoard.IsPossibleMovement (mGame.mPosX, mGame.mPosY, mGame.mPiece, (mGame.mRotation + 1) % 4))
+ {mGame.mRotation = (mGame.mRotation + 1) % 4;needErase=true;}
+ break;
+ }
+
+ case (0):{break;}
+ }
+ key_input = 0;
+
+ // ----- Vertical movement -----
+
+ if(timer.read_ms()>WAIT_TIME)
+ {
+ needErase=true;
+ if(!isGameOver)
+ {
+ if (mBoard.IsPossibleMovement (mGame.mPosX, mGame.mPosY + 1, mGame.mPiece, mGame.mRotation))
+ {
+ mGame.mPosY++;
+ }
+ else
+ {
+ mBoard.StorePiece (mGame.mPosX, mGame.mPosY, mGame.mPiece, mGame.mRotation);
+ mGame.AddPoints(SinglePiecePoints);
+ int linesDeleted = mBoard.DeletePossibleLines ();
+ if(linesDeleted>0)
+ {
+ mGame.AddClearedLines(linesDeleted);
+ mGame.AddPoints(LineClearPoints*linesDeleted);
+ //Thread t1(FlashLight);
+ //PlayClearSound();
+ clear_board();
+ }
+ UpdateGameStatus(mGame.GetPoints(),mGame.GetClearedLines());
+
+ if (mBoard.IsGameOver())
+ {
+ isGameOver=true;
+ uLCD.cls();
+
+ // FIX add Game Over mechanic
+
+ //uLCD.media_init();
+ //uLCD.set_sector_address(0x001D, 0x7842);
+ //uLCD.display_image(0,0);
+ //Thread t2(GameOverLight);
+ //PlayOverSound();
+ }
+
+ if(!isGameOver)
+ {
+ mGame.CreateNewPiece(RandomGen('a'),RandomGen('b'));
+ clear_next_piece();
+ }
+ }
+ }
+ timer.reset();
+ }
+ wait(0.1);
+ }
+}
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/mbed-rtos.lib Wed Nov 30 21:57:25 2022 +0000 @@ -0,0 +1,1 @@ +http://developer.mbed.org/users/mbed_official/code/mbed-rtos/#631c0f1008c3
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/mbed.bld Wed Nov 30 21:57:25 2022 +0000 @@ -0,0 +1,1 @@ +https://os.mbed.com/users/mbed_official/code/mbed/builds/65be27845400 \ No newline at end of file
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/wave_player.lib Wed Nov 30 21:57:25 2022 +0000 @@ -0,0 +1,1 @@ +http://mbed.org/users/sravet/code/wave_player/#acc3e18e77ad