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blockis.ino
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/////////////////////////////////////////////////////////////////////
//
// Blockis by M.O.B. as Arduino-program in C/C++.
// Copyright (C) 2007, 2016 by Mikael O. Bonnier, Lund, Sweden.
// License: GNU GPL v3 or later, http://www.gnu.org/licenses/gpl-3.0.txt
// Donations are welcome to PayPal [email protected].
// The source code is at <https://github.com/mobluse/blockis>.
//
// Blockis is a game similar to Tetris(R). I didn't read any other tetris
// code before writing this. I only played and studied the behaviour of a
// hand held tetris-type game I bought in 1999 (238A, E-8238, All in One,
// 238 in One, Super King for 238 Game, ...it had many names on the
// package) and studied the information on rules in Swedish Wikipedia. In
// 238A Tetris is called Game I, Original Brick Game. My implementation
// doesn't behave exactly like the one in 238A. E.g. you cannot change
// speed, level or number of game (i.e. variations). Another difference is
// that rotation cannot move the block sideways or downwards in my current
// implementation. There is no sound.
//
// It was originally developed in J2ME (Java) using WTK-2.2 and JDK 1.5 on
// Windows 2000. This C-program was translated from the Java-app into C
// using nCurses on a Raspberry Pi 2 running Raspbian Jessie (Debian)
// Linux.
//
// Revision history:
// 2007-Jan-15: v.0.0.2 Java
// 2007-Jan-17: v.0.0.3 Java
// 2007-Jan-19: v.0.1.0 Java
// 2007-Jan-20: v.0.1.1 Java
// 2007-Feb-21: v.0.1.2 Java
// 2008-May-23: v.0.1.3 Java
// 2016-Jan-10: v.0.1.3a C
// 2016-Jan-13: v.0.1.3b C (Work in progress)
//
// Suggestions, improvements, and bug-reports
// are always welcome to:
// Mikael O. Bonnier
// Osten Undens gata 88
// SE-227 62 LUND
// SWEDEN
//
// Or use my electronic addresses:
// Web: http://www.df.lth.se.orbin.se/~mikaelb/
// Twitter: https://twitter.com/mobluse
// Scratch: https://scratch.mit.edu/users/mobluse/
// E-mail/MSN: [email protected]
// ICQ # 114635318
// Skype: mikael4u
// _____
// / / \
// ***********/ / \***********
// / / \
// *********/ / \*********
// / / / \ \
// *******/ / / \ \*******
// / / / \ \ \
// *****/ / /***\ \ \*****
// / /__ /_____\ \ \
// ***/ \ \ \***
// /_________________\ \ \
// **\ \ /**
// \______________________\/
//
// Mikael O. Bonnier
/////////////////////////////////////////////////////////////////////
// Compile using Arduino IDE.
// It compiles but does not work now.
// Indent using Arduino IDE.
/**/
//#include <ncurses.h>
//#include <sys/param.h>
//#include <time.h>
#include <stdlib.h>
#include <setjmp.h>
void _init();
void clearGraphics();
void start();
void resume();
void stop();
void drawBlock();
void moveOn();
void hitGround();
bool blockCollides();
void resetBlock();
void setBlock();
void render();
void blit(void (*doCell) (int, int), int block, int rot, int row, int col);
void doCellBlockCollides(int r, int c);
void doCellResetBlock(int r, int c);
void doCellSetBlock(int r, int c);
#define _MATRIX_ROWS (20)
#define _MATRIX_COLS (10)
#define _CA (2)
const int _nDelay = 100; // ms
const int _INTERLEAVE = 8;
#define _ROT0 (0)
#define _ROT90 (1)
#define _ROT180 (2)
#define _ROT270 (3)
char _nMatrix[_MATRIX_ROWS][_MATRIX_COLS];
char _nMatrixPrev[_MATRIX_ROWS][_MATRIX_COLS];
const bool _nBI[2][4] = {
{
0, 0, 0, 0 }
,
{
1, 1, 1, 1 }
};
const bool _nBT[2][3] = {
{
1, 1, 1 }
,
{
0, 1, 0 }
};
const bool _nBO[2][2] = {
{
1, 1 }
,
{
1, 1 }
};
const bool _nBL[2][3] = {
{
1, 1, 1 }
,
{
1, 0, 0 }
};
const bool _nBJ[2][3] = {
{
1, 1, 1 }
,
{
0, 0, 1 }
};
const bool _nBS[2][3] = {
{
0, 1, 1 }
,
{
1, 1, 0 }
};
const bool _nBZ[2][3] = {
{
1, 1, 0 }
,
{
0, 1, 1 }
};
#define _NOOFBLOCKS (7)
#define _NOOFCOLORS (7)
const bool *_blocks[_NOOFBLOCKS] =
{
(bool *) _nBI, (bool *) _nBT, (bool *) _nBO,
(bool *) _nBL, (bool *) _nBJ, (bool *) _nBS, (bool *) _nBZ
};
const struct {
int rows;
int cols;
}
_blockInfo[_NOOFBLOCKS] = {
{
2, 4 }
, {
2, 3 }
, {
2, 2 }
, {
2, 3 }
, {
2, 3 }
, {
2, 3 }
, {
2, 3 }
};
bool _bRunning;
int _iBlockNext, _iBlock, _iBlockPrev;
int _nRot, _nRotPrev;
int _nMRow, _nMCol, _nMRowPrev, _nMColPrev;
char _iColorNext;
char _iColor;
bool _bNewBlock;
static int _nLevel = 0;
static int _nScore, _nHiScore = 0;
static jmp_buf _exceptionEnv;
int main()
{
int loopCount = 1;
_init();
start();
for (;;) {
while (_bRunning) {
int ks; // TODO
switch (ks) {
case 'a':
--_nMCol;
break;
case 'd':
++_nMCol;
break;
case 'w':
_nRot = _nRot >= 3 ? 0 : _nRot + 1;
break;
case 'e':
_nRot = _nRot <= 0 ? 3 : _nRot - 1;
break;
case 'q':
case 'Q':
stop();
break;
}
if (_bNewBlock) {
_nMRow = _nMRowPrev = 0;
_nMCol = _nMColPrev = _MATRIX_COLS/2 - 2;
_iBlock = _iBlockNext;
if (_iBlock == 0)
_nMRow = _nMRowPrev = -1;
_iBlockNext = rand() % _NOOFBLOCKS;
_iColor = _iColorNext;
_iColorNext = (char)(rand() % (_NOOFCOLORS - 1) + 1);
_nRot = 0;
}
drawBlock();
render();
delay(_nDelay); // TODO
if (ks == 's' || loopCount % _INTERLEAVE == 0) {
++_nMRow;
}
++loopCount; // loopCount will wrap around at INT_MAX.
}
int ks; // TODO
switch (ks) {
case 's':
start();
break;
case 'e':
resume();
break;
case 'q':
case 'Q':
return 0;
break;
}
delay(_nDelay);
}
}
void _init()
{
srand(0); // TODO
}
/**
* This method clears the graphics.
*/
void clearGraphics()
{
// Clear the Graphics.
for (int c = 1 + _CA; c <= _MATRIX_COLS + _CA; ++c) {
// TODO
}
for (int r = 1; r <= _MATRIX_ROWS; ++r) {
// TODO
}
}
/**
* This method starts the game.
*/
void start()
{
_nScore = 0;
clearGraphics();
// Reset the matrix.
for (int r = 0; r < _MATRIX_ROWS; ++r)
for (int c = 0; c < _MATRIX_COLS; ++c)
_nMatrix[r][c] = _nMatrixPrev[r][c] = 0;
_bNewBlock = true;
_iBlockNext = rand() % _NOOFBLOCKS;
_iColorNext = (char)(rand() % (_NOOFCOLORS - 1) + 1);
_bRunning = true;
}
/**
* This resumes animation after a pause.
*/
void resume()
{
_bRunning = true;
}
/**
* This is called to stop the animation when pausing, destroying or game over.
*/
void stop()
{
_bRunning = false;
}
/**
* This method calls other methods which draws the falling block on the
* matrix. If there would be a collision with walls or the ground it tries
* to prevent it by prohibiting rotation and motion or restricting motion.
* This method also detects Game Over.
*/
void drawBlock()
{
if (!_bNewBlock)
resetBlock();
if (blockCollides()) {
if (!_bNewBlock) {
if (_nRot != _nRotPrev) {
_nRot = _nRotPrev;
if (!blockCollides()) {
moveOn();
return;
}
}
if (_nMRow != _nMRowPrev && _nMCol == _nMColPrev) {
hitGround();
}
else if (_nMCol != _nMColPrev && _nMRow != _nMRowPrev) {
_nMCol = _nMColPrev;
if (blockCollides()) {
hitGround();
}
else {
moveOn();
}
}
else {
_nMCol = _nMColPrev;
moveOn();
}
}
else {
_nHiScore = max(_nHiScore, _nScore);
stop();
}
}
else {
moveOn();
}
}
/**
* This method is called when there is no collision or a collision that has
* been avoided. It allows the block to continue its fall.
*/
void moveOn()
{
_bNewBlock = false;
setBlock();
_iBlockPrev = _iBlock;
_nRotPrev = _nRot;
_nMRowPrev = _nMRow;
_nMColPrev = _nMCol;
}
/**
* This method is called when a block hits the ground and it checks for full
* rows and compacts according to the rules of standard tetris. Points
* calculation is done here.
*/
void hitGround()
{
_bNewBlock = true;
_nMRow = _nMRowPrev;
_nMCol = _nMColPrev;
setBlock();
int r, c, rMove;
bool fullLines[_MATRIX_ROWS];
bool existsFull, isFull;
existsFull = false;
int noOfLines = 0;
for (int r = _MATRIX_ROWS - 1; r >= 0; --r) {
isFull = true;
for (int c = 0; c < _MATRIX_COLS; ++c)
if (_nMatrix[r][c] == 0) {
isFull = false;
break;
}
if (fullLines[r] = isFull) {
existsFull = true;
++noOfLines;
for (c = 0; c < _MATRIX_COLS; ++c)
_nMatrix[r][c] = 0;
}
}
const int scores[] = {
40, 100, 300, 1200 };
if (existsFull) {
_nScore += (_nLevel + 1) * scores[noOfLines - 1];
render();
delay(_nDelay);
for (int r = _MATRIX_ROWS - 1; r >= 0; --r)
while (fullLines[r]) {
for (int rMove = r; rMove >= 1; --rMove) {
fullLines[rMove] = fullLines[rMove - 1];
for (int c = 0; c < _MATRIX_COLS; ++c)
_nMatrix[rMove][c] = _nMatrix[rMove - 1][c];
}
fullLines[0] = false;
for (c = 0; c < _MATRIX_COLS; ++c)
_nMatrix[0][c] = 0;
render();
delay(_INTERLEAVE * _nDelay);
}
}
}
/**
* This method checks if a block will collide with the walls or the ground.
* @return It returns true if collision, false otherwise.
*/
bool blockCollides()
{
if (setjmp(_exceptionEnv)) {
return true;
}
blit(doCellBlockCollides, _iBlock, _nRot, _nMRow, _nMCol);
return false;
}
/**
* This method wipes out the previously drawn block from the matrix.
*/
void resetBlock()
{
blit(doCellResetBlock, _iBlockPrev, _nRotPrev, _nMRowPrev, _nMColPrev);
}
/**
* This method draws the current block on the matrix.
*/
void setBlock()
{
blit(doCellSetBlock, _iBlock, _nRot, _nMRow, _nMCol);
}
/**
* This method renders the tetris matrix on the Graphics with the current
* block and the next block.
* Motivation of design: Graphics.fillRect is costly and should be avoided as
* much as possible.
* Therefore the previous matrix is stored and only the changes are plotted.
*/
void render()
{
// Render the matrix.
for (int r = 0; r < _MATRIX_ROWS; ++r)
for (int c = 0; c < _MATRIX_COLS; ++c)
if (_nMatrix[r][c] != _nMatrixPrev[r][c]) {
_nMatrixPrev[r][c] = _nMatrix[r][c];
}
// Render the next block.
// TODO: This might use Blitter.
const int BLOCK_ROWS = _blockInfo[_iBlockNext].rows,
BLOCK_COLS = _blockInfo[_iBlockNext].cols;
for (int r = 0; r < BLOCK_ROWS; ++r)
for (int c = 0; c < BLOCK_COLS; ++c)
if (_blocks[_iBlockNext][r * BLOCK_COLS + c]) {
}
}
/**
* This method can blit the block on to the matrix, but exactly what it does
* depend on the implementation of doCell() in the child class.
* TODO: If r and c is outside of the matrix or if collision.
*/
void blit(void (*doCell) (int, int), int block, int rot, int row, int col)
{
const int BLOCK_ROWS = _blockInfo[block].rows,
BLOCK_COLS = _blockInfo[block].cols;
switch (rot) {
case _ROT0:
for (int r = 0; r < BLOCK_ROWS; ++r)
for (int c = 0; c < BLOCK_COLS; ++c)
if (_blocks[block][r * BLOCK_COLS + c] != 0)
(*doCell) (row + r, col + c);
break;
case _ROT90:
for (int r = 0; r < BLOCK_ROWS; ++r)
for (int c = 0; c < BLOCK_COLS; ++c)
if (_blocks[block][r * BLOCK_COLS + c] != 0)
(*doCell) (row + c, col + (BLOCK_COLS - 1 - r));
break;
case _ROT180:
for (int r = 0; r < BLOCK_ROWS; ++r)
for (int c = 0; c < BLOCK_COLS; ++c)
if (_blocks[block][r * BLOCK_COLS + c] != 0)
(*doCell)
(row + (BLOCK_COLS - 1 - r),
col + (BLOCK_COLS - 1 - c));
break;
case _ROT270:
for (int r = 0; r < BLOCK_ROWS; ++r)
for (int c = 0; c < BLOCK_COLS; ++c)
if (_blocks[block][r * BLOCK_COLS + c] != 0)
(*doCell) (row + (BLOCK_COLS - 1 - c), col + r);
break;
}
}
/**
* This doCell has block collision detection.
*/
void doCellBlockCollides(int r, int c)
{
if (_nMatrix[r][c] != 0 ||
!(0 <= r && r < _MATRIX_ROWS && 0 <= c && c < _MATRIX_COLS))
longjmp(_exceptionEnv, true);
}
/**
* This doCell has block reset code.
*/
void doCellResetBlock(int r, int c)
{
_nMatrix[r][c] = 0;
}
/**
* This doCell has block set code.
*/
void doCellSetBlock(int r, int c)
{
_nMatrix[r][c] = _iColor;
}