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super-duper tetris applying to the standards of the Tetris Expert Panel and the GameBoy measures :)

git-svn-id: svn://svn.rockbox.org/rockbox/trunk@1330 a1c6a512-1295-4272-9138-f99709370657
This commit is contained in:
Felix Arends 2002-07-04 13:46:18 +00:00
parent b9e69e2b6f
commit c849c397ad

View file

@ -38,10 +38,10 @@
#define TETRIS_TITLE_XLOC 43
#define TETRIS_TITLE_YLOC 15
static const int start_x = 1;
static const int start_y = 2;
static const int max_x = 104;
static const int max_y = 48;
static const int start_x = 5;
static const int start_y = 5;
static const int max_x = 4 * 17;
static const int max_y = 3 * 10;
static const short level_speeds[10] = {1000,900,800,700,600,500,400,300,250,200};
static const int blocks = 7;
static const int block_frames[7] = {1,2,2,2,4,4,4};
@ -115,6 +115,9 @@ void draw_frame(int fstart_x,int fstop_x,int fstart_y,int fstop_y)
lcd_drawline(fstart_x, fstart_y, fstart_x, fstop_y);
lcd_drawline(fstop_x, fstart_y, fstop_x, fstop_y);
lcd_drawline(fstart_x - 1, fstart_y + 1, fstart_x - 1, fstop_y + 1);
lcd_drawline(fstart_x - 1, fstop_y + 1, fstop_x - 1, fstop_y + 1);
}
void draw_block(int x, int y, int block, int frame, bool clear)
@ -123,17 +126,17 @@ void draw_block(int x, int y, int block, int frame, bool clear)
for(i=0;i < 4;i++) {
if (clear)
{
for (a = 0; a < 4; a++)
for (a = 0; a < 3; a++)
for (b = 0; b < 4; b++)
lcd_clearpixel(start_x + x + block_data[block][frame][1][i] * 4 + b,
start_y + y + block_data[block][frame][0][i] * 4 + a);
lcd_clearpixel(start_x + x + block_data[block][frame][1][i] * 4 - b,
start_y + y + block_data[block][frame][0][i] * 3 + a);
}
else
{
for (a = 0; a < 4; a++)
for (a = 0; a < 3; a++)
for (b = 0; b < 4; b++)
lcd_drawpixel(start_x+x+block_data[block][frame][1][i] * 4 + b,
start_y+y+block_data[block][frame][0][i] * 4 + a);
lcd_drawpixel(start_x+x+block_data[block][frame][1][i] * 4 - b,
start_y+y+block_data[block][frame][0][i] * 3 + a);
}
}
}
@ -141,22 +144,21 @@ void draw_block(int x, int y, int block, int frame, bool clear)
void to_virtual(void)
{
int i,a,b;
for(i = 0; i < 4; i++)
{
for (a = 0; a < 4; a++)
for (a = 0; a < 3; a++)
for (b = 0; b < 4; b++)
*(virtual +
(current_y + block_data[current_b][current_f][0][i] * 4 + a) * max_x +
current_x + block_data[current_b][current_f][1][i] * 4 + b) = current_b + 1;
}
(current_y + block_data[current_b][current_f][0][i] * 3 + a) * max_x +
current_x + block_data[current_b][current_f][1][i] * 4 - b) = current_b + 1;
}
bool block_touch (int x, int y)
{
int a,b;
for (a = 0; a < 4; a++)
for (b = 0; b < 4; b++)
if (*(virtual + (y + b) * max_x + (x + a)) != 0)
for (b = 0; b < 3; b++)
if (*(virtual + (y + b) * max_x + (x - a)) != 0)
return true;
return false;
}
@ -173,7 +175,7 @@ bool gameover(void)
for(i = 0; i < 4; i++){
/* Do we have blocks touching? */
if(block_touch(x + block_data[block][frame][1][i] * 4, y + block_data[block][frame][0][i] * 4))
if(block_touch(x + block_data[block][frame][1][i] * 4, y + block_data[block][frame][0][i] * 3))
{
/* Are we at the top of the frame? */
if(y + block_data[block][frame][1][i] * 4 < start_y)
@ -190,11 +192,11 @@ bool valid_position(int x, int y, int block, int frame)
{
int i;
for(i=0;i < 4;i++)
if ((y + block_data[block][frame][0][i] * 4 > max_y - 4) ||
(x + block_data[block][frame][1][i] * 4 > max_x) ||
(y + block_data[block][frame][0][i] * 4 < 0) ||
(x + block_data[block][frame][1][i] * 4 < 0) ||
block_touch (x + block_data[block][frame][1][i] * 4, y + block_data[block][frame][0][i] * 4))
if ((y + block_data[block][frame][0][i] * 3 > max_y - 3) ||
(x + block_data[block][frame][1][i] * 4 > max_x - 4) ||
(y + block_data[block][frame][0][i] * 3 < 0) ||
(x + block_data[block][frame][1][i] * 4 < 4) ||
block_touch (x + block_data[block][frame][1][i] * 4, y + block_data[block][frame][0][i] * 3))
return false;
return true;
}
@ -238,12 +240,20 @@ void new_block(void)
{
current_b = next_b;
current_f = next_f;
current_x = max_x - 15;
current_y = (int)((max_y)/2);
current_x = max_x - 16;
current_y = (int)12;
next_b = t_rand(blocks);
next_f = t_rand(block_frames[next_b]);
// draw_block(max_x + 2, start_y - 1, current_b, current_f, true);
// draw_block(max_x + 2, start_y - 1, next_b, next_f, false);
lcd_drawline (max_x + 7, start_y - 1, max_x + 29, start_y - 1);
lcd_drawline (max_x + 29, start_y, max_x + 29, start_y + 14);
lcd_drawline (max_x + 29, start_y + 14, max_x + 7, start_y + 14);
lcd_drawline (max_x + 7, start_y + 14, max_x + 7, start_y - 1);
lcd_drawline (max_x + 6, start_y + 15, max_x + 6, start_y);
lcd_drawline (max_x + 6, start_y + 15, max_x + 28, start_y + 15);
draw_block(max_x + 9, start_y - 4, current_b, current_f, true);
draw_block(max_x + 9, start_y - 4, next_b, next_f, false);
if(!valid_position(current_x, current_y, current_b, current_f))
{
draw_block(current_x, current_y, current_b, current_f, false);
@ -327,13 +337,13 @@ void game_loop(void)
return; /* get out of here */
if ( b & BUTTON_UP )
move_block(0,-4,0);
move_block(0,-3,0);
if ( b & BUTTON_DOWN )
move_block(0,4,0);
move_block(0,3,0);
if ( b & BUTTON_RIGHT )
move_block(0,0,-1);
move_block(0,0,1);
if ( b & BUTTON_LEFT )
move_down();