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//========================================================================
// TETRIS with M5STACK : 2018.01.20 Transplant by macsbug
// Controller : Buttons A = LEFT, B = RIGHT, C = START, ROTATE
// Display : Left = 100x240, Center = 120x240, Right = 100x240
// Block : 8ea, 12x12 pixel
// SD : tetris.jpg : BackGround Image : R.G.B 320x240 pixel
// Github : https://macsbug.wordpress.com/2018/01/20/tetris-with-m5stack/
//========================================================================
#include <M5Stack.h> // M5STACK
uint16_t BlockImage[8][12][12]; // Block
uint16_t backBuffer[240][120]; // GAME AREA
const int Length = 12; // the number of pixels for a side of a block
const int Width = 10; // the number of horizontal blocks
const int Height = 20; // the number of vertical blocks
int screen[Width][Height] = {0}; //it shows color-numbers of all positions
struct Point {int X, Y;};
struct Block {Point square[4][4]; int numRotate, color;};
Point pos; Block block;
int rot, fall_cnt = 0;
bool started = false, gameover = false;
boolean but_A = false, but_LEFT = false, but_RIGHT = false;
int game_speed = 25; // 25msec
Block blocks[7] = {
{{{{-1,0},{0,0},{1,0},{2,0}},{{0,-1},{0,0},{0,1},{0,2}},
{{0,0},{0,0},{0,0},{0,0}},{{0,0},{0,0},{0,0},{0,0}}},2,1},
{{{{0,-1},{1,-1},{0,0},{1,0}},{{0,0},{0,0},{0,0},{0,0}},
{{0,0},{0,0},{0,0},{0,0}},{{0,0},{0,0},{0,0},{0,0}}},1,2},
{{{{-1,-1},{-1,0},{0,0},{1,0}},{{-1,1},{0,1},{0,0},{0,-1}},
{{-1,0},{0,0},{1,0},{1,1}},{{1,-1},{0,-1},{0,0},{0,1}}},4,3},
{{{{-1,0},{0,0},{0,1},{1,1}},{{0,-1},{0,0},{-1,0},{-1,1}},
{{0,0},{0,0},{0,0},{0,0}},{{0,0},{0,0},{0,0},{0,0}}},2,4},
{{{{-1,0},{0,0},{1,0},{1,-1}},{{-1,-1},{0,-1},{0,0},{0,1}},
{{-1,1},{-1,0},{0,0},{1,0}},{{0,-1},{0,0},{0,1},{1,1}}},4,5},
{{{{-1,1},{0,1},{0,0},{1,0}},{{0,-1},{0,0},{1,0},{1,1}},
{{0,0},{0,0},{0,0},{0,0}},{{0,0},{0,0},{0,0},{0,0}}},2,6},
{{{{-1,0},{0,0},{1,0},{0,-1}},{{0,-1},{0,0},{0,1},{-1,0}},
{{-1,0},{0,0},{1,0},{0,1}},{{0,-1},{0,0},{0,1},{1,0}}},4,7}
};
extern uint8_t tetris_img[];
//========================================================================
void setup(void) {
M5.begin(); // M5STACK INITIALIZE
M5.Lcd.setBrightness(200); // BRIGHTNESS = MAX 255
M5.Lcd.fillScreen(BLACK); // CLEAR SCREEN
//----------------------------// Make Block ----------------------------
make_block( 0, BLACK); // Type No, Color
make_block( 1, 0x00F0); // DDDD RED
make_block( 2, 0xFBE4); // DD,DD PUPLE
make_block( 3, 0xFF00); // D__,DDD BLUE
make_block( 4, 0xFF87); // DD_,_DD GREEN
make_block( 5, 0x87FF); // __D,DDD YELLO
make_block( 6, 0xF00F); // _DD,DD_ LIGHT GREEN
make_block( 7, 0xF8FC); // _D_,DDD PINK
//----------------------------------------------------------------------
// M5.Lcd.drawJpgFile(SD, "/tetris.jpg"); // Load background from SD
M5.Lcd.drawJpg(tetris_img, 34215); // Load background from file data
PutStartPos(); // Start Position
for (int i = 0; i < 4; ++i) screen[pos.X +
block.square[rot][i].X][pos.Y + block.square[rot][i].Y] = block.color;
Draw(); // Draw block
}
//========================================================================
void loop() {
if (gameover) return;
Point next_pos;
int next_rot = rot;
GetNextPosRot(&next_pos, &next_rot);
ReviseScreen(next_pos, next_rot);
M5.update();
delay(game_speed); // SPEED ADJUST
}
//========================================================================
void Draw() { // Draw 120x240 in the center
for (int i = 0; i < Width; ++i) for (int j = 0; j < Height; ++j)
for (int k = 0; k < Length; ++k) for (int l = 0; l < Length; ++l)
backBuffer[j * Length + l][i * Length + k] = BlockImage[screen[i][j]][k][l];
M5.Lcd.drawBitmap(100, 0, 120, 240, (uint8_t*)backBuffer);
}
//========================================================================
void PutStartPos() {
pos.X = 4; pos.Y = 1;
block = blocks[random(7)];
rot = random(block.numRotate);
}
//========================================================================
bool GetSquares(Block block, Point pos, int rot, Point* squares) {
bool overlap = false;
for (int i = 0; i < 4; ++i) {
Point p;
p.X = pos.X + block.square[rot][i].X;
p.Y = pos.Y + block.square[rot][i].Y;
overlap |= p.X < 0 || p.X >= Width || p.Y < 0 || p.Y >=
Height || screen[p.X][p.Y] != 0;
squares[i] = p;
}
return !overlap;
}
//========================================================================
void GameOver() {
for (int i = 0; i < Width; ++i) for (int j = 0; j < Height; ++j)
if (screen[i][j] != 0) screen[i][j] = 4;
gameover = true;
}
//========================================================================
void ClearKeys() { but_A=false; but_LEFT=false; but_RIGHT=false;}
//========================================================================
bool KeyPadLoop(){
if(M5.BtnA.wasPressed()){ClearKeys();but_LEFT =true;return true;}
if(M5.BtnB.wasPressed()){ClearKeys();but_RIGHT=true;return true;}
if(M5.BtnC.wasPressed()){ClearKeys();but_A =true;return true;}
return false;
}
//========================================================================
void GetNextPosRot(Point* pnext_pos, int* pnext_rot) {
bool received = KeyPadLoop();
if (but_A) started = true;
if (!started) return;
pnext_pos->X = pos.X;
pnext_pos->Y = pos.Y;
if ((fall_cnt = (fall_cnt + 1) % 10) == 0) pnext_pos->Y += 1;
else if (received) {
if (but_LEFT) { but_LEFT = false; pnext_pos->X -= 1;}
else if (but_RIGHT) { but_RIGHT = false; pnext_pos->X += 1;}
else if (but_A) { but_A = false;
*pnext_rot = (*pnext_rot + block.numRotate - 1)%block.numRotate;
}
}
}
//========================================================================
void DeleteLine() {
for (int j = 0; j < Height; ++j) {
bool Delete = true;
for (int i = 0; i < Width; ++i) if (screen[i][j] == 0) Delete = false;
if (Delete) for (int k = j; k >= 1; --k)
for (int i = 0; i < Width; ++i) screen[i][k] = screen[i][k - 1];
}
}
//========================================================================
void ReviseScreen(Point next_pos, int next_rot) {
if (!started) return;
Point next_squares[4];
for (int i = 0; i < 4; ++i) screen[pos.X +
block.square[rot][i].X][pos.Y + block.square[rot][i].Y] = 0;
if (GetSquares(block, next_pos, next_rot, next_squares)) {
for (int i = 0; i < 4; ++i){
screen[next_squares[i].X][next_squares[i].Y] = block.color;
}
pos = next_pos; rot = next_rot;
}
else {
for (int i = 0; i < 4; ++i) screen[pos.X +
block.square[rot][i].X][pos.Y + block.square[rot][i].Y] = block.color;
if (next_pos.Y == pos.Y + 1) {
DeleteLine(); PutStartPos();
if (!GetSquares(block, pos, rot, next_squares)) {
for (int i = 0; i < 4; ++i) screen[pos.X +
block.square[rot][i].X][pos.Y + block.square[rot][i].Y] = block.color;
GameOver();
}
}
}
Draw();
}
//========================================================================
void make_block( int n , uint16_t color ){ // Make Block color
for ( int i =0 ; i < 12; i++ ) for ( int j =0 ; j < 12; j++ ){
BlockImage[n][i][j] = color; // Block color
if ( i == 0 || j == 0 ) BlockImage[n][i][j] = 0; // BLACK Line
}
}
//========================================================================
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