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tetris.cpp
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tetris.cpp
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#include "main.h"
#include <avr/pgmspace.h>
byte pieces[] = { 0xF0, // 1111
// 0000
//
0xE8,// 1110
// 1000
//
0x8E,// 1000
// 1110
//
0x6C,// 0110
// 1100
//
0xC6,// 1100
// 0110
//
0xCC, // 1100
// 1100
};
// Lookup table for piece rotation, to speed things up (in theory...should probably benchmark it)
const prog_uchar rotation_map[] PROGMEM = { 0xf0, 0x00, 0x44, 0x44, 0x44, 0x44,
0x00, 0x0f, 0x00, 0x0f, 0x22, 0x22, 0x22, 0x22, 0xf0, 0x00, 0x4e, 0x00,
0x80, 0x8c, 0x80, 0x8c, 0x00, 0x72, 0x00, 0x72, 0x31, 0x01, 0x31, 0x01,
0x4e, 0x00, 0xe8, 0x00, 0x40, 0xc4, 0x40, 0xc4, 0x00, 0x17, 0x00, 0x17,
0x23, 0x02, 0x23, 0x02, 0xe8, 0x00, 0x8e, 0x00, 0x80, 0xc8, 0x80, 0xc8,
0x00, 0x71, 0x00, 0x71, 0x13, 0x01, 0x13, 0x01, 0x8e, 0x00, 0x6c, 0x00,
0x40, 0x8c, 0x40, 0x8c, 0x00, 0x36, 0x00, 0x36, 0x31, 0x02, 0x31, 0x02,
0x6c, 0x00, 0xc6, 0x00, 0x80, 0x4c, 0x80, 0x4c, 0x00, 0x63, 0x00, 0x63,
0x32, 0x01, 0x32, 0x01, 0xc6, 0x00, 0xcc, 0x00, 0x00, 0xcc, 0x00, 0xcc,
0x00, 0x33, 0x00, 0x33, 0x33, 0x00, 0x33, 0x00, 0xcc, 0x00, };
byte piece[10][2];
signed char px[10];
signed char py[10];
byte board[10][32]; // 16x16 / 8
byte targetpos[10];
byte targetrot[10];
// rotate a piece using our lookup table
void rotate_piece(byte b) {
byte *p = piece[b];
byte p1 = p[0];
byte p2 = p[1];
for (byte i = 0; i < 28 * 4; i += 4) {
if (pgm_read_byte_near(rotation_map+i ) == p1
&& pgm_read_byte_near(rotation_map+i+1) == p2) {
p[0] = pgm_read_byte_near(rotation_map+i+2);
p[1] = pgm_read_byte_near(rotation_map+i+3);
}
}
}
void find_best_spot(byte b) {
byte best_x = px[b];
byte best_rot = 0;
byte best_score = 0;
// loop thru possible rotations
for (byte rot = 0; rot < 3; rot++) {
// loop thru possible positions
for (byte px = 0; px < 10; px++) {
byte py = 0;
byte hity = 0;
while (py < 15) { // drop the piece down until it hits
for (byte y = 0; y < 4 && py < 100; y++) {
for (byte x = 0; x < 4 && py < 100; x++) {
if ((piece[b][y > 1] & 1 << (x + (y & 1) * 4))
&& (x + px > 9 || y + py > 14
|| (board[b][(y + py) * 2
+ ((x + px) / 8)]
& 1 << ((x + px) & 7)))) {
hity = py;
py = 100;
break;
}
}
}
if (hity == 0)
py++;
}
byte score = hity;
if (score > best_score
|| (score == best_score && (rand() & 7) == 1)) {
best_score = score;
best_rot = rot;
best_x = px;
}
// if(py[b] > 15) hit=1;
}
rotate_piece(b);
}
targetpos[b] = best_x;
targetrot[b] = best_rot;
}
void run_board(byte b, boolean moveit) {
int board_x = b * 11 + 1;
int board_y = 0;
// if no piece
if (piece[b][0] == 0 && piece[b][1] == 0x00) {
// pick a random piece
piece[b][0] = pieces[rand() % 6];
// rotate it randomly
/* for(byte r=rand()&3; r<3; r++) {
rotate_piece(b);
}
*/
// call tetris AI to find a target location for it
find_best_spot(b);
}
// add in some slowness so game runs at same speed regardless of number of tetrises
if (py[b] < 0) {
delay(6);
py[b]++;
return;
}
for (byte y = 0; y < 16; y++) {
setpx(board_x + 10, y, 1);
}
// move piece if needed
if (px[b] < targetpos[b])
px[b]++;
else if (px[b] > targetpos[b])
px[b]--;
// rotate piece if needed
if (targetrot[b] > 0) {
rotate_piece(b);
targetrot[b]--;
}
// draw the board on the scren
for (byte y = 0; y < 16; y++)
for (byte x = 0; x < 10; x++)
setpx(board_x + x, board_y + y,
board[b][y * 2 + (x / 8)] & 1 << (x & 7));
// draw the falling piece on the screen
for (byte y = 0; y < 4; y++) {
for (byte x = 0; x < 4; x++) {
byte bt = piece[b][y > 1] & 1 << (x + (y & 1) * 4);
if (bt)
setpx(board_x + px[b] + x, py[b] + y, 1);
}
}
////////// determine if piece will hit something on next drop
if (moveit)
py[b]++;
byte hit = 0;
for (byte y = 0; y < 4; y++) {
for (byte x = 0; x < 4; x++) {
if ((piece[b][y > 1] & 1 << (x + (y & 1) * 4))
&& ((y + py[b] > 15)
|| (board[b][(y + py[b]) * 2 + ((x + px[b]) / 8)]
& 1 << ((x + px[b]) & 7)))) {
hit = 1;
break;
}
}
}
if (py[b] > 14)
hit = 1;
//////////
// if piece will hit something, copy it onto the board and generate a new piece
if (hit) {
py[b]--;
for (byte y = 0; y < 4; y++) {
for (byte x = 0; x < 4; x++) {
if ((piece[b][y > 1] & 1 << (x + (y & 1) * 4)))
board[b][(y + py[b]) * 2 + ((x + px[b]) / 8)] |= 1
<< ((x + px[b]) & 7);
}
}
// if the board is full, clear it
if (py[b] <= 0) {
for (byte i = 0; i < 32; i++)
board[b][i] = 0;
//delay(1000);
}
py[b] = 0;
piece[b][0] = piece[b][1] = 0x00;
px[b] = rand() % 6 + 1;
}
}
int frame = 0;
byte ctrs[10];
void loop_tetris() {
if (disp == disp1) {
disp0 = disp2;
} else {
disp0 = disp1;
}
for (byte y = 0; y < 16; y++) {
setpx(0, y, 1);
}
// setpx(frame%112, frame%16, 1);
for (byte i = 0; i < 10; i++) {
ctrs[i]++;
if (ctrs[i] > i)
ctrs[i] = 0;
run_board(i, ctrs[i] == 0);
}
Serial.println("waiting vsync");
while (disp_row != 16)
;
clear_display(disp);
disp = disp0;
// delay(30);
}
void setup_tetris() {
for (int i = 0; i < 9; i++) {
py[i] = -6 * i;
}
}