seems to work but some unpleasant delays
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@ -1,3 +1,5 @@
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// #define STATE_DEBUGGING
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#include "stddef.h"
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#include "stdint.h"
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@ -12,9 +14,9 @@
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#include "buttons.h"
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#define GAME_CYCLE_TIME 50
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#define GAME_CYCLE_TIME 10
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#define GAMEOVER_DELAY 10
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#define MAX_LEVEL 20
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#define MAX_LEVEL 100
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static uint8_t delayFactor(uint8_t level) {
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@ -22,7 +24,8 @@ static uint8_t delayFactor(uint8_t level) {
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}
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typedef enum {
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e_Start, e_NewStone, e_Down, e_DownDelay, e_ClearRows,
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e_Start, e_NewStone, e_Down, e_DownDelay,
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e_ClearRowInit, e_ClearRowNext, e_ClearRowCheck, e_ClearRowFlash, e_ClearRowWipe,
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e_GameOver, e_GameOverFill, e_GameOverWipe, e_GameOverDelay
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} state_t;
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@ -30,14 +33,17 @@ void gameExec(void *handle) {
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static state_t state = e_Start;
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static uint8_t gameOverDelay;
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static uint8_t rowIndex;
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static uint8_t proceedDelay;
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static uint8_t level;
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static uint16_t proceedDelay;
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static uint16_t level;
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static uint16_t filledLines;
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static uint16_t score;
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static bool newHighScoreAchieved;
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bool wipedLines = false;
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static uint8_t clearCheckCnt;
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#ifdef STATE_DEBUGGING
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displaySetValue(state);
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#endif
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// --- engine begin -------------------------------------------------------
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switch (state) {
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// --- phase: game --------------------------------------------------------
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@ -64,7 +70,6 @@ void gameExec(void *handle) {
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case e_DownDelay:
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proceedDelay--;
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if (proceedDelay == 0) {
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rowIndex = 0;
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state = e_Down;
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}
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break;
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@ -73,42 +78,59 @@ void gameExec(void *handle) {
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if (! stoneMoveDown()) {
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soundCtrl(SOUND_LOCK);
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stoneLock();
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state = e_ClearRows;
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state = e_ClearRowInit;
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} else {
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proceedDelay = delayFactor(level);
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state = e_DownDelay;
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}
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break;
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case e_ClearRows:
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// clear filled lines
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for (uint8_t r = 0; r < CANVAS_HEIGHT; r++) {
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if (canvasIsRowFilled(r)) {
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// --- phase: clear rows --------------------------------------------------
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case e_ClearRowInit:
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clearCheckCnt = 0;
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state = e_ClearRowCheck;
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break;
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case e_ClearRowNext:
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if (clearCheckCnt >= CANVAS_HEIGHT) {
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state = e_NewStone;
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} else {
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clearCheckCnt += 1;
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state = e_ClearRowCheck;
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}
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break;
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case e_ClearRowCheck:
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if (canvasIsRowFilled(clearCheckCnt)) {
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score += level;
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if (score > eepromReadHighScore()) {
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newHighScoreAchieved = true;
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eepromWriteHighScore(score);
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}
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displaySetValue(score);
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canvasWipeRow(r);
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canvasShow();
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wipedLines = true;
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state = e_ClearRowFlash;
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} else {
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state = e_ClearRowNext;
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}
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break;
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case e_ClearRowFlash:
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canvasFillRow(clearCheckCnt, _white);
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state = e_ClearRowWipe;
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break;
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case e_ClearRowWipe:
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canvasWipeRow(clearCheckCnt);
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filledLines += 1;
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}
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}
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if (wipedLines) {
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soundCtrl(SOUND_PLING);
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}
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if (wipedLines && (filledLines > 0) && ((filledLines % 10) == 0)) {
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if ((filledLines > 0) && ((filledLines % 10) == 0)) {
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if (level < MAX_LEVEL) {
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level += 1;
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}
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soundCtrl(SOUND_FANFARE);
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} else {
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soundCtrl(SOUND_PLING);
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}
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state = e_NewStone;
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state = e_ClearRowNext;
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break;
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// --- phase: game over ---------------------------------------------------
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@ -146,11 +168,13 @@ void gameExec(void *handle) {
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canvasShow();
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#ifndef STATE_DEBUGGING
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if (isGameActive()) {
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displaySetValue(score);
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} else {
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displaySetValue(eepromReadHighScore());
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}
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#endif
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}
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void gameInit() {
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