game over
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5b1dfde819
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611c56b329
@ -83,6 +83,13 @@ void canvasWipeRow(uint8_t row) {
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memset(canvas.canvas, 0x80, canvas.width);
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memset(canvas.canvas, 0x80, canvas.width);
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}
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}
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void canvasFillRow(uint8_t row, uint8_t color) {
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for (uint8_t c = 0; c < canvas.width; c++) {
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canvasSetPixel(c, row, color);
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}
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}
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uint8_t canvasIsRowFilled(uint8_t row) {
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uint8_t canvasIsRowFilled(uint8_t row) {
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uint8_t res = 1;
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uint8_t res = 1;
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for (uint8_t column = 0; column < canvas.width; column++) {
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for (uint8_t column = 0; column < canvas.width; column++) {
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@ -24,6 +24,7 @@ void canvasSetPixel(uint8_t column, uint8_t row, uint8_t color);
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void miniCanvasSetPixel(uint8_t column, uint8_t row, uint8_t color);
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void miniCanvasSetPixel(uint8_t column, uint8_t row, uint8_t color);
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uint8_t canvasIsPixelFree(uint8_t column, uint8_t row);
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uint8_t canvasIsPixelFree(uint8_t column, uint8_t row);
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void canvasWipeRow(uint8_t row);
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void canvasWipeRow(uint8_t row);
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void canvasFillRow(uint8_t row, uint8_t color);
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uint8_t canvasIsRowFilled(uint8_t row);
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uint8_t canvasIsRowFilled(uint8_t row);
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#endif // _CANVAS_H_
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#endif // _CANVAS_H_
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118
game-ctrl/game.c
118
game-ctrl/game.c
@ -5,69 +5,119 @@
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#include "scheduler.h"
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#include "scheduler.h"
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#include "shapes.h"
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#include "shapes.h"
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#include "canvas.h"
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#include "canvas.h"
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#include "../rgb-driver/colors.h"
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typedef enum { e_idle, e_start, e_newStone, e_down, e_gameOver, e_delay } state_t;
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#define GAME_CYCLE_TIME 100
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#define GAMEOVER_DELAY 10
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static uint8_t delayFactor(uint8_t level) {
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return 11 - level;
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}
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typedef enum {
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e_Phase_Game, e_Phase_GameOver
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} phase_t;
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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_GameOver, e_GameOverFill, e_GameOverWipe, e_GameOverDelay
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} state_t;
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void gameExec(void *handle) {
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void gameExec(void *handle) {
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static state_t state = e_start;
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static phase_t phase;
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static uint8_t delay;
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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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// --- engine begin -------------------------------------------------------
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switch (state) {
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switch (state) {
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case e_idle:
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// --- game ---------------------------------------------------------------
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break;
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case e_Start:
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case e_start:
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canvasClear();
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canvasClear();
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state = e_newStone;
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level = 1;
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phase = e_Phase_Game;
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state = e_NewStone;
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break;
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break;
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case e_newStone:
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case e_NewStone:
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stoneCreate();
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stoneCreate();
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if (stoneDraw()) {
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if (stoneDraw()) {
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state = e_down;
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proceedDelay = delayFactor(level);
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state = e_DownDelay;
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} else {
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} else {
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state = e_gameOver;
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state = e_GameOver;
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}
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}
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break;
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break;
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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_ClearRows;
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}
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break;
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case e_ClearRows:
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state = e_Down;
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break;
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case e_down:
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case e_Down:
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if (! stoneMoveDown()) {
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if (! stoneMoveDown()) {
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state = e_newStone;
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state = e_NewStone;
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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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}
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break;
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break;
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case e_gameOver:
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// --- game over ----------------------------------------------------------
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for (uint8_t c = 0; c < CANVAS_WIDTH; c++) {
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case e_GameOver:
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canvasSetPixel(c, 0, 0x0d);
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rowIndex = CANVAS_HEIGHT;
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canvasSetPixel(c, CANVAS_HEIGHT - 1, 0x0d);
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phase = e_Phase_GameOver;
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}
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state = e_GameOverFill;
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for (uint8_t r = 0; r < CANVAS_HEIGHT; r++) {
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canvasSetPixel(0, r, 0x0d);
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canvasSetPixel(CANVAS_WIDTH - 1, r, 0x0d);
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}
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delay = 10;
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state = e_delay;
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break;
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break;
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case e_delay:
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case e_GameOverFill:
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delay--;
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rowIndex--;
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if (delay == 0) {
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canvasFillRow(rowIndex, _red);
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state = e_start;
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if (rowIndex == 0) {
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state = e_GameOverWipe;
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}
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break;
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case e_GameOverWipe:
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canvasWipeRow(rowIndex);
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rowIndex++;
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if (rowIndex == CANVAS_HEIGHT) {
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gameOverDelay = GAMEOVER_DELAY;
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state = e_GameOverDelay;
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}
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break;
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case e_GameOverDelay:
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gameOverDelay--;
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if (gameOverDelay == 0) {
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state = e_Start;
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}
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}
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break;
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break;
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}
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}
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// --- engine end ---------------------------------------------------------
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canvasShow();
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canvasShow();
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for (uint8_t r = 0; r < CANVAS_HEIGHT; r++) {
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if (phase == e_Phase_Game) {
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if (canvasIsRowFilled(r)) {
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for (uint8_t r = 0; r < CANVAS_HEIGHT; r++) {
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canvasWipeRow(r);
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if (canvasIsRowFilled(r)) {
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canvasShow();
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canvasWipeRow(r);
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canvasShow();
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}
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}
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}
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}
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}
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}
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}
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void gameInit() {
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void gameInit() {
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schAdd(gameExec, NULL, 0, 1000);
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schAdd(gameExec, NULL, 0, GAME_CYCLE_TIME);
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}
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}
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