first motion table
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a7ea698f9b
commit
f4b614bf0f
@ -15,10 +15,10 @@ uint16_t counter;
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static uint8_t buttonsMoveLeftPressed() {
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// -----------------------
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// TEST CODE
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if (counter == 25) {
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ledGreenToggle();
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return 1;
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}
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//if (counter == 25) {
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// ledGreenToggle();
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// return 1;
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//}
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// -----------------------
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return 0;
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}
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@ -28,24 +28,17 @@ static uint8_t buttonsMoveRightPressed() {
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}
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static uint8_t buttonsRotateLeftPressed() {
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// -----------------------
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// TEST CODE
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if (counter == 35) {
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ledGreenToggle();
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return 1;
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}
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// -----------------------
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return 0;
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}
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static uint8_t buttonsRotateRightPressed() {
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// -----------------------
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// TEST CODE
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if (counter == 40) {
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ledGreenToggle();
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return 1;
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}
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// -----------------------
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// -----------------------
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// TEST CODE
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if (counter == 80) {
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ledGreenToggle();
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return 1;
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}
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// -----------------------
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return 0;
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}
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@ -62,6 +62,6 @@ void gameExec(void *handle) {
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}
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void gameInit() {
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schAdd(gameExec, NULL, 0, 5000);
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schAdd(gameExec, NULL, 0, 1000);
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}
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@ -6,275 +6,132 @@
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#define COLOR _cyan
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typedef struct {
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uint8_t x;
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uint8_t y;
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} pixel_t;
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typedef struct {
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int8_t x;
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int8_t y;
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} offset_t;
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typedef struct {
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offset_t set[4];
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offset_t reset[4];
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offset_t offset;
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} motion_t;
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typedef struct {
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uint8_t color;
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pixel_t draw[4];
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motion_t motion[5][4];
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} motionTable_t;
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const motionTable_t motions[1] = {
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{ // i
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.color = _cyan,
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.draw = { { 0, 0}, { 0, 1}, { 0, 2}, { 0, 3} },
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.motion = {
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{
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// move down
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{ .set = { { 0, 4}, { 0, 4}, { 0, 4}, { 0, 4} }, .reset = { { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0} }, .offset = { 0, 1} }, // 0
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{ .set = { { 0, 1}, { 1, 1}, { 2, 1}, { 3, 1} }, .reset = { { 0, 0}, { 1, 0}, { 2, 0}, { 3, 0} }, .offset = { 0, 1} }, // 90
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{ .set = { { 0, 4}, { 0, 4}, { 0, 4}, { 0, 4} }, .reset = { { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0} }, .offset = { 0, 1} }, // 180
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{ .set = { { 0, 1}, { 1, 1}, { 2, 1}, { 3, 1} }, .reset = { { 0, 0}, { 1, 0}, { 2, 0}, { 3, 0} }, .offset = { 0, 1} } // 270
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},
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{
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// move left
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{ .set = { {-1, 0}, {-1, 1}, {-1, 2}, {-1, 3} }, .reset = { { 0, 0}, { 0, 1}, { 0, 2}, { 0, 3} }, .offset = {-1, 0} }, // 0
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{ .set = { {-1, 0}, {-1, 0}, {-1, 0}, {-1, 0} }, .reset = { { 3, 0}, { 3, 0}, { 3, 0}, { 3, 0} }, .offset = { 0, 1} }, // 90
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{ .set = { {-1, 0}, {-1, 1}, {-1, 2}, {-1, 3} }, .reset = { { 0, 0}, { 0, 1}, { 0, 2}, { 0, 3} }, .offset = {-1, 0} }, // 180
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{ .set = { {-1, 0}, {-1, 0}, {-1, 0}, {-1, 0} }, .reset = { { 3, 0}, { 3, 0}, { 3, 0}, { 3, 0} }, .offset = { 0, 1} }, // 270
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},
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{
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// move right
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{ .set = { { 1, 0}, { 1, 1}, { 1, 2}, { 1, 3} }, .reset = { { 0, 0}, { 0, 1}, { 0, 2}, { 0, 3} }, .offset = { 1, 0} }, // 0
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{ .set = { { 4, 0}, { 4, 0}, { 4, 0}, { 4, 0} }, .reset = { { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0} }, .offset = { 1, 0} }, // 90
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{ .set = { { 1, 0}, { 1, 1}, { 1, 2}, { 1, 3} }, .reset = { { 0, 0}, { 0, 1}, { 0, 2}, { 0, 3} }, .offset = { 1, 0} }, // 180
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{ .set = { { 4, 0}, { 4, 0}, { 4, 0}, { 4, 0} }, .reset = { { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0} }, .offset = { 1, 0} }, // 270
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},
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{
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// rotate left
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{ .set = { {-1, 1}, { 1, 1}, { 2, 1}, { 2, 1} }, .reset = { { 0, 0}, { 0, 2}, { 0, 3}, { 0, 3} }, .offset = {-1, 1} }, // 0
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{ .set = { { 1,-2}, { 1,-1}, { 1, 1}, { 1, 1} }, .reset = { { 0, 0}, { 2, 0}, { 3, 0}, { 3, 0} }, .offset = { 1,-2} }, // 90
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{ .set = { {-1, 1}, { 1, 1}, { 2, 1}, { 2, 1} }, .reset = { { 0, 0}, { 0, 2}, { 0, 3}, { 0, 3} }, .offset = {-1, 1} }, // 180
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{ .set = { { 1,-2}, { 1,-1}, { 1, 1}, { 1, 1} }, .reset = { { 0, 0}, { 2, 0}, { 3, 0}, { 3, 0} }, .offset = { 1,-2} }, // 270
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},
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{
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// rotate right
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{ .set = { {-2, 1}, {-1, 1}, { 1, 1}, { 1, 1} }, .reset = { { 0, 0}, { 0, 2}, { 0, 3}, { 0, 3} }, .offset = {-2, 1} }, // 0
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{ .set = { { 2,-2}, { 2,-1}, { 2, 1}, { 2, 1} }, .reset = { { 0, 0}, { 1, 0}, { 3, 0}, { 3, 0} }, .offset = { 2,-2} }, // 90
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{ .set = { {-2, 1}, {-1, 1}, { 1, 1}, { 1, 1} }, .reset = { { 0, 0}, { 0, 2}, { 0, 3}, { 0, 3} }, .offset = {-2, 1} }, // 180
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{ .set = { { 2,-2}, { 2,-1}, { 2, 1}, { 2, 1} }, .reset = { { 0, 0}, { 1, 0}, { 3, 0}, { 3, 0} }, .offset = { 2,-2} }, // 270
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},
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}
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}
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};
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uint8_t draw_i() {
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uint8_t res = 0;
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if (canvasIsPixelFree(stone.x, stone.y) &&
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canvasIsPixelFree(stone.x, stone.y+1) &&
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canvasIsPixelFree(stone.x, stone.y+2) &&
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canvasIsPixelFree(stone.x, stone.y+3)) {
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canvasSetPixel(stone.x, stone.y, COLOR);
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canvasSetPixel(stone.x, stone.y+1, COLOR);
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canvasSetPixel(stone.x, stone.y+2, COLOR);
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canvasSetPixel(stone.x, stone.y+3, COLOR);
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if (canvasIsPixelFree(stone.x + motions[stone.shape].draw[0].x, stone.y + motions[stone.shape].draw[0].y) &&
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canvasIsPixelFree(stone.x + motions[stone.shape].draw[1].x, stone.y + motions[stone.shape].draw[1].y) &&
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canvasIsPixelFree(stone.x + motions[stone.shape].draw[2].x, stone.y + motions[stone.shape].draw[2].y) &&
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canvasIsPixelFree(stone.x + motions[stone.shape].draw[3].x, stone.y + motions[stone.shape].draw[3].y)) {
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canvasSetPixel(stone.x + motions[stone.shape].draw[0].x, stone.y + motions[stone.shape].draw[0].y, motions[stone.shape].color);
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canvasSetPixel(stone.x + motions[stone.shape].draw[1].x, stone.y + motions[stone.shape].draw[1].y, motions[stone.shape].color);
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canvasSetPixel(stone.x + motions[stone.shape].draw[2].x, stone.y + motions[stone.shape].draw[2].y, motions[stone.shape].color);
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canvasSetPixel(stone.x + motions[stone.shape].draw[3].x, stone.y + motions[stone.shape].draw[3].y, motions[stone.shape].color);
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res = 1;
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}
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return res;
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}
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uint8_t move(direction_t direction) {
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uint8_t res = 0;
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if (canvasIsPixelFree(stone.x + motions[stone.shape].motion[direction][stone.orientation].set[0].x, stone.y + motions[stone.shape].motion[direction][stone.orientation].set[0].y) &&
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canvasIsPixelFree(stone.x + motions[stone.shape].motion[direction][stone.orientation].set[1].x, stone.y + motions[stone.shape].motion[direction][stone.orientation].set[1].y) &&
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canvasIsPixelFree(stone.x + motions[stone.shape].motion[direction][stone.orientation].set[2].x, stone.y + motions[stone.shape].motion[direction][stone.orientation].set[2].y) &&
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canvasIsPixelFree(stone.x + motions[stone.shape].motion[direction][stone.orientation].set[3].x, stone.y + motions[stone.shape].motion[direction][stone.orientation].set[3].y)) {
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canvasSetPixel(stone.x + motions[stone.shape].motion[direction][stone.orientation].reset[0].x, stone.y + motions[stone.shape].motion[direction][stone.orientation].reset[0].y, _off);
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canvasSetPixel(stone.x + motions[stone.shape].motion[direction][stone.orientation].reset[1].x, stone.y + motions[stone.shape].motion[direction][stone.orientation].reset[1].y, _off);
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canvasSetPixel(stone.x + motions[stone.shape].motion[direction][stone.orientation].reset[2].x, stone.y + motions[stone.shape].motion[direction][stone.orientation].reset[2].y, _off);
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canvasSetPixel(stone.x + motions[stone.shape].motion[direction][stone.orientation].reset[3].x, stone.y + motions[stone.shape].motion[direction][stone.orientation].reset[3].y, _off);
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canvasSetPixel(stone.x + motions[stone.shape].motion[direction][stone.orientation].set[0].x, stone.y + motions[stone.shape].motion[direction][stone.orientation].set[0].y, motions[stone.shape].color);
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canvasSetPixel(stone.x + motions[stone.shape].motion[direction][stone.orientation].set[1].x, stone.y + motions[stone.shape].motion[direction][stone.orientation].set[1].y, motions[stone.shape].color);
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canvasSetPixel(stone.x + motions[stone.shape].motion[direction][stone.orientation].set[2].x, stone.y + motions[stone.shape].motion[direction][stone.orientation].set[2].y, motions[stone.shape].color);
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canvasSetPixel(stone.x + motions[stone.shape].motion[direction][stone.orientation].set[3].x, stone.y + motions[stone.shape].motion[direction][stone.orientation].set[3].y, motions[stone.shape].color);
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stone.x += motions[stone.shape].motion[direction][stone.orientation].offset.x;
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stone.y += motions[stone.shape].motion[direction][stone.orientation].offset.y;
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res = 1;
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}
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return res;
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}
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uint8_t moveDown_i() {
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uint8_t res = 0;
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switch (stone.orientation) {
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case e_0:
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case e_180:
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// check whether the destination pixel to the bottom are free
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if (canvasIsPixelFree(stone.x, stone.y+4)) {
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// clear the pixel we move away from
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canvasSetPixel(stone.x, stone.y, _off);
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// set the pixel we are moving into
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canvasSetPixel(stone.x, stone.y+4, COLOR);
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// update the coordinates
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stone.y += 1;
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// positive result
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res = 1;
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}
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break;
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case e_90:
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case e_270:
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// check whether the destination pixel to the bottom are free
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if (canvasIsPixelFree(stone.x, stone.y+1) &&
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canvasIsPixelFree(stone.x+1, stone.y+1) &&
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canvasIsPixelFree(stone.x+2, stone.y+1) &&
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canvasIsPixelFree(stone.x+3, stone.y+1)) {
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// clear the pixel we move away from
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canvasSetPixel(stone.x, stone.y, _off);
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canvasSetPixel(stone.x+1, stone.y, _off);
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canvasSetPixel(stone.x+2, stone.y, _off);
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canvasSetPixel(stone.x+3, stone.y, _off);
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// set the pixel we are moving into
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canvasSetPixel(stone.x, stone.y+1, COLOR);
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canvasSetPixel(stone.x+1, stone.y+1, COLOR);
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canvasSetPixel(stone.x+2, stone.y+1, COLOR);
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canvasSetPixel(stone.x+3, stone.y+1, COLOR);
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// update the coordinates
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stone.y += 1;
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// positive result
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res = 1;
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}
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break;
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}
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return res;
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return move(e_MoveDown);
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}
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uint8_t moveLeft_i() {
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uint8_t res = 0;
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switch (stone.orientation) {
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case e_0:
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case e_180:
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// check whether the destination pixel to the bottom are free
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if ((stone.x > 0) &&
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canvasIsPixelFree(stone.x-1, stone.y) &&
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canvasIsPixelFree(stone.x-1, stone.y+1) &&
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canvasIsPixelFree(stone.x-1, stone.y+2) &&
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canvasIsPixelFree(stone.x-1, stone.y+3)) {
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// clear the pixel we move away from
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canvasSetPixel(stone.x, stone.y, _off);
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canvasSetPixel(stone.x, stone.y+1, _off);
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canvasSetPixel(stone.x, stone.y+2, _off);
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canvasSetPixel(stone.x, stone.y+3, _off);
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// set the pixel we are moving into
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canvasSetPixel(stone.x-1, stone.y, COLOR);
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canvasSetPixel(stone.x-1, stone.y+1, COLOR);
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canvasSetPixel(stone.x-1, stone.y+2, COLOR);
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canvasSetPixel(stone.x-1, stone.y+3, COLOR);
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// update the coordinates
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stone.x -= 1;
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// positive result
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res = 1;
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}
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break;
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case e_90:
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case e_270:
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// check whether the destination pixel to the bottom are free
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if ((stone.x > 0) &&
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canvasIsPixelFree(stone.x-1, stone.y)) {
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// clear the pixel we move away from
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canvasSetPixel(stone.x+3, stone.y, _off);
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// set the pixel we are moving into
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canvasSetPixel(stone.x-1, stone.y, COLOR);
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// update the coordinates
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stone.x -= 1;
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// positive result
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res = 1;
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}
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break;
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}
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return res;
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return move(e_MoveLeft);
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}
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uint8_t moveRight_i() {
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uint8_t res = 0;
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switch (stone.orientation) {
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case e_0:
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case e_180:
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// check whether the destination pixel to the bottom are free
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if (canvasIsPixelFree(stone.x+1, stone.y) &&
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canvasIsPixelFree(stone.x+1, stone.y+1) &&
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canvasIsPixelFree(stone.x+1, stone.y+2) &&
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canvasIsPixelFree(stone.x+1, stone.y+3)) {
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// clear the pixel we move away from
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canvasSetPixel(stone.x, stone.y, _off);
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canvasSetPixel(stone.x, stone.y+1, _off);
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canvasSetPixel(stone.x, stone.y+2, _off);
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canvasSetPixel(stone.x, stone.y+3, _off);
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// set the pixel we are moving into
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canvasSetPixel(stone.x+1, stone.y, COLOR);
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canvasSetPixel(stone.x+1, stone.y+1, COLOR);
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canvasSetPixel(stone.x+1, stone.y+2, COLOR);
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canvasSetPixel(stone.x+1, stone.y+3, COLOR);
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// update the coordinates
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stone.x += 1;
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// positive result
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res = 1;
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}
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break;
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case e_90:
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case e_270:
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// check whether the destination pixel to the bottom are free
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if (canvasIsPixelFree(stone.x+4, stone.y)) {
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// clear the pixel we move away from
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canvasSetPixel(stone.x, stone.y, _off);
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// set the pixel we are moving into
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canvasSetPixel(stone.x+4, stone.y, COLOR);
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// update the coordinates
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stone.x += 1;
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// positive result
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res = 1;
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}
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break;
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}
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return res;
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return move(e_MoveRight);
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}
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uint8_t rotateLeft_i() {
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uint8_t res = 0;
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switch (stone.orientation) {
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case e_0:
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case e_180:
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// check whether the destination pixel to the bottom are free
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if (stone.x > 0 &&
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canvasIsPixelFree(stone.x-1, stone.y+1) &&
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canvasIsPixelFree(stone.x+1, stone.y+1) &&
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canvasIsPixelFree(stone.x+2, stone.y+1)) {
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// clear the pixel we move away from
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canvasSetPixel(stone.x, stone.y, _off);
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canvasSetPixel(stone.x, stone.y+1, _off);
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canvasSetPixel(stone.x, stone.y+2, _off);
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canvasSetPixel(stone.x, stone.y+3, _off);
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// set the pixel we are moving into
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canvasSetPixel(stone.x-1, stone.y+1, COLOR);
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canvasSetPixel(stone.x, stone.y+1, COLOR);
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canvasSetPixel(stone.x+1, stone.y+1, COLOR);
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canvasSetPixel(stone.x+2, stone.y+1, COLOR);
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// update the coordinates
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stone.x -= 1;
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stone.y += 1;
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if (stone.orientation == e_0) {
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stone.orientation = e_270;
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} else {
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stone.orientation = e_90;
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}
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// positive result
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res = 1;
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}
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break;
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case e_90:
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case e_270:
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// check whether the destination pixel to the bottom are free
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if (stone.y > 1 &&
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canvasIsPixelFree(stone.x+1, stone.y-2) &&
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canvasIsPixelFree(stone.x+1, stone.y-1) &&
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canvasIsPixelFree(stone.x+1, stone.y+1)) {
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// clear the pixel we move away from
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canvasSetPixel(stone.x, stone.y, _off);
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canvasSetPixel(stone.x+2, stone.y, _off);
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canvasSetPixel(stone.x+3, stone.y, _off);
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// set the pixel we are moving into
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canvasSetPixel(stone.x+1, stone.y-2, COLOR);
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canvasSetPixel(stone.x+1, stone.y-1, COLOR);
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canvasSetPixel(stone.x+1, stone.y+1, COLOR);
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// update the coordinates
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stone.x += 1;
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stone.y -= 2;
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if (stone.orientation == e_90) {
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stone.orientation = e_0;
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} else {
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stone.orientation = e_180;
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}
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// positive result
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res = 1;
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}
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break;
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uint8_t res = move(e_RotateLeft);
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if (res) {
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stone.orientation = ((orientation_t[]){ e_270, e_0, e_90, e_180 })[stone.orientation];
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}
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return res;
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}
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uint8_t rotateRight_i() {
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uint8_t res = 0;
|
||||
switch (stone.orientation) {
|
||||
case e_0:
|
||||
case e_180:
|
||||
// check whether the destination pixel to the bottom are free
|
||||
if (stone.x > 1 &&
|
||||
canvasIsPixelFree(stone.x-2, stone.y+1) &&
|
||||
canvasIsPixelFree(stone.x-1, stone.y+1) &&
|
||||
canvasIsPixelFree(stone.x+1, stone.y+1)) {
|
||||
// clear the pixel we move away from
|
||||
canvasSetPixel(stone.x, stone.y, _off);
|
||||
canvasSetPixel(stone.x, stone.y+2, _off);
|
||||
canvasSetPixel(stone.x, stone.y+3, _off);
|
||||
// set the pixel we are moving into
|
||||
canvasSetPixel(stone.x-2, stone.y+1, COLOR);
|
||||
canvasSetPixel(stone.x-1, stone.y+1, COLOR);
|
||||
canvasSetPixel(stone.x+1, stone.y+1, COLOR);
|
||||
// update the coordinates
|
||||
stone.x -= 2;
|
||||
stone.y += 1;
|
||||
if (stone.orientation == e_0) {
|
||||
stone.orientation = e_270;
|
||||
} else {
|
||||
stone.orientation = e_90;
|
||||
}
|
||||
// positive result
|
||||
res = 1;
|
||||
}
|
||||
break;
|
||||
case e_90:
|
||||
case e_270:
|
||||
// check whether the destination pixel to the bottom are free
|
||||
if (stone.y > 1 &&
|
||||
canvasIsPixelFree(stone.x+2, stone.y-2) &&
|
||||
canvasIsPixelFree(stone.x+2, stone.y-1) &&
|
||||
canvasIsPixelFree(stone.x+2, stone.y+1)) {
|
||||
// clear the pixel we move away from
|
||||
canvasSetPixel(stone.x, stone.y, _off);
|
||||
canvasSetPixel(stone.x+1, stone.y, _off);
|
||||
canvasSetPixel(stone.x+3, stone.y, _off);
|
||||
// set the pixel we are moving into
|
||||
canvasSetPixel(stone.x+2, stone.y-2, COLOR);
|
||||
canvasSetPixel(stone.x+2, stone.y-1, COLOR);
|
||||
canvasSetPixel(stone.x+2, stone.y+1, COLOR);
|
||||
// update the coordinates
|
||||
stone.x += 2;
|
||||
stone.y -= 2;
|
||||
if (stone.orientation == e_90) {
|
||||
stone.orientation = e_0;
|
||||
} else {
|
||||
stone.orientation = e_180;
|
||||
}
|
||||
// positive result
|
||||
res = 1;
|
||||
}
|
||||
break;
|
||||
uint8_t res = move(e_RotateRight);
|
||||
if (res) {
|
||||
stone.orientation = ((orientation_t[]){ e_90, e_180, e_270, e_0 })[stone.orientation];
|
||||
}
|
||||
return res;
|
||||
}
|
||||
|
@ -14,6 +14,7 @@ uint8_t stoneRotateRight();
|
||||
|
||||
|
||||
typedef enum { e_I=0, e_O, e_T, e_Z, e_S, e_L, e_J, e_ShapeInvalid } shape_t;
|
||||
typedef enum { e_MoveDown, e_MoveLeft, e_MoveRight, e_RotateLeft, e_RotateRight } direction_t;
|
||||
typedef enum { e_0, e_90, e_180, e_270 } orientation_t;
|
||||
|
||||
typedef struct {
|
||||
|
Loading…
x
Reference in New Issue
Block a user