//======================================================================== // 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 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.Power.begin(); 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 } } //========================================================================