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feature/2015
Christian Kroll 14 years ago
parent
commit
01347c853b
  1. 87
      games/tetris/input.c
  2. 16
      games/tetris/input.h

87
games/tetris/input.c

@ -37,9 +37,6 @@
*/
#define TETRIS_INPUT_PAUSE_CYCLES 60000
/** minimum of cycles in gliding mode */
#define TETRIS_INPUT_GLIDE_CYCLES 75
/** initial delay (in loop cycles) for key repeat */
#define TETRIS_INPUT_REPEAT_INITIALDELAY 35
/** delay (in loop cycles) for key repeat */
@ -128,7 +125,7 @@ static void tetris_input_chatterProtect(tetris_input_t *pIn,
uint8_t const nDown = pIn->nIgnoreCmdCounter[TETRIS_INCMD_DOWN];
pIn->nIgnoreCmdCounter[TETRIS_INCMD_PAUSE] =
(nRotCw > nDown ? nRotCw : nDown);
nRotCw > nDown ? nRotCw : nDown;
}
}
@ -233,7 +230,6 @@ tetris_input_t *tetris_input_construct(void)
pIn->cmdRawLast = pIn->cmdLast = TETRIS_INCMD_NONE;
pIn->nBearing = TETRIS_BEARING_0;
pIn->nLevel = 0xFF;
tetris_input_setLevel(pIn, 0);
pIn->nLoopCycles = 0;
pIn->nRepeatCount = -TETRIS_INPUT_REPEAT_INITIALDELAY;
@ -253,41 +249,29 @@ tetris_input_command_t tetris_input_getCommand(tetris_input_t *pIn,
{
assert (pIn != NULL);
// holds the translated command value of the joystick
tetris_input_command_t cmdJoystick = TETRIS_INCMD_NONE;
// this variable both serves as the return value and as a flag for not
// leaving the function as long as its value is TETRIS_INCMD_NONE
tetris_input_command_t cmdReturn = TETRIS_INCMD_NONE;
uint8_t nMaxCycles;
// if the piece is gliding we grant the player a reasonable amount of time
// to make the game more controllable at higher falling speeds
if ((nPace == TETRIS_INPACE_GLIDING) &&
(pIn->nMaxCycles < TETRIS_INPUT_GLIDE_CYCLES))
{
nMaxCycles = TETRIS_INPUT_GLIDE_CYCLES;
}
else
{
nMaxCycles = pIn->nMaxCycles;
}
uint8_t nMaxCycles = pIn->nMaxCycles > nPace ? pIn->nMaxCycles : nPace;
while (pIn->nLoopCycles < nMaxCycles)
{
cmdJoystick = tetris_input_queryJoystick(pIn);
// holds the (mapped) command value of the joystick
tetris_input_command_t cmdJoystick = tetris_input_queryJoystick(pIn);
switch (cmdJoystick)
{
case TETRIS_INCMD_LEFT:
case TETRIS_INCMD_RIGHT:
case TETRIS_INCMD_DOWN:
// only react if either the current command differs from the
// last one or enough loop cycles have been run on the same
// command (for key repeat)
if ((pIn->cmdLast != cmdJoystick) || ((pIn->cmdLast == cmdJoystick)
&& (pIn->nRepeatCount >= TETRIS_INPUT_REPEAT_DELAY)))
// only react if either the current command differs from the last
// one or enough loop cycles have been run on the same command (for
// key repeat)
if (pIn->cmdLast != cmdJoystick ||
pIn->nRepeatCount++ >= TETRIS_INPUT_REPEAT_DELAY)
{
// reset repeat counter
if (pIn->cmdLast != cmdJoystick)
@ -304,14 +288,6 @@ tetris_input_command_t tetris_input_getCommand(tetris_input_t *pIn,
// update cmdLast and return value
pIn->cmdLast = cmdReturn = cmdJoystick;
}
else
{
// if not enough loop cycles have been run we increment the
// repeat counter, ensure that we continue the loop and
// keep the key repeat functioning
++pIn->nRepeatCount;
cmdReturn = TETRIS_INCMD_NONE;
}
break;
case TETRIS_INCMD_DROP:
@ -322,11 +298,6 @@ tetris_input_command_t tetris_input_getCommand(tetris_input_t *pIn,
{
pIn->cmdLast = cmdReturn = cmdJoystick;
}
else
{
// if we reach here the command is ignored
cmdReturn = TETRIS_INCMD_NONE;
}
break;
case TETRIS_INCMD_PAUSE:
@ -337,20 +308,15 @@ tetris_input_command_t tetris_input_getCommand(tetris_input_t *pIn,
pIn->cmdLast = cmdReturn = cmdJoystick;
pIn->nPauseCount = 0;
}
// consecutive pause commands should not cause the loop to leave
else
{
cmdReturn = TETRIS_INCMD_NONE;
}
break;
case TETRIS_INCMD_NONE:
// If the game is paused (last command was TETRIS_INCMD_PAUSE)
// we ensure that the variable which holds that last command
// isn't touched. We use this as a flag so that the loop cycle
// counter doesn't get incremented.
// We count the number of pause cycles, though. If enough cycles
// have been run, we enforce the continuation of the game.
// If the game is paused (last command was TETRIS_INCMD_PAUSE) we
// ensure that the variable which holds that last command isn't
// touched. We use this as a flag so that the loop cycle counter
// doesn't get incremented. We count the number of pause cycles,
// though. If enough cycles have been run, we enforce the
// continuation of the game.
if ((pIn->cmdLast != TETRIS_INCMD_PAUSE) ||
(++pIn->nPauseCount > TETRIS_INPUT_PAUSE_CYCLES))
{
@ -359,9 +325,6 @@ tetris_input_command_t tetris_input_getCommand(tetris_input_t *pIn,
// reset repeat counter
pIn->nRepeatCount = -TETRIS_INPUT_REPEAT_INITIALDELAY;
// using cmdReturn as a flag for not leaving the loop
cmdReturn = TETRIS_INCMD_NONE;
break;
default:
@ -369,15 +332,12 @@ tetris_input_command_t tetris_input_getCommand(tetris_input_t *pIn,
}
// reset automatic falling if the player has dropped a piece
if ((cmdReturn == TETRIS_INCMD_DOWN)
|| (cmdReturn == TETRIS_INCMD_DROP))
if (cmdReturn == TETRIS_INCMD_DOWN || cmdReturn == TETRIS_INCMD_DROP)
{
pIn->nLoopCycles = 0;
}
// otherwise ensure automatic falling (unless the game is running)
else if ((cmdReturn != TETRIS_INCMD_PAUSE) &&
!((cmdReturn == TETRIS_INCMD_NONE) &&
(pIn->cmdLast == TETRIS_INCMD_PAUSE)))
else if (pIn->cmdLast != TETRIS_INCMD_PAUSE)
{
++pIn->nLoopCycles;
}
@ -403,12 +363,7 @@ void tetris_input_setLevel(tetris_input_t *pIn,
assert(nLvl <= TETRIS_INPUT_LEVELS - 1);
static uint8_t const nCycles[] PROGMEM = {TETRIS_INPUT_LVL_CYCLES};
if (pIn->nLevel != nLvl)
{
pIn->nLevel = nLvl;
pIn->nMaxCycles = PM(nCycles[nLvl]);
}
}
@ -425,13 +380,9 @@ void tetris_input_resetDownKeyRepeat(tetris_input_t *pIn)
void tetris_input_setBearing(tetris_input_t *pIn,
tetris_bearing_t nBearing)
{
if (pIn->nBearing != nBearing)
{
pIn->nBearing = nBearing;
// avoid weird key repeating effects because the currently pressed
// button changes its meaning as soon as the bearing changes
// avoid weird key repeating effects because the currently pressed button
// changes its meaning as soon as the bearing changes
pIn->cmdLast = tetris_input_mapCommand(pIn->nBearing, pIn->cmdRawLast);
pIn->nRepeatCount = -TETRIS_INPUT_REPEAT_INITIALDELAY;
}
}

16
games/tetris/input.h

@ -41,7 +41,7 @@ enum tetris_input_command
TETRIS_INCMD_DROP, /**< move piece to the ground immediately */
TETRIS_INCMD_GRAVITY, /**< piece gets pulled by gravity */
TETRIS_INCMD_PAUSE, /**< pause the game */
TETRIS_INCMD_NONE /**< idle (must alway be the last one) */
TETRIS_INCMD_NONE /**< idle (must always be the last one) */
};
#ifdef NDEBUG
typedef uint8_t tetris_input_command_t;
@ -55,9 +55,9 @@ enum tetris_input_command
*/
enum tetris_input_pace
{
TETRIS_INPACE_HOVERING, /**< normal falling pace */
TETRIS_INPACE_GLIDING /**< guarantees a minimum docking time to avoid
accidentally docked pieces in higher levels */
TETRIS_INPACE_HOVERING = 0, /**< normal falling pace */
TETRIS_INPACE_GLIDING = 75 /**< guarantees a minimum docking time to avoid
accidentally docked pieces at high speeds*/
};
#ifdef NDEBUG
typedef uint8_t tetris_input_pace_t;
@ -71,11 +71,6 @@ enum tetris_input_pace
*/
typedef struct tetris_input
{
/**
* current level (determines falling speed)
*/
uint8_t nLevel;
/**
* Amount of loop cycles between forced piece movements. This value gets
* set via the tetris_input_setLevel() function.
@ -106,19 +101,16 @@ typedef struct tetris_input
*/
uint16_t nPauseCount;
/**
* last real command (important for key repeat and chatter protection)
*/
tetris_input_command_t cmdRawLast;
/**
* last mapped command (important for key repeat)
*/
tetris_input_command_t cmdLast;
/**
* Every command has its own counter. A command is ignored as long as its
* counter is unequal to 0. A counter gets set to a specific value (or 0)

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