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adjusted controls and level speeds

feature/2015
Christian Kroll 16 years ago
parent
commit
9423737818
  1. 29
      games/tetris/input.c
  2. 13
      games/tetris/input.h
  3. 6
      games/tetris/logic.c
  4. 2
      games/tetris/piece.c
  5. 2
      games/tetris/view.c

29
games/tetris/input.c

@ -30,8 +30,8 @@
#define TETRIS_INPUT_GLIDE_CYCLES 75
// here you can adjust the delays (in loop cycles) for key repeat
#define TETRIS_INPUT_REPEAT_INITIALDELAY 40
#define TETRIS_INPUT_REPEAT_DELAY 10
#define TETRIS_INPUT_REPEAT_INITIALDELAY 35
#define TETRIS_INPUT_REPEAT_DELAY 5
// Here you can adjust the amount of loop cycles a command is ignored after
// its button has been released (to reduce joystick chatter)
@ -42,6 +42,10 @@
#define TETRIS_INPUT_CHATTER_TICKS_DOWN 12
#define TETRIS_INPUT_CHATTER_TICKS_DROP 24
// wait cycles per level (array of uint8_t)
#define TETRIS_INPUT_LVL_CYCLES 200, 133, 100, 80, 66, 57, 50, 44, 40, 36, 33, \
30, 28, 26, 25, 23, 22, 21, 20, 19, 18, 17, 16, 15, 14, 13, 12, 11, 10, 9
/***************************
* non-interface functions *
@ -192,7 +196,7 @@ void tetris_input_destruct(tetris_input_t *pIn)
* input related functions *
***************************/
/* Function: retris_input_getCommand
/* Function: tetris_input_getCommand
* Description: retrieves commands from joystick or loop interval
* Argument pIn: pointer to an input object
* Argument nPace: falling pace (see definition of tetris_input_pace_t)
@ -383,9 +387,26 @@ void tetris_input_setLevel(tetris_input_t *pIn,
{
assert(pIn != NULL);
assert(nLvl <= TETRIS_INPUT_LEVELS - 1);
static const uint8_t nCycles[] = {TETRIS_INPUT_LVL_CYCLES};
if (pIn->nLevel != nLvl)
{
pIn->nLevel = nLvl;
pIn->nMaxCycles = 400 / (nLvl + 2);
pIn->nMaxCycles = nCycles[nLvl];
}
}
/* Function: tetris_input_resetDownKeyRepeat
* Description: resets the key repeat count for the down key
* Argument pIn: pointer to an input object
* Return value: void
*/
void tetris_input_resetDownKeyRepeat(tetris_input_t *pIn)
{
assert(pIn != NULL);
if (pIn->cmdLast == TETRIS_INCMD_DOWN)
{
pIn->nRepeatCount = -TETRIS_INPUT_REPEAT_INITIALDELAY;
}
}

13
games/tetris/input.h

@ -9,7 +9,7 @@
***********/
// number of levels
#define TETRIS_INPUT_LEVELS 20
#define TETRIS_INPUT_LEVELS 30
/*********
@ -50,7 +50,7 @@ typedef struct tetris_input_t
// set via the tetris_input_setLevel() function.
uint8_t nMaxCycles;
// This counter keeps track of the number of loop cycles whoch have been
// This counter keeps track of the number of loop cycles which have been
// done since the last forced piece movement. It gets reset if it either
// reaches a well defined value (causing a gravity command to be issued)
// or the player has moved down the piece herself/himself.
@ -63,7 +63,7 @@ typedef struct tetris_input_t
// if that value is reached).
int8_t nRepeatCount;
// Keeps track of the number loop cycles which have been run while in
// Keeps track of the number of loop cycles which have been run while in
// pause mode. As soon as a well defined value is reached, the game
// continues (in case someone paused the game and forgot to resume it).
uint16_t nPauseCount;
@ -126,4 +126,11 @@ void tetris_input_setLevel(tetris_input_t *pIn,
uint8_t nLvl);
/* Function: tetris_input_resetDownKeyRepeat
* Description: resets the key repeat count for the down key
* Argument pIn: pointer to an input object
* Return value: void
*/
void tetris_input_resetDownKeyRepeat(tetris_input_t *pIn);
#endif /*INPUT_H_*/

6
games/tetris/logic.c

@ -93,6 +93,7 @@ void tetris_logic_saveHighscore(uint16_t nHighscore)
#endif
}
/****************************
* construction/destruction *
****************************/
@ -285,6 +286,9 @@ void tetris ()
// the piece has irrevocably hit the ground
case TETRIS_PFS_DOCKED:
// avoid accidentally issued "down" commands
tetris_input_resetDownKeyRepeat(pIn);
// remove complete lines (if any)
tetris_playfield_removeCompleteLines(pPl);
@ -292,6 +296,7 @@ void tetris ()
// and whether the level gets changed
tetris_logic_removedLines(pLogic, tetris_playfield_getRowMask(pPl));
tetris_input_setLevel(pIn, tetris_logic_getLevel(pLogic));
break;
// avoid compiler warnings
@ -475,4 +480,3 @@ tetris_piece_t* tetris_logic_getPreviewPiece(tetris_logic_t *pLogic)
assert(pLogic != NULL);
return pLogic->pPreviewPiece;
}

2
games/tetris/piece.c

@ -62,7 +62,7 @@ uint16_t tetris_piece_getBitmap(tetris_piece_t *pPc)
// Lookup table:
// A value in an array represents a piece in a specific angle (rotating
// clockwise from index 0).
const static uint16_t piece[][4] PROGMEM =
static const uint16_t piece[][4] PROGMEM =
{{0x0F00, 0x2222, 0x0F00, 0x2222}, // LINE
{0x4E00, 0x4640, 0x0E40, 0x4C40}, // T
{0x0660, 0x0660, 0x0660, 0x0660}, // SQUARE

2
games/tetris/view.c

@ -14,6 +14,7 @@
#define WAIT(ms) wait(ms)
/***********
* defines *
***********/
@ -409,7 +410,6 @@ void tetris_view_showResults(tetris_view_t *pV)
snprintf(pszResults, 48 * sizeof(char),
"</#Lines %u New Highscore %u", nLines, nScore);
}
#ifdef SCROLLTEXT_SUPPORT
scrolltext(pszResults);
#endif

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