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01_gamepiece.ino
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336 lines (321 loc) · 6.29 KB
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//Enum for piece types
enum PieceType : uint8_t {
L,
J,
T,
O,
S,
Z,
I,
NUM_PIECES
};
enum PieceRotation : uint8_t {
ROT_0,
ROT_90,
ROT_180,
ROT_270,
NUM_ROTATIONS
};
//Defines the piece designs
constexpr uint8_t pieceDesignWidth = 4;
constexpr uint8_t pieceDesignHeight = 4;
constexpr uint8_t pieceDesign[NUM_PIECES][NUM_ROTATIONS][pieceDesignHeight][pieceDesignWidth] PROGMEM = {
//L
{
{
{ 1, 0, 0, 0 },
{ 1, 0, 0, 0 },
{ 1, 1, 0, 0 },
{ 0, 0, 0, 0 }
},
{
{ 1, 1, 1, 0 },
{ 1, 0, 0, 0 },
{ 0, 0, 0, 0 },
{ 0, 0, 0, 0 }
},
{
{ 1, 1, 0, 0 },
{ 0, 1, 0, 0 },
{ 0, 1, 0, 0 },
{ 0, 0, 0, 0 }
},
{
{ 0, 0, 1, 0 },
{ 1, 1, 1, 0 },
{ 0, 0, 0, 0 },
{ 0, 0, 0, 0 }
}
},
//J
{
{
{ 0, 0, 1, 0 },
{ 0, 0, 1, 0 },
{ 0, 1, 1, 0 },
{ 0, 0, 0, 0 }
},
{
{ 1, 0, 0, 0 },
{ 1, 1, 1, 0 },
{ 0, 0, 0, 0 },
{ 0, 0, 0, 0 }
},
{
{ 1, 1, 0, 0 },
{ 1, 0, 0, 0 },
{ 1, 0, 0, 0 },
{ 0, 0, 0, 0 }
},
{
{ 1, 1, 1, 0 },
{ 0, 0, 1, 0 },
{ 0, 0, 0, 0 },
{ 0, 0, 0, 0 }
}
},
//T
{
{
{ 0, 1, 0, 0 },
{ 1, 1, 1, 0 },
{ 0, 0, 0, 0 },
{ 0, 0, 0, 0 }
},
{
{ 0, 1, 0, 0 },
{ 0, 1, 1, 0 },
{ 0, 1, 0, 0 },
{ 0, 0, 0, 0 }
},
{
{ 0, 0, 0, 0 },
{ 1, 1, 1, 0 },
{ 0, 1, 0, 0 },
{ 0, 0, 0, 0 }
},
{
{ 0, 1, 0, 0 },
{ 1, 1, 0, 0 },
{ 0, 1, 0, 0 },
{ 0, 0, 0, 0 }
}
},
//O
{
{
{ 1, 1, 0, 0 },
{ 1, 1, 0, 0 },
{ 0, 0, 0, 0 },
{ 0, 0, 0, 0 }
},
{
{ 1, 1, 0, 0 },
{ 1, 1, 0, 0 },
{ 0, 0, 0, 0 },
{ 0, 0, 0, 0 }
},
{
{ 1, 1, 0, 0 },
{ 1, 1, 0, 0 },
{ 0, 0, 0, 0 },
{ 0, 0, 0, 0 }
},
{
{ 1, 1, 0, 0 },
{ 1, 1, 0, 0 },
{ 0, 0, 0, 0 },
{ 0, 0, 0, 0 }
}
},
//S
{
{
{ 0, 1, 1, 0 },
{ 1, 1, 0, 0 },
{ 0, 0, 0, 0 },
{ 0, 0, 0, 0 }
},
{
{ 0, 1, 0, 0 },
{ 0, 1, 1, 0 },
{ 0, 0, 1, 0 },
{ 0, 0, 0, 0 }
},
{
{ 0, 0, 0, 0 },
{ 0, 1, 1, 0 },
{ 1, 1, 0, 0 },
{ 0, 0, 0, 0 }
},
{
{ 1, 0, 0, 0 },
{ 1, 1, 0, 0 },
{ 0, 1, 0, 0 },
{ 0, 0, 0, 0 }
}
},
//Z
{
{
{ 1, 1, 0, 0 },
{ 0, 1, 1, 0 },
{ 0, 0, 0, 0 },
{ 0, 0, 0, 0 }
},
{
{ 0, 0, 1, 0 },
{ 0, 1, 1, 0 },
{ 0, 1, 0, 0 },
{ 0, 0, 0, 0 }
},
{
{ 0, 0, 0, 0 },
{ 1, 1, 0, 0 },
{ 0, 1, 1, 0 },
{ 0, 0, 0, 0 }
},
{
{ 0, 1, 0, 0 },
{ 1, 1, 0, 0 },
{ 1, 0, 0, 0 },
{ 0, 0, 0, 0 }
}
},
//I
{
{
{ 0, 0, 0, 0 },
{ 1, 1, 1, 1 },
{ 0, 0, 0, 0 },
{ 0, 0, 0, 0 }
},
{
{ 0, 1, 0, 0 },
{ 0, 1, 0, 0 },
{ 0, 1, 0, 0 },
{ 0, 1, 0, 0 }
},
{
{ 0, 0, 0, 0 },
{ 1, 1, 1, 1 },
{ 0, 0, 0, 0 },
{ 0, 0, 0, 0 }
},
{
{ 0, 1, 0, 0 },
{ 0, 1, 0, 0 },
{ 0, 1, 0, 0 },
{ 0, 1, 0, 0 }
}
}
};
//Piece class to manage active piece movement
class Piece {
public:
bool settled;
private:
//x, y relative to top left
uint8_t x, y;
PieceRotation rotation;
PieceType type;
public:
//Piece constructor
Piece() {
//Calls the reset function to set all variables to defaults
reset();
}
//Returns whether it can reset (!willCollide)
bool reset() {
//Always start at top center
x = 3;
y = 0;
//Whether the piece should stop falling
settled = false;
//Sets a random piece type + rotation
type = static_cast<PieceType>(random(NUM_PIECES));
rotation = static_cast<PieceRotation>(random(NUM_ROTATIONS));
Serial.println("New Piece?");
return !willCollide(0, 0);
}
//Empties the section of the gameGrid a piece occupies
void erase() const {
for (int8_t i = 0; i < pieceDesignHeight; i++) {
for (int8_t j = 0; j < pieceDesignWidth; j++) {
if (pgm_read_byte(&pieceDesign[type][rotation][i][j])) {
gameGrid.set(y + i, x + j, 0);
}
}
}
}
//Print to the gameGrid, which is then handled by gameIO
void print() const {
for (int8_t i = 0; i < pieceDesignHeight; i++) {
for (int8_t j = 0; j < pieceDesignWidth; j++) {
if (pgm_read_byte(&pieceDesign[type][rotation][i][j])) {
gameGrid.set(y + i, x + j, 1);
}
}
}
}
//Returns whether will collide with new location
bool willCollide(int8_t dy, int8_t dx) {
//Loops thru each position of the block
for (int8_t i = 0; i < pieceDesignHeight; i++) {
for (int8_t j = 0; j < pieceDesignWidth; j++) {
//If position is out of range or occupied, return true
int8_t ny = y + i + dy, nx = x + j + dx;
if (pgm_read_byte(&pieceDesign[type][rotation][i][j]) && (ny >= gameGrid.height || nx < 0 || nx >= gameGrid.width || gameGrid.get(ny, nx))) return true;
}
}
//Otherwise return false
return false;
}
//Gravity to make the piece fall (natural or when pressing down)
void fall() {
//Erase the current position
erase();
//If spot is open, go down
if (!willCollide(1, 0)) y++;
//Otherwise set to settled
else settled = true;
//Then reprint
print();
}
//Movement directions
void moveLeft() {
//Erase the current position
erase();
//If spot is open, go left
if (!willCollide(0, -1)) x--;
//Then reprint
print();
Serial.println("left");
}
void moveRight() {
//Erase the current position
erase();
//If spot is open, go left
if (!willCollide(0, 1)) x++;
//Then reprint
print();
Serial.println("right");
}
void moveDown() {
fall();
gameGrid.score++;
Serial.println("down");
}
void rotate() {
//Erase the current position
erase();
//Try rotation
rotation = static_cast<PieceRotation>((rotation + 1) % NUM_ROTATIONS);
//Rotate back if spot is full
if (willCollide(0, 0))
rotation = static_cast<PieceRotation>((rotation + NUM_ROTATIONS - 1) % NUM_ROTATIONS);
//Then reprint
print();
Serial.println("rotate");
}
};