تتریس (به فارسی: خانه سازی) نوعی بازی ویدئویی معمایی مصور رایانهای شبیه به یک پازل بیانتها که در آن از قطعات یا مهرههای چهارگوشی به نام تترومینو استفاده میشود. طراح و برنامهنویس این بازی در اصل توسط طراح بازی روسی الکسی پاژیتنوف انجام شدهاست. بازی در ۶ ژوئن ۱۹۸۴ منتشر شد
ویدیوی تتریس با آردوینو
قطعات مورد نیاز:
- برد آردوینو UNO
- کابل VGA
- سیم جامپر نری به نری
- کانکتور VGA سه ردیفه مادگی DBU15 (ترجیحا رایت)
- مقاومت 68 اهم 2 عدد
- مقاومت 470 اهم 2 عدد
- مقاومت 1 تا 2 کیلو اهم 4 عدد
- سوئیچ تکی (buttons) 4 عدد
توضیحات:
ما در این پروژه با استفاده از آردوینو UNO و یک مانیتور با نسبت تصویر 4:3 بازی تتریس را اجرا میکنیم.
پروژه ی ای که ساختیم از یک واحد پردازشی، یک واحد دستوری یا ورودی و از یک واحد خروجی تشکیل شده است. در واحد ورودی، خروجی دسته کنترل که به برد آردیونو وصل است، در حالت عادی با یک مقاومت 1 تا 2 کیلو اهم به زمین وصل شده است ولی با فشار دادن کلید ها، 5V به برد آردیونو منتقل میشود یا به عبارتی ما دسته کنترل را Pull down کرده ایم.
در واحد پردازشی ما برد آردوینو UNO قرار دارد که ما با استفاده از کد هایی که در پایین قرار دادیم، بردمان را پروگرم کردیم. در واحد خروجی یک کانکتور تصویر DBU15 قرار دادیم که کابل VGA مانیتور را بهش وصل میکنیم. در مسیرش مقاومت هایی وجود دارد که ما به شرح آنها وبقیه ی اتصال بندی میپردازیم:
اتصالات:
کد برنامه:
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// VGA_Tetris.beta.ino // // Arduino Tetris for VGA output - beta Version // written by TOHID AMINI - December the 21th, 2017 // Arduino software version: 1.6.4 // // Version for 4:3 VGA monitor // // See it running on YouTube: "Arduino VGA Pong (with colors)" // https://www.youtube.com/watch?v=mrRGosn48gw // VGAx Library By Sandro Maffiodo (version downloaded on August the 17th 2015) here: // https://github.com/smaffer/vgax // Post on the Arduino forum: // http://forum.arduino.cc/index.php?topic=328631.0 #include <math.h> #define FNT_NANOFONT_HEIGHT 6 #define FNT_NANOFONT_SYMBOLS_COUNT 95 #include <VGAXUtils.h> VGAX vga; VGAXUtils vgaU; //data size=570 bytes const unsigned char fnt_nanofont_data[FNT_NANOFONT_SYMBOLS_COUNT][1+FNT_NANOFONT_HEIGHT] PROGMEM={ { 1, 128, 128, 128, 0, 128, 0, }, //glyph '!' code=0 { 3, 160, 160, 0, 0, 0, 0, }, //glyph '"' code=1 //{ 5, 80, 248, 80, 248, 80, 0, }, //glyph '#' code=2 { 5, 248, 248, 248, 248, 248, 0, }, //glyph '#' code=2 - full rectangle { 5, 120, 160, 112, 40, 240, 0, }, //glyph '$' code=3 { 5, 136, 16, 32, 64, 136, 0, }, //glyph '%' code=4 { 5, 96, 144, 104, 144, 104, 0, }, //glyph '&' code=5 { 2, 128, 64, 0, 0, 0, 0, }, //glyph ''' code=6 { 2, 64, 128, 128, 128, 64, 0, }, //glyph '(' code=7 { 2, 128, 64, 64, 64, 128, 0, }, //glyph ')' code=8 { 3, 0, 160, 64, 160, 0, 0, }, //glyph '*' code=9 { 3, 0, 64, 224, 64, 0, 0, }, //glyph '+' code=10 { 2, 0, 0, 0, 0, 128, 64, }, //glyph ',' code=11 { 3, 0, 0, 224, 0, 0, 0, }, //glyph '-' code=12 { 1, 0, 0, 0, 0, 128, 0, }, //glyph '.' code=13 { 5, 8, 16, 32, 64, 128, 0, }, //glyph '/' code=14 { 4, 96, 144, 144, 144, 96, 0, }, //glyph '0' code=15 { 3, 64, 192, 64, 64, 224, 0, }, //glyph '1' code=16 { 4, 224, 16, 96, 128, 240, 0, }, //glyph '2' code=17 { 4, 224, 16, 96, 16, 224, 0, }, //glyph '3' code=18 { 4, 144, 144, 240, 16, 16, 0, }, //glyph '4' code=19 { 4, 240, 128, 224, 16, 224, 0, }, //glyph '5' code=20 { 4, 96, 128, 224, 144, 96, 0, }, //glyph '6' code=21 { 4, 240, 16, 32, 64, 64, 0, }, //glyph '7' code=22 { 4, 96, 144, 96, 144, 96, 0, }, //glyph '8' code=23 { 4, 96, 144, 112, 16, 96, 0, }, //glyph '9' code=24 { 1, 0, 128, 0, 128, 0, 0, }, //glyph ':' code=25 { 2, 0, 128, 0, 0, 128, 64, }, //glyph ';' code=26 { 3, 32, 64, 128, 64, 32, 0, }, //glyph '<' code=27 { 3, 0, 224, 0, 224, 0, 0, }, //glyph '=' code=28 { 3, 128, 64, 32, 64, 128, 0, }, //glyph '>' code=29 { 4, 224, 16, 96, 0, 64, 0, }, //glyph '?' code=30 { 4, 96, 144, 176, 128, 112, 0, }, //glyph '@' code=31 { 4, 96, 144, 240, 144, 144, 0, }, //glyph 'A' code=32 { 4, 224, 144, 224, 144, 224, 0, }, //glyph 'B' code=33 { 4, 112, 128, 128, 128, 112, 0, }, //glyph 'C' code=34 { 4, 224, 144, 144, 144, 224, 0, }, //glyph 'D' code=35 { 4, 240, 128, 224, 128, 240, 0, }, //glyph 'E' code=36 { 4, 240, 128, 224, 128, 128, 0, }, //glyph 'F' code=37 { 4, 112, 128, 176, 144, 112, 0, }, //glyph 'G' code=38 { 4, 144, 144, 240, 144, 144, 0, }, //glyph 'H' code=39 { 3, 224, 64, 64, 64, 224, 0, }, //glyph 'I' code=40 { 4, 240, 16, 16, 144, 96, 0, }, //glyph 'J' code=41 { 4, 144, 160, 192, 160, 144, 0, }, //glyph 'K' code=42 { 4, 128, 128, 128, 128, 240, 0, }, //glyph 'L' code=43 { 5, 136, 216, 168, 136, 136, 0, }, //glyph 'M' code=44 { 4, 144, 208, 176, 144, 144, 0, }, //glyph 'N' code=45 { 4, 96, 144, 144, 144, 96, 0, }, //glyph 'O' code=46 { 4, 224, 144, 224, 128, 128, 0, }, //glyph 'P' code=47 { 4, 96, 144, 144, 144, 96, 16, }, //glyph 'Q' code=48 { 4, 224, 144, 224, 160, 144, 0, }, //glyph 'R' code=49 { 4, 112, 128, 96, 16, 224, 0, }, //glyph 'S' code=50 { 3, 224, 64, 64, 64, 64, 0, }, //glyph 'T' code=51 { 4, 144, 144, 144, 144, 96, 0, }, //glyph 'U' code=52 { 3, 160, 160, 160, 160, 64, 0, }, //glyph 'V' code=53 { 5, 136, 168, 168, 168, 80, 0, }, //glyph 'W' code=54 { 4, 144, 144, 96, 144, 144, 0, }, //glyph 'X' code=55 { 3, 160, 160, 64, 64, 64, 0, }, //glyph 'Y' code=56 { 4, 240, 16, 96, 128, 240, 0, }, //glyph 'Z' code=57 { 2, 192, 128, 128, 128, 192, 0, }, //glyph '[' code=58 { 5, 128, 64, 32, 16, 8, 0, }, //glyph '\' code=59 { 2, 192, 64, 64, 64, 192, 0, }, //glyph ']' code=60 { 5, 32, 80, 136, 0, 0, 0, }, //glyph '^' code=61 { 4, 0, 0, 0, 0, 240, 0, }, //glyph '_' code=62 { 2, 128, 64, 0, 0, 0, 0, }, //glyph '`' code=63 { 3, 0, 224, 32, 224, 224, 0, }, //glyph 'a' code=64 { 3, 128, 224, 160, 160, 224, 0, }, //glyph 'b' code=65 { 3, 0, 224, 128, 128, 224, 0, }, //glyph 'c' code=66 { 3, 32, 224, 160, 160, 224, 0, }, //glyph 'd' code=67 { 3, 0, 224, 224, 128, 224, 0, }, //glyph 'e' code=68 { 2, 64, 128, 192, 128, 128, 0, }, //glyph 'f' code=69 { 3, 0, 224, 160, 224, 32, 224, }, //glyph 'g' code=70 { 3, 128, 224, 160, 160, 160, 0, }, //glyph 'h' code=71 { 1, 128, 0, 128, 128, 128, 0, }, //glyph 'i' code=72 { 2, 0, 192, 64, 64, 64, 128, }, //glyph 'j' code=73 { 3, 128, 160, 192, 160, 160, 0, }, //glyph 'k' code=74 { 1, 128, 128, 128, 128, 128, 0, }, //glyph 'l' code=75 { 5, 0, 248, 168, 168, 168, 0, }, //glyph 'm' code=76 { 3, 0, 224, 160, 160, 160, 0, }, //glyph 'n' code=77 { 3, 0, 224, 160, 160, 224, 0, }, //glyph 'o' code=78 { 3, 0, 224, 160, 160, 224, 128, }, //glyph 'p' code=79 { 3, 0, 224, 160, 160, 224, 32, }, //glyph 'q' code=80 { 3, 0, 224, 128, 128, 128, 0, }, //glyph 'r' code=81 { 2, 0, 192, 128, 64, 192, 0, }, //glyph 's' code=82 { 3, 64, 224, 64, 64, 64, 0, }, //glyph 't' code=83 { 3, 0, 160, 160, 160, 224, 0, }, //glyph 'u' code=84 { 3, 0, 160, 160, 160, 64, 0, }, //glyph 'v' code=85 { 5, 0, 168, 168, 168, 80, 0, }, //glyph 'w' code=86 { 3, 0, 160, 64, 160, 160, 0, }, //glyph 'x' code=87 { 3, 0, 160, 160, 224, 32, 224, }, //glyph 'y' code=88 { 2, 0, 192, 64, 128, 192, 0, }, //glyph 'z' code=89 { 3, 96, 64, 192, 64, 96, 0, }, //glyph '{' code=90 { 1, 128, 128, 128, 128, 128, 0, }, //glyph '|' code=91 { 3, 192, 64, 96, 64, 192, 0, }, //glyph '}' code=92 { 3, 96, 192, 0, 0, 0, 0, }, //glyph '~' code=93 { 4, 48, 64, 224, 64, 240, 0, }, //glyph '£' code=94 }; static const char str0[] PROGMEM="0"; static const char str1[] PROGMEM="1"; static const char str2[] PROGMEM="2"; static const char str3[] PROGMEM="3"; static const char str4[] PROGMEM="4"; static const char str5[] PROGMEM="5"; static const char str6[] PROGMEM="6"; static const char str7[] PROGMEM="7"; static const char str8[] PROGMEM="8"; static const char str9[] PROGMEM="9"; static const char str10[] PROGMEM="#"; static const char str11[] PROGMEM="Arduino VGA Tetris"; static const char str12[] PROGMEM="by TOHID AMINI"; static const char str13[] PROGMEM="Game"; static const char str14[] PROGMEM="Over!"; void setup() { //Serial.begin(9600); vga.begin(); randomSeed(analogRead(5)); } boolean button = 0; boolean button_1 = 0; boolean button_2 = 0; boolean button_3 = 0; boolean button_4 = 0; boolean button_5 = 0; int block[4][2]={{0,0},{0,0},{0,0},{0,0}}; int blockExt[4][2]={{0,0},{0,0},{0,0},{0,0}}; int blockOld[4][2]={{0,0},{0,0},{0,0},{0,0}}; int blockTmp[4][2]={{0,0},{0,0},{0,0},{0,0}}; int blockTr[4][2]={{0,0},{0,0},{0,0},{0,0}}; int yLine[4] = {0,0,0,0}; int yLineTmp[4] = {0,0,0,0}; int yCounter = 0; int x = 60; int y = 6; int z = 10; int score; int noLoop = -1; int clock = 1; int delta = 0; int color = 1; int colorOld; int blockN; int blockNext; int busy; int noDelete = 0; int k = 0; int a = 40; int b = 10; int counterMenu = 0; unsigned long time = 0; int fast = 14; //14; void processInputs() { //button_5 = digitalRead(A5); can be added for clockwise rotation if(button_1 == 1) { button_2 = digitalRead(A2); button_3 = digitalRead(A3); button_4 = digitalRead(A4); button_1 = 0; vga.delay(25); } else{ if(button_2 == 1) { button_1 = digitalRead(A1); button_3 = digitalRead(A3); button_4 = digitalRead(A4); button_2 = 0; vga.delay(25); } else{ if(button_3 == 1) { button_1 = digitalRead(A1); button_2 = digitalRead(A2); button_4 = digitalRead(A4); button_3 = 0; vga.delay(25); } else{ if(button_4 == 1) { button_1 = digitalRead(A1); button_2 = digitalRead(A2); button_3 = digitalRead(A3); button_4 = 0; //vga.delay(25); } else{ button_1 = digitalRead(A1); button_2 = digitalRead(A2); button_3 = digitalRead(A3); button_4 = digitalRead(A4); } } } } button = button_2 || button_4; } void clearInputs() { button_1 = 0; button_2 = 0; button_3 = 0; button_4 = 0; button = 0; } void drawMenu() { while (button_1 == 0 && button_2 == 0 && button_3 == 0 && button_4 == 0) { processInputs(); vga.printPROGMEM((byte*)fnt_nanofont_data, FNT_NANOFONT_SYMBOLS_COUNT, FNT_NANOFONT_HEIGHT, 3, 1, str11, 26, 16, (counterMenu%3) + 1); vga.printPROGMEM((byte*)fnt_nanofont_data, FNT_NANOFONT_SYMBOLS_COUNT, FNT_NANOFONT_HEIGHT, 3, 1, str12, 28, 28, (counterMenu%3) + 1); vga.delay(1000); counterMenu++; } vga.clear(0); drawGameScreen(); drawScore(score); } void drawScore(int i) { if (i > 39){ score = 0; i = 0; fast = fast - 4; if (fast < 3) {fast = 2;} } vgaU.draw_line(20, 10, 20, 50, 3); vgaU.draw_line(20, 50, 20, 50 - i, 1); vgaU.draw_line(19, 10, 22, 10, 3); vgaU.draw_line(19, 50, 22, 50, 3); } void drawBorder() { // total screen size = 120/60 // tetris game board: width = 30; heigh = 60 vgaU.draw_line(44,0,78,0,3); vgaU.draw_line(44,59,78,59,3); vgaU.draw_line(44,0,44,59,3); vgaU.draw_line(78,0,78,60,3); } // --------------------- this is for the beginning game window ------------------------ void drawStartScreen() { drawBorder(); drawGameScreen(); button = 0; vga.delay(200); } // ---------------------- this is the main function to draw the game screen ----------- void drawGameScreen() { drawBorder(); } // ----------------------- Tetriminos definition -------------------------------------- void blockDef(int i) { if (i == 1){ // O block[0][0] = 0; block[0][1] = 0; block[1][0] = 1; block[1][1] = 0; block[2][0] = 0; block[2][1] = 1; block[3][0] = 1; block[3][1] = 1; color = 1; } if (i == 2){ // L block[0][0] = -1; block[0][1] = 0; block[1][0] = 0; block[1][1] = 0; block[2][0] = 1; block[2][1] = 0; block[3][0] = -1; block[3][1] = 1; color = 2; } if (i == 3){ // J block[0][0] = -1; block[0][1] = 0; block[1][0] = 0; block[1][1] = 0; block[2][0] = 1; block[2][1] = 0; block[3][0] = 1; block[3][1] = 1; color = 3; } if (i == 4){ // I block[0][0] = -1; block[0][1] = 0; block[1][0] = 0; block[1][1] = 0; block[2][0] = 1; block[2][1] = 0; block[3][0] = 2; block[3][1] = 0; color = 1; } if (i == 5){ // S block[0][0] = -1; block[0][1] = 0; block[1][0] = 0; block[1][1] = 0; block[2][0] = 0; block[2][1] = 1; block[3][0] = 1; block[3][1] = 1; color = 2; } if (i == 6){ // Z block[0][0] = -1; block[0][1] = 1; block[1][0] = 0; block[1][1] = 1; block[2][0] = 0; block[2][1] = 0; block[3][0] = 1; block[3][1] = 0; color = 3; } if (i == 7){ // T block[0][0] = -1; block[0][1] = 0; block[1][0] = 0; block[1][1] = 0; block[2][0] = 0; block[2][1] = 1; block[3][0] = 1; block[3][1] = 0; color = 1; } } // -------------------------- expansion for 4:3 monitors ------------------------------ void blockExtension() { for (int i = 0; i < 4; i++){ blockExt[0][0] = block[0][0]*3; blockExt[0][1] = block[0][1]*2; blockExt[1][0] = block[1][0]*3; blockExt[1][1] = block[1][1]*2; blockExt[2][0] = block[2][0]*3; blockExt[2][1] = block[2][1]*2; blockExt[3][0] = block[3][0]*3; blockExt[3][1] = block[3][1]*2; } } void blockRotation(int clock){ for (int i = 0; i < 4; i++){ blockOld[0][0] = block[0][0]; blockOld[0][1] = block[0][1]; blockOld[1][0] = block[1][0]; blockOld[1][1] = block[1][1]; blockOld[2][0] = block[2][0]; blockOld[2][1] = block[2][1]; blockOld[3][0] = block[3][0]; blockOld[3][1] = block[3][1]; } for (int i = 0; i < 4; i++){ block[0][0] = blockOld[0][1]*clock; block[0][1] = -blockOld[0][0]*clock; block[1][0] = blockOld[1][1]*clock; block[1][1] = -blockOld[1][0]*clock; block[2][0] = blockOld[2][1]*clock; block[2][1] = -blockOld[2][0]*clock; block[3][0] = blockOld[3][1]*clock; block[3][1] = -blockOld[3][0]*clock; } } void blockTranslation(int x, int y) { for (int i = 0; i < 4; i++){ blockTr[0][0] = blockExt[0][0] + x; blockTr[0][1] = blockExt[0][1] + y; blockTr[1][0] = blockExt[1][0] + x; blockTr[1][1] = blockExt[1][1] + y; blockTr[2][0] = blockExt[2][0] + x; blockTr[2][1] = blockExt[2][1] + y; blockTr[3][0] = blockExt[3][0] + x; blockTr[3][1] = blockExt[3][1] + y; } } void delBlock(){ if (noDelete == 1) {noDelete = 0;} else { for (int i = 0; i < 4; i++){ vgaU.draw_line(blockTr[i][0],blockTr[i][1],blockTr[i][0] + 3,blockTr[i][1],0); vgaU.draw_line(blockTr[i][0],blockTr[i][1] + 1,blockTr[i][0] + 3,blockTr[i][1] + 1,0); } } } void drawBlock(){ for (int i = 0; i < 4; i++){ vgaU.draw_line(blockTr[i][0],blockTr[i][1],blockTr[i][0] + 3,blockTr[i][1], color); vgaU.draw_line(blockTr[i][0],blockTr[i][1] + 1,blockTr[i][0] + 3,blockTr[i][1] + 1, color); } for (int i = 0; i < 4; i++){ blockTmp[0][0] = blockTr[0][0]; blockTmp[0][1] = blockTr[0][1]; blockTmp[1][0] = blockTr[1][0]; blockTmp[1][1] = blockTr[1][1]; blockTmp[2][0] = blockTr[2][0]; blockTmp[2][1] = blockTr[2][1]; blockTmp[3][0] = blockTr[3][0]; blockTmp[3][1] = blockTr[3][1]; } } void drawBlockTmp(){ for (int i = 0; i < 4; i++){ vgaU.draw_line(blockTmp[i][0],blockTmp[i][1],blockTmp[i][0] + 3,blockTmp[i][1], color); vgaU.draw_line(blockTmp[i][0],blockTmp[i][1] + 1,blockTmp[i][0] + 3,blockTmp[i][1] + 1, color); } } void checkBlock(){ busy = 0; for (int i = 0; i < 4; i++){ busy = busy + vga.getpixel(blockTr[i][0], blockTr[i][1]) + vga.getpixel(blockTr[i][0] + 2, blockTr[i][1]); } } void replaceBlock(){ blockExtension(); blockTranslation(x, y); checkBlock(); if (busy == 0){ drawBlock(); } else // ---------- else is run if the block cannot get down ----------------- { drawBlockTmp(); checkForFullLine(); // ---- check il the line is filled when the block cennot get down anymore ---------------------- noLoop = 0; noDelete = 1; if (y < 6) { gameOver(); } } vga.delay(50); } void gameOver(){ noLoop = -1; score = 0; fast = 14; clearInputs(); time = 0; while (button_1 == 0 && button_2 == 0 && button_3 == 0 && button_4 == 0) { processInputs(); vga.printPROGMEM((byte*)fnt_nanofont_data, FNT_NANOFONT_SYMBOLS_COUNT, FNT_NANOFONT_HEIGHT, 3, 1, str13, 92, 30, 1); vga.printPROGMEM((byte*)fnt_nanofont_data, FNT_NANOFONT_SYMBOLS_COUNT, FNT_NANOFONT_HEIGHT, 3, 1, str14, 92, 38, 1); vga.delay(200); } vga.clear(0); } void drawBlockNext(){ // ----- draw nenx block on the right side -------------------------------- blockExtension(); blockTranslation(100, 10); vgaU.draw_line(95, 8, 112, 8, 0); vgaU.draw_line(95, 9, 112, 9, 0); vgaU.draw_line(95, 10, 112, 10, 0); vgaU.draw_line(95, 11, 112, 11, 0); vgaU.draw_line(95, 12, 112, 12, 0); vgaU.draw_line(95, 13, 112, 13, 0); vgaU.draw_line(95, 14, 112, 14, 0); vgaU.draw_line(95, 15, 112, 15, 0); drawBlock(); } void checkBlockTranslation(){ x = x + delta; blockExtension(); blockTranslation(x, y); checkBlock(); if (busy == 0){ drawBlock(); } else { x = x - delta; blockExtension(); blockTranslation(x, y); drawBlock(); } vga.delay(50); } void checkBlockRotation(){ //x = x + delta; blockExtension(); blockTranslation(x, y); checkBlock(); if (busy == 0){ drawBlock(); } else { clock = +1; blockRotation(clock); blockExtension(); blockTranslation(x, y); drawBlock(); } vga.delay(50); } void checkForFullLine() { // --------------------- check if the line is full and must be deleted -------------- for (int i = 0; i < 4; i++){ for (int j = 45; j < 76; j += 3) { if (vga.getpixel(j, blockTmp[i][1]) >0){k++; } } if (k == 11) { // ---- line is full and must be deleted ---------------------------------------------------------- vgaU.draw_line(45, blockTmp[i][1], 78, blockTmp[i][1], 0); vgaU.draw_line(45, blockTmp[i][1] + 1, 78, blockTmp[i][1] + 1, 0); yLineTmp[yCounter] = blockTmp[i][1]; yLine[yCounter] = blockTmp[i][1]; yCounter++; } k = 0; } if (yLineTmp[yCounter - 1] < yLine[0]) { // ------------ qui va capito se va < o > (penso >) ---------------------- for (int i = 0; i < yCounter; i++) { // ------------- inversion --------------------------------------- yLine[i] = yLineTmp[yCounter - i - 1]; } } for (int i = 0; i < yCounter; i++){ // ----------- block translation to lower position -------------- for (int y = yLine[i] - 2; y > 0; y = y - 2) { for (int x = 45; x < 76; x += 3) { colorOld = vga.getpixel(x, y); if (colorOld > 0) { vgaU.draw_line(x, y , x + 3, y , 0); vgaU.draw_line(x, y + 1, x + 3, y + 1, 0); vgaU.draw_line(x, y + 2, x + 3, y + 2, colorOld); vgaU.draw_line(x, y + 3, x + 3, y + 3, colorOld); } } } } if (yCounter != 0) {score = score + 2*int(pow(2, yCounter));} drawScore(score); yCounter = 0; } //----------------------------------------------------------------------------------------------- //--------------------- This is the main loop of the game --------------------------------------- //----------------------------------------------------------------------------------------------- void loop() { processInputs(); if (noLoop < 1){ // --------------- to generate new Tetraminos -------------------------------- blockN = blockNext; if (noLoop == -1 ) { // -------------- only ath the game beginning ------------------------ drawMenu(); while (button_1 == 0 && button_2 == 0 && button_3 == 0 && button_4 == 0) { blockN = int(random(7)) + 1; processInputs(); } } drawGameScreen(); drawScore(score); blockNext = int(random(8)); blockDef(blockNext); drawBlockNext(); blockDef(blockN); x = 57; y = 3; button_1 = 1; noLoop = 1; } if (button_2 == 1){ // ------------------------ rotation ------------------------- if (button_2 == 1){clock = -1;} //if (button_5 == 1){clock = 1;} delBlock(); blockRotation(clock); checkBlockRotation(); } if (button_1 == 1 || button_3 == 1){ // ------- translation ---------------------- if (button_1 == 1){delta = 3;} if (button_3 == 1){delta = -3;} delBlock(); checkBlockTranslation(); } time++; if (time % fast > fast - 2 || button_4 == 1){ // --- Tetraminos falling ---------- if (fast < 3) {fast = 2;} y = y + 2; delBlock(); replaceBlock(); } vga.delay(10 + 2*fast); } |
کتابخانه مورد استفاده در این برنامه:
https://github.com/smaffer/vgax
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