434 lines
9.2 KiB
C
434 lines
9.2 KiB
C
#include "block.h"
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#include "draw.h"
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#include "button.h"
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#include <reg52.h>
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#include "delay.h"
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#include "eeprom.h"
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#include <stdlib.h>
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extern unsigned int bestScore[];
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char base[MAX_X][MAX_Y] = {0}; //x*y //0为空 1为下落完成 2为正在下落 3为旋转中心点
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char mask[MAX_X][MAX_Y] = {0}; //旋转缓存层
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extern unsigned int score;
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extern enum OPR opr;
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enum GS blockGameStatus = __idle;
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void blockInit()
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{
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score = 0;
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srand((unsigned)TL0);
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blockGameStatus = start;
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}
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void blockDestroy()
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{
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//写入排行榜
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if(addBest(score))
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{
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IapEraseSector(IAP_ADDRESS);
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IapProgramByte(IAP_ADDRESS + 0, bestScore[0] >> 8);
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IapProgramByte(IAP_ADDRESS + 1, bestScore[0] % 256);
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IapProgramByte(IAP_ADDRESS + 2, bestScore[1] >> 8);
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IapProgramByte(IAP_ADDRESS + 3, bestScore[1] % 256);
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IapProgramByte(IAP_ADDRESS + 4, bestScore[2] >> 8);
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IapProgramByte(IAP_ADDRESS + 5, bestScore[2] % 256);
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IapProgramByte(IAP_ADDRESS + 6, bestScore[3] >> 8);
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IapProgramByte(IAP_ADDRESS + 7, bestScore[3] % 256);
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IapProgramByte(IAP_ADDRESS + 8, bestScore[4] >> 8);
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IapProgramByte(IAP_ADDRESS + 9, bestScore[4] % 256);
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IapProgramByte(IAP_ADDRESS + 10, bestScore[5] >> 8);
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IapProgramByte(IAP_ADDRESS + 11, bestScore[5] % 256);
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IapProgramByte(IAP_ADDRESS + 12, bestScore[6] >> 8);
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IapProgramByte(IAP_ADDRESS + 13, bestScore[6] % 256);
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IapProgramByte(IAP_ADDRESS + 14, bestScore[7] >> 8);
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IapProgramByte(IAP_ADDRESS + 15, bestScore[7] % 256);
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IapProgramByte(IAP_ADDRESS + 16, bestScore[8] >> 8);
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IapProgramByte(IAP_ADDRESS + 17, bestScore[8] % 256);
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IapProgramByte(IAP_ADDRESS + 18, bestScore[9] >> 8);
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IapProgramByte(IAP_ADDRESS + 19, bestScore[9] % 256);
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}
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memset(base, 0, sizeof(base));
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blockGameStatus = over;
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}
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void genPiece()
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{
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char i, j;
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//需要一点随机性
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int random = rand() % 100;
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if(blockGameStatus == over)
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return;
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//若存在尚未下落完成的方块则打断
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for(i = 0; i < MAX_X; i++)
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for(j = 0; j < MAX_Y; j++)
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if(base[i][j] >= 2)
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return;
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//当两个方块的情况
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if(random >= 0 && random <= 6)
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{
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base[4][9] = 2;
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}
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//当两个方块的情况
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if(random >= 7 && random <= 15)
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{
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base[4][9] = 3; //
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base[4][10] = 2; //
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}
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else if(random >= 16 && random <= 22)
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{
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base[3][9] = 3; ////
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base[4][9] = 2;
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}
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//当三个方块的情况
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else if(random >= 23 && random <= 32)
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{
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base[4][11] = 2;
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base[4][10] = 3;
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base[4][9] = 2;
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}
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else if(random >= 32 && random <= 38)
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{
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base[3][9] = 2;
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base[4][9] = 3;
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base[5][9] = 2;
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}
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else if(random >= 39 && random <= 47)
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{
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base[3][10] = 2;
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base[3][9] = 3;
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base[4][9] = 2;
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}
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else if (random >= 48 && random <= 55)
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{
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base[4][10] = 2;
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base[3][9] = 2;
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base[4][9] = 3;
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}
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else if (random >= 56 && random <= 63)
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{
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base[4][9] = 2;
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base[3][10] = 2;
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base[4][10] = 3;
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}
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else if (random >= 64 && random <= 69)
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{
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base[3][9] = 2;
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base[3][10] = 3;
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base[4][10] = 2;
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}
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//当四个方块的情况
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else if(random >= 70 && random <= 79)
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{
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base[3][10] = 2;
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base[4][10] = 2;
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base[3][9] = 2;
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base[4][9] = 2;
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}
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else if(random >= 80 && random <= 84)
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{
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base[3][10] = 2;
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base[4][10] = 3;
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base[3][9] = 2;
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base[4][11] = 2;
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}
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else if(random >= 85 && random <= 89)
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{
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base[3][10] = 2;
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base[4][10] = 3;
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base[3][11] = 2;
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base[4][9] = 2;
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}
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else if(random >= 90 && random <= 94)
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{
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base[3][10] = 2;
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base[4][10] = 3;
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base[4][9] = 2;
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base[5][9] = 2;
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}
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else if(random >= 95 && random <= 99)
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{
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base[3][10] = 2;
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base[4][10] = 3;
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base[3][9] = 2;
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base[4][9] = 2;
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}
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}
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//动作是否在屏幕内
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unsigned char isIegal(char i, char j)
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{
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if(i >= 0 && i < MAX_X && j >= 0 && j < MAX_Y && base[i][j] != 1)
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return 1;
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return 0;
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}
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//方块绘制
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void drawBlock()
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{
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char i, j;
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for(i = 0; i < 8; i++)
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for(j = 0; j < 8; j++)
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if(base[i][j] != 0)
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placeIMG_BLOCK(i, j);
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else
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placeVOID_BLOCK(i, j);
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}
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//方块下落与合并
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void dropPiece()
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{
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char i, j, flag = 0;
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//检测是否触底
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for(i = 0; i < MAX_X; i++)
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{
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for(j = 0; j < MAX_Y; j++)
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{
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if(flag == 1)
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break;
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if(base[i][j] >= 2)
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{
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//若触底,做标记
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if(flag == 0 && (base[i][j - 1] == 1 || j == 0))
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{
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flag = 1;
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break;
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}
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}
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}
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if(flag == 1)
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break;
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}
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//转换嵌套
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for(i = 0; i < MAX_X; i++)
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{
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for(j = 0; j < MAX_Y; j++)
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{
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if(base[i][j] >= 2)
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{
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//无标记则下落
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if(flag == 0 && isIegal(i, j - 1))
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{
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base[i][j - 1] = base[i][j];
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base[i][j] = 0;
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}
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//有标记则转换
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else if(flag == 1)
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{
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score++;
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base[i][j] = 1;
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}
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}
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}
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}
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}
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//方块平移
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void moveLeftPiece()
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{
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char i, j;
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if(blockGameStatus == over)
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return;
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for(i = 0; i < MAX_X; i++)
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for(j = 0; j < MAX_Y; j++)
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if(base[i][j] == 2 && !isIegal(i - 1, j))
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{
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return;
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}
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for(i = 0; i < MAX_X; i++)
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for(j = 0; j < MAX_Y; j++)
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if(base[i][j] >= 2)
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{
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base[i - 1][j] = base[i][j];
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base[i][j] = 0;
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}
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}
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void moveRightPiece()
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{
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char i, j;
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if(blockGameStatus == over)
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return;
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for(i = MAX_X - 1; i >= 0; i--)
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for(j = MAX_Y - 1; j >= 0; j--)
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if(base[i][j] == 2 && !isIegal(i + 1, j))
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{
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return;
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}
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for(i = MAX_X - 1; i >= 0; i--)
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for(j = MAX_Y - 1; j >= 0; j--)
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if(base[i][j] >= 2 )
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{
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base[i + 1][j] = base[i][j];
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base[i][j] = 0;
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}
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}
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//判断消除整行
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void judgeBlock()
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{
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char i, j, k, h, count;
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if(blockGameStatus == over)
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return;
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//逐行扫描
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for(j = 0; j < MAX_Y; j++)
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{
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count = 0;
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for(i = 0; i < MAX_X; i++)
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{
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//有则计数
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if(base[i][j] == 1)
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{
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count++;
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}
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}
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//计数足则整体下移
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if(count == 8)
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{
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score = score + 10;
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blockGameStatus = good;
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for(k = 0; k < MAX_X; k++)
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for(h = j ; h < MAX_Y - 1; h++)
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base[k][h] = base[k][h + 1];
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}
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}
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}
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//判断是否游戏结束
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void blockGameOver()
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{
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char j, i;
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if(blockGameStatus == over)
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return;
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for(j = 0; j < MAX_X; j++)
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{
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//满足此条件则游戏结束
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if(base[j][7] == 1)
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{
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blockGameStatus = over;
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break;
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}
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}
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//结束则填满
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if(blockGameStatus == over)
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{
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for(j = 0; j < MAX_Y; j++)
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for(i = 0; i < MAX_X; i++)
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{
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//此处看似降低效率,但其实是为了增加喜剧效果
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delayms(10);
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base[i][j] = 1;
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placeIMG_BLOCK(i, j);
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}
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}
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}
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//判定最高分
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unsigned int addBest(unsigned int s)
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{
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int i, j;
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for(i = 0; i < 10; i++)
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if(bestScore[i] < s)
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{
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for(j = 9; j > i; j--)
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bestScore[j] = bestScore[j - 1];
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bestScore[i] = s;
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return 1;
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}
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return 0;
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}
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unsigned int rotateBlock(enum OPR opr)
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{
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char i, j, cy, cx, flag = 0;
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//寻找旋转中心点
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for(i = 0; i < MAX_X; i++)
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for(j = 0; j < MAX_Y; j++)
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{
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if(base[i][j] == 3)
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{
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flag = 1;
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cx = i;
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cy = j;
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break;
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}
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}
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if(!flag)
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return 0; //没找到就直接返回
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if(opr == right)
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{
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//判定是否合法 不合法不旋转
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for(i = - 1; i <= 1; i++)
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for(j = - 1; j <= 1; j++)
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if(base[cx + i][cy + j] == 2)
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if(isIegal(j + cx, -i + cy))
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{
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//生成缓存层
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mask[j + cx][-i + cy] = base[cx + i][cy + j];
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}
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else
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{
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memset(mask, 0, sizeof(mask));
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return 0;
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}
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//清除现有层
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for(i = 0; i < MAX_X; i++)
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for(j = 0; j < MAX_Y; j++)
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if(base[i][j] == 2)
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base[i][j] = 0;
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//缓存层覆盖
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for(i = -1; i <= 1; i++)
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for(j = -1; j <= 1; j++)
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if(mask[cx + i][cy + j] == 2)
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base[cx + i][cy + j] = mask[cx + i][cy + j];
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}
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if(opr == left)
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{
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//判定是否合法 不合法不旋转
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for(i = - 1; i <= 1; i++)
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for(j = - 1; j <= 1; j++)
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if(base[cx + i][cy + j] == 2)
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if(isIegal(-j + cx, i + cy))
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{
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//生成缓存层
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mask[-j + cx][i + cy] = base[cx + i][cy + j];
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}
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else
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{
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memset(mask, 0, sizeof(mask));
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return 0;
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}
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//清除现有层
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for(i = 0; i < MAX_X; i++)
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for(j = 0; j < MAX_Y; j++)
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if(base[i][j] == 2)
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base[i][j] = 0;
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//缓存层覆盖
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for(i = -1; i <= 1; i++)
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for(j = -1; j <= 1; j++)
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if(mask[cx + i][cy + j] == 2)
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base[cx + i][cy + j] = mask[cx + i][cy + j];
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}
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memset(mask, 0, sizeof(mask));
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return 1;
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}
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