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Merge pull request #343 from p3ngu19z/dev
Improve Tetris fall speed algorithm
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commit
883f67d6d1
@ -16,6 +16,9 @@
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#define FIELD_WIDTH 11
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#define FIELD_HEIGHT 24
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#define MAX_FALL_SPEED 500
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#define MIN_FALL_SPEED 100
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typedef struct Point {
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// Also used for offset data, which is sometimes negative
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int8_t x, y;
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@ -169,7 +172,7 @@ static void tetris_game_input_callback(InputEvent* input_event, FuriMessageQueue
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static void tetris_game_init_state(TetrisState* tetris_state) {
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tetris_state->gameState = GameStatePlaying;
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tetris_state->numLines = 0;
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tetris_state->fallSpeed = 500;
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tetris_state->fallSpeed = MAX_FALL_SPEED;
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memset(tetris_state->playField, 0, sizeof(tetris_state->playField));
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memcpy(&tetris_state->currPiece, &shapes[rand() % 7], sizeof(tetris_state->currPiece));
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@ -303,6 +306,7 @@ static void
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tetris_game_render_curr_piece(tetris_state);
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uint8_t numLines = 0;
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uint8_t lines[] = {0, 0, 0, 0};
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uint16_t nextFallSpeed;
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tetris_game_check_for_lines(tetris_state, lines, &numLines);
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if(numLines > 0) {
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@ -323,7 +327,10 @@ static void
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uint16_t oldNumLines = tetris_state->numLines;
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tetris_state->numLines += numLines;
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if((oldNumLines / 10) % 10 != (tetris_state->numLines / 10) % 10) {
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tetris_state->fallSpeed -= 50;
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nextFallSpeed = tetris_state->fallSpeed - (100 / (tetris_state->numLines / 10));
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if (nextFallSpeed >= MIN_FALL_SPEED){
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tetris_state->fallSpeed = nextFallSpeed;
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}
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}
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}
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