Tetris for HP Prime



#4

Hello,

The new firmware permits in playing Cyrille's Tetris. I improved moves, score displaying and colours (still to improve for the bricks) :


Video :
http://youtu.be/UQYPh2QkcBk

Download :
HERE

Enjoy


#5

I made another change. Now instead of Enter to rotate in one direction, I can use up and down on the cursor pad to rotate either clockwise or counterclockwise.

// By cyrille de Brébisson HP_prime developer
//Optimisation and improvments by Mickaël Nicotera
//and Tom Lake
DoesNotFit(game, piece, p) // return true if piece does not fit
begin
local j;
if game(im(p), re(p)) then return 1; end;
for j:=1 to size(piece) do
p:= p+piece(j);
if game(im(p), re(p)) then return 1; end;
end;
return 0;
end;

EXPORT Tetris()
BEGIN
local game= makemat(J=1 or J=12 or I=1 or I=25,25,12), pause=0.200, score= 0;
local shapes= {{(1, 0), (0, 1), (-1, 0)},
{(1, 0), (0, 1), (1, 0)},
{(-1, 0), (0, 1), (-1, 0)},
{(1, 0), (1, 0), (0, 1)},
{(-1, 0), (-1, 0), (0, 1)},
{(1, 0), (1, 0), (-1, 1)},
{(1, 0), (1, 0), (1, 0)}}; // Bar


while 1 do
local piece=shapes(randint(6)+1), p=(5,2), i, j; // get a random piece


if DoesNotFit(game, piece, p) then return score; end; // test if we lose


// create background
dimgrob_p(G1, 320, 240);
dimgrob_p(G2, 320, 240);
line_p(G1,99, 0, 99, 232, #FF); line_p(G1, 99, 232, 202, 232, #FF); line_p(G1,202, 232, 202, 0, #FF);
for i:=1 to 23 do
for j:=1 to 10 do
if game(i+1,j+1) then rect_p(G1, j*10+91, i*10-9, j*10+100, i*10, #0); end;
end;
end;


while NOT DoesNotFit(game, piece, p) do
// Draw the background on back buffer
blit_p(G2, G1);
// display score
TEXTOUT_P("Score = "+score,G2,250,7,1,#007CFFh);
// draw the piece
i:=p;
rect_p(G2, i*10-(-81,19), i*10-(-90,10), #FF006Eh);
for j:=1 to size(piece) do
i:= i+piece(j);
rect_p(G2, i*10-(-81,19), i*10-(-90,10), #FF006Eh);
end;
// draw backbuffer on screen
blit_p(G2);
// pause
I:=0;

WHILE I<2 DO
wait(0.1);
// keys?
if iskeydown(4) then RETURN("Tetris for HP Prime"); end;
if IsKeyDown(7) then if NOT DoesNotFit(game, piece, p-1) then p:= p-1; end; end;
if IsKeyDown(8) then if NOT DoesNotFit(game, piece, p+1) then p:= p+1; end; end;
if IsKeyDown(2) then
local rotate= piece*(0, -1);
if NOT DoesNotFit(game, rotate, p) then piece:= rotate; end;
else
if IsKeyDown(12) then
local rotate= piece*(0, 1);
if NOT DoesNotFit(game, rotate, p) then piece:= rotate; end;
end;
end;
I:=I+1;
END;

// try to go down...
if DoesNotFit(game, piece, p+(0,1)) then break; else p:= p+(0,1); end;
end;
// put piece in game!
game(im(p), re(p)):= 1;
for j:=1 to size(piece) do
p:= p+piece(j);
game(im(p), re(p)):=1;
end;
// remove lines?
for i:=24 downto 2 do
if game(i)=[1,1,1,1,1,1,1,1,1,1,1,1] then
for j:=i-1 downto 2 do game(j+1):= game(j); end;
game(2):= [1,0,0,0,0,0,0,0,0,0,0,1];
score:= score+1;
i:= i+1;
end;
end;
// faster!
pause:=pause-0.007;
end;
END;


#6

Really nice program, I love how you handled the rotation of the piece!!

Btw: shouldn't it be "wait (pause);" instead of "wait (0.1);"?


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