initial commit

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Baipyrus 2022-10-18 15:30:56 +02:00
commit 3810bf93e3
5 changed files with 255 additions and 0 deletions

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.gitignore vendored Normal file
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obj/*

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RGBLedMatrix.dll Normal file

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Tetris.cs Normal file
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using System;
using System.Threading;
using System.Diagnostics;
using rpi_rgb_led_matrix_sharp;
namespace Tetris {
public static class Tetris {
// Static variables
private static Color[] colors = {
new(255, 0, 0), // Red
new(255, 127, 0), // Orange
new(255, 255, 0), // Yellow
new(0, 255, 0), // Green
new(0, 255, 255), // Cyan
new(0, 127, 255), // Blue
new(255, 0, 255) }; // Purple
private static int[][][] blocks = {
new[] { new[] { 0, 0 }, new[] { 1, 0 }, new[] { 1, 1 }, new[] { 2, 1 } }, // Spiegel-Z
new[] { new[] { 0, 0 }, new[] { 0, 1 }, new[] { 0, 2 }, new[] { 1, 2 } }, // Normal-L
new[] { new[] { 0, 0 }, new[] { 1, 0 }, new[] { 0, 1 }, new[] { 1, 1 } }, // Viereck
new[] { new[] { 0, 1 }, new[] { 1, 1 }, new[] { 1, 0 }, new[] { 2, 0 } }, // Normal-Z
new[] { new[] { 0, 0 }, new[] { 0, 1 }, new[] { 0, 2 }, new[] { 0, 3 } }, // Strich
new[] { new[] { 1, 0 }, new[] { 1, 1 }, new[] { 1, 2 }, new[] { 0, 2 } }, // Spiegel-L
new[] { new[] { 0, 0 }, new[] { 1, 0 }, new[] { 2, 0 }, new[] { 1, 1 } } }; // T-Block
// Global Variables
private static int frameCount = 0, FPS = 60;
private static Color[,] board = new Color[10, 21];
private static Color black = new(0, 0, 0);
private static Player player;
private static bool canRotate = true;
// Matrix variables
private static RGBLedMatrix? _matrix = null;
private static RGBLedCanvas? _canvas = null;
public static void Init(RGBLedMatrix matrix, RGBLedCanvas canvas) {
_matrix = matrix;
_canvas = canvas;
player = new();
for (int i = 0; i < board.GetLength(0); i++)
for (int j = 0; j < board.GetLength(1); j++)
board[i, j] = black;
}
public static void Main() {
// Initialize RGBLedMatrix
RGBLedMatrix matrix;
RGBLedCanvas canvas;
if (_matrix != null && _canvas != null) {
matrix = _matrix;
canvas = _canvas;
} else {
matrix = new(
new RGBLedMatrixOptions {
HardwareMapping = "adafruit-hat",
LimitRefreshRateHz = 0,
GpioSlowdown = 4,
Brightness = 100,
ChainLength = 1,
ScanMode = 1,
Rows = 64,
Cols = 64,
});
canvas = matrix.CreateOffscreenCanvas();
}
// Initialize stopwatch to measure calculation and display time
Stopwatch stopwatch = new();
bool startOver = true;
while (startOver) {
Console.Clear();
canvas.Clear();
canvas = matrix.SwapOnVsync(canvas);
bool gameOver = false;
while (!gameOver) {
// Start of Frame
canvas.Clear();
// Handle Keypresses
if (keyHandler()) {
startOver = false;
gameOver = true;
}
// Gameplay hahag
for (int i = 0; i < board.GetLength(0); i++)
for (int j = 0; j < board.GetLength(1); j++)
for (int k = 0; k < 3; k++)
for (int l = 0; l < 3; l++) {
Color current = board[i, j];
if (!current.Equals(black))
canvas.SetPixel(i * 3 + k, j * 3 + l, current);
}
for (int j = 0; j < player.positions.Length; j++) {
int[] current = player.positions[j];
for (int k = 0; k < 3; k++)
for (int l = 0; l < 3; l++)
canvas.SetPixel((player.x + current[0]) * 3 + k, (player.y + current[1]) * 3 + l, player.color);
}
// Move Block down every few frames
if (frameCount % 30 == 0 && collisionCheck(player.x, ++player.y, player.positions)) {
player.y--;
placeBlock();
}
// End of Frame
canvas = matrix.SwapOnVsync(canvas);
frameCount = (frameCount+1)%(FPS*4);
// Fix framerate
int elapsed = (int)stopwatch.ElapsedMilliseconds;
if (elapsed < 1000/FPS)
Thread.Sleep(1000/FPS - elapsed);
}
}
}
private static bool collisionCheck(int x, int y, int[][] block) {
foreach (int[] b in block) {
int nx = x + b[0], ny = y + b[1];
if (nx is > 9 or < 0 || ny is > 20 or < 0 || !board[nx, ny].Equals(black))
return true;
}
return false;
}
private static void placeBlock() {
for (int j = 0; j < player.positions.Length; j++) {
int[] current = player.positions[j];
board[player.x + current[0], player.y + current[1]] = player.color;
}
int[][]? tempPos = player.memPos;
Color? tempCol = player.memCol;
player = new();
player.memPos = tempPos;
player.memCol = tempCol;
canRotate = true;
}
private static void rotateByAngle(int[][] block, float angle) {
float mx = 0, my = 0;
foreach (int[] b in block) {
mx += b[0];
my += b[1];
}
mx /= block.Length;
my /= block.Length;
foreach (int[] b in block) {
float dx = b[0] + (float)Math.Round(mx), dy = b[1] + (float)Math.Round(my);
float r = (float)Math.Sqrt(Math.Pow(mx,2)+Math.Pow(dy,2));
float a = (float)Math.Atan(dy / dx) + angle;
b[0] = (int)Math.Round(r * Math.Cos(a));
b[1] = (int)Math.Round(r * Math.Sin(a));
}
}
private static bool keyHandler() {
// If key is pressed, handle logic
if (Console.KeyAvailable) {
switch (Console.ReadKey(true).Key) {
case ConsoleKey.Escape:
// Exit program.
return true;
case ConsoleKey.Spacebar:
// Place block on lowest point at current x
while (!collisionCheck(player.x, ++player.y, player.positions)) { }
player.y--;
placeBlock();
break;
case ConsoleKey.DownArrow:
// Lower block by 1 on y-axis
if (collisionCheck(player.x, ++player.y, player.positions))
player.y--;
break;
case ConsoleKey.LeftArrow:
// Move block to the left on the x axis
if (collisionCheck(--player.x, player.y, player.positions))
player.x++;
break;
case ConsoleKey.RightArrow:
// Move block to the right on the x axis
if (collisionCheck(++player.x, player.y, player.positions))
player.x--;
break;
case ConsoleKey.A:
// Rotate block counter-clockwise
rotateByAngle(player.positions, (float)-Math.PI / 2);
break;
case ConsoleKey.S:
// Swap current block with memory
if (canRotate) {
int[][] tempPos = player.positions;
int[][]? tempMem = player.memPos;
Color tempCol1 = player.color;
Color? tempCol2 = player.memCol;
player = new();
player.memPos = tempPos;
player.memCol = tempCol1;
if (tempMem != null && tempCol2 != null) {
player.positions = tempMem;
player.color = (Color)tempCol2;
}
canRotate = false;
}
break;
case ConsoleKey.D:
// Rotate block clockwise
rotateByAngle(player.positions, (float)Math.PI/2);
break;
}
}
return false;
}
private class Player {
public int[][] positions;
public int[][]? memPos;
public Color? memCol;
public int x, y;
public Color color;
public Player() {
int randInt = (new Random()).Next(7);
positions = blocks[randInt];
color = colors[randInt];
x = 3;
y = 0;
}
}
}
}

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Tetris.csproj Normal file
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<Project Sdk="Microsoft.NET.Sdk">
<ItemGroup>
<Reference Include="RGBLedMatrix.dll" />
</ItemGroup>
<PropertyGroup>
<MainEntryPoint>Tetris.Tetris</MainEntryPoint>
<OutputType>Exe</OutputType>
<TargetFramework>net6.0</TargetFramework>
<SelfContained>true</SelfContained>
<RuntimeIdentifier>linux-arm64</RuntimeIdentifier>
<PublishReadyToRun>true</PublishReadyToRun>
<IncludeAllContentForSelfExtract>true</IncludeAllContentForSelfExtract>
</PropertyGroup>
</Project>

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librgbmatrix.so Normal file

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