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//variable.h 定义该程序用到的全局变量
#ifndef _VARIABLE_H #define _VARIABLE_H #define GAME_BOARD_WIDTH 50 #define GAME_BOARD_HEIGHT 64 #define PIXEL_PER_CUBE_X 5//4 #define PIXEL_PER_CUBE_Y 4//3 #define NEXT_CUBES_SHOW_POS_X 11 #define NEXT_CUBES_SHOW_POS_Y 9 #define CUBE_COUNT_X 10 #define CUBE_COUNT_Y 16 #define WALL_LOC (GAME_BOARD_WIDTH - 1) //command #define MOVE_LEFT 0x80 #define MOVE_RIGHT 0x40 #define MOVE_DOWN 0x20 #define ROTATION 0x10 #define NO_ACTION 0x01 #define PAUSE 0x02 #define QUIT 0x04 #define CONFIRM 0x08 //level #define LEVEL0 40 //2s #define LEVEL1 20 //1s #define LEVEL2 10 //0.5s #define LEVEL3 7 // #define LEVEL4 5 // #define LEVEL5 3 // typedef unsigned char uchar; typedef unsigned int uint; typedef unsigned long ulong; unsigned char command = NO_ACTION; unsigned char game_score = 0; unsigned char game_score_str[4] = {0}; unsigned char game_score1 = 0; unsigned char game_score2 = 0; unsigned char game_score3 = 0; xdata unsigned int game_board_cube[16] = {0}; xdata unsigned int snake_game_board_cube[16] = {0}; xdata unsigned char highest_cube_per_column[CUBE_COUNT_X] = {0}; unsigned char game_level = LEVEL5; unsigned char real_game_level = 2; typedef struct _Cubes { unsigned char x1, y1; unsigned char x2, y2; unsigned char x3, y3; unsigned char x4, y4; unsigned char cube_type; unsigned char signature; }Cubes; Cubes prev_cubes = {0}; Cubes curr_cubes = {0}; Cubes next_cubes = {0}; #endif
//main.c 主函数
//#include "t6963.c" #include "variable.h" #include "teric.c" //产生随机数 //#define RAND_MAX 32767 unsigned int time = 0; bit start_count = 1; /* * 功 能:定时器0的初始化 * 参 数:无 * 返回值:无 */ void Timer_Init(void) { EA = 0; TMOD=0x11; //采用的是定时器0,工作与模式1 TH0=(65536-46080)/256; //每隔50ms发起一次中断。 TL0=(65536-46080)%256; //50000*11.0592/12 TR0=1; //启用定时器 ET0=1; //开定时器0中断 TR1=1; ET1=1; EA=1; //开总中断 } void Timer0_Stop(void) { TR0=0; //启用定时器 ET0=0; //开定时器0中断 // EA=0; //开总中断 } /* * 功 能:定时器0的中断处理 * 参 数:无 * 返回值:无 */ void Time0_Int() interrupt 1 { TH0 = (65536-46080) / 256; TL0 = (65536-46080) % 256; if (start_count == 1) time ++; if (time == game_level) { Timer0_Stop(); } // t++; } /* * 功 能:定时器1的中断处理 * 参 数:无 * 返回值:无 */ void Time1_Int() interrupt 3 { TH1 = (65536-46080) / 256; TL1 = (65536-46080) % 256; // if (start_count == 1) // time ++; // if (time == game_level) // { // Timer0_Stop(); // } // t++; } #define KEY_DATA XBYTE[0x0F700] // 数据口 void KeyDown() { //写行 uchar sel_row; uchar sel_col; sel_row = 0x0FE; KEY_DATA = sel_row; sel_col = KEY_DATA & 0x0f0; if (sel_col == 0xE0) { // LCM_print_ram(9, 1, "LEFT"); command = MOVE_LEFT; return; // move_left = MOVE_LEFT; // move_right = NO_ACTION; // move_down = NO_ACTION; // rotation = NO_ACTION; } // else if (sel_col == 0xD0) // { // LCM_print_ram(9, 1, "8"); // } // else if (sel_col == 0xB0) // { // LCM_print_ram(9, 1, "4"); // } else if (sel_col == 0xB0) { // LCM_print_ram(9, 1, "CONFIRM"); command = CONFIRM; return; } else if (sel_col == 0x70) { LCM_print_ram(3,7,"Level 0"); game_level = LEVEL0; return; } sel_row = 0x0FD; KEY_DATA = sel_row; sel_col = KEY_DATA & 0x0f0; if (sel_col == 0xE0) { // LCM_print_ram(9, 1, "DOWN"); command = MOVE_DOWN; return; } else if (sel_col == 0xD0) { command = ROTATION; return; } else if (sel_col == 0xB0) { // LCM_print_ram(9, 1, "PAUSE"); command = PAUSE; return; // command = CANCLE; } else if (sel_col == 0x70) { LCM_print_ram(3,7,"Level 1"); game_level = LEVEL1; return; } sel_row = 0x0FB; KEY_DATA = sel_row; sel_col = KEY_DATA & 0x0f0; if (sel_col == 0xE0) { command = MOVE_RIGHT; return; } else if (sel_col == 0xB0) { LCM_print_ram(9, 1, "QUIT"); command = QUIT; return; } else if (sel_col == 0x70) { LCM_print_ram(3,7,"Level 2"); game_level = LEVEL2; return; } } void main() { // uchar x1, x2, x3, x4, y1, y2, y3, y4; //uchar x, y; bit which_buff = 0; // uint tmp = 0; uchar cube_type = 15; uchar next_cube_type = 0; bit flag = 0; bit full_row_flag = 0; bit game_over_flag = 0; uchar rand_num; LCM_init(); LCM_clear_text(); LCM_clear_graph1(); LCM_clear_ram(); // game_level = LEVEL5; label_start_game: GameMainScreen(command, game_over_flag); for (;;) { KeyDown(); //默认等级 if (command == CONFIRM) { LCM_clear_text(); LCM_clear_graph1(); LCM_clear_ram(); command = NO_ACTION; PrintMyInfo(); game_level = LEVEL5; Timer_Init(); goto label_start_play_game; } //选择等级 else if (game_level == LEVEL0 || game_level == LEVEL1 || game_level == LEVEL2) { LCM_clear_text(); LCM_clear_graph1(); LCM_clear_ram(); if(game_level == LEVEL0) { LCM_print_ram(3,5,"You Select"); LCM_print_ram(3,6,"Level 0"); } else if (game_level == LEVEL1) { LCM_print_ram(3,5,"You Select"); LCM_print_ram(3,6,"Level 1"); } else if(game_level == LEVEL2) { LCM_print_ram(3,5,"You Select"); LCM_print_ram(3,6,"Level 2"); } DelayMs(500); command = NO_ACTION; LCM_clear_text(); PrintMyInfo(); Timer_Init(); goto label_start_play_game; } } while(1); label_start_play_game: // command = NO_ACTION; DrawWall(); //游戏开始之前检测每个柱子的最大高度 GetHightCubePerColumn(); //随机生成一个cubes rand_num = TL1 % 18; cube_type = rand_num; curr_cubes = InitCubes(cube_type); //在game_board_cubes置1 SetCubes(game_board_cube, 1); //绘制cubes DrawTericCubes(curr_cubes); // // DrawNums(SCORE_NUM_POS_X, SCORE_NUM_POS_Y - NUM_HEIGHT, game_level); DrawScore(); //提示下一个cubes rand_num = TL1 % 18; next_cube_type = rand_num; next_cubes = InitCubes(next_cube_type); ShowNextCubes(); label_play_game: for(;;) { KeyDown(); if (command == PAUSE) { command = NO_ACTION; goto label_stop_game; } if (command == QUIT) { command = NO_ACTION; goto label_quit_game; } rand_num = TL1 % 18; //每隔一定的时间显示界面 if (time == game_level) { start_count = 0; //判断当前cubes是否能够再降落下来 if(curr_cubes.y1 < highest_cube_per_column[curr_cubes.x1] && curr_cubes.y2 < highest_cube_per_column[curr_cubes.x2] && curr_cubes.y3 < highest_cube_per_column[curr_cubes.x3] && curr_cubes.y4 < highest_cube_per_column[curr_cubes.x4]) { //保存上一次的cubes状态, //由于在cubes下降过程中,要将之前的cubes清除 //所以通过保存上一次的cubes可以实现对先前cubes的清除 prev_cubes = curr_cubes; //在game_board_cubes中间先前的cubes位置置0 // ResetPrevCubes(); SetCubes(game_board_cube, 0); //绘制之前的cubes,实际上是清除cubes // DrawPrevCubes(); DrawTericCubes(prev_cubes); //当前cubes的高度下降,默认情况就应该是如此 curr_cubes.y1 ++; //有按键按下 if (command == MOVE_LEFT || command == MOVE_RIGHT || command == MOVE_DOWN || command == ROTATION) { MoveCommand(command ); command = NO_ACTION; } //更新整个cubes的位置 UpDateCurrCubesPos(&curr_cubes); //在game_board_cubes将当前cubes的位置置1 SetCubes(game_board_cube, 1); //绘制当前cubes,并显示出来 DrawTericCubes(curr_cubes); } //当前的cubes已经不能再下降 else { //判断是否有一整行全都是cubes的 //如果有则清除该行 /* if (command == MOVE_LEFT || command == MOVE_RIGHT || command == MOVE_DOWN || command == ROTATION) { MoveCommand(command ); command = NO_ACTION; } UpDateCurrCubesPos(&curr_cubes); //在game_board_cubes将当前cubes的位置置1 SetCubes(game_board_cube, 1); //绘制当前cubes,并显示出来 DelayMs(20); DrawTericCubes(curr_cubes); */ full_row_flag = IsFullRows(); if (full_row_flag) { uchar full_row_count = FullRowsNum(); UpdateScore(full_row_count); if (game_score >= 3) { game_score = 0; // game_level ++; real_game_level ++; } ClearFullRows(); DrawScore(); DrawCubes(game_board_cube); } //判断游戏是否结束 game_over_flag = 0; game_over_flag = IsGameOver(); if (game_over_flag == 1) { goto label_game_over; } //重新获得每一个柱子的最大高度 GetHightCubePerColumn(); //重新生成cube curr_cubes = next_cubes; next_cube_type = rand_num; next_cubes = InitCubes(next_cube_type); ShowNextCubes(); command = NO_ACTION; } time = 0; start_count = 1; Timer_Init(); //重新打开定时器 } } while(1); label_stop_game: while (1) { KeyDown(); if (command == CONFIRM) { command = NO_ACTION; Timer_Init(); goto label_play_game; } } label_quit_game: DelayMs(100); command = NO_ACTION; while(1) { KeyDown(); if (command == CONFIRM) { command = NO_ACTION; goto label_play_game; } if (command == QUIT) { RestartInit(); goto label_start_game; } } label_game_over: RestartInit(); GameMainScreen(command, game_over_flag); game_over_flag = 0; command = NO_ACTION; for(;;) { KeyDown(); if (command == CONFIRM) { RestartInit(); goto label_start_play_game; } } while(1); }
//teric.c 程序的逻辑实验部分
#include "t6963.c" #include "variable.h" ///////////////////////////////////////////////////////////// /************************************************************************** 延时ms:延时的毫秒数 ***************************************************************************/ void DelayMs(uint ms) { uint iq0, iq1; for (iq0 = ms; iq0 > 0; iq0--) for (iq1 = 1000; iq1 > 0; iq1--); } void DrawWall() { uchar y; uchar x; for (y = 0; y < GAME_BOARD_HEIGHT; y ++) { for (x = 1; x < 3; x ++) { LCM_pixel(WALL_LOC+x, y, 1); } } } void DrawWelcomeBoard() { } void WriteCube(uchar x, uchar y, bit is_show) { uchar i, j; if (is_show) { for (i = x; i < x + PIXEL_PER_CUBE_X; i ++) { if (i == x + PIXEL_PER_CUBE_X - 1) { LCM_pixel(i, j, 0); continue; } for (j = y; j < y + PIXEL_PER_CUBE_Y; j ++) { if (j == y + PIXEL_PER_CUBE_Y - 1) { LCM_pixel(i, j, 0); } else { LCM_pixel(i, j, 1); } } } } else { for (i = x; i < x + PIXEL_PER_CUBE_X; i ++) { for (j = y; j < y + PIXEL_PER_CUBE_Y; j ++) { LCM_pixel(i, j, 0); } } } } void SetGameBoardCubeBit(uint* game_board_cube, uchar x, uchar y, bit is_set) { if (is_set == 1) { uint tmp = game_board_cube[y]; game_board_cube[y] = tmp | (0x8000 >> x); } else if (is_set == 0) { uint tmp1 = game_board_cube[y]; uint tmp2 = tmp1 & (0x8000 >> x); game_board_cube[y] = tmp1 & (~tmp2); } } bit IsCube(uint* game_board_cube, uchar x, uchar y) { uint tmp1 = game_board_cube[y]; bit tmp2 = tmp1 & (0x8000 >> x); return tmp2; } void DrawCube(uint* game_board_cube, uchar x, uchar y) { bit flag = IsCube(game_board_cube, x, y); if (flag) { WriteCube(x * PIXEL_PER_CUBE_X, y * PIXEL_PER_CUBE_Y, 1); } else { WriteCube(x * PIXEL_PER_CUBE_X, y * PIXEL_PER_CUBE_Y, 0); } } void DrawCubes(uint* game_board_cube) { uchar x; uchar y; for (y = 0; y < CUBE_COUNT_Y; y ++) { for (x = 0; x < CUBE_COUNT_X; x ++) { DrawCube(game_board_cube, x, y); } } } //bit IsLeftNoCubes(uint* game_board_cube, uchar x1, uchar y1, uchar x2, uchar y2, uchar x3, uchar y3, uchar x4, uchar y4) bit IsLeftNoCubes(uint* game_board_cube, Cubes cube) { bit flag = 0; bit flag1 = IsCube(game_board_cube, cube.x1-1, cube.y1); bit flag2 = IsCube(game_board_cube, cube.x2-1, cube.y2); bit flag3 = IsCube(game_board_cube, cube.x3-1, cube.y3); bit flag4 = IsCube(game_board_cube, cube.x4-1, cube.y4); if (flag1 == 0 && flag2 == 0 && flag3 == 0 && flag4 == 0) { flag = 1; } return flag; } //bit IsRightNoCubes(uint* game_board_cube, uchar x1, uchar y1, uchar x2, uchar y2, uchar x3, uchar y3, uchar x4, uchar y4) bit IsRightNoCubes(uint* game_board_cube, Cubes cube) { bit flag = 0; bit flag1 = IsCube(game_board_cube, cube.x1+1, cube.y1); bit flag2 = IsCube(game_board_cube, cube.x2+1, cube.y2); bit flag3 = IsCube(game_board_cube, cube.x3+1, cube.y3); bit flag4 = IsCube(game_board_cube, cube.x4+1, cube.y4); if (flag1 == 0 && flag2 == 0 && flag3 == 0 && flag4 == 0) { flag = 1; } return flag; } void UpDateCurrCubesPos(Cubes* cubes) { // Cubes curr_cubes = (*cubes); if ((*cubes).cube_type == 0) { // - - - - (*cubes).x2 = (*cubes).x1+1; (*cubes).y2 = (*cubes).y1; (*cubes).x3 = (*cubes).x1+2; (*cubes).y3 = (*cubes).y1; (*cubes).x4 = (*cubes).x1+3; (*cubes).y4 = (*cubes).y1; } else if ((*cubes).cube_type == 1)// { // | // | // | // | (*cubes).x2 = (*cubes).x1; (*cubes).y2 = (*cubes).y1+1; (*cubes).x3 = (*cubes).x1; (*cubes).y3 = (*cubes).y1+2; (*cubes).x4 = (*cubes).x1; (*cubes).y4 = (*cubes).y1+3; } else if ((*cubes).cube_type == 2) { // - - // - - (*cubes).x2 = (*cubes).x1 + 1; (*cubes).y2 = (*cubes).y1; (*cubes).x3 = (*cubes).x1; (*cubes).y3 = (*cubes).y1 + 1; (*cubes).x4 = (*cubes).x1 + 1; (*cubes).y4 = (*cubes).y1 + 1; } else if ((*cubes).cube_type == 3) { // | // - - // | (*cubes).x2 = (*cubes).x1; (*cubes).y2 = (*cubes).y1 + 1; (*cubes).x3 = (*cubes).x1 + 1; (*cubes).y3 = (*cubes).y1 + 1; (*cubes).x4 = (*cubes).x1 + 1; (*cubes).y4 = (*cubes).y1 + 2; } else if ((*cubes).cube_type == 4) { // __ // | //__| (*cubes).x2 = (*cubes).x1 - 1; (*cubes).y2 = (*cubes).y1; (*cubes).x3 = (*cubes).x1 - 1; (*cubes).y3 = (*cubes).y1 + 1; (*cubes).x4 = (*cubes).x1 - 2; (*cubes).y4 = (*cubes).y1 + 1; } else if ((*cubes).cube_type == 5) { // | // - - // | (*cubes).x2 = (*cubes).x1; (*cubes).y2 = (*cubes).y1 + 1; (*cubes).x3 = (*cubes).x1 - 1; (*cubes).y3 = (*cubes).y1 + 1; (*cubes).x4 = (*cubes).x1 - 1; (*cubes).y4 = (*cubes).y1 + 2; } else if ((*cubes).cube_type == 6) { // __ // | // |__ (*cubes).x2 = (*cubes).x1 + 1; (*cubes).y2 = (*cubes).y1 ; (*cubes).x3 = (*cubes).x1 + 1; (*cubes).y3 = (*cubes).y1 + 1; (*cubes).x4 = (*cubes).x1 + 2; (*cubes).y4 = (*cubes).y1 + 1; } else if ((*cubes).cube_type == 7) { // | // | //__| (*cubes).x2 = (*cubes).x1; (*cubes).y2 = (*cubes).y1 + 1; (*cubes).x3 = (*cubes).x1; (*cubes).y3 = (*cubes).y1 + 2; (*cubes).x4 = (*cubes).x1 - 1; (*cubes).y4 = (*cubes).y1 + 2; } else if ((*cubes).cube_type == 8) { // // | // |- - (*cubes).x2 = (*cubes).x1; (*cubes).y2 = (*cubes).y1 + 1; (*cubes).x3 = (*cubes).x1 + 1; (*cubes).y3 = (*cubes).y1 + 1; (*cubes).x4 = (*cubes).x1 + 2; (*cubes).y4 = (*cubes).y1 + 1; } else if ((*cubes).cube_type == 9) { // |- // | // | (*cubes).x2 = (*cubes).x1 - 1; (*cubes).y2 = (*cubes).y1; (*cubes).x3 = (*cubes).x1 - 1; (*cubes).y3 = (*cubes).y1 + 1; (*cubes).x4 = (*cubes).x1 - 1; (*cubes).y4 = (*cubes).y1 + 2; } else if ((*cubes).cube_type == 10) { // //- - - // | (*cubes).x2 = (*cubes).x1 + 1; (*cubes).y2 = (*cubes).y1 ; (*cubes).x3 = (*cubes).x1 + 2; (*cubes).y3 = (*cubes).y1 ; (*cubes).x4 = (*cubes).x1 + 2; (*cubes).y4 = (*cubes).y1 + 1; } else if (curr_cubes.cube_type == 11) { // | // | // - - (*cubes).x2 = (*cubes).x1 ; (*cubes).y2 = (*cubes).y1 + 1; (*cubes).x3 = (*cubes).x1 ; (*cubes).y3 = (*cubes).y1 + 2; (*cubes).x4 = (*cubes).x1 + 1; (*cubes).y4 = (*cubes).y1 + 2; } else if (curr_cubes.cube_type == 12) { // - - - // | // (*cubes).x2 = (*cubes).x1 + 1; (*cubes).y2 = (*cubes).y1; (*cubes).x3 = (*cubes).x1 + 2; (*cubes).y3 = (*cubes).y1 ; (*cubes).x4 = (*cubes).x1 ; (*cubes).y4 = (*cubes).y1 + 1; } else if ((*cubes).cube_type == 13) { // -| // | // | (*cubes).x2 = (*cubes).x1 + 1; (*cubes).y2 = (*cubes).y1; (*cubes).x3 = (*cubes).x1 + 1; (*cubes).y3 = (*cubes).y1 + 1; (*cubes).x4 = (*cubes).x1 + 1; (*cubes).y4 = (*cubes).y1 + 2; } else if ((*cubes).cube_type == 14) { // // | // - - - (*cubes).x2 = (*cubes).x1 - 2; (*cubes).y2 = (*cubes).y1 + 1; (*cubes).x3 = (*cubes).x1 - 1; (*cubes).y3 = (*cubes).y1 + 1; (*cubes).x4 = (*cubes).x1 ; (*cubes).y4 = (*cubes).y1 + 1; } else if ((*cubes).cube_type == 15) { // | // - - - (*cubes).x2 = (*cubes).x1 - 1; (*cubes).y2 = (*cubes).y1 + 1; (*cubes).x3 = (*cubes).x1 ; (*cubes).y3 = (*cubes).y1 + 1; (*cubes).x4 = (*cubes).x1 + 1; (*cubes).y4 = (*cubes).y1 + 1; } else if ((*cubes).cube_type == 16) { // | // |- // | (*cubes).x2 = (*cubes).x1 ; (*cubes).y2 = (*cubes).y1 + 1; (*cubes).x3 = (*cubes).x1 + 1; (*cubes).y3 = (*cubes).y1 + 1; (*cubes).x4 = (*cubes).x1; (*cubes).y4 = (*cubes).y1 + 2; } else if ((*cubes).cube_type == 17) { // - - - // | // (*cubes).x2 = (*cubes).x1 + 1; (*cubes).y2 = (*cubes).y1 ; (*cubes).x3 = (*cubes).x1 + 2; (*cubes).y3 = (*cubes).y1 ; (*cubes).x4 = (*cubes).x1 + 1; (*cubes).y4 = (*cubes).y1 + 1; } else if ((*cubes).cube_type == 18) { // | // _| // | (*cubes).x2 = (*cubes).x1 - 1; (*cubes).y2 = (*cubes).y1 + 1; (*cubes).x3 = (*cubes).x1 ; (*cubes).y3 = (*cubes).y1 + 1; (*cubes).x4 = (*cubes).x1 ; (*cubes).y4 = (*cubes).y1 + 2; } } Cubes InitCubes(uchar cube_type) { Cubes cubes = {0}; if (cube_type == 0) // 。。。。 { // - - - - cubes.x1 = CUBE_COUNT_X/2 - 2; //GAME_BOARD_WIDTH/2 - 1; cubes.y1 = 0; cubes.cube_type = cube_type; cubes.signature = 0; UpDateCurrCubesPos(&cubes); } else if (cube_type == 1) { // | // | // | // | cubes.x1 = CUBE_COUNT_X/2; //GAME_BOARD_WIDTH/2 - 1; cubes.y1 = 0; cubes.cube_type = cube_type; cubes.signature = 0; UpDateCurrCubesPos(&cubes); } else if (cube_type == 2) { // - - // - - cubes.x1 = CUBE_COUNT_X/2 - 1; //GAME_BOARD_WIDTH/2 - 1; cubes.y1 = 0; cubes.cube_type = cube_type; cubes.signature = 1; UpDateCurrCubesPos(&cubes); } else if (cube_type == 3) { // | // - - // | cubes.x1 = CUBE_COUNT_X/2; //GAME_BOARD_WIDTH/2 - 1; cubes.y1 = 0; cubes.cube_type = cube_type; cubes.signature = 2; UpDateCurrCubesPos(&cubes); } else if (cube_type == 4) // 。。。。 { // __ // | //__| cubes.x1 = CUBE_COUNT_X/2 - 2; //GAME_BOARD_WIDTH/2 - 1; cubes.y1 = 0; cubes.cube_type = cube_type; cubes.signature = 2; UpDateCurrCubesPos(&cubes); } else if (cube_type == 5) { // | // - - // | cubes.x1 = CUBE_COUNT_X/2; //GAME_BOARD_WIDTH/2 - 1; cubes.y1 = 0; cubes.cube_type = cube_type; cubes.signature = 3; UpDateCurrCubesPos(&cubes); } else if (cube_type == 6) { // __ // | // |__ cubes.x1 = CUBE_COUNT_X/2 - 1; //GAME_BOARD_WIDTH/2 - 1; cubes.y1 = 0; cubes.cube_type = cube_type; cubes.signature = 3; UpDateCurrCubesPos(&cubes); } else if (cube_type == 7) { // | // | //__| cubes.x1 = CUBE_COUNT_X/2; //GAME_BOARD_WIDTH/2 - 1; cubes.y1 = 0; cubes.cube_type = cube_type; cubes.signature = 4; UpDateCurrCubesPos(&cubes); } else if (cube_type == 8) // 。。。。 { // // | // |- - cubes.x1 = CUBE_COUNT_X/2 - 2; //GAME_BOARD_WIDTH/2 - 1; cubes.y1 = 0; cubes.cube_type = cube_type; cubes.signature = 4; UpDateCurrCubesPos(&cubes); } else if (cube_type == 9) { // |- // | // | cubes.x1 = CUBE_COUNT_X/2; //GAME_BOARD_WIDTH/2 - 1; cubes.y1 = 0; cubes.cube_type = cube_type; cubes.signature = 4; UpDateCurrCubesPos(&cubes); } else if (cube_type == 10) { // //- - - // | cubes.x1 = CUBE_COUNT_X/2 - 1; //GAME_BOARD_WIDTH/2 - 1; cubes.y1 = 0; cubes.cube_type = cube_type; cubes.signature = 4; UpDateCurrCubesPos(&cubes); } else if (cube_type == 11) // 。。。。 { // | // | // - - cubes.x1 = CUBE_COUNT_X/2 - 2; //GAME_BOARD_WIDTH/2 - 1; cubes.y1 = 0; cubes.cube_type = cube_type; cubes.signature = 5; UpDateCurrCubesPos(&cubes); } else if (cube_type == 12) { // - - - // | cubes.x1 = CUBE_COUNT_X/2; //GAME_BOARD_WIDTH/2 - 1; cubes.y1 = 0; cubes.cube_type = cube_type; cubes.signature = 5; UpDateCurrCubesPos(&cubes); } else if (cube_type == 13) { // -| // | // | cubes.x1 = CUBE_COUNT_X/2 - 1; //GAME_BOARD_WIDTH/2 - 1; cubes.y1 = 0; cubes.cube_type = cube_type; cubes.signature = 5; UpDateCurrCubesPos(&cubes); } else if (cube_type == 14) { // | // - - - cubes.x1 = CUBE_COUNT_X/2; //GAME_BOARD_WIDTH/2 - 1; cubes.y1 = 0; cubes.cube_type = cube_type; cubes.signature = 5; UpDateCurrCubesPos(&cubes); } else if (cube_type == 15) { // | // - - - cubes.x1 = CUBE_COUNT_X/2; //GAME_BOARD_WIDTH/2 - 1; cubes.y1 = 0; cubes.cube_type = cube_type; cubes.signature = 6; UpDateCurrCubesPos(&cubes); } else if (cube_type == 16) { // | // |- // | cubes.x1 = CUBE_COUNT_X/2; //GAME_BOARD_WIDTH/2 - 1; cubes.y1 = 0; cubes.cube_type = cube_type; cubes.signature = 6; UpDateCurrCubesPos(&curr_cubes); } else if (cube_type == 17) { // - - - // | cubes.x1 = CUBE_COUNT_X/2; //GAME_BOARD_WIDTH/2 - 1; cubes.y1 = 0; cubes.cube_type = cube_type; cubes.signature = 6; UpDateCurrCubesPos(&cubes); } else if (cube_type == 18) { // | // _| // | cubes.x1 = CUBE_COUNT_X/2; //GAME_BOARD_WIDTH/2 - 1; cubes.y1 = 0; cubes.cube_type = cube_type; cubes.signature = 6; UpDateCurrCubesPos(&cubes); } return cubes; } void SetCubes(uint* game_board_cube, bit is_set) { SetGameBoardCubeBit(game_board_cube, curr_cubes.x1, curr_cubes.y1, is_set); SetGameBoardCubeBit(game_board_cube, curr_cubes.x2, curr_cubes.y2, is_set); SetGameBoardCubeBit(game_board_cube, curr_cubes.x3, curr_cubes.y3, is_set); SetGameBoardCubeBit(game_board_cube, curr_cubes.x4, curr_cubes.y4, is_set); } void DrawTericCubes(Cubes cubes) { DrawCube(game_board_cube, cubes.x1, cubes.y1); DrawCube(game_board_cube, cubes.x2, cubes.y2); DrawCube(game_board_cube, cubes.x3, cubes.y3); DrawCube(game_board_cube, cubes.x4, cubes.y4); } void GetHightCubePerColumn() { uchar x, y; // uchar tmp1; bit flag; for (x = 0; x < CUBE_COUNT_X; x ++) { for (y = 0; y < CUBE_COUNT_Y; y++) { flag = IsCube(game_board_cube, x, y); if (flag == 1) { highest_cube_per_column[x] = y - 1; if (highest_cube_per_column[x] == 0) highest_cube_per_column[x] = 0; break; } else if (flag == 0) { if (y == CUBE_COUNT_Y - 1) highest_cube_per_column[x] = y; } } // highest_cube_per_column[x] } } bit IsWall(uchar x, uchar y) { bit flag = 0; if (x <0 || x >= CUBE_COUNT_X || y < 0 || y >= CUBE_COUNT_Y) { flag = 1; return flag; } return flag; } void RotationCubes(uchar x1, uchar y1, uchar x2, uchar y2, uchar x3, uchar y3, uchar x4, uchar y4, uchar cube_type) { bit flag1, flag2, flag3, flag4; flag1 = IsWall(x1, y1); flag2 = IsWall(x2, y2); flag3 = IsWall(x3, y3); flag4 = IsWall(x4, y4); if (flag1 == 1 || flag2 == 1 || flag3 == 1 || flag4 == 1) return; flag1 = IsCube(game_board_cube, x1, y1); flag2 = IsCube(game_board_cube, x2, y2); flag3 = IsCube(game_board_cube, x3, y3); flag4 = IsCube(game_board_cube,x4, y4); if (flag1 == 0 && flag2 == 0 && flag3 == 0 && flag4 == 0) { curr_cubes.cube_type = cube_type; curr_cubes.x1 = x1; curr_cubes.y1 = y1; UpDateCurrCubesPos(&curr_cubes); } } void RotationAction(uchar signature) { uchar x1, y1, x2, y2, x3, y3, x4, y4; if (curr_cubes.signature == 0) { if (curr_cubes.cube_type == 0) { x1 = curr_cubes.x1; y1 = curr_cubes.y1 - 3; x2 = x1; y2 = y1+1; x3 = x1; y3 = y1+2; x4 = x1; y4 = y1+3; RotationCubes(x1, y1, x2, y2, x3, y3, x4, y4, 1); } else if (curr_cubes.cube_type == 1) { x1 = curr_cubes.x4; y1 = curr_cubes.y4; x2 = x1+1; y2 = y1; x3 = x1+2; y3 = y1; x4 = x1+3; y4 = y1; RotationCubes(x1, y1, x2, y2, x3, y3, x4, y4, 0); } } else if (signature == 1) { //do nothing } else if (signature == 2) { if (curr_cubes.cube_type == 3) { x1 = curr_cubes.x1 + 2; y1 = curr_cubes.y1 + 1; x2 = x1 - 1; y2 = y1; x3 = x1 - 1; y3 = y1 + 1; x4 = x1 - 2; y4 = y1 + 1; RotationCubes(x1, y1, x2, y2, x3, y3, x4, y4, 4); } else if (curr_cubes.cube_type == 4) { x1 = curr_cubes.x1 - 2; y1 = curr_cubes.y1 - 1; x2 = x1; y2 = y1 + 1; x3 = x1 + 1; y3 = y1 + 1; x4 = x1 + 1; y4 = y1 + 2; RotationCubes(x1, y1, x2, y2, x3, y3, x4, y4, 3); } } else if (signature == 3) { if (curr_cubes.cube_type == 5) { // | // - - // | x1 = curr_cubes.x3; y1 = curr_cubes.y3; x2 = x1 + 1; y2 = y1 ; x3 = x1 + 1; y3 = y1 + 1; x4 = x1 + 2; y4 = y1 + 1; RotationCubes(x1, y1, x2, y2, x3, y3, x4, y4, 6); } else if (curr_cubes.cube_type == 6) { // __ // | // |__ x1 = curr_cubes.x3; y1 = curr_cubes.y3; x2 = x1; y2 = y1 + 1; x3 = x1 - 1; y3 = y1 + 1; x4 = x1 - 1; y4 = y1 + 2; RotationCubes(x1, y1, x2, y2, x3, y3, x4, y4, 5); } } else if (signature == 4) { if (curr_cubes.cube_type == 7) { // | // | //__| x1 = curr_cubes.x4; y1 = curr_cubes.y4 - 1; x2 = x1; y2 = y1 + 1; x3 = x1 + 1; y3 = y1 + 1; x4 = x1 + 2; y4 = y1 + 1; RotationCubes(x1, y1, x2, y2, x3, y3, x4, y4, 8); } else if (curr_cubes.cube_type == 8) { // // | // |- - x1 = curr_cubes.x1 + 1; y1 = curr_cubes.y1 - 1; x2 = x1 - 1; y2 = y1; x3 = x1 - 1; y3 = y1 + 1; x4 = x1 - 1; y4 = y1 + 2; RotationCubes(x1, y1, x2, y2, x3, y3, x4, y4, 9); } else if (curr_cubes.cube_type == 9) { // |- // | // | x1 = curr_cubes.x3; y1 = curr_cubes.y3; x2 = x1 + 1; y2 = y1 ; x3 = x1 + 2; y3 = y1 ; x4 = x1 + 2; y4 = y1 + 1; RotationCubes(x1, y1, x2, y2, x3, y3, x4, y4, 10); } else if (curr_cubes.cube_type == 10) { // //- - - // | x1 = curr_cubes.x2; y1 = curr_cubes.y2 - 1; x2 = x1; y2 = y1 + 1; x3 = x1; y3 = y1 + 2; x4 = x1 - 1; y4 = y1 + 2; RotationCubes(x1, y1, x2, y2, x3, y3, x4, y4, 7); } } else if (signature == 5) { if (curr_cubes.cube_type == 11) { // | // | // - - x1 = curr_cubes.x2; y1 = curr_cubes.y2; x2 = x1 + 1; y2 = y1; x3 = x1 + 2; y3 = y1 ; x4 = x1 ; y4 = y1 + 1; RotationCubes(x1, y1, x2, y2, x3, y3, x4, y4, 13); } else if (curr_cubes.cube_type == 12) { // - - - // | // x1 = curr_cubes.x1; y1 = curr_cubes.y1 - 1; x2 = x1 + 1; y2 = y1; x3 = x1 + 1; y3 = y1 + 1; x4 = x1 + 1; y4 = y1 + 2; RotationCubes(x1, y1, x2, y2, x3, y3, x4, y4, 13); } else if (curr_cubes.cube_type == 13) { // -| // | // | x1 = curr_cubes.x3 + 1; y1 = curr_cubes.y3; x2 = x1 - 2; y2 = y1 + 1; x3 = x1 - 1; y3 = y1 + 1; x4 = x1 ; y4 = y1 + 1; RotationCubes(x1, y1, x2, y2, x3, y3, x4, y4, 14); } else if (curr_cubes.cube_type == 14) { // // | // - - - x1 = curr_cubes.x2; y1 = curr_cubes.y2 - 2; x2 = x1 - 2; y2 = y1 + 1; x3 = x1 - 1; y3 = y1 + 1; x4 = x1 ; y4 = y1 + 1; RotationCubes(x1, y1, x2, y2, x3, y3, x4, y4, 11); } } else if (signature == 6) { if (curr_cubes.cube_type == 15) { // | // - - - x1 = curr_cubes.x1 - 1; y1 = curr_cubes.y1 - 1; x2 = x1 ; y2 = y1 + 1; x3 = x1 + 1; y3 = y1 + 1; x4 = x1; y4 = y1 + 2; RotationCubes(x1, y1, x2, y2, x3, y3, x4, y4, 16); } else if (curr_cubes.cube_type == 16) { // | // |- // | x1 = curr_cubes.x2; y1 = curr_cubes.y2; x2 = x1 + 1; y2 = y1 ; x3 = x1 + 2; y3 = y1 ; x4 = x1 + 1; y4 = y1 + 1; RotationCubes(x1, y1, x2, y2, x3, y3, x4, y4, 17); } else if (curr_cubes.cube_type == 17) { // - - - // | // x1 = curr_cubes.x2; y1 = curr_cubes.y2 - 1; x2 = x1 - 1; y2 = y1 + 1; x3 = x1 ; y3 = y1 + 1; x4 = x1 ; y4 = y1 + 2; RotationCubes(x1, y1, x2, y2, x3, y3, x4, y4, 18); } else if (curr_cubes.cube_type == 18) { // | // _| // | x1 = curr_cubes.x3; y1 = curr_cubes.y3; x2 = x1 - 1; y2 = y1 + 1; x3 = x1 ; y3 = y1 + 1; x4 = x1 + 1; y4 = y1 + 1; RotationCubes(x1, y1, x2, y2, x3, y3, x4, y4, 15); } } } void MoveCommand(uchar command) { if (command == MOVE_LEFT) { if (curr_cubes.x1 > 0 && curr_cubes.x2 > 0 && curr_cubes.x3 > 0 && curr_cubes.x4 > 0) { bit flag = IsLeftNoCubes(game_board_cube, curr_cubes); if (flag == 1) { curr_cubes.x1 --; } } } else if (command == MOVE_RIGHT) { if (curr_cubes.x1 < CUBE_COUNT_X-1 && curr_cubes.x2 < CUBE_COUNT_X-1 && curr_cubes.x3 < CUBE_COUNT_X-1 && curr_cubes.x4 < CUBE_COUNT_X-1) { bit flag = IsRightNoCubes(game_board_cube, curr_cubes); if (flag == 1) { curr_cubes.x1 ++; } } } else if (command == MOVE_DOWN) { uchar i; for (i = 0; i < 3; i ++) { if(curr_cubes.y1 < highest_cube_per_column[curr_cubes.x1]-1 && curr_cubes.y2 < highest_cube_per_column[curr_cubes.x2]-1 && curr_cubes.y3 < highest_cube_per_column[curr_cubes.x3]-1 && curr_cubes.y4 < highest_cube_per_column[curr_cubes.x4]-1) { curr_cubes.y1 ++; UpDateCurrCubesPos(&curr_cubes); } } } else if (command == ROTATION) { RotationAction(curr_cubes.signature); } else if (command == NO_ACTION) { //do nothing } command = 0x04; } void ClearFullRow(uchar y) { char yy; for (yy = (char)y; yy > 0; yy--) { game_board_cube[yy] = game_board_cube[yy-1]; } game_board_cube[0] = 0; } void ClearFullRows() { uchar x, y; uchar tmp = 0; bit flag; for (y = 0; y < CUBE_COUNT_Y; y ++) { tmp = 0; for (x = 0; x < CUBE_COUNT_X; x ++) { flag = IsCube(game_board_cube, x, y); if (flag == 1) { tmp ++; } } if (tmp == CUBE_COUNT_X) { //clear that row and update the full screen ClearFullRow(y); } } } bit IsFullRow(uchar y) { uchar x; bit flag; for (x = 0; x < CUBE_COUNT_X; x ++) { flag = IsCube(game_board_cube, x, y); if (flag == 0) { return flag; } } return flag; } bit IsFullRows() { uchar y; bit flag; for (y = 0; y < CUBE_COUNT_Y; y++) { flag = IsFullRow(y); if (flag == 1) return flag; } return flag; } uchar FullRowsNum() { uchar y = 0; bit flag = 0; uchar full_row_count = 0; for (y = 0; y < CUBE_COUNT_Y ; y ++) { flag = IsFullRow(y); if (flag == 1) { full_row_count ++; } } return full_row_count; } void UpdateScore(uchar full_row_count) { if (full_row_count == 1) { game_score++; } else if (full_row_count == 2) { game_score = game_score + 4; } else if (full_row_count == 3) { game_score = game_score + 7; } else if (full_row_count == 4) { game_score = game_score + 10; } else { //do nothing //if the program is right ,this case won‘t be appeared } } /* void DrawNumNone(uchar x, uchar y) { LCM_pixel(x + 0, y + 0, 0); LCM_pixel(x + 0, y + 1, 0); LCM_pixel(x + 0, y + 2, 0); LCM_pixel(x + 0, y + 3, 0); LCM_pixel(x + 0, y + 4, 0); LCM_pixel(x + 0, y + 5, 0); LCM_pixel(x + 1, y + 0, 0); LCM_pixel(x + 1, y + 1, 0); LCM_pixel(x + 1, y + 2, 0); LCM_pixel(x + 1, y + 3, 0); LCM_pixel(x + 1, y + 4, 0); LCM_pixel(x + 1, y + 5, 0); LCM_pixel(x + 2, y + 0, 0); LCM_pixel(x + 2, y + 1, 0); LCM_pixel(x + 2, y + 2, 0); LCM_pixel(x + 2, y + 3, 0); LCM_pixel(x + 2, y + 4, 0); LCM_pixel(x + 2, y + 5, 0); LCM_pixel(x + 3, y + 0, 0); LCM_pixel(x + 3, y + 1, 0); LCM_pixel(x + 3, y + 2, 0); LCM_pixel(x + 3, y + 3, 0); LCM_pixel(x + 3, y + 4, 0); LCM_pixel(x + 3, y + 5, 0); } void DrawNumOne(uchar x, uchar y) { LCM_pixel(x + 3, y + 0, 1); LCM_pixel(x + 3, y + 1, 1); LCM_pixel(x + 3, y + 2, 1); LCM_pixel(x + 3, y + 3, 1); LCM_pixel(x + 3, y + 4, 1); LCM_pixel(x + 3, y + 5, 1); } void DrawNumTwo(uchar x, uchar y) { LCM_pixel(x + 0, y, 1); LCM_pixel(x + 1, y, 1); LCM_pixel(x + 2, y, 1); LCM_pixel(x + 3, y, 1); LCM_pixel(x + 3, y + 1, 1); LCM_pixel(x + 3, y + 2, 1); LCM_pixel(x + 2, y + 2, 1); LCM_pixel(x + 1, y + 2, 1); LCM_pixel(x + 0, y + 2, 1); LCM_pixel(x + 0, y + 3, 1); LCM_pixel(x + 0, y + 4, 1); LCM_pixel(x + 0, y + 5, 1); LCM_pixel(x + 1, y + 5, 1); LCM_pixel(x + 2, y + 5, 1); LCM_pixel(x + 3, y + 5, 1); } void DrawNumThree(uchar x, uchar y) { LCM_pixel(x + 0, y, 1); LCM_pixel(x + 1, y, 1); LCM_pixel(x + 2, y, 1); LCM_pixel(x + 3, y, 1); LCM_pixel(x + 3, y + 1, 1); LCM_pixel(x + 3, y + 2, 1); LCM_pixel(x + 2, y + 2, 1); LCM_pixel(x + 1, y + 2, 1); LCM_pixel(x + 0, y + 2, 1); LCM_pixel(x + 3, y + 3, 1); LCM_pixel(x + 3, y + 4, 1); LCM_pixel(x + 3, y + 5, 1); LCM_pixel(x + 3, y + 5, 1); LCM_pixel(x + 2, y + 5, 1); LCM_pixel(x + 1, y + 5, 1); } void DrawNumFour(uchar x, uchar y) { LCM_pixel(x + 0, y, 1); LCM_pixel(x + 3, y, 1); LCM_pixel(x + 0, y + 1, 1); LCM_pixel(x + 3, y + 1, 1); LCM_pixel(x + 0, y + 2, 1); LCM_pixel(x + 1, y + 2, 1); LCM_pixel(x + 2, y + 2, 1); LCM_pixel(x + 3, y + 2, 1); LCM_pixel(x + 3, y + 3, 1); LCM_pixel(x + 3, y + 4, 1); LCM_pixel(x + 3, y + 5, 1); } void DrawNumFive(uchar x, uchar y) { LCM_pixel(x + 0, y, 1); LCM_pixel(x + 1, y, 1); LCM_pixel(x + 2, y, 1); LCM_pixel(x + 3, y, 1); LCM_pixel(x + 0, y+1, 1); LCM_pixel(x + 0, y+2, 1); LCM_pixel(x + 1, y+2, 1); LCM_pixel(x + 2, y+2, 1); LCM_pixel(x + 3, y+2, 1); LCM_pixel(x + 3, y+3, 1); // LCM_pixel1(x + 3, y+3, 1); LCM_pixel(x + 3, y+4, 1); // LCM_pixel1(x + 3, y+4, 1); LCM_pixel(x + 0, y+5, 1); LCM_pixel(x + 1, y+5, 1); LCM_pixel(x + 2, y+5, 1); LCM_pixel(x + 3, y+5, 1); } void DrawNumSix(uchar x, uchar y) { LCM_pixel(x + 0, y, 1); LCM_pixel(x + 1, y, 1); LCM_pixel(x + 2, y, 1); LCM_pixel(x + 3, y, 1); LCM_pixel(x + 0, y+1, 1); LCM_pixel(x + 0, y+2, 1); LCM_pixel(x + 1, y+2, 1); LCM_pixel(x + 2, y+2, 1); LCM_pixel(x + 3, y+2, 1); LCM_pixel(x + 3, y+3, 1); LCM_pixel(x + 3, y+4, 1); LCM_pixel(x + 0, y+5, 1); LCM_pixel(x + 1, y+5, 1); LCM_pixel(x + 2, y+5, 1); LCM_pixel(x + 3, y+5, 1); LCM_pixel(x + 0, y+3, 1); LCM_pixel(x + 0, y+4, 1); } void DrawNumSeven(uchar x, uchar y) { LCM_pixel(x + 0, y, 1); LCM_pixel(x + 1, y, 1); LCM_pixel(x + 2, y, 1); LCM_pixel(x + 3, y, 1); LCM_pixel(x + 3, y+1, 1); LCM_pixel(x + 3, y+2, 1); LCM_pixel(x + 3, y+3, 1); LCM_pixel(x + 3, y+4, 1); LCM_pixel(x + 3, y+5, 1); } void DrawNumEight(uchar x, uchar y) { LCM_pixel(x + 0, y, 1); LCM_pixel(x + 1, y, 1); LCM_pixel(x + 2, y, 1); LCM_pixel(x + 3, y, 1); LCM_pixel(x + 3, y+1, 1); LCM_pixel(x + 3, y+2, 1); LCM_pixel(x + 3, y+3, 1); LCM_pixel(x + 3, y+4, 1); LCM_pixel(x + 3, y+5, 1); LCM_pixel(x + 0, y + 1, 1); LCM_pixel(x + 0, y + 2, 1); LCM_pixel(x + 1, y + 2, 1); LCM_pixel(x + 2, y + 2, 1); LCM_pixel(x + 0, y + 3, 1); LCM_pixel(x + 0, y + 4, 1); LCM_pixel(x + 0, y + 5, 1); LCM_pixel(x + 1, y + 5, 1); LCM_pixel(x + 2, y + 5, 1); } void DrawNumNine(uchar x, uchar y) { LCM_pixel(x, y, 1); LCM_pixel(x+1, y, 1); LCM_pixel(x+2, y, 1); LCM_pixel(x+3, y, 1); LCM_pixel(x, y+1, 1); LCM_pixel(x+3, y+1, 1); LCM_pixel(x, y+2, 1); LCM_pixel(x+1, y+2, 1); LCM_pixel(x+2, y+2, 1); LCM_pixel(x+3, y+2, 1); LCM_pixel(x+3, y+3, 1); LCM_pixel(x+3, y+4, 1); LCM_pixel(x+3, y+5, 1); } void DrawNumZero(uchar x, uchar y) { LCM_pixel(x, y, 1); LCM_pixel(x+1, y, 1); LCM_pixel(x+2, y, 1); LCM_pixel(x+3, y, 1); LCM_pixel(x, y+1, 1); LCM_pixel(x+3, y+1, 1); LCM_pixel(x, y+2, 1); LCM_pixel(x+3, y+2, 1); LCM_pixel(x, y+3, 1); LCM_pixel(x+3, y+3, 1); LCM_pixel(x, y+4, 1); LCM_pixel(x+3, y+4, 1); LCM_pixel(x, y+5, 1); LCM_pixel(x+1, y+5, 1); LCM_pixel(x+2, y+5, 1); LCM_pixel(x+3, y+5, 1); } void DrawNums(uchar x, uchar y, uchar number) { DrawNumNone(x, y); if (number == 1) { DrawNumOne(x, y); } else if (number == 2) { DrawNumTwo(x, y); } else if (number == 3) { DrawNumThree(x, y); } else if (number == 4) { DrawNumFour(x, y); } else if (number == 5) { DrawNumFive(x, y); } else if (number == 6) { DrawNumSix(x, y); } else if (number == 7) { // DrawNumNone(x, y); DrawNumSeven(x, y); } else if (number == 8) { DrawNumEight(x, y); } else if (number == 9) { DrawNumNine(x, y); } else if (number == 0) { DrawNumZero(x, y); } } */ void DrawScore() { //显示分数数字 // game_score1 = (uchar)(game_score / 100); // game_score2 = (uchar)(game_score /10 % 10); // game_score3 = (uchar)(game_score % 10); // game_score4 = (uchar)(game_score % 1000); // DrawNums(SCORE_NUM_POS_X, SCORE_NUM_POS_Y, game_score1); // DrawNums(SCORE_NUM_POS_X + NUM_WIDTH + 1 , SCORE_NUM_POS_Y, game_score2); // DrawNums(SCORE_NUM_POS_X + 2*(NUM_WIDTH + 1), SCORE_NUM_POS_Y, game_score3); // DrawNums(SCORE_NUM_POS_X + 3*(NUM_WIDTH + 1), SCORE_NUM_POS_Y, game_score4); // game_score = 129; LCM_print_ram(7, 0, "level"); if (real_game_level == 1) { LCM_print_ram(7, 1, "1"); }else if(real_game_level == 2) { LCM_print_ram(7, 1, "2"); }else if(real_game_level == 3) { LCM_print_ram(7, 1, "3"); }else if(real_game_level == 4) { LCM_print_ram(7, 1, "4"); }else if(real_game_level == 5) { LCM_print_ram(7, 1, "5"); } LCM_print_ram(7, 2, "Score"); game_score_str[0] = (uchar)(game_score / 100) + 0x30; game_score_str[1] = (uchar)(game_score /10 % 10) + 0x30; game_score_str[2] = (uchar)(game_score % 10) + 0x30; LCM_print_ram(7, 3, game_score_str); } void ShowNextCubes() { uchar cube_type = next_cubes.cube_type; uchar x1, x2, x3, x4, y1, y2, y3, y4; WriteCube( NEXT_CUBES_SHOW_POS_X * PIXEL_PER_CUBE_X, NEXT_CUBES_SHOW_POS_Y * PIXEL_PER_CUBE_Y, 0); WriteCube((NEXT_CUBES_SHOW_POS_X+1) * PIXEL_PER_CUBE_X, NEXT_CUBES_SHOW_POS_Y * PIXEL_PER_CUBE_Y, 0); WriteCube((NEXT_CUBES_SHOW_POS_X+2) * PIXEL_PER_CUBE_X, NEXT_CUBES_SHOW_POS_Y * PIXEL_PER_CUBE_Y, 0); WriteCube((NEXT_CUBES_SHOW_POS_X+3) * PIXEL_PER_CUBE_X, NEXT_CUBES_SHOW_POS_Y * PIXEL_PER_CUBE_Y, 0); WriteCube( NEXT_CUBES_SHOW_POS_X * PIXEL_PER_CUBE_X, (NEXT_CUBES_SHOW_POS_Y+1) * PIXEL_PER_CUBE_Y, 0); WriteCube((NEXT_CUBES_SHOW_POS_X+1) * PIXEL_PER_CUBE_X, (NEXT_CUBES_SHOW_POS_Y+1) * PIXEL_PER_CUBE_Y, 0); WriteCube((NEXT_CUBES_SHOW_POS_X+2) * PIXEL_PER_CUBE_X, (NEXT_CUBES_SHOW_POS_Y+1) * PIXEL_PER_CUBE_Y, 0); WriteCube((NEXT_CUBES_SHOW_POS_X+3) * PIXEL_PER_CUBE_X, (NEXT_CUBES_SHOW_POS_Y+1) * PIXEL_PER_CUBE_Y, 0); WriteCube( NEXT_CUBES_SHOW_POS_X * PIXEL_PER_CUBE_X, (NEXT_CUBES_SHOW_POS_Y+2) * PIXEL_PER_CUBE_Y, 0); WriteCube((NEXT_CUBES_SHOW_POS_X+1) * PIXEL_PER_CUBE_X, (NEXT_CUBES_SHOW_POS_Y+2) * PIXEL_PER_CUBE_Y, 0); WriteCube((NEXT_CUBES_SHOW_POS_X+2) * PIXEL_PER_CUBE_X, (NEXT_CUBES_SHOW_POS_Y+2) * PIXEL_PER_CUBE_Y, 0); WriteCube((NEXT_CUBES_SHOW_POS_X+3) * PIXEL_PER_CUBE_X, (NEXT_CUBES_SHOW_POS_Y+2) * PIXEL_PER_CUBE_Y, 0); WriteCube( NEXT_CUBES_SHOW_POS_X * PIXEL_PER_CUBE_X, (NEXT_CUBES_SHOW_POS_Y+3) * PIXEL_PER_CUBE_Y, 0); WriteCube((NEXT_CUBES_SHOW_POS_X+1) * PIXEL_PER_CUBE_X, (NEXT_CUBES_SHOW_POS_Y+3) * PIXEL_PER_CUBE_Y, 0); WriteCube((NEXT_CUBES_SHOW_POS_X+2) * PIXEL_PER_CUBE_X, (NEXT_CUBES_SHOW_POS_Y+3) * PIXEL_PER_CUBE_Y, 0); WriteCube((NEXT_CUBES_SHOW_POS_X+3) * PIXEL_PER_CUBE_X, (NEXT_CUBES_SHOW_POS_Y+3) * PIXEL_PER_CUBE_Y, 0); if (cube_type == 4 || cube_type == 5 || cube_type == 7 ) { //x4_min x4 = next_cubes.x4; x1 = NEXT_CUBES_SHOW_POS_X - x4 + next_cubes.x1; x2 = NEXT_CUBES_SHOW_POS_X - x4 + next_cubes.x2; x3 = NEXT_CUBES_SHOW_POS_X - x4 + next_cubes.x3; x4 = NEXT_CUBES_SHOW_POS_X; } else if (cube_type == 9 || cube_type == 15 || cube_type == 18 || cube_type == 14) { //x2_min x2 = next_cubes.x2; x1 = NEXT_CUBES_SHOW_POS_X - x2 + next_cubes.x1; x3 = NEXT_CUBES_SHOW_POS_X - x2 + next_cubes.x3; x4 = NEXT_CUBES_SHOW_POS_X - x2 + next_cubes.x4; x2 = NEXT_CUBES_SHOW_POS_X; } else { //x1_min x1 = next_cubes.x1; x2 = NEXT_CUBES_SHOW_POS_X - x1 + next_cubes.x2; x3 = NEXT_CUBES_SHOW_POS_X - x1 + next_cubes.x3; x4 = NEXT_CUBES_SHOW_POS_X - x1 + next_cubes.x4; x1 = NEXT_CUBES_SHOW_POS_X; } y1 = next_cubes.y1; y2 = NEXT_CUBES_SHOW_POS_Y - y1 + next_cubes.y2; y3 = NEXT_CUBES_SHOW_POS_Y - y1 + next_cubes.y3; y4 = NEXT_CUBES_SHOW_POS_Y - y1 + next_cubes.y4; y1 = NEXT_CUBES_SHOW_POS_Y; WriteCube(x1 * PIXEL_PER_CUBE_X, y1 * PIXEL_PER_CUBE_Y, 1); WriteCube(x2 * PIXEL_PER_CUBE_X, y2 * PIXEL_PER_CUBE_Y, 1); WriteCube(x3 * PIXEL_PER_CUBE_X, y3 * PIXEL_PER_CUBE_Y, 1); WriteCube(x4 * PIXEL_PER_CUBE_X, y4 * PIXEL_PER_CUBE_Y, 1); } bit IsGameOver() { uchar x; bit flag = 0; for (x = 0; x < CUBE_COUNT_X; x ++) { if (highest_cube_per_column[x] == 0) { flag = 1; return flag; } } return flag; } void DrawRect(uchar x1, uchar y1, uchar x2, uchar y2) { uchar x, y; for (x = x1; x < x2; x ++) { LCM_pixel(x, y1, 1); LCM_pixel(x, y2, 1); } for (y = y1; y < y2; y ++) { LCM_pixel(x1, y, 1); LCM_pixel(x2, y, 1); } } void GameMainScreen(uchar command, bit flag) { uchar x, y; for (x = 0; x < 5; x ++) { for (y = 0; y < 5; y ++) { DrawRect(14 + x, 12 + y, 114 - x, 52 - y);; } } for (x = 20; x < 110; x ++) { for (y = 17; y < 47; y ++) { LCM_pixel(x, y, 0); } } if (command == QUIT) { LCM_print_ram(3,3, "Really to"); LCM_print_ram(3,4, "quit game?"); return; } else if (command == PAUSE) { LCM_print_ram(3, 3, "Pause"); return; } else if (flag == 1)//game is over { for (y = 0; y < CUBE_COUNT_Y; y ++) { for (x = 0; x < CUBE_COUNT_X; x ++) { SetGameBoardCubeBit(game_board_cube, x, y, 1); DrawCube(game_board_cube, x, y); } } for (x = 20; x < 110; x ++) { for (y = 17; y < 47; y ++) { LCM_pixel(x, y, 0); } } LCM_print_ram(3, 3,"Continue?"); } else if (flag == 0)//start the game { LCM_print_ram(3,3,"Welcome to"); LCM_print_ram(3,4,"play the"); LCM_print_ram(3,5,"Game!"); LCM_print_ram(3,7,"Select Level"); } } void PrintMyInfo() { LCM_print_ram(7,6,"08011122"); LCM_print_ram(7,7, "czx"); } void RestartInit() { uchar y = 0; for (y = 0; y < CUBE_COUNT_Y; y ++) { game_board_cube[y] = 0; } command = NO_ACTION; LCM_clear_text(); LCM_clear_graph1(); LCM_clear_ram(); PrintMyInfo(); }
//t6963.c LCD12864驱动(该部分不是本人写的)
#include <reg51.h> #include <absacc.h> #include "variable.h" //端口定义 #define LCMDW XBYTE[0x0f200] // 数据口 #define LCMCW XBYTE[0x0f201] // 命令口 // T6963C 命令定义 #define LCM_CUR_POS 0x21 // 光标位置设置 #define LCM_CGR_POS 0x22 // CGRAM偏置地址设置 #define LCM_ADD_POS 0x24 // 地址指针位置 #define LCM_TXT_STP 0x40 // 文本区首址 #define LCM_TXT_WID 0x41 // 文本区宽度 #define LCM_GRH_STP 0x42 // 图形区首址 #define LCM_GRH_WID 0x43 // 图形区宽度 #define LCM_MOD_OR 0x80 // 显示方式:逻辑"或" #define LCM_MOD_XOR 0x81 // 显示方式:逻辑"异或" #define LCM_MOD_AND 0x83 // 显示方式:逻辑"与" #define LCM_MOD_TCH 0x84 // 显示方式:文本特征 #define LCM_DIS_SW 0x90 // 显示开关:D0=1/0:光标闪烁启用/禁用; // D1=1/0:光标显示启用/禁用; // D2=1/0:文本显示启用/禁用; // D3=1/0:图形显示启用/禁用; #define LCM_CUR_SHP 0xA0 //光标形状选择:0xA0-0xA7表示光标占的行数 #define LCM_AUT_WR 0xB0 // 自动写设置 #define LCM_AUT_RD 0xB1 // 自动读设置 #define LCM_AUT_OVR 0xB2 // 自动读/写结束 #define LCM_INC_WR 0xC0 // 数据一次写,地址加1 #define LCM_INC_RD 0xC1 // 数据一次读,地址加1 #define LCM_DEC_WR 0xC2 // 数据一次写,地址减1 #define LCM_DEC_RD 0xC3 // 数据一次读,地址减1 #define LCM_NOC_WR 0xC4 // 数据一次写,地址不变 #define LCM_NOC_RD 0xC5 // 数据一次读,地址不变 #define LCM_SCN_RD 0xE0 // 屏读 #define LCM_SCN_CP 0xE8 // 屏拷贝 #define LCM_BIT_OP 0xF0 // 位操作:D0-D2:定义D0-D7位;D3:1置位;0:清除 /* ----- 定义液晶屏内部RAM ------ */ #define LCM_T_BASE 0x00 // 文本区内存首地址 #define LCM_G_BASE 0x10 // 图形区内存首地址 #define LCM_BYTES_PER_ROW 16 // 定义屏幕文本宽度为16字节 #define LCM_G_BASE_BUFF 0x10 // 绘图坐标限制 #define LCM_XMAX 128 #define LCM_XMIN 0 #define LCM_YMAX 64 #define LCM_YMIN 0 //typedef unsigned char uchar; //typedef unsigned int uint; //typedef unsigned long ulong; // 判准备好子程序 uchar fnST01(void) // 状态位STA1,STA0判断(读写指令和读写数据) { uchar i; for(i=10;i>0;i--) { if((LCMCW & 0x03) == 0x03) break; } return i; // 若返回零,说明错误 } uchar fnST2(void) // 状态位ST2判断(数据自动读状态) { uchar i; for(i=10;i>0;i--) { if((LCMCW & 0x04) == 0x04) break; } return i; // 若返回零,说明错误 } uchar fnST3(void) // 状态位ST3判断(数据自动写状态) { uchar i; for(i=10;i>0;i--) { if((LCMCW & 0x08) == 0x08) break; } return i; // 若返回零,说明错误 } uchar fnST6(void) // 状态位ST6判断(屏读/屏拷贝状态) { uchar i; for(i=10;i>0;i--) { if((LCMCW & 0x40) == 0x40) break; } return i; // 若返回零,说明错误 } uchar fnPR10(uchar uCmd,uchar uPar1,uchar uPar2) // 写双参数的指令 { if(fnST01() == 0) return 1; LCMDW = uPar1; if(fnST01() == 0) return 2; LCMDW = uPar2; if(fnST01() == 0) return 3; LCMCW = uCmd; return 0; // 返回0成功 } uchar fnPR11(uchar uCmd,uchar uPar1) // 写单参数的指令 { if(fnST01() == 0) return 1; LCMDW = uPar1; if(fnST01() == 0) return 2; LCMCW = uCmd; return 0; // 返回0成功 } uchar fnPR12(uchar uCmd) // 写无参数的指令 { if(fnST01() == 0) return 1; LCMCW = uCmd; return 0; // 返回0成功 } uchar fnPR13(uchar uData) // 一次写数据 { if(fnST01() == 0) return 1; LCMDW = uData; return 0; // 返回0成功 } uchar fnPR14(uchar uData) // 自动写数据 { if(fnST3() == 0) return 1; LCMDW = uData; return 0; // 返回0成功 } uchar fnPR2(void) // 一次读数据 { if(fnST01() == 0) return 1; return LCMDW; } void LCM_set_address(uint addr) { fnPR10(LCM_ADD_POS, addr & 0xFF, addr / 256); //0x24为设定地址命令 } //文本方式设置显示坐标 void LCM_xy(uchar x, uchar y) { uint addr; addr = 0x5000 + LCM_T_BASE + (y * LCM_BYTES_PER_ROW) + x; LCM_set_address(addr); // 设置显示地址 } //文本清屏 void LCM_clear_text(void) { uint i; fnPR10(LCM_ADD_POS, LCM_T_BASE,0x50); // 置地址指针 fnPR12(LCM_AUT_WR); // 自动写 for(i=0;i<16*8*8;i++) { fnST3(); fnPR14(0x00); // 写数据 } fnPR12(LCM_AUT_OVR); // 自动写结束 fnPR10(LCM_ADD_POS, LCM_T_BASE,0x00); // 重置地址指针} } // 图形清屏 void LCM_clear_graph1(void) { uint i; fnPR10(LCM_ADD_POS, LCM_G_BASE,0x00); // 置地址指针 // fnPR10(LCM_ADD_POS, LCM_G_BASE_BUFF,0x00); fnPR12(LCM_AUT_WR); // 自动写 for(i=0;i<16*8*8;i++) { fnST3(); fnPR14(0x00); // 写数据 } fnPR12(LCM_AUT_OVR); // 自动写结束 fnPR10(LCM_ADD_POS, LCM_G_BASE,0x00); // 重置地址指针 } //清全部32KB内存 void LCM_clear_ram(void) { uint i; fnPR10(LCM_ADD_POS, 0x00,0x00); // 置地址指针 fnPR12(LCM_AUT_WR); // 自动写 for(i=0;i<8000;i++) { fnST3(); fnPR14(0x00); // 写数据 } fnPR12(LCM_AUT_OVR); // 自动写结束 fnPR10(LCM_ADD_POS, 0x00,0x00); // 重置地址指针 } // 初始化显存和显示模式 uchar LCM_init (void) { if(fnPR10(LCM_TXT_STP, LCM_T_BASE,0x50) != 0) // 文本显示区首地址 return -1; fnPR10(LCM_TXT_WID, LCM_BYTES_PER_ROW,0x00); // 文本显示区宽度 fnPR10(LCM_GRH_STP, LCM_G_BASE,0x00); // 图形显示区首地址 // fnPR10(LCM_GRH_STP, LCM_G_BASE_BUFF,0x00); fnPR10(LCM_GRH_WID, LCM_BYTES_PER_ROW,0x00); // 图形显示区宽度 fnPR12(LCM_CUR_SHP | 0x07); // 光标形状 fnPR10(LCM_ADD_POS, 0x00,0x00); // 光标位置设置 fnPR12(LCM_MOD_OR); // 显示方式设置 fnPR12(LCM_DIS_SW | 0x0c); //显示设置为:图形开、文本开 // 注意:如果设置显示光标,需要设定光标的位置 return 0; } // 显示字符串RAM void LCM_print_ram(uchar x,uchar y, uchar *string) { uchar i,c; LCM_xy(x,y); fnPR12(LCM_AUT_WR); // 自动写 for (i=0;string[i]!=0;i++) { c = string[i] - 0x20; // 转换ASCII码为屏幕内码 fnPR14(c); // 写数据 } fnPR12(LCM_AUT_OVR); // 自动写结束 } void LCM_pixel(uchar column, uchar row, uchar show) { int addr; // memory address of byte containing pixel to write if( (column>=LCM_XMAX) || (row>=LCM_YMAX) ) return; // addr = LCM_G_BASE_BUFF + (row*LCM_BYTES_PER_ROW) + (column/8); addr = LCM_G_BASE + (row*LCM_BYTES_PER_ROW) + (column/8); LCM_set_address(addr); // set LCD addr. Pointer if(show) { LCM_set_address(addr); fnPR12(0xf8+7-column%8); } else { LCM_set_address(addr); fnPR12(0xf0+7-column%8); } }
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原文地址:http://www.cnblogs.com/chenzongxiong/p/3795201.html