tetris_game.c 20 KB

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  1. #include <furi.h>
  2. #include <gui/gui.h>
  3. #include <input/input.h>
  4. #include <stdlib.h>
  5. #include <stdbool.h>
  6. #include <string.h>
  7. #include <furi_hal_resources.h>
  8. #include <furi_hal_gpio.h>
  9. #include <dolphin/dolphin.h>
  10. #include "tetris_icons.h"
  11. #define BORDER_OFFSET 1
  12. #define MARGIN_OFFSET 3
  13. #define BLOCK_HEIGHT 6
  14. #define BLOCK_WIDTH 6
  15. #define FIELD_WIDTH 10
  16. #define FIELD_HEIGHT 20
  17. #define FIELD_X_OFFSET 3
  18. #define FIELD_Y_OFFSET 20
  19. #define MAX_FALL_SPEED 500
  20. #define MIN_FALL_SPEED 100
  21. typedef struct Point {
  22. // Also used for offset data, which is sometimes negative
  23. int8_t x, y;
  24. } Point;
  25. // Rotation logic taken from
  26. // https://www.youtube.com/watch?v=yIpk5TJ_uaI
  27. typedef enum { OffsetTypeCommon, OffsetTypeI, OffsetTypeO } OffsetType;
  28. // Since we only support rotating clockwise, these are actual translation values,
  29. // not values to be subtracted to get translation values
  30. static const Point rotOffsetTranslation[3][4][5] = {
  31. {{{0, 0}, {-1, 0}, {-1, -1}, {0, 2}, {-1, 2}},
  32. {{0, 0}, {1, 0}, {1, 1}, {0, -2}, {1, -2}},
  33. {{0, 0}, {1, 0}, {1, -1}, {0, 2}, {1, 2}},
  34. {{0, 0}, {-1, 0}, {-1, 1}, {0, -2}, {-1, -2}}},
  35. {{{1, 0}, {-1, 0}, {2, 0}, {-1, 1}, {2, -2}},
  36. {{0, 1}, {-1, 1}, {2, 1}, {-1, -1}, {2, 2}},
  37. {{-1, 0}, {1, 0}, {-2, 0}, {1, -1}, {-2, 2}},
  38. {{0, -1}, {1, -1}, {-2, -1}, {1, 1}, {-2, -2}}},
  39. {{{0, -1}, {0, 0}, {0, 0}, {0, 0}, {0, 0}},
  40. {{1, 0}, {0, 0}, {0, 0}, {0, 0}, {0, 0}},
  41. {{0, 1}, {0, 0}, {0, 0}, {0, 0}, {0, 0}},
  42. {{-1, 0}, {0, 0}, {0, 0}, {0, 0}, {0, 0}}}};
  43. typedef struct {
  44. Point p[4];
  45. uint8_t rotIdx;
  46. OffsetType offsetType;
  47. } Piece;
  48. // Shapes @ spawn locations, rotation point first
  49. static Piece shapes[] = {
  50. {.p = {{5, 1}, {4, 0}, {5, 0}, {6, 1}}, .rotIdx = 0, .offsetType = OffsetTypeCommon}, // Z
  51. {.p = {{5, 1}, {4, 1}, {5, 0}, {6, 0}}, .rotIdx = 0, .offsetType = OffsetTypeCommon}, // S
  52. {.p = {{5, 1}, {4, 1}, {6, 1}, {6, 0}}, .rotIdx = 0, .offsetType = OffsetTypeCommon}, // L
  53. {.p = {{5, 1}, {4, 0}, {4, 1}, {6, 1}}, .rotIdx = 0, .offsetType = OffsetTypeCommon}, // J
  54. {.p = {{5, 1}, {4, 1}, {5, 0}, {6, 1}}, .rotIdx = 0, .offsetType = OffsetTypeCommon}, // T
  55. {.p = {{5, 1}, {4, 1}, {6, 1}, {7, 1}}, .rotIdx = 0, .offsetType = OffsetTypeI}, // I
  56. {.p = {{5, 1}, {5, 0}, {6, 0}, {6, 1}}, .rotIdx = 0, .offsetType = OffsetTypeO} // O
  57. };
  58. typedef enum { GameStatePlaying, GameStateGameOver, GameStatePaused } GameState;
  59. typedef struct {
  60. bool playField[FIELD_HEIGHT][FIELD_WIDTH];
  61. bool bag[7];
  62. uint8_t next_id;
  63. Piece currPiece;
  64. uint16_t numLines;
  65. uint16_t fallSpeed;
  66. GameState gameState;
  67. FuriTimer* timer;
  68. FuriMutex* mutex;
  69. } TetrisState;
  70. typedef enum {
  71. EventTypeTick,
  72. EventTypeKey,
  73. } EventType;
  74. typedef struct {
  75. EventType type;
  76. InputEvent input;
  77. } TetrisEvent;
  78. static void tetris_game_draw_border(Canvas* const canvas) {
  79. canvas_draw_line(
  80. canvas,
  81. FIELD_X_OFFSET,
  82. FIELD_Y_OFFSET,
  83. FIELD_X_OFFSET,
  84. FIELD_Y_OFFSET + FIELD_HEIGHT * 5 + 7);
  85. canvas_draw_line(
  86. canvas,
  87. FIELD_X_OFFSET,
  88. FIELD_Y_OFFSET + FIELD_HEIGHT * 5 + 7,
  89. FIELD_X_OFFSET + FIELD_WIDTH * 5 + 8,
  90. FIELD_Y_OFFSET + FIELD_HEIGHT * 5 + 7);
  91. canvas_draw_line(
  92. canvas,
  93. FIELD_X_OFFSET + FIELD_WIDTH * 5 + 8,
  94. FIELD_Y_OFFSET + FIELD_HEIGHT * 5 + 7,
  95. FIELD_X_OFFSET + FIELD_WIDTH * 5 + 8,
  96. FIELD_Y_OFFSET);
  97. canvas_draw_line(
  98. canvas,
  99. FIELD_X_OFFSET + 2,
  100. FIELD_Y_OFFSET + 0,
  101. FIELD_X_OFFSET + 2,
  102. FIELD_Y_OFFSET + FIELD_HEIGHT * 5 + 5);
  103. canvas_draw_line(
  104. canvas,
  105. FIELD_X_OFFSET + 2,
  106. FIELD_Y_OFFSET + FIELD_HEIGHT * 5 + 5,
  107. FIELD_X_OFFSET + FIELD_WIDTH * 5 + 6,
  108. FIELD_Y_OFFSET + FIELD_HEIGHT * 5 + 5);
  109. canvas_draw_line(
  110. canvas,
  111. FIELD_X_OFFSET + FIELD_WIDTH * 5 + 6,
  112. FIELD_Y_OFFSET + FIELD_HEIGHT * 5 + 5,
  113. FIELD_X_OFFSET + FIELD_WIDTH * 5 + 6,
  114. FIELD_Y_OFFSET);
  115. }
  116. static void tetris_game_draw_block(Canvas* const canvas, uint16_t xOffset, uint16_t yOffset) {
  117. canvas_draw_rframe(
  118. canvas,
  119. BORDER_OFFSET + MARGIN_OFFSET + xOffset,
  120. BORDER_OFFSET + MARGIN_OFFSET + yOffset - 1,
  121. BLOCK_WIDTH,
  122. BLOCK_HEIGHT,
  123. 1);
  124. canvas_draw_dot(
  125. canvas,
  126. BORDER_OFFSET + MARGIN_OFFSET + xOffset + 2,
  127. BORDER_OFFSET + MARGIN_OFFSET + yOffset + 1);
  128. canvas_draw_dot(
  129. canvas,
  130. BORDER_OFFSET + MARGIN_OFFSET + xOffset + 3,
  131. BORDER_OFFSET + MARGIN_OFFSET + yOffset + 1);
  132. canvas_draw_dot(
  133. canvas,
  134. BORDER_OFFSET + MARGIN_OFFSET + xOffset + 2,
  135. BORDER_OFFSET + MARGIN_OFFSET + yOffset + 2);
  136. }
  137. static void tetris_game_draw_playfield(Canvas* const canvas, const TetrisState* tetris_state) {
  138. for(int y = 0; y < FIELD_HEIGHT; y++) {
  139. for(int x = 0; x < FIELD_WIDTH; x++) {
  140. if(tetris_state->playField[y][x]) {
  141. tetris_game_draw_block(
  142. canvas,
  143. FIELD_X_OFFSET + x * (BLOCK_WIDTH - 1),
  144. FIELD_Y_OFFSET + y * (BLOCK_HEIGHT - 1));
  145. }
  146. }
  147. }
  148. }
  149. static void tetris_game_draw_next_piece(Canvas* const canvas, const TetrisState* tetris_state) {
  150. Piece* next_piece = &shapes[tetris_state->next_id];
  151. for(int i = 0; i < 4; i++) {
  152. uint8_t x = next_piece->p[i].x;
  153. uint8_t y = next_piece->p[i].y;
  154. tetris_game_draw_block(
  155. canvas,
  156. FIELD_X_OFFSET + x * (BLOCK_WIDTH - 1) - (BLOCK_WIDTH * 4),
  157. y * (BLOCK_HEIGHT - 1));
  158. }
  159. }
  160. static void tetris_game_render_callback(Canvas* const canvas, void* ctx) {
  161. furi_assert(ctx);
  162. const TetrisState* tetris_state = ctx;
  163. furi_mutex_acquire(tetris_state->mutex, FuriWaitForever);
  164. tetris_game_draw_border(canvas);
  165. tetris_game_draw_playfield(canvas, tetris_state);
  166. tetris_game_draw_next_piece(canvas, tetris_state);
  167. // Show score on the game field
  168. if(tetris_state->gameState == GameStatePlaying || tetris_state->gameState == GameStatePaused) {
  169. char buffer2[6];
  170. snprintf(buffer2, sizeof(buffer2), "%u", tetris_state->numLines);
  171. canvas_draw_str_aligned(canvas, 62, 10, AlignRight, AlignBottom, buffer2);
  172. }
  173. if(tetris_state->gameState == GameStateGameOver) {
  174. // 128 x 64
  175. canvas_set_color(canvas, ColorWhite);
  176. canvas_draw_box(canvas, 1, 52, 62, 24);
  177. canvas_set_color(canvas, ColorBlack);
  178. canvas_draw_frame(canvas, 1, 52, 62, 24);
  179. canvas_set_font(canvas, FontPrimary);
  180. canvas_draw_str(canvas, 4, 63, "Game Over");
  181. char buffer[13];
  182. snprintf(buffer, sizeof(buffer), "Lines: %u", tetris_state->numLines);
  183. canvas_set_font(canvas, FontSecondary);
  184. canvas_draw_str_aligned(canvas, 32, 73, AlignCenter, AlignBottom, buffer);
  185. }
  186. if(tetris_state->gameState == GameStatePaused) {
  187. // 128 x 64
  188. canvas_set_color(canvas, ColorWhite);
  189. canvas_draw_box(canvas, 1, 52, 62, 24);
  190. canvas_set_color(canvas, ColorBlack);
  191. canvas_draw_frame(canvas, 1, 52, 62, 24);
  192. canvas_set_font(canvas, FontPrimary);
  193. canvas_draw_str(canvas, 4, 63, "Paused");
  194. canvas_set_font(canvas, FontSecondary);
  195. canvas_draw_str(canvas, 4, 73, "hold to quit");
  196. canvas_draw_icon(canvas, 22, 66, &I_Pin_back_arrow_10x8);
  197. }
  198. furi_mutex_release(tetris_state->mutex);
  199. }
  200. static void tetris_game_input_callback(InputEvent* input_event, void* ctx) {
  201. furi_assert(ctx);
  202. FuriMessageQueue* event_queue = ctx;
  203. TetrisEvent event = {.type = EventTypeKey, .input = *input_event};
  204. furi_message_queue_put(event_queue, &event, FuriWaitForever);
  205. }
  206. static uint8_t tetris_game_get_next_piece(TetrisState* tetris_state) {
  207. bool full = true;
  208. for(int i = 0; i < 7; i++) {
  209. if(!tetris_state->bag[i]) {
  210. full = false;
  211. break;
  212. }
  213. }
  214. if(full == true) {
  215. for(int i = 0; i < 7; i++) {
  216. tetris_state->bag[i] = false;
  217. }
  218. }
  219. int next_piece = rand() % 7;
  220. while(tetris_state->bag[next_piece]) {
  221. next_piece = rand() % 7;
  222. }
  223. tetris_state->bag[next_piece] = true;
  224. int result = tetris_state->next_id;
  225. tetris_state->next_id = next_piece;
  226. return result;
  227. }
  228. static void tetris_game_init_state(TetrisState* tetris_state) {
  229. tetris_state->gameState = GameStatePlaying;
  230. tetris_state->numLines = 0;
  231. tetris_state->fallSpeed = MAX_FALL_SPEED;
  232. memset(tetris_state->playField, 0, sizeof(tetris_state->playField));
  233. memset(tetris_state->bag, 0, sizeof(tetris_state->bag));
  234. // init next_piece display
  235. tetris_game_get_next_piece(tetris_state);
  236. int next_piece_id = tetris_game_get_next_piece(tetris_state);
  237. memcpy(&tetris_state->currPiece, &shapes[next_piece_id], sizeof(tetris_state->currPiece));
  238. furi_timer_start(tetris_state->timer, tetris_state->fallSpeed);
  239. }
  240. static void tetris_game_remove_curr_piece(TetrisState* tetris_state) {
  241. for(int i = 0; i < 4; i++) {
  242. uint8_t x = tetris_state->currPiece.p[i].x;
  243. uint8_t y = tetris_state->currPiece.p[i].y;
  244. tetris_state->playField[y][x] = false;
  245. }
  246. }
  247. static void tetris_game_render_curr_piece(TetrisState* tetris_state) {
  248. for(int i = 0; i < 4; i++) {
  249. uint8_t x = tetris_state->currPiece.p[i].x;
  250. uint8_t y = tetris_state->currPiece.p[i].y;
  251. tetris_state->playField[y][x] = true;
  252. }
  253. }
  254. static void tetris_game_rotate_shape(Point currShape[], Point newShape[]) {
  255. // Copy shape data
  256. for(int i = 0; i < 4; i++) {
  257. newShape[i] = currShape[i];
  258. }
  259. for(int i = 1; i < 4; i++) {
  260. int8_t relX = currShape[i].x - currShape[0].x;
  261. int8_t relY = currShape[i].y - currShape[0].y;
  262. // Matrix rotation thing
  263. int8_t newRelX = (relX * 0) + (relY * -1);
  264. int8_t newRelY = (relX * 1) + (relY * 0);
  265. newShape[i].x = currShape[0].x + newRelX;
  266. newShape[i].y = currShape[0].y + newRelY;
  267. }
  268. }
  269. static void tetris_game_apply_kick(Point points[], Point kick) {
  270. for(int i = 0; i < 4; i++) {
  271. points[i].x += kick.x;
  272. points[i].y += kick.y;
  273. }
  274. }
  275. static bool tetris_game_is_valid_pos(TetrisState* tetris_state, Point* shape) {
  276. for(int i = 0; i < 4; i++) {
  277. if(shape[i].x < 0 || shape[i].x > (FIELD_WIDTH - 1) ||
  278. tetris_state->playField[shape[i].y][shape[i].x] == true) {
  279. return false;
  280. }
  281. }
  282. return true;
  283. }
  284. static void tetris_game_try_rotation(TetrisState* tetris_state, Piece* newPiece) {
  285. uint8_t currRotIdx = tetris_state->currPiece.rotIdx;
  286. Point* rotatedShape = malloc(sizeof(Point) * 4);
  287. Point* kickedShape = malloc(sizeof(Point) * 4);
  288. memcpy(rotatedShape, &tetris_state->currPiece.p, sizeof(tetris_state->currPiece.p));
  289. tetris_game_rotate_shape(tetris_state->currPiece.p, rotatedShape);
  290. for(int i = 0; i < 5; i++) {
  291. memcpy(kickedShape, rotatedShape, (sizeof(Point) * 4));
  292. tetris_game_apply_kick(
  293. kickedShape, rotOffsetTranslation[newPiece->offsetType][currRotIdx][i]);
  294. if(tetris_game_is_valid_pos(tetris_state, kickedShape)) {
  295. memcpy(&newPiece->p, kickedShape, sizeof(newPiece->p));
  296. newPiece->rotIdx = (newPiece->rotIdx + 1) % 4;
  297. break;
  298. }
  299. }
  300. free(rotatedShape);
  301. free(kickedShape);
  302. }
  303. static bool tetris_game_row_is_line(bool row[]) {
  304. for(int i = 0; i < FIELD_WIDTH; i++) {
  305. if(row[i] == false) return false;
  306. }
  307. return true;
  308. }
  309. static void
  310. tetris_game_check_for_lines(TetrisState* tetris_state, uint8_t* lines, uint8_t* numLines) {
  311. for(int i = 0; i < FIELD_HEIGHT; i++) {
  312. if(tetris_game_row_is_line(tetris_state->playField[i])) {
  313. *(lines++) = i;
  314. *numLines += 1;
  315. }
  316. }
  317. }
  318. static bool tetris_game_piece_at_bottom(TetrisState* tetris_state, Piece* newPiece) {
  319. for(int i = 0; i < 4; i++) {
  320. Point* pos = (Point*)&newPiece->p;
  321. if(pos[i].y >= FIELD_HEIGHT || tetris_state->playField[pos[i].y][pos[i].x] == true) {
  322. return true;
  323. }
  324. }
  325. return false;
  326. }
  327. static void tetris_game_update_timer_callback(void* ctx) {
  328. furi_assert(ctx);
  329. FuriMessageQueue* event_queue = ctx;
  330. TetrisEvent event = {.type = EventTypeTick};
  331. furi_message_queue_put(event_queue, &event, FuriWaitForever);
  332. }
  333. static void
  334. tetris_game_process_step(TetrisState* tetris_state, Piece* newPiece, bool wasDownMove) {
  335. if(tetris_state->gameState == GameStateGameOver || tetris_state->gameState == GameStatePaused)
  336. return;
  337. tetris_game_remove_curr_piece(tetris_state);
  338. if(wasDownMove) {
  339. if(tetris_game_piece_at_bottom(tetris_state, newPiece)) {
  340. furi_timer_stop(tetris_state->timer);
  341. tetris_game_render_curr_piece(tetris_state);
  342. uint8_t numLines = 0;
  343. uint8_t lines[] = {0, 0, 0, 0};
  344. uint16_t nextFallSpeed;
  345. tetris_game_check_for_lines(tetris_state, lines, &numLines);
  346. if(numLines > 0) {
  347. for(int i = 0; i < numLines; i++) {
  348. // zero out row
  349. for(int j = 0; j < FIELD_WIDTH; j++) {
  350. tetris_state->playField[lines[i]][j] = false;
  351. }
  352. // move all above rows down
  353. for(int k = lines[i]; k >= 0; k--) {
  354. for(int m = 0; m < FIELD_WIDTH; m++) {
  355. tetris_state->playField[k][m] =
  356. (k == 0) ? false : tetris_state->playField[k - 1][m];
  357. }
  358. }
  359. }
  360. uint16_t oldNumLines = tetris_state->numLines;
  361. tetris_state->numLines += numLines;
  362. if((oldNumLines / 10) % 10 != (tetris_state->numLines / 10) % 10) {
  363. nextFallSpeed =
  364. tetris_state->fallSpeed - (100 / (tetris_state->numLines / 10));
  365. if(nextFallSpeed >= MIN_FALL_SPEED) {
  366. tetris_state->fallSpeed = nextFallSpeed;
  367. }
  368. }
  369. }
  370. // Check for game over
  371. int next_piece_id = tetris_game_get_next_piece(tetris_state);
  372. Piece* spawnedPiece = &shapes[next_piece_id];
  373. if(!tetris_game_is_valid_pos(tetris_state, spawnedPiece->p)) {
  374. tetris_state->gameState = GameStateGameOver;
  375. } else {
  376. memcpy(&tetris_state->currPiece, spawnedPiece, sizeof(tetris_state->currPiece));
  377. furi_timer_start(tetris_state->timer, tetris_state->fallSpeed);
  378. }
  379. }
  380. }
  381. if(tetris_game_is_valid_pos(tetris_state, newPiece->p)) {
  382. memcpy(&tetris_state->currPiece, newPiece, sizeof(tetris_state->currPiece));
  383. }
  384. tetris_game_render_curr_piece(tetris_state);
  385. }
  386. int32_t tetris_game_app() {
  387. FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(TetrisEvent));
  388. TetrisState* tetris_state = malloc(sizeof(TetrisState));
  389. tetris_state->mutex = furi_mutex_alloc(FuriMutexTypeNormal);
  390. if(!tetris_state->mutex) {
  391. FURI_LOG_E("TetrisGame", "cannot create mutex\r\n");
  392. furi_message_queue_free(event_queue);
  393. free(tetris_state);
  394. return 255;
  395. }
  396. // Not doing this eventually causes issues with TimerSvc due to not sleeping/yielding enough in this task
  397. furi_timer_set_thread_priority(FuriTimerThreadPriorityElevated);
  398. ViewPort* view_port = view_port_alloc();
  399. view_port_set_orientation(view_port, ViewPortOrientationVertical);
  400. view_port_draw_callback_set(view_port, tetris_game_render_callback, tetris_state);
  401. view_port_input_callback_set(view_port, tetris_game_input_callback, event_queue);
  402. // Open GUI and register view_port
  403. Gui* gui = furi_record_open(RECORD_GUI);
  404. gui_add_view_port(gui, view_port, GuiLayerFullscreen);
  405. tetris_state->timer =
  406. furi_timer_alloc(tetris_game_update_timer_callback, FuriTimerTypePeriodic, event_queue);
  407. tetris_game_init_state(tetris_state);
  408. TetrisEvent event;
  409. Piece* newPiece = malloc(sizeof(Piece));
  410. uint8_t downRepeatCounter = 0;
  411. // Call dolphin deed on game start
  412. dolphin_deed(DolphinDeedPluginGameStart);
  413. for(bool processing = true; processing;) {
  414. // This 10U implicitly sets the game loop speed. downRepeatCounter relies on this value
  415. FuriStatus event_status = furi_message_queue_get(event_queue, &event, 10U);
  416. furi_mutex_acquire(tetris_state->mutex, FuriWaitForever);
  417. memcpy(newPiece, &tetris_state->currPiece, sizeof(tetris_state->currPiece));
  418. bool wasDownMove = false;
  419. if(!furi_hal_gpio_read(&gpio_button_right)) {
  420. if(downRepeatCounter > 3) {
  421. for(int i = 0; i < 4; i++) {
  422. newPiece->p[i].y += 1;
  423. }
  424. downRepeatCounter = 0;
  425. wasDownMove = true;
  426. } else {
  427. downRepeatCounter++;
  428. }
  429. }
  430. if(event_status == FuriStatusOk) {
  431. if(event.type == EventTypeKey) {
  432. if(event.input.type == InputTypePress || event.input.type == InputTypeLong ||
  433. event.input.type == InputTypeRepeat) {
  434. switch(event.input.key) {
  435. case InputKeyUp:
  436. break;
  437. case InputKeyDown:
  438. break;
  439. case InputKeyRight:
  440. for(int i = 0; i < 4; i++) {
  441. newPiece->p[i].x += 1;
  442. }
  443. break;
  444. case InputKeyLeft:
  445. for(int i = 0; i < 4; i++) {
  446. newPiece->p[i].x -= 1;
  447. }
  448. break;
  449. case InputKeyOk:
  450. if(tetris_state->gameState == GameStatePlaying) {
  451. tetris_game_remove_curr_piece(tetris_state);
  452. tetris_game_try_rotation(tetris_state, newPiece);
  453. tetris_game_render_curr_piece(tetris_state);
  454. } else {
  455. tetris_game_init_state(tetris_state);
  456. }
  457. break;
  458. case InputKeyBack:
  459. if(event.input.type == InputTypeLong) {
  460. processing = false;
  461. } else if(event.input.type == InputTypePress) {
  462. switch(tetris_state->gameState) {
  463. case GameStatePaused:
  464. tetris_state->gameState = GameStatePlaying;
  465. break;
  466. case GameStatePlaying:
  467. tetris_state->gameState = GameStatePaused;
  468. break;
  469. default:
  470. break;
  471. }
  472. }
  473. break;
  474. default:
  475. break;
  476. }
  477. }
  478. } else if(event.type == EventTypeTick) {
  479. // TODO: This is inverted. it returns true when the button is not pressed.
  480. // see macro in input.c and do that
  481. if(furi_hal_gpio_read(&gpio_button_right)) {
  482. for(int i = 0; i < 4; i++) {
  483. newPiece->p[i].y += 1;
  484. }
  485. wasDownMove = true;
  486. }
  487. }
  488. }
  489. tetris_game_process_step(tetris_state, newPiece, wasDownMove);
  490. furi_mutex_release(tetris_state->mutex);
  491. view_port_update(view_port);
  492. }
  493. furi_timer_free(tetris_state->timer);
  494. view_port_enabled_set(view_port, false);
  495. gui_remove_view_port(gui, view_port);
  496. furi_record_close(RECORD_GUI);
  497. view_port_free(view_port);
  498. furi_message_queue_free(event_queue);
  499. furi_mutex_free(tetris_state->mutex);
  500. furi_timer_set_thread_priority(FuriTimerThreadPriorityNormal);
  501. free(newPiece);
  502. free(tetris_state);
  503. return 0;
  504. }