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. #include <assets_icons.h>
  12. #define BORDER_OFFSET 1
  13. #define MARGIN_OFFSET 3
  14. #define BLOCK_HEIGHT 6
  15. #define BLOCK_WIDTH 6
  16. #define FIELD_WIDTH 10
  17. #define FIELD_HEIGHT 20
  18. #define FIELD_X_OFFSET 3
  19. #define FIELD_Y_OFFSET 20
  20. #define MAX_FALL_SPEED 500
  21. #define MIN_FALL_SPEED 100
  22. typedef struct Point {
  23. // Also used for offset data, which is sometimes negative
  24. int8_t x, y;
  25. } Point;
  26. // Rotation logic taken from
  27. // https://www.youtube.com/watch?v=yIpk5TJ_uaI
  28. typedef enum {
  29. OffsetTypeCommon,
  30. OffsetTypeI,
  31. OffsetTypeO
  32. } OffsetType;
  33. // Since we only support rotating clockwise, these are actual translation values,
  34. // not values to be subtracted to get translation values
  35. static const Point rotOffsetTranslation[3][4][5] = {
  36. {{{0, 0}, {-1, 0}, {-1, -1}, {0, 2}, {-1, 2}},
  37. {{0, 0}, {1, 0}, {1, 1}, {0, -2}, {1, -2}},
  38. {{0, 0}, {1, 0}, {1, -1}, {0, 2}, {1, 2}},
  39. {{0, 0}, {-1, 0}, {-1, 1}, {0, -2}, {-1, -2}}},
  40. {{{1, 0}, {-1, 0}, {2, 0}, {-1, 1}, {2, -2}},
  41. {{0, 1}, {-1, 1}, {2, 1}, {-1, -1}, {2, 2}},
  42. {{-1, 0}, {1, 0}, {-2, 0}, {1, -1}, {-2, 2}},
  43. {{0, -1}, {1, -1}, {-2, -1}, {1, 1}, {-2, -2}}},
  44. {{{0, -1}, {0, 0}, {0, 0}, {0, 0}, {0, 0}},
  45. {{1, 0}, {0, 0}, {0, 0}, {0, 0}, {0, 0}},
  46. {{0, 1}, {0, 0}, {0, 0}, {0, 0}, {0, 0}},
  47. {{-1, 0}, {0, 0}, {0, 0}, {0, 0}, {0, 0}}}};
  48. typedef struct {
  49. Point p[4];
  50. uint8_t rotIdx;
  51. OffsetType offsetType;
  52. } Piece;
  53. // Shapes @ spawn locations, rotation point first
  54. static Piece shapes[] = {
  55. {.p = {{5, 1}, {4, 0}, {5, 0}, {6, 1}}, .rotIdx = 0, .offsetType = OffsetTypeCommon}, // Z
  56. {.p = {{5, 1}, {4, 1}, {5, 0}, {6, 0}}, .rotIdx = 0, .offsetType = OffsetTypeCommon}, // S
  57. {.p = {{5, 1}, {4, 1}, {6, 1}, {6, 0}}, .rotIdx = 0, .offsetType = OffsetTypeCommon}, // L
  58. {.p = {{5, 1}, {4, 0}, {4, 1}, {6, 1}}, .rotIdx = 0, .offsetType = OffsetTypeCommon}, // J
  59. {.p = {{5, 1}, {4, 1}, {5, 0}, {6, 1}}, .rotIdx = 0, .offsetType = OffsetTypeCommon}, // T
  60. {.p = {{5, 1}, {4, 1}, {6, 1}, {7, 1}}, .rotIdx = 0, .offsetType = OffsetTypeI}, // I
  61. {.p = {{5, 1}, {5, 0}, {6, 0}, {6, 1}}, .rotIdx = 0, .offsetType = OffsetTypeO} // O
  62. };
  63. typedef enum {
  64. GameStatePlaying,
  65. GameStateGameOver,
  66. GameStatePaused
  67. } GameState;
  68. typedef struct {
  69. bool playField[FIELD_HEIGHT][FIELD_WIDTH];
  70. bool bag[7];
  71. uint8_t next_id;
  72. Piece currPiece;
  73. uint16_t numLines;
  74. uint16_t fallSpeed;
  75. GameState gameState;
  76. FuriTimer* timer;
  77. FuriMutex* mutex;
  78. } TetrisState;
  79. typedef enum {
  80. EventTypeTick,
  81. EventTypeKey,
  82. } EventType;
  83. typedef struct {
  84. EventType type;
  85. InputEvent input;
  86. } TetrisEvent;
  87. static void tetris_game_draw_border(Canvas* const canvas) {
  88. canvas_draw_line(
  89. canvas,
  90. FIELD_X_OFFSET,
  91. FIELD_Y_OFFSET,
  92. FIELD_X_OFFSET,
  93. FIELD_Y_OFFSET + FIELD_HEIGHT * 5 + 7);
  94. canvas_draw_line(
  95. canvas,
  96. FIELD_X_OFFSET,
  97. FIELD_Y_OFFSET + FIELD_HEIGHT * 5 + 7,
  98. FIELD_X_OFFSET + FIELD_WIDTH * 5 + 8,
  99. FIELD_Y_OFFSET + FIELD_HEIGHT * 5 + 7);
  100. canvas_draw_line(
  101. canvas,
  102. FIELD_X_OFFSET + FIELD_WIDTH * 5 + 8,
  103. FIELD_Y_OFFSET + FIELD_HEIGHT * 5 + 7,
  104. FIELD_X_OFFSET + FIELD_WIDTH * 5 + 8,
  105. FIELD_Y_OFFSET);
  106. canvas_draw_line(
  107. canvas,
  108. FIELD_X_OFFSET + 2,
  109. FIELD_Y_OFFSET + 0,
  110. FIELD_X_OFFSET + 2,
  111. FIELD_Y_OFFSET + FIELD_HEIGHT * 5 + 5);
  112. canvas_draw_line(
  113. canvas,
  114. FIELD_X_OFFSET + 2,
  115. FIELD_Y_OFFSET + FIELD_HEIGHT * 5 + 5,
  116. FIELD_X_OFFSET + FIELD_WIDTH * 5 + 6,
  117. FIELD_Y_OFFSET + FIELD_HEIGHT * 5 + 5);
  118. canvas_draw_line(
  119. canvas,
  120. FIELD_X_OFFSET + FIELD_WIDTH * 5 + 6,
  121. FIELD_Y_OFFSET + FIELD_HEIGHT * 5 + 5,
  122. FIELD_X_OFFSET + FIELD_WIDTH * 5 + 6,
  123. FIELD_Y_OFFSET);
  124. }
  125. static void tetris_game_draw_block(Canvas* const canvas, uint16_t xOffset, uint16_t yOffset) {
  126. canvas_draw_rframe(
  127. canvas,
  128. BORDER_OFFSET + MARGIN_OFFSET + xOffset,
  129. BORDER_OFFSET + MARGIN_OFFSET + yOffset - 1,
  130. BLOCK_WIDTH,
  131. BLOCK_HEIGHT,
  132. 1);
  133. canvas_draw_dot(
  134. canvas,
  135. BORDER_OFFSET + MARGIN_OFFSET + xOffset + 2,
  136. BORDER_OFFSET + MARGIN_OFFSET + yOffset + 1);
  137. canvas_draw_dot(
  138. canvas,
  139. BORDER_OFFSET + MARGIN_OFFSET + xOffset + 3,
  140. BORDER_OFFSET + MARGIN_OFFSET + yOffset + 1);
  141. canvas_draw_dot(
  142. canvas,
  143. BORDER_OFFSET + MARGIN_OFFSET + xOffset + 2,
  144. BORDER_OFFSET + MARGIN_OFFSET + yOffset + 2);
  145. }
  146. static void tetris_game_draw_playfield(Canvas* const canvas, const TetrisState* tetris_state) {
  147. for(int y = 0; y < FIELD_HEIGHT; y++) {
  148. for(int x = 0; x < FIELD_WIDTH; x++) {
  149. if(tetris_state->playField[y][x]) {
  150. tetris_game_draw_block(
  151. canvas,
  152. FIELD_X_OFFSET + x * (BLOCK_WIDTH - 1),
  153. FIELD_Y_OFFSET + y * (BLOCK_HEIGHT - 1));
  154. }
  155. }
  156. }
  157. }
  158. static void tetris_game_draw_next_piece(Canvas* const canvas, const TetrisState* tetris_state) {
  159. Piece* next_piece = &shapes[tetris_state->next_id];
  160. for(int i = 0; i < 4; i++) {
  161. uint8_t x = next_piece->p[i].x;
  162. uint8_t y = next_piece->p[i].y;
  163. tetris_game_draw_block(
  164. canvas,
  165. FIELD_X_OFFSET + x * (BLOCK_WIDTH - 1) - (BLOCK_WIDTH * 4),
  166. y * (BLOCK_HEIGHT - 1));
  167. }
  168. }
  169. static void tetris_game_render_callback(Canvas* const canvas, void* ctx) {
  170. furi_assert(ctx);
  171. const TetrisState* tetris_state = ctx;
  172. furi_mutex_acquire(tetris_state->mutex, FuriWaitForever);
  173. tetris_game_draw_border(canvas);
  174. tetris_game_draw_playfield(canvas, tetris_state);
  175. tetris_game_draw_next_piece(canvas, tetris_state);
  176. // Show score on the game field
  177. if(tetris_state->gameState == GameStatePlaying || tetris_state->gameState == GameStatePaused) {
  178. char buffer2[6];
  179. snprintf(buffer2, sizeof(buffer2), "%u", tetris_state->numLines);
  180. canvas_draw_str_aligned(canvas, 62, 10, AlignRight, AlignBottom, buffer2);
  181. }
  182. if(tetris_state->gameState == GameStateGameOver) {
  183. // 128 x 64
  184. canvas_set_color(canvas, ColorWhite);
  185. canvas_draw_box(canvas, 1, 52, 62, 24);
  186. canvas_set_color(canvas, ColorBlack);
  187. canvas_draw_frame(canvas, 1, 52, 62, 24);
  188. canvas_set_font(canvas, FontPrimary);
  189. canvas_draw_str(canvas, 4, 63, "Game Over");
  190. char buffer[13];
  191. snprintf(buffer, sizeof(buffer), "Lines: %u", tetris_state->numLines);
  192. canvas_set_font(canvas, FontSecondary);
  193. canvas_draw_str_aligned(canvas, 32, 73, AlignCenter, AlignBottom, buffer);
  194. }
  195. if(tetris_state->gameState == GameStatePaused) {
  196. // 128 x 64
  197. canvas_set_color(canvas, ColorWhite);
  198. canvas_draw_box(canvas, 1, 52, 62, 24);
  199. canvas_set_color(canvas, ColorBlack);
  200. canvas_draw_frame(canvas, 1, 52, 62, 24);
  201. canvas_set_font(canvas, FontPrimary);
  202. canvas_draw_str(canvas, 4, 63, "Paused");
  203. canvas_set_font(canvas, FontSecondary);
  204. canvas_draw_str(canvas, 4, 73, "hold to quit");
  205. canvas_draw_icon(canvas, 22, 66, &I_Pin_back_arrow_10x8);
  206. }
  207. furi_mutex_release(tetris_state->mutex);
  208. }
  209. static void tetris_game_input_callback(InputEvent* input_event, void* ctx) {
  210. furi_assert(ctx);
  211. FuriMessageQueue* event_queue = ctx;
  212. TetrisEvent event = {.type = EventTypeKey, .input = *input_event};
  213. furi_message_queue_put(event_queue, &event, FuriWaitForever);
  214. }
  215. static uint8_t tetris_game_get_next_piece(TetrisState* tetris_state) {
  216. bool full = true;
  217. for(int i = 0; i < 7; i++) {
  218. if(!tetris_state->bag[i]) {
  219. full = false;
  220. break;
  221. }
  222. }
  223. if(full == true) {
  224. for(int i = 0; i < 7; i++) {
  225. tetris_state->bag[i] = false;
  226. }
  227. }
  228. int next_piece = rand() % 7;
  229. while(tetris_state->bag[next_piece]) {
  230. next_piece = rand() % 7;
  231. }
  232. tetris_state->bag[next_piece] = true;
  233. int result = tetris_state->next_id;
  234. tetris_state->next_id = next_piece;
  235. return result;
  236. }
  237. static void tetris_game_init_state(TetrisState* tetris_state) {
  238. tetris_state->gameState = GameStatePlaying;
  239. tetris_state->numLines = 0;
  240. tetris_state->fallSpeed = MAX_FALL_SPEED;
  241. memset(tetris_state->playField, 0, sizeof(tetris_state->playField));
  242. memset(tetris_state->bag, 0, sizeof(tetris_state->bag));
  243. // init next_piece display
  244. tetris_game_get_next_piece(tetris_state);
  245. int next_piece_id = tetris_game_get_next_piece(tetris_state);
  246. memcpy(&tetris_state->currPiece, &shapes[next_piece_id], sizeof(tetris_state->currPiece));
  247. furi_timer_start(tetris_state->timer, tetris_state->fallSpeed);
  248. }
  249. static void tetris_game_remove_curr_piece(TetrisState* tetris_state) {
  250. for(int i = 0; i < 4; i++) {
  251. uint8_t x = tetris_state->currPiece.p[i].x;
  252. uint8_t y = tetris_state->currPiece.p[i].y;
  253. tetris_state->playField[y][x] = false;
  254. }
  255. }
  256. static void tetris_game_render_curr_piece(TetrisState* tetris_state) {
  257. for(int i = 0; i < 4; i++) {
  258. uint8_t x = tetris_state->currPiece.p[i].x;
  259. uint8_t y = tetris_state->currPiece.p[i].y;
  260. tetris_state->playField[y][x] = true;
  261. }
  262. }
  263. static void tetris_game_rotate_shape(Point currShape[], Point newShape[]) {
  264. // Copy shape data
  265. for(int i = 0; i < 4; i++) {
  266. newShape[i] = currShape[i];
  267. }
  268. for(int i = 1; i < 4; i++) {
  269. int8_t relX = currShape[i].x - currShape[0].x;
  270. int8_t relY = currShape[i].y - currShape[0].y;
  271. // Matrix rotation thing
  272. int8_t newRelX = (relX * 0) + (relY * -1);
  273. int8_t newRelY = (relX * 1) + (relY * 0);
  274. newShape[i].x = currShape[0].x + newRelX;
  275. newShape[i].y = currShape[0].y + newRelY;
  276. }
  277. }
  278. static void tetris_game_apply_kick(Point points[], Point kick) {
  279. for(int i = 0; i < 4; i++) {
  280. points[i].x += kick.x;
  281. points[i].y += kick.y;
  282. }
  283. }
  284. static bool tetris_game_is_valid_pos(TetrisState* tetris_state, Point* shape) {
  285. for(int i = 0; i < 4; i++) {
  286. if(shape[i].x < 0 || shape[i].x > (FIELD_WIDTH - 1) ||
  287. tetris_state->playField[shape[i].y][shape[i].x] == true) {
  288. return false;
  289. }
  290. }
  291. return true;
  292. }
  293. static void tetris_game_try_rotation(TetrisState* tetris_state, Piece* newPiece) {
  294. uint8_t currRotIdx = tetris_state->currPiece.rotIdx;
  295. Point* rotatedShape = malloc(sizeof(Point) * 4);
  296. Point* kickedShape = malloc(sizeof(Point) * 4);
  297. memcpy(rotatedShape, &tetris_state->currPiece.p, sizeof(tetris_state->currPiece.p));
  298. tetris_game_rotate_shape(tetris_state->currPiece.p, rotatedShape);
  299. for(int i = 0; i < 5; i++) {
  300. memcpy(kickedShape, rotatedShape, (sizeof(Point) * 4));
  301. tetris_game_apply_kick(
  302. kickedShape, rotOffsetTranslation[newPiece->offsetType][currRotIdx][i]);
  303. if(tetris_game_is_valid_pos(tetris_state, kickedShape)) {
  304. memcpy(&newPiece->p, kickedShape, sizeof(newPiece->p));
  305. newPiece->rotIdx = (newPiece->rotIdx + 1) % 4;
  306. break;
  307. }
  308. }
  309. free(rotatedShape);
  310. free(kickedShape);
  311. }
  312. static bool tetris_game_row_is_line(bool row[]) {
  313. for(int i = 0; i < FIELD_WIDTH; i++) {
  314. if(row[i] == false) return false;
  315. }
  316. return true;
  317. }
  318. static void
  319. tetris_game_check_for_lines(TetrisState* tetris_state, uint8_t* lines, uint8_t* numLines) {
  320. for(int i = 0; i < FIELD_HEIGHT; i++) {
  321. if(tetris_game_row_is_line(tetris_state->playField[i])) {
  322. *(lines++) = i;
  323. *numLines += 1;
  324. }
  325. }
  326. }
  327. static bool tetris_game_piece_at_bottom(TetrisState* tetris_state, Piece* newPiece) {
  328. for(int i = 0; i < 4; i++) {
  329. Point* pos = (Point*)&newPiece->p;
  330. if(pos[i].y >= FIELD_HEIGHT || tetris_state->playField[pos[i].y][pos[i].x] == true) {
  331. return true;
  332. }
  333. }
  334. return false;
  335. }
  336. static void tetris_game_update_timer_callback(void* ctx) {
  337. furi_assert(ctx);
  338. FuriMessageQueue* event_queue = ctx;
  339. TetrisEvent event = {.type = EventTypeTick};
  340. furi_message_queue_put(event_queue, &event, FuriWaitForever);
  341. }
  342. static void
  343. tetris_game_process_step(TetrisState* tetris_state, Piece* newPiece, bool wasDownMove) {
  344. if(tetris_state->gameState == GameStateGameOver || tetris_state->gameState == GameStatePaused)
  345. return;
  346. tetris_game_remove_curr_piece(tetris_state);
  347. if(wasDownMove) {
  348. if(tetris_game_piece_at_bottom(tetris_state, newPiece)) {
  349. furi_timer_stop(tetris_state->timer);
  350. tetris_game_render_curr_piece(tetris_state);
  351. uint8_t numLines = 0;
  352. uint8_t lines[] = {0, 0, 0, 0};
  353. uint16_t nextFallSpeed;
  354. tetris_game_check_for_lines(tetris_state, lines, &numLines);
  355. if(numLines > 0) {
  356. for(int i = 0; i < numLines; i++) {
  357. // zero out row
  358. for(int j = 0; j < FIELD_WIDTH; j++) {
  359. tetris_state->playField[lines[i]][j] = false;
  360. }
  361. // move all above rows down
  362. for(int k = lines[i]; k >= 0; k--) {
  363. for(int m = 0; m < FIELD_WIDTH; m++) {
  364. tetris_state->playField[k][m] =
  365. (k == 0) ? false : tetris_state->playField[k - 1][m];
  366. }
  367. }
  368. }
  369. uint16_t oldNumLines = tetris_state->numLines;
  370. tetris_state->numLines += numLines;
  371. if((oldNumLines / 10) % 10 != (tetris_state->numLines / 10) % 10) {
  372. nextFallSpeed =
  373. tetris_state->fallSpeed - (100 / (tetris_state->numLines / 10));
  374. if(nextFallSpeed >= MIN_FALL_SPEED) {
  375. tetris_state->fallSpeed = nextFallSpeed;
  376. }
  377. }
  378. }
  379. // Check for game over
  380. int next_piece_id = tetris_game_get_next_piece(tetris_state);
  381. Piece* spawnedPiece = &shapes[next_piece_id];
  382. if(!tetris_game_is_valid_pos(tetris_state, spawnedPiece->p)) {
  383. tetris_state->gameState = GameStateGameOver;
  384. } else {
  385. memcpy(&tetris_state->currPiece, spawnedPiece, sizeof(tetris_state->currPiece));
  386. furi_timer_start(tetris_state->timer, tetris_state->fallSpeed);
  387. }
  388. }
  389. }
  390. if(tetris_game_is_valid_pos(tetris_state, newPiece->p)) {
  391. memcpy(&tetris_state->currPiece, newPiece, sizeof(tetris_state->currPiece));
  392. }
  393. tetris_game_render_curr_piece(tetris_state);
  394. }
  395. int32_t tetris_game_app() {
  396. FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(TetrisEvent));
  397. TetrisState* tetris_state = malloc(sizeof(TetrisState));
  398. tetris_state->mutex = furi_mutex_alloc(FuriMutexTypeNormal);
  399. if(!tetris_state->mutex) {
  400. FURI_LOG_E("TetrisGame", "cannot create mutex\r\n");
  401. furi_message_queue_free(event_queue);
  402. free(tetris_state);
  403. return 255;
  404. }
  405. // Not doing this eventually causes issues with TimerSvc due to not sleeping/yielding enough in this task
  406. furi_timer_set_thread_priority(FuriTimerThreadPriorityElevated);
  407. ViewPort* view_port = view_port_alloc();
  408. view_port_set_orientation(view_port, ViewPortOrientationVertical);
  409. view_port_draw_callback_set(view_port, tetris_game_render_callback, tetris_state);
  410. view_port_input_callback_set(view_port, tetris_game_input_callback, event_queue);
  411. // Open GUI and register view_port
  412. Gui* gui = furi_record_open(RECORD_GUI);
  413. gui_add_view_port(gui, view_port, GuiLayerFullscreen);
  414. tetris_state->timer =
  415. furi_timer_alloc(tetris_game_update_timer_callback, FuriTimerTypePeriodic, event_queue);
  416. tetris_game_init_state(tetris_state);
  417. TetrisEvent event;
  418. Piece* newPiece = malloc(sizeof(Piece));
  419. uint8_t downRepeatCounter = 0;
  420. // Call dolphin deed on game start
  421. dolphin_deed(DolphinDeedPluginGameStart);
  422. for(bool processing = true; processing;) {
  423. // This 10U implicitly sets the game loop speed. downRepeatCounter relies on this value
  424. FuriStatus event_status = furi_message_queue_get(event_queue, &event, 10U);
  425. furi_mutex_acquire(tetris_state->mutex, FuriWaitForever);
  426. memcpy(newPiece, &tetris_state->currPiece, sizeof(tetris_state->currPiece));
  427. bool wasDownMove = false;
  428. if(!furi_hal_gpio_read(&gpio_button_right)) {
  429. if(downRepeatCounter > 3) {
  430. for(int i = 0; i < 4; i++) {
  431. newPiece->p[i].y += 1;
  432. }
  433. downRepeatCounter = 0;
  434. wasDownMove = true;
  435. } else {
  436. downRepeatCounter++;
  437. }
  438. }
  439. if(event_status == FuriStatusOk) {
  440. if(event.type == EventTypeKey) {
  441. if(event.input.type == InputTypePress || event.input.type == InputTypeLong ||
  442. event.input.type == InputTypeRepeat) {
  443. switch(event.input.key) {
  444. case InputKeyUp:
  445. break;
  446. case InputKeyDown:
  447. break;
  448. case InputKeyRight:
  449. for(int i = 0; i < 4; i++) {
  450. newPiece->p[i].x += 1;
  451. }
  452. break;
  453. case InputKeyLeft:
  454. for(int i = 0; i < 4; i++) {
  455. newPiece->p[i].x -= 1;
  456. }
  457. break;
  458. case InputKeyOk:
  459. if(tetris_state->gameState == GameStatePlaying) {
  460. tetris_game_remove_curr_piece(tetris_state);
  461. tetris_game_try_rotation(tetris_state, newPiece);
  462. tetris_game_render_curr_piece(tetris_state);
  463. } else {
  464. tetris_game_init_state(tetris_state);
  465. }
  466. break;
  467. case InputKeyBack:
  468. if(event.input.type == InputTypeLong) {
  469. processing = false;
  470. } else if(event.input.type == InputTypePress) {
  471. switch(tetris_state->gameState) {
  472. case GameStatePaused:
  473. tetris_state->gameState = GameStatePlaying;
  474. break;
  475. case GameStatePlaying:
  476. tetris_state->gameState = GameStatePaused;
  477. break;
  478. default:
  479. break;
  480. }
  481. }
  482. break;
  483. default:
  484. break;
  485. }
  486. }
  487. } else if(event.type == EventTypeTick) {
  488. // TODO: This is inverted. it returns true when the button is not pressed.
  489. // see macro in input.c and do that
  490. if(furi_hal_gpio_read(&gpio_button_right)) {
  491. for(int i = 0; i < 4; i++) {
  492. newPiece->p[i].y += 1;
  493. }
  494. wasDownMove = true;
  495. }
  496. }
  497. }
  498. tetris_game_process_step(tetris_state, newPiece, wasDownMove);
  499. furi_mutex_release(tetris_state->mutex);
  500. view_port_update(view_port);
  501. }
  502. furi_timer_free(tetris_state->timer);
  503. view_port_enabled_set(view_port, false);
  504. gui_remove_view_port(gui, view_port);
  505. furi_record_close(RECORD_GUI);
  506. view_port_free(view_port);
  507. furi_message_queue_free(event_queue);
  508. furi_mutex_free(tetris_state->mutex);
  509. furi_timer_set_thread_priority(FuriTimerThreadPriorityNormal);
  510. free(newPiece);
  511. free(tetris_state);
  512. return 0;
  513. }