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