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. bool hardDropping;
  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. furi_assert(ctx);
  203. FuriMessageQueue* event_queue = ctx;
  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. tetris_state->hardDropping = false;
  234. memset(tetris_state->playField, 0, sizeof(tetris_state->playField));
  235. memset(tetris_state->bag, 0, sizeof(tetris_state->bag));
  236. // init next_piece display
  237. tetris_game_get_next_piece(tetris_state);
  238. int next_piece_id = tetris_game_get_next_piece(tetris_state);
  239. memcpy(&tetris_state->currPiece, &shapes[next_piece_id], sizeof(tetris_state->currPiece));
  240. furi_timer_start(tetris_state->timer, tetris_state->fallSpeed);
  241. }
  242. static void tetris_game_remove_curr_piece(TetrisState* tetris_state) {
  243. for(int i = 0; i < 4; i++) {
  244. uint8_t x = tetris_state->currPiece.p[i].x;
  245. uint8_t y = tetris_state->currPiece.p[i].y;
  246. tetris_state->playField[y][x] = false;
  247. }
  248. }
  249. static void tetris_game_render_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] = true;
  254. }
  255. }
  256. static void tetris_game_rotate_shape(Point currShape[], Point newShape[]) {
  257. // Copy shape data
  258. for(int i = 0; i < 4; i++) {
  259. newShape[i] = currShape[i];
  260. }
  261. for(int i = 1; i < 4; i++) {
  262. int8_t relX = currShape[i].x - currShape[0].x;
  263. int8_t relY = currShape[i].y - currShape[0].y;
  264. // Matrix rotation thing
  265. int8_t newRelX = (relX * 0) + (relY * -1);
  266. int8_t newRelY = (relX * 1) + (relY * 0);
  267. newShape[i].x = currShape[0].x + newRelX;
  268. newShape[i].y = currShape[0].y + newRelY;
  269. }
  270. }
  271. static void tetris_game_apply_kick(Point points[], Point kick) {
  272. for(int i = 0; i < 4; i++) {
  273. points[i].x += kick.x;
  274. points[i].y += kick.y;
  275. }
  276. }
  277. static bool tetris_game_is_valid_pos(TetrisState* tetris_state, Point* shape) {
  278. for(int i = 0; i < 4; i++) {
  279. if(shape[i].x < 0 || shape[i].x > (FIELD_WIDTH - 1) ||
  280. tetris_state->playField[shape[i].y][shape[i].x] == true) {
  281. return false;
  282. }
  283. }
  284. return true;
  285. }
  286. static void tetris_game_try_rotation(TetrisState* tetris_state, Piece* newPiece) {
  287. uint8_t currRotIdx = tetris_state->currPiece.rotIdx;
  288. Point* rotatedShape = malloc(sizeof(Point) * 4);
  289. Point* kickedShape = malloc(sizeof(Point) * 4);
  290. memcpy(rotatedShape, &tetris_state->currPiece.p, sizeof(tetris_state->currPiece.p));
  291. tetris_game_rotate_shape(tetris_state->currPiece.p, rotatedShape);
  292. for(int i = 0; i < 5; i++) {
  293. memcpy(kickedShape, rotatedShape, (sizeof(Point) * 4));
  294. tetris_game_apply_kick(
  295. kickedShape, rotOffsetTranslation[newPiece->offsetType][currRotIdx][i]);
  296. if(tetris_game_is_valid_pos(tetris_state, kickedShape)) {
  297. memcpy(&newPiece->p, kickedShape, sizeof(newPiece->p));
  298. newPiece->rotIdx = (newPiece->rotIdx + 1) % 4;
  299. break;
  300. }
  301. }
  302. free(rotatedShape);
  303. free(kickedShape);
  304. }
  305. static bool tetris_game_row_is_line(bool row[]) {
  306. for(int i = 0; i < FIELD_WIDTH; i++) {
  307. if(row[i] == false) return false;
  308. }
  309. return true;
  310. }
  311. static void
  312. tetris_game_check_for_lines(TetrisState* tetris_state, uint8_t* lines, uint8_t* numLines) {
  313. for(int i = 0; i < FIELD_HEIGHT; i++) {
  314. if(tetris_game_row_is_line(tetris_state->playField[i])) {
  315. *(lines++) = i;
  316. *numLines += 1;
  317. }
  318. }
  319. }
  320. static bool tetris_game_piece_at_bottom(TetrisState* tetris_state, Piece* newPiece) {
  321. for(int i = 0; i < 4; i++) {
  322. Point* pos = (Point*)&newPiece->p;
  323. if(pos[i].y >= FIELD_HEIGHT || tetris_state->playField[pos[i].y][pos[i].x] == true) {
  324. return true;
  325. }
  326. }
  327. return false;
  328. }
  329. static void tetris_game_update_timer_callback(void* ctx) {
  330. furi_assert(ctx);
  331. FuriMessageQueue* event_queue = ctx;
  332. TetrisEvent event = {.type = EventTypeTick};
  333. furi_message_queue_put(event_queue, &event, FuriWaitForever);
  334. }
  335. static void
  336. tetris_game_process_step(TetrisState* tetris_state, Piece* newPiece, bool wasDownMove) {
  337. if(tetris_state->gameState == GameStateGameOver || tetris_state->gameState == GameStatePaused)
  338. return;
  339. tetris_game_remove_curr_piece(tetris_state);
  340. if(wasDownMove) {
  341. if(tetris_game_piece_at_bottom(tetris_state, newPiece)) {
  342. furi_timer_stop(tetris_state->timer);
  343. tetris_state->hardDropping = false;
  344. tetris_game_render_curr_piece(tetris_state);
  345. uint8_t numLines = 0;
  346. uint8_t lines[] = {0, 0, 0, 0};
  347. uint16_t nextFallSpeed;
  348. tetris_game_check_for_lines(tetris_state, lines, &numLines);
  349. if(numLines > 0) {
  350. for(int i = 0; i < numLines; i++) {
  351. // zero out row
  352. for(int j = 0; j < FIELD_WIDTH; j++) {
  353. tetris_state->playField[lines[i]][j] = false;
  354. }
  355. // move all above rows down
  356. for(int k = lines[i]; k >= 0; k--) {
  357. for(int m = 0; m < FIELD_WIDTH; m++) {
  358. tetris_state->playField[k][m] =
  359. (k == 0) ? false : tetris_state->playField[k - 1][m];
  360. }
  361. }
  362. }
  363. uint16_t oldNumLines = tetris_state->numLines;
  364. tetris_state->numLines += numLines;
  365. if((oldNumLines / 10) % 10 != (tetris_state->numLines / 10) % 10) {
  366. nextFallSpeed =
  367. tetris_state->fallSpeed - (100 / (tetris_state->numLines / 10));
  368. if(nextFallSpeed >= MIN_FALL_SPEED) {
  369. tetris_state->fallSpeed = nextFallSpeed;
  370. }
  371. }
  372. }
  373. // Check for game over
  374. int next_piece_id = tetris_game_get_next_piece(tetris_state);
  375. Piece* spawnedPiece = &shapes[next_piece_id];
  376. if(!tetris_game_is_valid_pos(tetris_state, spawnedPiece->p)) {
  377. tetris_state->gameState = GameStateGameOver;
  378. } else {
  379. memcpy(&tetris_state->currPiece, spawnedPiece, sizeof(tetris_state->currPiece));
  380. furi_timer_start(tetris_state->timer, tetris_state->fallSpeed);
  381. }
  382. }
  383. }
  384. if(tetris_game_is_valid_pos(tetris_state, newPiece->p)) {
  385. memcpy(&tetris_state->currPiece, newPiece, sizeof(tetris_state->currPiece));
  386. }
  387. tetris_game_render_curr_piece(tetris_state);
  388. }
  389. int32_t tetris_game_app() {
  390. FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(TetrisEvent));
  391. TetrisState* tetris_state = malloc(sizeof(TetrisState));
  392. tetris_state->mutex = furi_mutex_alloc(FuriMutexTypeNormal);
  393. if(!tetris_state->mutex) {
  394. FURI_LOG_E("TetrisGame", "cannot create mutex\r\n");
  395. furi_message_queue_free(event_queue);
  396. free(tetris_state);
  397. return 255;
  398. }
  399. // Not doing this eventually causes issues with TimerSvc due to not sleeping/yielding enough in this task
  400. furi_timer_set_thread_priority(FuriTimerThreadPriorityElevated);
  401. ViewPort* view_port = view_port_alloc();
  402. view_port_set_orientation(view_port, ViewPortOrientationVertical);
  403. view_port_draw_callback_set(view_port, tetris_game_render_callback, tetris_state);
  404. view_port_input_callback_set(view_port, tetris_game_input_callback, event_queue);
  405. // Open GUI and register view_port
  406. Gui* gui = furi_record_open(RECORD_GUI);
  407. gui_add_view_port(gui, view_port, GuiLayerFullscreen);
  408. tetris_state->timer =
  409. furi_timer_alloc(tetris_game_update_timer_callback, FuriTimerTypePeriodic, event_queue);
  410. tetris_game_init_state(tetris_state);
  411. TetrisEvent event;
  412. Piece* newPiece = malloc(sizeof(Piece));
  413. uint8_t downRepeatCounter = 0;
  414. // Call dolphin deed on game start
  415. dolphin_deed(DolphinDeedPluginGameStart);
  416. for(bool processing = true; processing;) {
  417. // This 10U implicitly sets the game loop speed. downRepeatCounter relies on this value
  418. FuriStatus event_status = furi_message_queue_get(event_queue, &event, 10U);
  419. furi_mutex_acquire(tetris_state->mutex, FuriWaitForever);
  420. memcpy(newPiece, &tetris_state->currPiece, sizeof(tetris_state->currPiece));
  421. bool wasDownMove = false;
  422. if(!furi_hal_gpio_read(&gpio_button_right)) {
  423. if(downRepeatCounter > 3) {
  424. for(int i = 0; i < 4; i++) {
  425. newPiece->p[i].y += 1;
  426. }
  427. downRepeatCounter = 0;
  428. wasDownMove = true;
  429. } else {
  430. downRepeatCounter++;
  431. }
  432. }
  433. if(tetris_state->hardDropping) {
  434. for(int i = 0; i < 4; i++) {
  435. newPiece->p[i].y += 1;
  436. }
  437. wasDownMove = true;
  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. tetris_state->hardDropping = true;
  446. break;
  447. case InputKeyDown:
  448. break;
  449. case InputKeyRight:
  450. for(int i = 0; i < 4; i++) {
  451. newPiece->p[i].x += 1;
  452. }
  453. break;
  454. case InputKeyLeft:
  455. for(int i = 0; i < 4; i++) {
  456. newPiece->p[i].x -= 1;
  457. }
  458. break;
  459. case InputKeyOk:
  460. if(tetris_state->gameState == GameStatePlaying) {
  461. tetris_game_remove_curr_piece(tetris_state);
  462. tetris_game_try_rotation(tetris_state, newPiece);
  463. tetris_game_render_curr_piece(tetris_state);
  464. } else {
  465. tetris_game_init_state(tetris_state);
  466. }
  467. break;
  468. case InputKeyBack:
  469. if(event.input.type == InputTypeLong) {
  470. processing = false;
  471. } else if(event.input.type == InputTypePress) {
  472. switch(tetris_state->gameState) {
  473. case GameStatePaused:
  474. tetris_state->gameState = GameStatePlaying;
  475. break;
  476. case GameStatePlaying:
  477. tetris_state->gameState = GameStatePaused;
  478. break;
  479. default:
  480. break;
  481. }
  482. }
  483. break;
  484. default:
  485. break;
  486. }
  487. }
  488. } else if(event.type == EventTypeTick) {
  489. // TODO: This is inverted. it returns true when the button is not pressed.
  490. // see macro in input.c and do that
  491. if(furi_hal_gpio_read(&gpio_button_right)) {
  492. for(int i = 0; i < 4; i++) {
  493. newPiece->p[i].y += 1;
  494. }
  495. wasDownMove = true;
  496. }
  497. }
  498. }
  499. tetris_game_process_step(tetris_state, newPiece, wasDownMove);
  500. furi_mutex_release(tetris_state->mutex);
  501. view_port_update(view_port);
  502. }
  503. furi_timer_free(tetris_state->timer);
  504. view_port_enabled_set(view_port, false);
  505. gui_remove_view_port(gui, view_port);
  506. furi_record_close(RECORD_GUI);
  507. view_port_free(view_port);
  508. furi_message_queue_free(event_queue);
  509. furi_mutex_free(tetris_state->mutex);
  510. furi_timer_set_thread_priority(FuriTimerThreadPriorityNormal);
  511. free(newPiece);
  512. free(tetris_state);
  513. return 0;
  514. }