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, FuriMessageQueue* event_queue) {
  202. furi_assert(event_queue);
  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(FuriMessageQueue* event_queue) {
  328. furi_assert(event_queue);
  329. TetrisEvent event = {.type = EventTypeTick};
  330. furi_message_queue_put(event_queue, &event, FuriWaitForever);
  331. }
  332. static void
  333. tetris_game_process_step(TetrisState* tetris_state, Piece* newPiece, bool wasDownMove) {
  334. if(tetris_state->gameState == GameStateGameOver || tetris_state->gameState == GameStatePaused)
  335. return;
  336. tetris_game_remove_curr_piece(tetris_state);
  337. if(wasDownMove) {
  338. if(tetris_game_piece_at_bottom(tetris_state, newPiece)) {
  339. furi_timer_stop(tetris_state->timer);
  340. tetris_game_render_curr_piece(tetris_state);
  341. uint8_t numLines = 0;
  342. uint8_t lines[] = {0, 0, 0, 0};
  343. uint16_t nextFallSpeed;
  344. tetris_game_check_for_lines(tetris_state, lines, &numLines);
  345. if(numLines > 0) {
  346. for(int i = 0; i < numLines; i++) {
  347. // zero out row
  348. for(int j = 0; j < FIELD_WIDTH; j++) {
  349. tetris_state->playField[lines[i]][j] = false;
  350. }
  351. // move all above rows down
  352. for(int k = lines[i]; k >= 0; k--) {
  353. for(int m = 0; m < FIELD_WIDTH; m++) {
  354. tetris_state->playField[k][m] =
  355. (k == 0) ? false : tetris_state->playField[k - 1][m];
  356. }
  357. }
  358. }
  359. uint16_t oldNumLines = tetris_state->numLines;
  360. tetris_state->numLines += numLines;
  361. if((oldNumLines / 10) % 10 != (tetris_state->numLines / 10) % 10) {
  362. nextFallSpeed =
  363. tetris_state->fallSpeed - (100 / (tetris_state->numLines / 10));
  364. if(nextFallSpeed >= MIN_FALL_SPEED) {
  365. tetris_state->fallSpeed = nextFallSpeed;
  366. }
  367. }
  368. }
  369. // Check for game over
  370. int next_piece_id = tetris_game_get_next_piece(tetris_state);
  371. Piece* spawnedPiece = &shapes[next_piece_id];
  372. if(!tetris_game_is_valid_pos(tetris_state, spawnedPiece->p)) {
  373. tetris_state->gameState = GameStateGameOver;
  374. } else {
  375. memcpy(&tetris_state->currPiece, spawnedPiece, sizeof(tetris_state->currPiece));
  376. furi_timer_start(tetris_state->timer, tetris_state->fallSpeed);
  377. }
  378. }
  379. }
  380. if(tetris_game_is_valid_pos(tetris_state, newPiece->p)) {
  381. memcpy(&tetris_state->currPiece, newPiece, sizeof(tetris_state->currPiece));
  382. }
  383. tetris_game_render_curr_piece(tetris_state);
  384. }
  385. int32_t tetris_game_app() {
  386. FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(TetrisEvent));
  387. TetrisState* tetris_state = malloc(sizeof(TetrisState));
  388. tetris_state->mutex = furi_mutex_alloc(FuriMutexTypeNormal);
  389. if(!tetris_state->mutex) {
  390. FURI_LOG_E("TetrisGame", "cannot create mutex\r\n");
  391. furi_message_queue_free(event_queue);
  392. free(tetris_state);
  393. return 255;
  394. }
  395. // Not doing this eventually causes issues with TimerSvc due to not sleeping/yielding enough in this task
  396. furi_timer_set_thread_priority(FuriTimerThreadPriorityElevated);
  397. ViewPort* view_port = view_port_alloc();
  398. view_port_set_orientation(view_port, ViewPortOrientationVertical);
  399. view_port_draw_callback_set(view_port, tetris_game_render_callback, tetris_state);
  400. view_port_input_callback_set(view_port, tetris_game_input_callback, event_queue);
  401. // Open GUI and register view_port
  402. Gui* gui = furi_record_open(RECORD_GUI);
  403. gui_add_view_port(gui, view_port, GuiLayerFullscreen);
  404. tetris_state->timer =
  405. furi_timer_alloc(tetris_game_update_timer_callback, FuriTimerTypePeriodic, event_queue);
  406. tetris_game_init_state(tetris_state);
  407. TetrisEvent event;
  408. Piece* newPiece = malloc(sizeof(Piece));
  409. uint8_t downRepeatCounter = 0;
  410. // Call dolphin deed on game start
  411. dolphin_deed(DolphinDeedPluginGameStart);
  412. for(bool processing = true; processing;) {
  413. // This 10U implicitly sets the game loop speed. downRepeatCounter relies on this value
  414. FuriStatus event_status = furi_message_queue_get(event_queue, &event, 10U);
  415. furi_mutex_acquire(tetris_state->mutex, FuriWaitForever);
  416. memcpy(newPiece, &tetris_state->currPiece, sizeof(tetris_state->currPiece));
  417. bool wasDownMove = false;
  418. if(!furi_hal_gpio_read(&gpio_button_right)) {
  419. if(downRepeatCounter > 3) {
  420. for(int i = 0; i < 4; i++) {
  421. newPiece->p[i].y += 1;
  422. }
  423. downRepeatCounter = 0;
  424. wasDownMove = true;
  425. } else {
  426. downRepeatCounter++;
  427. }
  428. }
  429. if(event_status == FuriStatusOk) {
  430. if(event.type == EventTypeKey) {
  431. if(event.input.type == InputTypePress || event.input.type == InputTypeLong ||
  432. event.input.type == InputTypeRepeat) {
  433. switch(event.input.key) {
  434. case InputKeyUp:
  435. break;
  436. case InputKeyDown:
  437. break;
  438. case InputKeyRight:
  439. for(int i = 0; i < 4; i++) {
  440. newPiece->p[i].x += 1;
  441. }
  442. break;
  443. case InputKeyLeft:
  444. for(int i = 0; i < 4; i++) {
  445. newPiece->p[i].x -= 1;
  446. }
  447. break;
  448. case InputKeyOk:
  449. if(tetris_state->gameState == GameStatePlaying) {
  450. tetris_game_remove_curr_piece(tetris_state);
  451. tetris_game_try_rotation(tetris_state, newPiece);
  452. tetris_game_render_curr_piece(tetris_state);
  453. } else {
  454. tetris_game_init_state(tetris_state);
  455. }
  456. break;
  457. case InputKeyBack:
  458. if(event.input.type == InputTypeLong) {
  459. processing = false;
  460. } else if(event.input.type == InputTypePress) {
  461. switch(tetris_state->gameState) {
  462. case GameStatePaused:
  463. tetris_state->gameState = GameStatePlaying;
  464. break;
  465. case GameStatePlaying:
  466. tetris_state->gameState = GameStatePaused;
  467. break;
  468. default:
  469. break;
  470. }
  471. }
  472. break;
  473. default:
  474. break;
  475. }
  476. }
  477. } else if(event.type == EventTypeTick) {
  478. // TODO: This is inverted. it returns true when the button is not pressed.
  479. // see macro in input.c and do that
  480. if(furi_hal_gpio_read(&gpio_button_right)) {
  481. for(int i = 0; i < 4; i++) {
  482. newPiece->p[i].y += 1;
  483. }
  484. wasDownMove = true;
  485. }
  486. }
  487. }
  488. tetris_game_process_step(tetris_state, newPiece, wasDownMove);
  489. furi_mutex_release(tetris_state->mutex);
  490. view_port_update(view_port);
  491. }
  492. furi_timer_free(tetris_state->timer);
  493. view_port_enabled_set(view_port, false);
  494. gui_remove_view_port(gui, view_port);
  495. furi_record_close(RECORD_GUI);
  496. view_port_free(view_port);
  497. furi_message_queue_free(event_queue);
  498. furi_mutex_free(tetris_state->mutex);
  499. furi_timer_set_thread_priority(FuriTimerThreadPriorityNormal);
  500. free(newPiece);
  501. free(tetris_state);
  502. return 0;
  503. }