TouchShield Tetris
A first attempt at the popular Tetris game on the TouchShield GamePack!
Parts for TouchShield Tetris:
Even though all the standard tetris features aren’t there yet, it’s still pretty fun to play so far!

Above is an up close and personal shot. Besides the fun joystick control, my favorite part of this game is the next shape box, strangely.

The Arduino forwards the joytstick control from the InputShield to the TouchShield which allows the TouchShield to control gameplay and display.
Copy and paste the following code listing and download to the respective device.
- TouchShield Code
- Arduino Code
TouchShield Code
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#define GRID_WIDTH 10 #define GRID_HEIGHT 20 #define CELL_WIDTH 6 #define CELL_HEIGHT 6 typedef enum { NOT_OCCUPIED, OCCUPIED, NUM_STATES } GRID_CELL_STATE_T; typedef enum { MOVED, NOT_MOVED, } SHAPE_MOVEMENT_T; typedef struct { LCD_RECT Cell; COLOR Color; GRID_CELL_STATE_T State; } GRID_CELL_T; typedef enum { ANG_0, ANG_90, ANG_180, ANG_270, NUM_ROTATIONS } SHAPE_ROTATION_T; /* 4 rotations of shape offets */ typedef struct { POINT Pattern[4][4]; } PATTERN_T; typedef struct { PATTERN_T ShapeData[4]; POINT ShapeLoc[4]; COLOR Color; uint8_t CurrAngle; uint8_t CurrShape; SHAPE_MOVEMENT_T State; uint8_t NextShape; COLOR DrawColor; } SHAPE_T; SHAPE_T shape1 = { /* Shape 0 */ /* ANG_0 */{{{ {{0,2}, {1,2}, {2,2}, {1,3}}, /* ANG_90 */ {{1,1}, {1,2}, {0,2}, {1,3}}, /* ANG_180 */ {{0,2}, {1,2}, {2,2}, {1,1}}, /* ANG_270 */ {{1,1}, {1,2}, {2,2}, {1,3}}}}, /* Shape 1 */ /* ANG_0 */{{ {{0,2}, {1,2}, {0,3}, {1,3}}, /* ANG_90 */ {{0,2}, {1,2}, {0,3}, {1,3}}, /* ANG_180 */ {{0,2}, {1,2}, {0,3}, {1,3}}, /* ANG_270 */ {{0,2}, {1,2}, {0,3}, {1,3}}}}, /* Shape 2 */ /* ANG_0 */{{ {{1,0}, {1,1}, {1,2}, {1,3}}, /* ANG_90 */ {{0,2}, {1,2}, {2,2}, {3,2}}, /* ANG_180 */ {{1,0}, {1,1}, {1,2}, {1,3}}, /* ANG_270 */ {{0,2}, {1,2}, {2,2}, {3,2}}}}, /* Shape 3 */ /* ANG_0 */{{ {{0,2}, {1,2}, {1,3}, {2,3}}, /* ANG_90 */ {{0,2}, {0,3}, {1,1}, {1,2}}, /* ANG_180 */ {{0,2}, {1,2}, {1,3}, {2,3}}, /* ANG_270 */ {{0,2}, {0,3}, {1,1}, {1,2}}}}}, /* ShapeLoc */{{5,0}, {5,0}, {5,0}, {5,0}}, /* Color */{255,0,0}, /* CurrAngle */ 0, /* CurrShape */ 0, /* State */ NOT_MOVED, /* NextShape */ 1, /* DrawColor */ {255,0,0}, }; GRID_CELL_T grid[GRID_WIDTH][GRID_HEIGHT]; GRID_CELL_T nextShapeGrid[4][4]; COLOR black = {0,0,0}; COLOR grey = {50,50,50}; COLOR white = {255,255,255}; COLOR red = {255,0,0}; unsigned int analogValues[6]; unsigned char digitalValues[10]; void setupGrids() { unsigned char x,y; /* Setup the main playing grid */ for (x=0;x<GRID_WIDTH; x++) { for (y=0;y<GRID_HEIGHT; y++) { grid[x][y].Cell.left = x*CELL_WIDTH; grid[x][y].Cell.right = grid[x][y].Cell.left + CELL_WIDTH; grid[x][y].Cell.top = y*CELL_HEIGHT; grid[x][y].Cell.bottom = grid[x][y].Cell.top +CELL_HEIGHT; grid[x][y].Color.red=0; grid[x][y].Color.green=0; grid[x][y].Color.blue=0; grid[x][y].State = NOT_OCCUPIED; } } /* Add a occupied bottom row */ for (x=0;x<GRID_WIDTH; x++) { grid[x][GRID_HEIGHT-1].State = OCCUPIED; grid[x][GRID_HEIGHT-1].Color.red = 255; } /* Add a occupied bottom row */ for (x=0;x<GRID_HEIGHT; x++) { grid[0][x].State = OCCUPIED; grid[GRID_WIDTH-1][x].State = OCCUPIED; } /* Setup the next shape grid */ for (x=0;x<4; x++) { for (y=0;y<4; y++) { nextShapeGrid[x][y].Cell.left = x*CELL_WIDTH+80; nextShapeGrid[x][y].Cell.right = nextShapeGrid[x][y].Cell.left + CELL_WIDTH; nextShapeGrid[x][y].Cell.top = y* CELL_HEIGHT+30; nextShapeGrid[x][y].Cell.bottom = nextShapeGrid[x][y].Cell.top+CELL_HEIGHT; } } } void drawNextShapeGrid() { unsigned char x,y; /* Draw the next shape grid */ for (x=0;x<4; x++) { for (y=0;y<4; y++) { lcd_rect(nextShapeGrid[x][y].Cell,grey,black); } } } void drawGrids() { unsigned char x,y; /* Draw the playing grid */ for (x=0;x< GRID_WIDTH; x++) { for (y=0;y<GRID_HEIGHT; y++) { lcd_rect(grid[x][y].Cell,grey,grid[x][y].Color); } } drawNextShapeGrid(); } void drawShape() { unsigned char x, left, top; for (x=0;x<4;x++) { left = (shape1.ShapeLoc[x].x + shape1.ShapeData[shape1.CurrShape]. Pattern[shape1.CurrAngle][x].x)* CELL_WIDTH; top = (shape1.ShapeLoc[x].y + shape1.ShapeData[shape1.CurrShape]. Pattern[shape1.CurrAngle][x].y)* CELL_HEIGHT; lcd_rectangle(left, top, left+CELL_WIDTH, top+CELL_HEIGHT, grey,shape1.Color); } } void drawNextShape() { unsigned char x, left, top; for (x=0;x<4;x++) { left = (nextShapeGrid[0][0].Cell.left + shape1.ShapeData[shape1.NextShape]. Pattern[shape1.CurrAngle][x].x*CELL_WIDTH); top = (nextShapeGrid[0][0].Cell.top + shape1.ShapeData[shape1.NextShape]. Pattern[shape1.CurrAngle][x].y*CELL_HEIGHT); lcd_rectangle(left, top, left+CELL_WIDTH, top+CELL_HEIGHT, grey,shape1.Color); } } bool collisionSide() { unsigned char x,locx,locy; /* Test for a collision */ for (x=0;x<4;x++) { locx = shape1.ShapeLoc[x].x + shape1.ShapeData[shape1.CurrShape]. Pattern[shape1.CurrAngle][x].x; locy = shape1.ShapeLoc[x].y + shape1.ShapeData[shape1.CurrShape]. Pattern[shape1.CurrAngle][x].y; if ((grid[locx-1][locy].State == OCCUPIED) || (grid[locx+1][locy].State == OCCUPIED) ) { return true; } } return false; } bool collision() { unsigned char x,locx,locy; /* Test for a collision */ for (x=0;x<4;x++) { locx = shape1.ShapeLoc[x].x + shape1.ShapeData[shape1.CurrShape]. Pattern[shape1.CurrAngle][x].x; locy = shape1.ShapeLoc[x].y + shape1.ShapeData[shape1.CurrShape]. Pattern[shape1.CurrAngle][x].y; if (grid[locx][locy+1].State == OCCUPIED) { return true; } } return false; } void moveShape(char xAmount, char yAmount) { unsigned char x,locx,locy; if (!collision()) { /* Move Each Cell */ for (x=0;x<4;x++) { shape1.ShapeLoc[x].y+= yAmount; shape1.ShapeLoc[x].x+= xAmount; } /* Store the movement */ shape1.State = MOVED; } else { /* Paint the stationary shape */ /* Paint the shape */ shape1.Color.red = shape1.DrawColor.red; shape1.Color.green = shape1.DrawColor.green; shape1.Color.blue = shape1.DrawColor.blue; drawShape(); /* Occupy Grid cells */ for (x=0;x<4;x++) { locx = shape1.ShapeLoc[x].x + shape1.ShapeData[shape1.CurrShape]. Pattern[shape1.CurrAngle][x].x; locy = shape1.ShapeLoc[x].y + shape1.ShapeData[shape1.CurrShape]. Pattern[shape1.CurrAngle][x].y; grid[locx][locy].State = OCCUPIED; /* Reset the location */ shape1.ShapeLoc[x].x = 5; shape1.ShapeLoc[x].y = 0; } shape1.CurrShape = shape1.NextShape; shape1.NextShape = random() % 4; drawNextShapeGrid(); drawNextShape(); shape1.DrawColor.red = random() % 255; shape1.DrawColor.green = random() % 255; shape1.DrawColor.blue = random() % 255; } } void setup() { Serial.begin(9600); delay(3000); /* The sync character */ Serial.print('U'); setupGrids(); drawGrids(); drawNextShape(); lcd_puts("Touch",80,0,red, black); lcd_puts("Tetris",77,10,red, black); lcd_puts("Next Shape",68,65,red, black); lcd_puts("Score: 237",68,100,red, black); } POINT p; long pTime, nTime; SHAPE_MOVEMENT_T ShapeMoveResult = NOT_MOVED; unsigned char button1State = HIGH; unsigned char button1StatePrev = HIGH; unsigned int joystick; unsigned int joystickPrev; unsigned char x; void loop() { /* Test for a moving shape to erase */ if (shape1.State == MOVED) { /* Erase the shape */ shape1.Color.red = 0; shape1.Color.green = 0; shape1.Color.blue = 0; drawShape(); } /* Move the shape downward 1 lcoation */ moveShape(0,1); /* Paint the shape */ shape1.Color.red = shape1.DrawColor.red; shape1.Color.green = shape1.DrawColor.green; shape1.Color.blue = shape1.DrawColor.blue; drawShape(); /* Store the time */ pTime = millis(); //Read digital values for buttons a and b stat Serial.print('U'); button1State = Serial.read(); joystick = Serial.read(); /* Check for an elapsed amount of time */ if (joystick<50) { /* Erase the shape */ shape1.Color.red = 0; shape1.Color.green = 0; shape1.Color.blue = 0; drawShape(); if (!collisionSide()) { for (x=0;x<4;x++) { shape1.ShapeLoc[x].x--; } } } if (joystick>200) { /* Erase the shape */ shape1.Color.red = 0; shape1.Color.green = 0; shape1.Color.blue = 0; drawShape(); if (!collisionSide()) { for (x=0;x<4;x++) { shape1.ShapeLoc[x].x++; } } } if ( (button1State != button1StatePrev)) { if ( (button1State == LOW )) { /* Erase the shape */ shape1.Color.red = 0; shape1.Color.green = 0; shape1.Color.blue = 0; drawShape(); /* Rotate the shape */ shape1.CurrAngle++; /* Range check the angle */ if (shape1.CurrAngle == 4) { /* Wrap back around the angle */ shape1.CurrAngle=0; } /* Paint the shape */ shape1.Color.red = shape1.DrawColor.red; shape1.Color.green = shape1.DrawColor.green; shape1.Color.blue = shape1.DrawColor.blue; drawShape(); } button1StatePrev = button1State; } { button1StatePrev = button1State; } delay(100); } |
Arduino Code
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#include <AFSoftSerial.h> #define RXPIN 3 #define TXPIN 2 AFSoftSerial mySerial = AFSoftSerial(RXPIN, TXPIN); unsigned char x=0; void setup() { Serial.begin(9600); mySerial.begin(9600); /* Sync up by waiting for character */ //while(mySerial.read() != 'U'); //while(mySerial.read() != 'U'); delay(200); } void loop() { serial_sendDigital(6); serial_sendAnalog(5); delay(100); } void serial_sendDigital(unsigned char digitalPin) { if ( (digitalPin > 13) ) return; mySerial.print((unsigned char)digitalRead(digitalPin)); delay(2); } void serial_sendAnalog(unsigned char analogPin) { unsigned char lowByte, highByte; unsigned int val; /* Pin number range check */ if (analogPin > 6) return; /* Get the value */ val = analogRead(analogPin); val /=4; /* Separate the value into 2 bytes */ lowByte = (unsigned char)val; highByte = (unsigned char)(val >> 8); /* Send the high byte */ //mySerial.print(highByte); /* Write delay */ //delay(1); /* Send the low byte */ mySerial.print(lowByte); Serial.print(val); Serial.print(" "); /* Write delay */ ///delay(1); } |
3 Comments on TouchShield Tetris
Aaron Nov 12 2008
if you put in square tetris (like on the new tetris for N64). I will SO be buying an input shield.
Mark Dec 21 2008
Please put more comments in the code so new users can understand how it all works
Thanks







Stay tuned for disappearing blocks and levels!