tweaked controls, score, sounds

This commit is contained in:
Irmen de Jong 2019-03-10 19:24:11 +01:00
parent cd2c4e13da
commit e4ea1f1014

View File

@ -1,12 +1,6 @@
; TehTriz - a Tetris clone.
;
; @todo: holding a block
; @todo: joystick control
; @todo: large explosion with ding when clearing 4 lines
; @todo: click sound (same as rotate) when block lands in place (without dropping it)
; @todo: sometimes the game gets confused about what the current tetromino is and will draw the wrong one. When rotating a square it turns into the previous piece!
~ main {
@ -21,7 +15,7 @@
ubyte xpos
ubyte ypos
ubyte nextBlock
ubyte speedlevel = 1
ubyte speedlevel
sub start() {
@ -52,8 +46,10 @@ waitkey:
gameOver()
goto newgame
} else {
sound.blockrotate()
checkForLines()
spawnNextBlock()
score++
}
}
@ -78,7 +74,7 @@ waitkey:
}
drawBlock(xpos, ypos, 160)
}
else if key==29 or key=='.' {
else if key==29 or key=='/' {
; move right
drawBlock(xpos, ypos, 32)
if blocklogic.noCollision(xpos+1, ypos) {
@ -86,7 +82,7 @@ waitkey:
}
drawBlock(xpos, ypos, 160)
}
else if key==17 or key=='m' {
else if key==17 or key=='.' {
; move down faster
drawBlock(xpos, ypos, 32)
if blocklogic.noCollision(xpos, ypos+1) {
@ -110,6 +106,8 @@ waitkey:
drawBlock(xpos, ypos, 160)
checkForLines()
spawnNextBlock()
score++
drawScore()
}
}
else if key=='z' { ; no joystick equivalent (there is only 1 fire button)
@ -166,6 +164,9 @@ waitkey:
}
}
if num_lines {
if num_lines>3
sound.lineclear_big()
else
sound.lineclear()
c64.TIME_LO=0
while c64.TIME_LO<20 {
@ -217,6 +218,7 @@ waitkey:
score = 0
xpos = startXpos
ypos = startYpos
speedlevel = 1
nextBlock = rnd() % 7
}
@ -228,7 +230,6 @@ waitkey:
xpos = startXpos
ypos = startYpos
drawBlock(xpos, ypos, 160)
score++
}
sub drawBoard() {
@ -248,17 +249,17 @@ waitkey:
c64scr.PLOT(28,14)
c64scr.print("score:")
c64.COLOR = 12
c64scr.PLOT(28,18)
c64scr.PLOT(27,18)
c64scr.print("controls:")
c64.COLOR = 11
c64scr.PLOT(27,19)
c64scr.print("z/x rotate")
c64scr.PLOT(27,20)
c64scr.print(",/. move")
c64scr.PLOT(27,21)
c64scr.print("spc drop")
c64scr.PLOT(28,19)
c64scr.print(",/ move")
c64scr.PLOT(28,20)
c64scr.print("zx rotate")
c64scr.PLOT(29,21)
c64scr.print(". descend")
c64scr.PLOT(27,22)
c64scr.print(" m descend")
c64scr.print("spc drop")
; @todo joystick control:
; c64scr.PLOT(27,23)
; c64scr.print("or joystick2")
@ -401,6 +402,7 @@ waitkey:
rotated[13] = currentBlock[11]
rotated[14] = currentBlock[7]
rotated[15] = currentBlock[3]
memcopy(rotated, currentBlock, len(currentBlock))
}
else if currentBlockNum!=3 {
; rotate all blocks (except 3, the square) around their center square in a 3x3 matrix
@ -414,10 +416,9 @@ waitkey:
rotated[8] = currentBlock[10]
rotated[9] = currentBlock[6]
rotated[10] = currentBlock[2]
}
memcopy(rotated, currentBlock, len(currentBlock))
}
}
sub rotateCCW() {
; rotates the current block counterclockwise.
@ -439,6 +440,7 @@ waitkey:
rotated[13] = currentBlock[4]
rotated[14] = currentBlock[8]
rotated[15] = currentBlock[12]
memcopy(rotated, currentBlock, len(currentBlock))
}
else if currentBlockNum!=3 {
; rotate all blocks (except 3, the square) around their center square in a 3x3 matrix
@ -452,9 +454,9 @@ waitkey:
rotated[8] = currentBlock[0]
rotated[9] = currentBlock[4]
rotated[10] = currentBlock[8]
}
memcopy(rotated, currentBlock, len(currentBlock))
}
}
; For movement checking it is not needed to clamp the x/y coordinates,
; because we have to check for brick collisions anyway.
@ -547,6 +549,16 @@ waitkey:
c64.CR1 = %10000001
}
sub lineclear_big() {
; big explosion
c64.MVOL = 15
c64.AD1 = %01101010
c64.SR1 = %00000000
c64.FREQ1 = 2600
c64.CR1 = %10000000
c64.CR1 = %10000001
}
sub gameover() {
; buzz
c64.MVOL = 15