Commit Graph
4 Commits
Author SHA1 Message Date
Luxferre 1dd9fac313 fix(games): correct Tetris rotation, fix input/render lag, visible window frame
- Tetris: replace pivot-based rotation with explicit 4-state SHAPES
  table (classic SRS-style) so rotation is correct and the O piece no
  longer drifts on rotate; keep simple wall-kick offsets.
- Both: render immediately after processing input (not only on gravity
  steps) so rotation/movement is no longer laggy.
- Both: draw the window frame inset by 2-3px (double line) so the right
  and bottom edges are actually visible instead of clipped at the edge.
2026-10-23 15:47:30 +03:00
Luxferre 6bf4139263 fix(games): complete font (U/W + A-Z), fix Tetris gravity, frame + center overlays
- Font: add missing glyphs (U, W and complete A-Z) to both Snake and
  Tetris 5x7 bitmap fonts so PAUSE/RESUME/NEW GAME render correctly.
- Tetris: the gravity loop never advanced nextTick after a step, so the
  piece dropped almost instantly every frame. Advance nextTick by speed
  after each step (matching Snake) so gravity honours the configured rate.
- Both: draw a 1px frame around the whole 240x296 window (right/bottom
  edges were previously absent) and clear the playfield to black behind
  PAUSE/GAME OVER text for contrast.
- Both: fix centering of overlay labels (GAME OVER, 5 RESUME, 5 NEW GAME).
2026-10-23 15:30:29 +03:00
Luxferre 3eb54e4306 fix(games): correct Snake self-collision on spawn, enlarge Tetris, brighten labels
Snake: the snake was initialized with its head at the left end while
moving right, so the first gravity step walked the head into its own
body and the game started at Game Over. Initialize the head at the
right end (cx) so the initial direction is valid.

Tetris: enlarge the playfield cell (10 -> 12px) so pieces are not too
small, and slow gravity (800ms base, gentler per-level ramp, 250ms
floor) so pieces do not fall too fast.

Both: brighten the secondary/dim text colour (0x0a3a0a -> 0x2f9f2f)
so score/label/menu text is actually legible on the black background.

Also wire the Games section into the real main menu: the system menu
is hardcoded in the dwm-plugin dmenu (src/sxmo-dmenu/dmenu.c), not in
sxmo_appmenu.sh, so add a 'games' builtin menu that loads
sxmo_hook_games.sh and a Games entry after Apps in the sys menu, plus
scripts/build-dmenu.sh to cross-compile dmenu.so.
2026-10-23 14:57:59 +03:00
Luxferre 5f467b02fa feat(games): add Snake and Tetris X11 games with menu integration
Add two standalone X11 games (not DWM plugins) for the Nokia 8110 keypad:
- src/games/snake.cpp: Nokia Snake II-style game, 240x296, built-in 5x7 font
- src/games/tetris.cpp: Tetris with next-piece preview, levels, line clears

Both float as dialog windows in dwm, use a self-contained bitmap font (no
font-file dependency), and are controlled via the numeric keypad (2/4/6/8
directions, 5 action) with arrow-key fallbacks.

- scripts/build-games.sh: Docker armv7 cross-compile (mirrors build-sxmo-x11.sh)
- overlay/rootfs/usr/share/sxmo/default_hooks/sxmo_hook_games.sh: Games menu hook
- overlay/rootfs/usr/bin/sxmo_appmenu.sh: add 'Games' entry after 'Apps' and a
  games submenu case

Binaries committed to prebuilt/games and overlay/rootfs/usr/bin per repo
convention. Deployed and verified on the live device (window maps, dwm focuses
it, keypad input reaches the game).
2026-10-23 14:29:48 +03:00