Commit Graph
15 Commits
Author SHA1 Message Date
Luxferre ff29160461 games: fix input/rendering lag and missed keypresses
Identified and fixed rendering/input optimization issues:
- Snake: added turn queue (max 2 pending turns) so rapid key presses are
  never lost; filters reversals and duplicates against the last queued
  direction. Batched snake body rendering into a single XFillRectangles call
  instead of one XFillRectangle per segment.
- Tetris: batched settled-block rendering into 3 XFillRectangles calls
  (body, highlight, shadow) instead of 5 XFillRectangle calls per cell.
  This reduces ~1000 X11 calls per frame to 3, fixing frame drops and
  input lag.
- Both: non-blocking input polling before every frame (already in place)
  ensures no keypress is missed.
2026-10-24 09:36:38 +03:00
Luxferre eee12181c7 games: responsive game loop with non-blocking input polling
Replaced the blocking select()-based main loop with a proper game loop:
- Process ALL pending X11 input (XPending) before every frame — no more
  missed keypresses from select() blocking for up to a full frame
- Render every frame at 30 fps (FRAME_MS = 33 ms) consistently
- Frame pacing uses select() with a timeout that wakes immediately on
  input, so keypresses are processed within milliseconds
- Game logic (snake steps, tetris gravity) still runs at its own rate via
  nextTick, decoupled from render rate

This eliminates input lag and missed keypresses in both Snake and Tetris.
2026-10-24 09:03:38 +03:00
Luxferre 8ccfdb8d44 games: 30 fps render loop + immediate Snake turns
Switched both games to a 30 fps render cap (FRAME_MS = 33 ms) for smoother,
more predictable frame pacing. Snake base speed raised to 150 px/sec (~60 ms
per step at cell=9) so turn commands take effect at the next step without
perceived lag. The buffered-direction model (latest keypress wins) is
unchanged — turns apply at the next step, which is immediate in snake terms.

Progressive difficulty (+1 px/sec per 5 food in Snake, +1 px/sec per 10 lines
in Tetris), edge wrap, Gameboy-style beveled blocks, and all controls are
unchanged.
2026-10-24 08:54:25 +03:00
Luxferre 9d4ca2e3a6 games: 60 fps rendering loop + smoother Snake controls
Both games now render at 60 fps independent of the game-logic step rate:
the main loop caps select() at one frame (16 ms) so the screen updates
smoothly even when gravity/snake steps are slow, and renders every frame
or whenever state changed.

Snake: replaced the turn queue with a single buffered direction (latest
keypress wins) so rapid key presses don't queue up and misfire. Base speed
set to 100 px/sec (~90 ms per step) for controllable, responsive play.
Progressive difficulty (+1 px/sec per 5 food) and edge wrap are unchanged.
2026-10-24 08:43:39 +03:00
Luxferre 0abf305dff games: snappier Snake turns + Gameboy-style Tetris blocks
Snake: add a turn queue (up to 4 pending direction changes) so rapid key
presses are never lost, and raise base speed from 70->130 px/sec
(~128ms -> ~69ms per step) for snappier, more responsive play. Progressive
difficulty (+1 px/sec per 5 food) is unchanged.

Tetris: replace solid-green blocks with Gameboy-style 4-shade beveled cells
(pale top/left highlight, medium body, dark bottom/right shadow). Settled
blocks use C_GB_MED, the active piece uses C_GB_LIGHT, and the next-piece
preview is beveled too.
2026-10-24 08:35:53 +03:00
Luxferre 58071b374c games: fix font glyphs, Snake edge-wrap, snappier Snake
Font: add missing bitmap glyphs (/ # * + =) to both Snake and Tetris so
control labels like '4/6 MOVE' and '# PAUSE' render correctly. Also hoist
XSetForeground out of the per-pixel loop in draw_text (both games).

Snake: remove the wall-collision death; the head now wraps through the
opposite edge ((hx+COLS)%COLS, (hy+ROWS)%ROWS). Base speed raised from
70->100 px/sec (~128ms -> ~90ms per step) so it feels less laggy; the
+1 px/sec per 5 food progressive difficulty is unchanged.
2026-10-23 20:32:50 +03:00
Luxferre fdcdb89684 games: progressive difficulty + Tetris controls panel
Snake: speed derived from pixels/second; +1 px/sec per 5 food eaten
(pps = 70 + food/5, step = cell*1000/pps, floored at 40ms).

Tetris: speed derived from pixels/second; +1 px/sec per 10 lines cleared
(pps = 23 + lines/10, step = CELL*1000/pps, floored at 40ms), replacing
the old level-driven formula. Level still drives the score multiplier.

Tetris: list all controls concisely in the free space of the right panel
(KEYS, 4/6 MOVE, 2 ROTATE, 8 SOFT, 0 DROP, # PAUSE, 5 OK).
2026-10-23 20:17:15 +03:00
Luxferre 70ef9860be fix(games): inset windows so dwm's native border stays on-screen
dwm adds a borderpx (1) border around every client, so a window sized to
fill the usable area (240x296) overflowed the 240x320 screen by 2px on the
right and bottom, clipping the native window border. Offset the requested
position by the border width and shrink by 3*borderpx so the framed window
exactly meets the screen edges with the native border fully visible.
2026-10-23 19:06:31 +03:00
Luxferre 313e137d87 games: auto-size windows to available screen; dmenu shows Sys menu from any app 2026-10-23 18:50:12 +03:00
Luxferre 2a12f8bdb4 fix(games): size windows to content with edge border; add Games to app-context menu 2026-10-23 16:54:13 +03:00
Luxferre bf4652ca5b fix(games): single playfield border, snake score in top strip, no soft-drop scoring, 239x295 window 2026-10-23 16:07:35 +03:00
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