Open betojsp opened 4 years ago
HI @betojsp,
I can't try this out, because I have no 64 matrix at hand, but what about setting it to 32 then?
If I remember right, The second param to draw numbers is the bottom line of where the numbers finish. 59 means it will be down near the bottom, try 30
On Fri 30 Oct 2020, 19:18 Tobias Blum, notifications@github.com wrote:
HI @betojsp https://github.com/betojsp,
I can't try this out, because I have no 64 matrix at hand, but what about setting it to 32 then?
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TETRIS_Y_DROP_DEFAULT = 30
TETRIS_Y_DROP_DEFAULT = 8
Ah, I understand better now.
There seems to be a bug ok. When you change the drop value, it is starting in the desired place, but it still only falls 16 * scale pixels.
It's a long time since I looked at this, but it's possible changes need to be made in Tetris numbers.h too to allow for this.
The different numbers have each shape defined like this
{2, 5, 4, 16, 0},
The second last number (16 in the example) is how far below the start it should stop.
Where the value is 16, it should be default y drop
If the value is 12 if should be default y drop - 4
And so on. Hope this helps
https://github.com/toblum/TetrisAnimation/blob/master/src/TetrisNumbers.h
A similar problem occurs on narrows (low height) matrix displays (I'm using 8 pixel height): The tiles start falling in invisible space, so there is a delay in every frame before a movement is visible. I patched the lib by (re-)setting the 'fallindex' to 8 instead of 0, so the tiles already start falling right at the edge of the display. But of course it would be ideal if the library could handle different matrix sizes.
I have updated code to fix this issue into a new branch:
https://github.com/toblum/TetrisAnimation/tree/drop_default_Fix
Fix is only applied to the numbers so far. I'm dreading having to update all blocks in the alpha characters 😭
I have changed what was previously y_stop // y-position (1-16, where 16 is the last line of the matrix) where the brick should stop falling
to be y_stop_offset // how many blocks above the bottom should this block stop
and re-adjusted the maths for where the blocks land to be based on the drop distance. Basically anything that was a 16 before is now 0, 15 is now 1, 14 is 2 etc
I have also added the ability to set the drop distance when you are animating (which will help with your problem @altery )
tetris.drawNumbers(0, 48, false, 32);
TETRIS_Y_DROP_DEFAULT
So for you @altery , you could try set this to 8 and not have to modify the library. I'm not sure I'd be too interested in trying to handle different screen resolutions differently automatically, but i do like the idea of allowing the users to be able to control it.
Fix now applied to text too, not yet merged into the main branch
Hi,
I modify the variable TETRIS_Y_DROP_DEFAULT so that the fall starts much topper, change the 16 to 24.
TETRIS_Y_DROP_DEFAULT 16
TETRIS_Y_DROP_DEFAULT 24
How can I make it start much topper ?