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#include <VGAXUtils.h>
#include <math.h>
 
#define  FNT_NANOFONT_HEIGHT        6
#define  FNT_NANOFONT_SYMBOLS_COUNT 95
 
VGAX vga;
VGAXUtils vgaU;
 
//data size=570 bytes
const unsigned char fnt_nanofont_data[FNT_NANOFONT_SYMBOLS_COUNT][1+FNT_NANOFONT_HEIGHT] PROGMEM={
{ 1, 128, 128, 128, 0, 128, 0, }, //glyph '!' code=0
{ 3, 160, 160, 0, 0, 0, 0, }, //glyph '"' code=1
//{ 5, 80, 248, 80, 248, 80, 0, },  //glyph '#' code=2
{ 5, 248, 248, 248, 248, 248, 0, },  //glyph '#' code=2 
{ 5, 120, 160, 112, 40, 240, 0, },  //glyph '$' code=3
{ 5, 136, 16, 32, 64, 136, 0, },  //glyph '%' code=4
{ 5, 96, 144, 104, 144, 104, 0, },  //glyph '&' code=5
{ 2, 128, 64, 0, 0, 0, 0, },  //glyph ''' code=6
{ 2, 64, 128, 128, 128, 64, 0, }, //glyph '(' code=7
{ 2, 128, 64, 64, 64, 128, 0, },  //glyph ')' code=8
{ 3, 0, 160, 64, 160, 0, 0, },  //glyph '*' code=9
{ 3, 0, 64, 224, 64, 0, 0, }, //glyph '+' code=10
{ 2, 0, 0, 0, 0, 128, 64, },  //glyph ',' code=11
{ 3, 0, 0, 224, 0, 0, 0, }, //glyph '-' code=12
{ 1, 0, 0, 0, 0, 128, 0, }, //glyph '.' code=13
{ 5, 8, 16, 32, 64, 128, 0, },  //glyph '/' code=14
{ 4, 96, 144, 144, 144, 96, 0, }, //glyph '0' code=15
{ 3, 64, 192, 64, 64, 224, 0, },  //glyph '1' code=16
{ 4, 224, 16, 96, 128, 240, 0, }, //glyph '2' code=17
{ 4, 224, 16, 96, 16, 224, 0, },  //glyph '3' code=18
{ 4, 144, 144, 240, 16, 16, 0, }, //glyph '4' code=19
{ 4, 240, 128, 224, 16, 224, 0, },  //glyph '5' code=20
{ 4, 96, 128, 224, 144, 96, 0, }, //glyph '6' code=21
{ 4, 240, 16, 32, 64, 64, 0, }, //glyph '7' code=22
{ 4, 96, 144, 96, 144, 96, 0, },  //glyph '8' code=23
{ 4, 96, 144, 112, 16, 96, 0, },  //glyph '9' code=24
{ 1, 0, 128, 0, 128, 0, 0, }, //glyph ':' code=25
{ 2, 0, 128, 0, 0, 128, 64, },  //glyph ';' code=26
{ 3, 32, 64, 128, 64, 32, 0, }, //glyph '<' code=27
{ 3, 0, 224, 0, 224, 0, 0, }, //glyph '=' code=28
{ 3, 128, 64, 32, 64, 128, 0, },  //glyph '>' code=29
{ 4, 224, 16, 96, 0, 64, 0, },  //glyph '?' code=30
{ 4, 96, 144, 176, 128, 112, 0, },  //glyph '@' code=31
{ 4, 96, 144, 240, 144, 144, 0, },  //glyph 'A' code=32
{ 4, 224, 144, 224, 144, 224, 0, }, //glyph 'B' code=33
{ 4, 112, 128, 128, 128, 112, 0, }, //glyph 'C' code=34
{ 4, 224, 144, 144, 144, 224, 0, }, //glyph 'D' code=35
{ 4, 240, 128, 224, 128, 240, 0, }, //glyph 'E' code=36
{ 4, 240, 128, 224, 128, 128, 0, }, //glyph 'F' code=37
{ 4, 112, 128, 176, 144, 112, 0, }, //glyph 'G' code=38
{ 4, 144, 144, 240, 144, 144, 0, }, //glyph 'H' code=39
{ 3, 224, 64, 64, 64, 224, 0, },  //glyph 'I' code=40
{ 4, 240, 16, 16, 144, 96, 0, },  //glyph 'J' code=41
{ 4, 144, 160, 192, 160, 144, 0, }, //glyph 'K' code=42
{ 4, 128, 128, 128, 128, 240, 0, }, //glyph 'L' code=43
{ 5, 136, 216, 168, 136, 136, 0, }, //glyph 'M' code=44
{ 4, 144, 208, 176, 144, 144, 0, }, //glyph 'N' code=45
{ 4, 96, 144, 144, 144, 96, 0, }, //glyph 'O' code=46
{ 4, 224, 144, 224, 128, 128, 0, }, //glyph 'P' code=47
{ 4, 96, 144, 144, 144, 96, 16, },  //glyph 'Q' code=48
{ 4, 224, 144, 224, 160, 144, 0, }, //glyph 'R' code=49
{ 4, 112, 128, 96, 16, 224, 0, }, //glyph 'S' code=50
{ 3, 224, 64, 64, 64, 64, 0, }, //glyph 'T' code=51
{ 4, 144, 144, 144, 144, 96, 0, },  //glyph 'U' code=52
{ 3, 160, 160, 160, 160, 64, 0, },  //glyph 'V' code=53
{ 5, 136, 168, 168, 168, 80, 0, },  //glyph 'W' code=54
{ 4, 144, 144, 96, 144, 144, 0, },  //glyph 'X' code=55
{ 3, 160, 160, 64, 64, 64, 0, },  //glyph 'Y' code=56
{ 4, 240, 16, 96, 128, 240, 0, }, //glyph 'Z' code=57
{ 2, 192, 128, 128, 128, 192, 0, }, //glyph '[' code=58
{ 5, 128, 64, 32, 16, 8, 0, },  //glyph '\' code=59
{ 2, 192, 64, 64, 64, 192, 0, },  //glyph ']' code=60
{ 5, 32, 80, 136, 0, 0, 0, }, //glyph '^' code=61
{ 4, 0, 0, 0, 0, 240, 0, }, //glyph '_' code=62
{ 2, 128, 64, 0, 0, 0, 0, },  //glyph '`' code=63
{ 3, 0, 224, 32, 224, 224, 0, },  //glyph 'a' code=64
{ 3, 128, 224, 160, 160, 224, 0, }, //glyph 'b' code=65
{ 3, 0, 224, 128, 128, 224, 0, }, //glyph 'c' code=66
{ 3, 32, 224, 160, 160, 224, 0, },  //glyph 'd' code=67
{ 3, 0, 224, 224, 128, 224, 0, }, //glyph 'e' code=68
{ 2, 64, 128, 192, 128, 128, 0, },  //glyph 'f' code=69
{ 3, 0, 224, 160, 224, 32, 224, },  //glyph 'g' code=70
{ 3, 128, 224, 160, 160, 160, 0, }, //glyph 'h' code=71
{ 1, 128, 0, 128, 128, 128, 0, }, //glyph 'i' code=72
{ 2, 0, 192, 64, 64, 64, 128, },  //glyph 'j' code=73
{ 3, 128, 160, 192, 160, 160, 0, }, //glyph 'k' code=74
{ 1, 128, 128, 128, 128, 128, 0, }, //glyph 'l' code=75
{ 5, 0, 248, 168, 168, 168, 0, }, //glyph 'm' code=76
{ 3, 0, 224, 160, 160, 160, 0, }, //glyph 'n' code=77
{ 3, 0, 224, 160, 160, 224, 0, }, //glyph 'o' code=78
{ 3, 0, 224, 160, 160, 224, 128, }, //glyph 'p' code=79
{ 3, 0, 224, 160, 160, 224, 32, },  //glyph 'q' code=80
{ 3, 0, 224, 128, 128, 128, 0, }, //glyph 'r' code=81
{ 2, 0, 192, 128, 64, 192, 0, },  //glyph 's' code=82
{ 3, 64, 224, 64, 64, 64, 0, }, //glyph 't' code=83
{ 3, 0, 160, 160, 160, 224, 0, }, //glyph 'u' code=84
{ 3, 0, 160, 160, 160, 64, 0, },  //glyph 'v' code=85
{ 5, 0, 168, 168, 168, 80, 0, },  //glyph 'w' code=86
{ 3, 0, 160, 64, 160, 160, 0, },  //glyph 'x' code=87
{ 3, 0, 160, 160, 224, 32, 224, },  //glyph 'y' code=88
{ 2, 0, 192, 64, 128, 192, 0, },  //glyph 'z' code=89
{ 3, 96, 64, 192, 64, 96, 0, }, //glyph '{' code=90
{ 1, 128, 128, 128, 128, 128, 0, }, //glyph '|' code=91
{ 3, 192, 64, 96, 64, 192, 0, },  //glyph '}' code=92
{ 3, 96, 192, 0, 0, 0, 0, },  //glyph '~' code=93
{ 4, 48, 64, 224, 64, 240, 0, },  //glyph '£' code=94
};

static const char str10[] PROGMEM="#";
static const char str11[] PROGMEM=" [!]TETRIS XTREME[!]";
static const char str12[] PROGMEM="Presiona un boton para";
static const char str15[] PROGMEM="   COMENZAR";
static const char str13[] PROGMEM="Game";
static const char str14[] PROGMEM="Over!";
 
boolean boton = 0;
boolean boton_1 = 0;
boolean boton_2 = 0;
boolean boton_3 = 0;
boolean boton_4 = 0;

int block[4][2]={{0,0},{0,0},{0,0},{0,0}}; //va a ser para las fichas
int blockExt[4][2]={{0,0},{0,0},{0,0},{0,0}}; //para los monitores 4:3
int blockOld[4][2]={{0,0},{0,0},{0,0},{0,0}}; //las fichas antiguas que ya están en la pantalla
int blockTmp[4][2]={{0,0},{0,0},{0,0},{0,0}};
int blockTr[4][2]={{0,0},{0,0},{0,0},{0,0}};
int yLine[4] = {0,0,0,0};
int yLineTmp[4] = {0,0,0,0};
int yCounter = 0;
int x = 60;
int y = 6;
int z = 10;
int puntuacion; //la puntuacion
int noLoop = (-1);
int reloj = 1;
int delta = 0;
int color = 1;
int colorAnterior;
int bloqueActual;
int bloqueSiguiente;
int choque;
int noDelete = 0;
int k = 0;
int a = 40;
int b = 10;
int counterMenu = 0;
unsigned long tiempo = 0;
int velocidad = 14; //14;
 
void processInputs() { //para que sirve esto
 
    if(boton_1 == 1) {
        boton_2 = digitalRead(A2);
        boton_3 = digitalRead(A3);
        boton_4 = digitalRead(A4);
        boton_1 = 0;
        vga.delay(25);
    }
  else{
     if(boton_2 == 1) {
        boton_1 = digitalRead(A1);
        boton_3 = digitalRead(A3);
        boton_4 = digitalRead(A4);
        boton_2 = 0;
        vga.delay(25);
     }
     else{
        if(boton_3 == 1) {
           boton_1 = digitalRead(A1);
           boton_2 = digitalRead(A2);
           boton_4 = digitalRead(A4);
           boton_3 = 0;
           vga.delay(25);
        }
        else{
           if(boton_4 == 1) {
              boton_1 = digitalRead(A1);
              boton_2 = digitalRead(A2);
              boton_3 = digitalRead(A3);
              boton_4 = 0;
              //vga.delay(25);
           }
           else{
              boton_1 = digitalRead(A1);
              boton_2 = digitalRead(A2);
              boton_3 = digitalRead(A3);
              boton_4 = digitalRead(A4);
           }
        }
     }
  }
  boton = boton_2 || boton_4;
}
 
void clearInputs() { //cuando se usa
    boton_1 = 0;
    boton_2 = 0;
    boton_3 = 0;
    boton_4 = 0;
    boton = 0;
}
 
void drawMenu() {
  while (boton_1 == 0 && boton_2 == 0 && boton_3 == 0 && boton_4 == 0) { //Mientras que no pulsemos ningun botón
     processInputs();
     vga.printPROGMEM((byte*)fnt_nanofont_data, FNT_NANOFONT_SYMBOLS_COUNT, FNT_NANOFONT_HEIGHT, 3, 1, str11, 28, 8, (counterMenu%3) + 1);
     vga.printPROGMEM((byte*)fnt_nanofont_data, FNT_NANOFONT_SYMBOLS_COUNT, FNT_NANOFONT_HEIGHT, 3, 1, str12, 28, 28, (counterMenu%3) + 1);
     vga.printPROGMEM((byte*)fnt_nanofont_data, FNT_NANOFONT_SYMBOLS_COUNT, FNT_NANOFONT_HEIGHT, 3, 1, str15, 35, 40, (counterMenu%3) + 1);
     vga.delay(200);
     counterMenu++;
  }
  vga.clear(0);
  drawGameScreen();
  drawpuntuacion(puntuacion);
}
 
void drawpuntuacion(int i) {
    if (i > 39){
       puntuacion = 0;
       i = 0;
       velocidad = velocidad - 4;
       
       if (velocidad < 3){
        velocidad = 2;
       }
    }
    
    vgaU.draw_line(20, 10, 20, 50, 3);
    vgaU.draw_line(20, 50, 20, 50 - i, 1);
    vgaU.draw_line(19, 10, 22, 10, 3);
    vgaU.draw_line(19, 50, 22, 50, 3);
}
 
void drawGameScreen() { //Dibujamos el borde de la pantalla del tetris 
   vgaU.draw_line(44,0,78,0,3);
   vgaU.draw_line(44,59,78,59,3);
   vgaU.draw_line(44,0,44,59,3);
   vgaU.draw_line(78,0,78,60,3);
}
 
void blockDef(int i) { //Definición de las fichas
  if (i == 1){ //El cuadrado
  block[0][0] = 0;
  block[0][1] = 0;
  block[1][0] = 1;
  block[1][1] = 0;
  block[2][0] = 0;
  block[2][1] = 1;
  block[3][0] = 1;
  block[3][1] = 1;
  color = 1;
  }
  if (i == 2){ //La L
  block[0][0] = -1;
  block[0][1] = 0;
  block[1][0] = 0;
  block[1][1] = 0;
  block[2][0] = 1;
  block[2][1] = 0;
  block[3][0] = -1;
  block[3][1] = 1;
  color = 2;
  }
  if (i == 3){ //La J
  block[0][0] = -1;
  block[0][1] = 0;
  block[1][0] = 0;
  block[1][1] = 0;
  block[2][0] = 1;
  block[2][1] = 0;
  block[3][0] = 1;
  block[3][1] = 1;
  color = 3;
  }
  if (i == 4){  //El palo
  block[0][0] = -1;
  block[0][1] = 0;
  block[1][0] = 0;
  block[1][1] = 0;
  block[2][0] = 1;
  block[2][1] = 0;
  block[3][0] = 2;
  block[3][1] = 0;
    color = 1;
  }
  if (i == 5){ //La S
  block[0][0] = -1;
  block[0][1] = 0;
  block[1][0] = 0;
  block[1][1] = 0;
  block[2][0] = 0;
  block[2][1] = 1;
  block[3][0] = 1;
  block[3][1] = 1;
  color = 2;
  }
  if (i == 6){ //La Z
  block[0][0] = -1;
  block[0][1] = 1;
  block[1][0] = 0;
  block[1][1] = 1;
  block[2][0] = 0;
  block[2][1] = 0;
  block[3][0] = 1;
  block[3][1] = 0;
  color = 3;
  }
  if (i == 7){ //La T
  block[0][0] = -1;
  block[0][1] = 0;
  block[1][0] = 0;
  block[1][1] = 0;
  block[2][0] = 0;
  block[2][1] = 1;
  block[3][0] = 1;
  block[3][1] = 0;
  color = 1;
  }
}
 
void blockExtension() { //Extension para los monitores 4:3 porque sino no se ve correctamente
   for (int i = 0; i < 4; i++){
      blockExt[0][0] = block[0][0]*3;
      blockExt[0][1] = block[0][1]*2;
      blockExt[1][0] = block[1][0]*3;
      blockExt[1][1] = block[1][1]*2;
      blockExt[2][0] = block[2][0]*3;
      blockExt[2][1] = block[2][1]*2;
      blockExt[3][0] = block[3][0]*3;
      blockExt[3][1] = block[3][1]*2;
   }
}
 
void blockRotation(int reloj){ //Para los giros guardamos la información actual en la variable
  for (int i = 0; i < 4; i++){
     blockOld[0][0] = block[0][0];
     blockOld[0][1] = block[0][1];
     blockOld[1][0] = block[1][0];
     blockOld[1][1] = block[1][1];
     blockOld[2][0] = block[2][0];
     blockOld[2][1] = block[2][1];
     blockOld[3][0] = block[3][0];
     blockOld[3][1] = block[3][1];
  }
  for (int i = 0; i < 4; i++){ //Modificamos la información actual de acuerdo a la información de la variable almacenada
     block[0][0] = blockOld[0][1]*reloj;
     block[0][1] = -blockOld[0][0]*reloj;
     block[1][0] = blockOld[1][1]*reloj;
     block[1][1] = -blockOld[1][0]*reloj;
     block[2][0] = blockOld[2][1]*reloj;
     block[2][1] = -blockOld[2][0]*reloj;
     block[3][0] = blockOld[3][1]*reloj;
     block[3][1] = -blockOld[3][0]*reloj;
  }
}
void blockTranslation(int x, int y) { //Para las traslaciones
 
   for (int i = 0; i < 4; i++){
      blockTr[0][0] = blockExt[0][0] + x;
      blockTr[0][1] = blockExt[0][1] + y;
      blockTr[1][0] = blockExt[1][0] + x;
      blockTr[1][1] = blockExt[1][1] + y;
      blockTr[2][0] = blockExt[2][0] + x;
      blockTr[2][1] = blockExt[2][1] + y;
      blockTr[3][0] = blockExt[3][0] + x;
      blockTr[3][1] = blockExt[3][1] + y;
   }
}
 
void delBlock(){ 
  if (noDelete == 1) {noDelete = 0;}
  else {
      for (int i = 0; i < 4; i++){
         vgaU.draw_line(blockTr[i][0],blockTr[i][1],blockTr[i][0] + 3,blockTr[i][1],0);
         vgaU.draw_line(blockTr[i][0],blockTr[i][1] + 1,blockTr[i][0] + 3,blockTr[i][1] + 1,0);
      }
   }
}
 
void drawBlock(){ //Para darle color a la ficha
  for (int i = 0; i < 4; i++){
     vgaU.draw_line(blockTr[i][0],blockTr[i][1],blockTr[i][0] + 3,blockTr[i][1], color);
     vgaU.draw_line(blockTr[i][0],blockTr[i][1] + 1,blockTr[i][0] + 3,blockTr[i][1] + 1, color);
  }
  for (int i = 0; i < 4; i++){
     blockTmp[0][0] = blockTr[0][0];
     blockTmp[0][1] = blockTr[0][1];
     blockTmp[1][0] = blockTr[1][0];
     blockTmp[1][1] = blockTr[1][1];
     blockTmp[2][0] = blockTr[2][0];
     blockTmp[2][1] = blockTr[2][1];
     blockTmp[3][0] = blockTr[3][0];
     blockTmp[3][1] = blockTr[3][1];
  }
}
 
void drawBlockTmp(){ //Para que la copia tambien tenga color
  for (int i = 0; i < 4; i++){
     vgaU.draw_line(blockTmp[i][0],blockTmp[i][1],blockTmp[i][0] + 3,blockTmp[i][1], color);
     vgaU.draw_line(blockTmp[i][0],blockTmp[i][1] + 1,blockTmp[i][0] + 3,blockTmp[i][1] + 1, color);
  }
}
 
void checkBlock(){ //Para ver si esta bien el bloque
  choque = 0;
  for (int i = 0; i < 4; i++){
     choque = choque + vga.getpixel(blockTr[i][0], blockTr[i][1]) + vga.getpixel(blockTr[i][0] + 2, blockTr[i][1]);
  }
}
 
void replaceBlock(){
     blockExtension();
     blockTranslation(x, y);
     checkBlock();
     if (choque == 0){
        drawBlock();
     }
     else 
     {
        drawBlockTmp();
        checkForFullLine(); 
        noLoop = 0;
        noDelete = 1;
        if (y < 6) {
           gameOver();
        }
     }
     vga.delay(50);
}
 
void gameOver(){ //Reestablece los parametros cuando hemos perdido
   noLoop = -1;
   puntuacion = 0;
   velocidad = 14;
   clearInputs();
   tiempo = 0;
   while (boton_1 == 0 && boton_2 == 0 && boton_3 == 0 && boton_4 == 0) {
      processInputs();
      vga.printPROGMEM((byte*)fnt_nanofont_data, FNT_NANOFONT_SYMBOLS_COUNT, FNT_NANOFONT_HEIGHT, 3, 1, str13, 92, 30, 1);
      vga.printPROGMEM((byte*)fnt_nanofont_data, FNT_NANOFONT_SYMBOLS_COUNT, FNT_NANOFONT_HEIGHT, 3, 1, str14, 92, 38, 1);
      vga.delay(200);
   }
   vga.clear(0);
 
}
 
void drawbloqueSiguiente(){ //Dibuja la siguiente dicha en la derecha
     blockExtension();
     blockTranslation(100, 10);
     vgaU.draw_line(95, 8, 112, 8, 0);
     vgaU.draw_line(95, 9, 112, 9, 0);
     vgaU.draw_line(95, 10, 112, 10, 0);
     vgaU.draw_line(95, 11, 112, 11, 0);
     vgaU.draw_line(95, 12, 112, 12, 0);
     vgaU.draw_line(95, 13, 112, 13, 0);
     vgaU.draw_line(95, 14, 112, 14, 0);
     vgaU.draw_line(95, 15, 112, 15, 0);
     drawBlock();
}
 
void checkBlockTranslation(){
     x = x + delta;
     blockExtension();
     blockTranslation(x, y);
     checkBlock();
     if (choque == 0){
        drawBlock();
     }
     else
     {
        x = x - delta;
        blockExtension();
        blockTranslation(x, y);
        drawBlock();
     }
     vga.delay(50);
}
 
void checkBlockRotation(){
     blockExtension();
     blockTranslation(x, y);
     checkBlock();
     if (choque == 0){
        drawBlock();
     }
     else
     {
       reloj = +1;
        blockRotation (reloj);
        blockExtension();
        blockTranslation(x, y);
        drawBlock();
     }
     vga.delay(50);
}
 
void checkForFullLine() { //Mira si la linea está completa 
   for (int i = 0; i < 4; i++){
      for (int j = 45; j < 76; j += 3) {
         if (vga.getpixel(j, blockTmp[i][1]) >0){k++; }
      }
      if (k == 11) { //si está completa la borra
         vgaU.draw_line(45, blockTmp[i][1], 78, blockTmp[i][1], 0);
         vgaU.draw_line(45, blockTmp[i][1] + 1, 78, blockTmp[i][1] + 1, 0);
         yLineTmp[yCounter] = blockTmp[i][1];
         yLine[yCounter] = blockTmp[i][1];
         yCounter++;
      }
      k = 0;
    }
    if (yLineTmp[yCounter - 1] < yLine[0]) { 
       for (int i = 0; i < yCounter; i++) { 
          yLine[i] = yLineTmp[yCounter - i - 1];
       }
    }
    for (int i = 0; i < yCounter; i++){  //Mueve las fichas una linea abajo
      for (int y = yLine[i] - 2; y > 0; y = y - 2) {
         for (int x = 45; x < 76; x += 3) {
        colorAnterior = vga.getpixel(x, y);
            if (colorAnterior > 0) {
               vgaU.draw_line(x, y , x + 3, y , 0);
               vgaU.draw_line(x, y + 1, x + 3, y + 1, 0);
               vgaU.draw_line(x, y + 2, x + 3, y + 2, colorAnterior);
               vgaU.draw_line(x, y + 3, x + 3, y + 3, colorAnterior);
            }
         }
      }
   }
   if (yCounter != 0) {puntuacion = puntuacion + 2*int(pow(2, yCounter));}
   drawpuntuacion(puntuacion);
   yCounter = 0;
}
 
void setup() {
    pinMode(A1, INPUT); //Para que vaya a la derecha/izquierda
    pinMode(A2, INPUT); //Para girar la figura
    pinMode(A3, INPUT); //Para que vaya a la derecha/izquierda
    pinMode(A4, INPUT); //Para que bajen más rapido
     
    vga.begin();
 
    randomSeed(analogRead(A5));
}
 
void loop() { //Programa principal
  processInputs();
  if (noLoop < 1){ // Generamos nuevas fichas
     bloqueActual = bloqueSiguiente;
     if (noLoop == -1 ) { //Solo ocurre al principio del juego
        drawMenu();
        while (boton_1 == 0 && boton_2 == 0 && boton_3 == 0 && boton_4 == 0) {
           bloqueActual = int(random(7)) + 1;
           processInputs();
        }
     }
     drawGameScreen();
     drawpuntuacion(puntuacion);
     bloqueSiguiente = int(random(8));
     blockDef(bloqueSiguiente);
     drawbloqueSiguiente();
     blockDef(bloqueActual);
     x = 57;
     y = 3;
     boton_1 = 1;
     noLoop = 1;
  }
  if (boton_2 == 1){ //Rotar
     if (boton_2 == 1) {reloj = -1;}
     delBlock();
     blockRotation (reloj);
     checkBlockRotation();
  }
  if (boton_1 == 1 || boton_3 == 1){ //Trasladar
     if (boton_1 == 1){delta = 3;}
     if (boton_3 == 1){delta = -3;}
     delBlock();
     checkBlockTranslation();
  }
  tiempo ++;
  if (tiempo % velocidad > velocidad - 2 || boton_4 == 1){ //Caida de las fichas
     if (velocidad < 3) {velocidad = 2;}
     y = y + 2;
     delBlock();
     replaceBlock();
  }
  vga.delay(10 + 2*velocidad);
}
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