Update render.c
This commit is contained in:
+71
-60
@@ -7,6 +7,7 @@
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#include "backdrop.h"
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#include "backdrop.h"
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#include "events.h"
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#include "events.h"
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#include "sdl.h"
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#include "sdl.h"
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#include "research.h"
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extern int spr_x[5][6];
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extern int spr_x[5][6];
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extern int grid[2][18][8];
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extern int grid[2][18][8];
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@@ -53,33 +54,33 @@ SDL_Rect gameo_back = {119, 93, 82, 13};
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// api: text, x, y, line num, line len, col
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// api: text, x, y, line num, line len, col
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int Ren_line(char line[], int char_x, int char_y, int ln, int ll, bool col ) {
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int Ren_line(char line[], int char_x, int char_y, int ln, int ll, bool col ) {
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int cc; // char col
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int cc; // char col
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int j = 0;
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int j = 0;
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if (col) {
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if (col) {
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cc = 2; // white char
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cc = 2; // white char
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} else {
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} else {
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cc = 0; // black char
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cc = 0; // black char
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}
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}
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for (int i = 0; i < ll; i++) {
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for (int i = 0; i < ll; i++) {
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SDL_Rect char_dst = {char_x + j, char_y, 8, 5};
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SDL_Rect char_dst = {char_x + j, char_y, 8, 5};
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SDL_Rect char_src = {ascii[line[i + ln]][cc], ascii[line[i + ln]][cc + 1], 8, 5};
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SDL_Rect char_src = {ascii[line[i + ln]][cc], ascii[line[i + ln]][cc + 1], 8, 5};
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SDL_RenderCopy(sr, texture, &char_src, &char_dst); // render char
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SDL_RenderCopy(sr, texture, &char_src, &char_dst); // render char
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j = j + 8; // character height
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j = j + 8; // character height
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}
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}
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return 0;
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return 0;
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}
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}
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///////////////// DISPLAY STATUS /////////////////
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///////////////// DISPLAY STATUS /////////////////
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int Ren_level(void) {
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int Ren_level(void) {
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SDL_SetRenderDrawColor(sr, 0xff , 0xff , 0xff, 0xff);
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SDL_SetRenderDrawColor(sr, 0xff , 0xff , 0xff, 0xff);
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SDL_RenderFillRect(sr, &level_back); // background
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SDL_RenderFillRect(sr, &level_back); // background
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SDL_SetRenderDrawColor (sr, 0x00, 0x00, 0x00, 255);
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SDL_SetRenderDrawColor (sr, 0x00, 0x00, 0x00, 255);
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SDL_RenderDrawRect(sr, &level_trim); // trim
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SDL_RenderDrawRect(sr, &level_trim); // trim
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SDL_RenderDrawLine (sr, 234, 74, 308, 74); // level shadow
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SDL_RenderDrawLine (sr, 234, 74, 308, 74); // level shadow
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SDL_RenderDrawLine (sr, 234, 75, 309, 75);
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SDL_RenderDrawLine (sr, 234, 75, 309, 75);
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SDL_RenderDrawLine (sr, 308, 75, 308, 10);
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SDL_RenderDrawLine (sr, 308, 75, 308, 10);
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SDL_RenderDrawLine (sr, 309, 74, 309, 10);
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SDL_RenderDrawLine (sr, 309, 74, 309, 10);
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for (int z = 0; z < 6; z++) { // 6 lines of text
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for (int z = 0; z < 6; z++) { // 6 lines of text
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Ren_line(status, statusl[z][0], statusl[z][1], z * 7, 7, 1);
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Ren_line(status, statusl[z][0], statusl[z][1], z * 7, 7, 1);
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}
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}
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@@ -91,13 +92,13 @@ int Ren_next(void) {
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if (next_p == 0) {
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if (next_p == 0) {
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} else {
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} else {
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SDL_SetRenderDrawColor(sr, 0x00 , 0x00 , 0x00, 0xff);
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SDL_SetRenderDrawColor(sr, 0x00 , 0x00 , 0x00, 0xff);
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SDL_RenderFillRect(sr, &next_back); // background
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SDL_RenderFillRect(sr, &next_back); // background
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SDL_RenderDrawLine (sr, 259, 124, 276, 124); // next shadow
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SDL_RenderDrawLine (sr, 259, 124, 276, 124); // next shadow
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SDL_RenderDrawLine (sr, 259, 125, 277, 125);
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SDL_RenderDrawLine (sr, 259, 125, 277, 125);
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SDL_RenderDrawLine (sr, 276, 124, 276, 89);
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SDL_RenderDrawLine (sr, 276, 124, 276, 89);
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SDL_RenderDrawLine (sr, 277, 125, 277, 89);
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SDL_RenderDrawLine (sr, 277, 125, 277, 89);
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SDL_SetRenderDrawColor (sr, 0xff, 0xff, 0xff, 0xff);
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SDL_SetRenderDrawColor (sr, 0xff, 0xff, 0xff, 0xff);
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SDL_RenderDrawRect(sr, &next_trim); // trim
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SDL_RenderDrawRect(sr, &next_trim); // trim
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for (int i = 0; i < 3; i++) {
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for (int i = 0; i < 3; i++) {
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tile_src.x = spr_x[tile_shp][tile_next[i] - 1]; // source x position in sprite map depends on tile shape and colour
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tile_src.x = spr_x[tile_shp][tile_next[i] - 1]; // source x position in sprite map depends on tile shape and colour
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tile_src.y = 0; // source y position in sprite map = 0
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tile_src.y = 0; // source y position in sprite map = 0
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@@ -112,14 +113,14 @@ int Ren_next(void) {
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///////////////// DISPLAY HIGH SCORES /////////////////
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///////////////// DISPLAY HIGH SCORES /////////////////
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int Ren_high(void) {
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int Ren_high(void) {
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SDL_SetRenderDrawColor(sr, 0xff , 0xff , 0xff, 0xff);
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SDL_SetRenderDrawColor(sr, 0xff , 0xff , 0xff, 0xff);
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SDL_RenderFillRect(sr, &high_back); // background
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SDL_RenderFillRect(sr, &high_back); // background
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SDL_SetRenderDrawColor (sr, 0x00, 0x00, 0x00, 255);
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SDL_SetRenderDrawColor (sr, 0x00, 0x00, 0x00, 255);
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SDL_RenderDrawRect(sr, &high_trim); // trim
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SDL_RenderDrawRect(sr, &high_trim); // trim
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SDL_RenderDrawLine (sr, 17, 194, 90, 194); // next shadow
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SDL_RenderDrawLine (sr, 17, 194, 90, 194); // next shadow
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SDL_RenderDrawLine (sr, 17, 195, 91, 195);
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SDL_RenderDrawLine (sr, 17, 195, 91, 195);
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SDL_RenderDrawLine (sr, 90, 194, 90, 10);
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SDL_RenderDrawLine (sr, 90, 194, 90, 10);
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SDL_RenderDrawLine (sr, 91, 195, 91, 10);
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SDL_RenderDrawLine (sr, 91, 195, 91, 10);
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for (int z = 0; z < 18; z++) { // 18 lines of text
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for (int z = 0; z < 18; z++) { // 18 lines of text
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Ren_line(high, highl[z][0], highl[z][1], z * 7, 7, 1);
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Ren_line(high, highl[z][0], highl[z][1], z * 7, 7, 1);
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}
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}
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return 0;
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return 0;
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@@ -128,7 +129,7 @@ int Ren_high(void) {
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///////////////// DISPLAY LOGO /////////////////
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///////////////// DISPLAY LOGO /////////////////
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int Ren_logo(void) {
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int Ren_logo(void) {
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SDL_RenderCopy(sr, texture, &logo_src, &logo_dst);
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SDL_RenderCopy(sr, texture, &logo_src, &logo_dst);
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SDL_SetRenderDrawColor (sr, 0x0, 0x0, 0x0, 255); // shadow
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SDL_SetRenderDrawColor (sr, 0x0, 0x0, 0x0, 255); // shadow
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SDL_RenderDrawLine (sr, 234, 190, 308, 190);
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SDL_RenderDrawLine (sr, 234, 190, 308, 190);
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SDL_RenderDrawLine (sr, 234, 191, 309, 191);
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SDL_RenderDrawLine (sr, 234, 191, 309, 191);
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SDL_RenderDrawLine (sr, 308, 190, 308, 140);
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SDL_RenderDrawLine (sr, 308, 190, 308, 140);
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@@ -139,15 +140,15 @@ int Ren_logo(void) {
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///////////////// DISPLAY ABOUT /////////////////
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///////////////// DISPLAY ABOUT /////////////////
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int Ren_about(void) {
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int Ren_about(void) {
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backdrop(colour);
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backdrop(colour);
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Ren_logo(); // logo
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Ren_logo(); // logo
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Ren_level(); // render current level/score
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Ren_level(); // render current level/score
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Ren_next(); // render next brick/block/piece
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Ren_next(); // render next brick/block/piece
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Ren_high(); // render high scores
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Ren_high(); // render high scores
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SDL_SetRenderDrawColor(sr, 0x0 , 0x0 , 0x0, 0xff);
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SDL_SetRenderDrawColor(sr, 0x0 , 0x0 , 0x0, 0xff);
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SDL_RenderFillRect(sr, &main_back); // background
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SDL_RenderFillRect(sr, &main_back); // background
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SDL_SetRenderDrawColor (sr, 0xff, 0xff, 0xff, 255);
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SDL_SetRenderDrawColor (sr, 0xff, 0xff, 0xff, 255);
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SDL_RenderDrawRect(sr, &main_trim); // trim
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SDL_RenderDrawRect(sr, &main_trim); // trim
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for (int z = 0; z < 13; z++) { // 13 lines of text
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for (int z = 0; z < 13; z++) { // 13 lines of text
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Ren_line(about, aboutl[z][0], aboutl[z][1], z * 11, 11, 0);
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Ren_line(about, aboutl[z][0], aboutl[z][1], z * 11, 11, 0);
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}
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}
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SDL_RenderPresent (sr);
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SDL_RenderPresent (sr);
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@@ -157,15 +158,15 @@ int Ren_about(void) {
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///////////////// DISPLAY INFO /////////////////
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///////////////// DISPLAY INFO /////////////////
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int Ren_info(void) {
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int Ren_info(void) {
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backdrop(colour);
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backdrop(colour);
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Ren_logo(); // logo
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Ren_logo(); // logo
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Ren_level(); // render current level/score
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Ren_level(); // render current level/score
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Ren_next(); // render next brick/block/piece
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Ren_next(); // render next brick/block/piece
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Ren_high(); // render high scores
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Ren_high(); // render high scores
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SDL_SetRenderDrawColor(sr, 0x0 , 0x0 , 0x0, 0xff);
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SDL_SetRenderDrawColor(sr, 0x0 , 0x0 , 0x0, 0xff);
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SDL_RenderFillRect(sr, &main_back); // background
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SDL_RenderFillRect(sr, &main_back); // background
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SDL_SetRenderDrawColor (sr, 0xff, 0xff, 0xff, 255);
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SDL_SetRenderDrawColor (sr, 0xff, 0xff, 0xff, 255);
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SDL_RenderDrawRect(sr, &main_trim); // trim
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SDL_RenderDrawRect(sr, &main_trim); // trim
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for (int z = 0; z < 11; z++) { // 11 lines of text
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for (int z = 0; z < 11; z++) { // 11 lines of text
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Ren_line(info, infol[z][0], infol[z][1], z * 11, 11, 0);
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Ren_line(info, infol[z][0], infol[z][1], z * 11, 11, 0);
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}
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}
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SDL_RenderPresent (sr);
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SDL_RenderPresent (sr);
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@@ -175,8 +176,8 @@ int Ren_info(void) {
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///////////////// DISPLAY GAME OVER /////////////////
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///////////////// DISPLAY GAME OVER /////////////////
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int Ren_restart(void) {
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int Ren_restart(void) {
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SDL_SetRenderDrawColor(sr, 0xff , 0xff , 0xff, 0xff);
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SDL_SetRenderDrawColor(sr, 0xff , 0xff , 0xff, 0xff);
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SDL_RenderFillRect(sr, &gameo_back); // background
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SDL_RenderFillRect(sr, &gameo_back); // background
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for (int z = 0; z < 1; z++) { // 1 line of text
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for (int z = 0; z < 1; z++) { // 1 line of text
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Ren_line(gameo, gameol[z][0], gameol[z][1], z * 9, 9, 1);
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Ren_line(gameo, gameol[z][0], gameol[z][1], z * 9, 9, 1);
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}
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}
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SDL_RenderPresent (sr);
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SDL_RenderPresent (sr);
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@@ -186,8 +187,8 @@ int Ren_restart(void) {
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///////////////// DISPLAY PAUSE /////////////////
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///////////////// DISPLAY PAUSE /////////////////
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int Ren_pause(void) {
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int Ren_pause(void) {
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SDL_SetRenderDrawColor(sr, 0xff , 0xff , 0xff, 0xff);
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SDL_SetRenderDrawColor(sr, 0xff , 0xff , 0xff, 0xff);
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SDL_RenderFillRect(sr, &gameo_back); // background
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SDL_RenderFillRect(sr, &gameo_back); // background
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for (int z = 0; z < 1; z++) { // 1 line of text
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for (int z = 0; z < 1; z++) { // 1 line of text
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Ren_line(pause, pausel[z][0], pausel[z][1], z * 9, 9, 1);
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Ren_line(pause, pausel[z][0], pausel[z][1], z * 9, 9, 1);
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}
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}
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SDL_RenderPresent (sr);
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SDL_RenderPresent (sr);
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@@ -197,15 +198,15 @@ int Ren_pause(void) {
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///////////////// DISPLAY MAIN MENU /////////////////
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///////////////// DISPLAY MAIN MENU /////////////////
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int Ren_menu(void) {
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int Ren_menu(void) {
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backdrop(colour);
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backdrop(colour);
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Ren_logo(); // logo
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Ren_logo(); // logo
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Ren_level(); // render current level/score
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Ren_level(); // render current level/score
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Ren_next(); // render next brick/block/piece
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Ren_next(); // render next brick/block/piece
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Ren_high(); // render high scores
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Ren_high(); // render high scores
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SDL_SetRenderDrawColor(sr, 0x0 , 0x0 , 0x0, 0xff);
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SDL_SetRenderDrawColor(sr, 0x0 , 0x0 , 0x0, 0xff);
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SDL_RenderFillRect(sr, &main_back); // background
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SDL_RenderFillRect(sr, &main_back); // background
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SDL_SetRenderDrawColor (sr, 0xff, 0xff, 0xff, 255);
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SDL_SetRenderDrawColor (sr, 0xff, 0xff, 0xff, 255);
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SDL_RenderDrawRect(sr, &main_trim); // trim
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SDL_RenderDrawRect(sr, &main_trim); // trim
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for (int z = 0; z < 10; z++) { // 10 lines of text
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for (int z = 0; z < 10; z++) { // 10 lines of text
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Ren_line(m_menu, m_menul[z][0], m_menul[z][1], z * 11, 11, 0);
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Ren_line(m_menu, m_menul[z][0], m_menul[z][1], z * 11, 11, 0);
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}
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}
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SDL_RenderPresent (sr);
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SDL_RenderPresent (sr);
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@@ -213,7 +214,7 @@ int Ren_menu(void) {
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}
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}
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///////////////// DISPLAY GAME BOARD /////////////////
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///////////////// DISPLAY GAME BOARD /////////////////
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int display_grid() {
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int display_grid(void) {
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for (int i = 0; i < 18; i++) {
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for (int i = 0; i < 18; i++) {
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for (int j = 0; j < 8; j++) {
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for (int j = 0; j < 8; j++) {
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int k = grid[0][i][j];
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int k = grid[0][i][j];
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@@ -225,12 +226,12 @@ int display_grid() {
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tile_src.y = tilesrc_y;
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tile_src.y = tilesrc_y;
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tile_dst.x = tiledst_x + 112 + (j * 12);
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tile_dst.x = tiledst_x + 112 + (j * 12);
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tile_dst.y = tiledst_y + 1 + (i * 11);
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tile_dst.y = tiledst_y + 1 + (i * 11);
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SDL_RenderCopy(sr, texture, &tile_src, &tile_dst); // draw colour tile
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SDL_RenderCopy(sr, texture, &tile_src, &tile_dst); // draw colour tile
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} else {
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} else {
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tile_dst.x = tiledst_x + 112 + (j * 12);
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tile_dst.x = tiledst_x + 112 + (j * 12);
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tile_dst.y = tiledst_y + 1 + (i * 11);
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tile_dst.y = tiledst_y + 1 + (i * 11);
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SDL_SetRenderDrawColor(sr, 0x0 , 0x0 , 0x0, 0xff);
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SDL_SetRenderDrawColor(sr, 0x0 , 0x0 , 0x0, 0xff);
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SDL_RenderFillRect(sr, &tile_dst); // draw empty tile
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SDL_RenderFillRect(sr, &tile_dst); // draw empty tile
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}
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}
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}
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}
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}
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}
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@@ -241,31 +242,41 @@ int display_grid() {
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int game_logic(void) {
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int game_logic(void) {
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printf("colcnt[%i]: %i, row: %i\n", col, colcnt[col], row);
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printf("colcnt[%i]: %i, row: %i\n", col, colcnt[col], row);
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disp_column (row, col); // update column in grid
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disp_column (row, col); // update column in grid
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count_col(); // count number of empty spaces in each column
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count_col(); // count number of empty spaces in each column
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if(row == colcnt[col]) {
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if(row == colcnt[col]) {
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row = -1;
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row = -1;
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while (research()) {
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eliminate_c();
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cascade();
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clear();
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}
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col = new_column();
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col = new_column();
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// next column preview here
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// next column preview here
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new_brick();
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new_brick();
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} else if (row == 16) {
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} //else if (row == 16) {
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row = 0;
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//while (research()) {
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}
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//eliminate_c();
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//cascade();
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//clear();
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//}
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//row = 0;
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//}
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row++;
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row++;
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}
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}
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///////////////// RENDER FRAME //////////////
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///////////////// RENDER FRAME //////////////
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int Ren_frame() {
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int Ren_frame(void) {
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backdrop(colour);
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backdrop(colour);
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Ren_logo(); // logo
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Ren_logo(); // logo
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Ren_level(); // render current level/score
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Ren_level(); // render current level/score
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Ren_next(); // render next brick/block/piece
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Ren_next(); // render next brick/block/piece
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Ren_high(); // render high scores
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Ren_high(); // render high scores
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SDL_SetRenderDrawColor(sr, 0x0 , 0x0 , 0x0, 0xff);
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SDL_SetRenderDrawColor(sr, 0x0 , 0x0 , 0x0, 0xff);
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SDL_RenderFillRect(sr, &main_back); // background
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SDL_RenderFillRect(sr, &main_back); // background
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SDL_SetRenderDrawColor (sr, 0xff, 0xff, 0xff, 255);
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SDL_SetRenderDrawColor (sr, 0xff, 0xff, 0xff, 255);
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SDL_RenderDrawRect(sr, &main_trim); // trim
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SDL_RenderDrawRect(sr, &main_trim); // trim
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display_grid();
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display_grid();
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SDL_RenderPresent (sr);
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SDL_RenderPresent (sr);
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return 0;
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return 0;
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@@ -277,7 +288,7 @@ int Ren_game(void) {
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{
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{
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current_time = SDL_GetTicks();
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current_time = SDL_GetTicks();
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deltatime = current_time - last_time;
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deltatime = current_time - last_time;
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if (deltatime > 500) {
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if (deltatime > 10) {
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last_time = current_time;
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last_time = current_time;
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deltatime = 0;
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deltatime = 0;
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game_logic();
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game_logic();
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Reference in New Issue
Block a user