Update render.c
This commit is contained in:
+124
-76
@@ -1,20 +1,27 @@
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_image.h>
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#include <stdbool.h>
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//#include "render.h"
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#include "text.h"
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#include "ascii.h"
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#include "column.h"
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#include "backdrop.h"
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#include "events.h"
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#include "sdl.h"
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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 SDL_Renderer *sr;
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extern SDL_Texture * texture;
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extern int tile_c;
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int tile_c;
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extern int tile_pos;
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extern bool next_p; // next piece flag
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int tile_shp, tilesrc_x, tilesrc_y, tiledst_x, tiledst_y;
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// =============== sprite sheet top left coordinates
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int tile_shp, tilesrc_x, tilesrc_y, tiledst_x, tiledst_y;
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int row = 0, col = 0;
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int last_time, current_time, deltatime, score;
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///////////////// SPRITE SHEET TOP LEFT COORDINATES /////////////////
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// pink, green, purple, yellow, orange,cyan
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int spr_x[5][6] = {
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{0, 12, 24, 36, 48, 60}, // ball 1
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@@ -24,7 +31,7 @@ int spr_x[5][6] = {
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{288, 300, 312, 324, 336, 348}, // ball 2
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};
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// =============== rectangle coords
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///////////////// RECTANGLE COORDS /////////////////
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SDL_Rect logo_src = { 384, 0, 78, 54 };
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SDL_Rect logo_dst = { 230, 136, 78, 54 };
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//SDL_Rect char_src = {463, 0 , 7 , 5};
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@@ -41,7 +48,7 @@ SDL_Rect tile_src = {72, 0, 12, 11};
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SDL_Rect tile_dst = {112, 1, 12, 11};
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SDL_Rect gameo_back = {119, 93, 82, 13};
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// ============= ASCII Line Render =============
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///////////////// ASCII LINE READER /////////////////
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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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@@ -61,65 +68,7 @@ int Ren_line(char line[], int char_x, int char_y, int ln, int ll, bool col ) {
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}
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return 0;
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}
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// ============= About =============
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int Ren_about(void) {
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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_SetRenderDrawColor (sr, 0xff, 0xff, 0xff, 255);
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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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Ren_line(about, aboutl[z][0], aboutl[z][1], z * 11, 11, 0);
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}
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return 0;
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}
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// ============= Info =============
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int Ren_info(void) {
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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_SetRenderDrawColor (sr, 0xff, 0xff, 0xff, 255);
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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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Ren_line(info, infol[z][0], infol[z][1], z * 11, 11, 0);
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}
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return 0;
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}
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// ============= Game Over =============
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int Ren_restart(void) {
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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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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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}
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return 0;
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}
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// ============= Pause =============
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int Ren_pause(void) {
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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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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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}
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return 0;
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}
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// ============= Main Menu =============
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int Ren_menu(void) {
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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_SetRenderDrawColor (sr, 0xff, 0xff, 0xff, 255);
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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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Ren_line(m_menu, m_menul[z][0], m_menul[z][1], z * 11, 11, 0);
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}
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return 0;
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}
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// ============= Status =============
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///////////////// DISPLAY STATUS /////////////////
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int Ren_level(void) {
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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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@@ -136,7 +85,7 @@ int Ren_level(void) {
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return 0;
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}
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// ============= Next Piece =============
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///////////////// DISPLAY NEXT PIECE /////////////////
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int Ren_next(void) {
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if (next_p == 0) {
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} else {
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@@ -152,7 +101,7 @@ int Ren_next(void) {
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return 0;
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}
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// ============= High Scores =============
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///////////////// DISPLAY HIGH SCORES /////////////////
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int Ren_high(void) {
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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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@@ -168,7 +117,7 @@ int Ren_high(void) {
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return 0;
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}
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// ============= Logo =============
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///////////////// DISPLAY LOGO /////////////////
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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_SetRenderDrawColor (sr, 0x0, 0x0, 0x0, 255); // shadow
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@@ -179,7 +128,83 @@ int Ren_logo(void) {
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return 0;
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}
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// ============= display play field =============
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///////////////// DISPLAY ABOUT /////////////////
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int Ren_about(void) {
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backdrop(colour);
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Ren_logo(); // logo
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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_high(); // render high scores
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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_SetRenderDrawColor (sr, 0xff, 0xff, 0xff, 255);
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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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Ren_line(about, aboutl[z][0], aboutl[z][1], z * 11, 11, 0);
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}
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SDL_RenderPresent (sr);
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return 0;
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}
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///////////////// DISPLAY INFO /////////////////
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int Ren_info(void) {
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backdrop(colour);
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Ren_logo(); // logo
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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_high(); // render high scores
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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_SetRenderDrawColor (sr, 0xff, 0xff, 0xff, 255);
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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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Ren_line(info, infol[z][0], infol[z][1], z * 11, 11, 0);
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}
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SDL_RenderPresent (sr);
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return 0;
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}
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///////////////// DISPLAY GAME OVER /////////////////
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int Ren_restart(void) {
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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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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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}
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SDL_RenderPresent (sr);
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return 0;
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}
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///////////////// DISPLAY PAUSE /////////////////
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int Ren_pause(void) {
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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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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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}
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SDL_RenderPresent (sr);
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return 0;
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}
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///////////////// DISPLAY MAIN MENU /////////////////
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int Ren_menu(void) {
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backdrop(colour);
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Ren_logo(); // logo
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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_high(); // render high scores
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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_SetRenderDrawColor (sr, 0xff, 0xff, 0xff, 255);
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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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Ren_line(m_menu, m_menul[z][0], m_menul[z][1], z * 11, 11, 0);
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}
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SDL_RenderPresent (sr);
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return 0;
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}
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///////////////// DISPLAY GAME BOARD/////////////////
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int display_grid()
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{
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tiledst_y = 1;
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@@ -210,22 +235,45 @@ int display_grid()
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return 0;
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}
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// ============= Game =============
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///////////////// UPDATE GAME /////////////////
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int Ren_game(void) {
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if (pause_f == true) {
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Ren_pause();
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SDL_Delay(40);
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return 0;
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}
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backdrop(colour);
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Ren_logo(); // logo
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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_high(); // render high scores
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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_SetRenderDrawColor (sr, 0xff, 0xff, 0xff, 255);
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SDL_RenderDrawRect(sr, &main_trim); // trim
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display_grid();
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if(tile_c > 17) {
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tile_c = 0;
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if(row > 15) {
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grid[0][15][col] = 0;
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grid[0][16][col] = 0;
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grid[0][17][col] = 0;
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row = 0;
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}
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for (int i = 0; i < 1; i++) {
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tile_dst.x = tile_pos;
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tile_dst.y = 11 * tile_c + 1;
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SDL_RenderCopy(sr, texture, &tile_src, &tile_dst);
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tile_c++;
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current_time = SDL_GetTicks();
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deltatime = current_time - last_time;
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if (deltatime > 1000) { // deltatime > 500 - (score * 10)
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last_time = current_time;
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deltatime = 0;
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disp_column (row, col);
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row++;
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grid[0][row - 2][col] = 0;
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}
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SDL_RenderPresent (sr);
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return 0;
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}
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}
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