Delete src/game.h
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#include <stdio.h>
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_image.h>
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#include <math.h>
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#include <stdbool.h>
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#include <sodium.h>
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#include <stdint.h>
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#include "sprite_sheet.h"
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#include "text.h"
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#include "ascii.h"
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// =============== defines
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#define DEBUG 1
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#define MAX 216
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#define SIZE 100
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#define NUMS_TO_GENERATE 10
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enum gradient {Blue = 0, Green = 10, Red = 20, Yellow = 30, Magenta = 40, Cyan = 50, Grey = 60} colour = 0;
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// ============= functions
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int display_grid (); // refresh game board
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int backdrop (enum gradient colour); // display backdrop gradient
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int check_key (void); // poll for key events
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int Ren_restart (void); // game over/restart
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int Ren_pause (void); // pause
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int Ren_game (void); // render game
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int Ren_logo (void); // display logo
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int Ren_about (void); // display about
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int Ren_info (void); // info screen
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int Ren_menu (void); // main menu
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int Ren_level (void); // display level / current score
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int Ren_next (void); // display next block/brick/piece
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int Ren_high (void); // display high scores
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int Ren_line (char line[], int char_x, int char_y, int ln, int ll, bool col ); // parameter names in function prototypes not necessary
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int initSDL (void); // initialise SDL
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int shutdownSDL (void); // shutdown SDL
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int render (void); // render output
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int init_gfx (void); // create texture
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int new_column (); // select random column to drop brick into
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int disp_column (int row, int col); // update column board
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int new_brick (void); // choose current/preview random brick
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int research (void); // cluster detection
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int display_tile (); // display current column in play
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// ============== vars
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int i, j, k, x, y, z, l; // index variables
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int gamep = 0;
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int tile_c;
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int tile_pos = 112;
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bool next_p = false; // next piece flag
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bool quit = false; // quit flag
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bool main_m = false;
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bool pause_f = 0;
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int colcnt[8] = {0, 0, 0, 0, 0, 0, 0, 0}; // number of empty spaces in each column
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int totcol_avail = 0; // count bits in which column
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int actual_col = 0; // actual column in game panel
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int randc = 0;
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// ============== SDL structures
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SDL_Window *window = NULL;
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SDL_Renderer *sr;
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SDL_Event event;
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SDL_RWops* rwops_new;
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SDL_Surface* image;
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SDL_Texture * texture;
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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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//SDL_Rect char_dst = {22, 11 , 7 , 5};
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SDL_Rect main_back = {110, 0, 100, 200};
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SDL_Rect main_trim = {111, 0, 98, 200};
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SDL_Rect level_back = {231, 7, 76, 66};
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SDL_Rect level_trim = {230, 6, 78, 68};
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SDL_Rect next_back = {257, 86, 18, 37};
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SDL_Rect next_trim = {256, 85, 20, 39};
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SDL_Rect high_back = {13, 7, 76, 186};
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SDL_Rect high_trim = {12, 6, 78, 188};
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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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// =============== window parms
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#define WIDTH 1280 // pixels
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#define HEIGHT 800 // pixels
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#define TITLE "FUN COLUMNS" // window title
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// =============== board background colours
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int grad_tab[] = {
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0x0000cc, 0x0000bb, 0x0000aa, 0x000099, 0x000088, 0x000077, 0x000066, 0x000055, 0x000044, 0x000033, // blue
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0x00cc00, 0x00bb00, 0x00aa00, 0x009900, 0x008800, 0x007700, 0x006600, 0x005500, 0x004400, 0x003300, // green
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0xcc0000, 0xbb0000, 0xaa0000, 0x990000, 0x880000, 0x770000, 0x660000, 0x550000, 0x440000, 0x330000, // red
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0xcccc00, 0xbbbb00, 0xaaaa00, 0x999900, 0x888800, 0x777700, 0x666600, 0x555500, 0x444400, 0x333300, // yellow
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0xcc00cc, 0xbb00bb, 0xaa00aa, 0x990099, 0x880088, 0x770077, 0x660066, 0x550055, 0x440044, 0x330033, // magenta
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0x00cccc, 0x00bbbb, 0x00aaaa, 0x009999, 0x008888, 0x007777, 0x006666, 0x005555, 0x004444, 0x003333, // cyan
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0xcccccc, 0xbbbbbb, 0xaaaaaa, 0x999999, 0x888888, 0x777777, 0x666666, 0x555555, 0x444444, 0x333333 // grey
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};
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// =============== tile variables (need to localise these variables)
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uint32_t tile_1, tile_2;
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int i, j, k, x, y, z;
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int counter = 0;
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int col, row;
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int tile_shp, tilesrc_x, tilesrc_y, tiledst_x, tiledst_y;
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// =============== game board array
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int grid [2][18][8] = {
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{
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{0, 0, 0, 0, 0, 0, 0, 0}, // colours
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{0, 0, 0, 0, 0, 0, 0, 0},
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{0, 0, 5, 0, 0, 0, 0, 0},
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{0, 0, 1, 0, 0, 0, 0, 0},
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{0, 0, 6, 0, 0, 0, 0, 0},
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{0, 0, 3, 0, 4, 0, 0, 0},
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{0, 0, 5, 0, 3, 0, 0, 0},
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{3, 0, 1, 0, 5, 0, 0, 0},
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{5, 0, 4, 0, 0, 0, 0, 0},
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{6, 0, 3, 0, 2, 0, 0, 6},
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{3, 0, 5, 3, 2, 0, 0, 3},
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{6, 0, 4, 1, 6, 1, 4, 2},
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{4, 0, 5, 2, 4, 2, 3, 2},
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{1, 1, 2, 4, 3, 2, 5, 6},
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{5, 6, 2, 2, 4, 5, 3, 2},
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{4, 1, 4, 4, 1, 1, 4, 1},
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{6, 4, 6, 1, 3, 3, 6, 3},
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{5, 4, 6, 5, 6, 1, 1, 6},
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},
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{
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{0, 0, 0, 0, 0, 0, 0, 0}, // matches
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{0, 0, 0, 0, 0, 0, 0, 0},
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{0, 0, 0, 0, 0, 0, 0, 0},
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{0, 0, 0, 0, 0, 0, 0, 0},
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{0, 0, 0, 0, 0, 0, 0, 0},
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{0, 0, 0, 0, 0, 0, 0, 0},
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{0, 0, 0, 0, 0, 0, 0, 0},
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{0, 0, 0, 0, 0, 0, 0, 0},
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{0, 0, 0, 0, 0, 0, 0, 0},
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{0, 0, 0, 0, 0, 0, 0, 0},
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{0, 0, 0, 0, 0, 0, 0, 0},
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{0, 0, 0, 0, 0, 0, 0, 0},
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{0, 0, 0, 0, 0, 0, 0, 0},
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{0, 0, 0, 0, 0, 0, 0, 0},
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{0, 0, 0, 0, 0, 0, 0, 0},
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{0, 0, 0, 0, 0, 0, 0, 0},
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{0, 0, 0, 0, 0, 0, 0, 0},
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{0, 0, 0, 0, 0, 0, 0, 0},
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}
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};
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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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{72, 84, 96, 108, 120, 132}, // square 1
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{144, 156, 168, 180, 192, 204}, // square 2
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{216, 228, 240, 252, 264, 276}, // square 3
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{288, 300, 312, 324, 336, 348}, // ball 2
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};
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int mask[2] = {360, 372};
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int spr_y[6] = {0, 11, 22, 33, 44, 55};
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/********************
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* tile colours *
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* empty = 0 *
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* pink = 1 *
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* green = 2 *
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* purple = 3 *
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* yellow = 4 *
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* orange = 5 *
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* cyan = 6 *
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* ******************/
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int tile_current[3] = {0};
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int tile_next[3] = {0};
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