Delete src/game.h

This commit is contained in:
Jason Bou-Samra
2024-08-03 10:27:58 +10:00
committed by GitHub
parent c0b5269a99
commit 42903f283b
-186
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@@ -1,186 +0,0 @@
#include <stdio.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include <math.h>
#include <stdbool.h>
#include <sodium.h>
#include <stdint.h>
#include "sprite_sheet.h"
#include "text.h"
#include "ascii.h"
// =============== defines
#define DEBUG 1
#define MAX 216
#define SIZE 100
#define NUMS_TO_GENERATE 10
enum gradient {Blue = 0, Green = 10, Red = 20, Yellow = 30, Magenta = 40, Cyan = 50, Grey = 60} colour = 0;
// ============= functions
int display_grid (); // refresh game board
int backdrop (enum gradient colour); // display backdrop gradient
int check_key (void); // poll for key events
int Ren_restart (void); // game over/restart
int Ren_pause (void); // pause
int Ren_game (void); // render game
int Ren_logo (void); // display logo
int Ren_about (void); // display about
int Ren_info (void); // info screen
int Ren_menu (void); // main menu
int Ren_level (void); // display level / current score
int Ren_next (void); // display next block/brick/piece
int Ren_high (void); // display high scores
int Ren_line (char line[], int char_x, int char_y, int ln, int ll, bool col ); // parameter names in function prototypes not necessary
int initSDL (void); // initialise SDL
int shutdownSDL (void); // shutdown SDL
int render (void); // render output
int init_gfx (void); // create texture
int new_column (); // select random column to drop brick into
int disp_column (int row, int col); // update column board
int new_brick (void); // choose current/preview random brick
int research (void); // cluster detection
int display_tile (); // display current column in play
// ============== vars
int i, j, k, x, y, z, l; // index variables
int gamep = 0;
int tile_c;
int tile_pos = 112;
bool next_p = false; // next piece flag
bool quit = false; // quit flag
bool main_m = false;
bool pause_f = 0;
int colcnt[8] = {0, 0, 0, 0, 0, 0, 0, 0}; // number of empty spaces in each column
int totcol_avail = 0; // count bits in which column
int actual_col = 0; // actual column in game panel
int randc = 0;
// ============== SDL structures
SDL_Window *window = NULL;
SDL_Renderer *sr;
SDL_Event event;
SDL_RWops* rwops_new;
SDL_Surface* image;
SDL_Texture * texture;
// =============== rectangle coords
SDL_Rect logo_src = { 384, 0, 78, 54 };
SDL_Rect logo_dst = { 230, 136, 78, 54 };
//SDL_Rect char_src = {463, 0 , 7 , 5};
//SDL_Rect char_dst = {22, 11 , 7 , 5};
SDL_Rect main_back = {110, 0, 100, 200};
SDL_Rect main_trim = {111, 0, 98, 200};
SDL_Rect level_back = {231, 7, 76, 66};
SDL_Rect level_trim = {230, 6, 78, 68};
SDL_Rect next_back = {257, 86, 18, 37};
SDL_Rect next_trim = {256, 85, 20, 39};
SDL_Rect high_back = {13, 7, 76, 186};
SDL_Rect high_trim = {12, 6, 78, 188};
SDL_Rect tile_src = {72, 0, 12, 11};
SDL_Rect tile_dst = {112, 1, 12, 11};
SDL_Rect gameo_back = {119, 93, 82, 13};
// =============== window parms
#define WIDTH 1280 // pixels
#define HEIGHT 800 // pixels
#define TITLE "FUN COLUMNS" // window title
// =============== board background colours
int grad_tab[] = {
0x0000cc, 0x0000bb, 0x0000aa, 0x000099, 0x000088, 0x000077, 0x000066, 0x000055, 0x000044, 0x000033, // blue
0x00cc00, 0x00bb00, 0x00aa00, 0x009900, 0x008800, 0x007700, 0x006600, 0x005500, 0x004400, 0x003300, // green
0xcc0000, 0xbb0000, 0xaa0000, 0x990000, 0x880000, 0x770000, 0x660000, 0x550000, 0x440000, 0x330000, // red
0xcccc00, 0xbbbb00, 0xaaaa00, 0x999900, 0x888800, 0x777700, 0x666600, 0x555500, 0x444400, 0x333300, // yellow
0xcc00cc, 0xbb00bb, 0xaa00aa, 0x990099, 0x880088, 0x770077, 0x660066, 0x550055, 0x440044, 0x330033, // magenta
0x00cccc, 0x00bbbb, 0x00aaaa, 0x009999, 0x008888, 0x007777, 0x006666, 0x005555, 0x004444, 0x003333, // cyan
0xcccccc, 0xbbbbbb, 0xaaaaaa, 0x999999, 0x888888, 0x777777, 0x666666, 0x555555, 0x444444, 0x333333 // grey
};
// =============== tile variables (need to localise these variables)
uint32_t tile_1, tile_2;
int i, j, k, x, y, z;
int counter = 0;
int col, row;
int tile_shp, tilesrc_x, tilesrc_y, tiledst_x, tiledst_y;
// =============== game board array
int grid [2][18][8] = {
{
{0, 0, 0, 0, 0, 0, 0, 0}, // colours
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 5, 0, 0, 0, 0, 0},
{0, 0, 1, 0, 0, 0, 0, 0},
{0, 0, 6, 0, 0, 0, 0, 0},
{0, 0, 3, 0, 4, 0, 0, 0},
{0, 0, 5, 0, 3, 0, 0, 0},
{3, 0, 1, 0, 5, 0, 0, 0},
{5, 0, 4, 0, 0, 0, 0, 0},
{6, 0, 3, 0, 2, 0, 0, 6},
{3, 0, 5, 3, 2, 0, 0, 3},
{6, 0, 4, 1, 6, 1, 4, 2},
{4, 0, 5, 2, 4, 2, 3, 2},
{1, 1, 2, 4, 3, 2, 5, 6},
{5, 6, 2, 2, 4, 5, 3, 2},
{4, 1, 4, 4, 1, 1, 4, 1},
{6, 4, 6, 1, 3, 3, 6, 3},
{5, 4, 6, 5, 6, 1, 1, 6},
},
{
{0, 0, 0, 0, 0, 0, 0, 0}, // matches
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0},
}
};
// =============== sprite sheet top left coordinates
// pink, green, purple, yellow, orange,cyan
int spr_x[5][6] = {
{0, 12, 24, 36, 48, 60}, // ball 1
{72, 84, 96, 108, 120, 132}, // square 1
{144, 156, 168, 180, 192, 204}, // square 2
{216, 228, 240, 252, 264, 276}, // square 3
{288, 300, 312, 324, 336, 348}, // ball 2
};
int mask[2] = {360, 372};
int spr_y[6] = {0, 11, 22, 33, 44, 55};
/********************
* tile colours *
* empty = 0 *
* pink = 1 *
* green = 2 *
* purple = 3 *
* yellow = 4 *
* orange = 5 *
* cyan = 6 *
* ******************/
int tile_current[3] = {0};
int tile_next[3] = {0};