Update game.h
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+38
-38
@@ -17,12 +17,12 @@
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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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// ============= funcs
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int display_grid();
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int display_grid ();
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int backdrop (enum gradient colour);
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int check_key(void);
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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 check_key (void);
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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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@@ -35,25 +35,25 @@ 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 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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// ============== 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 gamep = 0;
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int tile_c;
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int tile_pos = 112;
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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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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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// =====================================
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@@ -63,21 +63,21 @@ 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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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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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 paramaters */
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#define WIDTH 1280 // pixels
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@@ -98,7 +98,7 @@ int grad_tab[] = {
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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 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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@@ -149,9 +149,9 @@ int grid [2][18][8]= {
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// sprite sheet top left coordinates (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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{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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