From 5cb2a16c9ab9ad39e726f1b6953f78fd16e34654 Mon Sep 17 00:00:00 2001 From: Jason Bou-Samra <154414066+bou-samra@users.noreply.github.com> Date: Fri, 26 Jul 2024 18:11:23 +1000 Subject: [PATCH] Update game.h --- src/game.h | 76 +++++++++++++++++++++++++++--------------------------- 1 file changed, 38 insertions(+), 38 deletions(-) diff --git a/src/game.h b/src/game.h index 3558017..4bcac84 100644 --- a/src/game.h +++ b/src/game.h @@ -17,12 +17,12 @@ enum gradient {Blue = 0, Green = 10, Red = 20, Yellow = 30, Magenta = 40, Cyan = 50, Grey = 60} colour = 0; // ============= funcs -int display_grid(); +int display_grid (); int backdrop (enum gradient colour); -int check_key(void); -int Ren_restart(void); // game over/restart -int Ren_pause(void); // pause -int Ren_game(void); // render game +int check_key (void); +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 @@ -35,25 +35,25 @@ 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 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 // ============== vars int i, j, k, x, y, z, l; // index variables -int gamep = 0; +int gamep = 0; int tile_c; -int tile_pos = 112; +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; +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; // ===================================== @@ -63,21 +63,21 @@ SDL_Event event; SDL_RWops* rwops_new; SDL_Surface* image; SDL_Texture * texture; -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}; +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 paramaters */ #define WIDTH 1280 // pixels @@ -98,7 +98,7 @@ int grad_tab[] = { uint32_t tile_1, tile_2; int i, j, k, x, y, z; -int counter = 0; +int counter = 0; int col, row; int tile_shp, tilesrc_x, tilesrc_y, tiledst_x, tiledst_y; @@ -149,9 +149,9 @@ int grid [2][18][8]= { // 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 +{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 };