Update game.h
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+10
-10
@@ -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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@@ -35,10 +35,10 @@ 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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@@ -50,7 +50,7 @@ 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 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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