Update render.c

This commit is contained in:
Jason Bou-Samra
2024-08-30 19:23:55 +10:00
committed by GitHub
parent c270cf02f9
commit f02ef70f39
+14 -16
View File
@@ -99,11 +99,11 @@ int Ren_next(void) {
SDL_SetRenderDrawColor (sr, 0xff, 0xff, 0xff, 0xff); SDL_SetRenderDrawColor (sr, 0xff, 0xff, 0xff, 0xff);
SDL_RenderDrawRect(sr, &next_trim); // trim SDL_RenderDrawRect(sr, &next_trim); // trim
for (int i = 0; i < 3; i++) { for (int i = 0; i < 3; i++) {
tile_src.x = spr_x[tile_shp][tile_next[i] - 1]; // source x position in sprite map depends on tile shape and colour tile_src.x = spr_x[tile_shp][tile_next[i] - 1]; // source x position in sprite map depends on tile shape and colour
tile_src.y = 0; // source y position in sprite map = 0 tile_src.y = 0; // source y position in sprite map = 0
tile_dst.x = 260; // tile destination x position = 260 tile_dst.x = 260; // tile destination x position = 260
tile_dst.y = 88 + (i * 11); // add 11 pixels to move to next tile destination y location tile_dst.y = 88 + (i * 11); // add 11 pixels to move to next tile destination y location
SDL_RenderCopy(sr, texture, &tile_src, &tile_dst); SDL_RenderCopy(sr, texture, &tile_src, &tile_dst);
} }
} }
return 0; return 0;
@@ -240,19 +240,17 @@ int display_grid() {
//////////////// GAME LOGIC //////////////// //////////////// GAME LOGIC ////////////////
int game_logic(void) { int game_logic(void) {
// new_brick();
count_col();
printf("colcnt[%i]: %i, row: %i\n", col, colcnt[col], row); printf("colcnt[%i]: %i, row: %i\n", col, colcnt[col], row);
disp_column (row, col); disp_column (row, col); // update column in grid
grid[0][row - 2][col] = 0; count_col(); // count number of empty spaces in each column
if(row == colcnt[col]) { if(row == colcnt[col]) {
row = -1;
col = new_column();
// next column preview here
new_brick();
} else if (row == 16) {
row = 0; row = 0;
for (int i = 0; i < 3; i++) { }
tile_current[i] = tile_next[i];
}
new_brick();
col = new_column();
}
row++; row++;
} }
@@ -279,7 +277,7 @@ int Ren_game(void) {
{ {
current_time = SDL_GetTicks(); current_time = SDL_GetTicks();
deltatime = current_time - last_time; deltatime = current_time - last_time;
if (deltatime > 200) { if (deltatime > 500) {
last_time = current_time; last_time = current_time;
deltatime = 0; deltatime = 0;
game_logic(); game_logic();