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#include "include/functions.h"
#include "include/common.h"
/* Externs from main.c */
int activeShape_s = 1; // Rotate state of activeShape
int activeShape_t = 1; // Type of shape (look at shape_maps.c)
extern sfVector2f textScore_pos;
extern sfText* textScore;
extern sfFont* font;
extern int gameIsStarted;
extern sfRectangleShape* field[20][10]; // Array of field rectangles
extern sfVector2f field_rPos[20][10]; // Array of absolute coordinates of field rectangles
extern int field_rOutThick; // Field rectangles outline thickness
extern sfVector2f field_rSize; // Field rectangles size variable x/y
extern sfVector2i offsetActiveShape; // Offset active shape relative to field
extern sfVector2i fieldSize, fieldPos;
extern sfVector2i offsetActiveShape; // Offset active shape relative to field
extern short arrKeys; // arrow keys states byte container
/* arrKeys = ...n|7|6|5|4|3|2|1|0| (just a little bit of such called "bit fucking")
* 0 - Right arrow pushed and held
* 1 - Down arrow pushed and held
* 2 - N/A
* 3 - Left arrow pushed and held
* 4 - Right arrow short repeat activated (after once long repeat)
* 5 - N/A
* 6 - N/A
* 7 - Right arrow short repeat activated (after once long repeat)
*/
sfClock* gameTick;
sfClock* mTick;
sfClock* repPushDown; // Clock for repeat latency when Down arrow long push
sfClock* repPushLeft; // Clock for repeat latency when Left arrow long push
sfClock* repPushRight; // Clock for repeat latency when Left arrow long push
extern int lvlLatency;
extern int scoreCurrent;
extern char* scoreDisp;
/* Shapes maps */
extern short arrShapeL_a1[4][4];
extern short arrShapeL_a2[4][4];
extern short arrShapeL_a3[4][4];
extern short arrShapeL_a4[4][4];
extern short arrShapeRL_a1[4][4];
extern short arrShapeRL_a2[4][4];
extern short arrShapeRL_a3[4][4];
extern short arrShapeRL_a4[4][4];
extern short arrShapeZ_a1[4][4];
extern short arrShapeZ_a2[4][4];
extern short arrShapeZ_a3[4][4];
extern short arrShapeZ_a4[4][4];
extern short arrShapeS_a1[4][4];
extern short arrShapeS_a2[4][4];
extern short arrShapeS_a3[4][4];
extern short arrShapeS_a4[4][4];
extern short arrShapeB_a1[4][4];
extern short arrShapeB_a2[4][4];
extern short arrShapeB_a3[4][4];
extern short arrShapeB_a4[4][4];
extern short arrShapeI_a1[4][4];
extern short arrShapeI_a2[4][4];
extern short arrShapeI_a3[4][4];
extern short arrShapeI_a4[4][4];
extern short arrShapeT_a1[4][4];
extern short arrShapeT_a2[4][4];
extern short arrShapeT_a3[4][4];
extern short arrShapeT_a4[4][4];
/* Miscellaneous functions */
void initAll() {
/* --- Initialization --- */
field_rSize.x = 23; // Dimensions of every field block
field_rSize.y = 23; // 19px - fill color 1px - for outline, 20 - at all
fieldPos.x = 10; // Field bottom left corner coordinates
fieldPos.y = 10+500-25;
fieldSize.x = 10; // Field size in blocks
fieldSize.y = 20;
srand( time(NULL) );
gameTick = sfClock_create();
mTick = sfClock_create();
resetActiveShape();
/* Create field */
for (int j=0;j<fieldSize.y;j++){
for(int i=0;i<fieldSize.x;i++){
field_rAttr[j][i].fColor = hudColor1_conf; // Fill empty color
field_rAttr[j][i].oColor = hudColor2_conf; // Outlie empty color
field_rAttr[j][i].a = 0; // Inactive = empty
field_rPos[j][i].x = fieldPos.x + (i * (field_rSize.x + 2 * field_rOutThick)); // Coordinates of every
field_rPos[j][i].y = fieldPos.y - (j * (field_rSize.y + 2 * field_rOutThick)); // rectangle
field[j][i] = sfRectangleShape_create(); // Creating
sfRectangleShape_setFillColor(field[j][i], field_rAttr[j][i].fColor); // FillColor
sfRectangleShape_setSize(field[j][i], field_rSize); // Size
sfRectangleShape_setPosition(field[j][i], field_rPos[j][i]); // Position
sfRectangleShape_setOutlineColor(field[j][i], field_rAttr[j][i].oColor); // Outline color
sfRectangleShape_setOutlineThickness(field[j][i], field_rOutThick); // Outline thickness
}
}
font = sfFont_createFromFile("dat/arial.ttf");
if (!font) {
//printf("dat/arial.ttf font load failed");
exit(-1);
}
textScore_pos.x = 250+10+10;
textScore_pos.y = 485;
textScore = sfText_create();
sfText_setFont(textScore, font);
sfText_setCharacterSize(textScore, 20);
sfText_setPosition(textScore, textScore_pos);
}
void scoreDisplay() {
char a[64];
char b[8];
sprintf(b, "Score: ");
sprintf(a, "%d", scoreCurrent);
for (int i=63;i>=7;i--) {
a[i] = a[i-7];
}
for (int i=0;i<7;i++) {
a[i] = b[i];
}
scoreDisp = (char *)&a;
sfText_setString(textScore, scoreDisp);
}
int linesRmScore() {
int k = 0; // "Filled line" indicator
int s = 0;
for (int j=0;j<20;j++) { // Passing all lines
for (int i=0;i<10;i++) { // Passing all elements of current line
if (field_rAttr[j][i].a == 1) k++; // Check all the elements of current line
}
if (k >= 10) { // If line is full
s++; // Take scores for line
for (int n=j;n<20;n++) { // Drop all lines down
if (n == 19) {
for (int m=0;m<10;m++) {
field_rAttr[n][m].a = 0; // Top line clear
field_rAttr[n][m].fColor = hudColor1_conf;
field_rAttr[n][m].oColor = hudColor2_conf;
}
} else {
for (int m=0;m<10;m++) {
field_rAttr[n][m].a = field_rAttr[n+1][m].a; //Drop every line down
field_rAttr[n][m].fColor = field_rAttr[n+1][m].fColor;
field_rAttr[n][m].oColor = field_rAttr[n+1][m].oColor;
}
}
}
j--; // Do not let loop to go to next line because next line go down itself =)
}
k = 0; // Clear line fill indicator
}
return s; // Return number of deleted lines
}
void putShape() {
for (int j=0;j<4;j++) {
for (int i=0;i<4;i++) {
if (activeShape[j][i].a == 1) {
field_rAttr[j+offsetActiveShape.y][i+offsetActiveShape.x].a = activeShape[j][i].a;
if ((j+offsetActiveShape.y >= 0) && (i+offsetActiveShape.x >= 0)) {
field_rAttr[j+offsetActiveShape.y][i+offsetActiveShape.x].fColor = activeShape[j][i].fColor;
field_rAttr[j+offsetActiveShape.y][i+offsetActiveShape.x].oColor = activeShape[j][i].oColor;
}
}
}
}
resetActiveShape();
scoreCurrent += linesRmScore()*100; // Remove filled lines and get score;
}
void resetActiveShape() {
offsetActiveShape.x = 3;
offsetActiveShape.y = 16;
activeShape_s = 1;
activeShape_t = (rand()%7)+1; // Insert new random shape of 7 variants
for (int j=0;j<4;j++) {
for (int i=0;i<4;i++) {
switch (activeShape_t) {; // Copy cell active/inactive state
case 1 :
activeShape[j][i].a = arrShapeL_a1[j][i];
activeShape[j][i].fColor = tOrange;
break;
case 2 :
activeShape[j][i].a = arrShapeRL_a1[j][i];
activeShape[j][i].fColor = tBlue;
break;
case 3 :
activeShape[j][i].a = arrShapeZ_a1[j][i];
activeShape[j][i].fColor = tRed;
break;
case 4 :
activeShape[j][i].a = arrShapeS_a1[j][i];
activeShape[j][i].fColor = tGreen;
break;
case 5 :
activeShape[j][i].a = arrShapeB_a1[j][i];
activeShape[j][i].fColor = tYellow;
break;
case 6 :
activeShape[j][i].a = arrShapeI_a1[j][i];
activeShape[j][i].fColor = tCyan;
break;
case 7 :
activeShape[j][i].a = arrShapeT_a1[j][i];
activeShape[j][i].fColor = tMagneta;
break;
}
activeShape[j][i].oColor = sfBlack;
}
}
}
void tTick() {
if (sfClock_getElapsedTime(gameTick).microseconds >= lvlLatency){ // If tick exceeds current level tick latency
sfClock_restart(gameTick); // Restart gameTick
if ((wallCollisionCheck(0b0010) == 0) &&
(cellCollisionCheck(0b0010) == 0)) { // If bottom not reached
offsetActiveShape.y--; // Move
} else { // If bottom reached
putShape(); // Just put the shape
}
}
}
void rotateS1() {
for (int j=0;j<4;j++) {
for (int i=0;i<4;i++) {
switch (activeShape_t) {
case 1 :
activeShape[j][i].a = arrShapeL_a1[j][i]; break; // Copy cell active/inactive state L type
case 2 :
activeShape[j][i].a = arrShapeRL_a1[j][i]; break; // Copy cell active/inactive state RL type
case 3 :
activeShape[j][i].a = arrShapeZ_a1[j][i]; break; // Copy cell active/inactive state Z type
case 4 :
activeShape[j][i].a = arrShapeS_a1[j][i]; break; // Copy cell active/inactive state S type
case 5 :
activeShape[j][i].a = arrShapeB_a1[j][i]; break; // Copy cell active/inactive state B type
case 6 :
activeShape[j][i].a = arrShapeI_a1[j][i]; break; // Copy cell active/inactive state I type
case 7 :
activeShape[j][i].a = arrShapeT_a1[j][i]; break; // Copy cell active/inactive state T type
default : //If type is invalid
activeShape_t = 1; //Set valid type
}
}
}
}
void rotateS2() {
for (int j=0;j<4;j++) {
for (int i=0;i<4;i++) {
switch (activeShape_t) {
case 1 :
activeShape[j][i].a = arrShapeL_a2[j][i]; break; // Copy cell active/inactive state L type
case 2 :
activeShape[j][i].a = arrShapeRL_a2[j][i]; break; // Copy cell active/inactive state RL type
case 3 :
activeShape[j][i].a = arrShapeZ_a2[j][i]; break; // Copy cell active/inactive state Z type
case 4 :
activeShape[j][i].a = arrShapeS_a2[j][i]; break; // Copy cell active/inactive state S type
case 5 :
activeShape[j][i].a = arrShapeB_a2[j][i]; break; // Copy cell active/inactive state B type
case 6 :
activeShape[j][i].a = arrShapeI_a2[j][i]; break; // Copy cell active/inactive state I type
case 7 :
activeShape[j][i].a = arrShapeT_a2[j][i]; break; // Copy cell active/inactive state T type
default : //If type is invalid
activeShape_t = 1; //Set valid type
}
}
}
}
void rotateS3() {
for (int j=0;j<4;j++) {
for (int i=0;i<4;i++) {
switch (activeShape_t) {
case 1 :
activeShape[j][i].a = arrShapeL_a3[j][i]; break; // Copy cell active/inactive state L type
case 2 :
activeShape[j][i].a = arrShapeRL_a3[j][i]; break; // Copy cell active/inactive state RL type
case 3 :
activeShape[j][i].a = arrShapeZ_a3[j][i]; break; // Copy cell active/inactive state Z type
case 4 :
activeShape[j][i].a = arrShapeS_a3[j][i]; break; // Copy cell active/inactive state S type
case 5 :
activeShape[j][i].a = arrShapeB_a3[j][i]; break; // Copy cell active/inactive state B type
case 6 :
activeShape[j][i].a = arrShapeI_a3[j][i]; break; // Copy cell active/inactive state I type
case 7 :
activeShape[j][i].a = arrShapeT_a3[j][i]; break; // Copy cell active/inactive state T type
default : //If type is invalid
activeShape_t = 1; //Set valid type
}
}
}
}
void rotateS4() {
for (int j=0;j<4;j++) {
for (int i=0;i<4;i++) {
switch (activeShape_t) {
case 1 :
activeShape[j][i].a = arrShapeL_a4[j][i]; break; // Copy cell active/inactive state L type
case 2 :
activeShape[j][i].a = arrShapeRL_a4[j][i]; break; // Copy cell active/inactive state RL type
case 3 :
activeShape[j][i].a = arrShapeZ_a4[j][i]; break; // Copy cell active/inactive state Z type
case 4 :
activeShape[j][i].a = arrShapeS_a4[j][i]; break; // Copy cell active/inactive state S type
case 5 :
activeShape[j][i].a = arrShapeB_a4[j][i]; break; // Copy cell active/inactive state B type
case 6 :
activeShape[j][i].a = arrShapeI_a4[j][i]; break; // Copy cell active/inactive state I type
case 7 :
activeShape[j][i].a = arrShapeT_a4[j][i]; break; // Copy cell active/inactive state T type
default : //If type is invalid
activeShape_t = 1; //Set valid type
}
}
}
}
void rotateShape() {
switch (activeShape_s) {
case 1 :
rotateS2(); // Make rotate
if ((wallRotCollisionCheck() == 1) || // If collision happens
(cellRotCollisionCheck() == 1)) rotateS1(); // Just rotate back =)
else activeShape_s++; // Change state to next
break;
case 2 :
rotateS3(); // Make rotate
if ((wallRotCollisionCheck() == 1) || // If collision happens
(cellRotCollisionCheck() == 1)) rotateS2(); // Just rotate back =)
else activeShape_s++; // Change state to next
break;
case 3 :
rotateS4(); // Make rotate
if ((wallRotCollisionCheck() == 1) || // If collision happens
(cellRotCollisionCheck() == 1)) rotateS3(); // Just rotate back =)
else activeShape_s++; // Change state to next
break;
case 4 :
rotateS1(); // Make rotate
if ((wallRotCollisionCheck() == 1) || // If collision happens
(cellRotCollisionCheck() == 1)) rotateS4(); // Just rotate back =)
else activeShape_s = 1; // Change state to next
break;
default: // If rotate state is invalid
activeShape_s = 1; // Set valid state
rotateShape(); // And repeat rotate function
}
}
int cellRotCollisionCheck() {
for (int j=0;j<4;j++) {
for (int i=0;i<4;i++) {
if ((activeShape[j][i].a == 1) && // If any active cell of shape meet any active cell
(field_rAttr[j+offsetActiveShape.y][i+offsetActiveShape.x].a == 1)) // of field
return 1; // Collision happens
}
}
return 0; // Else it do not
}
int wallRotCollisionCheck() {
if(offsetActiveShape.y < 0) { //If shape has crossed Bottom border
for(int i=0;i<4;i++) {
if (activeShape[-1-offsetActiveShape.y][i].a != 0){ // If active cell is out of field
return 1; // Collision happens
}
}
}
if(offsetActiveShape.x < 0) { //If shape has crossed Left border
for(int i=0;i<4;i++) {
if (activeShape[i][-1-offsetActiveShape.x].a != 0){ // If active cell is out of field
return 1; // Collision happens
}
}
}
if(offsetActiveShape.x > 6) { //If shape has crossed Right border
for(int i=0;i<4;i++) {
if (activeShape[i][3-(offsetActiveShape.x-7)].a != 0){ // If active cell is out of field
return 1; // Collision happens
}
}
}
return 0; // If no conditions are met collision is absent
}
int cellCollisionCheck(int dir) {
for (int j=0;j<4;j++) {
for (int i=0;i<4;i++) {
if((dir & 0b0001) != 0){ // Check Right
if ((j+offsetActiveShape.y >= 0) && (i+offsetActiveShape.x+1 >= 0)) { // Avoiding checking nonexisted field cells
if ((activeShape[j][i].a == 1) && // If any active cell of shape meet any active cell
(field_rAttr[j+offsetActiveShape.y][i+offsetActiveShape.x+1].a == 1)) // of field
return 1; // Collision happens
}
}
if((dir & 0b1000) != 0){ // Check Left
if ((j+offsetActiveShape.y >= 0) && (i+offsetActiveShape.x-1 >= 0)) { // Avoiding checking nonexisted field cells
if ((activeShape[j][i].a == 1) && // If any active cell of shape meet any active cell
(field_rAttr[j+offsetActiveShape.y][i+offsetActiveShape.x-1].a == 1)) // of field
return 1; // Collision happens
}
}
if((dir & 0b0010) != 0){ // Check Bottom
if ((j+offsetActiveShape.y-1 >= 0) && (i+offsetActiveShape.x >= 0)) { // Avoiding checking nonexisted field cells
if ((activeShape[j][i].a == 1) && // If any active cell of shape meet any active cell
(field_rAttr[j+offsetActiveShape.y-1][i+offsetActiveShape.x].a == 1)) // of field
return 1; // Collision happens
}
}
}
}
return 0; // Else it do not
}
int wallCollisionCheck(int dir) {
if((dir & 0b0001) != 0) { // Right collision request
if(offsetActiveShape.x >= 6) { // If shape has reached Right boreder
for(int i=0;i<4;i++) {
if(activeShape[i][3-(offsetActiveShape.x-6)].a != 0) {
return 1; // Collision happens
}
}
}
} else if((dir & 0b0010) != 0){ // Bottom collision request
if(offsetActiveShape.y <= 0) { //If shape has reached Bottom border
for(int i=0;i<4;i++) {
if (activeShape[-offsetActiveShape.y][i].a != 0){
return 1; // Collision happens
}
}
}
} else if((dir & 0b1000) != 0){ // Left collision request
if(offsetActiveShape.x <= 0) { // If shape has reached Left border
for(int i=0;i<4;i++) {
if(activeShape[i][-offsetActiveShape.x].a != 0) {
return 1; // Collision happens
}
}
}
} else {
return -1;
}
return 0;
}
/* Control keys handle */
void tKeyCtrl() {
/* Up arrow key */
if (sfKeyboard_isKeyPressed(sfKeyUp) == 1){
if ((arrKeys & 0b0100) == 0){ // If "Up arrow button hold" bit is not enabled
arrKeys = arrKeys | 0b0100; // Enable the "Up arrow button hold" bit
rotateShape();
}
} else { // If Down arrow button not pressed
if ((arrKeys & 0b0100) != 0){ // and if "Up arrow button hold" bit is enabled
arrKeys = arrKeys & ~0b0100; // it means that button is already released
} // So it is time to clear "Up arrow button hold" bit
}
/* Down Arrow Key */
if (sfKeyboard_isKeyPressed(sfKeyDown) == 1){ // If Down arrow button is pressed
if ((arrKeys & 0b0010) == 0){ // If "pushed down" key of Down arrow button not enabled
arrKeys = arrKeys | 0b0010; // Enable "pushed down" key of down arrow button
if ((wallCollisionCheck(0b0010) == 0) && // If collision do not happen
(cellCollisionCheck(0b0010) == 0)) { // 0b0010 for "Down"
offsetActiveShape.y--; // then do move
sfClock_restart(gameTick); // Avoid excess move down by gameTick
scoreCurrent++;
}
repPushDown = sfClock_create(); // Create/restart clock
} else {
if (sfClock_getElapsedTime(repPushDown).microseconds >= moveRepeatLatency2) arrKeys = arrKeys & ~0b0010;
}
} else { // If Down arrow button not pressed
if ((arrKeys & 0b0010) != 0){ // and if "pushed down" key is enabled
arrKeys = arrKeys & ~0b0010; // it means that button is already released
arrKeys = arrKeys & ~0b100000;
} // So it is time to clear "down arrow pushed down" bit
}
/* Left Arrow Key */
if ((sfKeyboard_isKeyPressed(sfKeyLeft) == 1) && (sfKeyboard_isKeyPressed(sfKeyRight) == 0)){ // If left arrow button is pressed
if ((arrKeys & 0b1000) == 0){ // If "pushed down" key of left arrow button disabled
arrKeys = arrKeys | 0b1000; // Enable "pushed down" key of left arrow button
if ((wallCollisionCheck(0b1000) == 0) && // If collision do not happen
(cellCollisionCheck(0b1000) == 0)) // 0b1000 for "left"
offsetActiveShape.x--; // then do move
repPushLeft = sfClock_create(); // Create/restart clock
} else { // Push held action repeat handler
if ((arrKeys & 0b10000000) == 0) { // If "push Left repeat" bit is not set
if (sfClock_getElapsedTime(repPushLeft).microseconds >= moveRepeatLatency1) { // Wait long time
arrKeys = arrKeys | 0b10000000; // set "push Left repeat" bit
arrKeys = arrKeys & ~0b1000; // unset "pushed down" bit to repeat move
}
} else { // If "push Left repeat" bit is set
if (sfClock_getElapsedTime(repPushLeft).microseconds >= moveRepeatLatency2) // Wait short time
arrKeys = arrKeys & ~0b1000; // unset "pushed down" bit to repeat movse
}
}
} else if (sfKeyboard_isKeyPressed(sfKeyLeft) == 0) { // If left arrow button is released
if ((arrKeys & 0b1000) != 0){ // and if "pushed down" key is enabled
arrKeys = arrKeys & ~0b1000; // it means that button is already released
arrKeys = arrKeys & ~0b10000000;// So it is time to clear "right arrow pushed down" bit
} // And "push repeat" bit
}
/* Right Arrow Key */
if ((sfKeyboard_isKeyPressed(sfKeyRight) == 1) && (sfKeyboard_isKeyPressed(sfKeyLeft) == 0)) { // If right arrow button is pressed
if ((arrKeys & 0b0001) == 0){ // If "pushed down" key of right arrow button not enabled
arrKeys = arrKeys | 0b0001; // Enable "pushed down" key of right arrow button
if ((wallCollisionCheck(0b0001) == 0) && // If collision do not happen
(cellCollisionCheck(0b0001) == 0)) // 0b0001 for "right"
offsetActiveShape.x++; // then do move
repPushRight = sfClock_create();
} else { // Push held action repeat handler
if ((arrKeys & 0b10000) == 0) { // If "push Right repeat" bit is not set
if (sfClock_getElapsedTime(repPushRight).microseconds >= moveRepeatLatency1) { // Wait long time
arrKeys = arrKeys | 0b10000; // set "push Right repeat" bit
arrKeys = arrKeys & ~0b0001; // unset "pushed down" bit to repeat move
}
} else if (sfKeyboard_isKeyPressed(sfKeyLeft) == 0) { // If "push Right repeat" bit is set
if (sfClock_getElapsedTime(repPushRight).microseconds >= moveRepeatLatency2) // Wait short time
arrKeys = arrKeys & ~0b0001; // unset "pushed down" bit to repeat movse
}
}
} else { // If Right arrow button not pressed
if ((arrKeys & 0b0001) != 0){ // and if "pushed down" key is enabled
arrKeys = arrKeys & ~0b0001; // <---+ it means that button is already released
arrKeys = arrKeys & ~0b10000; // <-+ +--So it is time to clear "right arrow pushed down" bit
} // +-And "push repeat" bit
}
}
void menuTick() {
if(sfClock_getElapsedTime(mTick).microseconds >= lvlLatency){
sfClock_restart(mTick);
for (int j=0;j<fieldSize.y;j++){
for(int i=0;i<fieldSize.x;i++){
int a;
a = rand()%7+1;
switch (a) {;
case 1 :
field_rAttr[j][i].fColor = tOrange;
break;
case 2 :
field_rAttr[j][i].fColor = tBlue;
break;
case 3 :
field_rAttr[j][i].fColor = tRed;
break;
case 4 :
field_rAttr[j][i].fColor = tGreen;
break;
case 5 :
field_rAttr[j][i].fColor = tYellow;
break;
case 6 :
field_rAttr[j][i].fColor = tCyan;
break;
case 7 :
field_rAttr[j][i].fColor = tMagneta;
break;
}
field_rAttr[j][i].oColor = sfBlack;
sfRectangleShape_setFillColor(field[j][i], field_rAttr[j][i].fColor); // FillColor
sfRectangleShape_setOutlineColor(field[j][i], field_rAttr[j][i].oColor); // Outline color
}
}
}
}
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