from frames speed to timespeed
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7 changed files with 62 additions and 38 deletions
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@ -1,9 +1,12 @@
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#ifndef AUTOMATO_H
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#ifndef AUTOMATO_H
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#define AUTOMATO_H
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#define AUTOMATO_H
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#define _POSIX_C_SOURCE 199309L // Добавляем здесь для POSIX
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#include "00_tetris.h"
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#include "00_tetris.h"
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#include <stdbool.h>
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#include <stdbool.h>
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#include <stdlib.h>
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#include <stdlib.h>
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#include <time.h> // Для clock_gettime
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typedef enum {
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typedef enum {
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Init,
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Init,
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@ -34,10 +37,10 @@ typedef enum {
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} Sprite_t;
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} Sprite_t;
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typedef struct {
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typedef struct {
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int x, y; // Позиция фигуры на поле
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int x, y;
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int mtrx[4][4]; // сама матрица
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int mtrx[4][4];
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Sprite_t sprite; // Тип фигуры
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Sprite_t sprite;
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int rotation; // Поворот (0–3)
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int rotation;
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} Figure_t;
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} Figure_t;
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typedef struct {
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typedef struct {
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@ -47,18 +50,21 @@ typedef struct {
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Moving_t moving_type;
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Moving_t moving_type;
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int field[FIELD_HEIGHT][FIELD_WIDTH];
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int field[FIELD_HEIGHT][FIELD_WIDTH];
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GameInfo_t* info;
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GameInfo_t* info;
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long long frame_count; // Общий счётчик кадров
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long long last_move_time; // Время последнего движения (мс)
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long long last_move_frame; // Кадр, когда фигура последний раз двигалась
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long long pause_start_time; // Время начала паузы (мс)
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} GameState_t;
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} GameState_t;
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GameState_t* get_game_state(void);
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GameState_t* get_game_state(void);
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// Функции состояний
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// Функции состояний
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// init
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void do_init(void);
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void do_init(void);
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int load_high_score();
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int load_high_score();
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void save_high_score(int score);
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void save_high_score(int score);
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void generate_next_figure(void);
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void generate_next_figure(void);
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void terminate_and_free(void); // Добавляем прототип здесь
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// Вспомогательная функция для времени
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long long get_current_time_ms(void);
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// spawn
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// spawn
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void do_spawn(void);
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void do_spawn(void);
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@ -82,7 +88,6 @@ int is_game_over();
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// Функции фигур
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// Функции фигур
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const int (*get_figure_shape(Sprite_t sprite, int rotation))[4];
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const int (*get_figure_shape(Sprite_t sprite, int rotation))[4];
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// Остальные фигуры...
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const int (*i_fig_up())[4];
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const int (*i_fig_up())[4];
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const int (*i_fig_right())[4];
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const int (*i_fig_right())[4];
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const int (*i_fig_down())[4];
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const int (*i_fig_down())[4];
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@ -24,6 +24,7 @@ void userInput(UserAction_t action, bool hold) {
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state->info->high_score = state->info->score;
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state->info->high_score = state->info->score;
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save_high_score(state->info->high_score);
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save_high_score(state->info->high_score);
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}
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}
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terminate_and_free(); // Освобождаем память здесь - единственное место
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state->state = GameOver;
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state->state = GameOver;
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break;
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break;
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case Left:
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case Left:
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@ -43,6 +44,12 @@ void userInput(UserAction_t action, bool hold) {
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state->moving_type = ToDown;
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state->moving_type = ToDown;
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break;
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break;
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case Pause:
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case Pause:
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if (!state->info->pause) {
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state->pause_start_time = get_current_time_ms();
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} else {
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long long pause_duration = get_current_time_ms() - state->pause_start_time;
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state->last_move_time += pause_duration;
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}
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state->info->pause = !state->info->pause;
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state->info->pause = !state->info->pause;
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break;
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break;
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default:
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default:
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@ -53,8 +60,6 @@ void userInput(UserAction_t action, bool hold) {
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GameInfo_t updateCurrentState() {
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GameInfo_t updateCurrentState() {
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GameState_t* state = get_game_state();
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GameState_t* state = get_game_state();
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state->frame_count++;
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if (!state->info->pause || state->state == GameOver) {
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if (!state->info->pause || state->state == GameOver) {
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switch (state->state) {
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switch (state->state) {
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case Init:
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case Init:
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@ -91,7 +96,7 @@ GameInfo_t updateCurrentState() {
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int x = fig->x + j;
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int x = fig->x + j;
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int y = fig->y + i;
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int y = fig->y + i;
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if (y >= 0 && y < FIELD_HEIGHT && x >= 0 && x < FIELD_WIDTH) {
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if (y >= 0 && y < FIELD_HEIGHT && x >= 0 && x < FIELD_WIDTH) {
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state->info->field[y][x] = 1; // активная фигура
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state->info->field[y][x] = 1;
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}
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}
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}
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}
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}
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}
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@ -1,5 +1,11 @@
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#include "01_automato.h"
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#include "01_automato.h"
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long long get_current_time_ms(void) {
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struct timespec ts;
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clock_gettime(CLOCK_MONOTONIC, &ts);
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return ts.tv_sec * 1000LL + ts.tv_nsec / 1000000LL;
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}
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int load_high_score() {
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int load_high_score() {
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FILE* file = fopen("build/high_score.txt", "r");
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FILE* file = fopen("build/high_score.txt", "r");
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int high_score = 0;
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int high_score = 0;
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@ -35,12 +41,12 @@ GameState_t* get_game_state(void) {
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for (int i = 0; i < 4; i++) {
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for (int i = 0; i < 4; i++) {
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state.info->next[i] = malloc(4 * sizeof(int));
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state.info->next[i] = malloc(4 * sizeof(int));
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}
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}
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state.info->speed = 10;
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state.info->speed = 1;
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state.info->score = 0;
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state.info->score = 0;
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state.info->level = 1;
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state.info->level = 1;
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state.info->pause = 0;
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state.info->pause = 0;
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state.frame_count = 0;
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state.last_move_time = get_current_time_ms();
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state.last_move_frame = 0;
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state.pause_start_time = 0;
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state.info->high_score = load_high_score();
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state.info->high_score = load_high_score();
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state.state = GameOver;
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state.state = GameOver;
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@ -11,12 +11,13 @@ void reset_game_stats(void) {
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GameState_t* state = get_game_state();
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GameState_t* state = get_game_state();
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state->info->score = 0;
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state->info->score = 0;
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state->info->level = 1;
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state->info->level = 1;
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state->info->speed = 10;
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state->info->speed = 1;
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state->last_move_time = get_current_time_ms();
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}
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}
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void do_init(void) {
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void do_init(void) {
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clear_field();
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clear_field();
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reset_game_stats();
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reset_game_stats();
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generate_next_figure();
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generate_next_figure();
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get_game_state()->state = Spawn; // Переход в Spawn
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get_game_state()->state = Spawn;
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}
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}
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@ -1,24 +1,28 @@
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#include "01_automato.h"
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#include "01_automato.h"
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int get_frames_to_wait(void) {
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int get_milliseconds_to_wait(void) {
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GameState_t* state = get_game_state();
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GameState_t* state = get_game_state();
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if (state->moving_type == ToDown) {
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if (state->moving_type == ToDown) {
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return 1; // TODO
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return 30;
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} else {
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return 1000 / state->info->speed; // TODO
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}
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}
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// Скорость от 1 до 10: 1000ms -> 100ms
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int base_delay = 1100 - (state->info->speed * 100);
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return base_delay > 100 ? base_delay : 100;
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}
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}
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void do_move(void) {
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void do_move(void) {
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GameState_t* state = get_game_state();
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GameState_t* state = get_game_state();
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int frames_to_wait = get_frames_to_wait();
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long long current_time = get_current_time_ms();
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int ms_to_wait = get_milliseconds_to_wait();
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if (state->frame_count - state->last_move_frame < frames_to_wait) {
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if (current_time - state->last_move_time < ms_to_wait) {
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return; // TODO
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return;
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}
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}
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state->last_move_frame = state->frame_count;
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state->last_move_time = current_time;
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state->curr.y++;
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state->curr.y++;
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if (check_collision()) {
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if (check_collision()) {
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if (new_level > state->info->level) {
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if (new_level > state->info->level) {
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state->info->level = new_level;
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state->info->level = new_level;
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state->info->speed = new_level * 10;
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state->info->speed = new_level * 3;
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}
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}
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}
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}
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}
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}
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@ -1,10 +1,14 @@
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#include <ncurses.h>
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#include <ncurses.h>
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#include <unistd.h>
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#include <unistd.h>
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#include "../../brick_game/tetris/00_tetris.h"
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#include <stdlib.h>
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#include <time.h>
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#include "../../brick_game/tetris/00_tetris.h" // Только этот хедер!
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void display_game(GameInfo_t game_state);
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void display_game(GameInfo_t game_state);
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int main() {
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int main() {
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srand(time(NULL));
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initscr();
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initscr();
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cbreak();
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cbreak();
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noecho();
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noecho();
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@ -12,7 +16,6 @@ int main() {
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nodelay(stdscr, FALSE);
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nodelay(stdscr, FALSE);
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curs_set(0);
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curs_set(0);
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// Цикл ожидания нажатия F/f
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mvprintw(FIELD_HEIGHT / 2, FIELD_WIDTH - 4, "Press F to Start");
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mvprintw(FIELD_HEIGHT / 2, FIELD_WIDTH - 4, "Press F to Start");
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refresh();
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refresh();
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@ -38,7 +41,7 @@ int main() {
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switch (ch) {
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switch (ch) {
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case 'q':
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case 'q':
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userInput(Terminate, false);
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userInput(Terminate, false); // Это освободит память через бэкенд
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running = false;
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running = false;
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break;
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break;
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case 'r': case ' ':
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case 'r': case ' ':
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