prepare to merge into develop
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3 changed files with 2 additions and 14 deletions
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@ -8,14 +8,12 @@
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#include <stdlib.h>
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#include <time.h>
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// Константы времени
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#define ATTACH_DELAY_MS 350
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#define INSTANT_DROP_DELAY_MS 30
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#define BASE_FALL_DELAY_MS 1100
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#define SPEED_MULTIPLIER_MS 100
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#define MAX_LEVEL 10
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// Константы очков
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#define SCORE_PER_LEVEL 600
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#define POINTS_ONE_LINE 100
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#define POINTS_TWO_LINES 300
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@ -67,14 +65,13 @@ typedef struct {
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GameInfo_t* info;
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long long last_move_time;
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long long pause_start_time;
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long long attach_start_time; // Время начала attach
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int attach_completed; // Флаг завершения attach (фигура размещена)
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long long attach_start_time;
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int attach_completed;
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int down_key_was_released;
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} GameState_t;
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GameState_t* get_game_state(void);
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// Функции состояний
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void do_init(void);
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int load_high_score();
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void save_high_score(int score);
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@ -83,26 +80,20 @@ void terminate_and_free(void);
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long long get_current_time_ms(void);
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// spawn
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void do_spawn(void);
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// move
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void do_move(void);
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//moving
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void do_moving(void);
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// attaching
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void do_attaching(void);
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int check_collision();
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void place_figure();
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void clear_lines();
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// gameover
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void do_gameover(void);
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int is_game_over();
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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 (*i_fig_up())[4];
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@ -6,7 +6,6 @@ void userInput(UserAction_t action, bool hold) {
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int should_process = 1;
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// Проверка паузы
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if (state->info->pause) {
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if (action == Left || action == Right || action == Down || action == Up ||
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action == Action || action == Start) {
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@ -14,7 +13,6 @@ void userInput(UserAction_t action, bool hold) {
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}
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}
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// Блокируем движения во время Attaching (до завершения задержки)
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if (state->state == Attaching && !state->attach_completed) {
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if (action == Left || action == Right || action == Down || action == Up ||
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action == Action) {
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@ -4,7 +4,6 @@ void do_attaching(void) {
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GameState_t *state = get_game_state();
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long long current_time = get_current_time_ms();
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// Если только что вошли в Attaching - размещаем фигуру и запускаем таймер
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if (!state->attach_completed) {
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// Первый вход в Attaching
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if (state->attach_start_time == 0) {
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