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#include <SFML/Audio.hpp>
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#include <SFML/Audio/Sound.hpp>
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#include <SFML/Audio/SoundBuffer.hpp>
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#include <SFML/Graphics.hpp>
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#include <SFML/Graphics/Color.hpp>
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#include <SFML/Graphics/Font.hpp>
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#include <SFML/Graphics/Rect.hpp>
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#include <SFML/Graphics/RectangleShape.hpp>
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#include <SFML/Graphics/RenderWindow.hpp>
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#include <SFML/Graphics/Sprite.hpp>
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#include <SFML/Graphics/Texture.hpp>
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#include <SFML/System/Clock.hpp>
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#include <SFML/System/Vector2.hpp>
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#include <SFML/Window/Event.hpp>
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#include <SFML/Window/Keyboard.hpp>
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#include <SFML/Window/Window.hpp>
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#include <SFML/Window/WindowStyle.hpp>
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#include <algorithm>
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#include <cmath>
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#include <initializer_list>
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#include <iostream>
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#include <iterator>
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#include <string>
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#include <math.h>
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#include <fstream>
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#include <filesystem>
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#include <unistd.h>
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#include <sys/types.h>
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#include <pwd.h>
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#define TILE_SIZE 20
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#define GRID_WIDTH 14
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#define GRID_HEIGHT 20
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#define WINDOW_WIDTH 500
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#define WINDOW_HEIGHT 440
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#define PLAYFIELD_X 20
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#define PLAYFIELD_Y 20
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#define LINES_PER_LEVEL 5
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#define POINTS_1_LINE 40
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#define POINTS_2_LINES 100
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#define POINTS_3_LINES 300
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#define POINTS_4_LINES 1200
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class NumberRenderer {
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public:
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sf::Texture texture;
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sf::IntRect comma_rect;
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sf::IntRect numeral_rects[10];
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NumberRenderer(
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sf::Texture _texture,
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sf::IntRect _comma_rect,
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std::initializer_list<sf::IntRect> _numeral_rects
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) {
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texture = _texture;
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comma_rect = _comma_rect;
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sprite = sf::Sprite(texture);
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int i = 0;
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for (auto numeral_rect = _numeral_rects.begin(); numeral_rect != _numeral_rects.end(); ++numeral_rect) {
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numeral_rects[i] = *numeral_rect;
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i++;
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}
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}
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void render(sf::RenderWindow* window, uint number, int x, int y) {
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auto number_string = std::to_string(number);
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std::string numeral_string;
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numeral_string.push_back(number_string.back());
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auto numeral_rect = numeral_rects[std::stoi(numeral_string)];
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int x_offset = -numeral_rect.width;
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uint digits = number_string.length();
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for (int i = digits - 1; i >= 0; i--) {
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char numeral_string[] = {number_string[i]};
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auto numeral_rect = numeral_rects[std::stoi(numeral_string)];
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if ((digits - i) % 3 == 1 && i != digits - 1) {
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sprite.setTextureRect(comma_rect);
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sprite.setPosition(x + x_offset, y);
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window->draw(sprite);
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x_offset -= numeral_rect.width;
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}
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sprite.setTextureRect(numeral_rect);
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sprite.setPosition(x + x_offset, y);
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window->draw(sprite);
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if (i == 0) {
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break;
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}
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if ((digits - i) % 3 == 0) {
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x_offset -= comma_rect.width;
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continue;
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}
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numeral_string[0] = number_string[i - 1];
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numeral_rect = numeral_rects[std::stoi(numeral_string)];
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x_offset -= numeral_rect.width;
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}
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}
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private:
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sf::Sprite sprite;
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};
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class TileType {
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public:
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sf::IntRect texture_rect;
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sf::IntRect ghost_texture_rect;
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TileType(sf::IntRect _texture_rect, sf::IntRect _ghost_texture_rect) {
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texture_rect = _texture_rect;
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ghost_texture_rect = _ghost_texture_rect;
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}
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};
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TileType tile_type_0(
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sf::IntRect(0, 0, TILE_SIZE, TILE_SIZE),
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sf::IntRect(0, TILE_SIZE, TILE_SIZE, TILE_SIZE)
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);
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TileType tile_type_1(
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sf::IntRect(TILE_SIZE, 0, TILE_SIZE, TILE_SIZE),
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sf::IntRect(TILE_SIZE, TILE_SIZE, TILE_SIZE, TILE_SIZE)
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);
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TileType tile_type_2(
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sf::IntRect(TILE_SIZE * 2, 0, TILE_SIZE, TILE_SIZE),
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sf::IntRect(TILE_SIZE * 2, TILE_SIZE, TILE_SIZE, TILE_SIZE)
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);
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TileType tile_type_3(
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sf::IntRect(TILE_SIZE * 3, 0, TILE_SIZE, TILE_SIZE),
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sf::IntRect(TILE_SIZE * 3, TILE_SIZE, TILE_SIZE, TILE_SIZE)
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);
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TileType tile_type_4(
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sf::IntRect(TILE_SIZE * 4, 0, TILE_SIZE, TILE_SIZE),
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sf::IntRect(TILE_SIZE * 4, TILE_SIZE, TILE_SIZE, TILE_SIZE)
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);
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TileType tile_type_5(
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sf::IntRect(TILE_SIZE * 5, 0, TILE_SIZE, TILE_SIZE),
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sf::IntRect(TILE_SIZE * 5, TILE_SIZE, TILE_SIZE, TILE_SIZE)
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);
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TileType tile_type_6(
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sf::IntRect(TILE_SIZE * 6, 0, TILE_SIZE, TILE_SIZE),
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sf::IntRect(TILE_SIZE * 6, TILE_SIZE, TILE_SIZE, TILE_SIZE)
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);
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class BlockType {
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public:
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static BlockType i, j, l, o, s, t, z;
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static BlockType* list[];
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static BlockType* random() {
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return list[rand() % 7];
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}
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TileType* tile_type;
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std::vector<std::vector<bool>> grid;
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uint width, height, starting_line;
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bool rotate;
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BlockType(TileType* _tile_type, const std::vector<std::vector<bool>> _grid, bool _rotate = true) {
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tile_type = _tile_type;
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grid = _grid;
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rotate = _rotate;
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// Used for alignment in "next block" area
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width = 0;
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starting_line = 0;
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for (uint y = 0; y < grid.size(); y++) {
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bool has_content = false;
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for (uint x = 0; x < grid[y].size(); x++) {
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if (grid[y][x]) {
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width = std::max({width, x + 1});
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has_content = true;
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}
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}
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if (has_content) {
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if (height == 0) {
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starting_line = y;
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}
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height = y + 1 - starting_line;
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}
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}
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}
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};
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// https://gamedev.stackexchange.com/a/17978
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BlockType BlockType::i(&tile_type_0, {
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{0, 0, 0, 0},
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{1, 1, 1, 1},
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{0, 0, 0, 0},
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{0, 0, 0, 0}
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});
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BlockType BlockType::j(&tile_type_1, {
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{1, 0, 0},
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{1, 1, 1},
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{0, 0, 0}
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});
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BlockType BlockType::l(&tile_type_2, {
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{0, 0, 1},
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{1, 1, 1},
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{0, 0, 0}
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});
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BlockType BlockType::o(&tile_type_3, {
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{1, 1},
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{1, 1}
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}, false);
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BlockType BlockType::s(&tile_type_4, {
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{0, 1, 1},
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{1, 1, 0},
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{0, 0, 0}
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});
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BlockType BlockType::t(&tile_type_5, {
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{0, 1, 0},
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{1, 1, 1},
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{0, 0, 0}
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});
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BlockType BlockType::z(&tile_type_6, {
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{1, 1, 0},
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{0, 1, 1},
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{0, 0, 0}
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});
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BlockType* BlockType::list[] = {&i, &j, &l, &o, &s, &t, &z};
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class Block {
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public:
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BlockType* type;
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sf::Vector2i position;
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int rotation_state;
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Block() {
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type = BlockType::random();
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position = sf::Vector2i(GRID_WIDTH / 2 - type->grid[0].size() / 2, 0);
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rotation_state = 0;
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}
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std::vector<sf::Vector2i> get_tiles() {
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std::vector<sf::Vector2i>tiles = {};
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for (int y = 0; y < type->grid.size(); y++) {
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for (int x = 0; x < type->grid[y].size(); x++) {
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if (!type->grid[y][x]) {
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continue;
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}
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int rotated_x = x;
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int rotated_y = y;
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if (type->rotate) {
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int center_x = type->grid[0].size() / 2;
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int center_y = type->grid.size() / 2;
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int offset_x = x - center_x;
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int offset_y = y - center_y;
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switch (rotation_state) {
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case 0:
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rotated_x = x;
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rotated_y = y;
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break;
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case 1:
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rotated_x = center_x + offset_y;
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rotated_y = center_y - offset_x;
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break;
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case 2:
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rotated_x = center_x - offset_x;
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rotated_y = center_y - offset_y;
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break;
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case 3:
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rotated_x = center_x - offset_y;
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rotated_y = center_y + offset_x;
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break;
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default:
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rotation_state %= 4;
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}
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}
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int global_x = rotated_x + position.x;
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int global_y = rotated_y + position.y;
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tiles.push_back(sf::Vector2i(global_x, global_y));
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}
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}
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return tiles;
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}
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};
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uint get_level(int lines) {
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return std::min(lines / LINES_PER_LEVEL, 15);
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}
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uint get_update_interval(int level) {
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// From Tetris Worlds, see https://harddrop.com/wiki/Tetris_Worlds#Gravity
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return pow(0.8 - (level - 1) * 0.007, level - 1) * 1000;
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}
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int main()
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{
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srand(time(NULL));
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sf::RenderWindow window(sf::VideoMode(WINDOW_WIDTH, WINDOW_HEIGHT), "elnutris", sf::Style::Close);
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window.setFramerateLimit(60);
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window.setKeyRepeatEnabled(false); // prevent keys from retriggering when held
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Block block;
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Block next_block;
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TileType* grid[GRID_HEIGHT][GRID_WIDTH] = { nullptr };
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sf::Texture texture;
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texture.loadFromFile("../res/texture.png");
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sf::Sprite sprite;
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sprite.setTexture(texture);
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sf::Texture background_texture;
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background_texture.loadFromFile("../res/background.png");
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sf::Sprite background;
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background.setTexture(background_texture);
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sf::Texture numeral_texture;
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numeral_texture.loadFromFile("../res/numerals.png");
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NumberRenderer number_renderer(numeral_texture, sf::IntRect(134, 0, 10, 16), {
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sf::IntRect(0, 0, 14, 16),
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sf::IntRect(14, 0, 8, 16),
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sf::IntRect(22, 0, 14, 16),
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sf::IntRect(36, 0, 14, 16),
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sf::IntRect(50, 0, 14, 16),
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sf::IntRect(64, 0, 14, 16),
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sf::IntRect(78, 0, 14, 16),
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sf::IntRect(92, 0, 14, 16),
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sf::IntRect(106, 0, 14, 16),
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sf::IntRect(120, 0, 14, 16)
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});
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bool rotate = false;
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bool move_left = false;
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bool move_right = false;
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bool move_left_immediate = false;
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bool move_right_immediate = false;
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bool snap = false;
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sf::Clock update_clock;
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sf::Clock move_clock;
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// https://stackoverflow.com/a/478088
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const char *homedir;
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if ((homedir = getenv("HOME")) == NULL) {
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homedir = getpwuid(getuid())->pw_dir;
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}
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std::string highscore_file_path = homedir;
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highscore_file_path += "/.elnutris";
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if (!std::filesystem::exists(highscore_file_path)) {
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std::ofstream highscore_file(highscore_file_path);
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highscore_file << "0";
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highscore_file.close();
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}
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std::fstream highscore_file(highscore_file_path);
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std::string highscore_string;
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highscore_file >> highscore_string;
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uint highscore = std::stoi(highscore_string);
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uint score = 0;
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uint lines = 0;
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uint blocks = 0;
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uint tiles = 0;
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uint update_interval = get_update_interval(0);
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// https://sfxr.me/#57uBnWWZeyDTsBRrJsAp2Vwd76cMVrdeRQ7DirNQW5XekKxcrCUNx47Zggh7Uqw4R5FdeUpyk362uhjWmpNHmqxE7JBp3EkxDxfJ1VjzMRpuSHieW6B5iyVFM
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sf::SoundBuffer rotate_buffer;
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rotate_buffer.loadFromFile("../res/rotate.wav");
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sf::Sound rotate_sound;
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rotate_sound.setBuffer(rotate_buffer);
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// https://sfxr.me/#57uBnWTMa2LUtaPa3P8xWZekiRxNwCPFWpRoPDVXDJM9KHkiGJcs6J62FRcjMY5oVNdT73MtmUf5rXCPvSZWL7AZuTRWWjKbPKTpZjT85AcZ6htUqTswkjksZ
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sf::SoundBuffer snap_buffer;
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snap_buffer.loadFromFile("../res/snap.wav");
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sf::Sound snap_sound;
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snap_sound.setBuffer(snap_buffer);
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// https://sfxr.me/#57uBnWbareN7MJJsWGD8eFCrqjikS9f8JXg8jvmKzMdVtqmRsb81eToSUpnkqgFhvxD2QoAjpw4SmGZHZjbhEiPQKetRSHCHXYFZzD7Q6RVVS9CRSeRAb6bZp
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sf::SoundBuffer game_over_buffer;
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game_over_buffer.loadFromFile("../res/game_over.wav");
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sf::Sound game_over_sound;
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game_over_sound.setBuffer(game_over_buffer);
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// https://sfxr.me/#7BMHBGMfGk8EHV8czJkUucUm8EMAnMNxiqYyTfKkMpHFJu44GEdD7xP6E8NM3K7RKRExTpagPBAiWf7BLtC52CEWJVGHh8hwDLygoEG86tcPth2UtmfdrXLoh
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sf::SoundBuffer row_clear_buffer;
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row_clear_buffer.loadFromFile("../res/row_clear.wav");
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sf::Sound row_clear_sound;
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row_clear_sound.setBuffer(row_clear_buffer);
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// https://sfxr.me/#57uBnWg8448kTPqWAxeDvZ5CP5JWbrfJGWuRcTjva5uX3vvBnEAZ6SfiH9oLKMXgsusuJwGWx6KPfvLfHtqnhLxr476ptGv4jPbfNhQaFMYeMHFdHk9SotQ4X
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sf::SoundBuffer level_up_buffer;
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level_up_buffer.loadFromFile("../res/level_up.wav");
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sf::Sound level_up_sound;
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level_up_sound.setBuffer(level_up_buffer);
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// https://sfxr.me/#34T6PkzvrkfdahGDBAh1uYGXTwZ8rG54kxfHpgdVCPxqG7yyK5UuqgiK9Z8Q5177itxbkSNfLSHm4zTkemT4iyxJpW89VJx82feaq8qxZeA5AJR2nWZZR59hq
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sf::SoundBuffer new_highscore_buffer;
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new_highscore_buffer.loadFromFile("../res/new_highscore.wav");
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sf::Sound new_highscore_sound;
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new_highscore_sound.setBuffer(new_highscore_buffer);
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while (window.isOpen())
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{
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sf::Event event;
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while (window.pollEvent(event))
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{
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switch (event.type) {
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case sf::Event::Closed:
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window.close();
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break;
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case sf::Event::KeyPressed:
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switch (event.key.code) {
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case sf::Keyboard::Space:
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snap = true;
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break;
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case sf::Keyboard::Up:
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rotate = true;
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break;
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case sf::Keyboard::Left:
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move_left = true;
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move_left_immediate = true;
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move_clock.restart();
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break;
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case sf::Keyboard::Right:
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move_right = true;
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move_right_immediate = true;
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move_clock.restart();
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break;
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default:
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break;
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}
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break;
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case sf::Event::KeyReleased:
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switch (event.key.code) {
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case sf::Keyboard::Left:
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move_left = false;
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break;
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case sf::Keyboard::Right:
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move_right = false;
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break;
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default:
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break;
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}
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default:
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break;
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}
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}
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bool is_update_frame = update_clock.getElapsedTime().asMilliseconds() > (sf::Keyboard::isKeyPressed(sf::Keyboard::Down) ? std::min({update_interval, 125u}) : update_interval);
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if (is_update_frame) {
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update_clock.restart();
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}
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bool is_move_frame = move_clock.getElapsedTime().asMilliseconds() > 125;
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if (is_move_frame) {
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move_clock.restart();
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}
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// Rotation
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if (rotate) {
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block.rotation_state++;
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// Check to see if new rotation state is overlapping any tiles
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for (auto tile : block.get_tiles()) {
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if (tile.x <= 0 || tile.x >= GRID_WIDTH || grid[tile.y][tile.x]) {
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block.rotation_state--;
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break;
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}
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}
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rotate = false;
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rotate_sound.play();
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}
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// Horizontal movement
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int movement = 0;
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if (move_left_immediate || is_move_frame && move_left) {
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movement--;
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move_left_immediate = false;
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}
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if (move_right_immediate || is_move_frame && move_right) {
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movement++;
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move_right_immediate = false;
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}
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if (movement != 0) {
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for (auto tile : block.get_tiles()) {
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if (tile.x + movement < 0 || tile.x + movement >= GRID_WIDTH || grid[tile.y][tile.x + movement]) {
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goto after_movement_loop;
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}
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}
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block.position.x += movement;
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}
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after_movement_loop:
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// Snapping
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int snap_offset = 0;
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while (true) {
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for (auto tile : block.get_tiles()) {
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int y = tile.y + snap_offset;
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if (y == GRID_HEIGHT - 1 || grid[y + 1][tile.x] != nullptr) {
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goto after_snap_loop;
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}
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}
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snap_offset++;
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}
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after_snap_loop:
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bool landed = snap;
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if (snap) {
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block.position.y += snap_offset;
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snap = false;
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snap_sound.play();
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}
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// Land checking
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if (!snap && is_update_frame) {
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for (auto tile : block.get_tiles()) {
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if (tile.y == GRID_HEIGHT - 1 || grid[tile.y + 1][tile.x] != nullptr) {
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landed = true;
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break;
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}
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}
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}
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// Clear window
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// Normally, one would run window.clear(),
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// but the background image covers the entire window.
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window.draw(background);
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// Draw block
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if (!landed) {
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for (auto tile : block.get_tiles()) {
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int snap_y = tile.y + snap_offset;
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sprite.setTextureRect(block.type->tile_type->texture_rect);
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sprite.setPosition(PLAYFIELD_X + tile.x * TILE_SIZE, PLAYFIELD_Y + tile.y * TILE_SIZE);
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window.draw(sprite);
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sprite.setTextureRect(block.type->tile_type->ghost_texture_rect);
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sprite.setPosition(PLAYFIELD_X + tile.x * TILE_SIZE, PLAYFIELD_Y + snap_y * TILE_SIZE);
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window.draw(sprite);
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}
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}
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// Draw next block
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auto next_block_tiles = next_block.get_tiles();
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// This is assuming the next block spawns unrotated.
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// Refactoring is needed if random rotations are added
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uint x_offset = next_block.type->width * TILE_SIZE / 2;
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uint y_offset = (next_block.type->height + next_block.type->starting_line * 2) * TILE_SIZE / 2;
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for (auto tile : next_block_tiles) {
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sprite.setTextureRect(next_block.type->tile_type->texture_rect);
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sprite.setPosition(
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370 + (tile.x - next_block.position.x) * TILE_SIZE - x_offset,
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70 + (tile.y - next_block.position.y) * TILE_SIZE - y_offset
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);
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window.draw(sprite);
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}
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// Landing (transfering block to grid and reinitializing)
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if (landed) {
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if (block.position.y == 0) {
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score = 0;
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lines = 0;
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blocks = 0;
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tiles = 0;
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for (int y = 0; y < GRID_HEIGHT; y++) {
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for (int x = 0; x < GRID_WIDTH; x++) {
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grid[y][x] = nullptr;
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}
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}
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game_over_sound.play();
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} else {
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tiles += block.get_tiles().size();
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blocks++;
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for (auto tile : block.get_tiles()) {
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grid[tile.y][tile.x] = block.type->tile_type;
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}
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uint cleared_lines = 0;
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// Check for completed rows
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for (int y = 0; y < GRID_HEIGHT; y++) {
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bool completed = true;
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for (int x = 0; x < GRID_WIDTH; x++) {
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if (!grid[y][x]) {
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completed = false;
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break;
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}
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}
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if (!completed) {
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continue;
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}
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for (int z = y - 1; z >= 0; z--) {
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for (int x = 0; x < GRID_WIDTH; x++) {
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grid[z + 1][x] = grid[z][x];
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}
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}
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cleared_lines++;
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}
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uint scored;
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switch (cleared_lines) {
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case 0:
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scored = 0;
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break;
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case 1:
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scored = POINTS_1_LINE;
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break;
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case 2:
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scored = POINTS_2_LINES;
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break;
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case 3:
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scored = POINTS_3_LINES;
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break;
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default:
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scored = POINTS_4_LINES;
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break;
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}
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if (scored > 0) {
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int level = get_level(lines);
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scored *= level + 1;
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if (score + scored > highscore && score < highscore) {
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new_highscore_sound.play();
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}
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score += scored;
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lines += cleared_lines;
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if (level != get_level(lines)) {
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level_up_sound.play();
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}
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if (score > highscore) {
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highscore = score;
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std::ofstream highscore_file(highscore_file_path);
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highscore_file << highscore;
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highscore_file.close();
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}
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update_interval = get_update_interval(level);
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row_clear_sound.play();
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}
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}
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block = next_block;
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next_block = Block();
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} else if(is_update_frame) {
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block.position.y++;
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}
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// Drawing grid
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for (int y = 0; y < GRID_HEIGHT; y++) {
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for (int x = 0; x < GRID_WIDTH; x++) {
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auto tile_type = grid[y][x];
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if (tile_type == nullptr) {
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// If tile_type is a nullptr (no block), continue
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continue;
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}
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sprite.setTextureRect(tile_type->texture_rect);
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sprite.setPosition(PLAYFIELD_X + x * TILE_SIZE, PLAYFIELD_Y + y * TILE_SIZE);
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window.draw(sprite);
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}
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}
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number_renderer.render(&window, score, 477, 162);
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number_renderer.render(&window, highscore, 477, 202);
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number_renderer.render(&window, lines, 477, 242);
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number_renderer.render(&window, get_level(lines), 477, 282);
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number_renderer.render(&window, blocks, 477, 322);
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number_renderer.render(&window, tiles, 477, 362);
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window.display();
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}
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return 0;
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}
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