code cleanup:

- rename typedefs to a lowercase variant
- change variable names to shorter variants
This commit is contained in:
2025-02-10 12:28:05 +01:00
parent 94ca7e3d08
commit 3fd7806e5f
14 changed files with 121 additions and 119 deletions

View File

@@ -16,39 +16,39 @@
// shuffle the array using a FisherYates shuffle
static inline void shuffle(uint8_t const size, ShapeId* const elmnts) {
static inline void shuffle(uint8_t const size, shape_id* const elmnts) {
for (uint8_t i = 0; i < (size - 1); i++) {
uint8_t const j = i + rand() % (size - i);
ShapeId const cache = elmnts[i];
shape_id const cache = elmnts[i];
elmnts[i] = elmnts[j];
elmnts[j] = cache;
}
}
void next_shape(GameData* const game_data) {
game_data->curr_idx++; // increase the current shape index
game_data->sel_x = COLUMNS / 2 - SHAPE_WIDTH / 2; // move the shape position to the centre
game_data->sel_y = 0;
void next_shape(game_data* const dat) {
dat->curr_idx++; // increase the current shape index
dat->sel_x = COLUMNS / 2 - SHAPE_WIDTH / 2; // move the shape position to the centre
dat->sel_y = 0;
// return if know which shape is next
if (game_data->curr_idx < (TETROMINO_COUNT - 1))
if (dat->curr_idx < (TETROMINO_COUNT - 1))
return;
game_data->curr_idx = 0;
dat->curr_idx = 0;
shuffle(TETROMINO_COUNT - 1, game_data->nxt);
ShapeId cache = game_data->nxt[0];
game_data->nxt[0] = game_data->nxt[TETROMINO_COUNT - 1];
game_data->nxt[TETROMINO_COUNT - 1] = cache;
shuffle(TETROMINO_COUNT - 1, dat->nxt);
shape_id cache = dat->nxt[0];
dat->nxt[0] = dat->nxt[TETROMINO_COUNT - 1];
dat->nxt[TETROMINO_COUNT - 1] = cache;
}
void game_init(GameData* const game_data) {
void game_init(game_data* const dat) {
// zero-initialize the game data
*game_data = (GameData){0};
*dat = (game_data){0};
// allocate size for each row
for (int8_t i = 0; i < ROWS; i++) {
game_data->rows[i] = calloc(COLUMNS, sizeof(colour8));
dat->rows[i] = calloc(COLUMNS, sizeof(colour8));
// game_data->rows[i][0] = (colour8){(uint8_t)((((i + 1) ^ ((i + 1) >> 3)) * 0x27) & 0xFF)}; // for debugging rows
}
@@ -56,21 +56,21 @@ void game_init(GameData* const game_data) {
srand(time(NULL));
// set the shape data in each slot to it's corrsponding ID
for (ShapeId i = 0; i < TETROMINO_COUNT; i++)
game_data->nxt[i] = i;
for (shape_id i = 0; i < TETROMINO_COUNT; i++)
dat->nxt[i] = i;
game_data->curr_idx = -1; // set the current index to the max so it becomes zero after increasement
next_shape(game_data); // select the next shape (shuffle should not be triggered)
shuffle(TETROMINO_COUNT, game_data->nxt); // manually trigger a shuffle
dat->curr_idx = -1; // set the current index to the max so it becomes zero after increasement
next_shape(dat); // select the next shape (shuffle should not be triggered)
shuffle(TETROMINO_COUNT, dat->nxt); // manually trigger a shuffle
// initialize audio
game_data->audio_device = audio_device_init(32000, AUDIO_S16, 1, 4096);
game_data->music = audio_load_wav(game_data->audio_device, "korobeiniki.wav");
audio_play(game_data->audio_device, game_data->music);
dat->audio_device = audio_device_init(32000, AUDIO_S16, 1, 4096);
dat->music = audio_load_wav(dat->audio_device, "korobeiniki.wav");
audio_play(dat->audio_device, dat->music);
}
// called every time the game's state is updated
void game_update(GameData* const game_data, uint8_t const* const keys) {
void game_update(game_data* const dat, uint8_t const* const keys) {
if (keys[SDL_SCANCODE_ESCAPE])
stop();
@@ -80,10 +80,10 @@ void game_update(GameData* const game_data, uint8_t const* const keys) {
if (keys[SDL_SCANCODE_DOWN] || keys[SDL_SCANCODE_S] || keys[SDL_SCANCODE_SPACE]) move |= MOVE_DOWN;
if (keys[SDL_SCANCODE_Q]) move |= MOVE_ROTLEFT;
if (keys[SDL_SCANCODE_E]) move |= MOVE_ROTRIGHT;
place_update(game_data, move);
place_update(dat, move);
}
void game_free(GameData* const game_data) {
void game_free(game_data* const game_data) {
// clear each row
for (int8_t i = 0; i < ROWS; i++) {
free(game_data->rows[i]);