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https://github.com/thepigeongenerator/tetris_clone.git
synced 2025-12-17 14:05:45 +01:00
code cleanup:
- rename typedefs to a lowercase variant - change variable names to shorter variants
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@@ -7,7 +7,7 @@
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#include "shapes.h"
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static bool is_filled(CRow const row) {
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static bool is_filled(row_const const row) {
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for (int8_t x = 0; x < COLUMNS; x++) {
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if (row[x].packed == 0) {
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return false;
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@@ -17,8 +17,8 @@ static bool is_filled(CRow const row) {
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return true;
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}
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static void clear_rows(Row* const rows, uint16_t* const score) {
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Row cache[4] = {0}; // you can only clear four rows at a time
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static void clear_rows(row* const rows, uint16_t* const score) {
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row cache[4] = {0}; // you can only clear four rows at a time
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struct {
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uint8_t filled : 3; // values will only ever be 0..4
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uint8_t checked : 3; // values will only ever be 0..4
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@@ -57,7 +57,7 @@ static void clear_rows(Row* const rows, uint16_t* const score) {
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}
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// sets a shape to the screen
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static void set_shape_i(Row const* const row, ShapeId const id, int8_t const pos_x) {
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static void set_shape_i(row const* const row, shape_id const id, int8_t const pos_x) {
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Shape const shape = shape_from_id(id);
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colour8 const colour = colour_from_id(id);
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for (int8_t y = 0; y < SHAPE_HEIGHT; y++) {
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@@ -72,11 +72,11 @@ static void set_shape_i(Row const* const row, ShapeId const id, int8_t const pos
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}
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}
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static inline void set_shape(Row const* const row, ShapeId const id, int8_t const pos_x, int8_t const pos_y) {
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static inline void set_shape(row const* const row, shape_id const id, int8_t const pos_x, int8_t const pos_y) {
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set_shape_i(&row[pos_y], id, pos_x); // calls itself, but omitting the pos_y argument, instead opting for specifying the row
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}
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static bool shape_intersects(Row const* const rows, ShapeId const id, int8_t const x, int8_t const y) {
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static bool shape_intersects(row const* const rows, shape_id const id, int8_t const x, int8_t const y) {
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Shape const shape = shape_from_id(id);
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for (int8_t y0 = 0; y0 < SHAPE_HEIGHT; y0++) {
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@@ -96,14 +96,14 @@ static bool shape_intersects(Row const* const rows, ShapeId const id, int8_t con
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return false;
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}
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static inline ShapeId rotate_id(ShapeId const id, int const dir) {
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static inline shape_id rotate_id(shape_id const id, int const dir) {
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return (id + dir) & 31;
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}
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void place_update(GameData* const game_data, InputData const move) {
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void place_update(game_data* const game_data, InputData const move) {
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// store the current index and ID, only changes when placed (which yields no movement) and rotation (which occurs last)
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uint8_t const curr_idx = game_data->curr_idx;
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ShapeId const curr_id = game_data->nxt[curr_idx];
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shape_id const curr_id = game_data->nxt[curr_idx];
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// set the shape if we moved vertically and intersected
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@@ -131,7 +131,7 @@ void place_update(GameData* const game_data, InputData const move) {
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// update the shape's rotation
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if (move & 8 || move & 16) {
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ShapeId const id = move & 8 // check which direction we should move
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shape_id const id = move & 8 // check which direction we should move
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? rotate_id(curr_id, -8)
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: rotate_id(curr_id, 8);
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if (shape_intersects(game_data->rows, id, game_data->sel_x, game_data->sel_y) == false) {
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