ikseek

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Oct 18th, 2016
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  1. setChar(x, y, char)
  2. getChar(x, y)
  3.  
  4. int speed_updates = 100;
  5. bool figure_falling = false;
  6. bool animating_complete_lines = false;
  7. int updates = 0;
  8.  
  9. shouldSkipUpdate() {
  10. if figure_falling {
  11. return false;
  12. }
  13. else {
  14. updates += 1
  15. if updates > speed_updates {
  16. updates = 0;
  17. return true;
  18. } else {
  19. retrun false;
  20. }
  21. }
  22. }
  23.  
  24.  
  25. keyPressed(key) {
  26. if (key == KEY_DOWN) {
  27. figure_falling = true;
  28. } else {
  29. eraseFigure()
  30. updateFigurePosAndRotation(key)
  31. if (!canDrawFigure()) {
  32. restoreFigurePosAndRotation()
  33. }
  34. updates = speed_updates;
  35. }
  36. }
  37.  
  38.  
  39. update(delta) {
  40. if (!shouldSkipUpdate()) {
  41. eraseFigure()
  42. moveFigurePosDown()
  43. if (canDrawFigure()) {
  44. drawFigure()
  45. } else {
  46. restoreFigurePos()
  47. drawFigure()
  48. removeCompleteLinesAndUpdateScore()
  49. generateNewFigure()
  50. if (canDrawFigure()) {
  51. drawFigure()
  52. } else {
  53. gameOver()
  54. }
  55. }
  56. }
  57. }
  58.  
  59. removeCompleteLinesAndUpdateScore() {
  60. removed = removeCopmleteLines()
  61. addScore(removed)
  62. updateSpeedAccordingToScore()
  63. }
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