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- void GameField::checkAIMove(void) {
- for (int b = 0; b < FIELD_BOX_MAX; b++) {
- if (GameField::box[b].type == EMPTY) {
- // Up
- if ((GameField::box[b].y == 0 || GameField::collisionUp(GameField::box[b].x, GameField::box[b].y)) && GameField::box[b].d.up == true) {
- GameField::box[b].points--;
- GameField::box[b].d.up = false;
- }
- // Down
- if (((GameField::box[b].y + BOX_SPRITE_HEIGHT) == SCREEN_HEIGHT || GameField::collisionDown(GameField::box[b].x, GameField::box[b].y)) && GameField::box[b].d.down == true) {
- GameField::box[b].points--;
- GameField::box[b].d.down = false;
- }
- // Left
- if ((GameField::box[b].x == 0 || GameField::collisionLeft(GameField::box[b].x, GameField::box[b].y)) && GameField::box[b].d.left == true) {
- GameField::box[b].points--;
- GameField::box[b].d.left = false;
- }
- // Right
- if (((GameField::box[b].x + BOX_SPRITE_WIDTH) == SCREEN_WIDTH || GameField::collisionRight(GameField::box[b].x, GameField::box[b].y)) && GameField::box[b].d.right == true) {
- GameField::box[b].points--;
- GameField::box[b].d.right = false;
- }
- // Up left
- if ((! GameField::box[b].d.up || ! GameField::box[b].d.left) && GameField::box[b].d.upleft == true) {
- GameField::box[b].points--;
- GameField::box[b].d.upleft = false;
- }
- // Up right
- if ((! GameField::box[b].d.up || ! GameField::box[b].d.right) && GameField::box[b].d.upright == true) {
- GameField::box[b].points--;
- GameField::box[b].d.upright = false;
- }
- // Down left
- if ((! GameField::box[b].d.down || ! GameField::box[b].d.left) && GameField::box[b].d.downleft == true) {
- GameField::box[b].points--;
- GameField::box[b].d.downleft = false;
- }
- // Down right
- if ((! GameField::box[b].d.down || ! GameField::box[b].d.right) && GameField::box[b].d.downright == true) {
- GameField::box[b].points--;
- GameField::box[b].d.downright = false;
- }
- }
- }
- }
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