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parser: check (mut f Foo)
syntax
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@ -183,7 +183,7 @@ fn main() {
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}
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}
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fn (g mut Game) init_game() {
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fn (mut g Game) init_game() {
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g.parse_tetros()
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rand.seed(time.now().unix)
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g.generate_tetro()
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@ -205,7 +205,7 @@ fn (g mut Game) init_game() {
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g.state = .running
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}
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fn (g mut Game) parse_tetros() {
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fn (mut g Game) parse_tetros() {
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for b_tetros0 in b_tetros {
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for b_tetro in b_tetros0 {
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for t in parse_binary_tetro(b_tetro) {
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@ -215,7 +215,7 @@ fn (g mut Game) parse_tetros() {
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}
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}
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fn (g mut Game) run() {
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fn (mut g Game) run() {
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for {
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if g.state == .running {
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g.move_tetro()
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@ -226,7 +226,7 @@ fn (g mut Game) run() {
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}
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}
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fn (g mut Game) move_tetro() {
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fn (mut g Game) move_tetro() {
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// Check each block in current tetro
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for block in g.tetro {
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y := block.y + g.pos_y + 1
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@ -250,7 +250,7 @@ fn (g mut Game) move_tetro() {
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g.pos_y++
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}
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fn (g mut Game) move_right(dx int) bool {
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fn (mut g Game) move_right(dx int) bool {
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// Reached left/right edge or another tetro?
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for i in 0..tetro_size {
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tetro := g.tetro[i]
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@ -266,13 +266,13 @@ fn (g mut Game) move_right(dx int) bool {
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return true
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}
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fn (g mut Game) delete_completed_lines() {
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fn (mut g Game) delete_completed_lines() {
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for y := FieldHeight; y >= 1; y-- {
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g.delete_completed_line(y)
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}
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}
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fn (g mut Game) delete_completed_line(y int) {
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fn (mut g Game) delete_completed_line(y int) {
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for x := 1; x <= FieldWidth; x++ {
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f := g.field[y]
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if f[x] == 0 {
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@ -291,7 +291,7 @@ fn (g mut Game) delete_completed_line(y int) {
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}
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// Place a new tetro on top
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fn (g mut Game) generate_tetro() {
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fn (mut g Game) generate_tetro() {
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g.pos_y = 0
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g.pos_x = FieldWidth / 2 - tetro_size / 2
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g.tetro_idx = rand.next(b_tetros.len)
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@ -300,7 +300,7 @@ fn (g mut Game) generate_tetro() {
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}
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// Get the right tetro from cache
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fn (g mut Game) get_tetro() {
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fn (mut g Game) get_tetro() {
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idx := g.tetro_idx * tetro_size * tetro_size + g.rotation_idx * tetro_size
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g.tetro = g.tetros_cache[idx..idx+tetro_size]
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}
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@ -342,7 +342,7 @@ fn (g &Game) draw_field() {
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}
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}
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fn (g mut Game) draw_ui() {
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fn (mut g Game) draw_ui() {
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if g.font_loaded {
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g.ft.draw_text(1, 3, g.score.str(), text_cfg)
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if g.state == .gameover {
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@ -360,7 +360,7 @@ fn (g mut Game) draw_ui() {
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//g.gg.draw_rect(0, BlockSize, WinWidth, LimitThickness, UIColor)
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}
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fn (g mut Game) draw_scene() {
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fn (mut g Game) draw_scene() {
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g.draw_tetro()
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g.draw_field()
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g.draw_ui()
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