fix: blocks have proper collision and can be broken. Basically done.
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+5
-1
@@ -7,6 +7,10 @@ void Window::tick(int fps) {
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std::this_thread::sleep_for(std::chrono::milliseconds(fps)); // 1000 / fps; 200ms = 5fps
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}
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void Window::clear() {
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std::cout << "\033[H" << std::flush;
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}
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void Window::update_display(Paddle &paddle, Ball &ball, Block (&block_list)[15]) {
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for(std::array<char, COL> &row : m_board) { row.fill('.'); }
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for(int i = 0; i < paddle._size; i++) {
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@@ -18,7 +22,7 @@ void Window::update_display(Paddle &paddle, Ball &ball, Block (&block_list)[15])
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}
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}
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m_board[ball.m_origin.m_row][ball.m_origin.m_col] = '*';
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std::cout << "\033[H" << std::flush;
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clear();
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for(std::array<char, COL> &row : m_board) {
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for(char &col : row) {
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std::cout << col << " ";
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