wip
This commit is contained in:
+23
-16
@@ -4,39 +4,46 @@
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#include "globals.hpp"
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enum Direction {
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NONE = 0,
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UP = -1,
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DOWN = 1
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NONE, UP, DOWN
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};
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struct Point {
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Point() : m_row(0), m_col(0) {};
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Point(int r, int c, char s) : m_row(r), m_col(c), m_symbol(s) {};
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int m_row;
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int m_col;
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struct vec2 {
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vec2() : y(0), x(0) {};
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vec2(int r, int c, char s) : y(r), x(c), m_symbol(s) {}
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int x, y;
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char m_symbol;
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};
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struct Ball {
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Ball() : m_vx(1), m_vy(-1) {};
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Point* m_origin;
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vec2* m_origin;
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int m_vx;
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int m_vy;
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bool determine_next_valid_position(Point* (*board)[COL]);
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bool determine_next_valid_position();
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};
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struct Paddle {
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Paddle() : m_score(0) {};
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int m_score;
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int m_size;
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Point** m_nodes;
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vec2** m_nodes;
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enum Direction m_dir;
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void determine_new_position(Point* (*board)[COL]);
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void determine_new_position(vec2* (*board)[COL]);
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};
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void on_collision_with_ball(Point** segments, Ball &ball, int t_size);
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Ball create_ball(Point** segments, int row, int col, char symbol, int t_size);
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Paddle create_paddle(Point** segments, int starting_index, int ending_index, int column, char symbol);
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class Engine {
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public:
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Engine();
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~Engine();
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void run();
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private:
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};
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void on_collision_with_ball(vec2** segments, Ball &ball, int t_size);
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Ball create_ball(vec2** segments, int row, int col, char symbol, int t_size);
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Paddle create_paddle(vec2** segments, int starting_index, int ending_index, int column, char symbol);
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#endif
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+2
-2
@@ -5,9 +5,9 @@
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#include "elements.hpp"
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struct Window {
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Point* m_board[ROW][COL] = {};
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vec2* m_board[ROW][COL] = {};
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void clear_display();
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void draw_display(int milliseconds);
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void update_display(Point** segments);
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void update_display(vec2** segments);
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};
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#endif
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+20
-20
@@ -1,68 +1,68 @@
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#include "elements.hpp"
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#include "globals.hpp"
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Ball create_ball(Point** segments, int row, int col, char symbol, int t_size) {
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Ball create_ball(vec2** segments, int row, int col, char symbol, int t_size) {
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Ball ball;
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segments[t_size - 1] = new Point { row, col, symbol };
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segments[t_size - 1] = new vec2 { row, col, symbol };
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ball.m_origin = segments[t_size - 1];
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return ball;
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}
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Paddle create_paddle(Point** segments, int starting_index, int ending_index, int column, char symbol) {
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Paddle create_paddle(vec2** segments, int starting_index, int ending_index, int column, char symbol) {
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Paddle paddle;
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paddle.m_size = ending_index - starting_index;
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paddle.m_nodes = new Point*[paddle.m_size];
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paddle.m_nodes = new vec2*[paddle.m_size];
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int starting_y_index = (ROW / 2) - (paddle.m_size / 2);
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for(int i = 0; i < paddle.m_size; i++) {
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paddle.m_nodes[i] = new Point { starting_y_index + i, column, symbol };
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paddle.m_nodes[i] = new vec2 { starting_y_index + i, column, symbol };
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segments[starting_index + i] = paddle.m_nodes[i];
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}
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return paddle;
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}
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void Paddle::determine_new_position(Point* (*board)[COL]) {
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void Paddle::determine_new_position(vec2* (*board)[COL]) {
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if(m_dir == UP) {
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if(board[(m_nodes[0]->m_row) - 1][m_nodes[0]->m_col] == nullptr) {
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if(board[(m_nodes[0]->y) - 1][m_nodes[0]->x] == nullptr) {
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for(int i = 0; i < m_size; i++) {
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m_nodes[i]->m_row--;
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m_nodes[i]->y--;
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}
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}
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} else if(m_dir == DOWN) {
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if(board[(m_nodes[m_size - 1]->m_row) + 1][m_nodes[m_size - 1]->m_col] == nullptr) {
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if(board[(m_nodes[m_size - 1]->y) + 1][m_nodes[m_size - 1]->x] == nullptr) {
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for(int i = 0; i < m_size; i++) {
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m_nodes[i]->m_row++;
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m_nodes[i]->y++;
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}
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}
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}
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m_dir = NONE;
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}
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void on_collision_with_ball(Point** segments, Ball &ball, int t_size) {
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void on_collision_with_ball(vec2** segments, Ball &ball, int t_size) {
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for(int i = 0; i < t_size - 1; i++) {
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if(segments[i]->m_row != ball.m_origin->m_row) continue;
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if(segments[i]->m_col != ball.m_origin->m_col) continue;
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if(segments[i]->y != ball.m_origin->y) continue;
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if(segments[i]->x != ball.m_origin->x) continue;
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if (ball.m_vx == 1) ball.m_vx = -1;
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else ball.m_vx = 1;
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}
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}
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bool Ball::determine_next_valid_position(Point* (*board)[COL]) {
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if(m_origin->m_row <= 0 || m_origin->m_row >= ROW - 1) {
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bool Ball::determine_next_valid_position() {
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if(m_origin->y <= 0 || m_origin->y >= ROW - 1) {
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if (m_vy == 1) m_vy = -1;
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else m_vy = 1;
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}
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if(m_origin->m_col <= 0 || m_origin->m_col >= COL - 1) return false;
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if(m_origin->x <= 0 || m_origin->x >= COL - 1) return false;
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if(m_vx == 1) {
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m_origin->m_col++;
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m_origin->x++;
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}
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else if(m_vx == -1) {
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m_origin->m_col--;
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m_origin->x--;
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}
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if(m_vy == 1) {
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m_origin->m_row++;
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m_origin->y++;
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}
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else if(m_vy == -1) {
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m_origin->m_row--;
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m_origin->y--;
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}
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return true;
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}
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+7
-7
@@ -7,12 +7,12 @@
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#include "globals.hpp"
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int main() {
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int time_seconds = 5;
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int time_seconds = 30;
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Input input;
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Timer timer;
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Window window;
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bool running = true;
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Point* segments[8] = {};
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vec2* segments[8] = {};
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Paddle left = create_paddle(segments, 0, 3, 1, '|');
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Paddle right = create_paddle(segments, 3, 6, COL - 2, '|');
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@@ -24,14 +24,14 @@ int main() {
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while (running) {
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left.determine_new_position(window.m_board);
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right.determine_new_position(window.m_board);
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if(!ball.determine_next_valid_position(window.m_board)) {
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if(ball.m_origin->m_col < 1) {
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if(!ball.determine_next_valid_position()) {
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if(ball.m_origin->x < 1) {
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left.m_score++;
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} else if(ball.m_origin->m_col > COL - 2) {
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} else if(ball.m_origin->x > COL - 2) {
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right.m_score++;
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}
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ball.m_origin->m_row = ROW / 2;
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ball.m_origin->m_col = COL / 2;
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ball.m_origin->y = ROW / 2;
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ball.m_origin->x = COL / 2;
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}
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on_collision_with_ball(segments, ball, 7);
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if(time_seconds <= 0) {
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+3
-3
@@ -12,6 +12,7 @@ void Window::clear_display() {
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}
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void Window::draw_display(int milliseconds) {
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std::cout << "\033[H" << std::flush; // Clear screen
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for(int i = 0; i < ROW; i++) {
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for(int j = 0; j < COL; j++) {
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if(m_board[i][j] == nullptr) std::cout << ". ";
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@@ -22,10 +23,9 @@ void Window::draw_display(int milliseconds) {
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std::this_thread::sleep_for(std::chrono::milliseconds(milliseconds)); // 1000 / fps; 200ms = 5fps
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}
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void Window::update_display(Point** segments) {
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std::cout << "\033[H" << std::flush; // Clear screen
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void Window::update_display(vec2** segments) {
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for(int i = 10; i >= 0; i--) {
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if(segments[i] == nullptr) continue;
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m_board[segments[i]->m_row][segments[i]->m_col] = segments[i];
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m_board[segments[i]->y][segments[i]->x] = segments[i];
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}
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}
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