Fix bug when Space pressed...
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f9fd68befe
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@ -1,8 +1,10 @@
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# include "game.hpp"
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# include "states.hpp"
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PlayState PlayState::m_PlayState;
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void PlayState::Init()
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{
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Map = map();
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@ -64,6 +66,7 @@ void PlayState::HandleEvents ( game* Game )
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if ( event.type == SDL_QUIT)
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Game->Quit();
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/* Game Over - Write name for score */
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if( nameEntering == true && nameEntered == false )
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{
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//Get user input
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@ -88,13 +91,16 @@ void PlayState::HandleEvents ( game* Game )
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name.show_centered(Game);
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}
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/* Game key logic... */
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else
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{
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switch ( event.type )
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{
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/* key pressed.... */
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case SDL_KEYDOWN:
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switch ( event.key.keysym.sym )
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{
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/* ESCAPE - Pause game (run PauseState) */
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case SDLK_ESCAPE:
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{
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//Game->SetRunning(false);
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@ -102,8 +108,10 @@ void PlayState::HandleEvents ( game* Game )
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}
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break;
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/* move part to the right */
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case SDLK_RIGHT:
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{
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/* */
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part p = Part;
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# ifdef DEBUG
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@ -191,7 +199,7 @@ void PlayState::HandleEvents ( game* Game )
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{
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Part.move ( 0, 1 );
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tick = FPS - 1;
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tick = ( FPS / ( ( level > 30 ) ? 30 : level ) ) - 1;
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}
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break;
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@ -213,8 +221,10 @@ void PlayState::HandleEvents ( game* Game )
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void PlayState::Update ( game* Game )
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{
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/* kontrola či je plné hracie pole... */
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if ( Map.isFull() )
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{
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/* Start enter name */
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nameEntering = true;
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if (nameEntered)
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@ -246,8 +256,12 @@ void PlayState::Update ( game* Game )
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Part.move ( 0, 1 );
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}
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/*
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if ( tick % ( FPS / ( ( level > 30 ) ? 30 : level ) ) != 0 && Map.isCollision ( Part ) && tick != ( FPS / ( ( level > 30 ) ? 30 : level ) ) -1 )
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std::cout << "DEBUG" << std::endl;
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*/
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if ( Map.isCollision ( Part ) && tick + 1 == ( FPS / ( ( level > 30 ) ? 30 : level ) ) )
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if ( Map.isCollision ( Part ) && ( tick ) == ( FPS / ( ( level > 30 ) ? 30 : level ) ) -1 )
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{
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int count;
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