Tetris pieces should be shared_ptr

This commit is contained in:
zvon 2020-08-24 08:48:25 +02:00
parent 5d18c3b923
commit 07fb33c2dd

View File

@ -38,7 +38,7 @@ bool update_score = false;
bool checked_line = false;
bool wait_for_anim = false;
std::vector<int> bag = {28, 28, 28, 28, 28, 28, 28};
std::vector< int > bag = { 28, 28, 28, 28, 28, 28, 28 };
std::shared_ptr< SDLPP::Font > font;
std::shared_ptr< SDLPP::Scene > active_scene;
@ -50,7 +50,7 @@ public:
TetrisBlock( double x, double y, double w, double h,
std::shared_ptr< SDLPP::Renderer > &r,
const std::string &img_or_color, bool is_polygon = false,
int index = 0)
int index = 0 )
: RectangleRender( x, y, w, h, r, img_or_color, is_polygon ) {
_index = index;
bag[_index]--;
@ -58,6 +58,7 @@ public:
~TetrisBlock() {
bag[_index]++;
}
private:
int _index = 0;
};
@ -149,8 +150,8 @@ private:
};
std::vector< std::shared_ptr< SDLPP::RectangleRender > > line_coliders;
TetrisPiece cur_object;
TetrisPiece next_object;
std::shared_ptr< TetrisPiece > cur_object;
std::shared_ptr< TetrisPiece > next_object;
void doInput( std::shared_ptr< SDLPP::Scene > scene );
void doInputPause();
@ -163,8 +164,8 @@ createTetrisBlock( double x, double y, const std::string &color,
const std::string &outline, int index,
std::shared_ptr< SDLPP::Renderer > renderer,
std::shared_ptr< SDLPP::Scene > scene ) {
auto ret = std::make_shared< TetrisBlock >(
x, y, BLOCK_SIZE, BLOCK_SIZE, renderer, color, true, index );
auto ret = std::make_shared< TetrisBlock >( x, y, BLOCK_SIZE, BLOCK_SIZE,
renderer, color, true, index );
ret->setOutlineColor( outline );
ret->addCollision( SDLPP::Rect( 0.1, 0.1, 0.8, 0.8 ) );
ret->setId( BRICK_ID );
@ -173,164 +174,184 @@ createTetrisBlock( double x, double y, const std::string &color,
return ret;
}
TetrisPiece tetrisBrick( std::shared_ptr< SDLPP::Renderer > renderer,
std::shared_ptr< TetrisPiece >
tetrisBrick( std::shared_ptr< SDLPP::Renderer > renderer,
std::shared_ptr< SDLPP::Scene > scene ) {
TetrisPiece retPiece{};
auto retPiece = std::make_shared< TetrisPiece >();
auto color = "#FF0000";
auto outline = "#AA0000";
retPiece.addPiece( createTetrisBlock( 0.5 - BLOCK_SIZE, TOP_BORDER, color,
retPiece->addPiece( createTetrisBlock( 0.5 - BLOCK_SIZE, TOP_BORDER, color,
outline, TETRIS_BRICK, renderer,
scene ),
0, 0 );
retPiece->addPiece( createTetrisBlock( 0.5, TOP_BORDER, color, outline,
TETRIS_BRICK, renderer, scene ),
0, 0 );
retPiece->addPiece(
createTetrisBlock( 0.5 - BLOCK_SIZE, TOP_BORDER + BLOCK_SIZE, color,
outline, TETRIS_BRICK, renderer, scene ),
0, 0 );
retPiece.addPiece(
createTetrisBlock( 0.5, TOP_BORDER, color, outline, TETRIS_BRICK, renderer, scene ),
retPiece->addPiece( createTetrisBlock( 0.5, TOP_BORDER + BLOCK_SIZE, color,
outline, TETRIS_BRICK, renderer,
scene ),
0, 0 );
retPiece.addPiece( createTetrisBlock( 0.5 - BLOCK_SIZE,
TOP_BORDER + BLOCK_SIZE, color,
outline, TETRIS_BRICK, renderer, scene ),
0, 0 );
retPiece.addPiece( createTetrisBlock( 0.5, TOP_BORDER + BLOCK_SIZE, color,
outline, TETRIS_BRICK, renderer, scene ),
0, 0 );
retPiece.setDefPos( 0.5, TOP_BORDER );
retPiece->setDefPos( 0.5, TOP_BORDER );
return retPiece;
}
TetrisPiece tetrisT( std::shared_ptr< SDLPP::Renderer > renderer,
std::shared_ptr< TetrisPiece >
tetrisT( std::shared_ptr< SDLPP::Renderer > renderer,
std::shared_ptr< SDLPP::Scene > scene ) {
TetrisPiece retPiece{};
auto retPiece = std::make_shared< TetrisPiece >();
auto color = "#00FF00";
auto outline = "#00AA00";
retPiece.addPiece( createTetrisBlock( 0.5 - BLOCK_SIZE,
retPiece->addPiece( createTetrisBlock( 0.5 - BLOCK_SIZE,
TOP_BORDER + BLOCK_SIZE, color,
outline, TETRIS_T, renderer, scene ),
-1, 0 );
retPiece.addPiece( createTetrisBlock( 0.5, TOP_BORDER + BLOCK_SIZE, color,
retPiece->addPiece( createTetrisBlock( 0.5, TOP_BORDER + BLOCK_SIZE, color,
outline, TETRIS_T, renderer, scene ),
0, 0 );
retPiece.addPiece(
createTetrisBlock( 0.5, TOP_BORDER, color, outline, TETRIS_T, renderer, scene ),
retPiece->addPiece( createTetrisBlock( 0.5, TOP_BORDER, color, outline,
TETRIS_T, renderer, scene ),
0, -1 );
retPiece.addPiece( createTetrisBlock( 0.5 + BLOCK_SIZE,
retPiece->addPiece( createTetrisBlock( 0.5 + BLOCK_SIZE,
TOP_BORDER + BLOCK_SIZE, color,
outline, TETRIS_T, renderer, scene ),
1, 0 );
retPiece.setDefPos( 0.5, TOP_BORDER );
retPiece->setDefPos( 0.5, TOP_BORDER );
return retPiece;
}
TetrisPiece tetrisLRight( std::shared_ptr< SDLPP::Renderer > renderer,
std::shared_ptr< TetrisPiece >
tetrisLRight( std::shared_ptr< SDLPP::Renderer > renderer,
std::shared_ptr< SDLPP::Scene > scene ) {
TetrisPiece retPiece{};
auto retPiece = std::make_shared< TetrisPiece >();
auto color = "#0000FF";
auto outline = "#0000AA";
retPiece.addPiece( createTetrisBlock( 0.5 - BLOCK_SIZE,
TOP_BORDER + BLOCK_SIZE, color,
retPiece->addPiece(
createTetrisBlock( 0.5 - BLOCK_SIZE, TOP_BORDER + BLOCK_SIZE, color,
outline, TETRIS_L_RIGHT, renderer, scene ),
-2, 0 );
retPiece.addPiece( createTetrisBlock( 0.5, TOP_BORDER + BLOCK_SIZE, color,
outline, TETRIS_L_RIGHT, renderer, scene ),
retPiece->addPiece( createTetrisBlock( 0.5, TOP_BORDER + BLOCK_SIZE, color,
outline, TETRIS_L_RIGHT, renderer,
scene ),
-1, 0 );
retPiece.addPiece( createTetrisBlock( 0.5 + BLOCK_SIZE,
TOP_BORDER + BLOCK_SIZE, color,
retPiece->addPiece(
createTetrisBlock( 0.5 + BLOCK_SIZE, TOP_BORDER + BLOCK_SIZE, color,
outline, TETRIS_L_RIGHT, renderer, scene ),
0, 0 );
retPiece.addPiece( createTetrisBlock( 0.5 + BLOCK_SIZE, TOP_BORDER, color,
outline, TETRIS_L_RIGHT, renderer, scene ),
retPiece->addPiece( createTetrisBlock( 0.5 + BLOCK_SIZE, TOP_BORDER, color,
outline, TETRIS_L_RIGHT, renderer,
scene ),
0, -1 );
retPiece.setDefPos( 0.5, TOP_BORDER );
retPiece->setDefPos( 0.5, TOP_BORDER );
return retPiece;
}
TetrisPiece tetrisZRight( std::shared_ptr< SDLPP::Renderer > renderer,
std::shared_ptr< TetrisPiece >
tetrisZRight( std::shared_ptr< SDLPP::Renderer > renderer,
std::shared_ptr< SDLPP::Scene > scene ) {
TetrisPiece retPiece{};
auto retPiece = std::make_shared< TetrisPiece >();
auto color = "#FF00FF";
auto outline = "#AA00AA";
retPiece.addPiece( createTetrisBlock( 0.5 - BLOCK_SIZE,
TOP_BORDER + BLOCK_SIZE, color,
retPiece->addPiece(
createTetrisBlock( 0.5 - BLOCK_SIZE, TOP_BORDER + BLOCK_SIZE, color,
outline, TETRIS_Z_RIGHT, renderer, scene ),
-1, 0 );
retPiece.addPiece( createTetrisBlock( 0.5, TOP_BORDER + BLOCK_SIZE, color,
outline, TETRIS_Z_RIGHT, renderer, scene ),
retPiece->addPiece( createTetrisBlock( 0.5, TOP_BORDER + BLOCK_SIZE, color,
outline, TETRIS_Z_RIGHT, renderer,
scene ),
0, 0 );
retPiece.addPiece(
createTetrisBlock( 0.5, TOP_BORDER, color, outline, TETRIS_Z_RIGHT, renderer, scene ),
retPiece->addPiece( createTetrisBlock( 0.5, TOP_BORDER, color, outline,
TETRIS_Z_RIGHT, renderer, scene ),
0, -1 );
retPiece.addPiece( createTetrisBlock( 0.5 + BLOCK_SIZE, TOP_BORDER, color,
outline, TETRIS_Z_RIGHT, renderer, scene ),
retPiece->addPiece( createTetrisBlock( 0.5 + BLOCK_SIZE, TOP_BORDER, color,
outline, TETRIS_Z_RIGHT, renderer,
scene ),
1, -1 );
retPiece.setDefPos( 0.5, TOP_BORDER );
retPiece->setDefPos( 0.5, TOP_BORDER );
return retPiece;
}
TetrisPiece tetrisLine( std::shared_ptr< SDLPP::Renderer > renderer,
std::shared_ptr< TetrisPiece >
tetrisLine( std::shared_ptr< SDLPP::Renderer > renderer,
std::shared_ptr< SDLPP::Scene > scene ) {
TetrisPiece retPiece{};
auto retPiece = std::make_shared< TetrisPiece >();
auto color = "#FFFF00";
auto outline = "#AAAA00";
retPiece.addPiece( createTetrisBlock( 0.5 - 2 * BLOCK_SIZE, TOP_BORDER,
color, outline, TETRIS_LINE, renderer, scene ),
retPiece->addPiece( createTetrisBlock( 0.5 - 2 * BLOCK_SIZE, TOP_BORDER,
color, outline, TETRIS_LINE,
renderer, scene ),
-1, 0 );
retPiece.addPiece( createTetrisBlock( 0.5 - BLOCK_SIZE, TOP_BORDER, color,
outline, TETRIS_LINE, renderer, scene ),
retPiece->addPiece( createTetrisBlock( 0.5 - BLOCK_SIZE, TOP_BORDER, color,
outline, TETRIS_LINE, renderer,
scene ),
0, 0 );
retPiece.addPiece(
createTetrisBlock( 0.5, TOP_BORDER, color, outline, TETRIS_LINE, renderer, scene ),
retPiece->addPiece( createTetrisBlock( 0.5, TOP_BORDER, color, outline,
TETRIS_LINE, renderer, scene ),
1, 0 );
retPiece.addPiece( createTetrisBlock( 0.5 + BLOCK_SIZE, TOP_BORDER, color,
outline, TETRIS_LINE, renderer, scene ),
retPiece->addPiece( createTetrisBlock( 0.5 + BLOCK_SIZE, TOP_BORDER, color,
outline, TETRIS_LINE, renderer,
scene ),
2, 0 );
retPiece.setDefPos( 0.5, TOP_BORDER );
retPiece->setDefPos( 0.5, TOP_BORDER );
return retPiece;
}
TetrisPiece tetrisLLeft( std::shared_ptr< SDLPP::Renderer > renderer,
std::shared_ptr< TetrisPiece >
tetrisLLeft( std::shared_ptr< SDLPP::Renderer > renderer,
std::shared_ptr< SDLPP::Scene > scene ) {
TetrisPiece retPiece{};
auto retPiece = std::make_shared< TetrisPiece >();
auto color = "#00FFFF";
auto outline = "#00AAAA";
retPiece.addPiece( createTetrisBlock( 0.5 - BLOCK_SIZE, TOP_BORDER, color,
outline, TETRIS_L_LEFT, renderer, scene ),
retPiece->addPiece( createTetrisBlock( 0.5 - BLOCK_SIZE, TOP_BORDER, color,
outline, TETRIS_L_LEFT, renderer,
scene ),
0, -1 );
retPiece.addPiece( createTetrisBlock( 0.5 - BLOCK_SIZE,
TOP_BORDER + BLOCK_SIZE, color,
retPiece->addPiece(
createTetrisBlock( 0.5 - BLOCK_SIZE, TOP_BORDER + BLOCK_SIZE, color,
outline, TETRIS_L_LEFT, renderer, scene ),
0, 0 );
retPiece.addPiece( createTetrisBlock( 0.5, TOP_BORDER + BLOCK_SIZE, color,
outline, TETRIS_L_LEFT, renderer, scene ),
retPiece->addPiece( createTetrisBlock( 0.5, TOP_BORDER + BLOCK_SIZE, color,
outline, TETRIS_L_LEFT, renderer,
scene ),
1, 0 );
retPiece.addPiece( createTetrisBlock( 0.5 + BLOCK_SIZE,
TOP_BORDER + BLOCK_SIZE, color,
retPiece->addPiece(
createTetrisBlock( 0.5 + BLOCK_SIZE, TOP_BORDER + BLOCK_SIZE, color,
outline, TETRIS_L_LEFT, renderer, scene ),
2, 0 );
retPiece.setDefPos( 0.5, TOP_BORDER );
retPiece->setDefPos( 0.5, TOP_BORDER );
return retPiece;
}
TetrisPiece tetrisZLeft( std::shared_ptr< SDLPP::Renderer > renderer,
std::shared_ptr< TetrisPiece >
tetrisZLeft( std::shared_ptr< SDLPP::Renderer > renderer,
std::shared_ptr< SDLPP::Scene > scene ) {
TetrisPiece retPiece{};
auto retPiece = std::make_shared< TetrisPiece >();
auto color = "#FFFFFF";
auto outline = "#AAAAAA";
retPiece.addPiece( createTetrisBlock( 0.5 - BLOCK_SIZE, TOP_BORDER, color,
outline, TETRIS_Z_LEFT, renderer, scene ),
retPiece->addPiece( createTetrisBlock( 0.5 - BLOCK_SIZE, TOP_BORDER, color,
outline, TETRIS_Z_LEFT, renderer,
scene ),
-1, 0 );
retPiece.addPiece(
createTetrisBlock( 0.5, TOP_BORDER, color, outline, TETRIS_Z_LEFT, renderer, scene ),
retPiece->addPiece( createTetrisBlock( 0.5, TOP_BORDER, color, outline,
TETRIS_Z_LEFT, renderer, scene ),
0, 0 );
retPiece.addPiece( createTetrisBlock( 0.5, TOP_BORDER + BLOCK_SIZE, color,
outline, TETRIS_Z_LEFT, renderer, scene ),
retPiece->addPiece( createTetrisBlock( 0.5, TOP_BORDER + BLOCK_SIZE, color,
outline, TETRIS_Z_LEFT, renderer,
scene ),
0, 1 );
retPiece.addPiece( createTetrisBlock( 0.5 + BLOCK_SIZE,
TOP_BORDER + BLOCK_SIZE, color,
retPiece->addPiece(
createTetrisBlock( 0.5 + BLOCK_SIZE, TOP_BORDER + BLOCK_SIZE, color,
outline, TETRIS_Z_LEFT, renderer, scene ),
1, 1 );
retPiece.setDefPos( 0.5, TOP_BORDER );
retPiece->setDefPos( 0.5, TOP_BORDER );
return retPiece;
}
std::vector< TetrisPiece ( * )( std::shared_ptr< SDLPP::Renderer >,
std::shared_ptr< SDLPP::Scene > ) >
std::vector< std::shared_ptr< TetrisPiece > ( * )(
std::shared_ptr< SDLPP::Renderer >, std::shared_ptr< SDLPP::Scene > ) >
tetrisFunctions = {
tetrisBrick, tetrisT, tetrisLRight, tetrisZRight,
tetrisLine, tetrisLLeft, tetrisZLeft,
@ -432,7 +453,7 @@ void quitGame() {
quit = true;
}
void checkRotation( TetrisPiece &piece, SDLPP::Scene &scene ) {
void checkRotation( std::shared_ptr<TetrisPiece> piece, SDLPP::Scene &scene ) {
bool crash = true;
int left = 0x01;
int right = 0x02;
@ -441,7 +462,7 @@ void checkRotation( TetrisPiece &piece, SDLPP::Scene &scene ) {
while ( crash ) {
crash = false;
flags = 0;
for ( auto &block : piece.getObjects() ) {
for ( auto &block : piece->getObjects() ) {
auto pos = block->getPos();
if ( pos.first < LEFT_BORDER - 0.01 ) {
flags = left;
@ -459,9 +480,9 @@ void checkRotation( TetrisPiece &piece, SDLPP::Scene &scene ) {
}
if ( crash ) {
if ( flags == bottom ) {
piece.revert();
piece->revert();
} else {
for ( auto &block : piece.getObjects() ) {
for ( auto &block : piece->getObjects() ) {
auto pos = block->getPos();
switch ( flags ) {
case 1:
@ -489,20 +510,22 @@ void handleKeyDown( SDL_Keycode key, SDLPP::Scene &scene ) {
} break;
case SDLK_LEFT:
case SDLK_a:
for ( auto &x : cur_object.getObjects() ) {
if(!cur_object)
break;
for ( auto &x : cur_object->getObjects() ) {
auto pos = x->getPos();
// 0.01 because doubles
if ( pos.first < ( LEFT_BORDER + 0.01 ) )
crash = true;
x->setPos( pos.first - BLOCK_SIZE, pos.second );
}
for ( auto &x : cur_object.getObjects() ) {
for ( auto &x : cur_object->getObjects() ) {
auto collisions = scene.getCollisions( *x, { BRICK_ID } );
if ( collisions.size() > 1 )
crash = true;
}
if ( crash ) {
for ( auto &x : cur_object.getObjects() ) {
for ( auto &x : cur_object->getObjects() ) {
auto pos = x->getPos();
x->setPos( pos.first + BLOCK_SIZE, pos.second );
}
@ -510,7 +533,9 @@ void handleKeyDown( SDL_Keycode key, SDLPP::Scene &scene ) {
break;
case SDLK_RIGHT:
case SDLK_d:
for ( auto &x : cur_object.getObjects() ) {
if(!cur_object)
break;
for ( auto &x : cur_object->getObjects() ) {
auto pos = x->getPos();
// 0.01 because doubles
if ( pos.first > RIGHT_BORDER - BLOCK_SIZE - 0.01 ) {
@ -518,14 +543,14 @@ void handleKeyDown( SDL_Keycode key, SDLPP::Scene &scene ) {
}
x->setPos( pos.first + BLOCK_SIZE, pos.second );
}
for ( auto &x : cur_object.getObjects() ) {
for ( auto &x : cur_object->getObjects() ) {
auto collisions = scene.getCollisions( *x, { BRICK_ID } );
if ( collisions.size() > 1 ) {
crash = true;
}
}
if ( crash ) {
for ( auto &x : cur_object.getObjects() ) {
for ( auto &x : cur_object->getObjects() ) {
auto pos = x->getPos();
x->setPos( pos.first - BLOCK_SIZE, pos.second );
}
@ -533,11 +558,15 @@ void handleKeyDown( SDL_Keycode key, SDLPP::Scene &scene ) {
break;
case SDLK_DOWN:
case SDLK_s:
cur_object.startDescend();
if(!cur_object)
break;
cur_object->startDescend();
break;
case SDLK_UP:
case SDLK_w:
cur_object.rotate();
if(!cur_object)
break;
cur_object->rotate();
checkRotation( cur_object, scene );
break;
case SDLK_r:
@ -550,7 +579,7 @@ void handleKeyDown( SDL_Keycode key, SDLPP::Scene &scene ) {
void handleKeyUp( SDL_Keycode key ) {
if ( key == SDLK_DOWN || key == SDLK_s ) {
cur_object.stopDescend();
cur_object->stopDescend();
}
}
@ -648,10 +677,10 @@ void pollEventsPause() {
void moveThem( std::shared_ptr< SDLPP::Scene > scene, int ticks ) {
std::lock_guard< std::mutex > guard( movement_mutex );
ticks_till_fall -= ticks;
if ( cur_object.isDescending() )
if ( cur_object->isDescending() )
ticks_till_descend -= ticks;
if ( ticks_till_fall > 0 ) {
if ( cur_object.isDescending() && ticks_till_descend <= 0 ) {
if ( cur_object->isDescending() && ticks_till_descend <= 0 ) {
ticks_till_descend = TICKS_TILL_DESCEND;
goto fall;
}
@ -659,12 +688,12 @@ void moveThem( std::shared_ptr< SDLPP::Scene > scene, int ticks ) {
}
ticks_till_fall = TICKS_TILL_FALL;
fall:
for ( auto &x : cur_object.getObjects() ) {
for ( auto &x : cur_object->getObjects() ) {
auto pos = x->getPos();
x->setPos( pos.first, pos.second + BLOCK_SIZE );
}
bool fell = false;
for ( auto &x : cur_object.getObjects() ) {
for ( auto &x : cur_object->getObjects() ) {
auto collisions = scene->getCollisions( *x, { BRICK_ID } );
if ( collisions.size() > 1 ) {
fell = true;
@ -676,17 +705,17 @@ fall:
}
}
if ( fell ) {
for ( auto &x : cur_object.getObjects() ) {
for ( auto &x : cur_object->getObjects() ) {
auto pos = x->getPos();
x->setPos( pos.first, pos.second - BLOCK_SIZE );
}
for ( auto &block : cur_object.getObjects() ) {
for ( auto &block : cur_object->getObjects() ) {
if ( scene->getCollisions( *block, { GAME_OVER } ).size() > 0 ) {
std::cout << "You lost" << std::endl;
quitGame();
}
}
cur_object.clear();
cur_object->clear();
}
}
@ -700,7 +729,7 @@ void doInput( std::shared_ptr< SDLPP::Scene > scene ) {
SDL_framerateDelay( &gFPS );
pollEvents( *scene );
scene->movement();
if ( cur_object.getObjects().size() != 0 ) {
if ( cur_object && cur_object->getObjects().size() != 0 ) {
moveThem( scene, SDL_GetTicks() - base );
continue;
}
@ -724,8 +753,8 @@ void doInput( std::shared_ptr< SDLPP::Scene > scene ) {
}
using namespace std::chrono_literals;
wait_for_anim = true;
while(wait_for_anim) {
std::this_thread::sleep_for(0.1s);
while ( wait_for_anim ) {
std::this_thread::sleep_for( 0.1s );
}
collisions = scene->getCollisions( *colider, { BRICK_ID } );
}
@ -771,23 +800,25 @@ int main() {
inputThread.detach();
next_object = tetrisFunctions[std::rand() / ( ( RAND_MAX + 1u ) / 7 )](
renderer, main_scene );
next_object.setPos( 0.9, 0.5 );
next_object->setPos( 0.9, 0.5 );
while ( !quit ) {
SDL_framerateDelay(&gFPS);
if ( cur_object.getObjects().size() == 0 && checked_line ) {
SDL_framerateDelay( &gFPS );
if ( (!cur_object || cur_object->getObjects().size() == 0) && checked_line ) {
std::lock_guard< std::mutex > guard( movement_mutex );
cur_object.reset();
cur_object = next_object;
cur_object.setPos( 0.5, TOP_BORDER );
cur_object->setPos( 0.5, TOP_BORDER );
auto rand_index = std::rand() / ( ( RAND_MAX + 1u ) / 7 );
int retries = 0;
while(bag[rand_index] < 4) {
rand_index = (rand_index + 1)%7;
while ( bag[rand_index] < 4 ) {
rand_index = ( rand_index + 1 ) % 7;
retries++;
if(retries == 7)
if ( retries == 7 )
quitGame();
}
next_object = tetrisFunctions[rand_index](renderer, main_scene);
next_object.setPos( 0.9, 0.5 );
next_object.reset();
next_object = tetrisFunctions[rand_index]( renderer, main_scene );
next_object->setPos( 0.9, 0.5 );
checked_line = false;
}
if ( update_score ) {
@ -808,4 +839,5 @@ int main() {
frames = 0;
}
}
return 0;
}