417 lines
17 KiB
C++
417 lines
17 KiB
C++
#include "functions.hpp"
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#include "custom_classes.hpp"
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#include "global_vars.hpp"
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#include "scenes.hpp"
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#include <thread>
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bool validPos(SDLPP::Scene &scene, std::shared_ptr<TetrisPiece> piece) {
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auto ret = true;
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for ( auto &x : piece->getObjects() ) {
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auto collisions = scene.getCollisions( *x, { BRICK_ID, FLOOR_ID, BORDER_LEFT_ID, BORDER_RIGHT_ID } );
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if ( collisions.size() > 1 ) {
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ret = false;
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break;
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}
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}
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return ret;
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}
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void updateShadow(SDLPP::Scene &scene) {
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if(!g_cur_object) {
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g_cur_shadow->destroy();
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g_cur_shadow.reset();
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return;
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}
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g_cur_shadow->setPos(g_cur_object->getPos());
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double shadow_drop = BOTTOM_BORDER;
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auto &invalid_objects = g_cur_object->getObjects();
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for( auto &x : g_cur_shadow->getObjects() ) {
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if(BOTTOM_BORDER - x->getPos().second < shadow_drop)
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shadow_drop = BOTTOM_BORDER - x->getPos().second;
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g_shadow_colider->setPos(x->getPos().first, TOP_BORDER);
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auto collisions = scene.getCollisions( *g_shadow_colider, { BRICK_ID } );
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auto curY = x->getPos().second;
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for(auto &col : collisions) {
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auto colY = col->getPos().second;
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if(std::find(invalid_objects.begin(), invalid_objects.end(), col) != invalid_objects.end())
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continue;
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auto possible_drop = colY - curY;
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if(possible_drop < shadow_drop && possible_drop >= 0)
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shadow_drop = colY - curY;
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}
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}
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shadow_drop -= BLOCK_SIZE;
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g_cur_shadow->setPos(g_cur_shadow->getPos().first, g_cur_shadow->getPos().second + shadow_drop);
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}
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void moveThem( std::shared_ptr< SDLPP::Scene > scene, int ticks ) {
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if ( !g_cur_object )
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return;
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auto movement = g_cur_object->getMovement();
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g_ticks_till_fall -= ticks;
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if ( g_cur_object->isDescending() )
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g_ticks_till_descend -= ticks;
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if ( g_cur_object->isMoving() )
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g_ticks_till_movement -= ticks;
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if ( g_ticks_till_fall > 0 ) {
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if ( g_cur_object->isDescending() && g_ticks_till_descend <= 0 ) {
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g_ticks_till_descend = TICKS_TILL_DESCEND;
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g_cur_object->movePiece(0, movement.second * BLOCK_SIZE);
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if(!validPos(*scene, g_cur_object)) {
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g_cur_object->movePiece(0, movement.second * -BLOCK_SIZE);
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return;
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} else
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goto check_floor;
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}
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if ( g_cur_object->isMoving() && g_ticks_till_movement <= 0 ) {
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g_ticks_till_movement = TICKS_TILL_MOVE;
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g_cur_object->movePiece(movement.first * BLOCK_SIZE, 0);
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if(!validPos(*scene, g_cur_object)) {
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g_cur_object->movePiece(movement.first * -BLOCK_SIZE, 0);
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return;
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} else
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goto check_floor;
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}
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return;
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}
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g_ticks_till_fall = TICKS_TILL_FALL;
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g_cur_object->movePiece(0, BLOCK_SIZE);
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check_floor:
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bool fell = false;
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for ( auto &x : g_cur_object->getObjects() ) {
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auto collisions = scene->getCollisions( *x, { BRICK_ID, FLOOR_ID } );
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if ( collisions.size() > 1 ) {
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fell = true;
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break;
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}
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}
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if ( fell ) {
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g_cur_object->movePiece(0, -BLOCK_SIZE);
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for ( auto &block : g_cur_object->getObjects() ) {
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if ( scene->getCollisions( *block, { GAME_OVER } ).size() > 0 ) {
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g_pause = PAUSE_GAME_OVER;
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g_game_over_scene->updateSizeAndPosition();
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g_active_scenes.push_back( g_game_over_scene );
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g_input_functions.push_back(gameOverSceneInput);
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break;
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}
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}
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g_cur_object.reset();
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}
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updateShadow(*scene);
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}
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void quitGame() {
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std::cout << "Quitting!" << std::endl;
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g_quit = true;
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}
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void resetGame() {
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g_pause = 0;
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g_cur_object.reset();
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g_checked_line = true;
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g_next_object.reset();
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g_score = 0;
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g_update_score = true;
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g_main_scene->resetScene();
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g_main_scene->setPrevTicks( SDL_GetTicks() );
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g_next_object = g_tetrisFunctions[std::rand() / ( ( RAND_MAX + 1u ) / 7 )](
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g_main_scene->getRendererShared(), g_main_scene );
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g_next_object->setPos( 0.9, 0.5 );
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g_active_scenes.push_back( g_main_scene );
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g_active_scenes = {g_main_scene};
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g_input_functions = {mainSceneInput};
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}
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int crashFlags( std::shared_ptr<TetrisPiece> piece, std::shared_ptr<TetrisBlock> block, SDLPP::Scene &scene, int left, int right, int bottom) {
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int retFlags = 0;
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auto collisions = scene.getCollisions(*block, {BORDER_LEFT_ID, BORDER_RIGHT_ID, FLOOR_ID});
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for(auto &col : collisions) {
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switch(col->getId()) {
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case BORDER_LEFT_ID:
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retFlags |= left;
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break;
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case BORDER_RIGHT_ID:
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retFlags |= right;
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break;
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case FLOOR_ID:
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retFlags |= right;
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default:
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break;
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}
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}
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collisions = scene.getCollisions(*block, {BRICK_ID});
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if(collisions.size() > 1) {
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for(auto &col : collisions) {
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if(piece->isLeft(*col))
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retFlags |= left;
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else if(piece->isRight(*col))
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retFlags |= right;
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else
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retFlags |= bottom;
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}
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}
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return retFlags;
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}
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bool checkRotation( std::shared_ptr<TetrisPiece> piece, SDLPP::Scene &scene ) {
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int crash = 0;
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int cur_left = 0x01;
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int cur_right = 0x02;
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int was_left = 0x04;
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int was_right = 0x08;
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int bottom = 0x10;
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int counter = 0;
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do {
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counter++;
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if(counter > 5) {
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piece->revert();
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return false;
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}
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crash = 0;
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for(auto &block : piece->getObjects()) {
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crash |= crashFlags(piece, block, scene, cur_left, cur_right, bottom);
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}
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if(crash & bottom || (crash & cur_left && crash & cur_right) ||
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(crash & cur_left && crash & was_right) || (crash & cur_right && crash & was_left)) {
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piece->revert();
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return false;
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}
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crash &= ~(was_left | was_right);
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if(crash & cur_left) {
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piece->movePiece(BLOCK_SIZE, 0);
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crash &= ~cur_left;
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crash |= was_left;
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}
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if(crash & cur_right) {
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piece->movePiece(-BLOCK_SIZE, 0);
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crash &= ~cur_right;
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crash |= was_right;
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}
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} while(crash);
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return true;
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}
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std::shared_ptr< TetrisBlock >
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createTetrisBlock( double x, double y, const std::string &color,
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const std::string &outline, int index,
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std::shared_ptr< SDLPP::Renderer > renderer,
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std::shared_ptr< SDLPP::Scene > scene ) {
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auto ret = std::make_shared< TetrisBlock >( x, y, BLOCK_SIZE, BLOCK_SIZE,
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renderer, color, true, index, scene, g_bag );
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ret->setOutlineColor( outline );
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ret->addCollision( SDLPP::Rect( 0.1, 0.1, 0.8, 0.8 ) );
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ret->setId( BRICK_ID );
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ret->centerX();
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scene->addObject( ret );
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return ret;
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}
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std::shared_ptr< TetrisPiece >
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tetrisBrick( std::shared_ptr< SDLPP::Renderer > renderer,
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std::shared_ptr< SDLPP::Scene > scene ) {
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auto retPiece = std::make_shared< TetrisPiece >();
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auto color = colors["piece_brick"];
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auto outline = colors["piece_brick_out"];
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retPiece->addPiece( createTetrisBlock( 0.5 - BLOCK_SIZE, TOP_BORDER, color,
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outline, TETRIS_BRICK, renderer,
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scene ),
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-1, 0 );
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retPiece->addPiece( createTetrisBlock( 0.5, TOP_BORDER, color, outline,
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TETRIS_BRICK, renderer, scene ),
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0, 0 );
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retPiece->addPiece(
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createTetrisBlock( 0.5 - BLOCK_SIZE, TOP_BORDER + BLOCK_SIZE, color,
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outline, TETRIS_BRICK, renderer, scene ),
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-1, 1 );
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retPiece->addPiece( createTetrisBlock( 0.5, TOP_BORDER + BLOCK_SIZE, color,
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outline, TETRIS_BRICK, renderer,
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scene ),
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0, 1 );
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retPiece->disableRotation();
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return retPiece;
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}
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std::shared_ptr< TetrisPiece >
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tetrisT( std::shared_ptr< SDLPP::Renderer > renderer,
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std::shared_ptr< SDLPP::Scene > scene ) {
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auto retPiece = std::make_shared< TetrisPiece >();
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auto color = colors["piece_T"];
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auto outline = colors["piece_T_out"];
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retPiece->addPiece( createTetrisBlock( 0.5 - BLOCK_SIZE,
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TOP_BORDER + BLOCK_SIZE, color,
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outline, TETRIS_T, renderer, scene ),
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-1, 0 );
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retPiece->addPiece( createTetrisBlock( 0.5, TOP_BORDER + BLOCK_SIZE, color,
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outline, TETRIS_T, renderer, scene ),
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0, 0 );
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retPiece->addPiece( createTetrisBlock( 0.5, TOP_BORDER, color, outline,
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TETRIS_T, renderer, scene ),
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0, -1 );
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retPiece->addPiece( createTetrisBlock( 0.5 + BLOCK_SIZE,
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TOP_BORDER + BLOCK_SIZE, color,
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outline, TETRIS_T, renderer, scene ),
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1, 0 );
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return retPiece;
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}
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std::shared_ptr< TetrisPiece >
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tetrisLRight( std::shared_ptr< SDLPP::Renderer > renderer,
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std::shared_ptr< SDLPP::Scene > scene ) {
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auto retPiece = std::make_shared< TetrisPiece >();
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auto color = colors["piece_L_right"];
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auto outline = colors["piece_L_right_out"];
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retPiece->addPiece(
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createTetrisBlock( 0.5 - BLOCK_SIZE, TOP_BORDER + BLOCK_SIZE, color,
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outline, TETRIS_L_RIGHT, renderer, scene ),
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-2, 0 );
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retPiece->addPiece( createTetrisBlock( 0.5, TOP_BORDER + BLOCK_SIZE, color,
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outline, TETRIS_L_RIGHT, renderer,
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scene ),
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-1, 0 );
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retPiece->addPiece(
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createTetrisBlock( 0.5 + BLOCK_SIZE, TOP_BORDER + BLOCK_SIZE, color,
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outline, TETRIS_L_RIGHT, renderer, scene ),
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0, 0 );
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retPiece->addPiece( createTetrisBlock( 0.5 + BLOCK_SIZE, TOP_BORDER, color,
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outline, TETRIS_L_RIGHT, renderer,
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scene ),
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0, -1 );
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return retPiece;
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}
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std::shared_ptr< TetrisPiece >
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tetrisZRight( std::shared_ptr< SDLPP::Renderer > renderer,
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std::shared_ptr< SDLPP::Scene > scene ) {
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auto retPiece = std::make_shared< TetrisPiece >();
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auto color = colors["piece_Z_right"];
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auto outline = colors["piece_Z_right_out"];
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retPiece->addPiece(
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createTetrisBlock( 0.5 - BLOCK_SIZE, TOP_BORDER + BLOCK_SIZE, color,
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outline, TETRIS_Z_RIGHT, renderer, scene ),
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-1, 0 );
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retPiece->addPiece( createTetrisBlock( 0.5, TOP_BORDER + BLOCK_SIZE, color,
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outline, TETRIS_Z_RIGHT, renderer,
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scene ),
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0, 0 );
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retPiece->addPiece( createTetrisBlock( 0.5, TOP_BORDER, color, outline,
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TETRIS_Z_RIGHT, renderer, scene ),
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0, -1 );
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retPiece->addPiece( createTetrisBlock( 0.5 + BLOCK_SIZE, TOP_BORDER, color,
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outline, TETRIS_Z_RIGHT, renderer,
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scene ),
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1, -1 );
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return retPiece;
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}
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std::shared_ptr< TetrisPiece >
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tetrisLine( std::shared_ptr< SDLPP::Renderer > renderer,
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std::shared_ptr< SDLPP::Scene > scene ) {
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auto retPiece = std::make_shared< TetrisPiece >();
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auto color = colors["piece_line"];
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auto outline = colors["piece_line_out"];
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retPiece->addPiece( createTetrisBlock( 0.5 - 2 * BLOCK_SIZE, TOP_BORDER,
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color, outline, TETRIS_LINE,
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renderer, scene ),
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-1, 0 );
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retPiece->addPiece( createTetrisBlock( 0.5 - BLOCK_SIZE, TOP_BORDER, color,
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outline, TETRIS_LINE, renderer,
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scene ),
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0, 0 );
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retPiece->addPiece( createTetrisBlock( 0.5, TOP_BORDER, color, outline,
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TETRIS_LINE, renderer, scene ),
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1, 0 );
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retPiece->addPiece( createTetrisBlock( 0.5 + BLOCK_SIZE, TOP_BORDER, color,
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outline, TETRIS_LINE, renderer,
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scene ),
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2, 0 );
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return retPiece;
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}
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std::shared_ptr< TetrisPiece >
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tetrisLLeft( std::shared_ptr< SDLPP::Renderer > renderer,
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std::shared_ptr< SDLPP::Scene > scene ) {
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auto retPiece = std::make_shared< TetrisPiece >();
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auto color = colors["piece_L_left"];
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auto outline = colors["piece_L_left_out"];
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retPiece->addPiece( createTetrisBlock( 0.5 - BLOCK_SIZE, TOP_BORDER, color,
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outline, TETRIS_L_LEFT, renderer,
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scene ),
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0, -1 );
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retPiece->addPiece(
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createTetrisBlock( 0.5 - BLOCK_SIZE, TOP_BORDER + BLOCK_SIZE, color,
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outline, TETRIS_L_LEFT, renderer, scene ),
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0, 0 );
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retPiece->addPiece( createTetrisBlock( 0.5, TOP_BORDER + BLOCK_SIZE, color,
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outline, TETRIS_L_LEFT, renderer,
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scene ),
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1, 0 );
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retPiece->addPiece(
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createTetrisBlock( 0.5 + BLOCK_SIZE, TOP_BORDER + BLOCK_SIZE, color,
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outline, TETRIS_L_LEFT, renderer, scene ),
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2, 0 );
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return retPiece;
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}
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std::shared_ptr< TetrisPiece >
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tetrisZLeft( std::shared_ptr< SDLPP::Renderer > renderer,
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std::shared_ptr< SDLPP::Scene > scene ) {
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auto retPiece = std::make_shared< TetrisPiece >();
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auto color = colors["piece_Z_left"];
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auto outline = colors["piece_Z_left_out"];
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retPiece->addPiece( createTetrisBlock( 0.5 - BLOCK_SIZE, TOP_BORDER, color,
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outline, TETRIS_Z_LEFT, renderer,
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scene ),
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-1, 0 );
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retPiece->addPiece( createTetrisBlock( 0.5, TOP_BORDER, color, outline,
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TETRIS_Z_LEFT, renderer, scene ),
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0, 0 );
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retPiece->addPiece( createTetrisBlock( 0.5, TOP_BORDER + BLOCK_SIZE, color,
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outline, TETRIS_Z_LEFT, renderer,
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scene ),
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0, 1 );
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retPiece->addPiece(
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createTetrisBlock( 0.5 + BLOCK_SIZE, TOP_BORDER + BLOCK_SIZE, color,
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outline, TETRIS_Z_LEFT, renderer, scene ),
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1, 1 );
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return retPiece;
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}
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void updateColors() {
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for(auto &x : g_main_scene->getObjects({BRICK_ID})) {
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x->specialAction(PIECE_ACTION_UPDATE_COLOR);
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}
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for(auto &x : g_main_scene->getObjects({BARRIER_ID})) {
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x->setColor(colors["barrier"]);
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}
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for(auto &x : g_main_scene->getObjects({BACKGROUND_ID})) {
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x->setColor(colors["background"]);
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}
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for(auto &x : g_main_scene->getObjects({SHADOW_ID})) {
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x->setColor(colors["shadow"]);
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}
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for(auto &x : g_main_scene->getObjects({LINE_ID})) {
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x->setColor(colors["line"]);
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}
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for(auto &x : g_main_scene->getObjects({TEXT_ID})) {
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std::dynamic_pointer_cast<SDLPP::TextRenderer>(x)->setTextColor(*g_font, colors["text"], colors["text_out"], 5);
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}
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g_menu_options[g_menu_select]->setColor(colors["menu_item_background"]);
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g_game_over_options[g_game_over_select]->setColor(colors["menu_item_background"]);
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g_options_options[g_options_select]->setColor(colors["menu_item_background"]);
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for(auto &x : g_menu_scene->getObjects({MENU_BACKGROUND_ID})) {
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x->setColor(colors["menu_background"]);
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}
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for(auto &x : g_game_over_scene->getObjects({MENU_BACKGROUND_ID})) {
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x->setColor(colors["menu_background"]);
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}
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for(auto &x : g_options_scene->getObjects({MENU_BACKGROUND_ID})) {
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x->setColor(colors["menu_background"]);
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}
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for(auto &x : g_options_scene->getObjects({MENU_ITEM_ID})) {
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std::dynamic_pointer_cast<SDLPP::TextRenderer>(x)->setTextColor(*g_font, colors["text"], colors["text_out"]);
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}
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}
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