Prettyfication
Is that even a word? No more french, no more useless comment, no more endless switch at beginning
This commit is contained in:
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1c49459f95
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a1301e94a0
108
2048.c
108
2048.c
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@ -4,25 +4,22 @@
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// Sprites
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// Sprites
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// Tiles 13*13
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char tile[14][26] = {{127,240,213, 88,170,168,213, 88,170,168,213, 88,170,168,213, 88,170,168,213, 88,170,168,213, 88,127,240},
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char tile0[] = {127,240,213,88,170,168,213,88,170,168,213,88,170,168,213,88,170,168,213,88,170,168,213,88,127,240}; // Vide
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{127,240,128, 8,128, 8,135, 8,136,136,128,136,129, 8,130, 8,132, 8,143,136,128, 8,128, 8,127,240},
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char tile1[] = {127,240,128,8,128,8,135,8,136,136,128,136,129,8,130,8,132,8,143,136,128,8,128,8,127,240}; // 2
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{127,240,128, 8,128, 8,129, 8,131, 8,133, 8,137, 8,143,136,129, 8,129, 8,128, 8,128, 8,127,240},
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char tile2[] = {127,240,128,8,128,8,129,8,131,8,133,8,137,8,143,136,129,8,129,8,128,8,128,8,127,240}; // 4
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{127,240,128, 8,128, 8,135, 8,136,136,136,136,135, 8,136,136,136,136,135, 8,128, 8,128, 8,127,240},
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char tile3[] = {127,240,128,8,128,8,135,8,136,136,136,136,135,8,136,136,136,136,135,8,128,8,128,8,127,240}; // 8
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{127,240,128, 8,128, 8,144,200,177, 8,146, 8,147,200,146, 40,146, 40,185,200,128, 8,128, 8,127,240},
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char tile4[] = {127,240,128,8,128,8,144,200,177,8,146,8,147,200,146,40,146,40,185,200,128,8,128,8,127,240}; // 16
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{127,240,128, 8,128, 8,128, 8,184,200,133, 40,152, 72,132,136,185,232,128, 8,128, 8,128, 8,127,240},
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char tile5[] = {127,240,128,8,128,8,128,8,184,200,133,40,152,72,132,136,185,232,128,8,128,8,128,8,127,240}; // 32
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{127,240,128, 8,128, 8,128, 8,152,104,160,168,185, 40,165,232,152, 40,128, 8,128, 8,128, 8,127,240},
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char tile6[] = {127,240,128,8,128,8,128,8,152,104,160,168,185,40,165,232,152,40,128,8,128,8,128,8,127,240}; // 64
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{127,240,253,248,249,248,253,248,253,248,248,248,255,248,231, 56,218,216,247, 56,238,216,195, 56,127,240},
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char tile7[] = {127,240,253,248,249,248,253,248,253,248,248,248,255,248,231,56,218,216,247,56,238,216,195,56,127,240}; // 128
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{127,240,249,248,246,248,253,248,251,248,240,248,255,248,195, 56,222,248,194, 56,250,216,199, 56,127,240},
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char tile8[] = {127,240,249,248,246,248,253,248,251,248,240,248,255,248,195,56,222,248,194,56,250,216,199,56,127,240}; // 256
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{127,240,240,248,247,248,240,248,254,248,241,248,255,248,247, 56,230,216,247,184,247,120,226, 24,127,240},
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char tile9[] = {127,240,240,248,247,248,240,248,254,248,241,248,255,248,247,56,230,216,247,184,247,120,226,24,127,240}; // 512
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{127,240,247, 56,230,216,246,216,246,216,227, 56,255,248,231,152,219, 88,246,216,238, 24,195,216,127,240},
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char tile10[] = {127,240,247,56,230,216,246,216,246,216,227,56,255,248,231,152,219,88,246,216,238,24,195,216,127,240}; // 1024
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{127,240,231, 56,218,216,246,216,238,216,195, 56,255,248,243, 56,234,216,219, 56,194,216,251, 56,127,240},
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char tile11[] = {127,240,231,56,218,216,246,216,238,216,195,56,255,248,243,56,234,216,219,56,194,216,251,56,127,240}; // 2048
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{127,240,255,248,255,248,248,248,247,120,255,120,254,248,253,248,255,248,253,248,255,248,255,248,127,240},
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char tile12[] = {127,240,255,248,255,248,248,248,247,120,255,120,254,248,253,248,255,248,253,248,255,248,255,248,127,240}; // 4096
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{127,240,255,248,255,248,253,248,253,248,253,248,253,248,253,248,255,248,253,248,255,248,255,248,127,240}};
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char tile13[] = {127,240,255,248,255,248,253,248,253,248,253,248,253,248,253,248,255,248,253,248,255,248,255,248,127,240}; // WTF
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// Autre
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char scoreBG[] = {63,255,255,255,254,0,127,255,255,255,255,0,255,255,255,255,255,128,255,255,255,255,255,128,255,255,255,255,255,128,255,255,255,255,255,128,255,255,255,255,255,128,255,255,255,255,255,128,255,255,255,255,255,128,255,255,255,255,255,128,255,255,255,255,255,128,255,255,255,255,255,128,255,255,255,255,255,128,255,255,255,255,255,128,255,255,255,255,255,128,255,255,255,255,255,128,255,255,255,255,255,128,127,255,255,255,255,0,63,255,255,255,254,0}; // 41*19
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char scoreBG[] = {63,255,255,255,254,0,127,255,255,255,255,0,255,255,255,255,255,128,255,255,255,255,255,128,255,255,255,255,255,128,255,255,255,255,255,128,255,255,255,255,255,128,255,255,255,255,255,128,255,255,255,255,255,128,255,255,255,255,255,128,255,255,255,255,255,128,255,255,255,255,255,128,255,255,255,255,255,128,255,255,255,255,255,128,255,255,255,255,255,128,255,255,255,255,255,128,255,255,255,255,255,128,127,255,255,255,255,0,63,255,255,255,254,0}; // 41*19
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// Déclare les booléens ><
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#define false 0
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#define false 0
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#define true 1
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#define true 1
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typedef char bool;
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typedef char bool;
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@ -60,7 +57,7 @@ bool Game_won = false;
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bool Game_terminated = false;
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bool Game_terminated = false;
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bool Game_keepPlaying = true;
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bool Game_keepPlaying = true;
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int storage_bestScore = 6357;
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int storage_bestScore = 0;
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Grid Grid_grid;
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Grid Grid_grid;
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@ -70,10 +67,8 @@ int rand_int(int min, int max) {
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}
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}
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int drawFixedTiles() {
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int drawFixedTiles() {
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// Variables
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int x, y;
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int x, y;
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// Éxecution
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for (x = 0; x <= 3; x++) {
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for (x = 0; x <= 3; x++) {
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for (y = 0; y <= 3; y++) {
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for (y = 0; y <= 3; y++) {
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drawTileCase(Grid_grid.array[x][y]);
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drawTileCase(Grid_grid.array[x][y]);
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}
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}
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int drawTile(int x, int y, int value) {
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int drawTile(int x, int y, int value) {
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ML_rectangle(x + 1, y + 1, x + 11, y + 11, 0, ML_TRANSPARENT, ML_WHITE);
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ML_rectangle(x + 1, y + 1, x + 11, y + 11, 0, ML_TRANSPARENT, ML_WHITE);
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switch (value) {
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ML_bmp_or(tile[value], x, y, 13, 13);
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case 0:
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ML_bmp_or(tile0, x, y, 13, 13);
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break;
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case 1:
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ML_bmp_or(tile1, x, y, 13, 13);
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break;
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case 2:
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ML_bmp_or(tile2, x, y, 13, 13);
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break;
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case 3:
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ML_bmp_or(tile3, x, y, 13, 13);
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break;
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case 4:
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ML_bmp_or(tile4, x, y, 13, 13);
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break;
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case 5:
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ML_bmp_or(tile5, x, y, 13, 13);
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break;
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case 6:
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ML_bmp_or(tile6, x, y, 13, 13);
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break;
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case 7:
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ML_bmp_or(tile7, x, y, 13, 13);
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break;
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case 8:
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ML_bmp_or(tile8, x, y, 13, 13);
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break;
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case 9:
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ML_bmp_or(tile9, x, y, 13, 13);
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break;
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case 10:
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ML_bmp_or(tile10, x, y, 13, 13);
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break;
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case 11:
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ML_bmp_or(tile11, x, y, 13, 13);
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break;
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default:
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ML_bmp_or(tile12, x, y, 13, 13);
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break;
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}
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}
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}
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int drawTileCase(Tile tile) {
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int drawTileCase(Tile tile) {
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// Grid
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// Grid
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bool Grid_withinBounds(Cell position) { // En abuser
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bool Grid_withinBounds(Cell position) {
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return (position.x >= 0 && position.x < 4 && position.y >= 0 && position.y < 4);
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return (position.x >= 0 && position.x < 4 && position.y >= 0 && position.y < 4);
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}
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}
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@ -149,7 +104,7 @@ bool Grid_cellOccupied(Cell cell) {
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return (Grid_cellContent(cell).value > 0);
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return (Grid_cellContent(cell).value > 0);
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}
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}
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bool Grid_cellAvailable(Cell cell) { // Pareil
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bool Grid_cellAvailable(Cell cell) {
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return !Grid_cellOccupied(cell);
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return !Grid_cellOccupied(cell);
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}
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}
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@ -195,11 +150,11 @@ void storage_setBestScore(int bestScore) {
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// Screen (O HTML_Actuator)
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// Screen (O HTML_Actuator)
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void Screen_updateScore() {
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void Screen_updateScore() {
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// Affiche le score à l'écran
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}
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}
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void Screen_updateBestScore() {
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void Screen_updateBestScore() {
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// Affiche le meilleur score à l'écran
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}
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}
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void Screen_message(bool won) {
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void Screen_message(bool won) {
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ML_display_vram();
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ML_display_vram();
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}
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}
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Cell convertNumber2Pos(int number) {
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Cell position;
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position.x = number/4;
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position.x = number%4;
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}
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// Game (O Game_manager)
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// Game (O Game_manager)
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bool Game_isGameTerminated() {
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bool Game_isGameTerminated() {
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@ -323,7 +272,7 @@ Cell Grid_randomAvaiableCell() {
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avaiableCellsNumber = Grid_avaiableCellsAmount();
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avaiableCellsNumber = Grid_avaiableCellsAmount();
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choosenCellNumber = rand_int(1, avaiableCellsNumber);
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choosenCellNumber = rand_int(1, avaiableCellsNumber);
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avaiableCellsNumber = 0; // Sert de compteur ici
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avaiableCellsNumber = 0; // Used as counter here
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for (x = 0; x <= 3; x++) {
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for (x = 0; x <= 3; x++) {
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for (y = 0; y <= 3; y++) {
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for (y = 0; y <= 3; y++) {
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position.x = x;
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position.x = x;
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ML_clear_screen();
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ML_clear_screen();
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// Draw Titre
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// Draw Title
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PrintXY(67, 54, "2048", 0);
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PrintXY(67, 54, "2048", 0);
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// Reset variables
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// Reset variables
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@ -457,9 +406,8 @@ int AddIn_main(int isAppli, unsigned short OptionNum) {
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// Variables
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// Variables
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unsigned int key;
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unsigned int key;
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while (1) { // Tant qu'on joue...
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initGame();
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initGame();
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while (1) { // Boucle des mouvements
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while (1) { // Main loop
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GetKey(&key);
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GetKey(&key);
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switch (key) {
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switch (key) {
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case KEY_CTRL_UP:
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case KEY_CTRL_UP:
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case KEY_CTRL_DEL:
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case KEY_CTRL_DEL:
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initGame();
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initGame();
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break;
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break;
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case KEY_CHAR_PLUS:
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case KEY_CHAR_PLUS: // DEBUG
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Game_addRandomTile();
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Game_addRandomTile();
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Game_actuate();
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Game_actuate();
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break;
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break;
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case KEY_CHAR_STORE:
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case KEY_CHAR_STORE: // DEBUG
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Game_actuate();
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Game_actuate();
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break;
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break;
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default:
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default:
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break;
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break;
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}
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}
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}
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}
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}
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return 1;
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return 1; // 1 is OK here
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}
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}
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// Code propre au SDK. NE PAS MODIFIER !
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// Exclusive code to any Add-in
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#pragma section _BR_Size
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#pragma section _BR_Size
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unsigned long BR_Size;
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unsigned long BR_Size;
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}
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}
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#pragma section
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#pragma section
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6
2048.dlw
6
2048.dlw
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[_1]
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[_1]
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Type=5
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Type=5
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Order=2
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Order=1
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Top=60
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Top=60
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Left=1965
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Left=1965
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Height=10080
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Height=10080
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[_2]
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[_2]
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Type=1
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Type=1
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Order=0
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Order=2
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Top=0
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Top=0
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Left=12645
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Left=12645
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Height=4665
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Height=4665
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[_9]
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[_9]
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Type=15
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Type=15
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Order=1
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Order=0
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Top=0
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Top=0
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Left=2010
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Left=2010
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Height=11580
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Height=11580
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Reference in a new issue