diff --git a/source/code/BlockGame.cpp b/source/code/BlockGame.cpp index 846c44c..24c097f 100644 --- a/source/code/BlockGame.cpp +++ b/source/code/BlockGame.cpp @@ -1802,7 +1802,7 @@ void BlockGame::DoAction (const BlockGameAction& action) { PushLine(); } if (action.action == BlockGameAction::Action::MOVE) { - char direction = action.value1; + char direction = action.way; MoveCursor(direction); } if (action.action == BlockGameAction::Action::SWITCH) { diff --git a/source/code/BlockGame.hpp b/source/code/BlockGame.hpp index 53565ee..16bf2ce 100644 --- a/source/code/BlockGame.hpp +++ b/source/code/BlockGame.hpp @@ -81,8 +81,8 @@ struct GarbageStruct { struct BlockGameAction { enum class Action {NONE, UPDATE, SET_DRAW, SET_WON, SET_GAME_OVER, MOVE, SWITCH, PUSH}; Action action = Action::NONE; - unsigned int tick = 0; - int value1 = 0; + unsigned int tick = 0; //< Used for update + char way = '\0'; //< The direction to move the cursor: 'N', 'E', 'S' or 'W' }; //////////////////////////////////////////////////////////////////////////////// @@ -181,6 +181,7 @@ public: virtual void TimeTrialEndEvent() const {} virtual void EndlessHighscoreEvent() const {} + void NewGame(const BlockGameStartInfo &s); void DoAction (const BlockGameAction& action); int GetScore() const; @@ -210,7 +211,6 @@ public: int getLevel() const; bool GetAIenabled() const; bool IsNearDeath() const; - void NewGame(const BlockGameStartInfo &s); //Creates garbage using a given wide and height bool CreateGarbage(int wide, int height); //Creates garbage using a given wide and height diff --git a/source/code/main.cpp b/source/code/main.cpp index 7526e52..4412f77 100644 --- a/source/code/main.cpp +++ b/source/code/main.cpp @@ -1647,22 +1647,22 @@ int runGame(int gametype, int level) { //player1: if ( event.key.keysym.sym == keySettings[player1keys].up ) { a.action = BlockGameAction::Action::MOVE; - a.value1 = 'N'; + a.way = 'N'; theGame.DoAction(a); } if ( event.key.keysym.sym == keySettings[player1keys].down ) { a.action = BlockGameAction::Action::MOVE; - a.value1 = 'S'; + a.way = 'S'; theGame.DoAction(a); } if ( (event.key.keysym.sym == keySettings[player1keys].left) ) { a.action = BlockGameAction::Action::MOVE; - a.value1 = 'W'; + a.way = 'W'; theGame.DoAction(a); } if ( (event.key.keysym.sym == keySettings[player1keys].right) ) { a.action = BlockGameAction::Action::MOVE; - a.value1 = 'E'; + a.way = 'E'; theGame.DoAction(a); } if ( event.key.keysym.sym == keySettings[player1keys].push ) { @@ -1678,22 +1678,22 @@ int runGame(int gametype, int level) { //player2: if ( event.key.keysym.sym == keySettings[player2keys].up ) { a.action = BlockGameAction::Action::MOVE; - a.value1 = 'N'; + a.way = 'N'; theGame2.DoAction(a); } if ( event.key.keysym.sym == keySettings[player2keys].down ) { a.action = BlockGameAction::Action::MOVE; - a.value1 = 'S'; + a.way = 'S'; theGame2.DoAction(a); } if ( (event.key.keysym.sym == keySettings[player2keys].left) ) { a.action = BlockGameAction::Action::MOVE; - a.value1 = 'W'; + a.way = 'W'; theGame2.DoAction(a); } if ( (event.key.keysym.sym == keySettings[player2keys].right) ) { a.action = BlockGameAction::Action::MOVE; - a.value1 = 'E'; + a.way = 'E'; theGame2.DoAction(a); } if ( event.key.keysym.sym == keySettings[player2keys].push ) { @@ -1736,22 +1736,22 @@ int runGame(int gametype, int level) { if (isPlayerUpEvent(1, event)) { a.action = BlockGameAction::Action::MOVE; - a.value1 = 'N'; + a.way = 'N'; theGame.DoAction(a); } if (isPlayerDownEvent(1, event)) { a.action = BlockGameAction::Action::MOVE; - a.value1 = 'S'; + a.way = 'S'; theGame.DoAction(a); } if (isPlayerLeftEvent(1, event)) { a.action = BlockGameAction::Action::MOVE; - a.value1 = 'W'; + a.way = 'W'; theGame.DoAction(a); } if (isPlayerRightEvent (1, event)) { a.action = BlockGameAction::Action::MOVE; - a.value1 = 'E'; + a.way = 'E'; theGame.DoAction(a); } if (isPlayerSwitchEvent(1, event)) { @@ -1764,22 +1764,22 @@ int runGame(int gametype, int level) { } if (isPlayerUpEvent(2, event)) { a.action = BlockGameAction::Action::MOVE; - a.value1 = 'N'; + a.way = 'N'; theGame2.DoAction(a); } if (isPlayerDownEvent(2, event)) { a.action = BlockGameAction::Action::MOVE; - a.value1 = 'S'; + a.way = 'S'; theGame2.DoAction(a); } if (isPlayerLeftEvent(2, event)) { a.action = BlockGameAction::Action::MOVE; - a.value1 = 'W'; + a.way = 'W'; theGame2.DoAction(a); } if (isPlayerRightEvent (2, event)) { a.action = BlockGameAction::Action::MOVE; - a.value1 = 'E'; + a.way = 'E'; theGame2.DoAction(a); } if (isPlayerSwitchEvent(2, event)) {