linting
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@@ -15,12 +15,15 @@ int M_B_Try_Spawn_Blocks_With_Offset(point_offset_t *offsets);
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block_t *M_B_Get_Block_At_Point(point_t point);
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void M_B_Set_Block_Type(block_t *block, btype_t type);
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void M_B_Register_Updated_block(block_t *block);
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int M_B_Can_Move_Blocks_Left(block_t **blocks); // I probably don't need **
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/* TODO: I don't need ** for these kind of functions */
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int M_B_Can_Move_Blocks_Left(block_t **blocks);
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int M_B_Can_Move_Block_Left(block_t block);
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block_t *M_B_Move_Block_Left(block_t *block);
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/* TODO: I don't need ** for these kind of functions */
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int M_B_Can_Move_Blocks_Right(block_t **blocks);
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int M_B_Can_Move_Block_Right(block_t block);
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block_t *M_B_Move_Block_Right(block_t *block);
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/* TODO: I don't need ** for these kind of functions */
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int M_B_Can_Move_Blocks_Down(block_t **blocks);
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int M_B_Can_Move_Block_Down(block_t block);
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block_t *M_B_Move_Block_Down(block_t *block);
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@@ -48,7 +48,7 @@ void TC_Game_Loop(void) {
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int tick_rate = 0, n_updated_blocks = 0;
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block_t **updated_blocks = NULL;
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while (!TC_Close_Window()) {
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while (M_B_Can_Spawn_Blocks()) {
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if (M_B_Can_Spawn_Blocks()) {
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R_Draw_Ui();
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TC_Process_Input_Per_Frame();
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if (tick_rate == 0) {
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@@ -61,8 +61,9 @@ void TC_Game_Loop(void) {
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} else {
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tick_rate--;
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}
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} else {
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R_Draw_Game_Over(0);
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}
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R_Draw_Game_Over(0);
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}
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}
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