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Line 16... Line 16...
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    Cube_Clear();
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    Cube_Clear();
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    Cube_Overlay_Clear();
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    Cube_Overlay_Clear();
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    // Draw player 1 light trail
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    // Draw player 1 light trail
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    uint32_t index = 0;
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    uint32_t index;
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    Cube_Set_Pixel(data_p->p1_body[index].z, data_p->p1_body[index].x, data_p->p1_body[index].y, TRON_PLAYER_1_HEAD);
-
 
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    for (index = 1; index < data_p->length; index++) {
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    for (index = 0; index < data_p->length - 1; index++) {
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        Cube_Set_Pixel(data_p->p1_body[index].z, data_p->p1_body[index].x, data_p->p1_body[index].y, TRON_PLAYER_1_COLOR);
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        Cube_Set_Pixel(data_p->p1_body[index].z, data_p->p1_body[index].x, data_p->p1_body[index].y, TRON_PLAYER_1_COLOR);
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    }
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    }
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    Cube_Set_Pixel(data_p->p1_body[data_p->length-1].z, data_p->p1_body[data_p->length-1].x, data_p->p1_body[data_p->length-1].y, TRON_PLAYER_1_HEAD);
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    // Draw player 2 light trail
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    // Draw player 2 light trail
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    index = 0;
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    Cube_Set_Pixel(data_p->p2_body[index].z, data_p->p2_body[index].x, data_p->p2_body[index].y, TRON_PLAYER_2_HEAD);
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    for (index = 1; index < data_p->length; index++) {
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    for (index = 0; index < data_p->length - 1; index++) {
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        Cube_Set_Pixel(data_p->p2_body[index].z, data_p->p2_body[index].x, data_p->p2_body[index].y, TRON_PLAYER_2_COLOR);
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        Cube_Set_Pixel(data_p->p2_body[index].z, data_p->p2_body[index].x, data_p->p2_body[index].y, TRON_PLAYER_2_COLOR);
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    }
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    }
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    Cube_Set_Pixel(data_p->p2_body[data_p->length-1].z, data_p->p2_body[data_p->length-1].x, data_p->p2_body[data_p->length-1].y, TRON_PLAYER_2_HEAD);
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}
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}
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void Tron_Main(void) {
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void Tron_Main(void) {
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    // Main function, loops and delays while updating the frame every x milliseconds
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    // Main function, loops and delays while updating the frame every x milliseconds
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    Tron_Update_Direction(0x04,0x04);
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    Tron_Update_Direction(0x04,0x04);
Line 127... Line 126...
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    data_p->p1_body[data_p->length - 1] = data_p->p1_direction;
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    data_p->p1_body[data_p->length - 1] = data_p->p1_direction;
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    data_p->p2_body[data_p->length - 1] = data_p->p2_direction;
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    data_p->p2_body[data_p->length - 1] = data_p->p2_direction;
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    Cube_Clear();
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    Cube_Clear();
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    // Draw player 1 light trail
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    // Draw player 1 light trail
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    index = 0;
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    Cube_Set_Pixel(data_p->p1_body[index].z, data_p->p1_body[index].x, data_p->p1_body[index].y, TRON_PLAYER_1_HEAD);
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    for (index = 1; index < data_p->length; index++) {
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    for (index = 0; index < data_p->length - 1; index++) {
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        Cube_Set_Pixel(data_p->p1_body[index].z, data_p->p1_body[index].x, data_p->p1_body[index].y, TRON_PLAYER_1_COLOR);
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        Cube_Set_Pixel(data_p->p1_body[index].z, data_p->p1_body[index].x, data_p->p1_body[index].y, TRON_PLAYER_1_COLOR);
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    }
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    }
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    Cube_Set_Pixel(data_p->p1_body[data_p->length-1].z, data_p->p1_body[data_p->length-1].x, data_p->p1_body[data_p->length-1].y, TRON_PLAYER_1_HEAD);
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    // Draw player 2 light trail
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    // Draw player 2 light trail
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    index = 0;
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    Cube_Set_Pixel(data_p->p2_body[index].z, data_p->p2_body[index].x, data_p->p2_body[index].y, TRON_PLAYER_2_HEAD);
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    for (index = 1; index < data_p->length; index++) {
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    for (index = 0; index < data_p->length - 1; index++) {
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        Cube_Set_Pixel(data_p->p2_body[index].z, data_p->p2_body[index].x, data_p->p2_body[index].y, TRON_PLAYER_2_COLOR);
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        Cube_Set_Pixel(data_p->p2_body[index].z, data_p->p2_body[index].x, data_p->p2_body[index].y, TRON_PLAYER_2_COLOR);
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    }
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    }
-
 
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    Cube_Set_Pixel(data_p->p2_body[data_p->length-1].z, data_p->p2_body[data_p->length-1].x, data_p->p2_body[data_p->length-1].y, TRON_PLAYER_2_HEAD);
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    // Indicate the point of collision and reset to idle mode
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    // Indicate the point of collision and reset to idle mode
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    if (p1_collision || p2_collision) {
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    if (p1_collision || p2_collision) {
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        uint32_t ind = data_p->length - 1;
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        uint32_t ind = data_p->length - 1;
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        if (p1_collision)
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        if (p1_collision)