aboutsummaryrefslogtreecommitdiff
path: root/config/tetris.c
diff options
context:
space:
mode:
Diffstat (limited to 'config/tetris.c')
-rw-r--r--config/tetris.c9
1 files changed, 0 insertions, 9 deletions
diff --git a/config/tetris.c b/config/tetris.c
index e86ab75..852b5ee 100644
--- a/config/tetris.c
+++ b/config/tetris.c
@@ -131,9 +131,6 @@ static void tetris_spawn(tetris_state_t *s) {
ecex_log_ptr("tetris_spawn: state=", s);
if (!s) return;
- /* The sidebar must show the piece that will become active on the next
- * spawn. Keep that queued value in a plugin slot, then consume
- * it here and immediately replace it with a freshly-picked preview. */
queued = tetris_next_piece(s);
if (queued < 0 || queued > 6) queued = tetris_pick(s);
s->piece = queued;
@@ -307,15 +304,9 @@ static int tetris_move_horizontal(tetris_state_t *s, int dx) {
if (!tetris_collides(s, s->piece, s->rot, old_x + dx, old_y)) {
s->x = old_x + dx;
- /* Horizontal movement must never vertical-kick the active piece.
- * Keep these assignments explicit because plugin/JIT callback bugs are
- * otherwise very hard to distinguish from game movement. */
s->y = old_y;
s->rot = old_rot;
- /* Restart the gravity phase after manual lateral input. This avoids the
- * visual "bop" where a key repeat lands on the same frame as gravity
- * and appears to couple side movement with a vertical step. */
s->last_drop_ms = 0;
ecex_log_int("tetris_move_horizontal: x=", s->x);
ecex_log_int("tetris_move_horizontal: y=", s->y);