diff --git a/game.c b/game.c index 5c95a86..e4dedc4 100644 --- a/game.c +++ b/game.c @@ -1,10 +1,12 @@ #include "game.h" +#include +#include #include #include // Depending on the direction, move the tiles and check if we can merge with the // tiles in that direction. We merge the tiles only if they are of the same value -void move(GameState_t *state, move_direction_t direction) { +bool move(GameState_t *state, move_direction_t direction) { bool merged[BOARD_HEIGHT][BOARD_WIDTH] = {0}; bool moved = false; switch (direction) { @@ -158,6 +160,8 @@ void move(GameState_t *state, move_direction_t direction) { } if (moved) state->moves_made++; + + return moved; } void reset_board(GameState_t *state) { @@ -183,7 +187,7 @@ void reset_board(GameState_t *state) { } } -bool spawn_tile(GameState_t *state) { +void spawn_tile(GameState_t *state, Vector2 *spawned_tile_pos) { int empty_tiles[BOARD_WIDTH * BOARD_HEIGHT][2]; int empty_count = 0; @@ -198,13 +202,17 @@ bool spawn_tile(GameState_t *state) { } if (empty_count == 0) - return false; + return; int random_index = rand() % empty_count; int spawn_y = empty_tiles[random_index][0]; int spawn_x = empty_tiles[random_index][1]; state->board[spawn_y][spawn_x] = (rand() % 10 == 0) ? 4 : 2; // 10% chance to spawn a 4 - return true; + + spawned_tile_pos->x = spawn_x; + spawned_tile_pos->y = spawn_y; + + return; } // This function will only run, if every tile is filled (checked by `spawn_tile`). We can take advantage of that and diff --git a/game.h b/game.h index 88ce570..8e2a2ae 100644 --- a/game.h +++ b/game.h @@ -16,7 +16,7 @@ typedef struct { unsigned int moves_made; } GameState_t; -void move(GameState_t *state, move_direction_t direction); +bool move(GameState_t *state, move_direction_t direction); void reset_board(GameState_t *state); -bool spawn_tile(GameState_t *state); +void spawn_tile(GameState_t *state, Vector2 *spawned_tile_pos); bool can_move(GameState_t *state); diff --git a/ui.c b/ui.c index 593fdfb..a36ef56 100644 --- a/ui.c +++ b/ui.c @@ -26,22 +26,27 @@ static bool is_dragging; static Vector2 drag_start_pos; static bool is_animating; +// If there isn't a tile to animate then store it as {-1,-1} +static Vector2 new_tile = {-1, 1}; +static float new_tile_animation_progress; + // Common logic shared between both input handlers static void after_input(GameState_t *game_state) { - if (!spawn_tile(game_state) && !can_move(game_state)) { + spawn_tile(game_state, &new_tile); + if (!can_move(game_state)) { + is_animating = false; // No more moves, so we won't be animating anymore game_state->status = LOST; - return; - } + } else { + // We moved, merged or spawned a tile, so we will be animating + is_animating = true; - // We moved, merged or spawned a tile, so we will be animating - is_animating = true; - - // TODO: Allow for infinite play - for (int y = 0; y < BOARD_HEIGHT; y++) { - for (int x = 0; x < BOARD_WIDTH; x++) { - if (game_state->board[y][x] == 2048) { - game_state->status = WON; - return; + // TODO: Allow for infinite play + for (int y = 0; y < BOARD_HEIGHT; y++) { + for (int x = 0; x < BOARD_WIDTH; x++) { + if (game_state->board[y][x] == 2048) { + game_state->status = WON; + return; + } } } } @@ -111,23 +116,41 @@ void handle_keyboard_input(GameState_t *game_state) { reset_board(game_state); } + bool moved = false; if (IsKeyReleased(KEY_UP)) { - move(game_state, UP); + moved = move(game_state, UP); } else if (IsKeyReleased(KEY_DOWN)) { - move(game_state, DOWN); + moved = move(game_state, DOWN); } else if (IsKeyReleased(KEY_LEFT)) { - move(game_state, LEFT); + moved = move(game_state, LEFT); } else if (IsKeyReleased(KEY_RIGHT)) { - move(game_state, RIGHT); - } else { - return; + moved = move(game_state, RIGHT); } - after_input(game_state); + if (moved) { + after_input(game_state); + } +} + +void animate_new_tile() { + if (new_tile.x == -1 && new_tile.y == -1) + return; + + // Simple pop-in animation that scales the tile from 0 to full size + new_tile_animation_progress += GetFrameTime() * 5; // Adjust speed as needed + if (new_tile_animation_progress >= 1.0f) { + new_tile_animation_progress = 0.3f; + new_tile = (Vector2){-1, -1}; // Reset after animation completes + is_animating = false; + } } // Main render loop, responsible ONLY for redering void render(GameState_t *game_state) { + if (is_animating) { + animate_new_tile(); + } + for (int y = 0; y < BOARD_HEIGHT; y++) { for (int x = 0; x < BOARD_WIDTH; x++) { int tile_value = game_state->board[y][x]; @@ -139,7 +162,14 @@ void render(GameState_t *game_state) { color_index = sizeof(tile_colors) / sizeof(tile_colors[0]) - 1; // Cap to the last color } - DrawRectangle(pos_x, pos_y, TILE_SIZE, TILE_SIZE, tile_colors[color_index]); + if (is_animating && new_tile.x == x && new_tile.y == y) { + float scale = new_tile_animation_progress; // Scale from 0 to 1 + int scaled_size = (int)(TILE_SIZE * scale); + int offset = (TILE_SIZE - scaled_size) / 2; + DrawRectangle(pos_x + offset, pos_y + offset, scaled_size, scaled_size, tile_colors[color_index]); + } else { + DrawRectangle(pos_x, pos_y, TILE_SIZE, TILE_SIZE, tile_colors[color_index]); + } if (tile_value != 0) { const char *text = TextFormat("%d", tile_value); DrawText(text, pos_x + TILE_SIZE / 2 - MeasureText(text, 20) / 2, pos_y + TILE_SIZE / 2 - 10, 20, BLACK); @@ -150,6 +180,7 @@ void render(GameState_t *game_state) { DrawText(TextFormat("Score: %d", game_state->score), WINDOW_HEIGHT, BOARD_MARGIN, 20, BLACK); DrawText(TextFormat("Moves used: %d", game_state->moves_made), WINDOW_HEIGHT, BOARD_MARGIN + 20, 20, BLACK); + DrawText("By Piotr Kozak", WINDOW_WIDTH - MeasureText("By Piotr Kozak", 16) - 10, WINDOW_HEIGHT - 24, 16, GRAY); if (game_state->status == PLAYING) { DrawText("Drag with the mouse to move tiles", 400 - MeasureText("Drag with the mouse to move tiles", 20) / 2, WINDOW_HEIGHT - 40, 20, GRAY);