Added animations for spawning of a new tile
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@@ -1,10 +1,12 @@
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#include "game.h"
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#include <raylib.h>
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#include <stdbool.h>
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#include <stdlib.h>
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#include <string.h>
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// Depending on the direction, move the tiles and check if we can merge with the
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// tiles in that direction. We merge the tiles only if they are of the same value
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void move(GameState_t *state, move_direction_t direction) {
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bool move(GameState_t *state, move_direction_t direction) {
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bool merged[BOARD_HEIGHT][BOARD_WIDTH] = {0};
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bool moved = false;
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switch (direction) {
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@@ -158,6 +160,8 @@ void move(GameState_t *state, move_direction_t direction) {
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}
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if (moved)
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state->moves_made++;
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return moved;
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}
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void reset_board(GameState_t *state) {
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@@ -183,7 +187,7 @@ void reset_board(GameState_t *state) {
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}
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}
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bool spawn_tile(GameState_t *state) {
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void spawn_tile(GameState_t *state, Vector2 *spawned_tile_pos) {
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int empty_tiles[BOARD_WIDTH * BOARD_HEIGHT][2];
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int empty_count = 0;
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@@ -198,13 +202,17 @@ bool spawn_tile(GameState_t *state) {
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}
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if (empty_count == 0)
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return false;
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return;
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int random_index = rand() % empty_count;
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int spawn_y = empty_tiles[random_index][0];
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int spawn_x = empty_tiles[random_index][1];
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state->board[spawn_y][spawn_x] = (rand() % 10 == 0) ? 4 : 2; // 10% chance to spawn a 4
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return true;
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spawned_tile_pos->x = spawn_x;
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spawned_tile_pos->y = spawn_y;
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return;
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}
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// This function will only run, if every tile is filled (checked by `spawn_tile`). We can take advantage of that and
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