Added animations for spawning of a new tile

This commit is contained in:
2026-03-08 00:22:45 +01:00
parent a47c6bd0b0
commit 3232e4f44f
3 changed files with 65 additions and 26 deletions
+51 -20
View File
@@ -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);