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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@@ -16,7 +16,7 @@ typedef struct {
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unsigned int moves_made;
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} GameState_t;
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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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void reset_board(GameState_t *state);
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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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bool can_move(GameState_t *state);
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@@ -26,22 +26,27 @@ static bool is_dragging;
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static Vector2 drag_start_pos;
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static bool is_animating;
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// If there isn't a tile to animate then store it as {-1,-1}
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static Vector2 new_tile = {-1, 1};
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static float new_tile_animation_progress;
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// Common logic shared between both input handlers
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static void after_input(GameState_t *game_state) {
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if (!spawn_tile(game_state) && !can_move(game_state)) {
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spawn_tile(game_state, &new_tile);
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if (!can_move(game_state)) {
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is_animating = false; // No more moves, so we won't be animating anymore
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game_state->status = LOST;
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return;
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}
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} else {
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// We moved, merged or spawned a tile, so we will be animating
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is_animating = true;
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// We moved, merged or spawned a tile, so we will be animating
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is_animating = true;
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// TODO: Allow for infinite play
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for (int y = 0; y < BOARD_HEIGHT; y++) {
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for (int x = 0; x < BOARD_WIDTH; x++) {
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if (game_state->board[y][x] == 2048) {
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game_state->status = WON;
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return;
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// TODO: Allow for infinite play
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for (int y = 0; y < BOARD_HEIGHT; y++) {
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for (int x = 0; x < BOARD_WIDTH; x++) {
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if (game_state->board[y][x] == 2048) {
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game_state->status = WON;
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return;
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}
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}
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}
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}
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@@ -111,23 +116,41 @@ void handle_keyboard_input(GameState_t *game_state) {
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reset_board(game_state);
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}
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bool moved = false;
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if (IsKeyReleased(KEY_UP)) {
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move(game_state, UP);
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moved = move(game_state, UP);
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} else if (IsKeyReleased(KEY_DOWN)) {
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move(game_state, DOWN);
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moved = move(game_state, DOWN);
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} else if (IsKeyReleased(KEY_LEFT)) {
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move(game_state, LEFT);
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moved = move(game_state, LEFT);
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} else if (IsKeyReleased(KEY_RIGHT)) {
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move(game_state, RIGHT);
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} else {
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return;
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moved = move(game_state, RIGHT);
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}
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after_input(game_state);
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if (moved) {
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after_input(game_state);
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}
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}
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void animate_new_tile() {
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if (new_tile.x == -1 && new_tile.y == -1)
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return;
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// Simple pop-in animation that scales the tile from 0 to full size
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new_tile_animation_progress += GetFrameTime() * 5; // Adjust speed as needed
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if (new_tile_animation_progress >= 1.0f) {
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new_tile_animation_progress = 0.3f;
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new_tile = (Vector2){-1, -1}; // Reset after animation completes
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is_animating = false;
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}
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}
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// Main render loop, responsible ONLY for redering
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void render(GameState_t *game_state) {
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if (is_animating) {
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animate_new_tile();
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}
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for (int y = 0; y < BOARD_HEIGHT; y++) {
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for (int x = 0; x < BOARD_WIDTH; x++) {
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int tile_value = game_state->board[y][x];
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@@ -139,7 +162,14 @@ void render(GameState_t *game_state) {
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color_index = sizeof(tile_colors) / sizeof(tile_colors[0]) - 1; // Cap to the last color
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}
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DrawRectangle(pos_x, pos_y, TILE_SIZE, TILE_SIZE, tile_colors[color_index]);
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if (is_animating && new_tile.x == x && new_tile.y == y) {
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float scale = new_tile_animation_progress; // Scale from 0 to 1
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int scaled_size = (int)(TILE_SIZE * scale);
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int offset = (TILE_SIZE - scaled_size) / 2;
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DrawRectangle(pos_x + offset, pos_y + offset, scaled_size, scaled_size, tile_colors[color_index]);
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} else {
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DrawRectangle(pos_x, pos_y, TILE_SIZE, TILE_SIZE, tile_colors[color_index]);
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}
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if (tile_value != 0) {
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const char *text = TextFormat("%d", tile_value);
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DrawText(text, pos_x + TILE_SIZE / 2 - MeasureText(text, 20) / 2, pos_y + TILE_SIZE / 2 - 10, 20, BLACK);
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@@ -150,6 +180,7 @@ void render(GameState_t *game_state) {
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DrawText(TextFormat("Score: %d", game_state->score), WINDOW_HEIGHT, BOARD_MARGIN, 20, BLACK);
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DrawText(TextFormat("Moves used: %d", game_state->moves_made), WINDOW_HEIGHT, BOARD_MARGIN + 20, 20, BLACK);
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DrawText("By Piotr Kozak", WINDOW_WIDTH - MeasureText("By Piotr Kozak", 16) - 10, WINDOW_HEIGHT - 24, 16, GRAY);
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if (game_state->status == PLAYING) {
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DrawText("Drag with the mouse to move tiles", 400 - MeasureText("Drag with the mouse to move tiles", 20) / 2,
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WINDOW_HEIGHT - 40, 20, GRAY);
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