diff --git a/game.c b/game.c index a7bc070..55d4ac6 100644 --- a/game.c +++ b/game.c @@ -1,10 +1,12 @@ #include "game.h" #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 direction) { +void move(GameState_t *state, move_direction_t direction) { bool merged[BOARD_HEIGHT][BOARD_WIDTH] = {0}; + bool moved = false; switch (direction) { case UP: { for (int y = 1; y < BOARD_HEIGHT; y++) { @@ -43,6 +45,7 @@ void move(GameState_t *state, MOVE_DIRECTION direction) { state->board[y][x] = 0; state->score += state->board[target_y][x]; } + moved = true; } } break; @@ -77,6 +80,7 @@ void move(GameState_t *state, MOVE_DIRECTION direction) { state->board[y][x] = 0; state->score += state->board[target_y][x]; } + moved = true; } } break; @@ -111,6 +115,7 @@ void move(GameState_t *state, MOVE_DIRECTION direction) { state->board[y][x] = 0; state->score += state->board[y][target_x]; } + moved = true; } } break; @@ -145,22 +150,21 @@ void move(GameState_t *state, MOVE_DIRECTION direction) { state->board[y][x] = 0; state->score += state->board[y][target_x]; } + moved = true; } } break; } } - state->moves_made++; + if (moved) + state->moves_made++; } void reset_board(GameState_t *state) { - for (int y = 0; y < BOARD_HEIGHT; y++) { - for (int x = 0; x < BOARD_WIDTH; x++) { - state->board[y][x] = 0; - } - } + memset(state->board, 0, sizeof(state->board)); state->score = 0; state->moves_made = 0; + state->status = PLAYING; int tile_count = 0; while (tile_count != STARTING_TILES) { @@ -196,4 +200,21 @@ bool spawn_tile(GameState_t *state) { 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; -} \ No newline at end of file +} + +// This function will only run, if every tile is filled (checked by `spawn_tile`). We can take advantage of that and +// just check every neighboring cell for equal values for merging +bool can_move(GameState_t *state) { + for (int y = 0; y < BOARD_HEIGHT; y++) { + for (int x = 0; x < BOARD_WIDTH; x++) { + if (state->board[y][x] == 0) + return true; + + if (x < BOARD_WIDTH - 1 && state->board[y][x] == state->board[y][x + 1]) + return true; + if (y < BOARD_HEIGHT - 1 && state->board[y][x] == state->board[y + 1][x]) + return true; + } + } + return false; +} diff --git a/game.h b/game.h index ce741ae..41fffcf 100644 --- a/game.h +++ b/game.h @@ -5,15 +5,17 @@ #define BOARD_HEIGHT 4 #define STARTING_TILES 3 -typedef enum { UP = 0, DOWN, LEFT, RIGHT } MOVE_DIRECTION; +typedef enum { UP, DOWN, LEFT, RIGHT } move_direction_t; +typedef enum { PLAYING, WON, LOST } game_status_t; -typedef struct{ - int board[BOARD_HEIGHT][BOARD_WIDTH]; - int score; - int moves_made; +typedef struct { + int board[BOARD_HEIGHT][BOARD_WIDTH]; + game_status_t status; + int score; + int moves_made; } GameState_t; - -void move(GameState_t *state, MOVE_DIRECTION direction); +void move(GameState_t *state, move_direction_t direction); void reset_board(GameState_t *state); bool spawn_tile(GameState_t *state); +bool can_move(GameState_t *state); diff --git a/main.c b/main.c index 620b1a8..ad946f1 100644 --- a/main.c +++ b/main.c @@ -30,8 +30,7 @@ int main() { srand(time(NULL)); reset_board(&game_state); - - InitWindow(800, 600, "2048"); + InitWindow(WINDOW_WIDTH, WINDOW_HEIGHT, "2048"); SetTargetFPS(30); // So my laptop doesn't burn while (!WindowShouldClose()) { @@ -57,12 +56,35 @@ int main() { } } - DrawText(TextFormat("Score: %d", game_state.score), 600, BOARD_MARGIN, 20, BLACK); - DrawText(TextFormat("Moves used: %d", game_state.moves_made), 600, BOARD_MARGIN + 20, 20, BLACK); + 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); - // Reset button - DrawRectangle(500, 455, 275, 24, RED); - DrawText("Reset", 500 + 275 / 2 - MeasureText("Reset", 20) / 2, 455 + 4, 20, WHITE); + 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); + + // Reset button + DrawRectangle(500, 455, 275, 24, RED); + DrawText("Reset", 500 + 275 / 2 - MeasureText("Reset", 20) / 2, 455 + 4, 20, WHITE); + } else { + Color overlay = Fade(BLACK, 0.7f); + DrawRectangle(0, 0, WINDOW_WIDTH, 700, overlay); + + if (game_state.status == WON) { + DrawText("You win!", 400 - MeasureText("You win!", 40) / 2, 250, 40, GREEN); + } else if (game_state.status == LOST) { + DrawText("Game over!", 400 - MeasureText("Game over!", 40) / 2, 250, 40, RED); + } + + // Draw the scores under the win/loss message + DrawText(TextFormat("Score: %d", game_state.score), + 400 - MeasureText(TextFormat("Score: %d", game_state.score), 20) / 2, 290, 20, WHITE); + DrawText(TextFormat("Moves used: %d", game_state.moves_made), + 400 - MeasureText(TextFormat("Moves used: %d", game_state.moves_made), 20) / 2, 310, 20, WHITE); + + DrawRectangle(400 - 100, 450, 200, 40, RED); + DrawText("Try again", 400 - MeasureText("Try again", 20) / 2, 455 + 4, 20, WHITE); + } EndDrawing(); handle_mouse_input(&game_state); diff --git a/ui.c b/ui.c index 902f236..0b2a6f5 100644 --- a/ui.c +++ b/ui.c @@ -10,12 +10,23 @@ static Vector2 drag_start_pos; void handle_mouse_input(GameState_t *game_state) { if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) { drag_start_pos = GetMousePosition(); - if (drag_start_pos.x >= 500 && drag_start_pos.x <= 775 && drag_start_pos.y >= 455 && drag_start_pos.y <= 479) { - reset_board(game_state); - return; + + // Check for the normal reset button + if (game_state->status == PLAYING) { + if (drag_start_pos.x >= 500 && drag_start_pos.x <= 775 && drag_start_pos.y >= 455 && drag_start_pos.y <= 479) { + reset_board(game_state); + return; + } + } else { + // Check for the "Play again" button + if (drag_start_pos.x >= 300 && drag_start_pos.x <= 500 && drag_start_pos.y >= 450 && drag_start_pos.y <= 490) { + reset_board(game_state); + return; + } } - is_dragging = true; + if (game_state->status == PLAYING) + is_dragging = true; } else if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON) && is_dragging) { Vector2 current_pos = GetMousePosition(); @@ -39,7 +50,20 @@ void handle_mouse_input(GameState_t *game_state) { move(game_state, UP); } } - spawn_tile(game_state); + if (!spawn_tile(game_state) && !can_move(game_state)) { + game_state->status = LOST; + 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; + } + } + } + } is_dragging = false; diff --git a/ui.h b/ui.h index 9d68c3a..1e9aa45 100644 --- a/ui.h +++ b/ui.h @@ -6,4 +6,7 @@ #define TILE_SPACING 10 #define BOARD_MARGIN 50 +#define WINDOW_WIDTH 800 +#define WINDOW_HEIGHT 600 + void handle_mouse_input(GameState_t *game_state);