Moved rendering code. Added keyboard input handling

This commit is contained in:
2026-03-07 23:47:06 +01:00
parent 811d11af08
commit a47c6bd0b0
3 changed files with 126 additions and 87 deletions
+2 -67
View File
@@ -8,23 +8,6 @@
#include "game.h"
#include "ui.h"
const Color tile_colors[] = {
LIGHTGRAY, // 0 - Empty
BEIGE, // 2
GOLD, // 4
ORANGE, // 8
ORANGE, // 16
RED, // 32
MAROON, // 64
YELLOW, // 128
GOLD, // 256
ORANGE, // 512
RED, // 1024
MAROON, // 2048
PINK, // 4096
MAGENTA, // 8192
};
static GameState_t game_state;
int main() {
@@ -47,58 +30,10 @@ int main() {
while (!WindowShouldClose()) {
ClearBackground(RAYWHITE);
BeginDrawing();
for (int y = 0; y < BOARD_HEIGHT; y++) {
for (int x = 0; x < BOARD_WIDTH; x++) {
int tile_value = game_state.board[y][x];
int pos_x = BOARD_MARGIN + x * (TILE_SIZE + TILE_SPACING);
int pos_y = BOARD_MARGIN + y * (TILE_SIZE + TILE_SPACING);
int color_index = (tile_value == 0) ? 0 : (int)log2(tile_value);
if ((size_t)color_index >= sizeof(tile_colors) / sizeof(tile_colors[0])) {
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 (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);
}
}
}
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);
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);
}
render(&game_state);
EndDrawing();
handle_mouse_input(&game_state);
handle_keyboard_input(&game_state);
}
CloseWindow();
return 0;
+122 -20
View File
@@ -5,10 +5,59 @@
#include <stdbool.h>
#include <stdio.h>
const Color tile_colors[] = {
LIGHTGRAY, // 0 - Empty
BEIGE, // 2
GOLD, // 4
ORANGE, // 8
ORANGE, // 16
RED, // 32
MAROON, // 64
YELLOW, // 128
GOLD, // 256
ORANGE, // 512
RED, // 1024
MAROON, // 2048
PINK, // 4096
MAGENTA, // 8192
};
static bool is_dragging;
static Vector2 drag_start_pos;
static bool is_animating;
// Common logic shared between both input handlers
static void after_input(GameState_t *game_state) {
if (!spawn_tile(game_state) && !can_move(game_state)) {
game_state->status = LOST;
return;
}
// 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;
}
}
}
FILE *f = fopen("save.dat", "wb");
if (f) {
fwrite(game_state, sizeof(GameState_t), 1, f);
fclose(f);
}
}
void handle_mouse_input(GameState_t *game_state) {
// Don't allow any input while animating so we stay in sync
if (is_animating)
return;
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) {
drag_start_pos = GetMousePosition();
@@ -51,27 +100,80 @@ void handle_mouse_input(GameState_t *game_state) {
move(game_state, UP);
}
}
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;
}
}
}
FILE *f = fopen("save.dat", "wb");
if (f) {
fwrite(game_state, sizeof(GameState_t), 1, f);
fclose(f);
}
after_input(game_state);
}
is_dragging = false;
}
}
void handle_keyboard_input(GameState_t *game_state) {
if (IsKeyReleased(KEY_R) || (game_state->status != PLAYING && IsKeyReleased(KEY_ENTER))) {
reset_board(game_state);
}
if (IsKeyReleased(KEY_UP)) {
move(game_state, UP);
} else if (IsKeyReleased(KEY_DOWN)) {
move(game_state, DOWN);
} else if (IsKeyReleased(KEY_LEFT)) {
move(game_state, LEFT);
} else if (IsKeyReleased(KEY_RIGHT)) {
move(game_state, RIGHT);
} else {
return;
}
after_input(game_state);
}
// Main render loop, responsible ONLY for redering
void render(GameState_t *game_state) {
for (int y = 0; y < BOARD_HEIGHT; y++) {
for (int x = 0; x < BOARD_WIDTH; x++) {
int tile_value = game_state->board[y][x];
int pos_x = BOARD_MARGIN + x * (TILE_SIZE + TILE_SPACING);
int pos_y = BOARD_MARGIN + y * (TILE_SIZE + TILE_SPACING);
int color_index = (tile_value == 0) ? 0 : (int)log2(tile_value);
if ((size_t)color_index >= sizeof(tile_colors) / sizeof(tile_colors[0])) {
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 (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);
}
}
}
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);
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);
}
}
+2
View File
@@ -9,4 +9,6 @@
#define WINDOW_WIDTH 800
#define WINDOW_HEIGHT 600
void render(GameState_t *game_state);
void handle_mouse_input(GameState_t *game_state);
void handle_keyboard_input(GameState_t *game_state);