From a47c6bd0b0d421cf52553b9f27c653415b16eb19 Mon Sep 17 00:00:00 2001 From: Piotr Kozak Date: Sat, 7 Mar 2026 23:47:06 +0100 Subject: [PATCH] Moved rendering code. Added keyboard input handling --- main.c | 69 +--------------------------- ui.c | 142 +++++++++++++++++++++++++++++++++++++++++++++++++-------- ui.h | 2 + 3 files changed, 126 insertions(+), 87 deletions(-) diff --git a/main.c b/main.c index fac03f0..821807d 100644 --- a/main.c +++ b/main.c @@ -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; diff --git a/ui.c b/ui.c index 006fb88..593fdfb 100644 --- a/ui.c +++ b/ui.c @@ -5,10 +5,59 @@ #include #include +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); + } +} diff --git a/ui.h b/ui.h index 1e9aa45..4e38c5e 100644 --- a/ui.h +++ b/ui.h @@ -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);