Moved rendering code. Added keyboard input handling
This commit is contained in:
@@ -8,23 +8,6 @@
|
|||||||
#include "game.h"
|
#include "game.h"
|
||||||
#include "ui.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;
|
static GameState_t game_state;
|
||||||
|
|
||||||
int main() {
|
int main() {
|
||||||
@@ -47,58 +30,10 @@ int main() {
|
|||||||
while (!WindowShouldClose()) {
|
while (!WindowShouldClose()) {
|
||||||
ClearBackground(RAYWHITE);
|
ClearBackground(RAYWHITE);
|
||||||
BeginDrawing();
|
BeginDrawing();
|
||||||
|
render(&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);
|
|
||||||
}
|
|
||||||
|
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
handle_mouse_input(&game_state);
|
handle_mouse_input(&game_state);
|
||||||
|
handle_keyboard_input(&game_state);
|
||||||
}
|
}
|
||||||
CloseWindow();
|
CloseWindow();
|
||||||
return 0;
|
return 0;
|
||||||
|
|||||||
@@ -5,10 +5,59 @@
|
|||||||
#include <stdbool.h>
|
#include <stdbool.h>
|
||||||
#include <stdio.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 bool is_dragging;
|
||||||
static Vector2 drag_start_pos;
|
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) {
|
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)) {
|
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) {
|
||||||
drag_start_pos = GetMousePosition();
|
drag_start_pos = GetMousePosition();
|
||||||
|
|
||||||
@@ -51,27 +100,80 @@ void handle_mouse_input(GameState_t *game_state) {
|
|||||||
move(game_state, UP);
|
move(game_state, UP);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if (!spawn_tile(game_state) && !can_move(game_state)) {
|
after_input(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);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
is_dragging = false;
|
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);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|||||||
@@ -9,4 +9,6 @@
|
|||||||
#define WINDOW_WIDTH 800
|
#define WINDOW_WIDTH 800
|
||||||
#define WINDOW_HEIGHT 600
|
#define WINDOW_HEIGHT 600
|
||||||
|
|
||||||
|
void render(GameState_t *game_state);
|
||||||
void handle_mouse_input(GameState_t *game_state);
|
void handle_mouse_input(GameState_t *game_state);
|
||||||
|
void handle_keyboard_input(GameState_t *game_state);
|
||||||
|
|||||||
Reference in New Issue
Block a user