Split the game core and ui code into their respective modules
Game state struct ends the variable mess in main.c
This commit is contained in:
@@ -3,7 +3,7 @@ CFLAGS = -Wall -Wextra -std=c11
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LIBS = -lraylib -lm -lpthread -ldl
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TARGET = main
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SRC = main.c
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SRC = main.c game.c ui.c
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all: $(TARGET)
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@@ -0,0 +1,199 @@
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#include "game.h"
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#include <stdlib.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 direction) {
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bool merged[BOARD_HEIGHT][BOARD_WIDTH] = {0};
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switch (direction) {
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case UP: {
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for (int y = 1; y < BOARD_HEIGHT; y++) {
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for (int x = 0; x < BOARD_WIDTH; x++) {
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if (state->board[y][x] == 0)
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continue;
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// Hard keeping track of this so I'm commenting as much as I can
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// Check if we can move up any space, so loop until we find a non-empty tile or the top of the board
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// py is the potential target y that we will settle for and move the tile into
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int target_y = y;
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for (int py = y - 1; py >= 0; py--) { // Go from the tile's current position up to the top of the board
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if (state->board[py][x] == 0) {
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target_y = py;
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} else if (state->board[py][x] == state->board[y][x] && !merged[py][x]) {
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target_y = py;
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break;
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} else {
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break;
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}
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}
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// Check if we are moving anything
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if (target_y == y)
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continue;
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// If the target tile is empty, move the current tile there
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// If the target tile has the same value, merge them
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if (state->board[target_y][x] == 0) {
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state->board[target_y][x] = state->board[y][x];
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state->board[y][x] = 0;
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} else if (state->board[target_y][x] == state->board[y][x]) {
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merged[target_y][x] = true;
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state->board[target_y][x] *= 2;
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state->board[y][x] = 0;
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state->score += state->board[target_y][x];
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}
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}
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}
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break;
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}
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case DOWN: {
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for (int y = BOARD_HEIGHT - 1; y >= 0; y--) {
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for (int x = 0; x < BOARD_WIDTH; x++) {
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if (state->board[y][x] == 0)
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continue;
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int target_y = y;
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for (int py = y + 1; py < BOARD_HEIGHT; py++) {
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if (state->board[py][x] == 0) {
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target_y = py;
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} else if (state->board[py][x] == state->board[y][x] && !merged[py][x]) {
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target_y = py;
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break;
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} else {
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break;
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}
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}
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if (target_y == y)
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continue;
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if (state->board[target_y][x] == 0) {
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state->board[target_y][x] = state->board[y][x];
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state->board[y][x] = 0;
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} else if (state->board[target_y][x] == state->board[y][x]) {
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merged[target_y][x] = true;
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state->board[target_y][x] *= 2;
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state->board[y][x] = 0;
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state->score += state->board[target_y][x];
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}
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}
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}
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break;
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}
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case LEFT: {
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for (int y = 0; y < BOARD_HEIGHT; y++) {
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for (int x = 1; x < BOARD_WIDTH; x++) {
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if (state->board[y][x] == 0)
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continue;
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int target_x = x;
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for (int px = x - 1; px >= 0; px--) {
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if (state->board[y][px] == 0) {
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target_x = px;
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} else if (state->board[y][px] == state->board[y][x] && !merged[y][px]) {
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target_x = px;
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break;
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} else {
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break;
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}
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}
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if (target_x == x)
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continue;
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if (state->board[y][target_x] == 0) {
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state->board[y][target_x] = state->board[y][x];
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state->board[y][x] = 0;
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} else if (state->board[y][target_x] == state->board[y][x]) {
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merged[y][target_x] = true;
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state->board[y][target_x] *= 2;
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state->board[y][x] = 0;
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state->score += state->board[y][target_x];
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}
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}
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}
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break;
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}
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case RIGHT: {
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for (int y = 0; y < BOARD_HEIGHT; y++) {
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for (int x = BOARD_WIDTH - 1; x >= 0; x--) {
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if (state->board[y][x] == 0)
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continue;
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int target_x = x;
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for (int px = x + 1; px < BOARD_WIDTH; px++) {
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if (state->board[y][px] == 0) {
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target_x = px;
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} else if (state->board[y][px] == state->board[y][x] && !merged[y][px]) {
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target_x = px;
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break;
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} else {
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break;
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}
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}
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if (target_x == x)
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continue;
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if (state->board[y][target_x] == 0) {
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state->board[y][target_x] = state->board[y][x];
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state->board[y][x] = 0;
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} else if (state->board[y][target_x] == state->board[y][x]) {
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merged[y][target_x] = true;
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state->board[y][target_x] *= 2;
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state->board[y][x] = 0;
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state->score += state->board[y][target_x];
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}
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}
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}
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break;
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}
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}
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state->moves_made++;
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}
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void reset_board(GameState_t *state) {
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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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state->board[y][x] = 0;
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}
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}
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state->score = 0;
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state->moves_made = 0;
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int tile_count = 0;
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while (tile_count != STARTING_TILES) {
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int y = rand() % BOARD_HEIGHT;
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int x = rand() % BOARD_WIDTH;
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if (state->board[y][x] != 0)
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continue;
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state->board[y][x] = (rand() % 10 == 0) ? 4 : 2; // 10% chance to spawn a 4
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tile_count++;
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}
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}
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bool spawn_tile(GameState_t *state) {
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int empty_tiles[BOARD_WIDTH * BOARD_HEIGHT][2];
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int empty_count = 0;
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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 (state->board[y][x] == 0) {
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empty_tiles[empty_count][0] = y;
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empty_tiles[empty_count][1] = x;
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empty_count++;
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}
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}
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}
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if (empty_count == 0)
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return false;
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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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}
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@@ -0,0 +1,19 @@
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#pragma once
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#include <raylib.h>
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#define BOARD_WIDTH 4
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#define BOARD_HEIGHT 4
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#define STARTING_TILES 3
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typedef enum { UP = 0, DOWN, LEFT, RIGHT } MOVE_DIRECTION;
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typedef struct{
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int board[BOARD_HEIGHT][BOARD_WIDTH];
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int score;
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int moves_made;
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} GameState_t;
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void move(GameState_t *state, MOVE_DIRECTION 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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@@ -4,13 +4,8 @@
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#include <stdlib.h>
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#include <time.h>
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#define BOARD_WIDTH 4
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#define BOARD_HEIGHT 4
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#define STARTING_TILES 3
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#define TILE_SIZE 100
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#define TILE_SPACING 10
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#define BOARD_MARGIN 50
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#include "game.h"
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#include "ui.h"
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const Color tile_colors[] = {
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LIGHTGRAY, // 0 - Empty
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@@ -29,253 +24,12 @@ const Color tile_colors[] = {
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MAGENTA, // 8192
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};
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typedef enum { UP = 0, DOWN, LEFT, RIGHT } MOVE_DIRECTION;
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static int board[BOARD_HEIGHT][BOARD_WIDTH] = {0};
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bool is_dragging = false;
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Vector2 drag_start_pos = {0, 0};
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int score = 0;
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int moves_made = 0;
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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(MOVE_DIRECTION direction) {
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bool merged[BOARD_HEIGHT][BOARD_WIDTH] = {0};
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switch (direction) {
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case UP: {
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for (int y = 1; y < BOARD_HEIGHT; y++) {
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for (int x = 0; x < BOARD_WIDTH; x++) {
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if (board[y][x] == 0)
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continue;
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// Hard keeping track of this so I'm commenting as much as I can
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// Check if we can move up any space, so loop until we find a non-empty tile or the top of the board
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// py is the potential target y that we will settle for and move the tile into
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int target_y = y;
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for (int py = y - 1; py >= 0; py--) { // Go from the tile's current position up to the top of the board
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if (board[py][x] == 0) {
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target_y = py;
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} else if (board[py][x] == board[y][x] && !merged[py][x]) {
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target_y = py;
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break;
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} else {
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break;
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}
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}
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// Check if we are moving anything
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if (target_y == y)
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continue;
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// If the target tile is empty, move the current tile there
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// If the target tile has the same value, merge them
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if (board[target_y][x] == 0) {
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board[target_y][x] = board[y][x];
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board[y][x] = 0;
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} else if (board[target_y][x] == board[y][x]) {
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merged[target_y][x] = true;
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board[target_y][x] *= 2;
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board[y][x] = 0;
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score += board[target_y][x];
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}
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}
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}
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break;
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}
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case DOWN: {
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for (int y = BOARD_HEIGHT - 1; y >= 0; y--) {
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for (int x = 0; x < BOARD_WIDTH; x++) {
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if (board[y][x] == 0)
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continue;
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int target_y = y;
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for (int py = y + 1; py < BOARD_HEIGHT; py++) {
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if (board[py][x] == 0) {
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target_y = py;
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} else if (board[py][x] == board[y][x] && !merged[py][x]) {
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target_y = py;
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break;
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} else {
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break;
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}
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}
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if (target_y == y)
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continue;
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if (board[target_y][x] == 0) {
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board[target_y][x] = board[y][x];
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board[y][x] = 0;
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} else if (board[target_y][x] == board[y][x]) {
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merged[target_y][x] = true;
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board[target_y][x] *= 2;
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board[y][x] = 0;
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score += board[target_y][x];
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}
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}
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}
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break;
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}
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case LEFT: {
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for (int y = 0; y < BOARD_HEIGHT; y++) {
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for (int x = 1; x < BOARD_WIDTH; x++) {
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if (board[y][x] == 0)
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continue;
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int target_x = x;
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for (int px = x - 1; px >= 0; px--) {
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if (board[y][px] == 0) {
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target_x = px;
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} else if (board[y][px] == board[y][x] && !merged[y][px]) {
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target_x = px;
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break;
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} else {
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break;
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}
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}
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if (target_x == x)
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continue;
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if (board[y][target_x] == 0) {
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board[y][target_x] = board[y][x];
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board[y][x] = 0;
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} else if (board[y][target_x] == board[y][x]) {
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merged[y][target_x] = true;
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board[y][target_x] *= 2;
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board[y][x] = 0;
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score += board[y][target_x];
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}
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}
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}
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break;
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}
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case RIGHT: {
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for (int y = 0; y < BOARD_HEIGHT; y++) {
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for (int x = BOARD_WIDTH - 1; x >= 0; x--) {
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if (board[y][x] == 0)
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continue;
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int target_x = x;
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for (int px = x + 1; px < BOARD_WIDTH; px++) {
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if (board[y][px] == 0) {
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target_x = px;
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} else if (board[y][px] == board[y][x] && !merged[y][px]) {
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target_x = px;
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break;
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} else {
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break;
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}
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}
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if (target_x == x)
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continue;
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if (board[y][target_x] == 0) {
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board[y][target_x] = board[y][x];
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board[y][x] = 0;
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} else if (board[y][target_x] == board[y][x]) {
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merged[y][target_x] = true;
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board[y][target_x] *= 2;
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board[y][x] = 0;
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score += board[y][target_x];
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}
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}
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}
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break;
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}
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}
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moves_made++;
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}
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bool spawn_tile() {
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int empty_tiles[BOARD_WIDTH * BOARD_HEIGHT][2];
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int empty_count = 0;
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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 (board[y][x] == 0) {
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empty_tiles[empty_count][0] = y;
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empty_tiles[empty_count][1] = x;
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empty_count++;
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}
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}
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}
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if (empty_count == 0)
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return false;
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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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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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}
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void handle_mouse_input() {
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if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) {
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drag_start_pos = GetMousePosition();
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if (drag_start_pos.x >= 500 && drag_start_pos.x <= 775 && drag_start_pos.y >= 455 && drag_start_pos.y <= 479) {
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// Reset button
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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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board[y][x] = 0;
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}
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}
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score = 0;
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moves_made = 0;
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spawn_tile();
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spawn_tile();
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spawn_tile();
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return;
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}
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is_dragging = true;
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} else if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON) && is_dragging) {
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Vector2 current_pos = GetMousePosition();
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float dx = current_pos.x - drag_start_pos.x;
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float dy = current_pos.y - drag_start_pos.y;
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float drag_distance = sqrt(dx * dx + dy * dy);
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// We don't want to register single clicks as a move
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if (drag_distance >= 30) {
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if (fabs(dx) > fabs(dy)) {
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if (dx > 0) {
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move(RIGHT);
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} else {
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move(LEFT);
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}
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} else {
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if (dy > 0) {
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move(DOWN);
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} else {
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move(UP);
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}
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}
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spawn_tile();
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}
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is_dragging = false;
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}
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}
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static GameState_t game_state;
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int main() {
|
||||
srand(time(NULL));
|
||||
|
||||
int tile_count = 0;
|
||||
while (tile_count != STARTING_TILES) {
|
||||
int y = rand() % BOARD_HEIGHT;
|
||||
int x = rand() % BOARD_WIDTH;
|
||||
|
||||
if (board[y][x] != 0)
|
||||
continue;
|
||||
board[y][x] = (rand() % 10 == 0) ? 4 : 2; // 10% chance to spawn a 4
|
||||
tile_count++;
|
||||
}
|
||||
reset_board(&game_state);
|
||||
|
||||
InitWindow(800, 600, "2048");
|
||||
SetTargetFPS(30); // So my laptop doesn't burn
|
||||
@@ -286,11 +40,15 @@ int main() {
|
||||
|
||||
for (int y = 0; y < BOARD_HEIGHT; y++) {
|
||||
for (int x = 0; x < BOARD_WIDTH; x++) {
|
||||
int tile_value = board[y][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 (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);
|
||||
@@ -299,15 +57,15 @@ int main() {
|
||||
}
|
||||
}
|
||||
|
||||
DrawText(TextFormat("Score: %d", score), 600, BOARD_MARGIN, 20, BLACK);
|
||||
DrawText(TextFormat("Moves used: %d", moves_made), 600, BOARD_MARGIN + 20, 20, BLACK);
|
||||
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);
|
||||
|
||||
// Reset button
|
||||
DrawRectangle(500, 455, 275, 24, RED);
|
||||
DrawText("Reset", 500 + 275 / 2 - MeasureText("Reset", 20) / 2, 455 + 4, 20, WHITE);
|
||||
|
||||
EndDrawing();
|
||||
handle_mouse_input();
|
||||
handle_mouse_input(&game_state);
|
||||
}
|
||||
CloseWindow();
|
||||
return 0;
|
||||
|
||||
@@ -0,0 +1,47 @@
|
||||
#include "ui.h"
|
||||
#include "game.h"
|
||||
#include <math.h>
|
||||
#include <raylib.h>
|
||||
#include <stdbool.h>
|
||||
|
||||
static bool is_dragging;
|
||||
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;
|
||||
}
|
||||
|
||||
is_dragging = true;
|
||||
} else if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON) && is_dragging) {
|
||||
Vector2 current_pos = GetMousePosition();
|
||||
|
||||
float dx = current_pos.x - drag_start_pos.x;
|
||||
float dy = current_pos.y - drag_start_pos.y;
|
||||
|
||||
float drag_distance = sqrt(dx * dx + dy * dy);
|
||||
|
||||
// We don't want to register single clicks as a move
|
||||
if (drag_distance >= 30) {
|
||||
if (fabs(dx) > fabs(dy)) {
|
||||
if (dx > 0) {
|
||||
move(game_state, RIGHT);
|
||||
} else {
|
||||
move(game_state, LEFT);
|
||||
}
|
||||
} else {
|
||||
if (dy > 0) {
|
||||
move(game_state, DOWN);
|
||||
} else {
|
||||
move(game_state, UP);
|
||||
}
|
||||
}
|
||||
spawn_tile(game_state);
|
||||
}
|
||||
|
||||
is_dragging = false;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user