Split the game core and ui code into their respective modules
Game state struct ends the variable mess in main.c
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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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