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:
2026-03-06 15:24:33 +01:00
parent 2301914b02
commit eb8834324e
6 changed files with 287 additions and 255 deletions
+12 -254
View File
@@ -4,13 +4,8 @@
#include <stdlib.h>
#include <time.h>
#define BOARD_WIDTH 4
#define BOARD_HEIGHT 4
#define STARTING_TILES 3
#define TILE_SIZE 100
#define TILE_SPACING 10
#define BOARD_MARGIN 50
#include "game.h"
#include "ui.h"
const Color tile_colors[] = {
LIGHTGRAY, // 0 - Empty
@@ -29,253 +24,12 @@ const Color tile_colors[] = {
MAGENTA, // 8192
};
typedef enum { UP = 0, DOWN, LEFT, RIGHT } MOVE_DIRECTION;
static int board[BOARD_HEIGHT][BOARD_WIDTH] = {0};
bool is_dragging = false;
Vector2 drag_start_pos = {0, 0};
int score = 0;
int moves_made = 0;
// Depending on the direction, move the tiles and check if we can merge with the
// tiles in that direction. We merge the tiles only if they are of the same value
void move(MOVE_DIRECTION direction) {
bool merged[BOARD_HEIGHT][BOARD_WIDTH] = {0};
switch (direction) {
case UP: {
for (int y = 1; y < BOARD_HEIGHT; y++) {
for (int x = 0; x < BOARD_WIDTH; x++) {
if (board[y][x] == 0)
continue;
// Hard keeping track of this so I'm commenting as much as I can
// Check if we can move up any space, so loop until we find a non-empty tile or the top of the board
// py is the potential target y that we will settle for and move the tile into
int target_y = y;
for (int py = y - 1; py >= 0; py--) { // Go from the tile's current position up to the top of the board
if (board[py][x] == 0) {
target_y = py;
} else if (board[py][x] == board[y][x] && !merged[py][x]) {
target_y = py;
break;
} else {
break;
}
}
// Check if we are moving anything
if (target_y == y)
continue;
// If the target tile is empty, move the current tile there
// If the target tile has the same value, merge them
if (board[target_y][x] == 0) {
board[target_y][x] = board[y][x];
board[y][x] = 0;
} else if (board[target_y][x] == board[y][x]) {
merged[target_y][x] = true;
board[target_y][x] *= 2;
board[y][x] = 0;
score += board[target_y][x];
}
}
}
break;
}
case DOWN: {
for (int y = BOARD_HEIGHT - 1; y >= 0; y--) {
for (int x = 0; x < BOARD_WIDTH; x++) {
if (board[y][x] == 0)
continue;
int target_y = y;
for (int py = y + 1; py < BOARD_HEIGHT; py++) {
if (board[py][x] == 0) {
target_y = py;
} else if (board[py][x] == board[y][x] && !merged[py][x]) {
target_y = py;
break;
} else {
break;
}
}
if (target_y == y)
continue;
if (board[target_y][x] == 0) {
board[target_y][x] = board[y][x];
board[y][x] = 0;
} else if (board[target_y][x] == board[y][x]) {
merged[target_y][x] = true;
board[target_y][x] *= 2;
board[y][x] = 0;
score += board[target_y][x];
}
}
}
break;
}
case LEFT: {
for (int y = 0; y < BOARD_HEIGHT; y++) {
for (int x = 1; x < BOARD_WIDTH; x++) {
if (board[y][x] == 0)
continue;
int target_x = x;
for (int px = x - 1; px >= 0; px--) {
if (board[y][px] == 0) {
target_x = px;
} else if (board[y][px] == board[y][x] && !merged[y][px]) {
target_x = px;
break;
} else {
break;
}
}
if (target_x == x)
continue;
if (board[y][target_x] == 0) {
board[y][target_x] = board[y][x];
board[y][x] = 0;
} else if (board[y][target_x] == board[y][x]) {
merged[y][target_x] = true;
board[y][target_x] *= 2;
board[y][x] = 0;
score += board[y][target_x];
}
}
}
break;
}
case RIGHT: {
for (int y = 0; y < BOARD_HEIGHT; y++) {
for (int x = BOARD_WIDTH - 1; x >= 0; x--) {
if (board[y][x] == 0)
continue;
int target_x = x;
for (int px = x + 1; px < BOARD_WIDTH; px++) {
if (board[y][px] == 0) {
target_x = px;
} else if (board[y][px] == board[y][x] && !merged[y][px]) {
target_x = px;
break;
} else {
break;
}
}
if (target_x == x)
continue;
if (board[y][target_x] == 0) {
board[y][target_x] = board[y][x];
board[y][x] = 0;
} else if (board[y][target_x] == board[y][x]) {
merged[y][target_x] = true;
board[y][target_x] *= 2;
board[y][x] = 0;
score += board[y][target_x];
}
}
}
break;
}
}
moves_made++;
}
bool spawn_tile() {
int empty_tiles[BOARD_WIDTH * BOARD_HEIGHT][2];
int empty_count = 0;
for (int y = 0; y < BOARD_HEIGHT; y++) {
for (int x = 0; x < BOARD_WIDTH; x++) {
if (board[y][x] == 0) {
empty_tiles[empty_count][0] = y;
empty_tiles[empty_count][1] = x;
empty_count++;
}
}
}
if (empty_count == 0)
return false;
int random_index = rand() % empty_count;
int spawn_y = empty_tiles[random_index][0];
int spawn_x = empty_tiles[random_index][1];
board[spawn_y][spawn_x] = (rand() % 10 == 0) ? 4 : 2; // 10% chance to spawn a 4
return true;
}
void handle_mouse_input() {
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 button
for (int y = 0; y < BOARD_HEIGHT; y++) {
for (int x = 0; x < BOARD_WIDTH; x++) {
board[y][x] = 0;
}
}
score = 0;
moves_made = 0;
spawn_tile();
spawn_tile();
spawn_tile();
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(RIGHT);
} else {
move(LEFT);
}
} else {
if (dy > 0) {
move(DOWN);
} else {
move(UP);
}
}
spawn_tile();
}
is_dragging = false;
}
}
static GameState_t game_state;
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;