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
+47
View File
@@ -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;
}
}