From fac6318f1f25a2ea9f1429c8a6bb462e0f7c644d Mon Sep 17 00:00:00 2001 From: Piotr Kozak Date: Thu, 5 Mar 2026 22:19:48 +0100 Subject: [PATCH] Game core prototype Manged to get the moves and tile spawns. Double merge block to be implemented. --- Makefile | 19 +++++ main.c | 229 +++++++++++++++++++++++++++++++++++++++++++++++++++++++ 2 files changed, 248 insertions(+) create mode 100644 Makefile create mode 100644 main.c diff --git a/Makefile b/Makefile new file mode 100644 index 0000000..b49125b --- /dev/null +++ b/Makefile @@ -0,0 +1,19 @@ +CC = gcc +CFLAGS = -Wall -Wextra -std=c11 +LIBS = -lraylib -lm -lpthread -ldl + +TARGET = main +SRC = main.c + +all: $(TARGET) + +$(TARGET): $(SRC) + $(CC) $(CFLAGS) $(SRC) -o $(TARGET) $(LIBS) + +clean: + rm -f $(TARGET) + +run: $(TARGET) + ./$(TARGET) + +.PHONY: all clean run diff --git a/main.c b/main.c new file mode 100644 index 0000000..3d22711 --- /dev/null +++ b/main.c @@ -0,0 +1,229 @@ +#include +#include +#include +#include + +#define BOARD_WIDTH 4 +#define BOARD_HEIGHT 4 +#define STARTING_TILES 3 + +typedef enum { UP = 0, DOWN, LEFT, RIGHT } MOVE_DIRECTION; +static int board[BOARD_HEIGHT][BOARD_WIDTH] = {0}; + +void print_board() { + for (int y = 0; y < BOARD_HEIGHT; y++) { + for (int x = 0; x < BOARD_WIDTH; x++) { + printf("%d ", board[y][x]); + } + printf("\n"); + } +} + +// 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 +// TODO: Add a guard agains double merge! +// 2 2 0 4 => 8 0 0 0 which is incorrect and should be 4 4 0 0 +void move(MOVE_DIRECTION direction) { + 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]) { + 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]) { + board[target_y][x] *= 2; + board[y][x] = 0; + } + } + } + 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]) { + 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]) { + board[target_y][x] *= 2; + board[y][x] = 0; + } + } + } + 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]) { + 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]) { + board[y][target_x] *= 2; + board[y][x] = 0; + } + } + } + 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]) { + 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]) { + board[y][target_x] *= 2; + board[y][x] = 0; + } + } + } + break; + } + } +} + +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; +} + +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++; + } + + printf("2048 machen\n"); + print_board(); + move(UP); + printf("After move up:\n"); + print_board(); + printf("After spawning a tile:\n"); + spawn_tile(); + print_board(); + move(DOWN); + printf("After move down:\n"); + print_board(); + spawn_tile(); + printf("After spawning a tile:\n"); + print_board(); + move(LEFT); + printf("After move left:\n"); + print_board(); + spawn_tile(); + printf("After spawning a tile:\n"); + print_board(); + move(RIGHT); + printf("After move right:\n"); + print_board(); + return 0; +}