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4 Commits

Author SHA1 Message Date
SnailMan 4da59836be Added unit tests 2026-05-26 13:38:15 +02:00
SnailMan 3232e4f44f Added animations for spawning of a new tile 2026-03-08 00:22:45 +01:00
SnailMan a47c6bd0b0 Moved rendering code. Added keyboard input handling 2026-03-07 23:47:06 +01:00
SnailMan 811d11af08 Save file bugfix and high dpi support 2026-03-07 12:59:35 +01:00
9 changed files with 575 additions and 96 deletions
+1
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@@ -1,2 +1,3 @@
main
save.dat
munit/
+9 -1
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@@ -4,6 +4,8 @@ LIBS = -lraylib -lm -lpthread -ldl
TARGET = main
SRC = main.c game.c ui.c
TEST_TARGET = munit_tests
TEST_SRC = munit.c game.c munit/munit.c
all: $(TARGET)
@@ -16,4 +18,10 @@ clean:
run: $(TARGET)
./$(TARGET)
.PHONY: all clean run
test: $(TEST_TARGET)
./$(TEST_TARGET)
$(TEST_TARGET): $(TEST_SRC)
$(CC) $(CFLAGS) $(TEST_SRC) -o $(TEST_TARGET) $(LIBS)
.PHONY: all clean run test
+12 -4
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@@ -1,10 +1,12 @@
#include "game.h"
#include <raylib.h>
#include <stdbool.h>
#include <stdlib.h>
#include <string.h>
// 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(GameState_t *state, move_direction_t direction) {
bool move(GameState_t *state, move_direction_t direction) {
bool merged[BOARD_HEIGHT][BOARD_WIDTH] = {0};
bool moved = false;
switch (direction) {
@@ -158,6 +160,8 @@ void move(GameState_t *state, move_direction_t direction) {
}
if (moved)
state->moves_made++;
return moved;
}
void reset_board(GameState_t *state) {
@@ -183,7 +187,7 @@ void reset_board(GameState_t *state) {
}
}
bool spawn_tile(GameState_t *state) {
void spawn_tile(GameState_t *state, Vector2 *spawned_tile_pos) {
int empty_tiles[BOARD_WIDTH * BOARD_HEIGHT][2];
int empty_count = 0;
@@ -198,13 +202,17 @@ bool spawn_tile(GameState_t *state) {
}
if (empty_count == 0)
return false;
return;
int random_index = rand() % empty_count;
int spawn_y = empty_tiles[random_index][0];
int spawn_x = empty_tiles[random_index][1];
state->board[spawn_y][spawn_x] = (rand() % 10 == 0) ? 4 : 2; // 10% chance to spawn a 4
return true;
spawned_tile_pos->x = spawn_x;
spawned_tile_pos->y = spawn_y;
return;
}
// This function will only run, if every tile is filled (checked by `spawn_tile`). We can take advantage of that and
+2 -2
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@@ -16,7 +16,7 @@ typedef struct {
unsigned int moves_made;
} GameState_t;
void move(GameState_t *state, move_direction_t direction);
bool move(GameState_t *state, move_direction_t direction);
void reset_board(GameState_t *state);
bool spawn_tile(GameState_t *state);
void spawn_tile(GameState_t *state, Vector2 *spawned_tile_pos);
bool can_move(GameState_t *state);
+16 -69
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@@ -8,94 +8,41 @@
#include "game.h"
#include "ui.h"
const Color tile_colors[] = {
LIGHTGRAY, // 0 - Empty
BEIGE, // 2
GOLD, // 4
ORANGE, // 8
ORANGE, // 16
RED, // 32
MAROON, // 64
YELLOW, // 128
GOLD, // 256
ORANGE, // 512
RED, // 1024
MAROON, // 2048
PINK, // 4096
MAGENTA, // 8192
};
static GameState_t game_state;
int main() {
srand(time(NULL));
reset_board(&game_state);
FILE* game_file = fopen("save.dat", "rb");
FILE *game_file = fopen("save.dat", "rb");
if (game_file != NULL) {
fseek(game_file, 0, SEEK_SET);
fread(&game_state, sizeof(GameState_t), 1, game_file);
if (fread(&game_state, sizeof(GameState_t), 1, game_file) != 1) {
reset_board(&game_state);
}
fclose(game_file);
} else {
reset_board(&game_state);
}
SetConfigFlags(FLAG_WINDOW_HIGHDPI);
InitWindow(WINDOW_WIDTH, WINDOW_HEIGHT, "2048");
SetTargetFPS(30); // So my laptop doesn't burn
SetTargetFPS(90); // We have event blocking so we can affort higher FPS
EnableEventWaiting();
while (!WindowShouldClose()) {
ClearBackground(RAYWHITE);
BeginDrawing();
ClearBackground(RAYWHITE);
for (int y = 0; y < BOARD_HEIGHT; y++) {
for (int x = 0; x < BOARD_WIDTH; 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);
DrawText(text, pos_x + TILE_SIZE / 2 - MeasureText(text, 20) / 2, pos_y + TILE_SIZE / 2 - 10, 20, BLACK);
}
}
}
DrawText(TextFormat("Score: %d", game_state.score), WINDOW_HEIGHT, BOARD_MARGIN, 20, BLACK);
DrawText(TextFormat("Moves used: %d", game_state.moves_made), WINDOW_HEIGHT, BOARD_MARGIN + 20, 20, BLACK);
if (game_state.status == PLAYING) {
DrawText("Drag with the mouse to move tiles", 400 - MeasureText("Drag with the mouse to move tiles", 20) / 2,
WINDOW_HEIGHT - 40, 20, GRAY);
// Reset button
DrawRectangle(500, 455, 275, 24, RED);
DrawText("Reset", 500 + 275 / 2 - MeasureText("Reset", 20) / 2, 455 + 4, 20, WHITE);
// If we are not animating, we can wait for input events instead of continuously rendering
bool animating = render(&game_state);
if (animating) {
DisableEventWaiting();
} else {
Color overlay = Fade(BLACK, 0.7f);
DrawRectangle(0, 0, WINDOW_WIDTH, 700, overlay);
if (game_state.status == WON) {
DrawText("You win!", 400 - MeasureText("You win!", 40) / 2, 250, 40, GREEN);
} else if (game_state.status == LOST) {
DrawText("Game over!", 400 - MeasureText("Game over!", 40) / 2, 250, 40, RED);
}
// Draw the scores under the win/loss message
DrawText(TextFormat("Score: %d", game_state.score),
400 - MeasureText(TextFormat("Score: %d", game_state.score), 20) / 2, 290, 20, WHITE);
DrawText(TextFormat("Moves used: %d", game_state.moves_made),
400 - MeasureText(TextFormat("Moves used: %d", game_state.moves_made), 20) / 2, 310, 20, WHITE);
DrawRectangle(400 - 100, 450, 200, 40, RED);
DrawText("Try again", 400 - MeasureText("Try again", 20) / 2, 455 + 4, 20, WHITE);
EnableEventWaiting();
}
EndDrawing();
handle_mouse_input(&game_state);
handle_keyboard_input(&game_state);
}
CloseWindow();
return 0;
+370
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@@ -0,0 +1,370 @@
#include "munit/munit.h"
#include "game.h"
#include <stdlib.h>
static void clear_tiles(GameState_t *state) {
for (int y = 0; y < BOARD_HEIGHT; y++) {
for (int x = 0; x < BOARD_WIDTH; x++) {
state->board[y][x] = 0;
}
}
}
static void *test_setup(const MunitParameter params[], void *user_data) {
(void)params;
(void)user_data;
GameState_t *state = (GameState_t *)malloc(sizeof(GameState_t));
munit_assert_not_null(state);
reset_board(state);
clear_tiles(state);
return state;
}
static void test_tear_down(void *fixture) {
free(fixture);
}
static MunitResult test_merge_left_simple(const MunitParameter params[], void *fixture) {
(void)params;
GameState_t *state = (GameState_t *)fixture;
state->board[0][0] = 2;
state->board[0][1] = 2;
munit_assert_true(move(state, LEFT));
munit_assert_int(state->board[0][0], ==, 4);
munit_assert_int(state->board[0][1], ==, 0);
munit_assert_uint(state->score, ==, 4);
munit_assert_uint(state->moves_made, ==, 1);
return MUNIT_OK;
}
static MunitResult test_merge_left_through_gap(const MunitParameter params[], void *fixture) {
(void)params;
GameState_t *state = (GameState_t *)fixture;
state->board[0][0] = 2;
state->board[0][2] = 2;
munit_assert_true(move(state, LEFT));
munit_assert_int(state->board[0][0], ==, 4);
munit_assert_int(state->board[0][1], ==, 0);
munit_assert_int(state->board[0][2], ==, 0);
munit_assert_int(state->board[0][3], ==, 0);
return MUNIT_OK;
}
static MunitResult test_merge_left_double_pair(const MunitParameter params[], void *fixture) {
(void)params;
GameState_t *state = (GameState_t *)fixture;
state->board[0][0] = 2;
state->board[0][1] = 2;
state->board[0][2] = 4;
state->board[0][3] = 4;
munit_assert_true(move(state, LEFT));
munit_assert_int(state->board[0][0], ==, 4);
munit_assert_int(state->board[0][1], ==, 8);
munit_assert_int(state->board[0][2], ==, 0);
munit_assert_int(state->board[0][3], ==, 0);
munit_assert_uint(state->score, ==, 12);
return MUNIT_OK;
}
static MunitResult test_merge_left_no_double_merge_single_move(const MunitParameter params[], void *fixture) {
(void)params;
GameState_t *state = (GameState_t *)fixture;
state->board[0][0] = 2;
state->board[0][1] = 2;
state->board[0][2] = 2;
munit_assert_true(move(state, LEFT));
munit_assert_int(state->board[0][0], ==, 4);
munit_assert_int(state->board[0][1], ==, 2);
munit_assert_int(state->board[0][2], ==, 0);
munit_assert_int(state->board[0][3], ==, 0);
munit_assert_uint(state->score, ==, 4);
return MUNIT_OK;
}
static MunitResult test_move_left_no_merge_when_different_values(const MunitParameter params[], void *fixture) {
(void)params;
GameState_t *state = (GameState_t *)fixture;
state->board[0][1] = 2;
state->board[0][2] = 4;
munit_assert_true(move(state, LEFT));
munit_assert_int(state->board[0][0], ==, 2);
munit_assert_int(state->board[0][1], ==, 4);
munit_assert_int(state->board[0][2], ==, 0);
munit_assert_int(state->board[0][3], ==, 0);
munit_assert_uint(state->score, ==, 0);
return MUNIT_OK;
}
static MunitResult test_move_returns_false_when_nothing_changes(const MunitParameter params[], void *fixture) {
(void)params;
GameState_t *state = (GameState_t *)fixture;
state->board[0][0] = 2;
state->board[0][1] = 4;
state->board[0][2] = 8;
state->board[0][3] = 16;
munit_assert_false(move(state, LEFT));
munit_assert_uint(state->moves_made, ==, 0);
munit_assert_uint(state->score, ==, 0);
return MUNIT_OK;
}
static MunitResult test_merge_right_simple(const MunitParameter params[], void *fixture) {
(void)params;
GameState_t *state = (GameState_t *)fixture;
state->board[1][2] = 2;
state->board[1][3] = 2;
munit_assert_true(move(state, RIGHT));
munit_assert_int(state->board[1][0], ==, 0);
munit_assert_int(state->board[1][1], ==, 0);
munit_assert_int(state->board[1][2], ==, 0);
munit_assert_int(state->board[1][3], ==, 4);
return MUNIT_OK;
}
static MunitResult test_merge_right_through_gap(const MunitParameter params[], void *fixture) {
(void)params;
GameState_t *state = (GameState_t *)fixture;
state->board[1][1] = 2;
state->board[1][3] = 2;
munit_assert_true(move(state, RIGHT));
munit_assert_int(state->board[1][0], ==, 0);
munit_assert_int(state->board[1][1], ==, 0);
munit_assert_int(state->board[1][2], ==, 0);
munit_assert_int(state->board[1][3], ==, 4);
return MUNIT_OK;
}
static MunitResult test_merge_right_double_pair(const MunitParameter params[], void *fixture) {
(void)params;
GameState_t *state = (GameState_t *)fixture;
state->board[1][0] = 2;
state->board[1][1] = 2;
state->board[1][2] = 4;
state->board[1][3] = 4;
munit_assert_true(move(state, RIGHT));
munit_assert_int(state->board[1][0], ==, 0);
munit_assert_int(state->board[1][1], ==, 0);
munit_assert_int(state->board[1][2], ==, 4);
munit_assert_int(state->board[1][3], ==, 8);
munit_assert_uint(state->score, ==, 12);
return MUNIT_OK;
}
static MunitResult test_merge_right_no_double_merge_single_move(const MunitParameter params[], void *fixture) {
(void)params;
GameState_t *state = (GameState_t *)fixture;
state->board[1][1] = 2;
state->board[1][2] = 2;
state->board[1][3] = 2;
munit_assert_true(move(state, RIGHT));
munit_assert_int(state->board[1][0], ==, 0);
munit_assert_int(state->board[1][1], ==, 0);
munit_assert_int(state->board[1][2], ==, 2);
munit_assert_int(state->board[1][3], ==, 4);
munit_assert_uint(state->score, ==, 4);
return MUNIT_OK;
}
static MunitResult test_merge_up_simple(const MunitParameter params[], void *fixture) {
(void)params;
GameState_t *state = (GameState_t *)fixture;
state->board[0][0] = 2;
state->board[1][0] = 2;
munit_assert_true(move(state, UP));
munit_assert_int(state->board[0][0], ==, 4);
munit_assert_int(state->board[1][0], ==, 0);
munit_assert_int(state->board[2][0], ==, 0);
munit_assert_int(state->board[3][0], ==, 0);
return MUNIT_OK;
}
static MunitResult test_merge_up_through_gap(const MunitParameter params[], void *fixture) {
(void)params;
GameState_t *state = (GameState_t *)fixture;
state->board[0][1] = 2;
state->board[2][1] = 2;
munit_assert_true(move(state, UP));
munit_assert_int(state->board[0][1], ==, 4);
munit_assert_int(state->board[1][1], ==, 0);
munit_assert_int(state->board[2][1], ==, 0);
munit_assert_int(state->board[3][1], ==, 0);
return MUNIT_OK;
}
static MunitResult test_merge_up_double_pair(const MunitParameter params[], void *fixture) {
(void)params;
GameState_t *state = (GameState_t *)fixture;
state->board[0][1] = 2;
state->board[1][1] = 2;
state->board[2][1] = 4;
state->board[3][1] = 4;
munit_assert_true(move(state, UP));
munit_assert_int(state->board[0][1], ==, 4);
munit_assert_int(state->board[1][1], ==, 8);
munit_assert_int(state->board[2][1], ==, 0);
munit_assert_int(state->board[3][1], ==, 0);
munit_assert_uint(state->score, ==, 12);
return MUNIT_OK;
}
static MunitResult test_merge_up_no_double_merge_single_move(const MunitParameter params[], void *fixture) {
(void)params;
GameState_t *state = (GameState_t *)fixture;
state->board[0][1] = 2;
state->board[1][1] = 2;
state->board[2][1] = 2;
munit_assert_true(move(state, UP));
munit_assert_int(state->board[0][1], ==, 4);
munit_assert_int(state->board[1][1], ==, 2);
munit_assert_int(state->board[2][1], ==, 0);
munit_assert_int(state->board[3][1], ==, 0);
munit_assert_uint(state->score, ==, 4);
return MUNIT_OK;
}
static MunitResult test_merge_down_simple(const MunitParameter params[], void *fixture) {
(void)params;
GameState_t *state = (GameState_t *)fixture;
state->board[1][2] = 2;
state->board[2][2] = 2;
munit_assert_true(move(state, DOWN));
munit_assert_int(state->board[0][2], ==, 0);
munit_assert_int(state->board[1][2], ==, 0);
munit_assert_int(state->board[2][2], ==, 0);
munit_assert_int(state->board[3][2], ==, 4);
return MUNIT_OK;
}
static MunitResult test_merge_down_through_gap(const MunitParameter params[], void *fixture) {
(void)params;
GameState_t *state = (GameState_t *)fixture;
state->board[0][2] = 2;
state->board[2][2] = 2;
munit_assert_true(move(state, DOWN));
munit_assert_int(state->board[0][2], ==, 0);
munit_assert_int(state->board[1][2], ==, 0);
munit_assert_int(state->board[2][2], ==, 0);
munit_assert_int(state->board[3][2], ==, 4);
return MUNIT_OK;
}
static MunitResult test_merge_down_double_pair(const MunitParameter params[], void *fixture) {
(void)params;
GameState_t *state = (GameState_t *)fixture;
state->board[0][2] = 2;
state->board[1][2] = 2;
state->board[2][2] = 4;
state->board[3][2] = 4;
munit_assert_true(move(state, DOWN));
munit_assert_int(state->board[0][2], ==, 0);
munit_assert_int(state->board[1][2], ==, 0);
munit_assert_int(state->board[2][2], ==, 4);
munit_assert_int(state->board[3][2], ==, 8);
munit_assert_uint(state->score, ==, 12);
return MUNIT_OK;
}
static MunitResult test_merge_down_no_double_merge_single_move(const MunitParameter params[], void *fixture) {
(void)params;
GameState_t *state = (GameState_t *)fixture;
state->board[1][2] = 2;
state->board[2][2] = 2;
state->board[3][2] = 2;
munit_assert_true(move(state, DOWN));
munit_assert_int(state->board[0][2], ==, 0);
munit_assert_int(state->board[1][2], ==, 0);
munit_assert_int(state->board[2][2], ==, 2);
munit_assert_int(state->board[3][2], ==, 4);
munit_assert_uint(state->score, ==, 4);
return MUNIT_OK;
}
static MunitTest tests[] = {
{(char *)"/merge/left/simple", test_merge_left_simple, test_setup, test_tear_down, MUNIT_TEST_OPTION_NONE, NULL},
{(char *)"/merge/left/through-gap", test_merge_left_through_gap, test_setup, test_tear_down, MUNIT_TEST_OPTION_NONE, NULL},
{(char *)"/merge/left/double-pair", test_merge_left_double_pair, test_setup, test_tear_down, MUNIT_TEST_OPTION_NONE, NULL},
{(char *)"/merge/left/no-double-merge", test_merge_left_no_double_merge_single_move, test_setup, test_tear_down, MUNIT_TEST_OPTION_NONE, NULL},
{(char *)"/merge/left/different-values-no-merge", test_move_left_no_merge_when_different_values, test_setup, test_tear_down, MUNIT_TEST_OPTION_NONE, NULL},
{(char *)"/move/no-change", test_move_returns_false_when_nothing_changes, test_setup, test_tear_down, MUNIT_TEST_OPTION_NONE, NULL},
{(char *)"/merge/right/simple", test_merge_right_simple, test_setup, test_tear_down, MUNIT_TEST_OPTION_NONE, NULL},
{(char *)"/merge/right/through-gap", test_merge_right_through_gap, test_setup, test_tear_down, MUNIT_TEST_OPTION_NONE, NULL},
{(char *)"/merge/right/double-pair", test_merge_right_double_pair, test_setup, test_tear_down, MUNIT_TEST_OPTION_NONE, NULL},
{(char *)"/merge/right/no-double-merge", test_merge_right_no_double_merge_single_move, test_setup, test_tear_down, MUNIT_TEST_OPTION_NONE, NULL},
{(char *)"/merge/up/simple", test_merge_up_simple, test_setup, test_tear_down, MUNIT_TEST_OPTION_NONE, NULL},
{(char *)"/merge/up/through-gap", test_merge_up_through_gap, test_setup, test_tear_down, MUNIT_TEST_OPTION_NONE, NULL},
{(char *)"/merge/up/double-pair", test_merge_up_double_pair, test_setup, test_tear_down, MUNIT_TEST_OPTION_NONE, NULL},
{(char *)"/merge/up/no-double-merge", test_merge_up_no_double_merge_single_move, test_setup, test_tear_down, MUNIT_TEST_OPTION_NONE, NULL},
{(char *)"/merge/down/simple", test_merge_down_simple, test_setup, test_tear_down, MUNIT_TEST_OPTION_NONE, NULL},
{(char *)"/merge/down/through-gap", test_merge_down_through_gap, test_setup, test_tear_down, MUNIT_TEST_OPTION_NONE, NULL},
{(char *)"/merge/down/double-pair", test_merge_down_double_pair, test_setup, test_tear_down, MUNIT_TEST_OPTION_NONE, NULL},
{(char *)"/merge/down/no-double-merge", test_merge_down_no_double_merge_single_move, test_setup, test_tear_down, MUNIT_TEST_OPTION_NONE, NULL},
{NULL, NULL, NULL, NULL, MUNIT_TEST_OPTION_NONE, NULL}};
static const MunitSuite suite = {
(char *)"",
tests,
NULL,
1,
MUNIT_SUITE_OPTION_NONE,
};
int main(int argc, char *argv[MUNIT_ARRAY_PARAM(argc + 1)]) {
return munit_suite_main(&suite, NULL, argc, argv);
}
Executable
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+163 -20
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@@ -5,10 +5,74 @@
#include <stdbool.h>
#include <stdio.h>
const Color tile_colors[] = {
LIGHTGRAY, // 0 - Empty
BEIGE, // 2
GOLD, // 4
ORANGE, // 8
ORANGE, // 16
RED, // 32
MAROON, // 64
YELLOW, // 128
GOLD, // 256
ORANGE, // 512
RED, // 1024
MAROON, // 2048
PINK, // 4096
MAGENTA, // 8192
};
static bool is_dragging;
static Vector2 drag_start_pos;
static bool is_animating;
// If there isn't a tile to animate then store it as {-1,-1}
static Vector2 new_tile = {-1, 1};
static float new_tile_animation_progress;
typedef struct {
Vector2 from;
Vector2 to;
// We need to store this to know when to (show the) merge, if merging
Vector2 position;
int value;
} animated_tile_t;
static animated_tile_t animated_tiles[BOARD_WIDTH * BOARD_HEIGHT];
// Common logic shared between both input handlers
static void after_input(GameState_t *game_state) {
spawn_tile(game_state, &new_tile);
if (!can_move(game_state)) {
is_animating = false; // No more moves, so we won't be animating anymore
game_state->status = LOST;
} else {
// We moved, merged or spawned a tile, so we will be animating
is_animating = true;
// TODO: Allow for infinite play
for (int y = 0; y < BOARD_HEIGHT; y++) {
for (int x = 0; x < BOARD_WIDTH; x++) {
if (game_state->board[y][x] == 2048) {
game_state->status = WON;
return;
}
}
}
}
FILE *f = fopen("save.dat", "wb");
if (f) {
fwrite(game_state, sizeof(GameState_t), 1, f);
fclose(f);
}
}
void handle_mouse_input(GameState_t *game_state) {
// Don't allow any input while animating so we stay in sync
if (is_animating)
return;
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) {
drag_start_pos = GetMousePosition();
@@ -51,27 +115,106 @@ void handle_mouse_input(GameState_t *game_state) {
move(game_state, UP);
}
}
if (!spawn_tile(game_state) && !can_move(game_state)) {
game_state->status = LOST;
return;
}
// TODO: Allow for infinite play
for (int y = 0; y < BOARD_HEIGHT; y++) {
for (int x = 0; x < BOARD_WIDTH; x++) {
if (game_state->board[y][x] == 2048) {
game_state->status = WON;
return;
}
}
}
FILE *f = fopen("save.dat", "wb");
if (f) {
fwrite(game_state, sizeof(GameState_t), 1, f);
fclose(f);
}
after_input(game_state);
}
is_dragging = false;
}
}
void handle_keyboard_input(GameState_t *game_state) {
if (IsKeyReleased(KEY_R) || (game_state->status != PLAYING && IsKeyReleased(KEY_ENTER))) {
reset_board(game_state);
}
bool moved = false;
if (IsKeyReleased(KEY_UP)) {
moved = move(game_state, UP);
} else if (IsKeyReleased(KEY_DOWN)) {
moved = move(game_state, DOWN);
} else if (IsKeyReleased(KEY_LEFT)) {
moved = move(game_state, LEFT);
} else if (IsKeyReleased(KEY_RIGHT)) {
moved = move(game_state, RIGHT);
}
if (moved) {
after_input(game_state);
}
}
static void animate_new_tile() {
if (new_tile.x == -1 && new_tile.y == -1)
return;
new_tile_animation_progress += GetFrameTime() * 5;
if (new_tile_animation_progress >= 1.0f) {
new_tile_animation_progress = 0.0f;
new_tile = (Vector2){-1, -1}; // Reset after animation completes
is_animating = false;
}
}
// Main render loop, responsible ONLY for redering
bool render(GameState_t *game_state) {
if (is_animating) {
animate_new_tile();
}
for (int y = 0; y < BOARD_HEIGHT; y++) {
for (int x = 0; x < BOARD_WIDTH; 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 ((size_t)color_index >= sizeof(tile_colors) / sizeof(tile_colors[0])) {
color_index = sizeof(tile_colors) / sizeof(tile_colors[0]) - 1; // Cap to the last color
}
if (is_animating && new_tile.x == x && new_tile.y == y) {
float scale = 1.0 - 0.2 * sin(new_tile_animation_progress * PI);
int scaled_size = (int)(TILE_SIZE * scale);
int offset = (TILE_SIZE - scaled_size) / 2;
DrawRectangle(pos_x + offset, pos_y + offset, scaled_size, scaled_size, tile_colors[color_index]);
} else {
DrawRectangle(pos_x, pos_y, TILE_SIZE, TILE_SIZE, tile_colors[color_index]);
}
if (tile_value != 0) {
const char *text = TextFormat("%d", tile_value);
DrawText(text, pos_x + TILE_SIZE / 2 - MeasureText(text, 20) / 2, pos_y + TILE_SIZE / 2 - 10, 20, BLACK);
}
}
}
DrawText(TextFormat("Score: %d", game_state->score), WINDOW_HEIGHT, BOARD_MARGIN, 20, BLACK);
DrawText(TextFormat("Moves used: %d", game_state->moves_made), WINDOW_HEIGHT, BOARD_MARGIN + 20, 20, BLACK);
DrawText("By Piotr Kozak", WINDOW_WIDTH - MeasureText("By Piotr Kozak", 16) - 10, WINDOW_HEIGHT - 24, 16, GRAY);
if (game_state->status == PLAYING) {
DrawText("Drag with the mouse to move tiles", 400 - MeasureText("Drag with the mouse to move tiles", 20) / 2,
WINDOW_HEIGHT - 40, 20, GRAY);
// Reset button
DrawRectangle(500, 455, 275, 24, RED);
DrawText("Reset", 500 + 275 / 2 - MeasureText("Reset", 20) / 2, 455 + 4, 20, WHITE);
} else {
Color overlay = Fade(BLACK, 0.7f);
DrawRectangle(0, 0, WINDOW_WIDTH, 700, overlay);
if (game_state->status == WON) {
DrawText("You win!", 400 - MeasureText("You win!", 40) / 2, 250, 40, GREEN);
} else if (game_state->status == LOST) {
DrawText("Game over!", 400 - MeasureText("Game over!", 40) / 2, 250, 40, RED);
}
// Draw the scores under the win/loss message
DrawText(TextFormat("Score: %d", game_state->score),
400 - MeasureText(TextFormat("Score: %d", game_state->score), 20) / 2, 290, 20, WHITE);
DrawText(TextFormat("Moves used: %d", game_state->moves_made),
400 - MeasureText(TextFormat("Moves used: %d", game_state->moves_made), 20) / 2, 310, 20, WHITE);
DrawRectangle(400 - 100, 450, 200, 40, RED);
DrawText("Try again", 400 - MeasureText("Try again", 20) / 2, 455 + 4, 20, WHITE);
}
return is_animating;
}
+2
View File
@@ -9,4 +9,6 @@
#define WINDOW_WIDTH 800
#define WINDOW_HEIGHT 600
bool render(GameState_t *game_state);
void handle_mouse_input(GameState_t *game_state);
void handle_keyboard_input(GameState_t *game_state);