Compare commits
2 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 3232e4f44f | |||
| a47c6bd0b0 |
@@ -1,10 +1,12 @@
|
|||||||
#include "game.h"
|
#include "game.h"
|
||||||
|
#include <raylib.h>
|
||||||
|
#include <stdbool.h>
|
||||||
#include <stdlib.h>
|
#include <stdlib.h>
|
||||||
#include <string.h>
|
#include <string.h>
|
||||||
|
|
||||||
// Depending on the direction, move the tiles and check if we can merge with the
|
// 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
|
// 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 merged[BOARD_HEIGHT][BOARD_WIDTH] = {0};
|
||||||
bool moved = false;
|
bool moved = false;
|
||||||
switch (direction) {
|
switch (direction) {
|
||||||
@@ -158,6 +160,8 @@ void move(GameState_t *state, move_direction_t direction) {
|
|||||||
}
|
}
|
||||||
if (moved)
|
if (moved)
|
||||||
state->moves_made++;
|
state->moves_made++;
|
||||||
|
|
||||||
|
return moved;
|
||||||
}
|
}
|
||||||
|
|
||||||
void reset_board(GameState_t *state) {
|
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_tiles[BOARD_WIDTH * BOARD_HEIGHT][2];
|
||||||
int empty_count = 0;
|
int empty_count = 0;
|
||||||
|
|
||||||
@@ -198,13 +202,17 @@ bool spawn_tile(GameState_t *state) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
if (empty_count == 0)
|
if (empty_count == 0)
|
||||||
return false;
|
return;
|
||||||
|
|
||||||
int random_index = rand() % empty_count;
|
int random_index = rand() % empty_count;
|
||||||
int spawn_y = empty_tiles[random_index][0];
|
int spawn_y = empty_tiles[random_index][0];
|
||||||
int spawn_x = empty_tiles[random_index][1];
|
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
|
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
|
// This function will only run, if every tile is filled (checked by `spawn_tile`). We can take advantage of that and
|
||||||
|
|||||||
@@ -16,7 +16,7 @@ typedef struct {
|
|||||||
unsigned int moves_made;
|
unsigned int moves_made;
|
||||||
} GameState_t;
|
} 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);
|
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);
|
bool can_move(GameState_t *state);
|
||||||
|
|||||||
@@ -8,23 +8,6 @@
|
|||||||
#include "game.h"
|
#include "game.h"
|
||||||
#include "ui.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;
|
static GameState_t game_state;
|
||||||
|
|
||||||
int main() {
|
int main() {
|
||||||
@@ -47,58 +30,10 @@ int main() {
|
|||||||
while (!WindowShouldClose()) {
|
while (!WindowShouldClose()) {
|
||||||
ClearBackground(RAYWHITE);
|
ClearBackground(RAYWHITE);
|
||||||
BeginDrawing();
|
BeginDrawing();
|
||||||
|
render(&game_state);
|
||||||
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
|
|
||||||
}
|
|
||||||
|
|
||||||
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);
|
|
||||||
} 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);
|
|
||||||
}
|
|
||||||
|
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
handle_mouse_input(&game_state);
|
handle_mouse_input(&game_state);
|
||||||
|
handle_keyboard_input(&game_state);
|
||||||
}
|
}
|
||||||
CloseWindow();
|
CloseWindow();
|
||||||
return 0;
|
return 0;
|
||||||
|
|||||||
@@ -5,10 +5,64 @@
|
|||||||
#include <stdbool.h>
|
#include <stdbool.h>
|
||||||
#include <stdio.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 bool is_dragging;
|
||||||
static Vector2 drag_start_pos;
|
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;
|
||||||
|
|
||||||
|
// 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) {
|
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)) {
|
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) {
|
||||||
drag_start_pos = GetMousePosition();
|
drag_start_pos = GetMousePosition();
|
||||||
|
|
||||||
@@ -51,27 +105,106 @@ void handle_mouse_input(GameState_t *game_state) {
|
|||||||
move(game_state, UP);
|
move(game_state, UP);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if (!spawn_tile(game_state) && !can_move(game_state)) {
|
after_input(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);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
is_dragging = false;
|
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);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void animate_new_tile() {
|
||||||
|
if (new_tile.x == -1 && new_tile.y == -1)
|
||||||
|
return;
|
||||||
|
|
||||||
|
// Simple pop-in animation that scales the tile from 0 to full size
|
||||||
|
new_tile_animation_progress += GetFrameTime() * 5; // Adjust speed as needed
|
||||||
|
if (new_tile_animation_progress >= 1.0f) {
|
||||||
|
new_tile_animation_progress = 0.3f;
|
||||||
|
new_tile = (Vector2){-1, -1}; // Reset after animation completes
|
||||||
|
is_animating = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Main render loop, responsible ONLY for redering
|
||||||
|
void 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 = new_tile_animation_progress; // Scale from 0 to 1
|
||||||
|
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);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|||||||
@@ -9,4 +9,6 @@
|
|||||||
#define WINDOW_WIDTH 800
|
#define WINDOW_WIDTH 800
|
||||||
#define WINDOW_HEIGHT 600
|
#define WINDOW_HEIGHT 600
|
||||||
|
|
||||||
|
void render(GameState_t *game_state);
|
||||||
void handle_mouse_input(GameState_t *game_state);
|
void handle_mouse_input(GameState_t *game_state);
|
||||||
|
void handle_keyboard_input(GameState_t *game_state);
|
||||||
|
|||||||
Reference in New Issue
Block a user