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2 Commits

6 changed files with 119 additions and 26 deletions
+1
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@@ -1 +1,2 @@
main
save.dat
+34 -8
View File
@@ -1,10 +1,12 @@
#include "game.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 direction) {
void move(GameState_t *state, move_direction_t direction) {
bool merged[BOARD_HEIGHT][BOARD_WIDTH] = {0};
bool moved = false;
switch (direction) {
case UP: {
for (int y = 1; y < BOARD_HEIGHT; y++) {
@@ -43,6 +45,7 @@ void move(GameState_t *state, MOVE_DIRECTION direction) {
state->board[y][x] = 0;
state->score += state->board[target_y][x];
}
moved = true;
}
}
break;
@@ -77,6 +80,7 @@ void move(GameState_t *state, MOVE_DIRECTION direction) {
state->board[y][x] = 0;
state->score += state->board[target_y][x];
}
moved = true;
}
}
break;
@@ -111,6 +115,7 @@ void move(GameState_t *state, MOVE_DIRECTION direction) {
state->board[y][x] = 0;
state->score += state->board[y][target_x];
}
moved = true;
}
}
break;
@@ -145,22 +150,21 @@ void move(GameState_t *state, MOVE_DIRECTION direction) {
state->board[y][x] = 0;
state->score += state->board[y][target_x];
}
moved = true;
}
}
break;
}
}
state->moves_made++;
if (moved)
state->moves_made++;
}
void reset_board(GameState_t *state) {
for (int y = 0; y < BOARD_HEIGHT; y++) {
for (int x = 0; x < BOARD_WIDTH; x++) {
state->board[y][x] = 0;
}
}
memset(state->board, 0, sizeof(state->board));
state->score = 0;
state->moves_made = 0;
state->status = PLAYING;
int tile_count = 0;
while (tile_count != STARTING_TILES) {
@@ -172,6 +176,11 @@ void reset_board(GameState_t *state) {
state->board[y][x] = (rand() % 10 == 0) ? 4 : 2; // 10% chance to spawn a 4
tile_count++;
}
FILE *f = fopen("save.dat", "wb");
if (f) {
fwrite(state, sizeof(GameState_t), 1, f);
fclose(f);
}
}
bool spawn_tile(GameState_t *state) {
@@ -196,4 +205,21 @@ bool spawn_tile(GameState_t *state) {
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;
}
}
// This function will only run, if every tile is filled (checked by `spawn_tile`). We can take advantage of that and
// just check every neighboring cell for equal values for merging
bool can_move(GameState_t *state) {
for (int y = 0; y < BOARD_HEIGHT; y++) {
for (int x = 0; x < BOARD_WIDTH; x++) {
if (state->board[y][x] == 0)
return true;
if (x < BOARD_WIDTH - 1 && state->board[y][x] == state->board[y][x + 1])
return true;
if (y < BOARD_HEIGHT - 1 && state->board[y][x] == state->board[y + 1][x])
return true;
}
}
return false;
}
+10 -7
View File
@@ -1,19 +1,22 @@
#pragma once
#include <raylib.h>
#include <stdio.h>
#define BOARD_WIDTH 4
#define BOARD_HEIGHT 4
#define STARTING_TILES 3
typedef enum { UP = 0, DOWN, LEFT, RIGHT } MOVE_DIRECTION;
typedef enum { UP, DOWN, LEFT, RIGHT } move_direction_t;
typedef enum { PLAYING, WON, LOST } game_status_t;
typedef struct{
int board[BOARD_HEIGHT][BOARD_WIDTH];
int score;
int moves_made;
typedef struct {
unsigned int board[BOARD_HEIGHT][BOARD_WIDTH];
game_status_t status;
unsigned int score;
unsigned int moves_made;
} GameState_t;
void move(GameState_t *state, MOVE_DIRECTION direction);
void move(GameState_t *state, move_direction_t direction);
void reset_board(GameState_t *state);
bool spawn_tile(GameState_t *state);
bool can_move(GameState_t *state);
+36 -6
View File
@@ -1,6 +1,7 @@
#include "raylib.h"
#include <math.h>
#include <stdbool.h>
#include <stdio.h>
#include <stdlib.h>
#include <time.h>
@@ -30,8 +31,14 @@ int main() {
srand(time(NULL));
reset_board(&game_state);
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);
fclose(game_file);
}
InitWindow(800, 600, "2048");
InitWindow(WINDOW_WIDTH, WINDOW_HEIGHT, "2048");
SetTargetFPS(30); // So my laptop doesn't burn
while (!WindowShouldClose()) {
@@ -57,12 +64,35 @@ int main() {
}
}
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);
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);
// Reset button
DrawRectangle(500, 455, 275, 24, RED);
DrawText("Reset", 500 + 275 / 2 - MeasureText("Reset", 20) / 2, 455 + 4, 20, WHITE);
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();
handle_mouse_input(&game_state);
+35 -5
View File
@@ -3,6 +3,7 @@
#include <math.h>
#include <raylib.h>
#include <stdbool.h>
#include <stdio.h>
static bool is_dragging;
static Vector2 drag_start_pos;
@@ -10,12 +11,23 @@ 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;
// Check for the normal reset button
if (game_state->status == PLAYING) {
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;
}
} else {
// Check for the "Play again" button
if (drag_start_pos.x >= 300 && drag_start_pos.x <= 500 && drag_start_pos.y >= 450 && drag_start_pos.y <= 490) {
reset_board(game_state);
return;
}
}
is_dragging = true;
if (game_state->status == PLAYING)
is_dragging = true;
} else if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON) && is_dragging) {
Vector2 current_pos = GetMousePosition();
@@ -39,7 +51,25 @@ void handle_mouse_input(GameState_t *game_state) {
move(game_state, UP);
}
}
spawn_tile(game_state);
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);
}
}
is_dragging = false;
+3
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@@ -6,4 +6,7 @@
#define TILE_SPACING 10
#define BOARD_MARGIN 50
#define WINDOW_WIDTH 800
#define WINDOW_HEIGHT 600
void handle_mouse_input(GameState_t *game_state);