#include "raylib.h" #include #include #include #include #define BOARD_WIDTH 4 #define BOARD_HEIGHT 4 #define STARTING_TILES 3 #define TILE_SIZE 100 #define TILE_SPACING 10 #define BOARD_MARGIN 50 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 }; typedef enum { UP = 0, DOWN, LEFT, RIGHT } MOVE_DIRECTION; static int board[BOARD_HEIGHT][BOARD_WIDTH] = {0}; bool is_dragging = false; Vector2 drag_start_pos = {0, 0}; int score = 0; int moves_made = 0; // 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(MOVE_DIRECTION direction) { bool merged[BOARD_HEIGHT][BOARD_WIDTH] = {0}; 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] && !merged[py][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]) { merged[target_y][x] = true; board[target_y][x] *= 2; board[y][x] = 0; score += board[target_y][x]; } } } 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] && !merged[py][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]) { merged[target_y][x] = true; board[target_y][x] *= 2; board[y][x] = 0; score += board[target_y][x]; } } } 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] && !merged[y][px]) { 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]) { merged[y][target_x] = true; board[y][target_x] *= 2; board[y][x] = 0; score += board[y][target_x]; } } } 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] && !merged[y][px]) { 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]) { merged[y][target_x] = true; board[y][target_x] *= 2; board[y][x] = 0; score += board[y][target_x]; } } } break; } } moves_made++; } 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; } void handle_mouse_input() { 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 button for (int y = 0; y < BOARD_HEIGHT; y++) { for (int x = 0; x < BOARD_WIDTH; x++) { board[y][x] = 0; } } score = 0; moves_made = 0; spawn_tile(); spawn_tile(); spawn_tile(); 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(RIGHT); } else { move(LEFT); } } else { if (dy > 0) { move(DOWN); } else { move(UP); } } spawn_tile(); } is_dragging = false; } } 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++; } InitWindow(800, 600, "2048"); SetTargetFPS(30); // So my laptop doesn't burn while (!WindowShouldClose()) { ClearBackground(RAYWHITE); BeginDrawing(); for (int y = 0; y < BOARD_HEIGHT; y++) { for (int x = 0; x < BOARD_WIDTH; x++) { int tile_value = 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); 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", score), 600, BOARD_MARGIN, 20, BLACK); DrawText(TextFormat("Moves used: %d", moves_made), 600, 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); EndDrawing(); handle_mouse_input(); } CloseWindow(); return 0; }