#include "game.h" #include #include // 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 merged[BOARD_HEIGHT][BOARD_WIDTH] = {0}; bool moved = false; switch (direction) { case UP: { for (int y = 1; y < BOARD_HEIGHT; y++) { for (int x = 0; x < BOARD_WIDTH; x++) { if (state->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 (state->board[py][x] == 0) { target_y = py; } else if (state->board[py][x] == state->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 (state->board[target_y][x] == 0) { state->board[target_y][x] = state->board[y][x]; state->board[y][x] = 0; } else if (state->board[target_y][x] == state->board[y][x]) { merged[target_y][x] = true; state->board[target_y][x] *= 2; state->board[y][x] = 0; state->score += state->board[target_y][x]; } moved = true; } } break; } case DOWN: { for (int y = BOARD_HEIGHT - 1; y >= 0; y--) { for (int x = 0; x < BOARD_WIDTH; x++) { if (state->board[y][x] == 0) continue; int target_y = y; for (int py = y + 1; py < BOARD_HEIGHT; py++) { if (state->board[py][x] == 0) { target_y = py; } else if (state->board[py][x] == state->board[y][x] && !merged[py][x]) { target_y = py; break; } else { break; } } if (target_y == y) continue; if (state->board[target_y][x] == 0) { state->board[target_y][x] = state->board[y][x]; state->board[y][x] = 0; } else if (state->board[target_y][x] == state->board[y][x]) { merged[target_y][x] = true; state->board[target_y][x] *= 2; state->board[y][x] = 0; state->score += state->board[target_y][x]; } moved = true; } } break; } case LEFT: { for (int y = 0; y < BOARD_HEIGHT; y++) { for (int x = 1; x < BOARD_WIDTH; x++) { if (state->board[y][x] == 0) continue; int target_x = x; for (int px = x - 1; px >= 0; px--) { if (state->board[y][px] == 0) { target_x = px; } else if (state->board[y][px] == state->board[y][x] && !merged[y][px]) { target_x = px; break; } else { break; } } if (target_x == x) continue; if (state->board[y][target_x] == 0) { state->board[y][target_x] = state->board[y][x]; state->board[y][x] = 0; } else if (state->board[y][target_x] == state->board[y][x]) { merged[y][target_x] = true; state->board[y][target_x] *= 2; state->board[y][x] = 0; state->score += state->board[y][target_x]; } moved = true; } } break; } case RIGHT: { for (int y = 0; y < BOARD_HEIGHT; y++) { for (int x = BOARD_WIDTH - 1; x >= 0; x--) { if (state->board[y][x] == 0) continue; int target_x = x; for (int px = x + 1; px < BOARD_WIDTH; px++) { if (state->board[y][px] == 0) { target_x = px; } else if (state->board[y][px] == state->board[y][x] && !merged[y][px]) { target_x = px; break; } else { break; } } if (target_x == x) continue; if (state->board[y][target_x] == 0) { state->board[y][target_x] = state->board[y][x]; state->board[y][x] = 0; } else if (state->board[y][target_x] == state->board[y][x]) { merged[y][target_x] = true; state->board[y][target_x] *= 2; state->board[y][x] = 0; state->score += state->board[y][target_x]; } moved = true; } } break; } } if (moved) state->moves_made++; } void reset_board(GameState_t *state) { 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) { int y = rand() % BOARD_HEIGHT; int x = rand() % BOARD_WIDTH; if (state->board[y][x] != 0) continue; state->board[y][x] = (rand() % 10 == 0) ? 4 : 2; // 10% chance to spawn a 4 tile_count++; } } bool spawn_tile(GameState_t *state) { 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 (state->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]; 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; }