#include "ui.h" #include "game.h" #include #include #include static bool is_dragging; static Vector2 drag_start_pos; void handle_mouse_input(GameState_t *game_state) { if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) { drag_start_pos = GetMousePosition(); // 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; } } if (game_state->status == PLAYING) 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(game_state, RIGHT); } else { move(game_state, LEFT); } } else { if (dy > 0) { move(game_state, DOWN); } else { 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; } } } } is_dragging = false; } }