#include #include #include #include #define BOARD_WIDTH 4 #define BOARD_HEIGHT 4 #define STARTING_TILES 3 const char* tile_colors[] = { "\033[0m", // 0 - Reset/default (empty tile) "\033[48;5;230m", // 2 - Light beige "\033[48;5;223m", // 4 - Tan "\033[48;5;216m", // 8 - Orange-ish "\033[48;5;209m", // 16 - Light orange "\033[48;5;208m", // 32 - Orange "\033[48;5;202m", // 64 - Dark orange "\033[48;5;226m", // 128 - Yellow "\033[48;5;220m", // 256 - Gold "\033[48;5;214m", // 512 - Orange-gold "\033[48;5;208m", // 1024 - Bright orange "\033[48;5;202m", // 2048 - Red-orange "\033[48;5;196m", // 4096 - Red "\033[48;5;160m", // 8192 - Dark red }; typedef enum { UP = 0, DOWN, LEFT, RIGHT } MOVE_DIRECTION; static int board[BOARD_HEIGHT][BOARD_WIDTH] = {0}; void print_board() { for (int y = 0; y < BOARD_HEIGHT; y++) { for (int x = 0; x < BOARD_WIDTH; x++) { printf("%s%d ", tile_colors[board[y][x]], board[y][x]); } printf("\n"); } printf("\033[0m"); // Reset color } // 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 // TODO: Add a guard agains double merge! // 2 2 0 4 => 8 0 0 0 which is incorrect and should be 4 4 0 0 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; } } } 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; } } } 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; } } } 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; } } } break; } } } 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; } 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++; } printf("2048 machen\n"); print_board(); move(UP); printf("After move up:\n"); print_board(); printf("After spawning a tile:\n"); spawn_tile(); print_board(); move(DOWN); printf("After move down:\n"); print_board(); spawn_tile(); printf("After spawning a tile:\n"); print_board(); move(LEFT); printf("After move left:\n"); print_board(); spawn_tile(); printf("After spawning a tile:\n"); print_board(); move(RIGHT); printf("After move right:\n"); print_board(); return 0; }