#include "ui.h" #include "game.h" #include #include #include #include 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 }; static bool is_dragging; static Vector2 drag_start_pos; static bool is_animating; // Common logic shared between both input handlers static void after_input(GameState_t *game_state) { if (!spawn_tile(game_state) && !can_move(game_state)) { game_state->status = LOST; return; } // We moved, merged or spawned a tile, so we will be animating is_animating = true; // 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); } } void handle_mouse_input(GameState_t *game_state) { // Don't allow any input while animating so we stay in sync if (is_animating) return; 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); } } after_input(game_state); } is_dragging = false; } } void handle_keyboard_input(GameState_t *game_state) { if (IsKeyReleased(KEY_R) || (game_state->status != PLAYING && IsKeyReleased(KEY_ENTER))) { reset_board(game_state); } if (IsKeyReleased(KEY_UP)) { move(game_state, UP); } else if (IsKeyReleased(KEY_DOWN)) { move(game_state, DOWN); } else if (IsKeyReleased(KEY_LEFT)) { move(game_state, LEFT); } else if (IsKeyReleased(KEY_RIGHT)) { move(game_state, RIGHT); } else { return; } after_input(game_state); } // Main render loop, responsible ONLY for redering void render(GameState_t *game_state) { for (int y = 0; y < BOARD_HEIGHT; y++) { for (int x = 0; x < BOARD_WIDTH; x++) { int tile_value = game_state->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); if ((size_t)color_index >= sizeof(tile_colors) / sizeof(tile_colors[0])) { color_index = sizeof(tile_colors) / sizeof(tile_colors[0]) - 1; // Cap to the last color } 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", 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); 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); } }