Files
2026-05-26 13:38:15 +02:00

221 lines
6.8 KiB
C

#include "ui.h"
#include "game.h"
#include <math.h>
#include <raylib.h>
#include <stdbool.h>
#include <stdio.h>
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;
// If there isn't a tile to animate then store it as {-1,-1}
static Vector2 new_tile = {-1, 1};
static float new_tile_animation_progress;
typedef struct {
Vector2 from;
Vector2 to;
// We need to store this to know when to (show the) merge, if merging
Vector2 position;
int value;
} animated_tile_t;
static animated_tile_t animated_tiles[BOARD_WIDTH * BOARD_HEIGHT];
// Common logic shared between both input handlers
static void after_input(GameState_t *game_state) {
spawn_tile(game_state, &new_tile);
if (!can_move(game_state)) {
is_animating = false; // No more moves, so we won't be animating anymore
game_state->status = LOST;
} else {
// 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);
}
bool moved = false;
if (IsKeyReleased(KEY_UP)) {
moved = move(game_state, UP);
} else if (IsKeyReleased(KEY_DOWN)) {
moved = move(game_state, DOWN);
} else if (IsKeyReleased(KEY_LEFT)) {
moved = move(game_state, LEFT);
} else if (IsKeyReleased(KEY_RIGHT)) {
moved = move(game_state, RIGHT);
}
if (moved) {
after_input(game_state);
}
}
static void animate_new_tile() {
if (new_tile.x == -1 && new_tile.y == -1)
return;
new_tile_animation_progress += GetFrameTime() * 5;
if (new_tile_animation_progress >= 1.0f) {
new_tile_animation_progress = 0.0f;
new_tile = (Vector2){-1, -1}; // Reset after animation completes
is_animating = false;
}
}
// Main render loop, responsible ONLY for redering
bool render(GameState_t *game_state) {
if (is_animating) {
animate_new_tile();
}
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
}
if (is_animating && new_tile.x == x && new_tile.y == y) {
float scale = 1.0 - 0.2 * sin(new_tile_animation_progress * PI);
int scaled_size = (int)(TILE_SIZE * scale);
int offset = (TILE_SIZE - scaled_size) / 2;
DrawRectangle(pos_x + offset, pos_y + offset, scaled_size, scaled_size, tile_colors[color_index]);
} else {
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);
DrawText("By Piotr Kozak", WINDOW_WIDTH - MeasureText("By Piotr Kozak", 16) - 10, WINDOW_HEIGHT - 24, 16, GRAY);
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);
}
return is_animating;
}