Files
2048/main.c
T
SnailMan fac6318f1f Game core prototype
Manged to get the moves and tile spawns. Double merge block to be implemented.
2026-03-05 22:19:48 +01:00

230 lines
5.7 KiB
C

#include <stdbool.h>
#include <stdio.h>
#include <stdlib.h>
#include <time.h>
#define BOARD_WIDTH 4
#define BOARD_HEIGHT 4
#define STARTING_TILES 3
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("%d ", board[y][x]);
}
printf("\n");
}
}
// 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) {
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]) {
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]) {
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]) {
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]) {
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]) {
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]) {
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]) {
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]) {
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;
}