tile merging and fixed game logic

This commit is contained in:
2023-12-15 08:41:07 +02:00
parent 9620e12681
commit 788109eccd
2 changed files with 242 additions and 143 deletions
+238 -143
View File
@@ -7,12 +7,20 @@
#include "timer.h"
#include "zephr.h"
#define ANIM_SPEED 3.0f
#define ANIM_SPEED 2.0f
// TODO: configurable color palette
// TODO: particles when merging tiles
Game game = {0};
const u8 neighbors[4][2] = {
{-1, 0}, // left
{1, 0}, // right
{0, -1}, // up
{0, 1}, // down
};
///////////////////////////////////
//
//
@@ -32,6 +40,17 @@ void print_board() {
}
}
void print_merge_status() {
printf("Merge Board:\n");
for (int i = 0; i < 4; i++) {
printf(" ");
for (int j = 0; j < 4; j++) {
printf("%d ", game.board[i][j].merged);
}
printf("\n");
}
}
void print_new_board() {
printf("New Board:\n");
for (int i = 0; i < 4; i++) {
@@ -127,7 +146,7 @@ void draw_board() {
set_width_constraint(&board_con, 1, UI_CONSTRAINT_ASPECT_RATIO);
draw_quad(&board_con, ColorRGBA(140, 154, 147, 255), 8, ALIGN_CENTER);
// tiles
// empty tiles
const float tile_padding = board_con.width * 0.02f;
const float tile_height = board_con.height * 0.225f;
@@ -144,6 +163,7 @@ void draw_board() {
}
}
// filled tiles
UIConstraints tile_con = {0};
set_parent_constraint(&tile_con, &board_con);
set_height_constraint(&tile_con, tile_height, UI_CONSTRAINT_FIXED);
@@ -170,6 +190,18 @@ void draw_board() {
}
}
}
// score
char score[16];
sprintf(score, "%d", game.score);
set_parent_constraint(&text_con, NULL);
set_x_constraint(&text_con, 0.05f, UI_CONSTRAINT_RELATIVE);
set_y_constraint(&text_con, 0.8f, UI_CONSTRAINT_RELATIVE);
draw_text("Score", 40, text_con, COLOR_BLACK, ALIGN_TOP_LEFT);
set_x_constraint(&text_con, 0.15f, UI_CONSTRAINT_RELATIVE);
draw_text(score, 40, text_con, COLOR_BLACK, ALIGN_TOP_LEFT);
}
///////////////////////////////////
@@ -180,7 +212,6 @@ void draw_board() {
//
///////////////////////////////////
// TODO: merging tiles still needs to be done, along with its animation
void move_right() {
if (game.animating) return;
game.last_move_dir = MOVE_DIR_RIGHT;
@@ -193,22 +224,21 @@ void move_right() {
u8 tiles_to_move = 0;
u8 x = j;
printf("tile: %d,%d\n", i, j);
Tile *src = &game.board[i][j];
do {
x++;
// next tile is empty so we can move there
if (game.board[i][x].new_value == 0) {
printf("can move. empty\n");
tiles_to_move++;
continue;
}
// next tile has the same value so we can merge and move
if (game.board[i][x].new_value == game.board[i][j].new_value) {
printf("can move. merge\n");
if (game.board[i][x].new_value == src->new_value && !game.board[i][x].merged) {
tiles_to_move++;
game.board[i][x].merged = true;
break;
} else {
// next tile has a different value so we can't move there
@@ -217,13 +247,16 @@ void move_right() {
}
} while (x < 3);
printf("tiles to move: %d\n", tiles_to_move);
game.board[i][j].tiles_to_move = tiles_to_move;
src->tiles_to_move = tiles_to_move;
if (tiles_to_move > 0) {
game.board[i][x].new_value = game.board[i][j].value;
game.board[i][j].new_value = 0;
if (game.board[i][x].merged) {
game.board[i][x].new_value *= 2;
game.score += game.board[i][x].new_value;
} else {
game.board[i][x].new_value = src->new_value;
}
src->new_value = 0;
game.animating = true;
}
}
@@ -242,6 +275,8 @@ void move_left() {
u8 tiles_to_move = 0;
u8 x = j;
Tile *src = &game.board[i][j];
do {
x--;
@@ -252,8 +287,9 @@ void move_left() {
}
// next tile has the same value so we can merge and move
if (game.board[i][x].new_value == game.board[i][j].new_value) {
if (game.board[i][x].new_value == src->new_value && !game.board[i][x].merged) {
tiles_to_move++;
game.board[i][x].merged = true;
break;
} else {
// next tile has a different value so we can't move there
@@ -262,15 +298,21 @@ void move_left() {
}
} while (x > 0);
game.board[i][j].tiles_to_move = tiles_to_move;
src->tiles_to_move = tiles_to_move;
if (tiles_to_move > 0) {
game.board[i][x].new_value = game.board[i][j].value;
game.board[i][j].new_value = 0;
if (game.board[i][x].merged) {
game.board[i][x].new_value *= 2;
game.score += game.board[i][x].new_value;
} else {
game.board[i][x].new_value = src->new_value;
}
src->new_value = 0;
game.animating = true;
}
}
}
}
void move_down() {
@@ -285,6 +327,8 @@ void move_down() {
u8 tiles_to_move = 0;
u8 y = i;
Tile *src = &game.board[i][j];
do {
y++;
@@ -293,8 +337,9 @@ void move_down() {
continue;
}
if (game.board[y][j].new_value == game.board[i][j].new_value) {
if (game.board[y][j].new_value == src->new_value && !game.board[y][j].merged) {
tiles_to_move++;
game.board[y][j].merged = true;
break;
} else {
y--;
@@ -302,11 +347,16 @@ void move_down() {
}
} while (y < 3);
game.board[i][j].tiles_to_move = tiles_to_move;
src->tiles_to_move = tiles_to_move;
if (tiles_to_move > 0) {
game.board[y][j].new_value = game.board[i][j].value;
game.board[i][j].new_value = 0;
if (game.board[y][j].merged) {
game.board[y][j].new_value *= 2;
game.score += game.board[y][j].new_value;
} else {
game.board[y][j].new_value = src->new_value;
}
src->new_value = 0;
game.animating = true;
}
}
@@ -319,12 +369,14 @@ void move_up() {
for (int i = 1; i < 4; i++) {
for (int j = 0; j < 4; j++) {
if (game.board[i][j].value == 0) {
if (game.board[i][j].new_value == 0) {
continue;
}
u8 tiles_to_move = 0;
u8 y = i;
Tile *src = &game.board[i][j];
do {
y--;
@@ -333,8 +385,9 @@ void move_up() {
continue;
}
if (game.board[y][j].new_value == game.board[i][j].new_value) {
if (game.board[y][j].new_value == src->new_value && !game.board[y][j].merged) {
tiles_to_move++;
game.board[y][j].merged = true;
break;
} else {
y++;
@@ -342,118 +395,24 @@ void move_up() {
}
} while (y > 0);
game.board[i][j].tiles_to_move = tiles_to_move;
src->tiles_to_move = tiles_to_move;
if (tiles_to_move > 0) {
game.board[y][j].new_value = game.board[i][j].value;
game.board[i][j].new_value = 0;
if (game.board[y][j].merged) {
game.board[y][j].new_value *= 2;
game.score += game.board[y][j].new_value;
} else {
game.board[y][j].new_value = src->new_value;
}
src->new_value = 0;
game.animating = true;
}
}
}
}
void update_positions(f64 delta_t) {
if (game.animating) {
switch (game.last_move_dir) {
case MOVE_DIR_LEFT:
for (int i = 0; i < 4; i++) {
for (int j = 1; j < 4; j++) {
u8 tiles_to_move = game.board[i][j].tiles_to_move;
f32 speed = ANIM_SPEED * tiles_to_move;
if (game.board[i][j].tiles_to_move != 0) {
game.board[i][j].anim_x_offset_relative -= speed * delta_t;
if (game.board[i][j].anim_x_offset_relative <= -0.240f * (tiles_to_move + (tiles_to_move * 0.02f))) {
game.board[i][j].anim_x_offset_relative = -0.240f * (tiles_to_move + (tiles_to_move * 0.02f));
game.board[i][j - tiles_to_move].value = game.board[i][j].value;
game.board[i][j - tiles_to_move].new_value = game.board[i][j].value;
game.board[i][j].value = 0;
game.board[i][j].new_value = 0;
game.board[i][j].tiles_to_move = 0;
game.board[i][j].anim_x_offset_relative = 0;
game.animating = false;
}
}
}
}
break;
case MOVE_DIR_RIGHT:
for (int i = 0; i < 4; i++) {
for (int j = 2; j >= 0; j--) {
u8 tiles_to_move = game.board[i][j].tiles_to_move;
f32 speed = ANIM_SPEED * tiles_to_move;
if (game.board[i][j].tiles_to_move != 0) {
game.board[i][j].anim_x_offset_relative += speed * delta_t;
if (game.board[i][j].anim_x_offset_relative >= 0.240f * (tiles_to_move + (tiles_to_move * 0.02f))) {
game.board[i][j].anim_x_offset_relative = 0.240f * (tiles_to_move + (tiles_to_move * 0.02f));
game.board[i][j + tiles_to_move].value = game.board[i][j].value;
game.board[i][j + tiles_to_move].new_value = game.board[i][j].value;
game.board[i][j].value = 0;
game.board[i][j].new_value = 0;
game.board[i][j].tiles_to_move = 0;
game.board[i][j].anim_x_offset_relative = 0;
game.animating = false;
}
}
}
}
break;
case MOVE_DIR_UP:
for (int i = 1; i < 4; i++) {
for (int j = 0; j < 4; j++) {
u8 tiles_to_move = game.board[i][j].tiles_to_move;
f32 speed = ANIM_SPEED * tiles_to_move;
if (game.board[i][j].tiles_to_move != 0) {
game.board[i][j].anim_y_offset_relative -= speed * delta_t;
if (game.board[i][j].anim_y_offset_relative <= -0.240f * (tiles_to_move + (tiles_to_move * 0.02f))) {
game.board[i][j].anim_y_offset_relative = -0.240f * (tiles_to_move + (tiles_to_move * 0.02f));
game.board[i - tiles_to_move][j].value = game.board[i][j].value;
game.board[i - tiles_to_move][j].new_value = game.board[i][j].value;
game.board[i][j].value = 0;
game.board[i][j].new_value = 0;
game.board[i][j].tiles_to_move = 0;
game.board[i][j].anim_y_offset_relative = 0;
game.animating = false;
}
}
}
}
break;
case MOVE_DIR_DOWN:
for (int i = 2; i >= 0; i--) {
for (int j = 0; j < 4; j++) {
u8 tiles_to_move = game.board[i][j].tiles_to_move;
f32 speed = ANIM_SPEED * tiles_to_move;
if (game.board[i][j].tiles_to_move != 0) {
game.board[i][j].anim_y_offset_relative += speed * delta_t;
if (game.board[i][j].anim_y_offset_relative >= 0.240f * (tiles_to_move + (tiles_to_move * 0.02f))) {
game.board[i][j].anim_y_offset_relative = 0.240f * (tiles_to_move + (tiles_to_move * 0.02f));
game.board[i + tiles_to_move][j].value = game.board[i][j].value;
game.board[i + tiles_to_move][j].new_value = game.board[i][j].value;
game.board[i][j].value = 0;
game.board[i][j].new_value = 0;
game.board[i][j].tiles_to_move = 0;
game.board[i][j].anim_y_offset_relative = 0;
game.animating = false;
}
}
}
}
break;
}
}
}
void spawn_new_tile(u8 x, u8 y) {
// 90% chance of spawning a 2, 10% chance of spawning a 4
if (rand() % 10 < 9) {
game.board[x][y].value = 2;
game.board[x][y].new_value = 2;
@@ -469,7 +428,7 @@ void spawn_random_tile() {
for (int i = 0; i < 4; i++) {
for (int j = 0; j <= 3; j++) {
if (game.board[i][j].value == 0) {
if (game.board[i][j].new_value == 0 && !game.board[i][j].merged) {
available_tiles[available_tiles_count] = i * 4 + j;
available_tiles_count++;
}
@@ -484,22 +443,162 @@ void spawn_random_tile() {
spawn_new_tile(x, y);
}
void update_positions(f64 delta_t) {
if (game.animating) {
switch (game.last_move_dir) {
case MOVE_DIR_LEFT:
for (int i = 0; i < 4; i++) {
for (int j = 1; j < 4; j++) {
u8 tiles_to_move = game.board[i][j].tiles_to_move;
f32 speed = ANIM_SPEED * tiles_to_move;
Tile *src = &game.board[i][j];
Tile *dest = &game.board[i][j - tiles_to_move];
if (src->tiles_to_move != 0) {
src->anim_x_offset_relative -= speed * delta_t;
if (src->anim_x_offset_relative <= -0.240f * (tiles_to_move + (tiles_to_move * 0.02f))) {
src->anim_x_offset_relative = -0.240f * (tiles_to_move + (tiles_to_move * 0.02f));
if (dest->new_value == src->value * 2) {
dest->merged = false;
}
src->value = src->new_value;
dest->value = dest->new_value;
src->tiles_to_move = 0;
src->anim_x_offset_relative = 0;
game.animating = false;
game.spawning_new_tile = true;
}
}
}
}
break;
case MOVE_DIR_RIGHT:
for (int i = 0; i < 4; i++) {
for (int j = 2; j >= 0; j--) {
u8 tiles_to_move = game.board[i][j].tiles_to_move;
f32 speed = ANIM_SPEED * tiles_to_move;
Tile *src = &game.board[i][j];
Tile *dest = &game.board[i][j + tiles_to_move];
if (src->tiles_to_move != 0) {
src->anim_x_offset_relative += speed * delta_t;
if (src->anim_x_offset_relative >= 0.240f * (tiles_to_move + (tiles_to_move * 0.02f))) {
src->anim_x_offset_relative = 0.240f * (tiles_to_move + (tiles_to_move * 0.02f));
if (dest->new_value == src->value * 2) {
dest->merged = false;
}
src->value = src->new_value;
dest->value = dest->new_value;
src->tiles_to_move = 0;
src->anim_x_offset_relative = 0;
game.animating = false;
game.spawning_new_tile = true;
}
}
}
}
break;
case MOVE_DIR_UP:
for (int i = 1; i < 4; i++) {
for (int j = 0; j < 4; j++) {
u8 tiles_to_move = game.board[i][j].tiles_to_move;
f32 speed = ANIM_SPEED * tiles_to_move;
Tile *src = &game.board[i][j];
Tile *dest = &game.board[i - tiles_to_move][j];
if (src->tiles_to_move != 0) {
src->anim_y_offset_relative -= speed * delta_t;
if (src->anim_y_offset_relative <= -0.240f * (tiles_to_move + (tiles_to_move * 0.02f))) {
src->anim_y_offset_relative = -0.240f * (tiles_to_move + (tiles_to_move * 0.02f));
if (dest->new_value == src->value * 2) {
dest->merged = false;
}
src->value = src->new_value;
dest->value = dest->new_value;
src->tiles_to_move = 0;
src->anim_y_offset_relative = 0;
game.animating = false;
game.spawning_new_tile = true;
}
}
}
}
break;
case MOVE_DIR_DOWN:
for (int i = 2; i >= 0; i--) {
for (int j = 0; j < 4; j++) {
u8 tiles_to_move = game.board[i][j].tiles_to_move;
f32 speed = ANIM_SPEED * tiles_to_move;
Tile *src = &game.board[i][j];
Tile *dest = &game.board[i + tiles_to_move][j];
if (src->tiles_to_move != 0) {
src->anim_y_offset_relative += speed * delta_t;
if (src->anim_y_offset_relative >= 0.240f * (tiles_to_move + (tiles_to_move * 0.02f))) {
src->anim_y_offset_relative = 0.240f * (tiles_to_move + (tiles_to_move * 0.02f));
if (dest->new_value == src->value * 2) {
dest->merged = false;
}
src->value = src->new_value;
dest->value = dest->new_value;
src->tiles_to_move = 0;
src->anim_y_offset_relative = 0;
game.animating = false;
game.spawning_new_tile = true;
}
}
}
}
break;
}
}
if (game.spawning_new_tile) {
spawn_random_tile();
game.spawning_new_tile = false;
}
}
bool gameover() {
for (int y = 0; y < 4; y++) {
for (int x = 0; x < 4; x++) {
if (game.board[y][x].value == 0) {
return false;
}
for (int i = 0; i < 4; i++) {
u8 new_x = CORE_CLAMP(x + neighbors[i][0], 0, 3);
u8 new_y = CORE_CLAMP(y + neighbors[i][1], 0, 3);
if ((new_y != y || new_x != x) && game.board[y][x].value == game.board[new_y][new_x].value) {
return false;
}
}
}
}
return true;
}
void game_init(void) {
srand(time(NULL));
// TODO: this shouldn't merge all of them and instead should
// merge every 2 together
/* game.board[0][0].value = 2; */
/* game.board[0][1].value = 2; */
/* game.board[0][2].value = 2; */
/* game.board[0][3].value = 2; */
/* game.board[0][0].new_value = 2; */
/* game.board[0][1].new_value = 2; */
/* game.board[0][2].new_value = 2; */
/* game.board[0][3].new_value = 2; */
for (int i = 0; i < 2; i++) {
spawn_random_tile();
}
@@ -525,16 +624,12 @@ void handle_keyboard_input(ZephrEvent e) {
zephr_toggle_fullscreen();
} else if (e.key.code == ZEPHR_KEYCODE_UP) {
move_up();
/* spawn_random_tile(); */
} else if (e.key.code == ZEPHR_KEYCODE_DOWN) {
move_down();
/* spawn_random_tile(); */
} else if (e.key.code == ZEPHR_KEYCODE_LEFT) {
move_left();
/* spawn_random_tile(); */
} else if (e.key.code == ZEPHR_KEYCODE_RIGHT) {
move_right();
/* spawn_random_tile(); */
}
}
+4
View File
@@ -13,6 +13,7 @@ typedef enum MoveDir {
typedef struct Tile {
u16 value;
u16 new_value;
bool merged;
f64 anim_x_offset_relative;
f64 anim_y_offset_relative;
@@ -23,6 +24,9 @@ typedef struct Game {
Tile board[4][4];
MoveDir last_move_dir;
bool animating;
bool spawning_new_tile;
bool game_over;
u32 score;
} Game;
void draw_board(void);