mirror of
https://github.com/IllusionMan1212/C2048.git
synced 2026-10-24 02:12:31 +00:00
1042 lines
34 KiB
C
1042 lines
34 KiB
C
#include <math.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <time.h>
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#include "game.h"
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#include "timer.h"
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#include "zephr.h"
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#define TILE_ANIM_SPEED 2.5f
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#define TILE_SPAWN_SPEED 8.0f
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#define GAMEOVER_ANIM_SPEED 175.f
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Game game = {0};
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const Vec2 neighbors[4] = {
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{-1, 0}, // left
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{1, 0}, // right
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{0, -1}, // up
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{0, 1}, // down
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};
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///////////////////////////////////
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//
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//
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// Utils
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//
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//
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///////////////////////////////////
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void print_board() {
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printf("Board:\n");
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for (int i = 0; i < 4; i++) {
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printf(" ");
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for (int j = 0; j < 4; j++) {
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printf("%d ", game.board[i][j].value);
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}
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printf("\n");
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}
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}
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void print_merge_status() {
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printf("Merge Board:\n");
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for (int i = 0; i < 4; i++) {
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printf(" ");
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for (int j = 0; j < 4; j++) {
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printf("%d ", game.board[i][j].merged);
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}
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printf("\n");
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}
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}
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void print_new_board() {
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printf("New Board:\n");
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for (int i = 0; i < 4; i++) {
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printf(" ");
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for (int j = 0; j < 4; j++) {
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printf("%d ", game.board[i][j].new_value);
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}
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printf("\n");
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}
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}
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Color get_tile_color(u16 value) {
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switch (value) {
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case 2:
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return game.palette.tile_colors[0];
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case 4:
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return game.palette.tile_colors[1];
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case 8:
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return game.palette.tile_colors[2];
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case 16:
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return game.palette.tile_colors[3];
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case 32:
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return game.palette.tile_colors[4];
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case 64:
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return game.palette.tile_colors[5];
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case 128:
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return game.palette.tile_colors[6];
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case 256:
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return game.palette.tile_colors[7];
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case 512:
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return game.palette.tile_colors[8];
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case 1024:
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return game.palette.tile_colors[9];
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case 2048:
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return game.palette.tile_colors[10];
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default:
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return game.palette.tile_colors[10];
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}
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}
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u8 get_tile_font_size(u16 value) {
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switch (value) {
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case 2:
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case 4:
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case 8:
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return 60;
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case 16:
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case 32:
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case 64:
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return 55;
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case 128:
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case 256:
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case 512:
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return 50;
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case 1024:
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case 2048:
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return 45;
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default:
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return 40;
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}
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}
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///////////////////////////////////
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//
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//
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// Game logic
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//
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//
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///////////////////////////////////
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u16 get_spawned_tile_value(void) {
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// 90% chance of spawning a 2, 10% chance of spawning a 4
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if (rand() % 10 < 9) {
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return 2;
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} else {
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return 4;
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}
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}
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void spawn_new_tile_with_value(u8 x, u8 y, u16 value) {
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game.board[x][y].value = value;
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game.board[x][y].new_value = value;
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}
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void spawn_new_tile(u8 x, u8 y) {
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const u16 val = get_spawned_tile_value();
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game.board[x][y].value = val;
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game.board[x][y].new_value = val;
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}
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Vec2 get_random_available_tile_coords(void) {
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u8 available_tiles_count = 0;
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u8 available_tiles[16];
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for (int i = 0; i < 4; i++) {
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for (int j = 0; j <= 3; j++) {
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if (game.board[i][j].new_value == 0 && !game.board[i][j].merged) {
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available_tiles[available_tiles_count] = i * 4 + j;
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available_tiles_count++;
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}
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}
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}
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u8 rand_idx = rand() % available_tiles_count;
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u8 x = available_tiles[rand_idx] / 4;
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u8 y = available_tiles[rand_idx] % 4;
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return (Vec2){x, y};
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}
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void spawn_random_tile(void) {
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Vec2 coords = get_random_available_tile_coords();
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spawn_new_tile(coords.x, coords.y);
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}
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void move_right(void) {
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game.last_move_dir = MOVE_DIR_RIGHT;
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for (int i = 0; i < 4; i++) {
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for (int j = 2; j >= 0; j--) {
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if (game.board[i][j].value == 0) {
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continue;
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}
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u8 tiles_to_move = 0;
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u8 x = j;
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Tile *src = &game.board[i][j];
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do {
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x++;
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// next tile is empty so we can move there
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if (game.board[i][x].new_value == 0) {
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tiles_to_move++;
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continue;
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}
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// next tile has the same value so we can merge and move
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if (game.board[i][x].new_value == src->new_value && !game.board[i][x].merged) {
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tiles_to_move++;
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game.board[i][x].merged = true;
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break;
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} else {
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// next tile has a different value so we can't move there
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x--;
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break;
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}
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} while (x < 3);
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src->tiles_to_move = tiles_to_move;
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if (tiles_to_move > 0) {
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if (game.board[i][x].merged) {
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game.board[i][x].new_value *= 2;
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game.score += game.board[i][x].new_value;
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} else {
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game.board[i][x].new_value = src->new_value;
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}
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src->new_value = 0;
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game.animating = true;
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game.spawning_tile_coords = get_random_available_tile_coords();
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game.spawning_tile_value = get_spawned_tile_value();
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}
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}
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}
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}
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void move_left(void) {
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game.last_move_dir = MOVE_DIR_LEFT;
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for (int i = 0; i < 4; i++) {
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for (int j = 1; j < 4; j++) {
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if (game.board[i][j].value == 0) {
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continue;
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}
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u8 tiles_to_move = 0;
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u8 x = j;
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Tile *src = &game.board[i][j];
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do {
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x--;
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// next tile is empty so we can move there
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if (game.board[i][x].new_value == 0) {
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tiles_to_move++;
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continue;
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}
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// next tile has the same value so we can merge and move
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if (game.board[i][x].new_value == src->new_value && !game.board[i][x].merged) {
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tiles_to_move++;
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game.board[i][x].merged = true;
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break;
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} else {
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// next tile has a different value so we can't move there
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x++;
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break;
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}
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} while (x > 0);
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src->tiles_to_move = tiles_to_move;
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if (tiles_to_move > 0) {
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if (game.board[i][x].merged) {
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game.board[i][x].new_value *= 2;
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game.score += game.board[i][x].new_value;
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} else {
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game.board[i][x].new_value = src->new_value;
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}
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src->new_value = 0;
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game.animating = true;
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game.spawning_tile_coords = get_random_available_tile_coords();
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game.spawning_tile_value = get_spawned_tile_value();
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}
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}
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}
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}
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void move_down(void) {
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game.last_move_dir = MOVE_DIR_DOWN;
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for (int i = 2; i >= 0; i--) {
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for (int j = 0; j < 4; j++) {
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if (game.board[i][j].value == 0) {
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continue;
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}
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u8 tiles_to_move = 0;
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u8 y = i;
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Tile *src = &game.board[i][j];
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do {
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y++;
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if (game.board[y][j].new_value == 0) {
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tiles_to_move++;
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continue;
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}
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if (game.board[y][j].new_value == src->new_value && !game.board[y][j].merged) {
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tiles_to_move++;
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game.board[y][j].merged = true;
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break;
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} else {
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y--;
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break;
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}
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} while (y < 3);
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src->tiles_to_move = tiles_to_move;
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if (tiles_to_move > 0) {
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if (game.board[y][j].merged) {
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game.board[y][j].new_value *= 2;
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game.score += game.board[y][j].new_value;
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} else {
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game.board[y][j].new_value = src->new_value;
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}
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src->new_value = 0;
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game.animating = true;
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game.spawning_tile_coords = get_random_available_tile_coords();
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game.spawning_tile_value = get_spawned_tile_value();
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}
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}
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}
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}
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void move_up(void) {
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game.last_move_dir = MOVE_DIR_UP;
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for (int i = 1; i < 4; i++) {
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for (int j = 0; j < 4; j++) {
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if (game.board[i][j].new_value == 0) {
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continue;
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}
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u8 tiles_to_move = 0;
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u8 y = i;
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Tile *src = &game.board[i][j];
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do {
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y--;
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if (game.board[y][j].new_value == 0) {
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tiles_to_move++;
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continue;
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}
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if (game.board[y][j].new_value == src->new_value && !game.board[y][j].merged) {
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tiles_to_move++;
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game.board[y][j].merged = true;
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break;
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} else {
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y++;
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break;
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}
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} while (y > 0);
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src->tiles_to_move = tiles_to_move;
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if (tiles_to_move > 0) {
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if (game.board[y][j].merged) {
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game.board[y][j].new_value *= 2;
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game.score += game.board[y][j].new_value;
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} else {
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game.board[y][j].new_value = src->new_value;
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}
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src->new_value = 0;
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game.animating = true;
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game.spawning_tile_coords = get_random_available_tile_coords();
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game.spawning_tile_value = get_spawned_tile_value();
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}
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}
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}
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}
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bool gameover(void) {
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if (game.has_lost) return false;
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for (int y = 0; y < 4; y++) {
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for (int x = 0; x < 4; x++) {
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if (game.board[y][x].value == 0) {
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return false;
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}
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for (int i = 0; i < 4; i++) {
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u8 new_y = CORE_CLAMP(y + neighbors[i].y, 0, 3);
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u8 new_x = CORE_CLAMP(x + neighbors[i].x, 0, 3);
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if ((new_y != y || new_x != x) && game.board[y][x].value == game.board[new_y][new_x].value) {
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return false;
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}
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}
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}
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}
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return true;
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}
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void reset_game(void) {
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game.score = 0;
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game.animating = false;
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game.spawning_new_tile = false;
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game.quit_dialog = false;
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game.help_dialog = false;
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game.settings_dialog = false;
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game.has_lost = false;
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game.game_over_bg_opacity = 0;
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game.game_over_opacity = 0;
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for (int y = 0; y < 4; y++) {
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for (int x = 0; x < 4; x++) {
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game.board[y][x].value = 0;
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game.board[y][x].new_value = 0;
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game.board[y][x].merged = false;
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game.board[y][x].tiles_to_move = 0;
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game.board[y][x].anim_x_offset_relative = 0;
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game.board[y][x].anim_y_offset_relative = 0;
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}
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}
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for (int i = 0; i < 2; i++) {
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spawn_random_tile();
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}
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}
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void game_attempt_quit(void) {
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game.help_dialog = false;
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game.settings_dialog = false;
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game.quit_dialog = true;
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}
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void reset_palette(void) {
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game.palette = (ColorPalette){
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.bg_color = ColorRGBA(248, 250, 230, 255),
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.board_bg_color = ColorRGBA(140, 154, 147, 255),
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.tile_colors[0] = ColorRGBA(238, 228, 218, 255), // 2
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.tile_colors[1] = ColorRGBA(237, 224, 200, 255), // 4
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.tile_colors[2] = ColorRGBA(242, 177, 121, 255), // 8
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.tile_colors[3] = ColorRGBA(245, 149, 99, 255), // 16
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.tile_colors[4] = ColorRGBA(246, 124, 95, 255), // 32
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.tile_colors[5] = ColorRGBA(246, 94, 59, 255), // 64
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.tile_colors[6] = ColorRGBA(237, 207, 114, 255), // 128
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.tile_colors[7] = ColorRGBA(237, 204, 97, 255), // 256
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.tile_colors[8] = ColorRGBA(237, 200, 80, 255), // 512
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.tile_colors[9] = ColorRGBA(237, 197, 63, 255), // 1024
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.tile_colors[10] = ColorRGBA(237, 194, 46, 255), // 2048
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};
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}
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void game_init(void) {
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srand(time(NULL));
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game.icon_textures[HELP_ICON] = load_texture("assets/icons/help.png");
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game.icon_textures[SETTINGS_ICON] = load_texture("assets/icons/settings.png");
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game.icon_textures[CLOSE_ICON] = load_texture("assets/icons/close.png");
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reset_palette();
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for (int i = 0; i < 2; i++) {
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spawn_random_tile();
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}
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}
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///////////////////////////////////
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//
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//
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// Drawing
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//
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//
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///////////////////////////////////
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void draw_bg(void) {
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Size window_size = zephr_get_window_size();
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UIConstraints board_con = default_constraints;
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set_width_constraint(&board_con, window_size.width, UI_CONSTRAINT_FIXED);
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set_height_constraint(&board_con, window_size.height, UI_CONSTRAINT_FIXED);
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// bg
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draw_quad(&board_con, game.palette.bg_color, 0, ALIGN_TOP_LEFT);
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GlyphInstanceList batch;
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new_glyph_instance_list(&batch, 32);
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// 2048 text
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UIConstraints text_con = default_constraints;
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set_y_constraint(&text_con, 0.05f, UI_CONSTRAINT_RELATIVE);
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set_width_constraint(&text_con, 1.5, UI_CONSTRAINT_RELATIVE_PIXELS);
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add_text_instance(&batch, "2048", 100, text_con, ColorRGBA(34, 234, 82, 155), ALIGN_TOP_CENTER);
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// score
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char score[24];
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sprintf(score, "Score %d", game.score);
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set_parent_constraint(&text_con, NULL);
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set_x_constraint(&text_con, 0.05f, UI_CONSTRAINT_RELATIVE);
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set_y_constraint(&text_con, 0.8f, UI_CONSTRAINT_RELATIVE);
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add_text_instance(&batch, score, 40, text_con, COLOR_BLACK, ALIGN_TOP_LEFT);
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draw_text_batch(&batch);
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}
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void draw_quit_dialog(void) {
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UIConstraints dialog_con = default_constraints;
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set_x_constraint(&dialog_con, 0, UI_CONSTRAINT_FIXED);
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set_y_constraint(&dialog_con, 0, UI_CONSTRAINT_FIXED);
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set_width_constraint(&dialog_con, 1.f, UI_CONSTRAINT_RELATIVE);
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set_height_constraint(&dialog_con, 1.f, UI_CONSTRAINT_RELATIVE);
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draw_quad(&dialog_con, ColorRGBA(0, 0, 0, 200), 0, ALIGN_CENTER);
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set_width_constraint(&dialog_con, 0.4f, UI_CONSTRAINT_RELATIVE);
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set_height_constraint(&dialog_con, 0.2f, UI_CONSTRAINT_RELATIVE);
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draw_quad(&dialog_con, ColorRGBA(135, 124, 124, 255), 8, ALIGN_CENTER);
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UIConstraints text_con = default_constraints;
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set_parent_constraint(&text_con, &dialog_con);
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set_x_constraint(&text_con, 0, UI_CONSTRAINT_FIXED);
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set_y_constraint(&text_con, -0.25f, UI_CONSTRAINT_RELATIVE);
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set_width_constraint(&text_con, 1, UI_CONSTRAINT_RELATIVE_PIXELS);
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draw_text("Are you sure you want to quit?", 36.f, text_con, COLOR_WHITE, ALIGN_CENTER);
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UIConstraints btn_con = default_constraints;
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set_parent_constraint(&btn_con, &dialog_con);
|
|
set_width_constraint(&btn_con, 0.25f, UI_CONSTRAINT_RELATIVE);
|
|
set_height_constraint(&btn_con, 0.25f, UI_CONSTRAINT_RELATIVE);
|
|
set_y_constraint(&btn_con, -0.10f, UI_CONSTRAINT_RELATIVE);
|
|
set_x_constraint(&btn_con, -0.20f, UI_CONSTRAINT_RELATIVE);
|
|
if (draw_button(&btn_con, mult_color(COLOR_WHITE, 0.9f), "Yes", btn_con.height * 0.20f, ALIGN_BOTTOM_CENTER, BUTTON_STATE_ACTIVE)) {
|
|
zephr_quit();
|
|
}
|
|
|
|
set_y_constraint(&btn_con, -0.10f, UI_CONSTRAINT_RELATIVE);
|
|
set_x_constraint(&btn_con, 0.20f, UI_CONSTRAINT_RELATIVE);
|
|
if (draw_button(&btn_con, mult_color(COLOR_WHITE, 0.9f), "No", btn_con.height * 0.20f, ALIGN_BOTTOM_CENTER, BUTTON_STATE_ACTIVE)) {
|
|
game.quit_dialog = false;
|
|
}
|
|
}
|
|
|
|
void draw_help_dialog(void) {
|
|
UIConstraints dialog_con = default_constraints;
|
|
set_width_constraint(&dialog_con, 1.f, UI_CONSTRAINT_RELATIVE);
|
|
set_height_constraint(&dialog_con, 1.f, UI_CONSTRAINT_RELATIVE);
|
|
set_x_constraint(&dialog_con, 0, UI_CONSTRAINT_FIXED);
|
|
set_y_constraint(&dialog_con, 0, UI_CONSTRAINT_FIXED);
|
|
draw_quad(&dialog_con, ColorRGBA(0, 0, 0, 200), 0, ALIGN_CENTER);
|
|
|
|
UIConstraints content_card_con = default_constraints;
|
|
set_parent_constraint(&content_card_con, &dialog_con);
|
|
set_width_constraint(&content_card_con, 0.4f, UI_CONSTRAINT_RELATIVE);
|
|
set_height_constraint(&content_card_con, 0.33f, UI_CONSTRAINT_RELATIVE);
|
|
draw_quad(&content_card_con, ColorRGBA(135, 124, 124, 255), 8, ALIGN_CENTER);
|
|
|
|
UIConstraints text_con = default_constraints;
|
|
set_parent_constraint(&text_con, &content_card_con);
|
|
set_width_constraint(&text_con, 1, UI_CONSTRAINT_RELATIVE_PIXELS);
|
|
set_x_constraint(&text_con, 0, UI_CONSTRAINT_FIXED);
|
|
set_y_constraint(&text_con, 40, UI_CONSTRAINT_RELATIVE_PIXELS);
|
|
draw_text("How to play", 64.f, text_con, COLOR_YELLOW, ALIGN_TOP_CENTER);
|
|
|
|
set_y_constraint(&text_con, 30, UI_CONSTRAINT_RELATIVE_PIXELS);
|
|
set_height_constraint(&text_con, 0.9f, UI_CONSTRAINT_RELATIVE);
|
|
draw_text("Use the arrow keys to move the tiles.\n"
|
|
"When two tiles with the same number touch, they\n"
|
|
"merge into one!\n\nYour goal is to reach 2048 without filling all the tiles", 30.f, text_con, COLOR_WHITE, ALIGN_CENTER);
|
|
|
|
UIConstraints btn_con = default_constraints;
|
|
set_parent_constraint(&btn_con, &content_card_con);
|
|
set_width_constraint(&btn_con, 56, UI_CONSTRAINT_RELATIVE_PIXELS);
|
|
set_height_constraint(&btn_con, 1, UI_CONSTRAINT_ASPECT_RATIO);
|
|
set_y_constraint(&btn_con, -24, UI_CONSTRAINT_RELATIVE_PIXELS);
|
|
set_x_constraint(&btn_con, 24, UI_CONSTRAINT_RELATIVE_PIXELS);
|
|
if (draw_icon_button(&btn_con, mult_color(COLOR_WHITE, 0.8f), game.icon_textures[CLOSE_ICON], btn_con.height * 0.20f, ALIGN_TOP_RIGHT, BUTTON_STATE_ACTIVE)) {
|
|
game.help_dialog = false;
|
|
}
|
|
}
|
|
|
|
void draw_settings_dialog(void) {
|
|
UIConstraints dialog_con = default_constraints;
|
|
set_width_constraint(&dialog_con, 1.f, UI_CONSTRAINT_RELATIVE);
|
|
set_height_constraint(&dialog_con, 1.f, UI_CONSTRAINT_RELATIVE);
|
|
set_x_constraint(&dialog_con, 0, UI_CONSTRAINT_FIXED);
|
|
set_y_constraint(&dialog_con, 0, UI_CONSTRAINT_FIXED);
|
|
draw_quad(&dialog_con, ColorRGBA(0, 0, 0, 200), 0, ALIGN_CENTER);
|
|
|
|
UIConstraints content_card_con = default_constraints;
|
|
set_parent_constraint(&content_card_con, &dialog_con);
|
|
set_width_constraint(&content_card_con, 0.55f, UI_CONSTRAINT_RELATIVE);
|
|
set_height_constraint(&content_card_con, 0.6f, UI_CONSTRAINT_RELATIVE);
|
|
draw_quad(&content_card_con, ColorRGBA(135, 124, 124, 255), 8, ALIGN_CENTER);
|
|
|
|
UIConstraints text_con = default_constraints;
|
|
set_parent_constraint(&text_con, &content_card_con);
|
|
set_width_constraint(&text_con, 1, UI_CONSTRAINT_RELATIVE_PIXELS);
|
|
set_x_constraint(&text_con, 0, UI_CONSTRAINT_FIXED);
|
|
set_y_constraint(&text_con, 40, UI_CONSTRAINT_RELATIVE_PIXELS);
|
|
draw_text("Settings", 64.f, text_con, COLOR_YELLOW, ALIGN_TOP_CENTER);
|
|
|
|
set_x_constraint(&text_con, 30, UI_CONSTRAINT_RELATIVE_PIXELS);
|
|
set_y_constraint(&text_con, 150, UI_CONSTRAINT_RELATIVE_PIXELS);
|
|
draw_text("Color Palette", 40.f, text_con, COLOR_WHITE, ALIGN_TOP_LEFT);
|
|
|
|
const char *bg_color_text = "Background: ";
|
|
const u8 font_size = 30.f;
|
|
set_x_constraint(&text_con, 30, UI_CONSTRAINT_RELATIVE_PIXELS);
|
|
set_y_constraint(&text_con, 220, UI_CONSTRAINT_RELATIVE_PIXELS);
|
|
set_height_constraint(&text_con, 0.9f, UI_CONSTRAINT_RELATIVE);
|
|
draw_text(bg_color_text, font_size, text_con, COLOR_WHITE, ALIGN_TOP_LEFT);
|
|
|
|
Sizef text_size = calculate_text_size(bg_color_text, font_size);
|
|
UIConstraints color_picker_con = default_constraints;
|
|
set_parent_constraint(&color_picker_con, &content_card_con);
|
|
set_x_constraint(&color_picker_con, 30 + text_size.width + 20, UI_CONSTRAINT_RELATIVE_PIXELS);
|
|
set_y_constraint(&color_picker_con, 220 - text_size.height / 2.f + 6, UI_CONSTRAINT_RELATIVE_PIXELS);
|
|
set_width_constraint(&color_picker_con, 100, UI_CONSTRAINT_RELATIVE_PIXELS);
|
|
set_height_constraint(&color_picker_con, 40, UI_CONSTRAINT_RELATIVE_PIXELS);
|
|
draw_color_picker(&color_picker_con, &game.palette.bg_color, ALIGN_TOP_LEFT, BUTTON_STATE_ACTIVE);
|
|
|
|
set_y_constraint(&text_con, 270, UI_CONSTRAINT_RELATIVE_PIXELS);
|
|
draw_text("Board: ", font_size, text_con, COLOR_WHITE, ALIGN_TOP_LEFT);
|
|
|
|
set_x_constraint(&color_picker_con, 30 + text_size.width + 20, UI_CONSTRAINT_RELATIVE_PIXELS);
|
|
set_y_constraint(&color_picker_con, 270 - text_size.height / 2.f + 6, UI_CONSTRAINT_RELATIVE_PIXELS);
|
|
set_width_constraint(&color_picker_con, 100, UI_CONSTRAINT_RELATIVE_PIXELS);
|
|
set_height_constraint(&color_picker_con, 40, UI_CONSTRAINT_RELATIVE_PIXELS);
|
|
draw_color_picker(&color_picker_con, &game.palette.board_bg_color, ALIGN_TOP_LEFT, BUTTON_STATE_ACTIVE);
|
|
|
|
set_y_constraint(&text_con, 320, UI_CONSTRAINT_RELATIVE_PIXELS);
|
|
draw_text("Tiles: ", font_size, text_con, COLOR_WHITE, ALIGN_TOP_LEFT);
|
|
|
|
const u8 tile_size = 60;
|
|
for (u8 i = 0; i < 11; i++) {
|
|
set_x_constraint(&color_picker_con, 30 + text_size.width + 20 + (i * (tile_size + 10)), UI_CONSTRAINT_RELATIVE_PIXELS);
|
|
set_y_constraint(&color_picker_con, 320 - text_size.height / 2.f + 6, UI_CONSTRAINT_RELATIVE_PIXELS);
|
|
set_width_constraint(&color_picker_con, tile_size, UI_CONSTRAINT_RELATIVE_PIXELS);
|
|
set_height_constraint(&color_picker_con, tile_size, UI_CONSTRAINT_RELATIVE_PIXELS);
|
|
draw_color_picker(&color_picker_con, &game.palette.tile_colors[i], ALIGN_TOP_LEFT, BUTTON_STATE_ACTIVE);
|
|
|
|
u16 tile_val = (u16)pow(2, i + 1);
|
|
char text[16];
|
|
sprintf(text, "%d", tile_val);
|
|
const f32 font_size = get_tile_font_size(tile_val) * 0.5f;
|
|
const Color tile_color = get_tile_color(tile_val);
|
|
set_parent_constraint(&text_con, &color_picker_con);
|
|
set_x_constraint(&text_con, 0, UI_CONSTRAINT_RELATIVE_PIXELS);
|
|
set_y_constraint(&text_con, 0, UI_CONSTRAINT_RELATIVE_PIXELS);
|
|
draw_text(text, (u8)font_size, text_con, mult_color(tile_color, 0.5f), ALIGN_CENTER);
|
|
}
|
|
|
|
UIConstraints btn_con = default_constraints;
|
|
set_parent_constraint(&btn_con, &content_card_con);
|
|
set_x_constraint(&btn_con, 0, UI_CONSTRAINT_RELATIVE_PIXELS);
|
|
set_y_constraint(&btn_con, 400, UI_CONSTRAINT_RELATIVE_PIXELS);
|
|
set_width_constraint(&btn_con, 150, UI_CONSTRAINT_RELATIVE_PIXELS);
|
|
set_height_constraint(&btn_con, 0.35f, UI_CONSTRAINT_ASPECT_RATIO);
|
|
if (draw_button(&btn_con, ColorRGBA(201, 146, 126, 255), "Reset", 8.f, ALIGN_TOP_CENTER, BUTTON_STATE_ACTIVE)) {
|
|
reset_palette();
|
|
}
|
|
|
|
set_width_constraint(&btn_con, 56, UI_CONSTRAINT_RELATIVE_PIXELS);
|
|
set_height_constraint(&btn_con, 1, UI_CONSTRAINT_ASPECT_RATIO);
|
|
set_y_constraint(&btn_con, -24, UI_CONSTRAINT_RELATIVE_PIXELS);
|
|
set_x_constraint(&btn_con, 24, UI_CONSTRAINT_RELATIVE_PIXELS);
|
|
if (draw_icon_button(&btn_con, mult_color(COLOR_WHITE, 0.8f), game.icon_textures[CLOSE_ICON], btn_con.height * 0.20f, ALIGN_TOP_RIGHT, BUTTON_STATE_ACTIVE)) {
|
|
game.settings_dialog = false;
|
|
}
|
|
}
|
|
|
|
void draw_game_over(void) {
|
|
UIConstraints dialog_con = default_constraints;
|
|
set_width_constraint(&dialog_con, 1.f, UI_CONSTRAINT_RELATIVE);
|
|
set_height_constraint(&dialog_con, 1.f, UI_CONSTRAINT_RELATIVE);
|
|
set_x_constraint(&dialog_con, 0, UI_CONSTRAINT_FIXED);
|
|
set_y_constraint(&dialog_con, 0, UI_CONSTRAINT_FIXED);
|
|
draw_quad(&dialog_con, ColorRGBA(0, 0, 0, (u8)game.game_over_bg_opacity), 0, ALIGN_CENTER);
|
|
|
|
UIConstraints content_card_con = default_constraints;
|
|
set_parent_constraint(&content_card_con, &dialog_con);
|
|
set_width_constraint(&content_card_con, 0.3f, UI_CONSTRAINT_RELATIVE);
|
|
set_height_constraint(&content_card_con, 0.2f, UI_CONSTRAINT_RELATIVE);
|
|
draw_quad(&content_card_con, ColorRGBA(135, 124, 124, (u8)game.game_over_opacity), 8, ALIGN_CENTER);
|
|
|
|
UIConstraints text_con = default_constraints;
|
|
set_parent_constraint(&text_con, &content_card_con);
|
|
set_width_constraint(&text_con, 1, UI_CONSTRAINT_RELATIVE_PIXELS);
|
|
set_x_constraint(&text_con, 0, UI_CONSTRAINT_FIXED);
|
|
set_y_constraint(&text_con, 40, UI_CONSTRAINT_RELATIVE_PIXELS);
|
|
draw_text("Game Over!", 64.f, text_con, ColorRGBA(255, 255, 0, (u8)game.game_over_opacity), ALIGN_TOP_CENTER);
|
|
|
|
UIConstraints btn_con = default_constraints;
|
|
const ButtonState btn_state = game.quit_dialog ? BUTTON_STATE_INACTIVE : game.game_over_opacity > 0 ? BUTTON_STATE_ACTIVE : BUTTON_STATE_INACTIVE;
|
|
set_parent_constraint(&btn_con, &content_card_con);
|
|
set_x_constraint(&btn_con, 0, UI_CONSTRAINT_RELATIVE_PIXELS);
|
|
set_y_constraint(&btn_con, -24, UI_CONSTRAINT_RELATIVE_PIXELS);
|
|
set_width_constraint(&btn_con, 0.30f, UI_CONSTRAINT_RELATIVE);
|
|
set_height_constraint(&btn_con, 0.3f, UI_CONSTRAINT_ASPECT_RATIO);
|
|
if (draw_button(&btn_con, ColorRGBA(201, 146, 126, (u8)game.game_over_opacity), "Try Again", 8.f, ALIGN_BOTTOM_CENTER, btn_state)) {
|
|
reset_game();
|
|
}
|
|
}
|
|
|
|
void draw_ui(void) {
|
|
ButtonState bg_btns_state = game.quit_dialog || game.help_dialog || game.settings_dialog || game.has_lost
|
|
? BUTTON_STATE_INACTIVE
|
|
: BUTTON_STATE_ACTIVE;
|
|
const int icon_btn_width = 80;
|
|
const int icon_btn_offset = 8;
|
|
const int icon_btns_padding = 10;
|
|
|
|
UIConstraints btn_con = default_constraints;
|
|
set_x_constraint(&btn_con, -icon_btn_offset, UI_CONSTRAINT_RELATIVE_PIXELS);
|
|
set_y_constraint(&btn_con, icon_btn_offset, UI_CONSTRAINT_RELATIVE_PIXELS);
|
|
set_width_constraint(&btn_con, icon_btn_width, UI_CONSTRAINT_RELATIVE_PIXELS);
|
|
set_height_constraint(&btn_con, 1, UI_CONSTRAINT_ASPECT_RATIO);
|
|
|
|
if (draw_icon_button(&btn_con, ColorRGBA(201, 146, 126, 255), game.icon_textures[HELP_ICON], btn_con.height * 0.15f, ALIGN_TOP_RIGHT, bg_btns_state)) {
|
|
game.help_dialog = true;
|
|
}
|
|
|
|
set_x_constraint(&btn_con, -icon_btn_offset - icon_btn_width - icon_btns_padding, UI_CONSTRAINT_RELATIVE_PIXELS);
|
|
if (draw_icon_button(&btn_con, ColorRGBA(201, 146, 126, 255), game.icon_textures[SETTINGS_ICON], btn_con.height * 0.15f, ALIGN_TOP_RIGHT, bg_btns_state)) {
|
|
game.settings_dialog = true;
|
|
}
|
|
|
|
set_x_constraint(&btn_con, 0, UI_CONSTRAINT_RELATIVE_PIXELS);
|
|
set_y_constraint(&btn_con, -0.05f, UI_CONSTRAINT_RELATIVE);
|
|
set_width_constraint(&btn_con, 200, UI_CONSTRAINT_RELATIVE_PIXELS);
|
|
set_height_constraint(&btn_con, 65, UI_CONSTRAINT_RELATIVE_PIXELS);
|
|
if (draw_button(&btn_con, ColorRGBA(201, 172, 126, 255), "New Game", btn_con.height * 0.25f, ALIGN_BOTTOM_CENTER, bg_btns_state)) {
|
|
reset_game();
|
|
}
|
|
|
|
if (game.settings_dialog) {
|
|
draw_settings_dialog();
|
|
}
|
|
|
|
if (game.help_dialog) {
|
|
draw_help_dialog();
|
|
}
|
|
|
|
if (game.has_lost) {
|
|
draw_game_over();
|
|
}
|
|
|
|
if (game.quit_dialog) {
|
|
draw_quit_dialog();
|
|
}
|
|
}
|
|
|
|
void draw_board(void) {
|
|
// board
|
|
UIConstraints board_con = default_constraints;
|
|
set_y_constraint(&board_con, 0.05f, UI_CONSTRAINT_RELATIVE);
|
|
set_height_constraint(&board_con, 0.6f, UI_CONSTRAINT_RELATIVE);
|
|
set_width_constraint(&board_con, 1, UI_CONSTRAINT_ASPECT_RATIO);
|
|
const float board_border_radius = board_con.width * 0.02f;
|
|
draw_quad(&board_con, game.palette.board_bg_color, board_border_radius, ALIGN_CENTER);
|
|
|
|
// empty tiles
|
|
const float tile_padding = board_con.width * 0.02f;
|
|
const float tile_height = board_con.height * 0.225f;
|
|
const float tile_board_radius = tile_height * 0.15f;
|
|
|
|
UIConstraints empty_tile_con = default_constraints;
|
|
set_parent_constraint(&empty_tile_con, &board_con);
|
|
set_height_constraint(&empty_tile_con, tile_height, UI_CONSTRAINT_FIXED);
|
|
set_width_constraint(&empty_tile_con, 1, UI_CONSTRAINT_ASPECT_RATIO);
|
|
|
|
for (int i = 0; i < 4; i++) {
|
|
set_y_constraint(&empty_tile_con, (tile_height + tile_padding) * i + tile_padding, UI_CONSTRAINT_FIXED);
|
|
for (int j = 0; j < 4; j++) {
|
|
set_x_constraint(&empty_tile_con, (tile_height + tile_padding) * j + tile_padding, UI_CONSTRAINT_FIXED);
|
|
draw_quad(&empty_tile_con, mult_color(game.palette.board_bg_color, 0.85f), tile_board_radius, ALIGN_TOP_LEFT);
|
|
}
|
|
}
|
|
|
|
// filled tiles
|
|
UIConstraints text_con = default_constraints;
|
|
set_width_constraint(&text_con, 1.5, UI_CONSTRAINT_RELATIVE_PIXELS);
|
|
UIConstraints tile_con = default_constraints;
|
|
set_parent_constraint(&tile_con, &board_con);
|
|
set_height_constraint(&tile_con, tile_height, UI_CONSTRAINT_FIXED);
|
|
set_width_constraint(&tile_con, 1, UI_CONSTRAINT_ASPECT_RATIO);
|
|
|
|
for (int i = 0; i < 4; i++) {
|
|
for (int j = 0; j < 4; j++) {
|
|
Tile *tile = &game.board[i][j];
|
|
Color tile_color = get_tile_color(tile->value);
|
|
char value[16];
|
|
sprintf(value, "%d", tile->value);
|
|
f32 tile_y_pos = (f32)((tile_height + tile_padding) * i + tile_padding + game.board[i][j].anim_y_offset_relative * board_con.height);
|
|
f32 tile_x_pos = (f32)((tile_height + tile_padding) * j + tile_padding + game.board[i][j].anim_x_offset_relative * board_con.height);
|
|
|
|
set_y_constraint(&tile_con, tile_y_pos, UI_CONSTRAINT_FIXED);
|
|
set_x_constraint(&tile_con, tile_x_pos, UI_CONSTRAINT_FIXED);
|
|
if (tile->value > 0) {
|
|
draw_quad(&tile_con, tile_color, tile_board_radius, ALIGN_TOP_LEFT);
|
|
|
|
// value text
|
|
set_parent_constraint(&text_con, &tile_con);
|
|
set_x_constraint(&text_con, 0, UI_CONSTRAINT_FIXED);
|
|
set_y_constraint(&text_con, 0, UI_CONSTRAINT_FIXED);
|
|
|
|
draw_text(value, get_tile_font_size(tile->value), text_con, mult_color(tile_color, 0.5), ALIGN_CENTER);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (game.spawning_new_tile) {
|
|
// spawning tile
|
|
Color tile_color = get_tile_color(game.spawning_tile_value);
|
|
f32 tile_x_pos = (f32)((tile_height + tile_padding) * game.spawning_tile_coords.y + tile_padding) + tile_height / 2 - game.spawning_tile_scale * tile_height / 2;
|
|
f32 tile_y_pos = (f32)((tile_height + tile_padding) * game.spawning_tile_coords.x + tile_padding) + tile_height / 2 - game.spawning_tile_scale * tile_height / 2;
|
|
set_x_constraint(&tile_con, tile_x_pos, UI_CONSTRAINT_FIXED);
|
|
set_y_constraint(&tile_con, tile_y_pos, UI_CONSTRAINT_FIXED);
|
|
set_height_constraint(&tile_con, tile_height * game.spawning_tile_scale, UI_CONSTRAINT_FIXED);
|
|
set_width_constraint(&tile_con, 1, UI_CONSTRAINT_ASPECT_RATIO);
|
|
draw_quad(&tile_con, tile_color, tile_board_radius, ALIGN_TOP_LEFT);
|
|
// value text
|
|
set_parent_constraint(&text_con, &tile_con);
|
|
set_x_constraint(&text_con, 0, UI_CONSTRAINT_FIXED);
|
|
set_y_constraint(&text_con, 0, UI_CONSTRAINT_FIXED);
|
|
|
|
char value[16];
|
|
sprintf(value, "%d", game.spawning_tile_value);
|
|
draw_text(value, (u8)(get_tile_font_size(game.spawning_tile_value) * game.spawning_tile_scale), text_con, mult_color(tile_color, 0.5), ALIGN_CENTER);
|
|
}
|
|
}
|
|
|
|
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 = TILE_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))) {
|
|
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.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 = TILE_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))) {
|
|
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.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 = TILE_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))) {
|
|
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.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 = TILE_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))) {
|
|
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.spawning_new_tile = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (gameover()) {
|
|
game.has_lost = true;
|
|
game.animating = true;
|
|
}
|
|
|
|
if (game.spawning_new_tile) {
|
|
game.spawning_tile_scale += (float)(TILE_SPAWN_SPEED * delta_t);
|
|
|
|
if (game.spawning_tile_scale >= 1.0f) {
|
|
spawn_new_tile_with_value(game.spawning_tile_coords.x, game.spawning_tile_coords.y, game.spawning_tile_value);
|
|
game.spawning_tile_coords = (Vec2){0, 0};
|
|
game.spawning_tile_value = 0;
|
|
game.spawning_new_tile = false;
|
|
game.animating = false;
|
|
game.spawning_tile_scale = 0.0f;
|
|
}
|
|
}
|
|
|
|
if (game.has_lost) {
|
|
game.game_over_opacity = (float)CORE_MIN(game.game_over_opacity + GAMEOVER_ANIM_SPEED * delta_t, 255);
|
|
game.game_over_bg_opacity = (float)CORE_MIN(game.game_over_bg_opacity + GAMEOVER_ANIM_SPEED * delta_t, 200);
|
|
}
|
|
}
|
|
|
|
|
|
///////////////////////////////////
|
|
//
|
|
//
|
|
// Loop and input handling
|
|
//
|
|
//
|
|
///////////////////////////////////
|
|
|
|
|
|
void handle_keyboard_input(ZephrEvent e) {
|
|
bool can_move = !game.quit_dialog && !game.help_dialog && !game.animating;
|
|
|
|
if (e.key.mods & ZEPHR_KEY_MOD_CTRL && e.key.code == ZEPHR_KEYCODE_Q) {
|
|
game_attempt_quit();
|
|
} else if (e.key.code == ZEPHR_KEYCODE_ESCAPE) {
|
|
game.quit_dialog = false;
|
|
game.help_dialog = false;
|
|
game.settings_dialog = false;
|
|
} else if (e.key.code == ZEPHR_KEYCODE_F11) {
|
|
zephr_toggle_fullscreen();
|
|
} else if (e.key.code == ZEPHR_KEYCODE_UP) {
|
|
if (can_move)
|
|
move_up();
|
|
} else if (e.key.code == ZEPHR_KEYCODE_DOWN) {
|
|
if (can_move)
|
|
move_down();
|
|
} else if (e.key.code == ZEPHR_KEYCODE_LEFT) {
|
|
if (can_move)
|
|
move_left();
|
|
} else if (e.key.code == ZEPHR_KEYCODE_RIGHT) {
|
|
if (can_move)
|
|
move_right();
|
|
}
|
|
}
|
|
|
|
void game_loop(void) {
|
|
game_init();
|
|
|
|
f64 last_frame = 0.0;
|
|
|
|
while (!zephr_should_quit()) {
|
|
ZephrEvent e;
|
|
|
|
while (zephr_iter_events(&e)) {
|
|
switch (e.type) {
|
|
case ZEPHR_EVENT_WINDOW_CLOSED:
|
|
if (game.quit_dialog) {
|
|
zephr_quit();
|
|
} else {
|
|
game_attempt_quit();
|
|
}
|
|
break;
|
|
case ZEPHR_EVENT_KEY_PRESSED:
|
|
handle_keyboard_input(e);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
f64 now = get_time();
|
|
f64 delta_t = now - last_frame;
|
|
last_frame = now;
|
|
|
|
update_positions(delta_t);
|
|
|
|
draw_bg();
|
|
draw_board();
|
|
draw_ui();
|
|
|
|
zephr_swap_buffers();
|
|
}
|
|
}
|