zephr/game: fix few memory leaks (and introduced a big one). spawn particles when tiles merge

This commit is contained in:
2024-01-27 04:05:00 +02:00
parent 98c3a0f8af
commit 292f0058d5
8 changed files with 194 additions and 24 deletions
+62 -18
View File
@@ -35,6 +35,7 @@ Tile :: struct {
value: u16,
new_value: u16,
merged: bool,
emitter: ParticleEmitter,
}
Game :: struct {
@@ -55,6 +56,7 @@ Game :: struct {
help_dialog: bool,
icon_textures: [Icon]zephr.TextureId,
merge_particle_texture: zephr.TextureId,
palette: ColorPalette,
}
@@ -72,9 +74,8 @@ neighbors := [4]zephr.Vec2 {
{0, -1}, // up
{0, 1}, // down
}
@private
gameover_anim_time: time.Duration = 0
@private
game : Game
@@ -399,6 +400,8 @@ reset_game :: proc() {
game.board[y][x].value = 0
game.board[y][x].new_value = 0
game.board[y][x].merged = false
delete(game.board[y][x].emitter.particles)
game.board[y][x].emitter = ParticleEmitter{}
}
}
@@ -418,6 +421,8 @@ game_init :: proc() {
game.icon_textures[.SETTINGS_ICON] = zephr.load_texture("assets/icons/settings.png")
game.icon_textures[.CLOSE_ICON] = zephr.load_texture("assets/icons/close.png")
game.merge_particle_texture = zephr.load_texture("assets/particles/merge.png")
reset_palette()
for i in 0..<2 {
@@ -448,14 +453,12 @@ spawn_new_tile_with_value :: proc(x, y: u8, value: u16) {
spawn_new_tile :: proc(x, y: u8) {
val := get_spawned_tile_value()
game.board[x][y] = Tile{
value = val,
new_value = val,
position = zephr.Vec2{cast(f32)x, cast(f32)y},
start_pos = zephr.Vec2{cast(f32)x, cast(f32)y},
new_pos = zephr.Vec2{cast(f32)x, cast(f32)y},
scale = zephr.Vec2{1, 1},
}
game.board[x][y].value = val
game.board[x][y].new_value = val
game.board[x][y].position = zephr.Vec2{cast(f32)x, cast(f32)y}
game.board[x][y].start_pos = zephr.Vec2{cast(f32)x, cast(f32)y}
game.board[x][y].new_pos = zephr.Vec2{cast(f32)x, cast(f32)y}
game.board[x][y].scale = zephr.Vec2{1, 1}
}
get_random_available_tile_coords :: proc() -> zephr.Vec2 {
@@ -558,6 +561,7 @@ game_loop :: proc() {
last_frame = now
update_positions(delta_t)
update_emitters(delta_t)
draw_bg()
draw_board()
@@ -567,6 +571,14 @@ game_loop :: proc() {
}
}
update_emitters :: proc(delta_t: time.Duration) {
for row in &game.board {
for tile in &row {
update_emitter(delta_t, &tile.emitter)
}
}
}
update_positions :: proc(delta_t: time.Duration) {
if (game.animating) {
switch game.last_move_dir {
@@ -578,13 +590,14 @@ update_positions :: proc(delta_t: time.Duration) {
continue
}
if src.anim_timer < TILE_ANIM_DURATION {
src.position.x = math.lerp(src.start_pos.x, src.new_pos.x, cast(f32)zephr.ease_in_out_back(cast(f64)src.anim_timer / cast(f64)TILE_ANIM_DURATION))
src.position.y = math.lerp(src.start_pos.y, src.new_pos.y, cast(f32)zephr.ease_in_out_back(cast(f64)src.anim_timer / cast(f64)TILE_ANIM_DURATION))
src.position.x = math.lerp(src.start_pos.x, src.new_pos.x, cast(f32)zephr.ease_out_cubic(cast(f64)src.anim_timer / cast(f64)TILE_ANIM_DURATION))
src.position.y = math.lerp(src.start_pos.y, src.new_pos.y, cast(f32)zephr.ease_out_cubic(cast(f64)src.anim_timer / cast(f64)TILE_ANIM_DURATION))
src.anim_timer += delta_t
} else {
dest := &game.board[cast(int)src.new_pos.x][cast(int)src.new_pos.y]
if dest.new_value == src.value * 2 {
emitter_start(&dest.emitter, 500, dest.new_pos, time.Millisecond * 200)
dest.merged = false
}
@@ -596,6 +609,7 @@ update_positions :: proc(delta_t: time.Duration) {
new_pos = src.new_pos,
anim_timer = 0,
scale = zephr.Vec2{1, 1},
emitter = dest.emitter,
}
src^ = Tile{
value = src.new_value,
@@ -605,6 +619,7 @@ update_positions :: proc(delta_t: time.Duration) {
new_pos = src.start_pos,
anim_timer = 0,
scale = zephr.Vec2{1, 1},
emitter = src.emitter
}
game.spawning_new_tile = true
@@ -619,13 +634,14 @@ update_positions :: proc(delta_t: time.Duration) {
continue
}
if src.anim_timer < TILE_ANIM_DURATION {
src.position.x = math.lerp(src.start_pos.x, src.new_pos.x, cast(f32)zephr.ease_in_out_back(cast(f64)src.anim_timer / cast(f64)TILE_ANIM_DURATION))
src.position.y = math.lerp(src.start_pos.y, src.new_pos.y, cast(f32)zephr.ease_in_out_back(cast(f64)src.anim_timer / cast(f64)TILE_ANIM_DURATION))
src.position.x = math.lerp(src.start_pos.x, src.new_pos.x, cast(f32)zephr.ease_out_cubic(cast(f64)src.anim_timer / cast(f64)TILE_ANIM_DURATION))
src.position.y = math.lerp(src.start_pos.y, src.new_pos.y, cast(f32)zephr.ease_out_cubic(cast(f64)src.anim_timer / cast(f64)TILE_ANIM_DURATION))
src.anim_timer += delta_t
} else {
dest := &game.board[cast(int)src.new_pos.x][cast(int)src.new_pos.y]
if dest.new_value == src.value * 2 {
emitter_start(&dest.emitter, 500, dest.new_pos, time.Millisecond * 200)
dest.merged = false
}
@@ -637,6 +653,7 @@ update_positions :: proc(delta_t: time.Duration) {
new_pos = src.new_pos,
anim_timer = 0,
scale = zephr.Vec2{1, 1},
emitter = dest.emitter,
}
src^ = Tile{
value = src.new_value,
@@ -646,6 +663,7 @@ update_positions :: proc(delta_t: time.Duration) {
new_pos = src.start_pos,
anim_timer = 0,
scale = zephr.Vec2{1, 1},
emitter = src.emitter,
}
game.spawning_new_tile = true
@@ -660,13 +678,14 @@ update_positions :: proc(delta_t: time.Duration) {
continue
}
if src.anim_timer < TILE_ANIM_DURATION {
src.position.x = math.lerp(src.start_pos.x, src.new_pos.x, cast(f32)zephr.ease_in_out_back(cast(f64)src.anim_timer / cast(f64)TILE_ANIM_DURATION))
src.position.y = math.lerp(src.start_pos.y, src.new_pos.y, cast(f32)zephr.ease_in_out_back(cast(f64)src.anim_timer / cast(f64)TILE_ANIM_DURATION))
src.position.x = math.lerp(src.start_pos.x, src.new_pos.x, cast(f32)zephr.ease_out_cubic(cast(f64)src.anim_timer / cast(f64)TILE_ANIM_DURATION))
src.position.y = math.lerp(src.start_pos.y, src.new_pos.y, cast(f32)zephr.ease_out_cubic(cast(f64)src.anim_timer / cast(f64)TILE_ANIM_DURATION))
src.anim_timer += delta_t
} else {
dest := &game.board[cast(int)src.new_pos.x][cast(int)src.new_pos.y]
if dest.new_value == src.value * 2 {
emitter_start(&dest.emitter, 500, dest.new_pos, time.Millisecond * 200)
dest.merged = false
}
@@ -678,6 +697,7 @@ update_positions :: proc(delta_t: time.Duration) {
new_pos = src.new_pos,
anim_timer = 0,
scale = zephr.Vec2{1, 1},
emitter = dest.emitter,
}
src^ = Tile{
value = src.new_value,
@@ -687,6 +707,7 @@ update_positions :: proc(delta_t: time.Duration) {
new_pos = src.start_pos,
anim_timer = 0,
scale = zephr.Vec2{1, 1},
emitter = src.emitter,
}
game.spawning_new_tile = true
@@ -701,13 +722,14 @@ update_positions :: proc(delta_t: time.Duration) {
continue
}
if src.anim_timer < TILE_ANIM_DURATION {
src.position.x = math.lerp(src.start_pos.x, src.new_pos.x, cast(f32)zephr.ease_in_out_back(cast(f64)src.anim_timer / cast(f64)TILE_ANIM_DURATION))
src.position.y = math.lerp(src.start_pos.y, src.new_pos.y, cast(f32)zephr.ease_in_out_back(cast(f64)src.anim_timer / cast(f64)TILE_ANIM_DURATION))
src.position.x = math.lerp(src.start_pos.x, src.new_pos.x, cast(f32)zephr.ease_out_cubic(cast(f64)src.anim_timer / cast(f64)TILE_ANIM_DURATION))
src.position.y = math.lerp(src.start_pos.y, src.new_pos.y, cast(f32)zephr.ease_out_cubic(cast(f64)src.anim_timer / cast(f64)TILE_ANIM_DURATION))
src.anim_timer += delta_t
} else {
dest := &game.board[cast(int)src.new_pos.x][cast(int)src.new_pos.y]
if dest.new_value == src.value * 2 {
emitter_start(&dest.emitter, 500, dest.new_pos, time.Millisecond * 200)
dest.merged = false
}
@@ -719,6 +741,7 @@ update_positions :: proc(delta_t: time.Duration) {
new_pos = src.new_pos,
anim_timer = 0,
scale = zephr.Vec2{1, 1},
emitter = dest.emitter,
}
src^ = Tile{
value = src.new_value,
@@ -728,6 +751,7 @@ update_positions :: proc(delta_t: time.Duration) {
new_pos = src.start_pos,
anim_timer = 0,
scale = zephr.Vec2{1, 1},
emitter = src.emitter
}
game.spawning_new_tile = true
@@ -883,6 +907,26 @@ draw_board :: proc() {
zephr.set_y_constraint(&tile_con, tile_y_pos, .FIXED)
zephr.set_x_constraint(&tile_con, tile_x_pos, .FIXED)
// Draw particles
particle_con := zephr.DEFAULT_UI_CONSTRAINTS
for particle in tile.emitter.particles {
if (particle.life <= 0) {
continue
}
zephr.set_parent_constraint(&particle_con, &tile_con)
zephr.set_x_constraint(&particle_con, particle.pos.x, .FIXED)
zephr.set_y_constraint(&particle_con, particle.pos.y, .FIXED)
particle_con.scale = particle.size
zephr.set_width_constraint(&particle_con, 30, .RELATIVE_PIXELS)
zephr.set_height_constraint(&particle_con, 1, .ASPECT_RATIO)
zephr.draw_texture(&particle_con, game.merge_particle_texture, zephr.UiStyle{
bg_color = particle.color,
fg_color = particle.color,
align = .CENTER,
})
}
zephr.draw_quad(&tile_con, style)
// value text