game: refactor tile animations

This commit is contained in:
2024-01-22 05:03:41 +02:00
parent ba03d623d8
commit c4c575aeda
+235 -149
View File
@@ -27,13 +27,14 @@ ColorPalette :: struct {
}
Tile :: struct {
start_pos: zephr.Vec2,
position: zephr.Vec2,
new_pos: zephr.Vec2,
anim_timer: time.Duration,
scale: zephr.Vec2,
value: u16,
new_value: u16,
merged: bool,
anim_x_offset_relative: f64,
anim_y_offset_relative: f64,
tiles_to_move: u8,
}
Game :: struct {
@@ -58,9 +59,9 @@ Game :: struct {
}
@private
TILE_ANIM_SPEED :: 2.5
TILE_ANIM_DURATION :: time.Millisecond * 300
@private
TILE_SPAWN_SPEED :: 6.0
TILE_SPAWN_SPEED :: 8.0
@private
GAMEOVER_ANIM_DURATION :: time.Millisecond * 300
@@ -73,7 +74,7 @@ neighbors := [4]zephr.Vec2 {
}
// nocheckin
timeElapsed: time.Duration = 0
gameover_anim_time: time.Duration = 0
@private
game : Game
@@ -141,30 +142,32 @@ get_tile_font_size :: proc(value: u16) -> u32 {
move_right :: proc() {
game.last_move_dir = .RIGHT
for i in 0..<4 {
for j := 2; j >= 0; j -= 1 {
if (game.board[i][j].value == 0) {
for row in 0..<4 {
for col := 2; col >= 0; col -= 1 {
if (game.board[row][col].value == 0) {
continue
}
tiles_to_move := 0
x := j
x := col
src := &game.board[i][j]
src := &game.board[row][col]
dest := &game.board[row][x]
loop: for {
if (x >= 3) do break loop
for {
if (x >= 3) do break
x += 1
dest = &game.board[row][x]
// next tile is empty so we can move there
if (game.board[i][x].new_value == 0) {
if (dest.new_value == 0) {
tiles_to_move += 1
continue
}
// next tile has the same value so we can merge and move
if (game.board[i][x].new_value == src.new_value && !game.board[i][x].merged) {
if (dest.new_value == src.new_value && !dest.merged) {
tiles_to_move += 1
game.board[i][x].merged = true
dest.merged = true
break
} else {
// next tile has a different value so we can't move there
@@ -173,16 +176,18 @@ move_right :: proc() {
}
}
src.tiles_to_move = auto_cast tiles_to_move
dest = &game.board[row][x]
if (tiles_to_move > 0) {
if (game.board[i][x].merged) {
game.board[i][x].new_value *= 2
game.score += auto_cast game.board[i][x].new_value
if (dest.merged) {
dest.new_value *= 2
game.score += auto_cast dest.new_value
} else {
game.board[i][x].new_value = src.new_value
dest.new_value = src.new_value
}
src.new_value = 0
src.new_pos = zephr.Vec2{cast(f32)row, cast(f32)x}
src.anim_timer = 0
game.animating = true
game.spawning_tile_coords = get_random_available_tile_coords()
game.spawning_tile_value = get_spawned_tile_value()
@@ -191,37 +196,35 @@ move_right :: proc() {
}
}
// TODO: ideas for refactoring the animation logic and separating game state from rendering
// the board is just a state that we keep in memory but never use it for rendering
// and a tile is an enitity that has a position (in the board or on the screen??) that we can animate using lerp
// we draw the tile entities and not the board state. the tile entities update their positions according to the board state at the end of the frame??
move_left :: proc() {
game.last_move_dir = .LEFT
for i in 0..<4 {
for j in 1..<4 {
if (game.board[i][j].value == 0) {
for row in 0..<4 {
for col in 1..<4 {
if (game.board[row][col].value == 0) {
continue
}
tiles_to_move := 0
x := j
x := col
src := &game.board[i][j]
src := &game.board[row][col]
dest := &game.board[row][x]
loop: for {
if (x <= 0) do break loop
for {
if (x <= 0) do break
x -= 1
dest = &game.board[row][x]
// next tile is empty so we can move there
if (game.board[i][x].new_value == 0) {
if (dest.new_value == 0) {
tiles_to_move += 1
continue
}
// next tile has the same value so we can merge and move
if (game.board[i][x].new_value == src.new_value && !game.board[i][x].merged) {
if ((dest.new_value == src.new_value) && !dest.merged) {
tiles_to_move += 1
game.board[i][x].merged = true
dest.merged = true
break
} else {
// next tile has a different value so we can't move there
@@ -230,16 +233,18 @@ move_left :: proc() {
}
}
src.tiles_to_move = auto_cast tiles_to_move
dest = &game.board[row][x]
if (tiles_to_move > 0) {
if (game.board[i][x].merged) {
game.board[i][x].new_value *= 2
game.score += auto_cast game.board[i][x].new_value
if (dest.merged) {
dest.new_value *= 2
game.score += auto_cast dest.new_value
} else {
game.board[i][x].new_value = src.new_value
dest.new_value = src.new_value
}
src.new_value = 0
src.new_pos = zephr.Vec2{cast(f32)row, cast(f32)x}
src.anim_timer = 0
game.animating = true
game.spawning_tile_coords = get_random_available_tile_coords()
game.spawning_tile_value = get_spawned_tile_value()
@@ -251,28 +256,30 @@ move_left :: proc() {
move_down :: proc() {
game.last_move_dir = .DOWN
for i := 2; i >= 0; i -= 1 {
for j in 0..<4 {
if (game.board[i][j].value == 0) {
for row := 2; row >= 0; row -= 1 {
for col in 0..<4 {
if (game.board[row][col].value == 0) {
continue
}
tiles_to_move := 0
y := i
y := row
src := &game.board[i][j]
src := &game.board[row][col]
dest := &game.board[y][col]
loop: for {
if (y >= 3) do break loop
for {
if (y >= 3) do break
y += 1
dest = &game.board[y][col]
if (game.board[y][j].new_value == 0) {
if (dest.new_value == 0) {
tiles_to_move += 1
continue
}
if (game.board[y][j].new_value == src.new_value && !game.board[y][j].merged) {
if ((dest.new_value == src.new_value) && !dest.merged) {
tiles_to_move += 1
game.board[y][j].merged = true
dest.merged = true
break
} else {
y -= 1
@@ -280,16 +287,18 @@ move_down :: proc() {
}
}
src.tiles_to_move = auto_cast tiles_to_move
dest = &game.board[y][col]
if (tiles_to_move > 0) {
if (game.board[y][j].merged) {
game.board[y][j].new_value *= 2
game.score += auto_cast game.board[y][j].new_value
if (dest.merged) {
dest.new_value *= 2
game.score += auto_cast dest.new_value
} else {
game.board[y][j].new_value = src.new_value
dest.new_value = src.new_value
}
src.new_value = 0
src.new_pos = zephr.Vec2{cast(f32)y, cast(f32)col}
src.anim_timer = 0
game.animating = true
game.spawning_tile_coords = get_random_available_tile_coords()
game.spawning_tile_value = get_spawned_tile_value()
@@ -301,28 +310,30 @@ move_down :: proc() {
move_up :: proc() {
game.last_move_dir = .UP
for i in 1..<4 {
for j in 0..<4 {
if (game.board[i][j].new_value == 0) {
for row in 1..<4 {
for col in 0..<4 {
if (game.board[row][col].value == 0) {
continue
}
tiles_to_move := 0
y := i
y := row
src := &game.board[i][j]
src := &game.board[row][col]
dest := &game.board[y][col]
loop: for {
if (y <= 0) do break loop
for {
if (y <= 0) do break
y -= 1
dest = &game.board[y][col]
if (game.board[y][j].new_value == 0) {
if (dest.new_value == 0) {
tiles_to_move += 1
continue
}
if (game.board[y][j].new_value == src.new_value && !game.board[y][j].merged) {
if (dest.new_value == src.new_value && !dest.merged) {
tiles_to_move += 1
game.board[y][j].merged = true
dest.merged = true
break
} else {
y += 1
@@ -330,16 +341,18 @@ move_up :: proc() {
}
}
src.tiles_to_move = auto_cast tiles_to_move
dest = &game.board[y][col]
if (tiles_to_move > 0) {
if (game.board[y][j].merged) {
game.board[y][j].new_value *= 2
game.score += auto_cast game.board[y][j].new_value
if (dest.merged) {
dest.new_value *= 2
game.score += auto_cast dest.new_value
} else {
game.board[y][j].new_value = src.new_value
dest.new_value = src.new_value
}
src.new_value = 0
src.new_pos = zephr.Vec2{cast(f32)y, cast(f32)col}
src.anim_timer = 0
game.animating = true
game.spawning_tile_coords = get_random_available_tile_coords()
game.spawning_tile_value = get_spawned_tile_value()
@@ -370,7 +383,7 @@ reset_palette :: proc() {
}
reset_game :: proc() {
timeElapsed = 0
gameover_anim_time = 0
game.score = 0
game.animating = false
@@ -387,9 +400,6 @@ reset_game :: proc() {
game.board[y][x].value = 0
game.board[y][x].new_value = 0
game.board[y][x].merged = false
game.board[y][x].tiles_to_move = 0
game.board[y][x].anim_x_offset_relative = 0
game.board[y][x].anim_y_offset_relative = 0
}
}
@@ -426,15 +436,27 @@ get_spawned_tile_value :: proc() -> u16 {
}
spawn_new_tile_with_value :: proc(x, y: u8, value: u16) {
game.board[x][y].value = value
game.board[x][y].new_value = value
game.board[x][y] = Tile{
value = value,
new_value = value,
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},
}
}
spawn_new_tile :: proc(x, y: u8) {
val := get_spawned_tile_value()
game.board[x][y].value = val
game.board[x][y].new_value = val
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},
}
}
get_random_available_tile_coords :: proc() -> zephr.Vec2 {
@@ -506,6 +528,8 @@ handle_keyboard_input :: proc(e: zephr.Event) {
if (can_move) do move_left()
} else if (e.key.scancode == .RIGHT) {
if (can_move) do move_right()
} else if (e.key.scancode == .N) {
reset_game()
}
}
@@ -545,113 +569,171 @@ game_loop :: proc() {
}
update_positions :: proc(delta_t: time.Duration) {
// TODO: lerp the positions and use delta_t for it
delta_t_f := time.duration_seconds(delta_t)
// TODO: experiment; I think I can lerp the tile positions instead of doing this
if (game.animating) {
switch (game.last_move_dir) {
switch game.last_move_dir {
case .LEFT:
for i in 0..<4 {
for j in 1..<4 {
tiles_to_move := game.board[i][j].tiles_to_move
speed := TILE_ANIM_SPEED * cast(f64)tiles_to_move
src := &game.board[i][j]
dest := &game.board[i][j - cast(int)tiles_to_move]
if src.value == 0 || src.start_pos == src.new_pos {
continue
}
if src.anim_timer < TILE_ANIM_DURATION {
src.position.x = math.lerp(src.start_pos.x, src.new_pos.x, zephr.ease_out_cubic(cast(f32)src.anim_timer / cast(f32)TILE_ANIM_DURATION))
src.position.y = math.lerp(src.start_pos.y, src.new_pos.y, zephr.ease_out_cubic(cast(f32)src.anim_timer / cast(f32)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 (src.tiles_to_move != 0) {
src.anim_x_offset_relative -= speed * delta_t_f
if (src.anim_x_offset_relative <= -0.240 * (cast(f64)tiles_to_move + (cast(f64)tiles_to_move * 0.02))) {
if (dest.new_value == src.value * 2) {
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
dest^ = Tile{
value = dest.new_value,
new_value = dest.new_value,
position = src.new_pos,
start_pos = src.new_pos,
new_pos = src.new_pos,
anim_timer = 0,
scale = zephr.Vec2{1, 1},
}
src^ = Tile{
value = src.new_value,
new_value = src.new_value,
position = src.start_pos,
start_pos = src.start_pos,
new_pos = src.start_pos,
anim_timer = 0,
scale = zephr.Vec2{1, 1},
}
game.spawning_new_tile = true
}
}
}
case .RIGHT:
for i in 0..<4 {
for j := 2; j >= 0; j -= 1 {
tiles_to_move := game.board[i][j].tiles_to_move
speed := TILE_ANIM_SPEED * cast(f64)tiles_to_move
src := &game.board[i][j]
dest := &game.board[i][j + cast(int)tiles_to_move]
if src.value == 0 || src.start_pos == src.new_pos {
continue
}
if src.anim_timer < TILE_ANIM_DURATION {
src.position.x = math.lerp(src.start_pos.x, src.new_pos.x, zephr.ease_out_cubic(cast(f32)src.anim_timer / cast(f32)TILE_ANIM_DURATION))
src.position.y = math.lerp(src.start_pos.y, src.new_pos.y, zephr.ease_out_cubic(cast(f32)src.anim_timer / cast(f32)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 (src.tiles_to_move != 0) {
src.anim_x_offset_relative += speed * delta_t_f
if (src.anim_x_offset_relative >= 0.240 * (cast(f64)tiles_to_move + (cast(f64)tiles_to_move * 0.02))) {
if (dest.new_value == src.value * 2) {
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
dest^ = Tile{
value = dest.new_value,
new_value = dest.new_value,
position = src.new_pos,
start_pos = src.new_pos,
new_pos = src.new_pos,
anim_timer = 0,
scale = zephr.Vec2{1, 1},
}
src^ = Tile{
value = src.new_value,
new_value = src.new_value,
position = src.start_pos,
start_pos = src.start_pos,
new_pos = src.start_pos,
anim_timer = 0,
scale = zephr.Vec2{1, 1},
}
game.spawning_new_tile = true
}
}
}
case .UP:
for i in 1..<4 {
for j in 0..<4 {
tiles_to_move := game.board[i][j].tiles_to_move
speed := TILE_ANIM_SPEED * cast(f64)tiles_to_move
src := &game.board[i][j]
dest := &game.board[i - cast(int)tiles_to_move][j]
if src.value == 0 || src.start_pos == src.new_pos {
continue
}
if src.anim_timer < TILE_ANIM_DURATION {
src.position.x = math.lerp(src.start_pos.x, src.new_pos.x, zephr.ease_out_cubic(cast(f32)src.anim_timer / cast(f32)TILE_ANIM_DURATION))
src.position.y = math.lerp(src.start_pos.y, src.new_pos.y, zephr.ease_out_cubic(cast(f32)src.anim_timer / cast(f32)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 (src.tiles_to_move != 0) {
src.anim_y_offset_relative -= speed * delta_t_f
if (src.anim_y_offset_relative <= -0.240 * (cast(f64)tiles_to_move + (cast(f64)tiles_to_move * 0.02))) {
if (dest.new_value == src.value * 2) {
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
dest^ = Tile{
value = dest.new_value,
new_value = dest.new_value,
position = src.new_pos,
start_pos = src.new_pos,
new_pos = src.new_pos,
anim_timer = 0,
scale = zephr.Vec2{1, 1},
}
src^ = Tile{
value = src.new_value,
new_value = src.new_value,
position = src.start_pos,
start_pos = src.start_pos,
new_pos = src.start_pos,
anim_timer = 0,
scale = zephr.Vec2{1, 1},
}
game.spawning_new_tile = true
}
}
}
case .DOWN:
for i := 2; i >= 0; i -= 1 {
for j in 0..<4 {
tiles_to_move := game.board[i][j].tiles_to_move
speed := TILE_ANIM_SPEED * cast(f64)tiles_to_move
src := &game.board[i][j]
dest := &game.board[i + cast(int)tiles_to_move][j]
if src.value == 0 || src.start_pos == src.new_pos {
continue
}
if src.anim_timer < TILE_ANIM_DURATION {
src.position.x = math.lerp(src.start_pos.x, src.new_pos.x, zephr.ease_out_cubic(cast(f32)src.anim_timer / cast(f32)TILE_ANIM_DURATION))
src.position.y = math.lerp(src.start_pos.y, src.new_pos.y, zephr.ease_out_cubic(cast(f32)src.anim_timer / cast(f32)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 (src.tiles_to_move != 0) {
src.anim_y_offset_relative += speed * delta_t_f
if (src.anim_y_offset_relative >= 0.240 * (cast(f64)tiles_to_move + (cast(f64)tiles_to_move * 0.02))) {
if (dest.new_value == src.value * 2) {
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
dest^ = Tile{
value = dest.new_value,
new_value = dest.new_value,
position = src.new_pos,
start_pos = src.new_pos,
new_pos = src.new_pos,
anim_timer = 0,
scale = zephr.Vec2{1, 1},
}
src^ = Tile{
value = src.new_value,
new_value = src.new_value,
position = src.start_pos,
start_pos = src.start_pos,
new_pos = src.start_pos,
anim_timer = 0,
scale = zephr.Vec2{1, 1},
}
game.spawning_new_tile = true
}
}
}
@@ -677,10 +759,10 @@ update_positions :: proc(delta_t: time.Duration) {
}
if (game.has_lost) {
if timeElapsed < GAMEOVER_ANIM_DURATION {
game.game_over_opacity = cast(f32)math.lerp(0.0, 255.0, cast(f64)timeElapsed / cast(f64)GAMEOVER_ANIM_DURATION)
game.game_over_bg_opacity = cast(f32)math.lerp(0.0, 200.0, cast(f64)timeElapsed / cast(f64)GAMEOVER_ANIM_DURATION)
timeElapsed += delta_t
if gameover_anim_time < GAMEOVER_ANIM_DURATION {
game.game_over_opacity = cast(f32)math.lerp(0.0, 255.0, cast(f64)gameover_anim_time / cast(f64)GAMEOVER_ANIM_DURATION)
game.game_over_bg_opacity = cast(f32)math.lerp(0.0, 200.0, cast(f64)gameover_anim_time / cast(f64)GAMEOVER_ANIM_DURATION)
gameover_anim_time += delta_t
} else {
game.game_over_bg_opacity = 255
game.game_over_bg_opacity = 200
@@ -779,9 +861,13 @@ draw_board :: proc() {
zephr.set_height_constraint(&tile_con, tile_height, .FIXED)
zephr.set_width_constraint(&tile_con, 1, .ASPECT_RATIO)
for i in 0..<4 {
for j in 0..<4 {
tile := &game.board[i][j]
for row in 0..<4 {
for col in 0..<4 {
tile := &game.board[row][col]
if tile.value == 0 {
continue
}
tile_color := get_tile_color(tile.value)
style := zephr.UiStyle {
bg_color = tile_color,
@@ -790,12 +876,11 @@ draw_board :: proc() {
}
buf: [16]byte
value := fmt.bprintf(buf[:], "%d", tile.value)
tile_y_pos := ((tile_height + tile_padding) * cast(f32)i + tile_padding + cast(f32)game.board[i][j].anim_y_offset_relative * board_con.height)
tile_x_pos := ((tile_height + tile_padding) * cast(f32)j + tile_padding + cast(f32)game.board[i][j].anim_x_offset_relative * board_con.height)
tile_y_pos := ((tile_height + tile_padding) * tile.position.x + tile_padding)
tile_x_pos := ((tile_height + tile_padding) * tile.position.y + tile_padding)
zephr.set_y_constraint(&tile_con, tile_y_pos, .FIXED)
zephr.set_x_constraint(&tile_con, tile_x_pos, .FIXED)
if (tile.value > 0) {
zephr.draw_quad(&tile_con, style)
// value text
@@ -806,7 +891,6 @@ draw_board :: proc() {
zephr.draw_text(value, get_tile_font_size(tile.value), text_con, zephr.mult_color(tile_color, 0.5), .CENTER)
}
}
}
if (game.spawning_new_tile) {
// spawning tile
@@ -820,6 +904,8 @@ draw_board :: proc() {
tile_y_pos := ((tile_height + tile_padding) * game.spawning_tile_coords.x + tile_padding) + tile_height / 2 - game.spawning_tile_scale * tile_height / 2
zephr.set_x_constraint(&tile_con, tile_x_pos, .FIXED)
zephr.set_y_constraint(&tile_con, tile_y_pos, .FIXED)
// TODO: don't set the scale by making the height smaller
// instead, just set the scale
zephr.set_height_constraint(&tile_con, tile_height * game.spawning_tile_scale, .FIXED)
zephr.set_width_constraint(&tile_con, 1, .ASPECT_RATIO)
zephr.draw_quad(&tile_con, style)