finish game logic implementation. we now have a working game

This commit is contained in:
2023-09-15 23:47:43 +02:00
parent e71ba6dfce
commit a19074c497
5 changed files with 148 additions and 24 deletions
+127 -17
View File
@@ -2,6 +2,7 @@
#include <stdbool.h>
#include <stdlib.h>
#include <math.h>
#include <string.h>
#include <glad/gl.h>
#include "3rdparty/stb/stb_image.h"
@@ -106,10 +107,10 @@ void draw_bg_grid_texture(Shader shader, unsigned int vao, unsigned int texture,
glBindVertexArray(0);
}
void draw_numbers(Shader shader, unsigned int vao, unsigned int vbo, float *transform, int board[9][9]) {
void draw_numbers(Shader shader, unsigned int vao, unsigned int vbo, float *transform, Cell board[9][9]) {
for (int i = 0; i < 9; i++) {
for (int j = 0; j < 9; j++) {
if (board[i][j] != 0) {
if (board[i][j].value != 0) {
draw_number(shader, board[i][j], i, j, 5.0f, vao, vbo, transform);
}
}
@@ -231,9 +232,24 @@ void do_selection(Cudoku *game, int x, int y, int width, int height, float x_sca
game->selection.y = cell_x;
}
bool check_win(Cudoku *game) {
for (int i = 0; i < 9; i++) {
for (int j = 0; j < 9; j++) {
if (game->board[i][j].is_locked) continue;
if (game->board[i][j].value != game->solution[i][j]) return false;
}
}
game->has_won = true;
game->should_draw_selection = false;
return true;
}
void set_selected_number(Cudoku *game, int number) {
if (game->should_draw_selection && !game->has_won) {
game->board[game->selection.x][game->selection.y] = number;
if (game->should_draw_selection && !game->has_won && !game->board[game->selection.x][game->selection.y].is_locked) {
game->board[game->selection.x][game->selection.y].value = number;
check_win(game);
}
}
@@ -267,21 +283,21 @@ void remove_arr_element(int *arr, int index, int size) {
}
}
bool get_candidates(int board[9][9], int row, int col, int candidates[], int *size) {
void get_candidates(Cell board[9][9], int row, int col, int candidates[], int *size) {
// use this as a set to check if a number is already in the row, col, or box
// 0 is no clash, 1 is clash
int clashingDigits[9] = {0};
// check row
for (int i = 0; i < 9; i++) {
if (board[row][i] != 0) {
clashingDigits[board[row][i] - 1] = 1;
if (board[row][i].value != 0) {
clashingDigits[board[row][i].value - 1] = 1;
}
}
// check col
for (int i = 0; i < 9; i++) {
if (board[i][col] != 0) {
clashingDigits[board[i][col] - 1] = 1;
if (board[i][col].value != 0) {
clashingDigits[board[i][col].value - 1] = 1;
}
}
@@ -290,8 +306,8 @@ bool get_candidates(int board[9][9], int row, int col, int candidates[], int *si
int box_col = floor(col / 3.f) * 3;
for (int i = box_row; i < box_row + 3; i++) {
for (int j = box_col; j < box_col + 3; j++) {
if (board[i][j] != 0) {
clashingDigits[board[i][j] - 1] = 1;
if (board[i][j].value != 0) {
clashingDigits[board[i][j].value - 1] = 1;
}
}
}
@@ -301,8 +317,6 @@ bool get_candidates(int board[9][9], int row, int col, int candidates[], int *si
candidates[(*size)++] = i + 1;
}
}
return true;
}
bool backtracker(Cudoku *game, int start_row, int start_col) {
@@ -346,17 +360,109 @@ bool backtracker(Cudoku *game, int start_row, int start_col) {
uint candidate = candidates[rand_idx];
remove_arr_element(candidates, rand_idx, num_candidates);
num_candidates--;
game->board[start_row][start_col] = candidate;
game->board[start_row][start_col].value = candidate;
game->board[start_row][start_col].is_locked = true;
if (backtracker(game, start_row, start_col + 1)) {
return true;
}
game->board[start_row][start_col] = 0;
game->board[start_row][start_col].value = 0;
game->board[start_row][start_col].is_locked = false;
}
// if no candidates, we backtrack and try something else.
return false;
}
bool solver(int *solutions, Vec2 empty_cells[81], int empty_cells_size, Cell board[9][9]) {
if (empty_cells_size) {
(*solutions)++;
if (*solutions > 1) {
return false;
}
return true;
}
int rand_idx = rand() % empty_cells_size;
Vec2 rand_empty_cell = empty_cells[rand_idx];
int candidates_size = 0;
int candidates[9];
get_candidates(board, rand_empty_cell.x, rand_empty_cell.y, candidates, &candidates_size);
while (candidates_size) {
rand_idx = rand() % candidates_size;
int candidate = candidates[rand_idx];
remove_arr_element(candidates, rand_idx, candidates_size--);
Cell cell = { .is_locked = true, .value = candidate };
board[rand_empty_cell.x][rand_empty_cell.y] = cell;
if (solver(solutions, empty_cells, empty_cells_size, board)) {
return true;
}
// reset the cell
cell.value = 0;
cell.is_locked = false;
board[rand_empty_cell.x][rand_empty_cell.y] = cell;
}
empty_cells_size++;
empty_cells[empty_cells_size] = rand_empty_cell;
return false;
}
void remove_numbers(Cudoku *game) {
int solutions = 0;
int removed_cells_size = 0;
Vec2 removed_cells[81];
int filled_cells_size = 81;
int filled_cells[81];
for (int i = 0; i < filled_cells_size; i++) {
filled_cells[i] = i;
}
while (filled_cells_size) {
solutions = 0;
int rand_idx = rand() % filled_cells_size;
int cell = filled_cells[rand_idx];
remove_arr_element(filled_cells, rand_idx, filled_cells_size--);
int removed_row = floor(cell / 9.f);
int removed_col = cell % 9;
Cell removed_cell = game->board[removed_row][removed_col];
Cell empty = {0};
game->board[removed_row][removed_col] = empty;
Vec2 removed_cell_coords = {.x = removed_row, .y = removed_col};
removed_cells[removed_cells_size] = removed_cell_coords;
removed_cells_size++;
int candidates_size = 0;
int candidates[9];
get_candidates(game->board, removed_row, removed_col, candidates, &candidates_size);
Vec2 removed_cells_cpy[81];
Cell board_cpy[9][9];
while (candidates_size) {
candidates_size--;
memcpy(removed_cells_cpy, removed_cells, sizeof(Cell) * removed_cells_size);
memcpy(board_cpy, game->board, sizeof(Cell) * 81);
solver(&solutions, removed_cells_cpy, removed_cells_size, board_cpy);
if (solutions > 1) {
game->board[removed_row][removed_col] = removed_cell;
removed_cells_size--;
break;
}
}
}
}
void generate_random_board(Cudoku *game) {
int size = 9;
// fill diagonal boxes 1, 5, 9
@@ -374,7 +480,8 @@ void generate_random_board(Cudoku *game) {
int rand_idx = rand() % size;
int num = digits[rand_idx];
remove_arr_element(digits, rand_idx, size--);
game->board[row][j] = num;
game->board[row][j].value = num;
game->board[row][j].is_locked = true;
}
}
@@ -384,8 +491,11 @@ void generate_random_board(Cudoku *game) {
// copy the board to the solution
for (int i = 0; i < 9; i++) {
for (int j = 0; j < 9; j++) {
game->solution[i][j] = game->board[i][j];
game->solution[i][j] = game->board[i][j].value;
}
}
remove_numbers(game);
}
+7 -2
View File
@@ -9,8 +9,13 @@ typedef struct Vec2 {
int y;
} Vec2;
typedef struct Cell {
int value;
bool is_locked;
} Cell;
typedef struct Cudoku {
int board[9][9];
Cell board[9][9];
int solution[9][9];
bool has_won;
Vec2 selection;
@@ -21,7 +26,7 @@ void set_scale_factor(int width, int height, float *x, float *y);
unsigned int prepare_bg(bool use_texture, unsigned int *texture);
void draw_bg_grid_shader(Shader shader, unsigned int vao, float* transform, float resolution);
void draw_bg_grid_texture(Shader shader, unsigned int vao, unsigned int texture, float* transform);
void draw_numbers(Shader shader, unsigned int vao, unsigned int vbo, float *transform, int board[9][9]);
void draw_numbers(Shader shader, unsigned int vao, unsigned int vbo, float *transform, Cell board[9][9]);
unsigned int prepare_win_overlay();
void draw_win_overlay(Shader win_shader, Shader font_shader, unsigned int vao, unsigned int font_vao, unsigned int font_vbo, float *transform);
void prepare_selection_box(unsigned int *vao, unsigned int *vbo);
+7 -3
View File
@@ -124,14 +124,18 @@ Size calculate_text_size(const char *text, float scale) {
return size;
}
void draw_number(Shader shader, int text, int row, int column, float scale, unsigned int vao, unsigned int vbo, float *transform) {
void draw_number(Shader shader, Cell cell, int row, int column, float scale, unsigned int vao, unsigned int vbo, float *transform) {
use_shader(shader);
set_vec3f(shader, "textColor", 44.f / 255.f, 54.f / 255.f, 57.f / 255.f);
if (cell.is_locked) {
set_vec3f(shader, "textColor", 44.f / 255.f, 54.f / 255.f, 57.f / 255.f);
} else {
set_vec3f(shader, "textColor", 110.f / 255.f, 133.f / 255.f, 183.f / 255.f);
}
set_mat4f(shader, "transform", transform);
glActiveTexture(GL_TEXTURE0);
glBindVertexArray(vao);
Character ch = numbers[text - 1];
Character ch = numbers[cell.value - 1];
float w = ch.size.width;
float h = ch.size.height;
+2 -1
View File
@@ -1,5 +1,6 @@
#pragma once
#include "cudoku.h"
#include "shader.h"
typedef struct Size {
@@ -17,5 +18,5 @@ typedef struct Character {
int init_fonts(const char *font_path);
void prepare_font(unsigned int *vao, unsigned int *vbo);
Size calculate_text_size(const char *text, float scale);
void draw_number(Shader shader, int text, int row, int column, float scale,unsigned int vao, unsigned int vbo, float* transform);
void draw_number(Shader shader, Cell cell, int row, int column, float scale,unsigned int vao, unsigned int vbo, float* transform);
void draw_text(Shader shader, const char *text, Size text_size, float scale, unsigned int vao, unsigned int vbo, float *transform);
+5 -1
View File
@@ -124,7 +124,11 @@ int main(int argc, char *argv[]) {
for (int i = 0; i < 9; i++) {
for (int j = 0; j < 9; j++) {
printf("%d | ", game.board[i][j]);
if (game.board[i][j].value) {
printf("%d | ", game.board[i][j].value);
} else {
printf(" | ");
}
}
printf("\n");
}