fixes and beggining of game logic

This commit is contained in:
David Husicka 2021-12-27 19:14:44 +01:00
parent 8a455adad7
commit 18b9d4064c
5 changed files with 40 additions and 68 deletions

2
.vscode/launch.json vendored
View File

@ -9,7 +9,7 @@
"request": "launch", "request": "launch",
"name": "Debug", "name": "Debug",
"program": "${workspaceFolder}/builddir/src/2048", "program": "${workspaceFolder}/builddir/src/2048",
"args": ["--y", "5", "--x", "4"], "args": ["--x", "4", "--y", "5"],
"cwd": "${workspaceFolder}" "cwd": "${workspaceFolder}"
} }
] ]

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@ -8,7 +8,7 @@ void game_add_block(Game *game) {
bool is_full = true; bool is_full = true;
for (int i = 0; i < game->field_size_x; i++) { for (int i = 0; i < game->field_size_x; i++) {
for (int j = 0; j < game->field_size_y; j++) { for (int j = 0; j < game->field_size_y; j++) {
if (game->field[j][i] == 0) { if (game->field[i][j] == 0) {
is_full = false; is_full = false;
break; break;
} }
@ -25,8 +25,8 @@ void game_add_block(Game *game) {
x = rand() % game->field_size_x; x = rand() % game->field_size_x;
y = rand() % game->field_size_y; y = rand() % game->field_size_y;
value = (rand() % 2) + 1; value = (rand() % 2) + 1;
} while (game->field[y][x] != 0); } while (game->field[x][y] != 0);
game->field[y][x] = value * 2; game->field[x][y] = value * 2;
} }
Game game_init(size_t field_size_x, size_t field_size_y) { Game game_init(size_t field_size_x, size_t field_size_y) {
@ -36,7 +36,7 @@ Game game_init(size_t field_size_x, size_t field_size_y) {
game.field_size_x = field_size_x; game.field_size_x = field_size_x;
game.field_size_y = field_size_y; game.field_size_y = field_size_y;
game.score = 0; game.score = 0;
game.field = malloc(sizeof(uint16_t *) * field_size_y); game.field = malloc(sizeof(uint16_t *) * field_size_x);
for (size_t i = 0; i < field_size_x; i++) { for (size_t i = 0; i < field_size_x; i++) {
game.field[i] = calloc(field_size_y, sizeof(uint16_t) * field_size_y); game.field[i] = calloc(field_size_y, sizeof(uint16_t) * field_size_y);
} }
@ -60,76 +60,32 @@ void game_move(Game *game, Direction direction) {
if (game->game_over || game->won) { if (game->game_over || game->won) {
return; return;
} }
// the fuck?
// I have few chained for loops that do a lot of similar stuff so I call them in a for loop for better clarity and readability // I have few chained for loops that do a lot of similar stuff so I call them in a for loop for better clarity and readability
for (int u = 0; u < 3; u++) { for (int u = 0; u < 3; u++) {
for (int i = 0; i < game->field_size_x; i++) { for (int i = 0; i < game->field_size_x; i++) {
uint16_t **field = game->field; uint16_t **field = game->field;
// move everything on one side // move everything on one side
for (int j = 0; j < game->field_size_y - 1; j++) { for (int j = 0; j < game->field_size_y - 1; j++) {
// a, b is the same as i and j. It is just flipped when
// it does not go horizontally so I can access stuff vertically
int a = i;
int b = j;
if (direction == Up || direction == Down) {
a = j;
b = i;
}
// make it so it can work with different directions
int directionality = b;
if (direction == Down) {
directionality = a;
}
int movement = 1;
if (direction == Left || direction == Up) {
if (direction == Left) {
directionality = game->field_size_x - b - 1;
}
else {
directionality = game->field_size_y - a - 1;
}
movement = -1;
}
// the similar stuff // the similar stuff
switch (u) { switch (u) {
case 0: case 0:
case 2: case 2:
if (direction == Left || direction == Right) { if (field[i][j + 1] == 0) {
if (field[a][directionality + movement] == 0) { field[i][j + 1] = field[i][j];
field[a][directionality + movement] = field[a][directionality]; field[i][j] = 0;
field[a][directionality] = 0;
}
}
else {
if (field[directionality + movement][b] == 0) {
field[directionality + movement][b] = field[directionality][b];
field[directionality][b] = 0;
}
} }
break; break;
case 1: case 1:
// TODO: fix 444 <- 48, should be 84 // TODO: fix 444 <- 48, should be 84
if (direction == Left || direction == Right) { if (field[i][j + 1] == field[i][j]) {
if (field[a][directionality + movement] == field[a][directionality]) { field[i][j + 1] = field[i][j] * 2;
field[a][directionality + movement] = field[a][directionality] * 2; game->score += field[i][j + 1];
game->score += field[a][directionality + movement]; if (field[i][j + 1] == 2048) {
if (field[a][directionality + movement] == 2048) { game->won = true;
game->won = true;
}
field[a][directionality] = 0;
j++;
}
}
else {
if (field[directionality + movement][b] == field[directionality][b]) {
field[directionality + movement][b] = field[directionality][b] * 2;
game->score += field[directionality + movement][b];
if (field[directionality + movement][b] == 2048) {
game->won = true;
}
field[directionality][b] = 0;
j++;
} }
field[i][j] = 0;
j++;
} }
break; break;
} }

View File

@ -5,6 +5,11 @@
#ifndef HEADER_2048 #ifndef HEADER_2048
#define HEADER_2048 #define HEADER_2048
#define max(a,b) \
({ __typeof__ (a) _a = (a); \
__typeof__ (b) _b = (b); \
_a > _b ? _a : _b; })
typedef enum Direction { typedef enum Direction {
NoDirection, NoDirection,
Up, Up,

View File

@ -144,6 +144,11 @@ void gui_loop(Game *game) {
if (needs_redraw) { if (needs_redraw) {
SDL_RenderClear(window_renderer); SDL_RenderClear(window_renderer);
SDL_Rect tile_rect = tile_size; SDL_Rect tile_rect = tile_size;
if (game->field_size_x > 5 || game->field_size_y > 5) {
int size = 700 / max(game->field_size_y, game->field_size_x);
tile_rect.w = size;
tile_rect.h = size;
}
for (int i = 0; i < game->field_size_x; i++) { for (int i = 0; i < game->field_size_x; i++) {
tile_rect.x = i * (700 / game->field_size_x) + 50; tile_rect.x = i * (700 / game->field_size_x) + 50;
for (int j = 0; j < game->field_size_y; j++) { for (int j = 0; j < game->field_size_y; j++) {
@ -151,7 +156,7 @@ void gui_loop(Game *game) {
// get texture index from value // get texture index from value
for (int k = 0; k < 13; k++) { for (int k = 0; k < 13; k++) {
if (!(game->field[j][i] >> k)) { if (!(game->field[i][j] >> k)) {
SDL_RenderCopy(window_renderer, tile_textures[k], NULL, &tile_rect); SDL_RenderCopy(window_renderer, tile_textures[k], NULL, &tile_rect);
break; break;
} }
@ -160,9 +165,9 @@ void gui_loop(Game *game) {
} }
// score - I am too lazy to optimize this further // score - I am too lazy to optimize this further
char label_text[24] = "Score: 0x"; char label_text[24] = "Score: ";
char value[16]; char value[16];
SDL_itoa(game->score, value, 16); SDL_itoa(game->score, value, 10);
strncat(label_text, value, strlen(value)); strncat(label_text, value, strlen(value));
SDL_Surface *score_label = TTF_RenderText_Blended(Sans, label_text, Black); SDL_Surface *score_label = TTF_RenderText_Blended(Sans, label_text, Black);
SDL_Texture *score_label_texture = SDL_CreateTextureFromSurface(window_renderer, score_label); SDL_Texture *score_label_texture = SDL_CreateTextureFromSurface(window_renderer, score_label);

View File

@ -6,30 +6,36 @@ int main(int argc, char *argv[]) {
bool tui = false; bool tui = false;
int size_x = 4; int size_x = 4;
int size_y = 4; int size_y = 4;
for (int i = 0; i < argc; i++) { for (int i = 1; i < argc; i++) {
if (!strcmp(argv[i], "--help")) { if (!strcmp(argv[i], "--help")) {
printf("You can pass following arguments: \n--help, \n\--tui\ (not all ui elements are implemented, only for demonstration), \n--x (width, default 4), \n--y (height, default 4)\n"); printf("You can pass following arguments: \n--help, \n--tui (not all ui elements are implemented, only for demonstration), \n--x (width, default 4), \n--y (height, default 4)\n");
return 0; return 0;
} }
if (!strcmp(argv[i], "--tui")) { else if (!strcmp(argv[i], "--tui")) {
tui = true; tui = true;
} }
if (!strcmp(argv[i], "--x")) { else if (!strcmp(argv[i], "--x")) {
if (argc >= i) { if (argc >= i) {
if(sscanf(argv[i+1], "%d", &size_x) != 1){ if(sscanf(argv[i+1], "%d", &size_x) != 1){
printf("invalid input\n"); printf("invalid input\n");
return 1; return 1;
} }
i++;
} }
} }
if (!strcmp(argv[i], "--y")) { else if (!strcmp(argv[i], "--y")) {
if (argc >= i) { if (argc >= i) {
if(sscanf(argv[i+1], "%d", &size_y) != 1){ if(sscanf(argv[i+1], "%d", &size_y) != 1){
printf("invalid input\n"); printf("invalid input\n");
return 1; return 1;
} }
i++;
} }
} }
else {
printf("invalid input \"%s\"\n", argv[i]);
return 1;
}
} }
Game game; Game game;
game = game_init(size_x, size_y); game = game_init(size_x, size_y);