score crap

This commit is contained in:
David Husicka 2021-12-14 21:06:42 +01:00
parent 558086f56f
commit 81af4498e7
3 changed files with 40 additions and 4 deletions

View File

@ -32,6 +32,7 @@ void game_add_block(Game *game) {
Game game_init(size_t field_size_x, size_t field_size_y) {
Game game;
game.game_over = false;
game.won = false;
game.field_size_x = field_size_x;
game.field_size_y = field_size_y;
game.score = 0;
@ -56,6 +57,9 @@ void game_destroy(Game game) {
}
void game_move(Game *game, Direction direction) {
if (game->game_over || game->won) {
return;
}
for (int i = 0; i < game->field_size_y; i++) {
uint16_t **field = game->field;
// move everything on one side
@ -123,12 +127,20 @@ void game_move(Game *game, Direction direction) {
if (direction == Left || direction == Right) {
if(field[a][directionality + movement] == field[a][directionality]) {
field[a][directionality+movement] = field[a][directionality]*2;
game->score += field[a][directionality+movement];
if(field[a][directionality+movement] == 2048){
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]) {
game->won = true;
}
field[directionality][b] = 0;
j++;
}

View File

@ -19,6 +19,7 @@ typedef struct Game
size_t field_size_x, field_size_y;
uint16_t **field;
bool game_over;
bool won;
} Game;
Game game_init(size_t field_size_x, size_t field_size_y);

View File

@ -1,6 +1,5 @@
#include "gui.h"
#include <stdbool.h>
#include <SDL.h>
#include <SDL_image.h>
#include <SDL_ttf.h>
@ -8,6 +7,8 @@
const SCREEN_WIDTH = 800;
const SCREEN_HEIGHT = 920;
// these are meant to be immutable like in Rust
// unfortunately, C does not allow that
SDL_Window* window = NULL;
// SDL_Surface* screenSurface = NULL;
SDL_Renderer *window_renderer = NULL;
@ -15,6 +16,8 @@ SDL_Texture* tile_texture = NULL;
SDL_Texture* tile_textures[13];
SDL_Rect tile_size;
SDL_Texture* game_over_texture = NULL;
TTF_Font* Sans = NULL;
SDL_Color Black = {0, 0, 0};
SDL_Texture *texture_from_png(char *n) {
SDL_Surface *s = IMG_Load(n);
@ -36,6 +39,8 @@ void gui_init() {
{
printf( "Window could not be created! SDL_Error: %s\n", SDL_GetError() );
}
TTF_Init();
// screenSurface = SDL_GetWindowSurface(window);
// SDL_FillRect(screenSurface, NULL, SDL_MapRGB(screenSurface->format, 255, 255, 255));
@ -50,6 +55,7 @@ void gui_init() {
// load up textures
tile_texture = texture_from_png("res/tile.png");
tile_textures[0] = tile_texture;
// there's no texture for 1 because it's unnecesary - sad pikachu face
tile_textures[2] = texture_from_png("res/2.png");
tile_textures[3] = texture_from_png("res/4.png");
tile_textures[4] = texture_from_png("res/8.png");
@ -66,6 +72,8 @@ void gui_init() {
SDL_QueryTexture(tile_texture, NULL, NULL, &tile_size.w, &tile_size.h);
game_over_texture = texture_from_png("res/game_over.png");
Sans = TTF_OpenFont("/usr/share/fonts/liberation/LiberationSerif-Regular.ttf", 92);
}
void gui_destroy() {
@ -77,6 +85,7 @@ void gui_destroy() {
}
SDL_DestroyTexture(game_over_texture);
TTF_Quit();
//Quit SDL subsystems
SDL_Quit();
@ -142,17 +151,31 @@ void gui_loop(Game *game) {
break;
}
}
// SDL_RenderCopy( window_renderer, tile_texture, NULL, &tile_rect);
}
}
// score - I am too lazy to optimize this further
char label_text[24] = "Score: 0x";
char value[16];
SDL_itoa(game->score, value, 16);
strncat(label_text, value, strlen(value));
SDL_Surface* score_label = TTF_RenderText_Blended(Sans, label_text, Black);
SDL_Texture* score_label_texture = SDL_CreateTextureFromSurface(window_renderer, score_label);
SDL_Rect score_label_rect;
SDL_QueryTexture(score_label_texture, NULL, NULL, &score_label_rect.w, &score_label_rect.h);
score_label_rect.x = (SCREEN_WIDTH - score_label_rect.w) / 2;
score_label_rect.y = 25;
SDL_RenderCopy(window_renderer, score_label_texture, NULL, &score_label_rect);
SDL_FreeSurface(score_label);
SDL_DestroyTexture(score_label_texture);
if (game->game_over) {
// render game over screen
SDL_RenderCopy(window_renderer, game_over_texture, NULL, NULL);
}
SDL_RenderPresent(window_renderer);
needs_redraw = false;
}
}
}