186 lines
6.1 KiB
C
186 lines
6.1 KiB
C
#include "2048.h"
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#include <stdlib.h>
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#include <time.h>
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#include <stdbool.h>
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void game_add_block(Game *game) {
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bool is_full = true;
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for (int i = 0; i < game->field_size_y; i++) {
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for (int j = 0; j < game->field_size_x; j++) {
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if (game->field[j][i] == 0) {
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is_full = false;
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break;
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}
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}
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}
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if (is_full) {
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game->game_over = true;
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return;
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}
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size_t x, y;
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int value;
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do {
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x = rand() % game->field_size_x;
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y = rand() % game->field_size_y;
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value = (rand() % 2) + 1;
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} while (game->field[x][y] != 0);
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game->field[x][y] = value * 2;
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}
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Game game_init(size_t field_size_x, size_t field_size_y) {
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Game game;
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game.game_over = false;
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game.won = false;
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game.field_size_x = field_size_x;
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game.field_size_y = field_size_y;
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game.score = 0;
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game.field = malloc(sizeof(uint16_t *) * field_size_y);
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for (size_t i = 0; i < field_size_y; i++) {
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game.field[i] = calloc(field_size_x, sizeof(uint16_t) * field_size_x);
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}
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time_t t;
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srand((unsigned) time(&t));
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game_add_block(&game);
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return game;
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}
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void game_destroy(Game game) {
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for (size_t i = 0; i < game.field_size_y; i++) {
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free(game.field[i]);
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}
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free(game.field);
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game.field = NULL;
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}
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void game_move(Game *game, Direction direction) {
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if (game->game_over || game->won) {
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return;
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}
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for (int i = 0; i < game->field_size_y; i++) {
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uint16_t **field = game->field;
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// move everything on one side
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for (int j = 0; j < game->field_size_x - 1; j++) {
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// a, b is the same as i and j. It is just flipped when
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// it does not go horizontally so I can access stuff vertically
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int a = i;
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int b = j;
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if (direction == Up || direction == Down) {
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a = j;
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b = i;
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}
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// make it so it can work with different directions
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int directionality = b; // TODO: rename ugly name
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if (direction == Down) {
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directionality = a;
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}
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int movement = 1;
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if (direction == Left || direction == Up) {
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if(direction == Left) {
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directionality = game->field_size_x - b - 1;
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} else {
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directionality = game->field_size_y - a - 1;
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}
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movement = -1;
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}
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if(direction == Left || direction == Right) {
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if(field[a][directionality + movement] == 0) {
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field[a][directionality+movement] = field[a][directionality];
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field[a][directionality] = 0;
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}
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} else {
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if(field[directionality + movement][b] == 0) {
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field[directionality + movement][b] = field[directionality][b];
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field[directionality][b] = 0;
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}
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}
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}
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// combine same numbers
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for (int j = 0; j < game->field_size_x - 1; j++) {
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int a = i;
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int b = j;
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if (direction == Up || direction == Down) {
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a = j;
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b = i;
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}
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int directionality = b; // TODO: rename ugly name
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if (direction == Down) {
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directionality = a;
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}
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int movement = 1;
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if (direction == Left || direction == Up) {
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if(direction == Left) {
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directionality = game->field_size_x - b - 1;
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} else {
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directionality = game->field_size_y - a - 1;
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}
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movement = -1;
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}
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// TODO: fix 444 <- 48, should be 84
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if (direction == Left || direction == Right) {
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if(field[a][directionality + movement] == field[a][directionality]) {
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field[a][directionality+movement] = field[a][directionality]*2;
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game->score += field[a][directionality+movement];
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if(field[a][directionality+movement] == 2048){
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game->won = true;
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}
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field[a][directionality] = 0;
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j++;
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}
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} else {
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if(field[directionality + movement][b] == field[directionality][b]) {
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field[directionality + movement][b] = field[directionality][b]*2;
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game->score += field[directionality + movement][b];
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if (field[directionality + movement][b]) {
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game->won = true;
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}
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field[directionality][b] = 0;
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j++;
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}
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}
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}
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// move everything again
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for (int j = 0; j < game->field_size_x - 1; j++) {
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int a = i;
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int b = j;
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if (direction == Up || direction == Down) {
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a = j;
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b = i;
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}
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int directionality = b; // TODO: rename ugly name
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if (direction == Down) {
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directionality = a;
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}
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int movement = 1;
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if (direction == Left || direction == Up) {
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if(direction == Left) {
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directionality = game->field_size_x - b - 1;
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} else {
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directionality = game->field_size_y - a - 1;
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}
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movement = -1;
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}
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if(direction == Left || direction == Right) {
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if(field[a][directionality + movement] == 0) {
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field[a][directionality+movement] = field[a][directionality];
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field[a][directionality] = 0;
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}
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} else {
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if(field[directionality + movement][b] == 0) {
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field[directionality + movement][b] = field[directionality][b];
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field[directionality][b] = 0;
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}
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}
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}
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}
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game_add_block(game);
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} |