add business logic with tests for 2048
This commit is contained in:
@@ -3,3 +3,4 @@
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build/
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src/engine/CMakeFiles
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examples/CMakeFiles
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*.xopp
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@@ -2,6 +2,31 @@
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#include <dangerzone/render/misc.h>
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#include <dangerzone/render/text.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <time.h>
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#define SIZE 4
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typedef enum {
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LEFT,
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RIGHT,
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UP,
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DOWN
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} dir_e;
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typedef struct {
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uint32_t x;
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uint32_t y;
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} v2_t;
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typedef struct {
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uint32_t area[SIZE][SIZE];
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dir_e direction;
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} game_t;
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static game_t game;
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// polling events every frame
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void
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client_poll_event()
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@@ -17,16 +42,234 @@ client_poll_event()
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case SDLK_Q:
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game_state->is_running = false;
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break;
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case SDLK_W:
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game.direction = UP;
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break;
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case SDLK_S:
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game.direction = DOWN;
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break;
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case SDLK_A:
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game.direction = LEFT;
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break;
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case SDLK_D:
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game.direction = RIGHT;
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break;
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default:
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break;
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}
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}
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}
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void
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print_area()
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{
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printf("AREA:\n");
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for (int i = 0; i < SIZE; i++) {
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printf("[");
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for (int j = 0; j < SIZE - 1; j++) {
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printf("%d, ", game.area[i][j]);
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}
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printf("%d]\n", game.area[i][SIZE - 1]);
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}
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printf("\n");
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}
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void
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move()
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{
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switch (game.direction) {
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case LEFT:
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for (int i = 0; i < SIZE; i++) {
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for (int j = 0; j < SIZE; j++) {
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for (int k = 0; k < SIZE - 1; k++) {
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if (game.area[i][k] == 0) {
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game.area[i][k] = game.area[i][k + 1];
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game.area[i][k + 1] = 0;
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}
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}
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}
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}
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break;
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case RIGHT:
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for (int i = 0; i < SIZE; i++) {
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uint32_t *row = game.area[i];
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for (int j = SIZE - 1; j >= 0; j--) {
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for (int k = SIZE - 1; k > 0; k--) {
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if (game.area[i][k] == 0) {
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game.area[i][k] = game.area[i][k - 1];
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game.area[i][k - 1] = 0;
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}
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}
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}
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}
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break;
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case UP:
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for (int i = 0; i < SIZE; i++) {
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for (int j = 0; j < SIZE; j++) {
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for (int k = 0; k < SIZE - 1; k++) {
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if (game.area[k][i] == 0) {
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game.area[k][i] = game.area[k + 1][i];
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game.area[k + 1][i] = 0;
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}
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}
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}
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}
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break;
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case DOWN:
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for (int i = 0; i < SIZE; i++) {
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for (int j = SIZE - 1; j >= 0; j--) {
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for (int k = SIZE - 1; k > 0; k--) {
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if (game.area[k][i] == 0) {
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game.area[k][i] = game.area[k - 1][i];
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game.area[k - 1][i] = 0;
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}
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}
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}
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}
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break;
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default:
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break;
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}
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}
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/**
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* Python alternative (only horizontal)
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*
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# combines a shifted row as per the rules of 2048
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# returns whether there were modifications done
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def combine_row(row: list[int], to_left: bool) -> bool:
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# make sure it is shifted
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retval = shift_row(row, to_left)
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if to_left:
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direction = 1
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start = 0
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end = len(row) - 1
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else:
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direction = -1
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start = len(row) - 1
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end = 0
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for i in range(start, end, direction):
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if row[i] == 0:
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continue
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if row[i] == row[i + direction]:
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retval = True
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row[i] *= 2
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row[i + direction] = 0
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for j in range(i + direction, end, direction):
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row[j] = row[j + direction]
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row[end] = 0
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return retval
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*/
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void
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combine_horizontal()
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{
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int8_t direction;
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uint32_t start, end;
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switch (game.direction) {
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case LEFT:
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// combine left
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direction = -1;
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start = 0;
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end = SIZE - 1;
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break;
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case RIGHT:
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// combine right
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direction = 1;
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start = SIZE - 1;
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end = 0;
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break;
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default:
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break;
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}
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for (int row_index = 0; row_index < SIZE; row_index++) {
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uint32_t *row = game.area[row_index];
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for (int i = start; (game.direction == LEFT) ? i < end : i > end; i -= direction) {
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if (row[i] == 0) {
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continue;
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}
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if (row[i] == row[i - direction]) {
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row[i] *= 2;
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row[i - direction] = 0;
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for (int j = i - direction; (game.direction == LEFT) ? j < end : j > end; j -= direction) {
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row[j] = row[j - direction];
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}
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row[end] = 0;
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}
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}
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}
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}
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void
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combine_vertical()
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{
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int8_t direction;
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uint32_t start, end;
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switch (game.direction) {
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case UP:
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// combine up
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direction = -1;
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start = 0;
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end = SIZE - 1;
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break;
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case DOWN:
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// combine down
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direction = 1;
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start = SIZE - 1;
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end = 0;
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break;
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default:
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break;
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}
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for (int col_index = 0; col_index < SIZE; col_index++) {
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for (int i = start; (game.direction == UP) ? i < end : i > end; i -= direction) {
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if (game.area[i][col_index] == 0) {
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continue;
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}
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if (game.area[i][col_index] == game.area[i - direction][col_index]) {
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game.area[i][col_index] *= 2;
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game.area[i - direction][col_index] = 0;
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for (int j = i - direction; (game.direction == UP) ? j < end : j > end; j -= direction) {
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game.area[j][col_index] = game.area[j - direction][col_index];
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}
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game.area[end][col_index] = 0;
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}
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}
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}
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}
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void
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combine()
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{
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if (game.direction == LEFT || game.direction == RIGHT) {
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combine_horizontal();
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} else {
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combine_vertical();
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}
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}
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void
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slide()
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{
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// 1. move all squares in one direction
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move();
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// 2. then combine them and shift the potential rest by one in the given direction
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combine();
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}
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// performed every frame
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void
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client_update_framebuffer()
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{
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//slide();
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// single green demo pixel
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game_state->framebuffer[0] = 0x00FF00;
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@@ -36,9 +279,123 @@ client_update_framebuffer()
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);
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}
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bool
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v2_eq(v2_t a, v2_t b)
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{
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return a.x == b.x && a.y == b.y;
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}
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bool
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v2_contains(v2_t v[], size_t size, v2_t elem)
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{
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for (int i = 0; i < size; i++) {
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if (v2_eq(v[i], elem)) {
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return true;
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}
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}
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return false;
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}
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void
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game_init()
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{
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srand(time(NULL));
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// generate MAX_NUMBER_OF_4 + MAX_NUMBER_OF_2 random indices in range 0..15 (row in 0..3, col in 0..3)
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// this means that there will be at least MAX_NUMBER_OF_2 of 2s and MAX_NUMBER_OF_4 <= MAX_NUMBER_OF_2 4s
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// => usually less 4s than 2s because the indices can get replaced
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#define MAX_NUMBER_OF_4 1
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#define MAX_NUMBER_OF_2 2
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uint8_t row, col;
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v2_t elem;
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v2_t fours[MAX_NUMBER_OF_4], twos[MAX_NUMBER_OF_2];
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int i = 0;
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while (i < MAX_NUMBER_OF_4) {
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row = rand() % SIZE;
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col = rand() % SIZE;
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elem = (v2_t){ .x = col, .y = row };
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if (!v2_contains(twos, MAX_NUMBER_OF_4, elem)) {
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fours[i++] = elem;
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}
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}
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i = 0;
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while (i < MAX_NUMBER_OF_2) {
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row = rand() % SIZE;
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col = rand() % SIZE;
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elem = (v2_t){ .x = col, .y = row };
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if (!v2_contains(twos, MAX_NUMBER_OF_2, elem)) {
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twos[i++] = elem;
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}
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}
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for (i = 0; i < MAX_NUMBER_OF_4; i++) {
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game.area[fours[i].y][fours[i].x] = 4;
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}
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for (i = 0; i < MAX_NUMBER_OF_2; i++) {
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game.area[twos[i].y][twos[i].x] = 2;
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}
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game.direction = RIGHT;
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}
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void
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tests()
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{
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puts("---------- TEST SHIFT LEFT <- -------------\n");
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for (int i = 0; i < SIZE; i++) {
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memset(game.area[i], 0, sizeof game.area[i]);
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}
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game.area[0][2] = 2;
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game.area[0][3] = 2;
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game.area[2][2] = 4;
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game.direction = LEFT;
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slide();
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puts("---------- TEST SHIFT RIGHT -> ------------\n");
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for (int i = 0; i < SIZE; i++) {
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memset(game.area[i], 0, sizeof game.area[i]);
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}
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game.area[0][0] = 2;
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game.area[0][1] = 2;
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game.area[2][0] = 4;
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game.direction = RIGHT;
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slide();
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puts("---------- TEST SHIFT UP ^^ ---------------\n");
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for (int i = 0; i < SIZE; i++) {
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memset(game.area[i], 0, sizeof game.area[i]);
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}
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game.area[2][0] = 2;
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game.area[3][0] = 2;
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game.area[2][2] = 4;
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game.direction = UP;
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slide();
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puts("---------- TEST SHIFT DOWN vv -------------\n");
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for (int i = 0; i < SIZE; i++) {
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memset(game.area[i], 0, sizeof game.area[i]);
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}
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game.area[0][0] = 2;
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game.area[1][0] = 2;
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game.area[0][2] = 4;
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game.direction = DOWN;
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slide();
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}
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int
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main()
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{
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game_init();
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// initialize the engine
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if (engine_init(
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500, 500,
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@@ -46,3 +46,4 @@ void
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engine_sdl_destroy(
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engine_sdl_state_t *state
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);
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