before anim rewrite

This commit is contained in:
2026-10-10 13:13:31 +02:00
parent ea1e99f022
commit 601eb47cad
4 changed files with 196 additions and 166 deletions
+4
View File
@@ -1,13 +1,17 @@
#pragma once
#include <dangerzone/engine.h>
#include <stdint.h>
/**
* animate a rectangle's position changing over time
* => x0 -> x1, y0 -> y1, all else stays the same
*
* ONLY DOES ONE FRAME OF THE ANIMATION
*/
void
anim_rect_pos(
framebuffer_e framebuffer,
uint32_t x0,
uint32_t y0,
uint32_t x1,
+2
View File
@@ -3,6 +3,8 @@
#include "internal/engine_internal.h"
#include "internal/util/error.h"
#include <stdlib.h>
bool
engine_sdl_init_state(
engine_sdl_state_t **state,
+21 -5
View File
@@ -2,6 +2,7 @@
void
anim_rect_pos(
framebuffer_e framebuffer,
uint32_t x0,
uint32_t y0,
uint32_t x1,
@@ -10,13 +11,28 @@ anim_rect_pos(
uint32_t h,
uint32_t color
) {
// TODO: I THINK I NEED LAYERED BUFFERS
// there's nowhere to move
if (x0 == x1 && y0 == y1) {
return;
}
// one step is one pixel
uint32_t stepsx = x1 - x0;
uint32_t stepsy = y1 - y0;
uint32_t dirx = (x1 - x0 > 0) ? 1 : -1;
uint32_t diry = (y1 - y0 > 0) ? 1 : -1;
if (x0 == x1) {
dirx = 0;
}
if (y0 == y1) {
diry = 0;
}
/**
* 1. get the row / column in the direction of the movement
* 1. shift the rectangle by one pixel in the direction of movement
* 2. remove the trailing row / column left
*/
if (true) {
}
}
+165 -157
View File
@@ -1,11 +1,12 @@
#include "dangerzone/render/rect.h"
#include <dangerzone/engine.h>
#include <dangerzone/render/misc.h>
#include <dangerzone/render/rect.h>
#include <dangerzone/render/text.h>
#include <stdint.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#define SIZE 4
@@ -23,13 +24,33 @@ typedef struct {
} v2_t;
typedef struct {
uint32_t area[SIZE][SIZE];
uint32_t value;
v2_t pos;
} tile_t;
typedef struct {
tile_t area[SIZE][SIZE];
dir_e direction;
uint32_t score;
} game_t;
static game_t game;
#define MOVE_DURATION 0.12f
typedef struct {
uint32_t value;
int from_row, from_col;
int to_row, to_col;
bool merge_target;
} tile_anim_t;
static tile_anim_t anims[SIZE * SIZE];
static size_t anim_count;
static float anim_elapsed;
static bool anim_active;
uint32_t before[SIZE][SIZE];
void
print_area()
{
@@ -37,9 +58,9 @@ print_area()
for (int i = 0; i < SIZE; i++) {
printf("[");
for (int j = 0; j < SIZE - 1; j++) {
printf("%d, ", game.area[i][j]);
printf("%d, ", game.area[i][j].value);
}
printf("%d]\n", game.area[i][SIZE - 1]);
printf("%d]\n", game.area[i][SIZE - 1].value);
}
printf("\n");
}
@@ -48,107 +69,50 @@ bool
move()
{
bool retval = false;
tile_t *current, *next;
int k_start, k_end, k_step;
switch (game.direction) {
case LEFT:
for (int i = 0; i < SIZE; i++) {
for (int j = 0; j < SIZE; j++) {
for (int k = 0; k < SIZE - 1; k++) {
if (game.area[i][k] == 0 && game.area[i][k + 1] != 0) {
game.area[i][k] = game.area[i][k + 1];
game.area[i][k + 1] = 0;
retval = true;
}
}
}
}
break;
case RIGHT:
for (int i = 0; i < SIZE; i++) {
uint32_t *row = game.area[i];
for (int j = 0; j < SIZE; j++) {
for (int k = SIZE - 1; k > 0; k--) {
if (game.area[i][k] == 0 && game.area[i][k - 1] != 0) {
game.area[i][k] = game.area[i][k - 1];
game.area[i][k - 1] = 0;
retval = true;
}
}
}
}
break;
case UP:
for (int i = 0; i < SIZE; i++) {
for (int j = 0; j < SIZE; j++) {
for (int k = 0; k < SIZE - 1; k++) {
if (game.area[k][i] == 0 && game.area[k + 1][i] != 0) {
game.area[k][i] = game.area[k + 1][i];
game.area[k + 1][i] = 0;
retval = true;
}
}
}
}
break;
case DOWN:
for (int i = 0; i < SIZE; i++) {
for (int j = 0; j < SIZE; j++) {
for (int k = SIZE - 1; k > 0; k--) {
if (game.area[k][i] == 0 && game.area[k - 1][i] != 0) {
game.area[k][i] = game.area[k - 1][i];
game.area[k - 1][i] = 0;
retval = true;
}
}
}
}
break;
default:
break;
}
return retval;
}
bool
combine_horizontal(
bool has_moved
) {
bool retval = has_moved;
int8_t direction;
uint32_t start, end;
switch (game.direction) {
case LEFT:
// combine left
direction = -1;
start = 0;
end = SIZE - 1;
k_start = 0;
k_end = SIZE - 1;
k_step = 1;
break;
case RIGHT:
// combine right
direction = 1;
start = SIZE - 1;
end = 0;
case DOWN:
k_start = SIZE - 1;
k_end = 0;
k_step = -1;
break;
default:
break;
}
for (int row_index = 0; row_index < SIZE; row_index++) {
uint32_t *row = game.area[row_index];
for (int i = 0; i < SIZE; i++) {
for (int j = 0; j < SIZE; j++) {
for (int k = k_start; (k_start <= k_end) ? k < k_end : k > k_end; k += k_step) {
switch (game.direction) {
case LEFT:
case RIGHT:
current = &game.area[i][k];
next = &game.area[i][k + k_step];
break;
case UP:
case DOWN:
current = &game.area[k][i];
next = &game.area[k + k_step][i];
break;
}
for (int i = start; (game.direction == LEFT) ? i < end : i > end; i -= direction) {
if (row[i] == 0) {
continue;
}
if (row[i] == row[i - direction]) {
retval = true;
row[i] *= 2;
game.score += row[i];
row[i - direction] = 0;
for (int j = i - direction; (game.direction == LEFT) ? j < end : j > end; j -= direction) {
row[j] = row[j - direction];
if (current->value == 0 && next->value != 0) {
current->pos = (v2_t) {
.x = next->pos.x,
.y = next->pos.y
};
current->value = next->value;
next->value = 0;
retval = true;
}
row[end] = 0;
}
}
}
@@ -156,74 +120,98 @@ combine_horizontal(
return retval;
}
bool
combine_vertical(
bool has_moved
) {
bool retval = has_moved;
int8_t direction;
uint32_t start, end;
switch (game.direction) {
case UP:
// combine up
direction = -1;
start = 0;
end = SIZE - 1;
break;
case DOWN:
// combine down
direction = 1;
start = SIZE - 1;
end = 0;
break;
default:
break;
}
for (int col_index = 0; col_index < SIZE; col_index++) {
for (int i = start; (game.direction == UP) ? i < end : i > end; i -= direction) {
if (game.area[i][col_index] == 0) {
continue;
}
if (game.area[i][col_index] == game.area[i - direction][col_index]) {
retval = true;
game.area[i][col_index] *= 2;
game.score += game.area[i][col_index];
game.area[i - direction][col_index] = 0;
for (int j = i - direction; (game.direction == UP) ? j < end : j > end; j -= direction) {
game.area[j][col_index] = game.area[j - direction][col_index];
}
game.area[end][col_index] = 0;
}
static bool
merge_line(
uint32_t line[SIZE]
) {
uint32_t out[SIZE] = {0};
int write = 0;
bool previous_was_merged = false;
for (int read = 0; read < SIZE; ++read) {
uint32_t value = line[read];
if (value == 0)
continue;
if (write > 0 &&
out[write - 1] == value &&
!previous_was_merged) {
out[write - 1] *= 2;
game.score += out[write - 1];
previous_was_merged = true;
} else {
out[write++] = value;
previous_was_merged = false;
}
}
return retval;
bool changed = memcmp(line, out, sizeof out) != 0;
memcpy(line, out, sizeof out);
return changed;
}
bool
combine(
bool has_moved
) {
if (game.direction == LEFT || game.direction == RIGHT) {
return combine_horizontal(has_moved);
} else {
return combine_vertical(has_moved);
bool changed = false;
uint32_t line[SIZE];
for (int n = 0; n < SIZE; ++n) {
for (int p = 0; p < SIZE; ++p) {
int r, c;
switch (game.direction) {
case LEFT: r = n; c = p; break;
case RIGHT: r = n; c = SIZE - 1 - p; break;
case UP: r = p; c = n; break;
case DOWN: r = SIZE - 1 - p; c = n; break;
default: return has_moved;
}
line[p] = game.area[r][c].value;
}
changed |= merge_line(line);
for (int p = 0; p < SIZE; ++p) {
int r, c;
switch (game.direction) {
case LEFT: r = n; c = p; break;
case RIGHT: r = n; c = SIZE - 1 - p; break;
case UP: r = p; c = n; break;
case DOWN: r = SIZE - 1 - p; c = n; break;
default: return has_moved;
}
game.area[r][c].value = line[p];
}
}
return has_moved || changed;
}
// finds a random empty position and puts a two there
void
new_2()
{
uint32_t row = rand() % SIZE;
uint32_t col = rand() % SIZE;
while (game.area[row][col] != 0) {
row = rand() % SIZE;
col = rand() % SIZE;
// collect all zeroes
v2_t zeroes[SIZE * SIZE] = {0};
uint32_t zero_count = 0;
for (int i = 0; i < SIZE; i++) {
for (int j = 0; j < SIZE; j++) {
if (game.area[i][j].value == 0) {
zeroes[zero_count++] = (v2_t){.x=j,.y=i};
}
}
}
game.area[row][col] = 2;
// choose among them
uint32_t rand_index = rand() % zero_count;
game.area[zeroes[rand_index].y][zeroes[rand_index].x].value = 2;
}
void
@@ -235,16 +223,10 @@ slide()
// 2. then combine them and shift the potential rest by one in the given direction
bool has_combined = combine(has_moved);
// printf("moved? %s, combined? %s\n", (has_moved) ? "true" : "false", (has_combined) ? "true" : "false");
// 3. generate a new 2
if (has_moved || has_combined) {
new_2();
}
// printf("score: %d\n", game.score);
// print_area();
}
// polling events every frame
@@ -264,18 +246,30 @@ client_poll_event()
break;
case SDLK_W:
game.direction = UP;
for (int r = 0; r < SIZE; ++r)
for (int c = 0; c < SIZE; ++c)
before[r][c] = game.area[r][c].value;
slide();
break;
case SDLK_S:
game.direction = DOWN;
for (int r = 0; r < SIZE; ++r)
for (int c = 0; c < SIZE; ++c)
before[r][c] = game.area[r][c].value;
slide();
break;
case SDLK_A:
game.direction = LEFT;
for (int r = 0; r < SIZE; ++r)
for (int c = 0; c < SIZE; ++c)
before[r][c] = game.area[r][c].value;
slide();
break;
case SDLK_D:
game.direction = RIGHT;
for (int r = 0; r < SIZE; ++r)
for (int c = 0; c < SIZE; ++c)
before[r][c] = game.area[r][c].value;
slide();
break;
default:
@@ -349,6 +343,8 @@ numrev(
return new;
}
v2_t last_area_positions[SIZE][SIZE] = {0};
// performed every frame
void
client_update_framebuffer()
@@ -373,7 +369,8 @@ client_update_framebuffer()
uint32_t y = (border_width / 2) + j * tile_size;
uint32_t w = tile_size - border_width;
uint32_t h = tile_size - border_width;
uint32_t background_color = colors(game.area[j][i]);
uint32_t background_color = colors(game.area[j][i].value);
put_rect(BASE, x, y, w, h, 0xFFFFFF);
put_rect(OVERDRAW, x, y, w, h, background_color);
@@ -381,9 +378,9 @@ client_update_framebuffer()
uint32_t foreground_color = 0x000000;
uint8_t font_size = 3;
uint32_t n = game.area[j][i];
uint32_t n = game.area[j][i].value;
uint32_t n_len = numlen(n);
n_str = calloc(n_len, sizeof(char));
n_str = calloc(n_len + 1, sizeof(char));
if (n_str == NULL) {
game_state->is_running = false;
}
@@ -397,7 +394,7 @@ client_update_framebuffer()
}
// score display line (single line)
char *score_text = calloc(numlen(game.score), sizeof(char));
char *score_text = calloc(7 + 6 + 1, sizeof(char));
if (score_text == NULL) {
game_state->is_running = false;
}
@@ -431,8 +428,9 @@ v2_contains(v2_t v[], size_t size, v2_t elem)
}
void
game_init()
{
game_init(
uint32_t window_width
) {
srand(time(NULL));
// generate MAX_NUMBER_OF_4 + MAX_NUMBER_OF_2 random indices in range 0..15 (row in 0..3, col in 0..3)
@@ -465,12 +463,22 @@ game_init()
}
}
for (int row = 0; row < SIZE; row++) {
for (int col = 0; col < SIZE; col++) {
game.area[row][col].pos = (v2_t){
.x = col * (window_width / SIZE),
.y = row * (window_width / SIZE)
};
game.area[row][col].value = 0;
}
}
for (i = 0; i < MAX_NUMBER_OF_4; i++) {
game.area[fours[i].y][fours[i].x] = 4;
game.area[fours[i].y][fours[i].x].value = 4;
}
for (i = 0; i < MAX_NUMBER_OF_2; i++) {
game.area[twos[i].y][twos[i].x] = 2;
game.area[twos[i].y][twos[i].x].value = 2;
}
game.direction = RIGHT;
@@ -483,7 +491,7 @@ main()
uint32_t window_width = 500;
uint32_t window_height = window_width * 1.12f;
game_init();
game_init(window_width);
// initialize the engine
if (engine_init(