add basic rendering and improve edge cases
This commit is contained in:
+121
-90
@@ -1,3 +1,4 @@
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#include "dangerzone/render/rect.h"
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#include <dangerzone/engine.h>
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#include <dangerzone/render/misc.h>
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#include <dangerzone/render/text.h>
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@@ -27,39 +28,6 @@ typedef struct {
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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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{
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SDL_Event ev = game_state->event;
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if (ev.type == SDL_EVENT_QUIT) {
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game_state->is_running = false;
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}
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if (ev.type == SDL_EVENT_KEY_DOWN) {
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switch (ev.key.key) {
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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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@@ -74,17 +42,19 @@ print_area()
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printf("\n");
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}
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void
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bool
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move()
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{
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bool retval = false;
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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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if (game.area[i][k] == 0 && game.area[i][k + 1] != 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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retval = true;
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}
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}
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}
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@@ -95,9 +65,10 @@ move()
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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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if (game.area[i][k] == 0 && game.area[i][k - 1] != 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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retval = true;
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}
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}
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}
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@@ -107,9 +78,10 @@ move()
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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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if (game.area[k][i] == 0 && game.area[k + 1][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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retval = true;
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}
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}
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}
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@@ -119,9 +91,10 @@ move()
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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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if (game.area[k][i] == 0 && game.area[k][i - 1] != 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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retval = true;
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}
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}
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}
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@@ -130,43 +103,15 @@ move()
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default:
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break;
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}
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return retval;
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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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bool
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combine_horizontal(
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bool has_moved
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) {
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bool retval = has_moved;
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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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@@ -194,6 +139,7 @@ combine_horizontal()
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continue;
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}
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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 (int j = i - direction; (game.direction == LEFT) ? j < end : j > end; j -= direction) {
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@@ -203,11 +149,15 @@ combine_horizontal()
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}
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}
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}
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return retval;
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}
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void
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combine_vertical()
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{
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bool
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combine_vertical(
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bool has_moved
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) {
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bool retval = has_moved;
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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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@@ -233,6 +183,7 @@ combine_vertical()
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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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retval = true;
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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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@@ -242,41 +193,121 @@ combine_vertical()
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}
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}
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}
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return retval;
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}
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void
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combine()
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{
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bool
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combine(
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bool has_moved
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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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return combine_horizontal(has_moved);
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} else {
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combine_vertical();
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return combine_vertical(has_moved);
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}
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}
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// finds a random empty position and puts a two there
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void
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new_2()
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{
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uint32_t row = rand() % SIZE;
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uint32_t col = rand() % SIZE;
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while (game.area[row][col] != 0) {
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row = rand() % SIZE;
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col = rand() % SIZE;
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}
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game.area[row][col] = 2;
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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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bool has_moved = 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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bool has_combined = combine(has_moved);
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printf("moved? %s, combined? %s\n", (has_moved) ? "true" : "false", (has_combined) ? "true" : "false");
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// 3. generate a new 2
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if (has_moved || has_combined) {
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new_2();
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}
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}
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// polling events every frame
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void
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client_poll_event()
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{
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SDL_Event ev = game_state->event;
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if (ev.type == SDL_EVENT_QUIT) {
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game_state->is_running = false;
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}
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if (ev.type == SDL_EVENT_KEY_DOWN) {
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switch (ev.key.key) {
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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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slide();
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break;
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case SDLK_S:
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game.direction = DOWN;
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slide();
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break;
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case SDLK_A:
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game.direction = LEFT;
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slide();
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break;
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case SDLK_D:
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game.direction = RIGHT;
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slide();
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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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#define CHR(ord) ((ord) + 48)
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#define ORD(chr) ((chr) - 48)
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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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// clear_framebuffer(0xFFFF00);
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// put_string("Welcome to the most\n*DANGEROUS* 2048 game!",
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// 20, 20, 2, 2, 3, 0x000000, 0xFFFF00
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// );
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// single green demo pixel
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game_state->framebuffer[0] = 0x00FF00;
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clear_framebuffer(0x000000);
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uint32_t tile_size = game_state->width / SIZE;
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uint8_t border_width = 10;
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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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// background
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uint32_t x = (border_width / 2) + i * tile_size;
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uint32_t y = (border_width / 2)+ j * tile_size;
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uint32_t w = tile_size - border_width;
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uint32_t h = tile_size - border_width;
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uint32_t background_color = 0xFFFFFF;
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put_rect(x, y, w, h, background_color);
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clear_framebuffer(0xFFFF00);
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put_string("Welcome to the most\n*DANGEROUS* 2048 game!",
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20, 20, 2, 2, 3, 0x000000, 0xFFFF00
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);
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// number in foreground
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uint32_t foreground_color = 0x000000;
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uint8_t font_size = 7;
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put_char(CHR(game.area[j][i]), x + border_width, y + border_width, font_size, foreground_color, background_color);
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}
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}
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}
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bool
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