add basic rendering and improve edge cases

This commit is contained in:
2026-10-09 23:10:26 +02:00
parent 4fffad5540
commit a6da01d4ac
+121 -90
View File
@@ -1,3 +1,4 @@
#include "dangerzone/render/rect.h"
#include <dangerzone/engine.h>
#include <dangerzone/render/misc.h>
#include <dangerzone/render/text.h>
@@ -27,39 +28,6 @@ typedef struct {
static game_t game;
// polling events every frame
void
client_poll_event()
{
SDL_Event ev = game_state->event;
if (ev.type == SDL_EVENT_QUIT) {
game_state->is_running = false;
}
if (ev.type == SDL_EVENT_KEY_DOWN) {
switch (ev.key.key) {
case SDLK_Q:
game_state->is_running = false;
break;
case SDLK_W:
game.direction = UP;
break;
case SDLK_S:
game.direction = DOWN;
break;
case SDLK_A:
game.direction = LEFT;
break;
case SDLK_D:
game.direction = RIGHT;
break;
default:
break;
}
}
}
void
print_area()
{
@@ -74,17 +42,19 @@ print_area()
printf("\n");
}
void
bool
move()
{
bool retval = false;
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) {
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;
}
}
}
@@ -95,9 +65,10 @@ move()
uint32_t *row = game.area[i];
for (int j = SIZE - 1; j >= 0; j--) {
for (int k = SIZE - 1; k > 0; k--) {
if (game.area[i][k] == 0) {
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;
}
}
}
@@ -107,9 +78,10 @@ move()
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) {
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;
}
}
}
@@ -119,9 +91,10 @@ move()
for (int i = 0; i < SIZE; i++) {
for (int j = SIZE - 1; j >= 0; j--) {
for (int k = SIZE - 1; k > 0; k--) {
if (game.area[k][i] == 0) {
if (game.area[k][i] == 0 && game.area[k][i - 1] != 0) {
game.area[k][i] = game.area[k - 1][i];
game.area[k - 1][i] = 0;
retval = true;
}
}
}
@@ -130,43 +103,15 @@ move()
default:
break;
}
return retval;
}
/**
* Python alternative (only horizontal)
*
# combines a shifted row as per the rules of 2048
# returns whether there were modifications done
def combine_row(row: list[int], to_left: bool) -> bool:
# make sure it is shifted
retval = shift_row(row, to_left)
if to_left:
direction = 1
start = 0
end = len(row) - 1
else:
direction = -1
start = len(row) - 1
end = 0
for i in range(start, end, direction):
if row[i] == 0:
continue
if row[i] == row[i + direction]:
retval = True
row[i] *= 2
row[i + direction] = 0
for j in range(i + direction, end, direction):
row[j] = row[j + direction]
row[end] = 0
return retval
*/
void
combine_horizontal()
{
bool
combine_horizontal(
bool has_moved
) {
bool retval = has_moved;
int8_t direction;
uint32_t start, end;
switch (game.direction) {
@@ -194,6 +139,7 @@ combine_horizontal()
continue;
}
if (row[i] == row[i - direction]) {
retval = true;
row[i] *= 2;
row[i - direction] = 0;
for (int j = i - direction; (game.direction == LEFT) ? j < end : j > end; j -= direction) {
@@ -203,11 +149,15 @@ combine_horizontal()
}
}
}
return retval;
}
void
combine_vertical()
{
bool
combine_vertical(
bool has_moved
) {
bool retval = has_moved;
int8_t direction;
uint32_t start, end;
switch (game.direction) {
@@ -233,6 +183,7 @@ combine_vertical()
continue;
}
if (game.area[i][col_index] == game.area[i - direction][col_index]) {
retval = true;
game.area[i][col_index] *= 2;
game.area[i - direction][col_index] = 0;
for (int j = i - direction; (game.direction == UP) ? j < end : j > end; j -= direction) {
@@ -242,41 +193,121 @@ combine_vertical()
}
}
}
return retval;
}
void
combine()
{
bool
combine(
bool has_moved
) {
if (game.direction == LEFT || game.direction == RIGHT) {
combine_horizontal();
return combine_horizontal(has_moved);
} else {
combine_vertical();
return combine_vertical(has_moved);
}
}
// 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;
}
game.area[row][col] = 2;
}
void
slide()
{
// 1. move all squares in one direction
move();
bool has_moved = move();
// 2. then combine them and shift the potential rest by one in the given direction
combine();
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();
}
}
// polling events every frame
void
client_poll_event()
{
SDL_Event ev = game_state->event;
if (ev.type == SDL_EVENT_QUIT) {
game_state->is_running = false;
}
if (ev.type == SDL_EVENT_KEY_DOWN) {
switch (ev.key.key) {
case SDLK_Q:
game_state->is_running = false;
break;
case SDLK_W:
game.direction = UP;
slide();
break;
case SDLK_S:
game.direction = DOWN;
slide();
break;
case SDLK_A:
game.direction = LEFT;
slide();
break;
case SDLK_D:
game.direction = RIGHT;
slide();
break;
default:
break;
}
}
}
#define CHR(ord) ((ord) + 48)
#define ORD(chr) ((chr) - 48)
// performed every frame
void
client_update_framebuffer()
{
//slide();
// clear_framebuffer(0xFFFF00);
// put_string("Welcome to the most\n*DANGEROUS* 2048 game!",
// 20, 20, 2, 2, 3, 0x000000, 0xFFFF00
// );
// single green demo pixel
game_state->framebuffer[0] = 0x00FF00;
clear_framebuffer(0x000000);
uint32_t tile_size = game_state->width / SIZE;
uint8_t border_width = 10;
for (int i = 0; i < SIZE; i++) {
for (int j = 0; j < SIZE; j++) {
// background
uint32_t x = (border_width / 2) + i * tile_size;
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 = 0xFFFFFF;
put_rect(x, y, w, h, background_color);
clear_framebuffer(0xFFFF00);
put_string("Welcome to the most\n*DANGEROUS* 2048 game!",
20, 20, 2, 2, 3, 0x000000, 0xFFFF00
);
// number in foreground
uint32_t foreground_color = 0x000000;
uint8_t font_size = 7;
put_char(CHR(game.area[j][i]), x + border_width, y + border_width, font_size, foreground_color, background_color);
}
}
}
bool