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2048-casio/2048.c
Geoffrey Frogeye 1c49459f95 Initial commit
Game already kinda working.
Also include french, errors, different naming than original, mess, code poorness and dirt
2014-04-05 16:40:56 +02:00

511 lines
12 KiB
C

#include "stdlib.h"
#include "fxlib.h"
#include "MonochromeLib.h"
// Sprites
// Tiles 13*13
char tile0[] = {127,240,213,88,170,168,213,88,170,168,213,88,170,168,213,88,170,168,213,88,170,168,213,88,127,240}; // Vide
char tile1[] = {127,240,128,8,128,8,135,8,136,136,128,136,129,8,130,8,132,8,143,136,128,8,128,8,127,240}; // 2
char tile2[] = {127,240,128,8,128,8,129,8,131,8,133,8,137,8,143,136,129,8,129,8,128,8,128,8,127,240}; // 4
char tile3[] = {127,240,128,8,128,8,135,8,136,136,136,136,135,8,136,136,136,136,135,8,128,8,128,8,127,240}; // 8
char tile4[] = {127,240,128,8,128,8,144,200,177,8,146,8,147,200,146,40,146,40,185,200,128,8,128,8,127,240}; // 16
char tile5[] = {127,240,128,8,128,8,128,8,184,200,133,40,152,72,132,136,185,232,128,8,128,8,128,8,127,240}; // 32
char tile6[] = {127,240,128,8,128,8,128,8,152,104,160,168,185,40,165,232,152,40,128,8,128,8,128,8,127,240}; // 64
char tile7[] = {127,240,253,248,249,248,253,248,253,248,248,248,255,248,231,56,218,216,247,56,238,216,195,56,127,240}; // 128
char tile8[] = {127,240,249,248,246,248,253,248,251,248,240,248,255,248,195,56,222,248,194,56,250,216,199,56,127,240}; // 256
char tile9[] = {127,240,240,248,247,248,240,248,254,248,241,248,255,248,247,56,230,216,247,184,247,120,226,24,127,240}; // 512
char tile10[] = {127,240,247,56,230,216,246,216,246,216,227,56,255,248,231,152,219,88,246,216,238,24,195,216,127,240}; // 1024
char tile11[] = {127,240,231,56,218,216,246,216,238,216,195,56,255,248,243,56,234,216,219,56,194,216,251,56,127,240}; // 2048
char tile12[] = {127,240,255,248,255,248,248,248,247,120,255,120,254,248,253,248,255,248,253,248,255,248,255,248,127,240}; // 4096
char tile13[] = {127,240,255,248,255,248,253,248,253,248,253,248,253,248,253,248,255,248,253,248,255,248,255,248,127,240}; // WTF
// Autre
char scoreBG[] = {63,255,255,255,254,0,127,255,255,255,255,0,255,255,255,255,255,128,255,255,255,255,255,128,255,255,255,255,255,128,255,255,255,255,255,128,255,255,255,255,255,128,255,255,255,255,255,128,255,255,255,255,255,128,255,255,255,255,255,128,255,255,255,255,255,128,255,255,255,255,255,128,255,255,255,255,255,128,255,255,255,255,255,128,255,255,255,255,255,128,255,255,255,255,255,128,255,255,255,255,255,128,127,255,255,255,255,0,63,255,255,255,254,0}; // 41*19
// Déclare les booléens ><
#define false 0
#define true 1
typedef char bool;
typedef struct Cell {
int x;
int y;
} Cell;
typedef struct Tile {
int x;
int y;
int value;
bool hasMerged;
Cell previousPosition;
} Tile;
typedef struct Grid {
Tile array[4][4];
} Grid;
typedef struct Traversal {
int x[4];
int y[4];
} Traversal;
typedef struct findFarthestPosition_return {
Cell next;
Cell farthest;
} findFarthestPosition_return;
int Game_score = 0;
bool Game_over = false;
bool Game_won = false;
bool Game_terminated = false;
bool Game_keepPlaying = true;
int storage_bestScore = 6357;
Grid Grid_grid;
// Fonctions
int rand_int(int min, int max) {
return min + (rand() % (int)(max - min + 1));
}
int drawFixedTiles() {
// Variables
int x, y;
// Éxecution
for (x = 0; x <= 3; x++) {
for (y = 0; y <= 3; y++) {
drawTileCase(Grid_grid.array[x][y]);
}
}
}
int drawTile(int x, int y, int value) {
ML_rectangle(x + 1, y + 1, x + 11, y + 11, 0, ML_TRANSPARENT, ML_WHITE);
switch (value) {
case 0:
ML_bmp_or(tile0, x, y, 13, 13);
break;
case 1:
ML_bmp_or(tile1, x, y, 13, 13);
break;
case 2:
ML_bmp_or(tile2, x, y, 13, 13);
break;
case 3:
ML_bmp_or(tile3, x, y, 13, 13);
break;
case 4:
ML_bmp_or(tile4, x, y, 13, 13);
break;
case 5:
ML_bmp_or(tile5, x, y, 13, 13);
break;
case 6:
ML_bmp_or(tile6, x, y, 13, 13);
break;
case 7:
ML_bmp_or(tile7, x, y, 13, 13);
break;
case 8:
ML_bmp_or(tile8, x, y, 13, 13);
break;
case 9:
ML_bmp_or(tile9, x, y, 13, 13);
break;
case 10:
ML_bmp_or(tile10, x, y, 13, 13);
break;
case 11:
ML_bmp_or(tile11, x, y, 13, 13);
break;
default:
ML_bmp_or(tile12, x, y, 13, 13);
break;
}
}
int drawTileCase(Tile tile) {
drawTile(5+tile.x*14, 5+tile.y*14, tile.value);
}
// Grid
bool Grid_withinBounds(Cell position) { // En abuser
return (position.x >= 0 && position.x < 4 && position.y >= 0 && position.y < 4);
}
Tile Grid_cellContent(Cell cell) {
Tile back;
if (Grid_withinBounds(cell)) {
return Grid_grid.array[cell.x][cell.y];
} else {
back.value = -1;
return back;
}
}
bool Grid_cellOccupied(Cell cell) {
return (Grid_cellContent(cell).value > 0);
}
bool Grid_cellAvailable(Cell cell) { // Pareil
return !Grid_cellOccupied(cell);
}
int Grid_insertTile(Tile tile) {
Grid_grid.array[tile.x][tile.y] = tile;
}
int Grid_removeTile(Tile tile) {
Cell emptyCell;
Tile emptyTile;
emptyCell.x = -1;
emptyCell.y = -1;
emptyTile.x = tile.x;
emptyTile.y = tile.y;
emptyTile.value = 0;
emptyTile.hasMerged = false;
emptyTile.previousPosition = emptyCell;
Grid_grid.array[tile.x][tile.y] = emptyTile;
}
int Grid_avaiableCellsAmount() {
int avaiableCellsNumber = 0, x, y;
Cell testCell;
for (x = 0; x <= 3; x++) {
for (y = 0; y <= 3; y++) {
testCell.x = x;
testCell.y = y;
if (Grid_cellAvailable(testCell)) {
avaiableCellsNumber++;
}
}
}
return avaiableCellsNumber;
}
void storage_setBestScore(int bestScore) {
storage_bestScore = bestScore;
// Sauvegarder dans la mémoire
}
// Screen (O HTML_Actuator)
void Screen_updateScore() {
// Affiche le score à l'écran
}
void Screen_updateBestScore() {
// Affiche le meilleur score à l'écran
}
void Screen_message(bool won) {
if (won) { // PHD
PrintXY(67, 54, "WON", 0);
} else {
PrintXY(67, 54, "LOSE", 0);
}
}
void Screen_actuate() {
drawFixedTiles(); // O self.addTile(cell);
Screen_updateScore(); // O self.updateScore(metadata.score);
Screen_updateBestScore(); // O self.updateBestScore(metadata.bestScore);
if (Game_terminated) {
if (Game_over) {
Screen_message(false);
} else if (Game_won) {
Screen_message(true);
}
}
ML_display_vram();
}
Cell convertNumber2Pos(int number) {
Cell position;
position.x = number/4;
position.x = number%4;
}
// Game (O Game_manager)
bool Game_isGameTerminated() {
return (Game_over || (Game_won && !Game_keepPlaying));
}
void Game_actuate() {
if (storage_bestScore < Game_score) {
storage_setBestScore(Game_score);
}
Screen_actuate();
}
Traversal Game_buildTraversals(Cell vector) {
Traversal traversal;
int i;
for (i = 0; i <= 3; i++) {
traversal.x[i] = (vector.x == 1 ? 3-i : i );
traversal.y[i] = (vector.y == 1 ? 3-i : i );
}
return traversal;
}
Cell Game_getVector(int direction) {
Cell vector;
switch(direction) {
case 0:
vector.x = 0; vector.y = -1;
break;
case 1:
vector.x = 1; vector.y = 0;
break;
case 2:
vector.x = 0; vector.y = 1;
break;
case 3:
vector.x = -1; vector.y = 0;
break;
}
return vector;
}
void Game_prepareTiles() {
Cell previousPosition;
int x, y;
for (x = 0; x <= 3; x++) {
for (y = 0; y <= 3; y++) {
Grid_grid.array[x][y].hasMerged = false;
previousPosition.x = Grid_grid.array[x][y].x;
previousPosition.y = Grid_grid.array[x][y].y;
Grid_grid.array[x][y].previousPosition = previousPosition;
}
}
}
findFarthestPosition_return Game_findFarthestPosition(Cell cell, Cell vector) {
Cell previous;
findFarthestPosition_return back;
// Progress towards the vector direction until an obstacle is found
do {
previous = cell;
cell.x = previous.x + vector.x;
cell.y = previous.y + vector.y;
} while (Grid_withinBounds(cell) && Grid_cellAvailable(cell));
back.farthest = previous;
back.next = cell; // Used to check if a merge is required
return back;
}
Game_moveTile(Tile tile, Cell cell) {
Grid_removeTile(tile);
tile.x = cell.x;
tile.y = cell.y;
Grid_insertTile(tile);
}
bool Game_positionsEqual(Cell first, Tile second) {
return (first.x == second.x && first.y == second.y);
}
Cell Grid_randomAvaiableCell() {
int avaiableCellsNumber, choosenCellNumber, x, y;
Cell position;
avaiableCellsNumber = Grid_avaiableCellsAmount();
choosenCellNumber = rand_int(1, avaiableCellsNumber);
avaiableCellsNumber = 0; // Sert de compteur ici
for (x = 0; x <= 3; x++) {
for (y = 0; y <= 3; y++) {
position.x = x;
position.y = y;
if (Grid_cellAvailable(position)) {
avaiableCellsNumber++;
if (avaiableCellsNumber == choosenCellNumber) {
return position;
}
}
}
}
}
void Game_addRandomTile() {
Tile tile; Cell position;
if (Grid_avaiableCellsAmount() > 0) {
position = Grid_randomAvaiableCell();
tile.value = (rand_int(0, 10) < 9 ? 1 : 2);
tile.x = position.x;
tile.y = position.y;
tile.previousPosition = position;
tile.hasMerged = false;
Grid_insertTile(tile);
}
}
void Game_move(int direction) { // 0: up, 1: right, 2: down, 3: left
Cell vector, cell, farthest, next;
Tile tile, merged;
Traversal traversals;
findFarthestPosition_return position;
bool moved = false;
int xI, yI;
if (Game_isGameTerminated()) { return; }
vector = Game_getVector(direction);
traversals = Game_buildTraversals(vector);
Game_prepareTiles();
for (xI = 0; xI <= 3; xI++) {
for (yI = 0; yI <= 3; yI++) {
cell.x = traversals.x[xI]; cell.y = traversals.y[yI];
tile = Grid_cellContent(cell);
if (tile.value > 0) {
position = Game_findFarthestPosition(cell, vector);
next = position.next;
farthest = position.farthest;
if (Grid_cellContent(next).value == tile.value && !tile.hasMerged) { // Merge
merged.x = next.x;
merged.y = next.y;
merged.value = tile.value + 1;
merged.hasMerged = true;
merged.previousPosition = cell;
Grid_insertTile(merged);
Grid_removeTile(tile);
tile.x = next.x;
tile.y = next.y;
Game_score += merged.value;
if (merged.value == 11) {
Game_won = true;
}
moved = true;
} else {
Game_moveTile(tile, farthest);
moved = true;
}
}
}
}
if (moved) {
Game_addRandomTile();
// if (!Game_moveAvaiable()) {
// this.over = true;
// }
Game_actuate();
}
}
int initGame() {
// Variables
int x, y;
ML_clear_screen();
// Draw Titre
PrintXY(67, 54, "2048", 0);
// Reset variables
Game_score = 0;
Game_over = false;
Game_won = false;
Game_terminated = false;
Game_keepPlaying = true;
for (x = 0; x <= 3; x++) {
for (y = 0; y <= 3; y++) {
Grid_grid.array[x][y].x = x;
Grid_grid.array[x][y].y = y;
Grid_grid.array[x][y].value = 0;
}
}
drawFixedTiles();
// Draw Score
ML_bmp_or(scoreBG, 68, 4, 41, 19);
ML_bmp_or(scoreBG, 68, 25, 41, 19);
PrintXY(70, 6, "SCORE", 1);
PrintXY(100, 14, "0", 1);
PrintXY(70, 27, "BEST", 1);
PrintXY(100, 35, "0", 1);
Game_addRandomTile();
Game_addRandomTile();
Game_actuate();
}
int AddIn_main(int isAppli, unsigned short OptionNum) {
// Variables
unsigned int key;
while (1) { // Tant qu'on joue...
initGame();
while (1) { // Boucle des mouvements
GetKey(&key);
switch (key) {
case KEY_CTRL_UP:
Game_move(0);
break;
case KEY_CTRL_RIGHT:
Game_move(1);
break;
case KEY_CTRL_DOWN:
Game_move(2);
break;
case KEY_CTRL_LEFT:
Game_move(3);
break;
case KEY_CTRL_DEL:
initGame();
break;
case KEY_CHAR_PLUS:
Game_addRandomTile();
Game_actuate();
break;
case KEY_CHAR_STORE:
Game_actuate();
break;
default:
break;
}
}
}
return 1;
}
// Code propre au SDK. NE PAS MODIFIER !
#pragma section _BR_Size
unsigned long BR_Size;
#pragma section
#pragma section _TOP
int InitializeSystem(int isAppli, unsigned short OptionNum) {
return INIT_ADDIN_APPLICATION(isAppli, OptionNum);
}
#pragma section