kolibrios/programs/games/2048/game.c

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#include "game.h"
struct {
rect reset_button; // new game button place
rect highscore_rect; // highscore place
rect score_rect; // score place
rect over_rect; // game over window
__u8 over; // flag for game over
} game;
void game_draw_ui()
{
__menuet__make_button(game.reset_button.x,
game.reset_button.y,
game.reset_button.width,
game.reset_button.height,
NEW_GAME_BUTTON,
BOARD_BG_COLOR);
rect_draw_text(&game.reset_button,"Restart",7,GAME_BG_COLOR,0);
rect_draw(&game.highscore_rect,BOARD_BG_COLOR);
rect_draw_value(&game.highscore_rect,board_highscore(),GAME_BG_COLOR,0);
rect_draw(&game.score_rect,BOARD_BG_COLOR);
rect_draw_value(&game.score_rect,board_score(),GAME_BG_COLOR,0);
if (game.over)
{
__u16 line_step = FONT_HEIGHT * 2;
rect_draw(&game.over_rect,BOARD_BG_COLOR);
rect line_rect = {
.x = game.over_rect.x,
.y = game.over_rect.y + line_step,
.width = game.over_rect.width,
.height = line_step
};
rect_draw_text(&line_rect,"It looks like there is",22,0xFFFFFF,0);
line_rect.y += line_step;
rect_draw_text(&line_rect,"no more moves",13,0xFFFFFF,0);
line_rect.y += line_step;
rect_draw_text(&line_rect,"available",9,0xFFFFFF,0);
}
}
void game_init()
{
game.over = false;
// place window at the center of screen
__u16 screen_w = 0;
__u16 screen_h = 0;
__menuet__get_screen_max(&screen_w,&screen_h);
__menuet__window_redraw(1);
__menuet__define_window((screen_w - WND_WIDTH) / 2,
(screen_h - WND_HEIGHT) / 2,
WND_WIDTH,
WND_HEIGHT,
0x34 << 24 | GAME_BG_COLOR,
0,
(__u32)header);
// find info about window client area
__menuet__get_process_table(&proc_info,PID_WHOAMI);
// calc board
rect av_area = {0};
av_area.x = GAME_BORDER;
av_area.y = (SCORE_HEIGHT > GAME_BORDER) ? SCORE_HEIGHT : GAME_BORDER;
av_area.width = proc_info.client_width - av_area.x * 2;
av_area.height = proc_info.client_height - av_area.y - GAME_BORDER;
// minimal square
if (av_area.width < av_area.height)
{
av_area.y += (av_area.height - av_area.width) / 2;
av_area.height = av_area.width;
}
else // if (av_area.height < av_area.width)
{
av_area.x += (av_area.width - av_area.height) / 2;
av_area.width = av_area.height;
}
board_init(&av_area);
rect top_base = {
.x = av_area.x,
.y = (av_area.y - SCORE_HEIGHT) / 2,
.width = (av_area.width - BOARD_SPACING * 2) / 3,
.height = SCORE_HEIGHT
};
game.reset_button = top_base;
top_base.x += top_base.width + BOARD_SPACING;
game.highscore_rect = top_base;
top_base.x += top_base.width + BOARD_SPACING;
game.score_rect = top_base;
av_area.x += av_area.width / 4;
av_area.y += av_area.height / 4;
av_area.width /= 2;
av_area.height /= 2;
game.over_rect = av_area;
game_draw_ui();
__menuet__window_redraw(2);
}
void game_exit()
{
board_delete();
}
void game_redraw()
{
__menuet__get_process_table(&proc_info,PID_WHOAMI);
// start redraw
__menuet__window_redraw(1);
__menuet__define_window(0, // __u16 x1 : ignored
0, // __u16 y1 : ignored
0, // __u16 xsize : ignored
0, // __u16 ysize : ignored
0x34 << 24 | GAME_BG_COLOR, // __u32 body_color
0, // __u32 grab_color
(__u32)header); // __u32 frame_color or header
game_draw_ui();
board_redraw();
// end redraw
__menuet__window_redraw(2);
}
void game_move_up()
{
if (board_up())
{
board_redraw();
__u8 added = board_add_random_tile();
board_redraw();
game.over = !added || !board_has_moves();
game_draw_ui();
}
}
void game_move_down()
{
if (board_down())
{
board_redraw();
__u8 added = board_add_random_tile();
board_redraw();
game.over = !added || !board_has_moves();
game_draw_ui();
}
}
void game_move_left()
{
if (board_left())
{
board_redraw();
__u8 added = board_add_random_tile();
board_redraw();
game.over = !added || !board_has_moves();
game_draw_ui();
}
}
void game_move_right()
{
if (board_right())
{
board_redraw();
__u8 added = board_add_random_tile();
board_redraw();
game.over = !added || !board_has_moves();
game_draw_ui();
}
}