3fdad8ab94
- fix flickering (canvas drawing added) TODO: - optimize tile drawing: maybe separate canvas for every tile - game over screen - last game save / load - record save / load git-svn-id: svn://kolibrios.org@5231 a494cfbc-eb01-0410-851d-a64ba20cac60
59 lines
2.0 KiB
C
59 lines
2.0 KiB
C
#include "cell.h"
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__u8 tile_draw(tile* t)
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{
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if (t->value)
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{
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__u32 bg_color = 0;
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__u32 txt_color = 0;
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switch (t->value)
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{
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case 0 : bg_color = CELL_COLOR; break;
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case 2 : bg_color = 0xEEE4DA; txt_color = 0x776E65; break;
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case 4 : bg_color = 0xEDE0C8; txt_color = 0x776E65; break;
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case 8 : bg_color = 0xF2B179; txt_color = 0xF9F6F2; break;
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case 16 : bg_color = 0xF59563; txt_color = 0xF9F6F2; break;
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case 32 : bg_color = 0xF67C5F; txt_color = 0xF9F6F2; break;
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case 64 : bg_color = 0xF65E3B; txt_color = 0xF9F6F2; break;
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case 128 : bg_color = 0xEDCF72; txt_color = 0xF9F6F2; break;
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case 256 : bg_color = 0xEDCC61; txt_color = 0xF9F6F2; break;
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case 512 : bg_color = 0xEDC850; txt_color = 0xF9F6F2; break;
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case 1024 : bg_color = 0xEDC53F; txt_color = 0xF9F6F2; break;
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case 2048 : bg_color = 0xEDC22E; txt_color = 0xF9F6F2; break;
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default : bg_color = 0x3C3A32; txt_color = 0xF9F6F2; break;
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}
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rect* begin = &t->cell;
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rect* end = &t->transition;
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if (rect_transform(begin,end,t->ani_step))
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t->animate = false;
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canvas_draw_rect(begin,bg_color);
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canvas_draw_value(begin,t->value,txt_color);
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if (t->merged)
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{
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if (rect_transform(&t->merged_rect,end,t->ani_step) &&
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(t->animate == false))
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{
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t->animate = true;
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t->merged = false;
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t->value *= 2;
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}
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canvas_draw_rect(&t->merged_rect,bg_color);
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canvas_draw_value(&t->merged_rect,t->value,txt_color);
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}
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}
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return t->animate;
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}
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__u8 tile_mergeable(tile* from, tile* to)
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{
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return (from && !from->merged &&
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to && !to->merged &&
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(from->value == to->value));
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}
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