Show score and moves

This commit is contained in:
hkz 2025-07-22 15:38:52 +02:00
commit 1a3635fc9a
5 changed files with 55 additions and 35 deletions

View file

@ -25,7 +25,6 @@ static uint8_t *back_buf = (uint8_t*)DISPLAY_PAGE_2;
// Every square is 35x35 pixels
void draw_field_borders_on_buffer(uint8_t brd, uint8_t* buf);
void swap_display_buffers(void);
void ddraw_field_borders_on_buffer(uint8_t brd) {
draw_field_borders_on_buffer(brd, front_buf);
@ -97,9 +96,6 @@ void draw_tiles(void) {
// Re-draw the borders, to restore the correct width
draw_field_borders_on_buffer(0x0F, back_buf);
// And finally swap the buffer to show the update
swap_display_buffers();
}
void swap_display_buffers(void) {

View file

@ -18,5 +18,6 @@ void draw_game_background(void);
void draw_number(uint16_t n, uint8_t len, uint8_t x, uint8_t y);
void draw_tiles(void);
void ddraw_single_tile(uint8_t offset);
void swap_display_buffers(void);
#endif /* _GAME_GRAPHICS_HEADER_ */

View file

@ -19,14 +19,18 @@ void swap_grids(void) {
back_grid = temp;
}
void reset_game(void) {
uint8_t reset_game(void) {
uint8_t score = 0;
// Clear the back and front grid
memset(back_grid, 0, GRID_SIDE * GRID_SIDE);
memset(front_grid, 0, GRID_SIDE * GRID_SIDE);
// Then add two random tiles
add_random_tile();
add_random_tile();
score += (1 << front_grid[add_random_tile() - 1]);
score += (1 << front_grid[add_random_tile() - 1]);
return score;
}
uint8_t *get_front_grid(void) {
@ -49,12 +53,8 @@ uint8_t add_random_tile(void) {
return 0; // Return 0 if we were not able to place the tile, else we return (offset + 1) to indicate where the tile was placed
}
game_state step_game(step_direction dir) {
game_state state = {
.score = 0,
.done = 0
};
uint8_t step_game(step_direction dir) {
uint8_t done = 0;
uint8_t start_offset;
int8_t column_step;
int8_t row_step;
@ -104,7 +104,6 @@ game_state step_game(step_direction dir) {
back_grid[current_offset] = front_grid[sub_col_offset];
front_grid[sub_col_offset] = 0;
state.score += ((uint16_t)1) << back_grid[current_offset];
break;
}
}
@ -119,8 +118,7 @@ game_state step_game(step_direction dir) {
back_grid[current_offset]++; // Merge them (by increasing the value of the current square and removing the merged one)
front_grid[sub_col_offset] = 0;
state.score += ((uint16_t)1) << back_grid[current_offset];
state.done += back_grid[current_offset] == 11 ? 1 : 0;
done += back_grid[current_offset] == 11 ? 1 : 0;
break;
} else if (front_grid[sub_col_offset]) break;
}
@ -129,5 +127,15 @@ game_state step_game(step_direction dir) {
swap_grids();
return state;
return done;
}
uint16_t calculate_score(void) {
uint16_t score = 0;
for(uint8_t offset = 0; offset < GRID_SIDE * GRID_SIDE; offset++) {
if(front_grid[offset]) score += ((uint16_t)1 << front_grid[offset]);
}
return score;
}

View file

@ -12,14 +12,10 @@ typedef enum {
RIGHT
} step_direction;
typedef struct {
uint16_t score;
uint8_t done;
} game_state;
void reset_game(void);
uint8_t reset_game(void);
uint8_t *get_front_grid(void);
game_state step_game(step_direction dir);
uint8_t step_game(step_direction dir);
uint16_t calculate_score(void);
uint8_t add_random_tile(void);
#endif /* _GAME_LOGIC_HEADER_ */

View file

@ -30,20 +30,31 @@ void init(void) {
#define MOVES_TEXT_Y 14
#define MOVES_TEXT_WIDTH 4
#define SCORE_TEXT_X 28
#define SCORE_TEXT_Y 22
#define SCORE_TEXT_WIDTH 5
__task int main(void) {
uint16_t moves_count = 0;
uint16_t moves_count;
uint16_t score;
uint8_t done;
init();
game_state state;
while(1){ // Outer loop
reset_game();
moves_count = 0;
score = reset_game();
// Draw the initial state of the game
draw_game_background();
draw_number(moves_count, MOVES_TEXT_WIDTH, MOVES_TEXT_X, MOVES_TEXT_Y);
draw_number(score, SCORE_TEXT_WIDTH, SCORE_TEXT_X, SCORE_TEXT_Y);
draw_tiles();
// Swap graphical buffers
swap_display_buffers();
while(1) { // Game loop
lfsr_update();
@ -51,22 +62,22 @@ __task int main(void) {
case K_UP:
BELL1();
ddraw_field_borders_on_buffer(0x0E);
state = step_game(UP);
done = step_game(UP);
break;
case K_DOWN:
BELL1();
ddraw_field_borders_on_buffer(0x0D);
state = step_game(DOWN);
done = step_game(DOWN);
break;
case K_LEFT:
BELL1();
ddraw_field_borders_on_buffer(0x0B);
state = step_game(LEFT);
done = step_game(LEFT);
break;
case K_RIGHT:
BELL1();
ddraw_field_borders_on_buffer(0x07);
state = step_game(RIGHT);
done = step_game(RIGHT);
break;
default:
continue; // Do nothing, loop again
@ -76,11 +87,12 @@ __task int main(void) {
moves_count++;
// If we have won, break out of this loop
if(state.done) break;
if(done) break;
// Draw the number of moves
draw_number(moves_count, MOVES_TEXT_WIDTH, MOVES_TEXT_X, MOVES_TEXT_Y);
// Draw the moved tiles
draw_tiles();
@ -88,6 +100,13 @@ __task int main(void) {
uint8_t random_tile_off = add_random_tile();
if(!random_tile_off) break;
score = calculate_score();
// Draw the score
draw_number(score, SCORE_TEXT_WIDTH, SCORE_TEXT_X, SCORE_TEXT_Y);
swap_display_buffers();
// Draw the new tile directly on the front buffer, this way we make it appear with an "animation"
ddraw_single_tile(random_tile_off - 1);
}