Add board randomizer in game logic

This commit is contained in:
hkz 2025-07-16 18:27:55 +02:00
commit 8ff5b1ca97
2 changed files with 22 additions and 2 deletions

View file

@ -1,5 +1,7 @@
#include "game_logic.h"
#include "utility.h"
#include <string.h>
static uint8_t game_grid_alpha[GRID_SIDE * GRID_SIDE];
@ -21,6 +23,23 @@ uint8_t *get_front_grid(void) {
return front_grid;
}
uint8_t add_random_tile(void) {
uint16_t rand = lfsr_update();
uint8_t tile_val = (rand & 0x000F) > 0x0D ? 2 : 1; // 90% chance of a tile of type 1 (a "2"), 10% of a type 2 (a "4")
uint8_t rand_offset = rand >> 8;
uint8_t tile_placed = 0;
for (int8_t offset = 0; offset < GRID_SIDE * GRID_SIDE; offset++) {
if (!front_grid[(offset + rand_offset)%(GRID_SIDE * GRID_SIDE)]) {
front_grid[(offset + rand_offset)%(GRID_SIDE * GRID_SIDE)] = tile_val;
tile_placed = 1;
break;
}
}
return tile_placed; // Return 0 if we were not able to place the tile
}
uint8_t *step_game(step_direction dir) {
uint8_t start_offset;
int8_t column_step;
@ -60,8 +79,8 @@ uint8_t *step_game(step_direction dir) {
// Clear the back grid
memset(back_grid, 0, GRID_SIDE * GRID_SIDE);
for (int8_t row = 0; row < GRID_SIDE; row++) {
for(int8_t col = 0; col < GRID_SIDE; col++) {
for (uint8_t row = 0; row < GRID_SIDE; row++) {
for(uint8_t col = 0; col < GRID_SIDE; col++) {
uint8_t current_offset = start_offset + (col * column_step) + (row * row_step);
uint8_t sub_col;

View file

@ -14,5 +14,6 @@ typedef enum {
uint8_t *get_front_grid(void);
uint8_t *step_game(step_direction dir);
uint8_t add_random_tile(void);
#endif /* _GAME_LOGIC_HEADER_ */