Esempio n. 1
0
void Board::slideLeft() {
	for (int i = 0; i < 2; i++) {

		Tile boardCopy[boardWidth][boardHeight];
		std::copy(&board[0][0], &board[0][0] + boardWidth*boardHeight, &boardCopy[0][0]);

		for (int x = 0; x < 4; x++) {
			for (int y = 0; y < 4; y++) {
				if (boardCopy[x][y].value == 0) {
					for (int k = y+1; k < 4; k++) {
						if (boardCopy[x][k].value != 0) {
							boardCopy[x][y] = boardCopy[x][k];

							boardCopy[x][y].xPos = x;
							boardCopy[x][y].yPos = y;

							boardCopy[x][k] = Tile(Tile::TileColor::EMPTY, x, k, 0);
							break;

						}
					}
				}
			}
		}

		std::copy(&boardCopy[0][0], &boardCopy[0][0] + boardWidth*boardHeight, &board[0][0]);

		if (i == 0) {
			mergeLeft();
		}

	}
}
Esempio n. 2
0
bool mergeMoveLeft(struct tile **board, int size, int pos_rel, int multi) {
    //move so that no space between tiles
    bool move = moveTileLeft(board, size, pos_rel);
    //plus
    bool plus = mergeLeft(board, size, pos_rel, multi);
    //move again to make sure no space
    moveTileLeft(board, size, pos_rel);

    // Play sound when cannot move.
    //    if (!move && !plus){
    //    	moving_sound(0);
    //    }

    return move || plus;
}
Esempio n. 3
0
/**
 * Splits block b across constraint c into two new blocks, l and r (c's left
 * and right sides respectively)
 */
void Blocks::split(Block *b, Block *&l, Block *&r, Constraint *c) {
  b->split(l, r, c);
#ifdef RECTANGLE_OVERLAP_LOGGING
  ofstream f(LOGFILE, ios::app);
  f << "Split left: " << *l << endl;
  f << "Split right: " << *r << endl;
#endif
  r->posn = b->posn;
  r->wposn = r->posn * r->weight;
  mergeLeft(l);
  // r may have been merged!
  r = c->right->block;
  r->wposn = r->desiredWeightedPosition();
  r->posn = r->wposn / r->weight;
  mergeRight(r);
  removeBlock(b);

  insert(l);
  insert(r);
}
Esempio n. 4
0
int main(void) {
    int addScore, position, pauseSel;

    // Initializations
    PLL_Init();  			// Clock set at 80 MHz
    LCD_Init();
    Board_Init();
    Input_Init();
    DAC_Init();
    Random_Init(NVIC_ST_CURRENT_R);
    Timer2_Init(80000000); 	// time interrupt
    Timer1_Init(2000);		// sound interrupt
    EnableInterrupts();
    generateRandomTile();
    drawAllTiles();
    writeScore(0);
    writeHighscore(0);
    writeTime(0);
    displayHighestTile();

    while(1) {

        // draw arrow if ready
        if (arrowReady == 1) {
            // acknowledge flag
            arrowReady = 0;
            // draw arrow
            drawArrow();
        }

        // write time if ready
        if (timeReady == 1) {
            // acknowledge flag
            timeReady = 0;
            // write time
            writeTime(elapsedTime);
        }

        // Play mode and button1 is pushed
        if(Button1 && !pauseMode && !gameOver) {
            // Play sound
            playSound = 1;
            // shift and merge tiles towards arrow
            position = getSliderPosition();
            if (position == 1) {
                shiftLeft();
                addScore = mergeLeft();
                shiftLeft();
            }
            else if (position == 2) {
                shiftUp();
                addScore = mergeUp();
                shiftUp();
            }
            else if (position == 3) {
                shiftRight();
                addScore = mergeRight();
                shiftRight();
            }
            else {
                shiftDown();
                addScore = mergeDown();
                shiftDown();
            }

            eraseBoard();
            drawAllTiles();

            // update score
            score += addScore;
            addScore = 0;
            writeScore(score);
            displayHighestTile();

            // delay before adding new tile
            delay(200);

            // create new tile
            if (countEmptyTiles() != 0) {
                generateRandomTile();
            }
            drawAllTiles();

            // update highest tile image
            displayHighestTile();

            // check if game over
            if (checkGameOver() == 1) {
                gameOver = 1;
            }

            // unset flag
            Button1 = 0;
        }

        // button 2 is pause
        else if (Button2 && !gameOver && !pauseMode) {
            pauseMode = 1;
            pauseSel = 0;

            // disable arrow and timer
            NVIC_ST_CTRL_R = 0;
            TIMER2_CTL_R = 0x00000000;
            LCD_DrawFilledRect(prevX,prevY,20,20,BLACK);

            // draw pause mode screen
            drawPauseMode();

            // acknowledge button
            Button2 = 0;

            // wait until button is pushed
            while (pauseMode) {

                // Button 1 selects current pause selection button
                if (Button1) {

                    // acknowledge button
                    Button1 = 0;
                    Button2 = 0;
                    pauseMode = 0;

                    // if pause selection = "continue" (pauseSel = 0), continue with game
                    if (pauseSel == 0) {

                        // redraw screen
                        eraseBoard();
                        drawAllTiles();

                        // enable gameplay
                        NVIC_ST_CTRL_R = 0x07;
                        TIMER2_CTL_R = 0x00000001;
                    }

                    // if pause selection = "restart" (pauseSel = 0), end game
                    else if (pauseSel == 1) {
                        if (score > highscore) {
                            writeHighscore(score);
                        }
                        score = 0;
                        eraseScore();
                        writeScore(0);
                        clearBoard();
                        eraseBoard();
                        pauseMode = 0;
                        generateRandomTile();
                        drawAllTiles();
                        elapsedTime = 0;
                        eraseTime();
                        writeTime(0);
                        displayHighestTile();
                        NVIC_ST_CTRL_R = 0x07;
                        TIMER2_CTL_R = 0x00000001;
                    }
                }

                // Button 2 changes pause selection
                else if (Button2) {
                    Button2 = 0;
                    if (pauseSel == 0) {
                        pauseSel = 1;
                        LCD_DrawRect(144,112,58,16,BLACK);
                        LCD_DrawRect(222,112,51,16,WHITE);
                    }
                    else if (pauseSel == 1) {
                        pauseSel = 0;
                        LCD_DrawRect(222,112,51,16,BLACK);
                        LCD_DrawRect(144,112,58,16,WHITE);
                    }
                }
            }
        }

        // game over
        if (gameOver == 1) {
            NVIC_ST_CTRL_R = 0;
            TIMER2_CTL_R = 0x00000000;
            LCD_DrawFilledRect(156,38,100,20,BLACK);
            LCD_SetTextColor(255,255,240);
            LCD_Goto(30,5);
            printf("GAME OVER");
            while (Button1 == 0 && Button2 == 0) {}
            Button1 = 0;
            Button2 = 0;
            LCD_DrawFilledRect(prevX,prevY,20,20,BLACK);
            drawGameOver(score, elapsedTime);
            if (score > highscore) {
                writeHighscore(score);
                gameOverHighscore(score);
            }
            // wait til button is pushed
            while (Button1 == 0 && Button2 == 0) {}
            // acknowledge buttons
            Button1 = 0;
            Button2 = 0;
            // start new game
            score = 0;
            eraseScore();
            writeScore(0);
            clearBoard();
            eraseBoard();
            pauseMode = 0;
            generateRandomTile();
            drawAllTiles();
            elapsedTime = 0;
            eraseTime();
            writeTime(0);
            displayHighestTile();
            NVIC_ST_CTRL_R = 0x07;
            TIMER2_CTL_R = 0x00000001;

            // finish game over mode
            gameOver = 0;
        }
    }
}