2048-cli/src/main.c

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1.9 KiB
C
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#include <stdio.h>
#include <stdbool.h>
#include "ai.h"
#include "engine.h"
#include "gfx.h"
void draw_then_sleep(struct gfx_state *s, struct gamestate *g)
{
gfx_draw(s, g);
gfx_sleep(40);
}
int main(int argc, char **argv)
{
struct gamestate *g = gamestate_init(argc, argv);
struct gfx_state *s;
if (g->opts->interactive)
s = gfx_init(g);
int game_running = true;
while (game_running) {
if (g->opts->interactive)
gfx_draw(s, g);
get_new_key:;
int direction = dir_invalid;
int value = !g->opts->ai ? gfx_getch(s) : ai_move(g);
switch (value) {
case 'h':
case 'a':
direction = dir_left;
break;
case 'l':
case 'd':
direction = dir_right;
break;
case 'j':
case 's':
direction = dir_down;
break;
case 'k':
case 'w':
direction = dir_up;
break;
case 'q':
game_running = false;
break;
default:
goto get_new_key;
}
/* Game will only end if 0 moves available */
if (game_running) {
gamestate_tick(s, g, direction, g->opts->animate && g->opts->interactive
? draw_then_sleep : NULL);
int spawned;
for (spawned = 0; spawned < g->opts->spawn_rate; spawned++)
gamestate_new_block(g);
if (gamestate_end_condition(g)) {
game_running = false;
}
}
}
if (g->opts->interactive) {
// gfx_getch(s); // getch here would be good,
// need an exit message for each graphical output
gfx_destroy(s);
}
printf("%ld\n", g->score);
gamestate_clear(g);
return 0;
}