refactor: add game state abstraction
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@@ -1,90 +1,80 @@
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#include <raylib.h>
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#include <stdio.h>
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#include <string.h>
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char *word_bank[] = {
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"hypothesis",
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"science",
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"usurp",
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"conditional",
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"passionate",
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"orion",
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NULL // sentinel value marking end
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};
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#include <assert.h>
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#include "game_state.h"
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#define WINDOW_HEIGHT 500
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#define WINDOW_WIDTH 700
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#define CHAR_SPACING 40
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#define ARRAY_SIZE(x) (sizeof(x) / sizeof((x)[0]))
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void process_key_events() {
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char buf[2] = {'c', '\0'};
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int k;
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const char *key_name;
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while ((k = GetKeyPressed()) != 0) {
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key_name = GetKeyName(k);
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char c = get_curr_letter();
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sprintf(buf, "%c\0", c);
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if (key_name != NULL &&
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strcmp(key_name, buf) == 0) {
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next();
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}
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}
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}
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void render_game_state() {
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char buf[2] = {'c', '\0'};
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char *curr_word = get_curr_word();
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int curr_letter_index = get_curr_letter_index();
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size_t word_len = strlen(curr_word);
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DrawText(curr_word, 10, 10, 20, BLACK);
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int x = (WINDOW_WIDTH / 2) - (CHAR_SPACING * (word_len / 2));
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int y = WINDOW_HEIGHT / 2;
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for (int i = 0; i < word_len; i++) {
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char c = curr_word[i];
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sprintf(buf, "%c\0", c);
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Color color;
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if (i == curr_letter_index) {
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color = GOLD;
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} else if (i < curr_letter_index) {
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color = DARKGRAY;
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} else {
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color = GRAY;
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}
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DrawText(buf, x, y, 50, color);
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x += CHAR_SPACING;
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}
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char wins_text[20];
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snprintf(wins_text, 20, "%d wins", get_wins());
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DrawText(wins_text, WINDOW_WIDTH - 100, WINDOW_HEIGHT - 20, 20, GRAY);
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}
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int main(int argc, char *argv[]) {
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char **curr_word = word_bank;
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unsigned short curr_letter_index = 0;
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unsigned short wins = 0;
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InitWindow(WINDOW_WIDTH, WINDOW_HEIGHT, "Typing game");
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init_game_state();
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while (!WindowShouldClose()) {
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char buf[2] = {'c', '\0'};
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size_t word_len = strlen(*curr_word);
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process_key_events();
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int k = 0;
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const char *key_name;
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// process queued key events
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while ((k = GetKeyPressed()) != 0) {
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key_name = GetKeyName(k);
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char c = (*curr_word)[curr_letter_index];
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sprintf(buf, "%c\0", c);
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if (key_name != NULL &&
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strcmp(key_name, buf) == 0) {
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if (curr_letter_index < word_len - 1) { // next letter
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curr_letter_index++;
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} else { // next word
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if (*(curr_word + 1) == NULL) { // wrap around
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curr_word = word_bank;
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} else {
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curr_word++;
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wins++;
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}
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curr_letter_index = 0;
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}
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}
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}
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// render
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BeginDrawing();
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ClearBackground(WHITE);
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DrawText(*curr_word, 10, 10, 20, BLACK);
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render_game_state();
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int x = (WINDOW_WIDTH / 2) - (CHAR_SPACING * (word_len / 2));
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int y = WINDOW_HEIGHT / 2;
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for (int i = 0; i < word_len; i++) {
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char c = (*curr_word)[i];
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sprintf(buf, "%c\0", c);
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Color color;
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if (i == curr_letter_index) {
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color = GOLD;
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} else if (i < curr_letter_index) {
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color = GRAY;
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} else {
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color = DARKGRAY;
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}
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DrawText(buf, x, y, 50, color);
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x += CHAR_SPACING;
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}
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DrawFPS(WINDOW_WIDTH - 100, 10); // top right
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char wins_text[20];
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snprintf(wins_text, 20, "%d wins", wins);
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DrawText(wins_text, WINDOW_WIDTH - 100, WINDOW_HEIGHT - 20, 20, GRAY);
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EndDrawing();
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}
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