Overview

This project is a full recreation of the classic 2048 game built entirely in C, with a custom graphical interface using raylib. It was developed with performance, clarity, and modularity in mind - offering a complete game loop, smooth animations, and accurate tile-merging behavior just like the original.

The goal was to dive deep into low-level programming by avoiding engines or prebuilt game templates, instead building the core mechanics and graphics systems from scratch. The result is a responsive, polished, and faithful recreation of 2048 that runs at a consistent 60fps.

Key Features

Pure C Implementation – All logic written in C with no external game engines.

Modular Codebase – Separated concerns for merging, tile generation, movement, and rendering.

Raylib Graphics Engine – Custom-built UI with smooth transitions and efficient redraws.

Real-Time Input Handling – Responsive controls with intuitive directional input.

Testing Suite – Robust test cases for game mechanics and logic validation.

Challenges

Building a functional 2048 game in C required careful consideration of game state management, user input handling, and efficient algorithms for tile merging. The implementation focused on creating a clean, modular codebase that could handle the complex logic of the game while maintaining optimal performance.

Core Game Functions

The game logic is built around several key functions that handle different aspects of gameplay:

getRow() - Extracts specific row data for processing

getColumn() - Retrieves column data for vertical operations

mergeRight() - Handles rightward tile movement and merging

mergeLeft() - Manages leftward tile sliding and combination

mergeUp() - Controls upward tile movement mechanics

mergeDown() - Handles downward tile sliding behavior

mergeColumn() - Processes vertical merging operations

merge() - Core algorithm for combining identical tiles

The merging algorithm was particularly challenging to implement correctly. Each directional move required carefully sliding tiles to their furthest possible position, then checking for merge opportunities, and finally sliding again to fill any gaps created by merged tiles. This three-step process ensures the game behaves exactly like the original 2048.

Graphics & Rendering

A huge shoutout to my friend Aiden Sanvido, an incredibly talented engineer who set up the entire raylib graphics framework from scratch specifically for this project. His expertise in graphics programming and C development was instrumental in bringing the visual elements to life.

The rendering system handles real-time updates of the game board, smooth color transitions for different tile values, and responsive user interface elements. The graphics pipeline efficiently redraws only the changed portions of the screen to maintain smooth 60fps gameplay.

Testing & Quality Assurance

Comprehensive testing was crucial for ensuring game reliability. The test suite covers all major game mechanics:

int main() {
testMerge();
testSlide();
testTileGeneration();
testHighScore();
return 0;
}

Each test function validates specific game behaviors: merge logic correctness, tile sliding mechanics, random tile generation patterns, and high score persistence. This systematic approach helped catch edge cases and ensure consistent gameplay experience.

The final implementation successfully recreates the addictive gameplay of 2048 while demonstrating proficiency in C programming, algorithm design, and collaborative development. The modular architecture makes the codebase maintainable and extensible for future enhancements.