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Games: Add Hearts

This commit is contained in:
Gunnar Beutner 2021-05-20 14:27:58 +02:00 committed by Andreas Kling
parent 3e47eec862
commit c3efae85f2
15 changed files with 965 additions and 1 deletions

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/*
* Copyright (c) 2020, Till Mayer <till.mayer@web.de>
* Copyright (c) 2021, Gunnar Beutner <gbeutner@serenityos.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include "Player.h"
#include <LibCards/Card.h>
#include <LibCore/Timer.h>
#include <LibGUI/Frame.h>
#include <LibGUI/Painter.h>
using Cards::Card;
namespace Hearts {
class Game final : public GUI::Frame {
C_OBJECT(Game)
public:
static constexpr int width = 640;
static constexpr int height = 480;
virtual ~Game() override;
void setup();
Function<void(String const&)> on_status_change;
private:
Game();
void dump_state() const;
void play_card(Player& player, size_t card_index);
bool are_hearts_broken() const;
bool is_valid_play(Player& player, Card& card, String* explanation = nullptr) const;
void let_player_play_card();
void continue_game_after_delay(int interval_ms = 750);
void advance_game();
size_t pick_card(Player& player);
bool is_human(Player& player) const { return &player == &m_players[0]; }
size_t player_index(Player& player);
Player& current_player();
bool game_ended() const { return m_trick_number == 13; }
bool is_winner(Player& player);
void start_animation(NonnullRefPtrVector<Card> cards, Gfx::IntPoint const& end, Function<void()> did_finish_callback, int initial_delay_ms, int steps = 30);
void stop_animation();
virtual void paint_event(GUI::PaintEvent&) override;
virtual void mouseup_event(GUI::MouseEvent&) override;
virtual void keydown_event(GUI::KeyEvent&) override;
virtual void timer_event(Core::TimerEvent&) override;
Player m_players[4];
NonnullRefPtrVector<Card> m_trick;
Player* m_leading_player { nullptr };
u8 m_trick_number { 0 };
RefPtr<Core::Timer> m_delay_timer;
bool m_human_can_play { false };
struct AnimatedCard {
NonnullRefPtr<Card> card;
Gfx::IntPoint start;
};
RefPtr<Core::Timer> m_animation_delay_timer;
bool m_animation_playing { false };
Vector<AnimatedCard> m_animation_cards;
Gfx::IntPoint m_animation_end;
int m_animation_current_step { 0 };
int m_animation_steps { 0 };
OwnPtr<Function<void()>> m_animation_did_finish;
};
}