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https://github.com/RGBCube/serenity
synced 2025-07-25 21:47:46 +00:00
Solitaire: Place files in Solitaire namespace and rename main widget
The purpose is to allow the Solitaire widget to be used in GML. The macro to register a widget requires a namespace, so this moves all files in the application to the Solitaire namespace. This also renames the SolitaireWidget class to Game - this is to avoid the redundancy / verbosity of typing "Solitaire::SolitaireWidget", and matches many other games in Serenity (Breakout, 2048, etc.).
This commit is contained in:
parent
15f0ee1727
commit
e1492e9a62
8 changed files with 59 additions and 35 deletions
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@ -1,8 +1,8 @@
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set(SOURCES
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Card.cpp
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CardStack.cpp
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Game.cpp
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main.cpp
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SolitaireWidget.cpp
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)
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serenity_app(Solitaire ICON app-solitaire)
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@ -9,6 +9,8 @@
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#include <LibGfx/Font.h>
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#include <LibGfx/FontDatabase.h>
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namespace Solitaire {
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static const NonnullRefPtr<Gfx::CharacterBitmap> s_diamond = Gfx::CharacterBitmap::create_from_ascii(
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" # "
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" ### "
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@ -155,3 +157,5 @@ void Card::clear_and_draw(GUI::Painter& painter, const Color& background_color)
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draw(painter);
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save_old_position();
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}
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}
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@ -13,6 +13,8 @@
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#include <LibGfx/Rect.h>
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#include <ctype.h>
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namespace Solitaire {
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class Card final : public Core::Object {
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C_OBJECT(Card)
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public:
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@ -63,3 +65,5 @@ private:
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bool m_moving { false };
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bool m_upside_down { false };
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};
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}
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@ -6,6 +6,8 @@
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#include "CardStack.h"
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namespace Solitaire {
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CardStack::CardStack()
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: m_position({ 0, 0 })
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, m_type(Invalid)
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@ -216,3 +218,5 @@ void CardStack::calculate_bounding_box()
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m_bounding_box.set_size(Card::width + width, Card::height + height);
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}
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}
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@ -9,6 +9,8 @@
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#include "Card.h"
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#include <AK/Vector.h>
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namespace Solitaire {
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class CardStack final {
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public:
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enum Type {
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@ -78,3 +80,5 @@ private:
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bool m_dirty { false };
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Gfx::IntRect m_base;
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};
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}
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@ -4,25 +4,27 @@
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#include "SolitaireWidget.h"
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#include "Game.h"
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#include <LibGUI/Painter.h>
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#include <time.h>
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namespace Solitaire {
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static const Color s_background_color { Color::from_rgb(0x008000) };
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static constexpr uint8_t new_game_animation_delay = 5;
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static constexpr int s_timer_interval_ms = 1000 / 60;
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SolitaireWidget::SolitaireWidget(Function<void(uint32_t)>&& on_score_update)
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Game::Game(Function<void(uint32_t)>&& on_score_update)
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: m_on_score_update(move(on_score_update))
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{
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set_fill_with_background_color(false);
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m_stacks[Stock] = CardStack({ 10, 10 }, CardStack::Type::Stock);
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m_stacks[Waste] = CardStack({ 10 + Card::width + 10, 10 }, CardStack::Type::Waste);
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m_stacks[Foundation4] = CardStack({ SolitaireWidget::width - Card::width - 10, 10 }, CardStack::Type::Foundation);
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m_stacks[Foundation3] = CardStack({ SolitaireWidget::width - 2 * Card::width - 20, 10 }, CardStack::Type::Foundation);
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m_stacks[Foundation2] = CardStack({ SolitaireWidget::width - 3 * Card::width - 30, 10 }, CardStack::Type::Foundation);
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m_stacks[Foundation1] = CardStack({ SolitaireWidget::width - 4 * Card::width - 40, 10 }, CardStack::Type::Foundation);
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m_stacks[Foundation4] = CardStack({ Game::width - Card::width - 10, 10 }, CardStack::Type::Foundation);
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m_stacks[Foundation3] = CardStack({ Game::width - 2 * Card::width - 20, 10 }, CardStack::Type::Foundation);
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m_stacks[Foundation2] = CardStack({ Game::width - 3 * Card::width - 30, 10 }, CardStack::Type::Foundation);
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m_stacks[Foundation1] = CardStack({ Game::width - 4 * Card::width - 40, 10 }, CardStack::Type::Foundation);
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m_stacks[Pile1] = CardStack({ 10, 10 + Card::height + 10 }, CardStack::Type::Normal);
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m_stacks[Pile2] = CardStack({ 10 + Card::width + 10, 10 + Card::height + 10 }, CardStack::Type::Normal);
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m_stacks[Pile3] = CardStack({ 10 + 2 * Card::width + 20, 10 + Card::height + 10 }, CardStack::Type::Normal);
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@ -32,7 +34,7 @@ SolitaireWidget::SolitaireWidget(Function<void(uint32_t)>&& on_score_update)
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m_stacks[Pile7] = CardStack({ 10 + 6 * Card::width + 60, 10 + Card::height + 10 }, CardStack::Type::Normal);
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}
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SolitaireWidget::~SolitaireWidget()
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Game::~Game()
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{
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}
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@ -41,11 +43,11 @@ static float rand_float()
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return rand() / static_cast<float>(RAND_MAX);
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}
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void SolitaireWidget::timer_event(Core::TimerEvent&)
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void Game::timer_event(Core::TimerEvent&)
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{
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if (m_game_over_animation) {
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VERIFY(!m_animation.card().is_null());
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if (m_animation.card()->position().x() > SolitaireWidget::width || m_animation.card()->rect().right() < 0)
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if (m_animation.card()->position().x() > Game::width || m_animation.card()->rect().right() < 0)
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create_new_animation_card();
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m_animation.tick();
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@ -57,18 +59,18 @@ void SolitaireWidget::timer_event(Core::TimerEvent&)
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}
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}
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void SolitaireWidget::create_new_animation_card()
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void Game::create_new_animation_card()
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{
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srand(time(nullptr));
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auto card = Card::construct(static_cast<Card::Type>(rand() % Card::Type::__Count), rand() % Card::card_count);
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card->set_position({ rand() % (SolitaireWidget::width - Card::width), rand() % (SolitaireWidget::height / 8) });
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card->set_position({ rand() % (Game::width - Card::width), rand() % (Game::height / 8) });
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int x_sgn = card->position().x() > (SolitaireWidget::width / 2) ? -1 : 1;
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int x_sgn = card->position().x() > (Game::width / 2) ? -1 : 1;
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m_animation = Animation(card, rand_float() + .4f, x_sgn * ((rand() % 3) + 2), .6f + rand_float() * .4f);
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}
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void SolitaireWidget::start_game_over_animation()
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void Game::start_game_over_animation()
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{
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if (m_game_over_animation)
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return;
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@ -77,7 +79,7 @@ void SolitaireWidget::start_game_over_animation()
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m_game_over_animation = true;
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}
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void SolitaireWidget::stop_game_over_animation()
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void Game::stop_game_over_animation()
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{
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if (!m_game_over_animation)
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return;
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@ -86,7 +88,7 @@ void SolitaireWidget::stop_game_over_animation()
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update();
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}
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void SolitaireWidget::setup()
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void Game::setup()
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{
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stop_game_over_animation();
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stop_timer();
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@ -115,13 +117,13 @@ void SolitaireWidget::setup()
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update();
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}
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void SolitaireWidget::update_score(int to_add)
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void Game::update_score(int to_add)
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{
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m_score = max(static_cast<int>(m_score) + to_add, 0);
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m_on_score_update(m_score);
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}
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void SolitaireWidget::keydown_event(GUI::KeyEvent& event)
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void Game::keydown_event(GUI::KeyEvent& event)
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{
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if (m_new_game_animation || m_game_over_animation)
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return;
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@ -130,7 +132,7 @@ void SolitaireWidget::keydown_event(GUI::KeyEvent& event)
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start_game_over_animation();
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}
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void SolitaireWidget::mousedown_event(GUI::MouseEvent& event)
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void Game::mousedown_event(GUI::MouseEvent& event)
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{
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GUI::Widget::mousedown_event(event);
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@ -183,7 +185,7 @@ void SolitaireWidget::mousedown_event(GUI::MouseEvent& event)
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}
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}
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void SolitaireWidget::mouseup_event(GUI::MouseEvent& event)
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void Game::mouseup_event(GUI::MouseEvent& event)
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{
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GUI::Widget::mouseup_event(event);
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@ -236,7 +238,7 @@ void SolitaireWidget::mouseup_event(GUI::MouseEvent& event)
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m_has_to_repaint = true;
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}
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void SolitaireWidget::mousemove_event(GUI::MouseEvent& event)
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void Game::mousemove_event(GUI::MouseEvent& event)
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{
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GUI::Widget::mousemove_event(event);
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@ -256,7 +258,7 @@ void SolitaireWidget::mousemove_event(GUI::MouseEvent& event)
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m_has_to_repaint = true;
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}
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void SolitaireWidget::doubleclick_event(GUI::MouseEvent& event)
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void Game::doubleclick_event(GUI::MouseEvent& event)
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{
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GUI::Widget::doubleclick_event(event);
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@ -297,7 +299,7 @@ void SolitaireWidget::doubleclick_event(GUI::MouseEvent& event)
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m_has_to_repaint = true;
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}
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void SolitaireWidget::check_for_game_over()
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void Game::check_for_game_over()
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{
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for (auto& stack : m_stacks) {
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if (stack.type() != CardStack::Type::Foundation)
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@ -309,7 +311,7 @@ void SolitaireWidget::check_for_game_over()
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start_game_over_animation();
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}
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void SolitaireWidget::move_card(CardStack& from, CardStack& to)
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void Game::move_card(CardStack& from, CardStack& to)
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{
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auto card = from.pop();
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@ -325,7 +327,7 @@ void SolitaireWidget::move_card(CardStack& from, CardStack& to)
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m_has_to_repaint = true;
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}
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void SolitaireWidget::mark_intersecting_stacks_dirty(Card& intersecting_card)
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void Game::mark_intersecting_stacks_dirty(Card& intersecting_card)
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{
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for (auto& stack : m_stacks) {
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if (intersecting_card.rect().intersects(stack.bounding_box())) {
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@ -335,7 +337,7 @@ void SolitaireWidget::mark_intersecting_stacks_dirty(Card& intersecting_card)
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}
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}
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void SolitaireWidget::paint_event(GUI::PaintEvent& event)
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void Game::paint_event(GUI::PaintEvent& event)
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{
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GUI::Widget::paint_event(event);
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@ -412,3 +414,5 @@ void SolitaireWidget::paint_event(GUI::PaintEvent& event)
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}
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}
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}
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}
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@ -10,17 +10,19 @@
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#include <LibGUI/Painter.h>
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#include <LibGUI/Widget.h>
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class SolitaireWidget final : public GUI::Widget {
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C_OBJECT(SolitaireWidget)
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namespace Solitaire {
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class Game final : public GUI::Widget {
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C_OBJECT(Game)
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public:
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static constexpr int width = 640;
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static constexpr int height = 480;
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virtual ~SolitaireWidget() override;
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virtual ~Game() override;
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void setup();
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private:
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SolitaireWidget(Function<void(uint32_t)>&& on_score_update);
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Game(Function<void(uint32_t)>&& on_score_update);
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class Animation {
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public:
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VERIFY(!m_animation_card.is_null());
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m_y_velocity += m_gravity;
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if (m_animation_card->position().y() + Card::height + m_y_velocity > SolitaireWidget::height + 1 && m_y_velocity > 0) {
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if (m_animation_card->position().y() + Card::height + m_y_velocity > Game::height + 1 && m_y_velocity > 0) {
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m_y_velocity = min((m_y_velocity * -m_bouncyness), -8.f);
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m_animation_card->rect().set_y(SolitaireWidget::height - Card::height);
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m_animation_card->rect().set_y(Game::height - Card::height);
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m_animation_card->rect().translate_by(m_x_velocity, 0);
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} else {
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m_animation_card->rect().translate_by(m_x_velocity, m_y_velocity);
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@ -119,3 +121,5 @@ private:
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uint32_t m_score { 0 };
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Function<void(uint32_t)> m_on_score_update;
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};
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}
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@ -4,7 +4,7 @@
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#include "SolitaireWidget.h"
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#include "Game.h"
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#include <LibGUI/Action.h>
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#include <LibGUI/Application.h>
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#include <LibGUI/Icon.h>
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auto window = GUI::Window::construct();
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window->set_resizable(false);
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window->resize(SolitaireWidget::width, SolitaireWidget::height);
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window->resize(Solitaire::Game::width, Solitaire::Game::height);
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auto widget = SolitaireWidget::construct([&](uint32_t score) {
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auto widget = Solitaire::Game::construct([&](uint32_t score) {
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window->set_title(String::formatted("Score: {} - Solitaire", score));
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});
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