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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.).
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8 changed files with 59 additions and 35 deletions
125
Userland/Games/Solitaire/Game.h
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125
Userland/Games/Solitaire/Game.h
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/*
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* Copyright (c) 2020, Till Mayer <till.mayer@web.de>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#pragma once
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#include "CardStack.h"
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#include <LibGUI/Painter.h>
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#include <LibGUI/Widget.h>
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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 ~Game() override;
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void setup();
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private:
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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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Animation()
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{
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}
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Animation(RefPtr<Card> animation_card, float gravity, int x_vel, float bouncyness)
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: m_animation_card(animation_card)
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, m_gravity(gravity)
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, m_x_velocity(x_vel)
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, m_bouncyness(bouncyness)
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{
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}
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RefPtr<Card> card() { return m_animation_card; }
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void tick()
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{
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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 > 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(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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}
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}
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private:
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RefPtr<Card> m_animation_card;
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float m_gravity { 0 };
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int m_x_velocity { 0 };
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float m_y_velocity { 0 };
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float m_bouncyness { 0 };
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};
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enum StackLocation {
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Stock,
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Waste,
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Foundation1,
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Foundation2,
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Foundation3,
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Foundation4,
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Pile1,
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Pile2,
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Pile3,
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Pile4,
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Pile5,
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Pile6,
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Pile7,
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__Count
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};
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static constexpr Array piles = { Pile1, Pile2, Pile3, Pile4, Pile5, Pile6, Pile7 };
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void mark_intersecting_stacks_dirty(Card& intersecting_card);
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void update_score(int to_add);
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void move_card(CardStack& from, CardStack& to);
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void start_game_over_animation();
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void stop_game_over_animation();
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void create_new_animation_card();
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void check_for_game_over();
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ALWAYS_INLINE CardStack& stack(StackLocation location)
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{
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return m_stacks[location];
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}
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virtual void paint_event(GUI::PaintEvent&) override;
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virtual void mousedown_event(GUI::MouseEvent&) override;
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virtual void mouseup_event(GUI::MouseEvent&) override;
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virtual void mousemove_event(GUI::MouseEvent&) override;
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virtual void doubleclick_event(GUI::MouseEvent&) override;
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virtual void keydown_event(GUI::KeyEvent&) override;
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virtual void timer_event(Core::TimerEvent&) override;
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NonnullRefPtrVector<Card> m_focused_cards;
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NonnullRefPtrVector<Card> m_new_deck;
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CardStack m_stacks[StackLocation::__Count];
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CardStack* m_focused_stack { nullptr };
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Gfx::IntPoint m_mouse_down_location;
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bool m_mouse_down { false };
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bool m_repaint_all { true };
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bool m_has_to_repaint { true };
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Animation m_animation;
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bool m_game_over_animation { false };
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bool m_new_game_animation { false };
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uint8_t m_new_game_animation_pile { 0 };
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uint8_t m_new_game_animation_delay { 0 };
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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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