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Games: Added solitaire
Added a solitaire game. Currently there are graphics missing on some of the cards, but the game is fully functional. Press F12 to show the game-over animation manually.
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Games/Solitaire/SolitaireWidget.h
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Games/Solitaire/SolitaireWidget.h
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/*
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* Copyright (c) 2020, Till Mayer <till.mayer@web.de>
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* 1. Redistributions of source code must retain the above copyright notice, this
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* list of conditions and the following disclaimer.
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*
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* 2. Redistributions in binary form must reproduce the above copyright notice,
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* this list of conditions and the following disclaimer in the documentation
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* and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
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* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
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* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
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* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
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* CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
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* OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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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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class SolitaireWidget final : public GUI::Widget {
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C_OBJECT(SolitaireWidget)
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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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void setup();
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private:
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SolitaireWidget(GUI::Window&, 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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Card* card() { return m_animation_card; }
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void tick()
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{
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ASSERT(!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
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&& 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().move_by(m_x_velocity, 0);
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} else {
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m_animation_card->rect().move_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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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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void tick(GUI::Window&);
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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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RefPtr<Core::Timer> m_timer;
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NonnullRefPtrVector<Card> m_focused_cards;
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Animation m_animation;
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CardStack* m_focused_stack { nullptr };
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CardStack m_stacks[StackLocation::__Count];
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Gfx::Point 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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bool m_game_over_animation { false };
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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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