Player 1's score used to be score's width offset to the right. Now it's
score_margin away from the divider line, same as player 2's.
Also factored out score margin and increased it from 2px to 5px just
to make it look a little nicer.
Also tweak its text in the settings window to be clearer on what this
check box is doing. Seemed a bit confusing that settings changes
required an extra action to persist.
Currently, each time you open the settings window in 2048, it displays
the default values rather than the current values. This is confusing, so
display the current values instead.
Maximizing the board population still takes priority, but if there are
tile generator "moves" that result in equivalent board population after
a player move, the one with the lowest score is selected.
Make everything signed so that we don't have to deal with silly casting
issues thoughout the Chess code. I am unsure if this affects the chess
AI negatively, it seems just as "intelligent" before and after this
change :^)
This is not only easier to comprehend code-wise and avoids some function
overloads, but also makes resizing the board while preserving game state
*a lot* easier. We now no longer have to allocate a new board on every
resize, we just grow/shrink the individual row vectors.
Also fixes a crash when clicking the board widget outside of the drawn
board area.
While the waste stack and the playable card on top of the waste stack
are collectively referred to as the "waste", it's programatically nice
to separate them to enable 3-card-draw mode. In that mode, the playable
stack will contain 3 cards with a slight x-axis shift, while the waste
stack underneath will remain unshifted. So rather than introducing some
ugly logic to CardStack to handle this, it's more convenient to have a
separate stack on top of the waste stack.
Since applications using Core::EventLoop no longer need to create a
socket in /tmp/rpc/, and also don't need to listen for incoming
connections on this socket, we can remove a whole bunch of pledges!
Not sure why some menus did have one and others didn't, even in the
same application - now they all do. :^)
I added character shortcuts to some menu actions as well.
The timer is no longer used to trigger a paint event for all updates; it
is only used to paint the new-game and game-over animations. So only run
the timer during those events.
A series of events led to this change: The goal is to add more widgets
to the Solitaire GML, such as a GUI::Statusbar. To do so without this
change, the window ends up with some black artifacts between the main
Solitaire frame and the added elements, because the GML specifies the
main widget to have fill_with_background_color=false. However, setting
that property to true results in the background color of the widget
interferring with the Solitaire frame trying to manually paint its
background green. This results in flickering and some elements in the
Solitaire frame being painted over by the main background color.
To avoid all of that behavior, this sets fill_with_background_color=true
and the Solitaire frame's background color to green in the GML. Further,
the frame now only queues a paint update on the specific Gfx::Rect areas
that need to be updated. This also means we no longer need to track if a
stack of cards is dirty, because we only trigger a paint event for dirty
stacks.
No functionial change here, but this more easily allows for adding GUI
elements to the Solitaire window. This nests the SolitaireWidget as a
child of the main window's widget so that the SolitaireWidget does not
color the entire window green when it paints its background.
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 is just a bit nicer than owning a separate timer in the Solitaire
application because LibCore will prevent timer events from firing when
e.g. the window is not visible. Therefore SolitaireWidget doesn't need
need to check for such conditions.
Stacks of cards currently cover the suit completely and players must
click-and-drag cards out of the way to see the suit beneath other cards.
This bumps the stacks down a bit to let players peek the suit without
having to take any action.