mirror of
https://github.com/RGBCube/serenity
synced 2025-05-24 07:25:07 +00:00

This commit adds the possibility to use the secondary mouse button to let the game move the selected card(s) to the next valid stack.
434 lines
12 KiB
C++
434 lines
12 KiB
C++
/*
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* Copyright (c) 2021, Jamie Mansfield <jmansfield@cadixdev.org>
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* Copyright (c) 2022, Jonas Höpner <me@jonashoepner.de>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#include "Game.h"
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#include <AK/Random.h>
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#include <LibGUI/Event.h>
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#include <LibGUI/Painter.h>
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#include <LibGfx/Palette.h>
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REGISTER_WIDGET(Spider, Game);
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namespace Spider {
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static constexpr uint8_t new_game_animation_delay = 2;
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static constexpr uint8_t draw_animation_delay = 2;
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static constexpr int s_timer_interval_ms = 1000 / 60;
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Game::Game()
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{
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m_stacks.append(adopt_ref(*new CardStack({ 10, Game::height - Card::height - 10 }, CardStack::Type::Waste)));
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m_stacks.append(adopt_ref(*new CardStack({ Game::width - Card::width - 10, Game::height - Card::height - 10 }, CardStack::Type::Stock)));
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for (int i = 0; i < 10; i++) {
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m_stacks.append(adopt_ref(*new CardStack({ 10 + i * (Card::width + 10), 10 }, CardStack::Type::Normal)));
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}
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}
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Game::~Game()
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{
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}
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void Game::setup(Mode mode)
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{
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if (m_new_game_animation)
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stop_timer();
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m_mode = mode;
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if (on_game_end)
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on_game_end(GameOverReason::NewGame, m_score);
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for (auto& stack : m_stacks)
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stack.clear();
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m_new_game_animation_pile = 0;
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m_score = 500;
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update_score(0);
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NonnullRefPtrVector<Card> deck;
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deck.ensure_capacity(Card::card_count * 2);
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for (int i = 0; i < Card::card_count; ++i) {
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switch (m_mode) {
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case Mode::SingleSuit:
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for (int j = 0; j < 8; j++) {
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deck.append(Card::construct(Card::Type::Spades, i));
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}
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break;
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case Mode::TwoSuit:
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for (int j = 0; j < 4; j++) {
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deck.append(Card::construct(Card::Type::Spades, i));
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deck.append(Card::construct(Card::Type::Hearts, i));
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}
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break;
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default:
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VERIFY_NOT_REACHED();
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break;
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}
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}
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m_new_deck.clear_with_capacity();
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m_new_deck.ensure_capacity(deck.size());
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while (!deck.is_empty())
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m_new_deck.append(deck.take(get_random_uniform(deck.size())));
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m_focused_stack = nullptr;
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m_focused_cards.clear();
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m_new_game_animation = true;
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start_timer(s_timer_interval_ms);
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update();
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}
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void Game::start_timer_if_necessary()
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{
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if (on_game_start && m_waiting_for_new_game) {
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on_game_start();
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m_waiting_for_new_game = false;
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}
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}
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void Game::update_score(int delta)
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{
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m_score = max(static_cast<int>(m_score) + delta, 0);
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if (on_score_update)
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on_score_update(m_score);
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}
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void Game::draw_cards()
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{
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// draw a single card from the stock for each pile
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auto& stock_pile = stack(Stock);
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if (stock_pile.is_empty())
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return;
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update_score(-1);
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m_draw_animation = true;
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m_original_stock_rect = stock_pile.bounding_box();
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start_timer(s_timer_interval_ms);
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}
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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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update(stack.bounding_box());
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}
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update(intersecting_card.rect());
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}
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void Game::ensure_top_card_is_visible(NonnullRefPtr<CardStack> stack)
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{
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if (stack->is_empty())
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return;
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auto& top_card = stack->peek();
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if (top_card.is_upside_down()) {
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top_card.set_upside_down(false);
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update(top_card.rect());
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}
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}
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void Game::detect_full_stacks()
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{
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auto& completed_stack = stack(Completed);
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for (auto pile : piles) {
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auto& current_pile = stack(pile);
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bool started = false;
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uint8_t last_value;
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Color color;
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for (size_t i = current_pile.stack().size(); i > 0; i--) {
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auto& card = current_pile.stack().at(i - 1);
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if (card.is_upside_down())
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break;
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if (!started) {
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if (card.value() != 0) {
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break;
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}
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started = true;
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color = card.color();
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} else if (card.value() != last_value + 1 || card.color() != color) {
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break;
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} else if (card.value() == Card::card_count - 1) {
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// we have a full set
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auto original_current_rect = current_pile.bounding_box();
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for (size_t j = 0; j < Card::card_count; j++) {
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completed_stack.push(current_pile.pop());
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}
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update(original_current_rect);
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update(completed_stack.bounding_box());
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ensure_top_card_is_visible(current_pile);
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update_score(101);
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}
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last_value = card.value();
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}
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}
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detect_victory();
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}
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void Game::detect_victory()
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{
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for (auto pile : piles) {
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auto& current_pile = stack(pile);
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if (!current_pile.is_empty())
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return;
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}
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if (on_game_end)
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on_game_end(GameOverReason::Victory, m_score);
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}
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void Game::paint_event(GUI::PaintEvent& event)
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{
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static Gfx::Color s_background_color = palette().color(background_role());
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GUI::Frame::paint_event(event);
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GUI::Painter painter(*this);
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painter.add_clip_rect(frame_inner_rect());
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painter.add_clip_rect(event.rect());
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if (!m_focused_cards.is_empty()) {
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for (auto& focused_card : m_focused_cards)
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focused_card.clear(painter, s_background_color);
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}
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for (auto& stack : m_stacks) {
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stack.draw(painter, s_background_color);
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}
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if (!m_focused_cards.is_empty()) {
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for (auto& focused_card : m_focused_cards) {
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focused_card.draw(painter);
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focused_card.save_old_position();
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}
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}
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if (!m_mouse_down) {
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if (!m_focused_cards.is_empty()) {
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for (auto& card : m_focused_cards)
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card.set_moving(false);
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m_focused_cards.clear();
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}
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if (m_focused_stack) {
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m_focused_stack->set_focused(false);
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m_focused_stack = nullptr;
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}
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}
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}
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void Game::mousedown_event(GUI::MouseEvent& event)
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{
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GUI::Frame::mousedown_event(event);
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if (m_new_game_animation || m_draw_animation)
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return;
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auto click_location = event.position();
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for (auto& to_check : m_stacks) {
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if (to_check.type() == CardStack::Type::Waste)
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continue;
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if (to_check.bounding_box().contains(click_location)) {
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if (to_check.type() == CardStack::Type::Stock) {
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start_timer_if_necessary();
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draw_cards();
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} else if (!to_check.is_empty()) {
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auto& top_card = to_check.peek();
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if (top_card.is_upside_down()) {
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if (top_card.rect().contains(click_location)) {
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top_card.set_upside_down(false);
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start_timer_if_necessary();
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update(top_card.rect());
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}
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} else if (m_focused_cards.is_empty()) {
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to_check.add_all_grabbed_cards(click_location, m_focused_cards, Cards::CardStack::Same);
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m_mouse_down_location = click_location;
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if (m_focused_stack)
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m_focused_stack->set_focused(false);
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to_check.set_focused(true);
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m_focused_stack = &to_check;
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// When the user wants to automatically move cards, do not go into the drag mode.
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if (event.button() != GUI::MouseButton::Secondary)
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m_mouse_down = true;
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start_timer_if_necessary();
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}
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}
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break;
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}
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}
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}
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void Game::move_focused_cards(CardStack& stack)
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{
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for (auto& to_intersect : m_focused_cards) {
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mark_intersecting_stacks_dirty(to_intersect);
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stack.push(to_intersect);
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(void)m_focused_stack->pop();
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}
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update_score(-1);
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update(m_focused_stack->bounding_box());
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update(stack.bounding_box());
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detect_full_stacks();
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ensure_top_card_is_visible(*m_focused_stack);
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}
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void Game::mouseup_event(GUI::MouseEvent& event)
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{
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GUI::Frame::mouseup_event(event);
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if (!m_focused_stack || m_focused_cards.is_empty() || m_new_game_animation || m_draw_animation)
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return;
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bool rebound = true;
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if (event.button() == GUI::MouseButton::Secondary) {
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// This enables the game to move the focused cards to the first possible stack excluding empty stacks.
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// NOTE: This ignores empty stacks, as the game has no undo button, and a card, which has been moved to an empty stack without any other possibilities is not reversable.
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for (auto& stack : m_stacks) {
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if (stack.is_focused())
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continue;
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if (stack.is_allowed_to_push(m_focused_cards.at(0), m_focused_cards.size(), Cards::CardStack::Any) && !stack.is_empty()) {
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move_focused_cards(stack);
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rebound = false;
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break;
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}
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}
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} else {
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for (auto& stack : m_stacks) {
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if (stack.is_focused())
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continue;
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for (auto& focused_card : m_focused_cards) {
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if (stack.bounding_box().intersects(focused_card.rect())) {
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if (stack.is_allowed_to_push(m_focused_cards.at(0), m_focused_cards.size(), Cards::CardStack::Any)) {
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move_focused_cards(stack);
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rebound = false;
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break;
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}
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}
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}
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}
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}
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if (rebound) {
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for (auto& to_intersect : m_focused_cards)
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mark_intersecting_stacks_dirty(to_intersect);
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m_focused_stack->rebound_cards();
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update(m_focused_stack->bounding_box());
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}
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m_mouse_down = false;
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}
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void Game::mousemove_event(GUI::MouseEvent& event)
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{
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GUI::Frame::mousemove_event(event);
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if (!m_mouse_down || m_new_game_animation || m_draw_animation)
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return;
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auto click_location = event.position();
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int dx = click_location.dx_relative_to(m_mouse_down_location);
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int dy = click_location.dy_relative_to(m_mouse_down_location);
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for (auto& to_intersect : m_focused_cards) {
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mark_intersecting_stacks_dirty(to_intersect);
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to_intersect.rect().translate_by(dx, dy);
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update(to_intersect.rect());
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}
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m_mouse_down_location = click_location;
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}
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void Game::timer_event(Core::TimerEvent&)
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{
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if (m_new_game_animation) {
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if (m_new_game_animation_delay < new_game_animation_delay) {
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++m_new_game_animation_delay;
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} else {
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m_new_game_animation_delay = 0;
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auto& current_pile = stack(piles.at(m_new_game_animation_pile));
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// for first 4 piles, draw 6 cards
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// for last 6 piles, draw 5 cards
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size_t cards_to_draw = m_new_game_animation_pile < 4 ? 6 : 5;
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if (current_pile.count() < (cards_to_draw - 1)) {
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auto card = m_new_deck.take_last();
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card->set_upside_down(true);
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current_pile.push(card);
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} else {
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current_pile.push(m_new_deck.take_last());
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++m_new_game_animation_pile;
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}
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update(current_pile.bounding_box());
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if (m_new_game_animation_pile == piles.size()) {
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VERIFY(m_new_deck.size() == 50);
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auto& stock_pile = stack(Stock);
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while (!m_new_deck.is_empty())
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stock_pile.push(m_new_deck.take_last());
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update(stock_pile.bounding_box());
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m_new_game_animation = false;
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m_waiting_for_new_game = true;
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stop_timer();
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}
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}
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} else if (m_draw_animation) {
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if (m_draw_animation_delay < draw_animation_delay) {
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++m_draw_animation_delay;
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} else {
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auto& stock_pile = stack(Stock);
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auto& current_pile = stack(piles.at(m_draw_animation_pile));
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auto card = stock_pile.pop();
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card->set_upside_down(false);
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current_pile.push(card);
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update(current_pile.bounding_box());
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++m_draw_animation_pile;
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if (m_draw_animation_pile == piles.size()) {
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update(m_original_stock_rect);
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detect_full_stacks();
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m_draw_animation = false;
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m_draw_animation_delay = 0;
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m_draw_animation_pile = 0;
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stop_timer();
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}
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}
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}
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}
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}
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