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serenity/Userland/Games/Solitaire/Game.h
Timothy Flynn a07c178a02 Solitaire: Add statusbar segment to display elapsed time
The timer begins after the new-game animation ends, and stops when
either the game-over animation begins or the new-game animation is
started again.
2021-05-05 21:38:45 +02:00

141 lines
3.8 KiB
C++

/*
* Copyright (c) 2020, Till Mayer <till.mayer@web.de>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include "CardStack.h"
#include <LibGUI/Frame.h>
#include <LibGUI/Painter.h>
namespace Solitaire {
class Game final : public GUI::Frame {
C_OBJECT(Game)
public:
static constexpr int width = 640;
static constexpr int height = 480;
virtual ~Game() override;
void setup();
Function<void(uint32_t)> on_score_update;
Function<void()> on_game_start;
Function<void()> on_game_end;
private:
Game();
class Animation {
public:
Animation()
{
}
Animation(RefPtr<Card> animation_card, float gravity, int x_vel, float bouncyness)
: m_animation_card(animation_card)
, m_gravity(gravity)
, m_x_velocity(x_vel)
, m_bouncyness(bouncyness)
{
}
RefPtr<Card> card() { return m_animation_card; }
void draw(GUI::Painter& painter)
{
VERIFY(!m_animation_card.is_null());
m_animation_card->draw(painter);
m_dirty = false;
}
bool tick()
{
// Don't move the animation card until the event loop has had a chance to paint its current location.
if (m_dirty)
return false;
VERIFY(!m_animation_card.is_null());
m_y_velocity += m_gravity;
if (m_animation_card->position().y() + Card::height + m_y_velocity > Game::height + 1 && m_y_velocity > 0) {
m_y_velocity = min((m_y_velocity * -m_bouncyness), -8.f);
m_animation_card->rect().set_y(Game::height - Card::height);
m_animation_card->rect().translate_by(m_x_velocity, 0);
} else {
m_animation_card->rect().translate_by(m_x_velocity, m_y_velocity);
}
m_dirty = true;
return true;
}
private:
RefPtr<Card> m_animation_card;
float m_gravity { 0 };
int m_x_velocity { 0 };
float m_y_velocity { 0 };
float m_bouncyness { 0 };
bool m_dirty { false };
};
enum StackLocation {
Stock,
Waste,
Foundation1,
Foundation2,
Foundation3,
Foundation4,
Pile1,
Pile2,
Pile3,
Pile4,
Pile5,
Pile6,
Pile7,
__Count
};
static constexpr Array piles = { Pile1, Pile2, Pile3, Pile4, Pile5, Pile6, Pile7 };
void mark_intersecting_stacks_dirty(Card& intersecting_card);
void update_score(int to_add);
void move_card(CardStack& from, CardStack& to);
void start_game_over_animation();
void stop_game_over_animation();
void create_new_animation_card();
void check_for_game_over();
ALWAYS_INLINE CardStack& stack(StackLocation location)
{
return m_stacks[location];
}
virtual void paint_event(GUI::PaintEvent&) override;
virtual void mousedown_event(GUI::MouseEvent&) override;
virtual void mouseup_event(GUI::MouseEvent&) override;
virtual void mousemove_event(GUI::MouseEvent&) override;
virtual void doubleclick_event(GUI::MouseEvent&) override;
virtual void keydown_event(GUI::KeyEvent&) override;
virtual void timer_event(Core::TimerEvent&) override;
NonnullRefPtrVector<Card> m_focused_cards;
NonnullRefPtrVector<Card> m_new_deck;
CardStack m_stacks[StackLocation::__Count];
CardStack* m_focused_stack { nullptr };
Gfx::IntPoint m_mouse_down_location;
bool m_mouse_down { false };
Animation m_animation;
bool m_game_over_animation { false };
bool m_new_game_animation { false };
uint8_t m_new_game_animation_pile { 0 };
uint8_t m_new_game_animation_delay { 0 };
uint32_t m_score { 0 };
};
}