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authorTimothy Flynn <trflynn89@pm.me>2021-05-05 09:42:59 -0400
committerAndreas Kling <kling@serenityos.org>2021-05-05 21:38:45 +0200
commite1492e9a62bf0d4ff1dce5b933ba05cad8de270d (patch)
tree24f40829f0425f3593a4a97b8bb2415c310e42b2 /Userland/Games/Solitaire/Game.cpp
parent15f0ee1727c964aed73363b65b0b4270640ac370 (diff)
downloadserenity-e1492e9a62bf0d4ff1dce5b933ba05cad8de270d.zip
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.).
Diffstat (limited to 'Userland/Games/Solitaire/Game.cpp')
-rw-r--r--Userland/Games/Solitaire/Game.cpp418
1 files changed, 418 insertions, 0 deletions
diff --git a/Userland/Games/Solitaire/Game.cpp b/Userland/Games/Solitaire/Game.cpp
new file mode 100644
index 0000000000..0a22602087
--- /dev/null
+++ b/Userland/Games/Solitaire/Game.cpp
@@ -0,0 +1,418 @@
+/*
+ * Copyright (c) 2020, Till Mayer <till.mayer@web.de>
+ *
+ * SPDX-License-Identifier: BSD-2-Clause
+ */
+
+#include "Game.h"
+#include <LibGUI/Painter.h>
+#include <time.h>
+
+namespace Solitaire {
+
+static const Color s_background_color { Color::from_rgb(0x008000) };
+static constexpr uint8_t new_game_animation_delay = 5;
+static constexpr int s_timer_interval_ms = 1000 / 60;
+
+Game::Game(Function<void(uint32_t)>&& on_score_update)
+ : m_on_score_update(move(on_score_update))
+{
+ set_fill_with_background_color(false);
+
+ m_stacks[Stock] = CardStack({ 10, 10 }, CardStack::Type::Stock);
+ m_stacks[Waste] = CardStack({ 10 + Card::width + 10, 10 }, CardStack::Type::Waste);
+ m_stacks[Foundation4] = CardStack({ Game::width - Card::width - 10, 10 }, CardStack::Type::Foundation);
+ m_stacks[Foundation3] = CardStack({ Game::width - 2 * Card::width - 20, 10 }, CardStack::Type::Foundation);
+ m_stacks[Foundation2] = CardStack({ Game::width - 3 * Card::width - 30, 10 }, CardStack::Type::Foundation);
+ m_stacks[Foundation1] = CardStack({ Game::width - 4 * Card::width - 40, 10 }, CardStack::Type::Foundation);
+ m_stacks[Pile1] = CardStack({ 10, 10 + Card::height + 10 }, CardStack::Type::Normal);
+ m_stacks[Pile2] = CardStack({ 10 + Card::width + 10, 10 + Card::height + 10 }, CardStack::Type::Normal);
+ m_stacks[Pile3] = CardStack({ 10 + 2 * Card::width + 20, 10 + Card::height + 10 }, CardStack::Type::Normal);
+ m_stacks[Pile4] = CardStack({ 10 + 3 * Card::width + 30, 10 + Card::height + 10 }, CardStack::Type::Normal);
+ m_stacks[Pile5] = CardStack({ 10 + 4 * Card::width + 40, 10 + Card::height + 10 }, CardStack::Type::Normal);
+ m_stacks[Pile6] = CardStack({ 10 + 5 * Card::width + 50, 10 + Card::height + 10 }, CardStack::Type::Normal);
+ m_stacks[Pile7] = CardStack({ 10 + 6 * Card::width + 60, 10 + Card::height + 10 }, CardStack::Type::Normal);
+}
+
+Game::~Game()
+{
+}
+
+static float rand_float()
+{
+ return rand() / static_cast<float>(RAND_MAX);
+}
+
+void Game::timer_event(Core::TimerEvent&)
+{
+ if (m_game_over_animation) {
+ VERIFY(!m_animation.card().is_null());
+ if (m_animation.card()->position().x() > Game::width || m_animation.card()->rect().right() < 0)
+ create_new_animation_card();
+
+ m_animation.tick();
+ }
+
+ if (m_has_to_repaint || m_game_over_animation || m_new_game_animation) {
+ m_repaint_all = false;
+ update();
+ }
+}
+
+void Game::create_new_animation_card()
+{
+ srand(time(nullptr));
+
+ auto card = Card::construct(static_cast<Card::Type>(rand() % Card::Type::__Count), rand() % Card::card_count);
+ card->set_position({ rand() % (Game::width - Card::width), rand() % (Game::height / 8) });
+
+ int x_sgn = card->position().x() > (Game::width / 2) ? -1 : 1;
+ m_animation = Animation(card, rand_float() + .4f, x_sgn * ((rand() % 3) + 2), .6f + rand_float() * .4f);
+}
+
+void Game::start_game_over_animation()
+{
+ if (m_game_over_animation)
+ return;
+
+ create_new_animation_card();
+ m_game_over_animation = true;
+}
+
+void Game::stop_game_over_animation()
+{
+ if (!m_game_over_animation)
+ return;
+
+ m_game_over_animation = false;
+ update();
+}
+
+void Game::setup()
+{
+ stop_game_over_animation();
+ stop_timer();
+
+ for (auto& stack : m_stacks)
+ stack.clear();
+
+ m_new_deck.clear();
+ m_new_game_animation_pile = 0;
+ m_score = 0;
+ update_score(0);
+
+ for (int i = 0; i < Card::card_count; ++i) {
+ m_new_deck.append(Card::construct(Card::Type::Clubs, i));
+ m_new_deck.append(Card::construct(Card::Type::Spades, i));
+ m_new_deck.append(Card::construct(Card::Type::Hearts, i));
+ m_new_deck.append(Card::construct(Card::Type::Diamonds, i));
+ }
+
+ srand(time(nullptr));
+ for (uint8_t i = 0; i < 200; ++i)
+ m_new_deck.append(m_new_deck.take(rand() % m_new_deck.size()));
+
+ m_new_game_animation = true;
+ start_timer(s_timer_interval_ms);
+ update();
+}
+
+void Game::update_score(int to_add)
+{
+ m_score = max(static_cast<int>(m_score) + to_add, 0);
+ m_on_score_update(m_score);
+}
+
+void Game::keydown_event(GUI::KeyEvent& event)
+{
+ if (m_new_game_animation || m_game_over_animation)
+ return;
+
+ if (event.key() == KeyCode::Key_F12)
+ start_game_over_animation();
+}
+
+void Game::mousedown_event(GUI::MouseEvent& event)
+{
+ GUI::Widget::mousedown_event(event);
+
+ if (m_new_game_animation || m_game_over_animation)
+ return;
+
+ auto click_location = event.position();
+ for (auto& to_check : m_stacks) {
+ if (to_check.bounding_box().contains(click_location)) {
+ if (to_check.type() == CardStack::Type::Stock) {
+ auto& waste = stack(Waste);
+ auto& stock = stack(Stock);
+
+ if (stock.is_empty()) {
+ if (waste.is_empty())
+ return;
+
+ while (!waste.is_empty()) {
+ auto card = waste.pop();
+ stock.push(card);
+ }
+
+ stock.set_dirty();
+ waste.set_dirty();
+ m_has_to_repaint = true;
+ update_score(-100);
+ } else {
+ move_card(stock, waste);
+ }
+ } else if (!to_check.is_empty()) {
+ auto& top_card = to_check.peek();
+
+ if (top_card.is_upside_down()) {
+ if (top_card.rect().contains(click_location)) {
+ top_card.set_upside_down(false);
+ to_check.set_dirty();
+ update_score(5);
+ m_has_to_repaint = true;
+ }
+ } else if (m_focused_cards.is_empty()) {
+ to_check.add_all_grabbed_cards(click_location, m_focused_cards);
+ m_mouse_down_location = click_location;
+ to_check.set_focused(true);
+ m_focused_stack = &to_check;
+ m_mouse_down = true;
+ }
+ }
+ break;
+ }
+ }
+}
+
+void Game::mouseup_event(GUI::MouseEvent& event)
+{
+ GUI::Widget::mouseup_event(event);
+
+ if (!m_focused_stack || m_focused_cards.is_empty() || m_game_over_animation || m_new_game_animation)
+ return;
+
+ bool rebound = true;
+ for (auto& stack : m_stacks) {
+ if (stack.is_focused())
+ continue;
+
+ for (auto& focused_card : m_focused_cards) {
+ if (stack.bounding_box().intersects(focused_card.rect())) {
+ if (stack.is_allowed_to_push(m_focused_cards.at(0))) {
+ for (auto& to_intersect : m_focused_cards) {
+ mark_intersecting_stacks_dirty(to_intersect);
+ stack.push(to_intersect);
+ m_focused_stack->pop();
+ }
+
+ m_focused_stack->set_dirty();
+ stack.set_dirty();
+
+ if (m_focused_stack->type() == CardStack::Type::Waste && stack.type() == CardStack::Type::Normal) {
+ update_score(5);
+ } else if (m_focused_stack->type() == CardStack::Type::Waste && stack.type() == CardStack::Type::Foundation) {
+ update_score(10);
+ } else if (m_focused_stack->type() == CardStack::Type::Normal && stack.type() == CardStack::Type::Foundation) {
+ update_score(10);
+ } else if (m_focused_stack->type() == CardStack::Type::Foundation && stack.type() == CardStack::Type::Normal) {
+ update_score(-15);
+ }
+
+ rebound = false;
+ break;
+ }
+ }
+ }
+ }
+
+ if (rebound) {
+ for (auto& to_intersect : m_focused_cards)
+ mark_intersecting_stacks_dirty(to_intersect);
+
+ m_focused_stack->rebound_cards();
+ m_focused_stack->set_dirty();
+ }
+
+ m_mouse_down = false;
+ m_has_to_repaint = true;
+}
+
+void Game::mousemove_event(GUI::MouseEvent& event)
+{
+ GUI::Widget::mousemove_event(event);
+
+ if (!m_mouse_down || m_game_over_animation || m_new_game_animation)
+ return;
+
+ auto click_location = event.position();
+ int dx = click_location.dx_relative_to(m_mouse_down_location);
+ int dy = click_location.dy_relative_to(m_mouse_down_location);
+
+ for (auto& to_intersect : m_focused_cards) {
+ mark_intersecting_stacks_dirty(to_intersect);
+ to_intersect.rect().translate_by(dx, dy);
+ }
+
+ m_mouse_down_location = click_location;
+ m_has_to_repaint = true;
+}
+
+void Game::doubleclick_event(GUI::MouseEvent& event)
+{
+ GUI::Widget::doubleclick_event(event);
+
+ if (m_game_over_animation) {
+ start_game_over_animation();
+ setup();
+ return;
+ }
+
+ if (m_new_game_animation)
+ return;
+
+ auto click_location = event.position();
+ for (auto& to_check : m_stacks) {
+ if (to_check.type() == CardStack::Type::Foundation || to_check.type() == CardStack::Type::Stock)
+ continue;
+
+ if (to_check.bounding_box().contains(click_location) && !to_check.is_empty()) {
+ auto& top_card = to_check.peek();
+ if (!top_card.is_upside_down() && top_card.rect().contains(click_location)) {
+ if (stack(Foundation1).is_allowed_to_push(top_card))
+ move_card(to_check, stack(Foundation1));
+ else if (stack(Foundation2).is_allowed_to_push(top_card))
+ move_card(to_check, stack(Foundation2));
+ else if (stack(Foundation3).is_allowed_to_push(top_card))
+ move_card(to_check, stack(Foundation3));
+ else if (stack(Foundation4).is_allowed_to_push(top_card))
+ move_card(to_check, stack(Foundation4));
+ else
+ break;
+
+ update_score(10);
+ }
+ break;
+ }
+ }
+
+ m_has_to_repaint = true;
+}
+
+void Game::check_for_game_over()
+{
+ for (auto& stack : m_stacks) {
+ if (stack.type() != CardStack::Type::Foundation)
+ continue;
+ if (stack.count() != Card::card_count)
+ return;
+ }
+
+ start_game_over_animation();
+}
+
+void Game::move_card(CardStack& from, CardStack& to)
+{
+ auto card = from.pop();
+
+ card->set_moving(true);
+ m_focused_cards.clear();
+ m_focused_cards.append(card);
+ mark_intersecting_stacks_dirty(card);
+ to.push(card);
+
+ from.set_dirty();
+ to.set_dirty();
+
+ m_has_to_repaint = true;
+}
+
+void Game::mark_intersecting_stacks_dirty(Card& intersecting_card)
+{
+ for (auto& stack : m_stacks) {
+ if (intersecting_card.rect().intersects(stack.bounding_box())) {
+ stack.set_dirty();
+ m_has_to_repaint = true;
+ }
+ }
+}
+
+void Game::paint_event(GUI::PaintEvent& event)
+{
+ GUI::Widget::paint_event(event);
+
+ m_has_to_repaint = false;
+ if (m_game_over_animation && m_repaint_all)
+ return;
+
+ GUI::Painter painter(*this);
+
+ if (m_repaint_all) {
+ painter.fill_rect(event.rect(), s_background_color);
+
+ for (auto& stack : m_stacks)
+ stack.draw(painter, s_background_color);
+ } else if (m_game_over_animation && !m_animation.card().is_null()) {
+ m_animation.card()->draw(painter);
+ } else if (m_new_game_animation) {
+ if (m_new_game_animation_delay < new_game_animation_delay) {
+ ++m_new_game_animation_delay;
+ } else {
+ m_new_game_animation_delay = 0;
+ auto& current_pile = stack(piles.at(m_new_game_animation_pile));
+
+ if (current_pile.count() < m_new_game_animation_pile) {
+ auto card = m_new_deck.take_last();
+ card->set_upside_down(true);
+ current_pile.push(card);
+ } else {
+ current_pile.push(m_new_deck.take_last());
+ ++m_new_game_animation_pile;
+ }
+ current_pile.set_dirty();
+
+ if (m_new_game_animation_pile == piles.size()) {
+ while (!m_new_deck.is_empty())
+ stack(Stock).push(m_new_deck.take_last());
+ stack(Stock).set_dirty();
+ m_new_game_animation = false;
+ }
+ }
+ }
+
+ if (!m_game_over_animation && !m_repaint_all) {
+ if (!m_focused_cards.is_empty()) {
+ for (auto& focused_card : m_focused_cards)
+ focused_card.clear(painter, s_background_color);
+ }
+
+ for (auto& stack : m_stacks) {
+ if (stack.is_dirty())
+ stack.draw(painter, s_background_color);
+ }
+
+ if (!m_focused_cards.is_empty()) {
+ for (auto& focused_card : m_focused_cards) {
+ focused_card.draw(painter);
+ focused_card.save_old_position();
+ }
+ }
+ }
+
+ m_repaint_all = true;
+ if (!m_mouse_down) {
+ if (!m_focused_cards.is_empty()) {
+ check_for_game_over();
+ for (auto& card : m_focused_cards)
+ card.set_moving(false);
+ m_focused_cards.clear();
+ }
+
+ if (m_focused_stack) {
+ m_focused_stack->set_focused(false);
+ m_focused_stack = nullptr;
+ }
+ }
+}
+
+}