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/*
* Copyright (c) 2020-2021, the SerenityOS developers.
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include "BoardView.h"
#include "Game.h"
#include "GameSizeDialog.h"
#include <LibConfig/Client.h>
#include <LibCore/System.h>
#include <LibGUI/Action.h>
#include <LibGUI/Application.h>
#include <LibGUI/BoxLayout.h>
#include <LibGUI/Button.h>
#include <LibGUI/Icon.h>
#include <LibGUI/Menu.h>
#include <LibGUI/Menubar.h>
#include <LibGUI/MessageBox.h>
#include <LibGUI/Statusbar.h>
#include <LibGUI/Window.h>
#include <LibGfx/Painter.h>
#include <LibMain/Main.h>
#include <stdio.h>
#include <time.h>
ErrorOr<int> serenity_main(Main::Arguments arguments)
{
TRY(Core::System::pledge("stdio rpath recvfd sendfd unix", nullptr));
srand(time(nullptr));
auto app = GUI::Application::construct(arguments);
auto app_icon = GUI::Icon::default_icon("app-2048");
auto window = GUI::Window::construct();
Config::pledge_domains("2048");
TRY(Core::System::pledge("stdio rpath recvfd sendfd", nullptr));
TRY(Core::System::unveil("/res", "r"));
TRY(Core::System::unveil(nullptr, nullptr));
size_t board_size = Config::read_i32("2048", "", "board_size", 4);
u32 target_tile = Config::read_i32("2048", "", "target_tile", 2048);
bool evil_ai = Config::read_bool("2048", "", "evil_ai", false);
if ((target_tile & (target_tile - 1)) != 0) {
// If the target tile is not a power of 2, reset to its default value.
target_tile = 2048;
}
Config::write_i32("2048", "", "board_size", board_size);
Config::write_i32("2048", "", "target_tile", target_tile);
Config::write_bool("2048", "", "evil_ai", evil_ai);
window->set_double_buffering_enabled(false);
window->set_title("2048");
window->resize(315, 336);
auto& main_widget = window->set_main_widget<GUI::Widget>();
main_widget.set_layout<GUI::VerticalBoxLayout>();
main_widget.set_fill_with_background_color(true);
Game game { board_size, target_tile, evil_ai };
auto& board_view = main_widget.add<BoardView>(&game.board());
board_view.set_focus(true);
auto& statusbar = main_widget.add<GUI::Statusbar>();
app->on_action_enter = [&](GUI::Action& action) {
auto text = action.status_tip();
if (text.is_empty())
text = Gfx::parse_ampersand_string(action.text());
statusbar.set_override_text(move(text));
};
app->on_action_leave = [&](GUI::Action&) {
statusbar.set_override_text({});
};
auto update = [&]() {
board_view.set_board(&game.board());
board_view.update();
statusbar.set_text(String::formatted("Score: {}", game.score()));
};
update();
Vector<Game> undo_stack;
Vector<Game> redo_stack;
auto change_settings = [&] {
auto size_dialog = GameSizeDialog::construct(window, board_size, target_tile, evil_ai);
if (size_dialog->exec() || size_dialog->result() != GUI::Dialog::ExecOK)
return;
board_size = size_dialog->board_size();
target_tile = size_dialog->target_tile();
evil_ai = size_dialog->evil_ai();
if (!size_dialog->temporary()) {
Config::write_i32("2048", "", "board_size", board_size);
Config::write_i32("2048", "", "target_tile", target_tile);
Config::write_bool("2048", "", "evil_ai", evil_ai);
GUI::MessageBox::show(window, "New settings have been saved and will be applied on a new game", "Settings Changed Successfully", GUI::MessageBox::Type::Information);
return;
}
GUI::MessageBox::show(window, "New settings have been set and will be applied on the next game", "Settings Changed Successfully", GUI::MessageBox::Type::Information);
};
auto start_a_new_game = [&] {
// Do not leak game states between games.
undo_stack.clear();
redo_stack.clear();
game = Game(board_size, target_tile, evil_ai);
// This ensures that the sizes are correct.
board_view.set_board(nullptr);
board_view.set_board(&game.board());
update();
window->update();
};
board_view.on_move = [&](Game::Direction direction) {
undo_stack.append(game);
auto outcome = game.attempt_move(direction);
switch (outcome) {
case Game::MoveOutcome::OK:
if (undo_stack.size() >= 16)
undo_stack.take_first();
update();
break;
case Game::MoveOutcome::InvalidMove:
undo_stack.take_last();
break;
case Game::MoveOutcome::Won: {
update();
auto message_box = GUI::MessageBox::construct(window, "Congratulations! You won the game, Do you still want to continue?",
"Want to continue?",
GUI::MessageBox::Type::Question,
GUI::MessageBox::InputType::YesNo);
if (message_box->exec() == GUI::MessageBox::ExecYes)
game.set_want_to_continue();
else {
GUI::MessageBox::show(window,
String::formatted("You reached {} in {} turns with a score of {}", game.largest_tile(), game.turns(), game.score()),
"You won!",
GUI::MessageBox::Type::Information);
start_a_new_game();
}
break;
}
case Game::MoveOutcome::GameOver:
update();
GUI::MessageBox::show(window,
String::formatted("You reached {} in {} turns with a score of {}", game.largest_tile(), game.turns(), game.score()),
"You lost!",
GUI::MessageBox::Type::Information);
start_a_new_game();
break;
}
};
auto& game_menu = window->add_menu("&Game");
game_menu.add_action(GUI::Action::create("&New Game", { Mod_None, Key_F2 }, [&](auto&) {
start_a_new_game();
}));
game_menu.add_action(GUI::CommonActions::make_undo_action([&](auto&) {
if (undo_stack.is_empty())
return;
redo_stack.append(game);
game = undo_stack.take_last();
update();
}));
game_menu.add_action(GUI::CommonActions::make_redo_action([&](auto&) {
if (redo_stack.is_empty())
return;
undo_stack.append(game);
game = redo_stack.take_last();
update();
}));
game_menu.add_separator();
game_menu.add_action(GUI::Action::create("&Settings...", [&](auto&) {
change_settings();
}));
game_menu.add_separator();
game_menu.add_action(GUI::CommonActions::make_quit_action([](auto&) {
GUI::Application::the()->quit();
}));
auto& help_menu = window->add_menu("&Help");
help_menu.add_action(GUI::CommonActions::make_about_action("2048", app_icon, window));
window->show();
window->set_icon(app_icon.bitmap_for_size(16));
return app->exec();
}
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