summaryrefslogtreecommitdiff
path: root/Userland/Games/Conway/Game.cpp
blob: 054bbde4e6b73109a2e595d08c142928771c95fd (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
/*
 * Copyright (c) 2021, the SerenityOS developers.
 *
 * SPDX-License-Identifier: BSD-2-Clause
 */

#include "Game.h"
#include <AK/Random.h>
#include <LibGUI/Painter.h>
#include <stdlib.h>
#include <time.h>

Game::Game()
{
    reset();
}

Game::~Game()
{
}

void Game::reset()
{
    stop_timer();
    seed_universe();
    start_timer(m_sleep);
    update();
}

void Game::seed_universe()
{
    for (int y = 0; y < m_rows; y++) {
        for (int x = 0; x < m_columns; x++) {
            m_universe[y][x] = (get_random<u32>() % 2) ? 1 : 0;
        }
    }
}

void Game::update_universe()
{
    bool new_universe[m_rows][m_columns];

    for (int y = 0; y < m_rows; y++) {
        for (int x = 0; x < m_columns; x++) {
            int n = 0;
            auto cell = m_universe[y][x];

            for (int y1 = y - 1; y1 <= y + 1; y1++) {
                for (int x1 = x - 1; x1 <= x + 1; x1++) {
                    if (m_universe[(y1 + m_rows) % m_rows][(x1 + m_columns) % m_columns]) {
                        n++;
                    }
                }
            }

            if (cell)
                n--;

            if (n == 3 || (n == 2 && cell))
                new_universe[y][x] = true;
            else
                new_universe[y][x] = false;
        }
    }

    for (int y = 0; y < m_rows; y++) {
        for (int x = 0; x < m_columns; x++) {
            m_universe[y][x] = new_universe[y][x];
        }
    }
}

void Game::timer_event(Core::TimerEvent&)
{
    update_universe();
    update();
}

Gfx::IntRect Game::first_cell_rect() const
{
    auto game_rect = rect();
    auto cell_size = Gfx::IntSize(game_rect.width() / m_columns, game_rect.height() / m_rows);
    auto x_margin = (game_rect.width() - (cell_size.width() * m_columns)) / 2;
    auto y_margin = (game_rect.height() - (cell_size.height() * m_rows)) / 2;
    return { x_margin, y_margin, cell_size.width(), cell_size.height() };
}

void Game::paint_event(GUI::PaintEvent& event)
{
    GUI::Painter painter(*this);
    painter.add_clip_rect(event.rect());
    painter.fill_rect(event.rect(), m_dead_color);
    auto first_rect = first_cell_rect();

    for (int y = 0; y < m_rows; y++) {
        for (int x = 0; x < m_columns; x++) {
            Gfx::IntRect rect {
                x * first_rect.width() + first_rect.left(),
                y * first_rect.height() + first_rect.top(),
                first_rect.width(),
                first_rect.height()
            };
            painter.fill_rect(rect, m_universe[y][x] ? m_alive_color : m_dead_color);
        }
    }
}

void Game::mousedown_event(GUI::MouseEvent& event)
{
    switch (event.button()) {
    case GUI::MouseButton::Left:
    case GUI::MouseButton::Right:
        m_last_button = event.button();
        break;
    default:
        return;
    }
    interact_at(event.position());
}

void Game::mouseup_event(GUI::MouseEvent& event)
{
    if (event.button() == m_last_button)
        m_last_button = GUI::MouseButton::None;
}

void Game::mousemove_event(GUI::MouseEvent& event)
{
    interact_at(event.position());
}

void Game::interact_at(const Gfx::IntPoint& point)
{
    if (m_last_button == GUI::MouseButton::None)
        return;

    auto first_rect = first_cell_rect();
    // Too tiny window, we don't actually display anything.
    if (first_rect.width() == 0 || first_rect.height() == 0)
        return;

    // Too far left/up.
    if (point.x() < first_rect.left() || point.y() < first_rect.top())
        return;

    int cell_x = (point.x() - first_rect.left()) / first_rect.width();
    int cell_y = (point.y() - first_rect.top()) / first_rect.height();

    // Too far right/down.
    if (cell_x >= m_columns || cell_y >= m_rows)
        return;

    switch (m_last_button) {
    case GUI::MouseButton::Left:
        m_universe[cell_y][cell_x] = true;
        break;
    case GUI::MouseButton::Right:
        m_universe[cell_y][cell_x] = false;
        break;
    default:
        VERIFY_NOT_REACHED();
    }
}