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8a48246ed1
This class had slightly confusing semantics and the added weirdness doesn't seem worth it just so we can say "." instead of "->" when iterating over a vector of NNRPs. This patch replaces NonnullRefPtrVector<T> with Vector<NNRP<T>>.
229 lines
6.2 KiB
C++
229 lines
6.2 KiB
C++
/*
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* Copyright (c) 2020, Till Mayer <till.mayer@web.de>
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* Copyright (c) 2021-2023, Sam Atkins <atkinssj@serenityos.org>
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* Copyright (c) 2022, the SerenityOS developers.
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#pragma once
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#include <AK/Array.h>
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#include <LibCards/CardGame.h>
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#include <LibCards/CardPainter.h>
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#include <LibCards/CardStack.h>
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using Cards::Card;
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using Cards::CardStack;
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namespace Solitaire {
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enum class Mode : u8 {
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SingleCardDraw,
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ThreeCardDraw,
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__Count
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};
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enum class GameOverReason {
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Victory,
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NewGame,
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};
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class Game final : public Cards::CardGame {
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C_OBJECT_ABSTRACT(Game)
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public:
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static constexpr int width = 640;
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static constexpr int height = 480;
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static ErrorOr<NonnullRefPtr<Game>> try_create();
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virtual ~Game() override = default;
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Mode mode() const { return m_mode; }
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void setup(Mode);
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void perform_undo();
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bool is_auto_collecting() const { return m_auto_collect; }
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void set_auto_collect(bool collect) { m_auto_collect = collect; }
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Function<void(uint32_t)> on_score_update;
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Function<void()> on_game_start;
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Function<void(GameOverReason, uint32_t)> on_game_end;
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Function<void(bool)> on_undo_availability_change;
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private:
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Game();
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class Animation {
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public:
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Animation()
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{
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}
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Animation(Cards::Suit suit, Cards::Rank rank, Gfx::IntPoint start_position, float gravity, int x_vel, float bouncyness)
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: m_suit(suit)
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, m_rank(rank)
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, m_position(start_position)
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, m_gravity(gravity)
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, m_x_velocity(x_vel)
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, m_bouncyness(bouncyness)
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{
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}
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Gfx::IntRect card_rect() const
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{
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return {
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m_position.x(), m_position.y(), Card::width, Card::height
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};
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}
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Gfx::IntPoint position() const { return m_position; }
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void draw(GUI::Painter& painter)
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{
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auto bitmap = Cards::CardPainter::the().card_front(m_suit, m_rank);
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painter.blit(m_position, bitmap, bitmap->rect());
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m_dirty = false;
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}
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bool tick()
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{
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// Don't move the animation card until the event loop has had a chance to paint its current location.
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if (m_dirty)
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return false;
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m_y_velocity += m_gravity;
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if (m_position.y() + Card::height + m_y_velocity > Game::height + 1 && m_y_velocity > 0) {
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m_y_velocity = min((m_y_velocity * -m_bouncyness), -8.f);
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m_position.set_y(Game::height - Card::height);
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m_position.translate_by(m_x_velocity, 0);
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} else {
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m_position.translate_by(m_x_velocity, m_y_velocity);
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}
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m_dirty = true;
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return true;
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}
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private:
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Cards::Suit m_suit { Cards::Suit::Spades };
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Cards::Rank m_rank { Cards::Rank::Ace };
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Gfx::IntPoint m_position { 0, 0 };
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float m_gravity { 0 };
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int m_x_velocity { 0 };
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float m_y_velocity { 0 };
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float m_bouncyness { 0 };
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bool m_dirty { false };
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};
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struct WasteRecycleRules {
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uint8_t passes_allowed_before_punishment { 0 };
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int8_t punishment { 0 };
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};
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struct LastMove {
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enum class Type {
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Invalid,
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MoveCards,
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FlipCard
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};
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Type type { Type::Invalid };
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CardStack* from { nullptr };
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Vector<NonnullRefPtr<Card>> cards;
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CardStack* to { nullptr };
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};
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enum StackLocation {
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Stock,
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Waste,
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Play,
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Foundation1,
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Foundation2,
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Foundation3,
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Foundation4,
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Pile1,
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Pile2,
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Pile3,
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Pile4,
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Pile5,
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Pile6,
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Pile7,
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__Count
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};
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static constexpr Array piles = { Pile1, Pile2, Pile3, Pile4, Pile5, Pile6, Pile7 };
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static constexpr Array foundations = { Foundation1, Foundation2, Foundation3, Foundation4 };
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ALWAYS_INLINE WasteRecycleRules const& recycle_rules()
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{
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static constexpr Array<WasteRecycleRules, 2> rules { {
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{ 0, -100 },
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{ 2, -20 },
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} };
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switch (m_mode) {
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case Mode::SingleCardDraw:
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return rules[0];
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case Mode::ThreeCardDraw:
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return rules[1];
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default:
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VERIFY_NOT_REACHED();
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}
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}
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void score_move(CardStack& from, CardStack& to, bool inverse = false);
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void score_flip(bool inverse = false);
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void remember_move_for_undo(CardStack& from, CardStack& to, Vector<NonnullRefPtr<Card>> moved_cards);
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void remember_flip_for_undo(Card& card);
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void update_score(int to_add);
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void draw_cards();
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void pop_waste_to_play_stack();
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bool attempt_to_move_card_to_foundations(CardStack& from);
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void auto_move_eligible_cards_to_foundations();
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void start_timer_if_necessary();
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void start_game_over_animation();
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void stop_game_over_animation();
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void create_new_animation_card();
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void set_background_fill_enabled(bool);
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void check_for_game_over();
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void clear_hovered_stack();
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void deal_next_card();
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virtual void paint_event(GUI::PaintEvent&) override;
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virtual void mousedown_event(GUI::MouseEvent&) override;
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virtual void mouseup_event(GUI::MouseEvent&) override;
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virtual void mousemove_event(GUI::MouseEvent&) override;
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virtual void doubleclick_event(GUI::MouseEvent&) override;
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virtual void keydown_event(GUI::KeyEvent&) override;
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virtual void timer_event(Core::TimerEvent&) override;
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Mode m_mode { Mode::SingleCardDraw };
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LastMove m_last_move;
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Vector<NonnullRefPtr<Card>> m_new_deck;
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Gfx::IntPoint m_mouse_down_location;
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bool m_mouse_down { false };
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enum class State {
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WaitingForNewGame,
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NewGameAnimation,
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GameInProgress,
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StartGameOverAnimationNextFrame,
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GameOverAnimation,
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};
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State m_state { State::WaitingForNewGame };
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Animation m_animation;
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uint8_t m_new_game_animation_pile { 0 };
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uint8_t m_new_game_animation_delay { 0 };
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uint32_t m_score { 0 };
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uint8_t m_passes_left_before_punishment { 0 };
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bool m_auto_collect { false };
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RefPtr<CardStack> m_hovered_stack;
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};
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}
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