ladybird/Userland/Games/Snake/Game.cpp
Cubic Love 15d6b3017a Snake: Set Snake as default skin
Set 'Snake' as the default skin for its aesthetic appeal and color
harmony with the game's icon.
2024-03-13 22:05:31 -06:00

364 lines
9.9 KiB
C++

/*
* Copyright (c) 2018-2020, Andreas Kling <kling@serenityos.org>
* Copyright (c) 2021, Mustafa Quraish <mustafa@serenityos.org>
* Copyright (c) 2022, the SerenityOS developers.
* Copyright (c) 2023, Sam Atkins <atkinssj@serenityos.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include "Game.h"
#include <AK/Random.h>
#include <LibConfig/Client.h>
#include <LibGUI/MessageBox.h>
#include <LibGUI/Painter.h>
#include <LibGfx/Bitmap.h>
#include <LibGfx/Font/Font.h>
#include <LibGfx/Font/FontDatabase.h>
namespace Snake {
ErrorOr<NonnullRefPtr<Game>> Game::try_create()
{
static constexpr auto food_bitmaps_files = Array {
"/res/emoji/U+1F41F.png"sv,
"/res/emoji/U+1F95A.png"sv,
"/res/emoji/U+1F99C.png"sv,
"/res/emoji/U+1F986.png"sv,
"/res/emoji/U+1FAB2.png"sv,
"/res/emoji/U+1F426.png"sv,
"/res/emoji/U+1F424.png"sv,
"/res/emoji/U+1F40D.png"sv,
"/res/emoji/U+1F989.png"sv,
"/res/emoji/U+1F54A.png"sv,
"/res/emoji/U+1F408.png"sv,
"/res/emoji/U+1F420.png"sv,
"/res/emoji/U+1F415.png"sv,
"/res/emoji/U+1F429.png"sv,
"/res/emoji/U+1F98C.png"sv,
"/res/emoji/U+1F416.png"sv,
"/res/emoji/U+1F401.png"sv,
"/res/emoji/U+1F400.png"sv,
"/res/emoji/U+1F407.png"sv,
"/res/emoji/U+1F43F.png"sv,
"/res/emoji/U+1F9A5.png"sv,
"/res/emoji/U+1F423.png"sv,
"/res/emoji/U+1F425.png"sv,
"/res/emoji/U+1F98E.png"sv,
"/res/emoji/U+1F997.png"sv,
"/res/emoji/U+1FAB3.png"sv,
"/res/emoji/U+1F413.png"sv,
"/res/emoji/U+1FAB0.png"sv,
"/res/emoji/U+1FAB1.png"sv,
};
Vector<NonnullRefPtr<Gfx::Bitmap>> food_bitmaps;
TRY(food_bitmaps.try_ensure_capacity(food_bitmaps_files.size()));
for (auto file : food_bitmaps_files) {
auto bitmap = Gfx::Bitmap::load_from_file(file);
if (bitmap.is_error()) {
dbgln("\033[31;1mCould not load bitmap file\033[0m '{}': {}", file, bitmap.error());
return bitmap.release_error();
}
food_bitmaps.unchecked_append(bitmap.release_value());
}
auto color = Color::from_argb(Config::read_u32("Snake"sv, "Snake"sv, "BaseColor"sv, Color(Color::Green).value()));
auto skin_name = TRY(String::from_byte_string(Config::read_string("Snake"sv, "Snake"sv, "SnakeSkin"sv, "Snake"sv)));
auto skin = TRY(SnakeSkin::create(skin_name, color));
return adopt_nonnull_ref_or_enomem(new (nothrow) Game(move(food_bitmaps), color, skin_name, move(skin)));
}
Game::Game(Vector<NonnullRefPtr<Gfx::Bitmap>> food_bitmaps, Color snake_color, String snake_skin_name, NonnullOwnPtr<SnakeSkin> skin)
: m_food_bitmaps(move(food_bitmaps))
, m_snake_color(move(snake_color))
, m_snake_skin_name(move(snake_skin_name))
, m_snake_skin(move(skin))
{
set_font(Gfx::FontDatabase::default_fixed_width_font().bold_variant());
reset();
}
void Game::pause()
{
stop_timer();
}
void Game::start()
{
static constexpr int timer_ms = 100;
start_timer(timer_ms);
}
void Game::reset()
{
m_head = { m_rows / 2, m_columns / 2 };
m_tail.clear_with_capacity();
m_length = 2;
m_score = 0;
m_is_new_high_score = false;
m_velocity_queue.clear();
if (on_score_update)
on_score_update(m_score);
pause();
start();
spawn_fruit();
update();
}
bool Game::is_available(Coordinate const& coord)
{
for (size_t i = 0; i < m_tail.size(); ++i) {
if (m_tail[i] == coord)
return false;
}
if (m_head == coord)
return false;
if (m_fruit == coord)
return false;
return true;
}
void Game::spawn_fruit()
{
Coordinate coord;
for (;;) {
coord.row = get_random_uniform(m_rows);
coord.column = get_random_uniform(m_columns);
if (is_available(coord))
break;
}
m_fruit = coord;
m_fruit_type = get_random_uniform(m_food_bitmaps.size());
}
void Game::timer_event(Core::TimerEvent&)
{
Vector<Coordinate> dirty_cells;
m_tail.prepend(m_head);
if (m_tail.size() > m_length) {
dirty_cells.append(m_tail.last());
m_tail.take_last();
}
if (!m_velocity_queue.is_empty())
m_velocity = m_velocity_queue.dequeue();
dirty_cells.append(m_head);
dirty_cells.append(m_tail.last());
m_head.row += m_velocity.vertical;
m_head.column += m_velocity.horizontal;
m_last_velocity = m_velocity;
if (m_head.row >= m_rows)
m_head.row = 0;
if (m_head.row < 0)
m_head.row = m_rows - 1;
if (m_head.column >= m_columns)
m_head.column = 0;
if (m_head.column < 0)
m_head.column = m_columns - 1;
dirty_cells.append(m_head);
for (size_t i = 0; i < m_tail.size(); ++i) {
if (m_head == m_tail[i]) {
game_over();
return;
}
}
if (m_head == m_fruit) {
++m_length;
++m_score;
if (on_score_update)
m_is_new_high_score = on_score_update(m_score);
dirty_cells.append(m_fruit);
spawn_fruit();
dirty_cells.append(m_fruit);
}
for (auto& coord : dirty_cells) {
update(cell_rect(coord));
}
}
void Game::keydown_event(GUI::KeyEvent& event)
{
switch (event.key()) {
case KeyCode::Key_A:
case KeyCode::Key_Left:
if (last_velocity().horizontal == 1)
break;
queue_velocity(0, -1);
break;
case KeyCode::Key_D:
case KeyCode::Key_Right:
if (last_velocity().horizontal == -1)
break;
queue_velocity(0, 1);
break;
case KeyCode::Key_W:
case KeyCode::Key_Up:
if (last_velocity().vertical == 1)
break;
queue_velocity(-1, 0);
break;
case KeyCode::Key_S:
case KeyCode::Key_Down:
if (last_velocity().vertical == -1)
break;
queue_velocity(1, 0);
break;
default:
event.ignore();
break;
}
}
Gfx::IntRect Game::cell_rect(Coordinate const& coord) const
{
auto game_rect = frame_inner_rect();
auto cell_size = Gfx::IntSize(game_rect.width() / m_columns, game_rect.height() / m_rows);
return {
game_rect.x() + coord.column * cell_size.width(),
game_rect.y() + coord.row * cell_size.height(),
cell_size.width(),
cell_size.height()
};
}
void Game::paint_event(GUI::PaintEvent& event)
{
GUI::Frame::paint_event(event);
GUI::Painter painter(*this);
painter.add_clip_rect(frame_inner_rect());
painter.add_clip_rect(event.rect());
painter.fill_rect(event.rect(), Color::Black);
auto head_rect = cell_rect(m_head);
m_snake_skin->draw_head(painter, head_rect, m_last_velocity.as_direction());
for (size_t i = 0; i < m_tail.size(); i++) {
auto previous_position = i > 0 ? m_tail[i - 1] : m_head;
auto rect = cell_rect(m_tail[i]);
if (i == m_tail.size() - 1) {
m_snake_skin->draw_tail(painter, rect, direction_to_position(m_tail[i], previous_position));
continue;
}
m_snake_skin->draw_body(painter, rect, direction_to_position(m_tail[i], previous_position), direction_to_position(m_tail[i], m_tail[i + 1]));
}
painter.draw_scaled_bitmap(cell_rect(m_fruit), m_food_bitmaps[m_fruit_type], m_food_bitmaps[m_fruit_type]->rect());
}
void Game::game_over()
{
stop_timer();
StringBuilder text;
text.appendff("Your score was {}", m_score);
if (m_is_new_high_score) {
text.append("\nThat's a new high score!"sv);
}
GUI::MessageBox::show(window(),
text.to_byte_string(),
"Game Over"sv,
GUI::MessageBox::Type::Information);
reset();
}
void Game::queue_velocity(int v, int h)
{
if (last_velocity().vertical == v && last_velocity().horizontal == h)
return;
m_velocity_queue.enqueue({ v, h });
}
Velocity const& Game::last_velocity() const
{
if (!m_velocity_queue.is_empty())
return m_velocity_queue.last();
return m_last_velocity;
}
Direction Game::direction_to_position(Snake::Coordinate const& from, Snake::Coordinate const& to) const
{
auto x_difference = to.column - from.column;
auto y_difference = to.row - from.row;
if (y_difference == 1)
return Direction::Down;
if (y_difference == -1)
return Direction::Up;
if (y_difference != 0) {
// We wrapped around the screen, so invert the direction.
return (y_difference > 0) ? Direction::Up : Direction::Down;
}
if (x_difference == 1)
return Direction::Right;
if (x_difference == -1)
return Direction::Left;
if (x_difference != 0) {
// We wrapped around the screen, so invert the direction.
return (x_difference > 0) ? Direction::Left : Direction::Right;
}
VERIFY_NOT_REACHED();
}
void Game::config_string_did_change(StringView domain, StringView group, StringView key, StringView value)
{
if (domain == "Snake"sv && group == "Snake"sv && key == "SnakeSkin"sv) {
set_skin_name(String::from_utf8(value).release_value_but_fixme_should_propagate_errors());
return;
}
}
void Game::config_u32_did_change(StringView domain, StringView group, StringView key, u32 value)
{
if (domain == "Snake"sv && group == "Snake"sv && key == "BaseColor"sv) {
set_skin_color(Color::from_argb(value));
return;
}
}
void Game::set_skin_color(Gfx::Color color)
{
if (m_snake_color != color) {
m_snake_color = color;
set_skin(SnakeSkin::create(m_snake_skin_name, m_snake_color).release_value_but_fixme_should_propagate_errors());
}
}
void Game::set_skin_name(String name)
{
if (m_snake_skin_name != name) {
m_snake_skin_name = name;
set_skin(SnakeSkin::create(m_snake_skin_name, m_snake_color).release_value_but_fixme_should_propagate_errors());
}
}
void Game::set_skin(NonnullOwnPtr<Snake::SnakeSkin> skin)
{
m_snake_skin = move(skin);
update();
}
}