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15d6b3017a
Set 'Snake' as the default skin for its aesthetic appeal and color harmony with the game's icon.
364 lines
9.9 KiB
C++
364 lines
9.9 KiB
C++
/*
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* Copyright (c) 2018-2020, Andreas Kling <kling@serenityos.org>
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* Copyright (c) 2021, Mustafa Quraish <mustafa@serenityos.org>
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* Copyright (c) 2022, the SerenityOS developers.
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* Copyright (c) 2023, Sam Atkins <atkinssj@serenityos.org>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#include "Game.h"
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#include <AK/Random.h>
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#include <LibConfig/Client.h>
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#include <LibGUI/MessageBox.h>
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#include <LibGUI/Painter.h>
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#include <LibGfx/Bitmap.h>
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#include <LibGfx/Font/Font.h>
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#include <LibGfx/Font/FontDatabase.h>
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namespace Snake {
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ErrorOr<NonnullRefPtr<Game>> Game::try_create()
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{
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static constexpr auto food_bitmaps_files = Array {
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"/res/emoji/U+1F41F.png"sv,
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"/res/emoji/U+1F95A.png"sv,
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"/res/emoji/U+1F99C.png"sv,
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"/res/emoji/U+1F986.png"sv,
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"/res/emoji/U+1FAB2.png"sv,
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"/res/emoji/U+1F426.png"sv,
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"/res/emoji/U+1F424.png"sv,
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"/res/emoji/U+1F40D.png"sv,
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"/res/emoji/U+1F989.png"sv,
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"/res/emoji/U+1F54A.png"sv,
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"/res/emoji/U+1F408.png"sv,
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"/res/emoji/U+1F420.png"sv,
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"/res/emoji/U+1F415.png"sv,
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"/res/emoji/U+1F429.png"sv,
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"/res/emoji/U+1F98C.png"sv,
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"/res/emoji/U+1F416.png"sv,
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"/res/emoji/U+1F401.png"sv,
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"/res/emoji/U+1F400.png"sv,
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"/res/emoji/U+1F407.png"sv,
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"/res/emoji/U+1F43F.png"sv,
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"/res/emoji/U+1F9A5.png"sv,
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"/res/emoji/U+1F423.png"sv,
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"/res/emoji/U+1F425.png"sv,
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"/res/emoji/U+1F98E.png"sv,
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"/res/emoji/U+1F997.png"sv,
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"/res/emoji/U+1FAB3.png"sv,
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"/res/emoji/U+1F413.png"sv,
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"/res/emoji/U+1FAB0.png"sv,
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"/res/emoji/U+1FAB1.png"sv,
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};
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Vector<NonnullRefPtr<Gfx::Bitmap>> food_bitmaps;
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TRY(food_bitmaps.try_ensure_capacity(food_bitmaps_files.size()));
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for (auto file : food_bitmaps_files) {
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auto bitmap = Gfx::Bitmap::load_from_file(file);
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if (bitmap.is_error()) {
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dbgln("\033[31;1mCould not load bitmap file\033[0m '{}': {}", file, bitmap.error());
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return bitmap.release_error();
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}
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food_bitmaps.unchecked_append(bitmap.release_value());
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}
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auto color = Color::from_argb(Config::read_u32("Snake"sv, "Snake"sv, "BaseColor"sv, Color(Color::Green).value()));
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auto skin_name = TRY(String::from_byte_string(Config::read_string("Snake"sv, "Snake"sv, "SnakeSkin"sv, "Snake"sv)));
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auto skin = TRY(SnakeSkin::create(skin_name, color));
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return adopt_nonnull_ref_or_enomem(new (nothrow) Game(move(food_bitmaps), color, skin_name, move(skin)));
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}
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Game::Game(Vector<NonnullRefPtr<Gfx::Bitmap>> food_bitmaps, Color snake_color, String snake_skin_name, NonnullOwnPtr<SnakeSkin> skin)
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: m_food_bitmaps(move(food_bitmaps))
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, m_snake_color(move(snake_color))
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, m_snake_skin_name(move(snake_skin_name))
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, m_snake_skin(move(skin))
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{
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set_font(Gfx::FontDatabase::default_fixed_width_font().bold_variant());
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reset();
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}
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void Game::pause()
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{
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stop_timer();
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}
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void Game::start()
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{
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static constexpr int timer_ms = 100;
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start_timer(timer_ms);
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}
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void Game::reset()
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{
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m_head = { m_rows / 2, m_columns / 2 };
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m_tail.clear_with_capacity();
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m_length = 2;
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m_score = 0;
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m_is_new_high_score = false;
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m_velocity_queue.clear();
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if (on_score_update)
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on_score_update(m_score);
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pause();
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start();
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spawn_fruit();
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update();
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}
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bool Game::is_available(Coordinate const& coord)
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{
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for (size_t i = 0; i < m_tail.size(); ++i) {
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if (m_tail[i] == coord)
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return false;
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}
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if (m_head == coord)
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return false;
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if (m_fruit == coord)
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return false;
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return true;
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}
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void Game::spawn_fruit()
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{
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Coordinate coord;
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for (;;) {
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coord.row = get_random_uniform(m_rows);
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coord.column = get_random_uniform(m_columns);
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if (is_available(coord))
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break;
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}
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m_fruit = coord;
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m_fruit_type = get_random_uniform(m_food_bitmaps.size());
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}
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void Game::timer_event(Core::TimerEvent&)
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{
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Vector<Coordinate> dirty_cells;
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m_tail.prepend(m_head);
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if (m_tail.size() > m_length) {
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dirty_cells.append(m_tail.last());
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m_tail.take_last();
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}
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if (!m_velocity_queue.is_empty())
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m_velocity = m_velocity_queue.dequeue();
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dirty_cells.append(m_head);
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dirty_cells.append(m_tail.last());
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m_head.row += m_velocity.vertical;
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m_head.column += m_velocity.horizontal;
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m_last_velocity = m_velocity;
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if (m_head.row >= m_rows)
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m_head.row = 0;
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if (m_head.row < 0)
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m_head.row = m_rows - 1;
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if (m_head.column >= m_columns)
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m_head.column = 0;
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if (m_head.column < 0)
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m_head.column = m_columns - 1;
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dirty_cells.append(m_head);
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for (size_t i = 0; i < m_tail.size(); ++i) {
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if (m_head == m_tail[i]) {
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game_over();
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return;
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}
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}
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if (m_head == m_fruit) {
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++m_length;
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++m_score;
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if (on_score_update)
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m_is_new_high_score = on_score_update(m_score);
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dirty_cells.append(m_fruit);
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spawn_fruit();
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dirty_cells.append(m_fruit);
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}
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for (auto& coord : dirty_cells) {
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update(cell_rect(coord));
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}
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}
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void Game::keydown_event(GUI::KeyEvent& event)
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{
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switch (event.key()) {
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case KeyCode::Key_A:
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case KeyCode::Key_Left:
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if (last_velocity().horizontal == 1)
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break;
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queue_velocity(0, -1);
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break;
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case KeyCode::Key_D:
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case KeyCode::Key_Right:
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if (last_velocity().horizontal == -1)
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break;
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queue_velocity(0, 1);
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break;
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case KeyCode::Key_W:
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case KeyCode::Key_Up:
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if (last_velocity().vertical == 1)
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break;
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queue_velocity(-1, 0);
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break;
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case KeyCode::Key_S:
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case KeyCode::Key_Down:
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if (last_velocity().vertical == -1)
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break;
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queue_velocity(1, 0);
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break;
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default:
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event.ignore();
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break;
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}
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}
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Gfx::IntRect Game::cell_rect(Coordinate const& coord) const
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{
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auto game_rect = frame_inner_rect();
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auto cell_size = Gfx::IntSize(game_rect.width() / m_columns, game_rect.height() / m_rows);
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return {
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game_rect.x() + coord.column * cell_size.width(),
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game_rect.y() + coord.row * cell_size.height(),
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cell_size.width(),
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cell_size.height()
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};
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}
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void Game::paint_event(GUI::PaintEvent& event)
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{
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GUI::Frame::paint_event(event);
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GUI::Painter painter(*this);
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painter.add_clip_rect(frame_inner_rect());
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painter.add_clip_rect(event.rect());
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painter.fill_rect(event.rect(), Color::Black);
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auto head_rect = cell_rect(m_head);
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m_snake_skin->draw_head(painter, head_rect, m_last_velocity.as_direction());
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for (size_t i = 0; i < m_tail.size(); i++) {
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auto previous_position = i > 0 ? m_tail[i - 1] : m_head;
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auto rect = cell_rect(m_tail[i]);
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if (i == m_tail.size() - 1) {
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m_snake_skin->draw_tail(painter, rect, direction_to_position(m_tail[i], previous_position));
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continue;
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}
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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]));
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}
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painter.draw_scaled_bitmap(cell_rect(m_fruit), m_food_bitmaps[m_fruit_type], m_food_bitmaps[m_fruit_type]->rect());
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}
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void Game::game_over()
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{
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stop_timer();
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StringBuilder text;
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text.appendff("Your score was {}", m_score);
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if (m_is_new_high_score) {
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text.append("\nThat's a new high score!"sv);
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}
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GUI::MessageBox::show(window(),
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text.to_byte_string(),
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"Game Over"sv,
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GUI::MessageBox::Type::Information);
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reset();
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}
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void Game::queue_velocity(int v, int h)
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{
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if (last_velocity().vertical == v && last_velocity().horizontal == h)
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return;
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m_velocity_queue.enqueue({ v, h });
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}
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Velocity const& Game::last_velocity() const
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{
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if (!m_velocity_queue.is_empty())
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return m_velocity_queue.last();
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return m_last_velocity;
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}
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Direction Game::direction_to_position(Snake::Coordinate const& from, Snake::Coordinate const& to) const
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{
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auto x_difference = to.column - from.column;
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auto y_difference = to.row - from.row;
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if (y_difference == 1)
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return Direction::Down;
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if (y_difference == -1)
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return Direction::Up;
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if (y_difference != 0) {
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// We wrapped around the screen, so invert the direction.
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return (y_difference > 0) ? Direction::Up : Direction::Down;
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}
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if (x_difference == 1)
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return Direction::Right;
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if (x_difference == -1)
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return Direction::Left;
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if (x_difference != 0) {
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// We wrapped around the screen, so invert the direction.
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return (x_difference > 0) ? Direction::Left : Direction::Right;
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}
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VERIFY_NOT_REACHED();
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}
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void Game::config_string_did_change(StringView domain, StringView group, StringView key, StringView value)
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{
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if (domain == "Snake"sv && group == "Snake"sv && key == "SnakeSkin"sv) {
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set_skin_name(String::from_utf8(value).release_value_but_fixme_should_propagate_errors());
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return;
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}
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}
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void Game::config_u32_did_change(StringView domain, StringView group, StringView key, u32 value)
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{
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if (domain == "Snake"sv && group == "Snake"sv && key == "BaseColor"sv) {
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set_skin_color(Color::from_argb(value));
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return;
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}
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}
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void Game::set_skin_color(Gfx::Color color)
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{
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if (m_snake_color != color) {
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m_snake_color = color;
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set_skin(SnakeSkin::create(m_snake_skin_name, m_snake_color).release_value_but_fixme_should_propagate_errors());
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}
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}
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void Game::set_skin_name(String name)
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{
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if (m_snake_skin_name != name) {
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m_snake_skin_name = name;
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set_skin(SnakeSkin::create(m_snake_skin_name, m_snake_color).release_value_but_fixme_should_propagate_errors());
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}
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}
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void Game::set_skin(NonnullOwnPtr<Snake::SnakeSkin> skin)
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{
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m_snake_skin = move(skin);
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update();
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}
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}
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