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authorStephen Enders <smenders@gmail.com>2021-01-23 11:52:32 -0500
committerStephen Enders <smenders@gmail.com>2021-01-23 11:52:32 -0500
commita408a43cd105b89a8d44292e2ef69802a5660497 (patch)
treea70ce8c54f57c2f6f2a8603b9e45d352cc5bc083 /src/ur.cpp
parentf01537a8ff454b68b83574f16cb4e2ff244a4e8a (diff)
Move source files to src folder
We'll be making a few source files it'll be useful to have them organized at least somewhat from our non-src files
Diffstat (limited to 'src/ur.cpp')
-rw-r--r--src/ur.cpp334
1 files changed, 334 insertions, 0 deletions
diff --git a/src/ur.cpp b/src/ur.cpp
new file mode 100644
index 0000000..dc61eb3
--- /dev/null
+++ b/src/ur.cpp
@@ -0,0 +1,334 @@
+#include "helper.hpp"
+#include "random.hpp"
+#include "timedLatch.hpp"
+#include <SFML/Graphics.hpp>
+#include <SFML/System.hpp>
+#include <iostream>
+#include <string>
+
+const char* TEXTURE_PATH = "./res/ur.png";
+const float PAD = 32.f;
+const float PIECE_PAD = 8.f;
+const float TEXT_OFFSET = 8.f;
+const sf::Color BG_COLOR = sf::Color(66, 47, 81, 255);
+const sf::Color SEMI_TRANSPARENT = sf::Color(255, 255, 255, 128);
+
+ur::Random dice_rand(0, 1); // 50/50 random
+GameState state = GameState::WAITING;
+GameState prev_state = GameState::WAITING;
+struct piece_t* grabbed_piece = nullptr;
+sf::Vector2f grabbed_piece_origin;
+
+int turn_roll = 0;
+bool mouse_left_locked = false;
+
+inline void
+change_state(GameState next)
+{
+ std::cout << "GameState == " << next << std::endl;
+ prev_state = state;
+ state = next;
+}
+
+// p1 = false, p2 = true
+bool turn_tracker = false;
+int rolling_frame = 0;
+
+inline void
+next(int* i, int max)
+{
+ (*i) = ((*i) + 1) % max;
+}
+
+inline void
+next_turn()
+{
+ turn_tracker = !turn_tracker;
+ change_state(GameState::WAITING);
+}
+
+inline bool
+p1_turn()
+{
+ return !turn_tracker;
+}
+
+inline bool
+p2_turn()
+{
+ return turn_tracker;
+}
+
+inline void
+render_dice(sf::RenderWindow* window,
+ std::shared_ptr<std::vector<struct dice_t>> dice,
+ std::shared_ptr<std::vector<sf::Sprite>> roll_sprites,
+ std::shared_ptr<std::vector<sf::Texture>> textures,
+ sf::Sprite* roll_result,
+ ur::TimedLatch* animation_timer,
+ ur::TimedLatch* animation_frame_timer)
+{
+
+ if (animation_timer->is_completed()) {
+ animation_timer->reset();
+ change_state(GameState::PLACING);
+ int rolls[4] = {
+ dice_rand.next(), dice_rand.next(), dice_rand.next(), dice_rand.next()
+ };
+ // draw roll result
+ for (int i = 0; i < 8; i++) {
+ auto& die = (*dice)[i];
+ die.show = die.value == rolls[i / 2];
+ }
+ // set roll result
+ for (int r : rolls)
+ turn_roll += r;
+ }
+
+ // draw dice
+ int dice_r, dice_c, roll_r, roll_c;
+ if (p1_turn()) {
+ dice_r = 6;
+ dice_c = 11;
+ roll_r = dice_r + 2;
+ roll_c = dice_c;
+ } else {
+ dice_r = 1;
+ dice_c = 11;
+ roll_r = dice_r - 1;
+ roll_c = dice_c;
+ }
+
+ if (state == GameState::PLACING) {
+ // draw roll text
+ makeNum(roll_result, turn_roll, textures);
+ window->draw(*roll_result);
+ } else if (state == GameState::ROLLING) {
+ // if completed update dice sprites
+ if (animation_frame_timer->is_completed()) {
+ // iterate over each pair of dice sprites
+ // and show whichever matches the roll
+ for (int i = 0; i < 8; i += 2) {
+ int result = dice_rand.next();
+ (*dice)[i].show = result == 0;
+ (*dice)[i + 1].show = result == 1;
+ }
+ }
+ // make sure we're started!
+ // note - this should come after the completed check otherwise we'll always
+ // restart it
+ if (!animation_frame_timer->is_running()) {
+ animation_frame_timer->start();
+ }
+
+ } else {
+ // draw initial values
+ // draw the 0s
+ int c = dice_c, r = dice_r;
+ for (int i = 0; i < 8; i += 2) {
+ auto& die = (*dice)[i];
+ die.sprite.setPosition(pos(c++, r));
+ window->draw(die.sprite);
+ if (i == 2) {
+ c = dice_c;
+ r += 1;
+ }
+ }
+ }
+
+ int c = dice_c, r = dice_r;
+ int i = 0;
+ for (auto& die : (*dice)) {
+ if (die.show) {
+ die.sprite.setPosition(pos(c++, r));
+ window->draw(die.sprite);
+ if (++i == 2) {
+ c = dice_c;
+ r += 1;
+ }
+ }
+ }
+ c = roll_c, r = roll_r;
+ for (auto& s : (*roll_sprites)) {
+ s.setPosition(pos(c++, r));
+ }
+}
+
+int
+main()
+{
+ const std::shared_ptr<std::vector<sf::Texture>> textures =
+ loadTextures(TEXTURE_PATH);
+
+ const std::shared_ptr<std::vector<sf::Sprite>> board = createBoard(textures);
+
+ const std::shared_ptr<struct player_t> p1 =
+ createPlayer((*textures)[P1_PIECE]);
+
+ const std::shared_ptr<struct player_t> p2 =
+ createPlayer((*textures)[P2_PIECE]);
+
+ const std::shared_ptr<std::vector<sf::Sprite>> roll_sprites =
+ createRollSprites((*textures)[ROLL_TILES[0]], (*textures)[ROLL_TILES[1]]);
+
+ const std::shared_ptr<std::vector<struct dice_t>> dice =
+ createAllDice((*textures)[DIE_0], (*textures)[DIE_1]);
+
+ sf::Sprite p1Score;
+ p1Score.setPosition(pos(0, SPRITE_ROWS - 1));
+ makeNum(&p1Score, 0, textures);
+
+ sf::Sprite p2Score;
+ p2Score.setPosition(pos(0, 0));
+ makeNum(&p2Score, 0, textures);
+
+ // init piece positions
+ int p_num = (SPRITE_COLS / 2) - (p1->pieces->size() / 2) - 1;
+ for (auto& p : *(p1->pieces)) {
+ p.sprite.setPosition(pos(p_num++, SPRITE_ROWS - 1));
+ }
+
+ p_num = (SPRITE_COLS / 2) - (p2->pieces->size() / 2) - 1;
+ for (auto& p : *(p2->pieces)) {
+ p.sprite.setPosition(pos(p_num++, 0));
+ }
+
+ sf::Sprite roll_result;
+ roll_result.setPosition(pos(12, 4));
+
+ sf::RenderWindow window(sf::VideoMode(SCR_W, SCR_H), TITLE);
+ window.setFramerateLimit(60);
+ window.setVerticalSyncEnabled(true);
+
+ sf::View view(window.getDefaultView());
+ view.zoom(ZOOM);
+ view.setSize(view.getSize() * ZOOM);
+ view.setCenter(view.getSize() / 2.f);
+
+ ur::TimedLatch rolling_animation_timer(sf::seconds(3));
+ ur::TimedLatch rolling_animation_frame_pause_timer(sf::milliseconds(100));
+
+ while (window.isOpen()) {
+
+ sf::Event event;
+ while (window.pollEvent(event)) {
+ if (event.type == sf::Event::Closed ||
+ sf::Keyboard::isKeyPressed(sf::Keyboard::Q)) {
+ window.close();
+ }
+
+ if (sf::Mouse::isButtonPressed(sf::Mouse::Button::Left) &&
+ !mouse_left_locked) {
+ mouse_left_locked = true;
+ // check rolling button click
+ window.setView(view);
+ auto mPos = window.mapPixelToCoords(sf::Mouse::getPosition(window));
+
+ // was roll clicked
+ if (state == GameState::WAITING) {
+ for (auto& s : (*roll_sprites)) {
+ // zoom sprite bounds
+ if (s.getGlobalBounds().contains(mPos)) {
+ std::cout << "Roll!" << std::endl;
+ // setup for rolling
+ rolling_animation_timer.start();
+ change_state(GameState::ROLLING);
+ for (auto& rs : (*roll_sprites)) {
+ rs.setColor(SEMI_TRANSPARENT);
+ }
+ for (int i = 0; i < 8; i++) {
+ (*dice)[i].show = i % 2 == 0; // only show the 0s
+ }
+ break;
+ }
+ }
+ } else if (state == GameState::PLACING) {
+ // is a piece being clicked
+ std::shared_ptr<std::vector<struct piece_t>> pieces;
+ if (p1_turn()) {
+ pieces = p1->pieces;
+ } else {
+ pieces = p2->pieces;
+ }
+
+ for (auto& p : (*pieces)) {
+ if (p.sprite.getGlobalBounds().contains(mPos)) {
+ grabbed_piece = &p;
+ grabbed_piece_origin = grabbed_piece->sprite.getPosition();
+ break;
+ }
+ }
+ }
+ window.setView(window.getDefaultView()); // reset back to main view
+ } else if (!sf::Mouse::isButtonPressed(sf::Mouse::Button::Left)) {
+ mouse_left_locked = false;
+ if (state == GameState::PLACING && grabbed_piece != nullptr) {
+ // did the piece drop into place
+ bool in_place = false;
+ sf::FloatRect intersect;
+ for (auto& s : *(board)) {
+ if (s.getGlobalBounds().intersects(
+ grabbed_piece->sprite.getGlobalBounds(), intersect)) {
+ if (intersect.width > SPRITE_SIZE / 2 &&
+ intersect.height > SPRITE_SIZE / 2) {
+ grabbed_piece->sprite.setPosition(s.getPosition());
+ in_place = true;
+ break;
+ }
+ }
+ }
+
+ if (in_place) {
+ next_turn();
+ turn_roll = 0;
+ for (auto& s : (*roll_sprites)) {
+ s.setColor(sf::Color::White);
+ }
+ } else {
+ grabbed_piece->sprite.setPosition(grabbed_piece_origin);
+ }
+ grabbed_piece = nullptr;
+ }
+ }
+ }
+
+ window.clear(BG_COLOR);
+ window.setView(view);
+
+ for (auto s : *(board)) {
+ window.draw(s);
+ }
+
+ auto mPos = window.mapPixelToCoords(sf::Mouse::getPosition(window));
+ if (grabbed_piece != nullptr) {
+ float x = mPos.x - (grabbed_piece->sprite.getGlobalBounds().width / 2);
+ float y = mPos.y - (grabbed_piece->sprite.getGlobalBounds().height / 2);
+ grabbed_piece->sprite.setPosition(x, y);
+ }
+ // draw unused pieces
+ for (auto& p : *(p1->pieces)) {
+ window.draw(p.sprite);
+ }
+ for (auto& p : *(p2->pieces)) {
+ window.draw(p.sprite);
+ }
+
+ render_dice(&window,
+ dice,
+ roll_sprites,
+ textures,
+ &roll_result,
+ &rolling_animation_timer,
+ &rolling_animation_frame_pause_timer);
+ for (auto& s : (*roll_sprites)) {
+ window.draw(s);
+ }
+
+ window.draw(p1Score);
+ window.draw(p2Score);
+ window.setView(window.getDefaultView());
+ window.display();
+ }
+
+ return EXIT_SUCCESS;
+}