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-rw-r--r--ur.cpp170
1 files changed, 105 insertions, 65 deletions
diff --git a/ur.cpp b/ur.cpp
index 618f884..b0247f6 100644
--- a/ur.cpp
+++ b/ur.cpp
@@ -16,7 +16,9 @@ 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;
+int turn_roll = 0;
bool mouse_left_locked = false;
inline void
@@ -28,7 +30,7 @@ change_state(GameState next)
}
// p1 = false, p2 = true
-bool turn_tracker = true;
+bool turn_tracker = false;
int rolling_frame = 0;
inline void
@@ -60,9 +62,28 @@ 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()) {
@@ -76,57 +97,26 @@ render_dice(sf::RenderWindow* window,
roll_r = dice_r - 1;
roll_c = dice_c;
}
+
if (state == GameState::PLACING) {
- int result = 0;
- // draw roll result
- int r = dice_r, c = dice_c;
- for (int i = 0; i < 8; i++) {
- auto& die = (*dice)[i];
- if (die.show) {
- die.sprite.setPosition(pos(c, r));
- result += die.value;
- window->draw(die.sprite);
-
- if (i % 2 == 0) {
- c += 1;
- // reset if we've already bumped it once
- if (c % 2 == 0) {
- c = dice_c;
- }
- } else {
- r += 1;
- }
- }
- }
+ // 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();
+ int result = dice_rand.next();
+ for (int i = 0; i < 8; i += 2) {
(*dice)[i].show = result == 0;
- (*dice)[i+1].show = result == 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;
- }
+ (*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())
- {
+ // note - this should come after the completed check otherwise we'll always
+ // restart it
+ if (!animation_frame_timer->is_running()) {
animation_frame_timer->start();
}
@@ -143,11 +133,24 @@ render_dice(sf::RenderWindow* window,
r += 1;
}
}
- c = roll_c, r = roll_r;
- for (auto& s : (*roll_sprites)) {
- s.setPosition(pos(c++, r));
+ }
+
+ 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
@@ -178,6 +181,20 @@ main()
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);
@@ -205,10 +222,12 @@ main()
// check rolling button click
window.setView(view);
auto mPos = window.mapPixelToCoords(sf::Mouse::getPosition(window));
- for (auto& s : (*roll_sprites)) {
- // zoom sprite bounds
- if (s.getGlobalBounds().contains(mPos)) {
- if (state == GameState::WAITING) {
+
+ // 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();
@@ -216,17 +235,39 @@ main()
for (auto& rs : (*roll_sprites)) {
rs.setColor(SEMI_TRANSPARENT);
}
- for (int i = 0; i < 8; i++)
- {
+ 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;
+ 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) {
+ next_turn();
+ turn_roll = 0;
+ grabbed_piece = nullptr;
+ for (auto& s : (*roll_sprites)) {
+ s.setColor(sf::Color::White);
+ }
+ }
}
}
@@ -237,20 +278,28 @@ main()
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
- 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));
window.draw(p.sprite);
}
- p_num = (SPRITE_COLS / 2) - (p2->pieces->size() / 2) - 1;
for (auto& p : *(p2->pieces)) {
- p.sprite.setPosition(pos(p_num++, 0));
window.draw(p.sprite);
}
- render_dice(&window, dice, roll_sprites, &rolling_animation_frame_pause_timer);
+ 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);
}
@@ -259,15 +308,6 @@ main()
window.draw(p2Score);
window.setView(window.getDefaultView());
window.display();
-
- // test timer logic - change turn after timer completes
- if (rolling_animation_timer.is_completed()) {
- rolling_animation_timer.reset();
- for (auto& rs : (*roll_sprites)) {
- rs.setColor(sf::Color::White);
- }
- next_turn();
- }
}
return EXIT_SUCCESS;