diff options
-rw-r--r-- | ur.cpp | 170 |
1 files changed, 105 insertions, 65 deletions
@@ -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; |