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-rw-r--r--src/ur.cpp72
1 files changed, 55 insertions, 17 deletions
diff --git a/src/ur.cpp b/src/ur.cpp
index 6bd27f4..f406623 100644
--- a/src/ur.cpp
+++ b/src/ur.cpp
@@ -30,8 +30,8 @@ change_state(GameState next)
state = next;
}
-// p1 = false, p2 = true
-bool turn_tracker = false;
+// tracks the turn pids
+int turn_pid = P1_ID;
int rolling_frame = 0;
inline void
@@ -43,20 +43,20 @@ next(int* i, int max)
inline void
next_turn()
{
- turn_tracker = !turn_tracker;
+ turn_pid = turn_pid == P1_ID ? P2_ID : P1_ID;
change_state(GameState::WAITING);
}
inline bool
p1_turn()
{
- return !turn_tracker;
+ return turn_pid == P1_ID;
}
inline bool
p2_turn()
{
- return turn_tracker;
+ return turn_pid == P2_ID;
}
inline void
@@ -160,14 +160,14 @@ main()
const std::shared_ptr<std::vector<sf::Texture>> textures =
loadTextures(TEXTURE_PATH);
- const std::shared_ptr<std::vector<struct piece_t>> board =
+ const std::shared_ptr<std::vector<struct board_t>> board =
createBoard(textures);
const std::shared_ptr<struct player_t> p1 =
- createPlayer((*textures)[P1_PIECE]);
+ createPlayer(P1_ID, (*textures)[P1_PIECE]);
const std::shared_ptr<struct player_t> p2 =
- createPlayer((*textures)[P2_PIECE]);
+ createPlayer(P2_ID, (*textures)[P2_PIECE]);
const std::shared_ptr<std::vector<sf::Sprite>> roll_sprites =
createRollSprites((*textures)[ROLL_TILES[0]], (*textures)[ROLL_TILES[1]]);
@@ -187,11 +187,13 @@ main()
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.origin = p.sprite.getPosition();
}
p_num = (SPRITE_COLS / 2) - (p2->pieces->size() / 2) - 1;
for (auto& p : *(p2->pieces)) {
p.sprite.setPosition(pos(p_num++, 0));
+ p.origin = p.sprite.getPosition();
}
sf::Sprite roll_result;
@@ -263,6 +265,15 @@ main()
window.setView(window.getDefaultView()); // reset back to main view
} else if (!sf::Mouse::isButtonPressed(sf::Mouse::Button::Left)) {
mouse_left_locked = false;
+ // is a piece being clicked
+ std::shared_ptr<std::vector<struct piece_t>> pieces, enemyPieces;
+ if (p1_turn()) {
+ pieces = p1->pieces;
+ enemyPieces = p2->pieces;
+ } else {
+ pieces = p2->pieces;
+ enemyPieces = p1->pieces;
+ }
if (state == GameState::PLACING && grabbed_piece != nullptr) {
// did the piece drop into place
bool in_place = false;
@@ -274,9 +285,27 @@ main()
if (intersect.width > SPRITE_SIZE / 2 &&
intersect.height > SPRITE_SIZE / 2) {
// check valid placement
- grabbed_piece->sprite.setPosition(s.getPosition());
- in_place = true;
- break;
+ int takenPieceId = -1;
+ if (canPlace(grabbed_piece,
+ turn_pid,
+ bp,
+ pieces,
+ enemyPieces,
+ takenPieceId)) {
+ // did we take a piece
+ if (takenPieceId >= 0) {
+ for (auto& ep : (*enemyPieces)) {
+ if (ep.id = takenPieceId) {
+ ep.sprite.setPosition(ep.origin);
+ ep.position = -1;
+ }
+ }
+ }
+ grabbed_piece->sprite.setPosition(s.getPosition());
+ grabbed_piece->position = bp.position;
+ in_place = true;
+ break;
+ }
}
}
}
@@ -308,12 +337,21 @@ main()
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);
+ // draw pieces (draw own pieces last to ensure "on top")
+ if (p1_turn()) {
+ for (auto& p : *(p2->pieces)) {
+ window.draw(p.sprite);
+ }
+ for (auto& p : *(p1->pieces)) {
+ window.draw(p.sprite);
+ }
+ } else {
+ for (auto& p : *(p1->pieces)) {
+ window.draw(p.sprite);
+ }
+ for (auto& p : *(p2->pieces)) {
+ window.draw(p.sprite);
+ }
}
render_dice(&window,