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-rw-r--r--ur.cpp69
1 files changed, 48 insertions, 21 deletions
diff --git a/ur.cpp b/ur.cpp
index 1162c0b..a342db3 100644
--- a/ur.cpp
+++ b/ur.cpp
@@ -8,7 +8,7 @@ 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 GREY = sf::Color(255, 255, 255, 128);
+const sf::Color SEMI_TRANSPARENT = sf::Color(255, 255, 255, 128);
GameState state = GameState::WAITING;
GameState prev_state = GameState::WAITING;
@@ -23,6 +23,12 @@ change_state(GameState next)
// p1 = false, p2 = true
bool turn_tracker = true;
+int rolling_frame = 0;
+inline void
+next(int* i, int max)
+{
+ (*i) = ((*i) + 1) % max;
+}
inline void
next_turn()
@@ -45,7 +51,7 @@ p2_turn()
inline void
render_dice(
sf::RenderWindow* window,
- std::shared_ptr<std::vector<struct dice_t>> dice,
+ std::shared_ptr<std::vector<std::shared_ptr<struct dice_t>>> dice,
std::shared_ptr<std::vector<std::shared_ptr<sf::Sprite>>> roll_sprites)
{
@@ -68,10 +74,10 @@ render_dice(
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 (die->show) {
+ die->sprite.setPosition(pos(c, r));
+ result += die->value;
+ window->draw(die->sprite);
if (i % 2 == 0) {
c += 1;
@@ -85,29 +91,41 @@ render_dice(
}
}
}
- /*
- else if (state == GameState::ROLLING)
- {
+ else if (state == GameState::ROLLING) {
// animate the dice. This is attached to a timer
// which will move between rolling and placing
+ int c = dice_c, r = dice_r;
+ // toggle dice
+ int i = 0;
+ for (auto die : (*dice)) {
+ if (!die->show) {
+ die->show = true;
+ continue;
+ }
+ die->sprite.setPosition(pos(c++, r));
+ window->draw(die->sprite);
+ if (i++ == 1) {
+ c = dice_c;
+ r += 1;
+ }
+ die->show = false;
+ }
+
}
- */
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);
+ die->sprite.setPosition(pos(c++, r));
+ window->draw(die->sprite);
if (i == 2) {
c = dice_c;
r += 1;
}
}
- // draw roll text
- c = roll_c;
- r = roll_r;
+ c = roll_c, r = roll_r;
for (auto s : (*roll_sprites)) {
s->setPosition(pos(c++, r));
window->draw(*s);
@@ -132,7 +150,7 @@ main()
const std::shared_ptr<std::vector<std::shared_ptr<sf::Sprite>>> roll_sprites =
createRollSprites((*textures)[ROLL_TILES[0]], (*textures)[ROLL_TILES[1]]);
- const std::shared_ptr<std::vector<struct dice_t>> dice =
+ const std::shared_ptr<std::vector<std::shared_ptr<struct dice_t>>> dice =
createAllDice((*textures)[DIE_0], (*textures)[DIE_1]);
sf::Sprite p1Score;
@@ -169,15 +187,24 @@ main()
for (auto s : (*roll_sprites)) {
// zoom sprite bounds
if (s->getGlobalBounds().contains(mPos)) {
+ // setup for rolling
change_state(GameState::ROLLING);
+
+ for (auto s : (*roll_sprites)) {
+ s->setColor(SEMI_TRANSPARENT);
+ }
+
+ (*dice)[0]->show = false;
+ (*dice)[1]->show = true;
+ (*dice)[2]->show = true;
+ (*dice)[3]->show = false;
+ (*dice)[4]->show = true;
+ (*dice)[5]->show = false;
+ (*dice)[6]->show = false;
+ (*dice)[7]->show = true;
break;
}
}
- if (state == GameState::ROLLING) {
- for (auto s : (*roll_sprites)) {
- s->setColor(GREY);
- }
- }
window.setView(window.getDefaultView());
}