From a408a43cd105b89a8d44292e2ef69802a5660497 Mon Sep 17 00:00:00 2001 From: Stephen Enders Date: Sat, 23 Jan 2021 11:52:32 -0500 Subject: 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 --- ur.cpp | 334 ----------------------------------------------------------------- 1 file changed, 334 deletions(-) delete mode 100644 ur.cpp (limited to 'ur.cpp') diff --git a/ur.cpp b/ur.cpp deleted file mode 100644 index dc61eb3..0000000 --- a/ur.cpp +++ /dev/null @@ -1,334 +0,0 @@ -#include "helper.hpp" -#include "random.hpp" -#include "timedLatch.hpp" -#include -#include -#include -#include - -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> dice, - std::shared_ptr> roll_sprites, - std::shared_ptr> 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> textures = - loadTextures(TEXTURE_PATH); - - const std::shared_ptr> board = createBoard(textures); - - const std::shared_ptr p1 = - createPlayer((*textures)[P1_PIECE]); - - const std::shared_ptr p2 = - createPlayer((*textures)[P2_PIECE]); - - const std::shared_ptr> roll_sprites = - createRollSprites((*textures)[ROLL_TILES[0]], (*textures)[ROLL_TILES[1]]); - - const std::shared_ptr> 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> 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; -} -- cgit v1.2.3-54-g00ecf