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#include "helper.hpp"
#include "icon.h"
#include "log.hpp"
#include "random.hpp"
#include "timedLatch.hpp"
#include <SFML/Graphics.hpp>
#include <SFML/System.hpp>
#include <string>
const char* TEXTURE_PATH = "./res/ur.png";
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;
// tracks the turn pids
int turn_pid = P1_ID;
// which player won P1_ID or P2_ID
int winner = -1;
inline void
change_state(GameState next)
{
Log::debug("Changing state " + Log::str(next));
prev_state = state;
state = next;
}
inline void
set_game_over()
{
Log::debug("Game over!");
change_state(GameState::GAME_OVER);
}
inline bool
is_game_over()
{
return state == GameState::GAME_OVER;
}
inline void
change_color(std::shared_ptr<std::vector<sf::Sprite>> sprites, sf::Color color)
{
for (auto& s : *sprites)
s.setColor(color);
}
inline void
next(int* i, int max)
{
(*i) = ((*i) + 1) % max;
}
inline void
reset_turn(std::shared_ptr<std::vector<sf::Sprite>> roll_sprites)
{
turn_roll = 0;
change_color(roll_sprites, sf::Color::White);
change_state(GameState::WAITING);
}
inline void
next_turn(std::shared_ptr<std::vector<sf::Sprite>> roll_sprites)
{
turn_pid = turn_pid == P1_ID ? P2_ID : P1_ID;
Log::debug(turn_pid == P1_ID ? "P1 Turn" : "P2 Turn");
reset_turn(roll_sprites);
}
inline bool
p1_turn()
{
return turn_pid == P1_ID;
}
inline bool
p2_turn()
{
return turn_pid == P2_ID;
}
inline void
render_dice(sf::RenderWindow* window,
std::shared_ptr<struct player_t> active_player,
std::shared_ptr<struct player_t> opponent,
const std::shared_ptr<std::vector<struct dice_t>>& dice,
const std::shared_ptr<std::vector<sf::Sprite>>& roll_sprites,
const std::shared_ptr<std::vector<sf::Sprite>>& pass_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();
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;
}
Log::debug("Roll result " + Log::str(turn_roll));
makeNum(roll_result, turn_roll, textures);
if (turn_roll == 0 || !hasMoves(active_player, opponent, turn_roll)) {
Log::debug("No move, passing");
change_state(GameState::PASSING);
} else {
Log::debug("Place a piece");
change_state(GameState::PLACING);
}
}
// 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) {
window->draw(*roll_result);
} else if (state == GameState::PASSING) {
// draw roll text
window->draw(*roll_result);
int psi = SPRITE_COLS / 2 - 1;
for (auto& ps : (*pass_sprites)) {
ps.setPosition(pos(psi++, SPRITE_ROWS / 2));
window->draw(ps);
}
} 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()
{
Log::info("Starting ur");
const std::shared_ptr<std::vector<sf::Texture>> textures =
loadTextures(TEXTURE_PATH);
const std::shared_ptr<std::vector<struct board_t>> board =
createBoard(textures);
const std::shared_ptr<struct player_t> p1 =
createPlayer(P1_ID, (*textures)[P1_PIECE]);
const std::shared_ptr<struct player_t> p2 =
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]]);
const std::shared_ptr<std::vector<struct dice_t>> dice =
createAllDice((*textures)[DIE_0], (*textures)[DIE_1]);
const std::shared_ptr<std::vector<sf::Sprite>> pass_sprites =
createPassSprites(textures);
const std::shared_ptr<std::vector<sf::Sprite>> p1_win_sprites =
createWinSprites(P1_ID, textures);
const std::shared_ptr<std::vector<sf::Sprite>> p2_win_sprites =
createWinSprites(P2_ID, textures);
const std::shared_ptr<std::vector<sf::Sprite>> start_sprites =
createStartSprites(textures);
Log::info("Assets loaded");
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.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;
roll_result.setPosition(pos(12, 4));
sf::RenderWindow window(sf::VideoMode(SCR_W, SCR_H), TITLE);
window.setFramerateLimit(60);
window.setVerticalSyncEnabled(true);
window.setIcon(32, 32, ur_icon);
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(1));
ur::TimedLatch rolling_animation_frame_pause_timer(sf::milliseconds(100));
Log::info("Starting game");
while (window.isOpen()) {
sf::Event event;
while (window.pollEvent(event)) {
if (event.type == sf::Event::Closed ||
sf::Keyboard::isKeyPressed(sf::Keyboard::Q)) {
Log::info("Quiting game");
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)) {
Log::debug("Rolling");
// setup for rolling
rolling_animation_timer.start();
change_state(GameState::ROLLING);
change_color(roll_sprites, 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<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;
grabbed_piece_origin = grabbed_piece->sprite.getPosition();
Log::debug("Grabbed piece " + Log::str(grabbed_piece->id));
break;
}
}
} else if (state == GameState::PASSING) {
for (auto& s : (*pass_sprites)) {
// zoom sprite bounds
if (s.getGlobalBounds().contains(mPos)) {
Log::debug("Passing");
next_turn(roll_sprites);
break;
}
}
}
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;
sf::FloatRect intersect;
for (auto& bp : (*board)) {
auto s = bp.sprite;
if (s.getGlobalBounds().intersects(
grabbed_piece->sprite.getGlobalBounds(), intersect)) {
if (intersect.width > SPRITE_SIZE / 2 &&
intersect.height > SPRITE_SIZE / 2) {
// check valid placement
int takenPieceId = -1;
if (canPlace(grabbed_piece,
turn_pid,
bp,
pieces,
enemyPieces,
takenPieceId)) {
grabbed_piece->sprite.setPosition(s.getPosition());
if (bp.position == (grabbed_piece->position + turn_roll)) {
Log::debug("Placed piece in position " +
Log::str(bp.position));
grabbed_piece->position = bp.position;
in_place = true;
// did we take a piece
if (takenPieceId >= 0) {
for (auto& ep : (*enemyPieces)) {
if (ep.id == takenPieceId) {
Log::debug("Captured piece " +
Log::str(takenPieceId) +
" returning to board side");
ep.sprite.setPosition(ep.origin);
ep.position = -1;
}
}
}
}
break;
}
}
}
}
if (in_place) {
bool reroll = false;
if (grabbed_piece->position == EXIT_SPACE) {
if (p1_turn()) {
makeNum(&p1Score, ++p1->score, textures);
Log::debug("P1 scored. Score " + Log::str(p1->score) +
". Clearing piece " + Log::str(grabbed_piece->id));
clearPiece(p1->pieces, grabbed_piece);
} else {
makeNum(&p2Score, ++p2->score, textures);
Log::debug("P2 scored. Score " + Log::str(p2->score) +
". Clearing piece " + Log::str(grabbed_piece->id));
clearPiece(p2->pieces, grabbed_piece);
}
} else {
// check if reroll
for (int p : REROLL_POS) {
if (grabbed_piece->position == p) {
reroll = true;
}
}
}
if (!reroll) {
next_turn(roll_sprites);
} else {
Log::debug("Player re-rolls");
reset_turn(roll_sprites);
}
} else {
Log::debug("Resetting piece position");
grabbed_piece->sprite.setPosition(grabbed_piece_origin);
}
Log::debug("Release piece");
grabbed_piece = nullptr;
}
}
}
window.clear(BG_COLOR);
window.setView(view);
if (!is_game_over()) {
for (auto s : *(board)) {
window.draw(s.sprite);
}
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 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,
p1_turn() ? p1 : p2,
p2_turn() ? p1 : p2,
dice,
roll_sprites,
pass_sprites,
textures,
&roll_result,
&rolling_animation_timer,
&rolling_animation_frame_pause_timer);
for (auto& s : (*roll_sprites)) {
window.draw(s);
}
if (!is_game_over() && hasWon(p1)) {
set_game_over();
winner = P1_ID;
} else if (!is_game_over() && hasWon(p2)) {
set_game_over();
winner = P2_ID;
}
} else {
auto win_sprites = winner == P1_ID ? p1_win_sprites : p2_win_sprites;
for (auto& s : (*win_sprites)) {
window.draw(s);
}
}
window.draw(p1Score);
window.draw(p2Score);
window.setView(window.getDefaultView());
window.display();
}
return EXIT_SUCCESS;
}
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