Optimize winning condition

master
NaiJi ✨ 3 years ago
parent a624b4f5f5
commit 37485820a4

@ -13,9 +13,9 @@ set(SFML_STATIC_LIBRARIES TRUE) #set to FALSE if you have sfml installed from pa
# You need to build SFML from sources with cmake
if (SFML_STATIC_LIBRARIES)
set(SFML_LIB_DIR
${CMAKE_SOURCE_DIR}/SFML-2.5.1/lib/libsfml-graphics.so
${CMAKE_SOURCE_DIR}/SFML-2.5.1/lib/libsfml-system.so
${CMAKE_SOURCE_DIR}/SFML-2.5.1/lib/libsfml-window.so)
${CMAKE_SOURCE_DIR}/SFML-2.5.1/lib/libsfml-graphics.so.2.5
${CMAKE_SOURCE_DIR}/SFML-2.5.1/lib/libsfml-system.so.2.5
${CMAKE_SOURCE_DIR}/SFML-2.5.1/lib/libsfml-window.so.2.5)
set(SFML_INCL_DIR ${CMAKE_SOURCE_DIR}/SFML-2.5.1/include)
include_directories(${SFML_INCL_DIR})

@ -6,6 +6,7 @@
const sf::Time TIME_PER_SECOND = sf::seconds(1.f / 60.f);
Application::Application(unsigned int window_width, unsigned int window_height) :
current_state(STATE::PLAY),
render_window({window_width, window_height}, "Sliding Puzzle")
{}
@ -37,30 +38,65 @@ void Application::processInput()
{
sf::Event event;
while (render_window.pollEvent(event))
{
switch (event.type)
{
switch (current_state)
{
case sf::Event::Closed:
render_window.close();
break;
case sf::Event::KeyPressed:
// If already won, do nothing
if (board.isWinCondition())
return;
// Go to selection mode
if (event.key.code == sf::Keyboard::Z)
board.onSelectionMode();
else // or just move cursor to next tile
board.moveSelection(getDirection(event.key.code));
case STATE::PLAY:
onGameState(event);
break;
default:
case STATE::WIN:
onWinState(event);
break;
}
}
}
void Application::onGameState(sf::Event& event)
{
switch (event.type)
{
case sf::Event::Closed:
render_window.close();
break;
case sf::Event::KeyPressed:
// Go to selection mode
if (event.key.code == sf::Keyboard::Z)
board.onSelectionMode();
else // if it wasn't selection mode, then try to handle direction
board.moveSelection(getDirection(event.key.code));
break;
default: // otherwise - do nothing
break;
}
if (board.isWinCondition())
{
current_state = STATE::WIN;
board.setCursorVisibility(false);
}
}
void Application::onWinState(sf::Event& event)
{
switch (event.type)
{
case sf::Event::Closed:
render_window.close();
break;
case sf::Event::KeyPressed:
if (event.key.code == sf::Keyboard::Z)
render_window.close();
break;
default:
break;
}
}
DIRECTION Application::getDirection(sf::Keyboard::Key &key) const
{
switch (key)

@ -6,6 +6,13 @@
class Application
{
public:
enum class STATE
{
PLAY,
WIN
} current_state;
explicit Application(unsigned int window_width, unsigned int window_height);
// Init game
@ -20,6 +27,12 @@ public:
// Handle keyboard commands
void processInput();
// Handle events for player to move cursor and swap tiles
void onGameState(sf::Event& event);
// Handle events for winning state after the image gets assembled
void onWinState(sf::Event& event);
private:
// Convert keyboard keys into moving direction
DIRECTION getDirection(sf::Keyboard::Key &key) const;

@ -4,8 +4,18 @@
Board::Board() :
selection_index(0),
on_selection(false)
{}
solved_tiles(0),
on_selection(false),
is_cursor_visible(true)
{
std::size_t rect_size = 5;
rect_selection = sf::VertexArray(sf::LinesStrip, rect_size);
for (std::size_t i = 0; i < rect_size; ++i)
rect_selection[i].color = sf::Color::Red;
rect_filling.setFillColor(sf::Color(255, 0, 0, 128));
}
Board::~Board()
{
@ -16,12 +26,109 @@ Board::~Board()
}
}
bool Board::init(const std::string& path, int splitting, const sf::RenderWindow &window)
{
// PREPARING INITIAL BOARD STATE //
if (!global_texture.loadFromFile(path) )
return false;
const int width = global_texture.getSize().x;
const int height = global_texture.getSize().y;
Cell::side_length = (width < height) ? width / splitting : height / splitting;
cells_on_height = height / Cell::side_length;
cells_on_width = width / Cell::side_length;
vec_field.reserve(cells_on_height * cells_on_width);
/* Iterating board cells' screen positions.
* The initial image after this would look exactly like the loaded picture, not shuffled yet. */
Cells::size_type index = 0;
for (int x = 0; x < height; x += Cell::side_length)
{
if ((height - x) >= Cell::side_length)
{
for (int y = 0; y < width; y += Cell::side_length)
{
if ((width - y) >= Cell::side_length)
{
sf::Sprite* sp = new sf::Sprite(global_texture, sf::IntRect(y, x, Cell::side_length, Cell::side_length));
sp->setPosition(static_cast<float>(y), static_cast<float>(x));
vec_field.push_back(new Cell({index, index, sp}));
++index;
}
}
}
}
// SCALING //
float scaling = 0.;
if (width >= height && width > static_cast<int>(window.getSize().x))
scaling = static_cast<float>(window.getSize().x) / static_cast<float>(width);
if (height >= width && height > static_cast<int>(window.getSize().y))
scaling = static_cast<float>(window.getSize().y) / static_cast<float>(height);
if (scaling != 0.)
{
// Calculating new size of each tile
int old_side_length = Cell::side_length;
Cell::side_length = static_cast<int>(static_cast<float>(Cell::side_length) * scaling);
int shift = Cell::side_length - old_side_length;
float move_x, move_y;
// Moving all scaled tiles up and left, to remove spacing
for (Cells::size_type i = 0; i < vec_field.size(); ++i)
{
move_x = 0.f;
move_y = 0.f;
// The first column isn't allowed to move by x
if (!(((i % cells_on_width == 0) && (i >= cells_on_width))))
move_x = static_cast<float>(shift) * static_cast<float>((i < cells_on_width) ? i : i % cells_on_width);
// The first row isn't allowed to move by y
if (i >= cells_on_width)
move_y = static_cast<float>(shift) * static_cast<float>(i / cells_on_width);
vec_field[i]->sprite->scale(scaling, scaling);
vec_field[i]->sprite->move(move_x, move_y);
}
}
// SHUFFLING //
solved_tiles = vec_field.size(); // all tiles are solved for now
srand(static_cast<unsigned int>(time(nullptr)));
for (Cells::size_type curr_i = 0; curr_i < vec_field.size(); ++curr_i)
{
Cells::size_type swap_i;
do
{ // find two different tiles
swap_i = rand() & (vec_field.size() - 1);
} while (curr_i == swap_i);
swapCells(curr_i, swap_i);
}
// Set initial position of cursor
setSelectionVertex(selection_index);
return true;
}
void Board::draw(sf::RenderWindow& window)
{
for (const Cell *cell : vec_field)
window.draw(*cell->sprite);
window.draw(rect_selection);
if (on_selection)
window.draw(rect_filling);
if (is_cursor_visible)
window.draw(rect_selection);
}
bool Board::moveSelection(const DIRECTION &direction)
@ -111,6 +218,13 @@ bool Board::moveSelection(const DIRECTION &direction)
void Board::onSelectionMode()
{
on_selection = !on_selection;
if (on_selection)
{
rect_filling.setPosition(rect_selection[0].position);
rect_filling.setSize(sf::Vector2f(static_cast<float>(rect_selection[1].position.x - rect_selection[0].position.x),
static_cast<float>(rect_selection[2].position.y - rect_selection[1].position.y)));
}
}
void Board::setSelectionVertex(Cells::size_type index)
@ -121,21 +235,19 @@ void Board::setSelectionVertex(Cells::size_type index)
const auto& y = pos.y;
const float length = static_cast<float>(Cell::side_length);
rect_selection = sf::VertexArray(sf::LinesStrip, 5);
rect_selection[0].position = pos;
rect_selection[0].color = sf::Color::Red;
rect_selection[1].position = sf::Vector2f(x + length, y);
rect_selection[1].color = sf::Color::Red;
rect_selection[2].position = sf::Vector2f(x + length, y + length);
rect_selection[2].color = sf::Color::Red;
rect_selection[3].position = sf::Vector2f(x, y + length);
rect_selection[3].color = sf::Color::Red;
rect_selection[4].position = pos;
rect_selection[4].color = sf::Color::Red;
}
void Board::swapCells(Cells::size_type curr_index, Cells::size_type swap_index)
{
// Check if the pair of cells for swapping was initially solved
bool curr_solved = (vec_field[curr_index]->inital_index == vec_field[curr_index]->current_index);
bool swap_solved = (vec_field[swap_index]->inital_index == vec_field[swap_index]->current_index);
Cell *curr_cell = vec_field[curr_index];
Cell *swap_cell = vec_field[swap_index];
const sf::Vector2f temp_pos = curr_cell->sprite->getPosition();
@ -147,105 +259,36 @@ void Board::swapCells(Cells::size_type curr_index, Cells::size_type swap_index)
swap_cell->sprite->setPosition(temp_pos);
swap_cell->current_index = temp_cell_index;
Cell* temp = vec_field[curr_index];
Cell *temp = vec_field[curr_index];
vec_field[curr_index] = vec_field[swap_index];
vec_field[swap_index] = temp;
}
bool Board::isWinCondition() const
{
return std::all_of(vec_field.begin(), vec_field.end(), [](const Cell *cell){ return cell->current_index == cell->inital_index; });
}
if ((vec_field[curr_index]->inital_index == vec_field[curr_index]->current_index) && !curr_solved)
// Wasn't solved and NOW is solved
++solved_tiles;
bool Board::init(const std::string& path, int splitting, const sf::RenderWindow &window)
{
// PREPARING INITIAL BOARD STATE //
if ((vec_field[curr_index]->inital_index != vec_field[curr_index]->current_index) && curr_solved)
// Was solved and NOW is unsolved
--solved_tiles;
if (!global_texture.loadFromFile(path) )
return false;
if ((vec_field[swap_index]->inital_index == vec_field[swap_index]->current_index) && !swap_solved)
// Wasn't solved and NOW is solved
++solved_tiles;
const int width = global_texture.getSize().x;
const int height = global_texture.getSize().y;
Cell::side_length = (width < height) ? width / splitting : height / splitting;
cells_on_height = height / Cell::side_length;
cells_on_width = width / Cell::side_length;
if ((vec_field[swap_index]->inital_index != vec_field[swap_index]->current_index) && swap_solved)
// Was solved and NOW is unsolved
--solved_tiles;
vec_field.reserve(cells_on_height * cells_on_width);
/* Iterating board cells' screen positions.
* The initial image after this would look exactly like the loaded picture, not shuffled yet. */
Cells::size_type index = 0;
for (int x = 0; x < height; x += Cell::side_length)
{
if ((height - x) >= Cell::side_length)
{
for (int y = 0; y < width; y += Cell::side_length)
{
if ((width - y) >= Cell::side_length)
{
sf::Sprite* sp = new sf::Sprite(global_texture, sf::IntRect(y, x, Cell::side_length, Cell::side_length));
sp->setPosition(static_cast<float>(y), static_cast<float>(x));
vec_field.push_back(new Cell({index, index, sp}));
++index;
}
}
}
}
// SCALING //
float scaling = 0.;
if (width >= height && width > static_cast<int>(window.getSize().x))
scaling = static_cast<float>(window.getSize().x) / static_cast<float>(width);
if (height >= width && height > static_cast<int>(window.getSize().y))
scaling = static_cast<float>(window.getSize().y) / static_cast<float>(height);
if (scaling != 0.)
{
// Calculating new size of each tile
int old_side_length = Cell::side_length;
Cell::side_length = static_cast<int>(static_cast<float>(Cell::side_length) * scaling);
int shift = Cell::side_length - old_side_length;
float move_x, move_y;
// Moving all scaled tiles up and left, to remove spacing
for (Cells::size_type i = 0; i < vec_field.size(); ++i)
{
move_x = 0.f;
move_y = 0.f;
// The first column isn't allowed to move by x
if (!(((i % cells_on_width == 0) && (i >= cells_on_width))))
move_x = static_cast<float>(shift) * static_cast<float>((i < cells_on_width) ? i : i % cells_on_width);
// The first row isn't allowed to move by y
if (i >= cells_on_width)
move_y = static_cast<float>(shift) * static_cast<float>(i / cells_on_width);
vec_field[i]->sprite->scale(scaling, scaling);
vec_field[i]->sprite->move(move_x, move_y);
}
}
// SHUFFLING //
srand(static_cast<unsigned int>(time(nullptr)));
for (Cells::size_type curr_i = 0; curr_i < vec_field.size(); ++curr_i)
{
Cells::size_type swap_i;
do
{ // find two different tiles
swap_i = rand() & (vec_field.size() - 1);
} while (curr_i == swap_i);
swapCells(curr_i, swap_i);
}
}
// Set initial position of cursor
setSelectionVertex(selection_index);
bool Board::isWinCondition() const
{
return (solved_tiles == vec_field.size());
}
return true;
void Board::setCursorVisibility(bool visible)
{
is_cursor_visible = visible;
}
int Board::Cell::side_length = 0;

@ -1,6 +1,7 @@
#pragma once
#include <SFML/Graphics/RenderWindow.hpp>
#include <SFML/Graphics/RectangleShape.hpp>
#include <SFML/Graphics/VertexArray.hpp>
#include <SFML/Graphics/Texture.hpp>
#include <SFML/Graphics/Sprite.hpp>
@ -26,6 +27,9 @@ public:
explicit Board();
~Board();
// Set play image
bool init(const std::string& path, int splitting, const sf::RenderWindow& window);
// Output current graphical state on application window
void draw(sf::RenderWindow& window);
@ -38,8 +42,8 @@ public:
// Did player win the game
bool isWinCondition() const;
// Set play image
bool init(const std::string& path, int splitting, const sf::RenderWindow& window);
// Show or hide selection cursos
void setCursorVisibility(bool visible = false);
private:
@ -54,6 +58,7 @@ private:
using Cells = std::vector<Cell*>;
sf::RectangleShape rect_filling;
sf::VertexArray rect_selection;
Cells::size_type selection_index;
@ -61,8 +66,11 @@ private:
Cells::size_type cells_on_height; // amount of cells on vertical side of board
Cells vec_field;
Cells::size_type solved_tiles; // amount of tiles placed on initial positions
sf::Texture global_texture;
bool on_selection;
bool is_cursor_visible;
void swapCells(Cells::size_type curr_index, Cells::size_type swap_index);

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