Optimize winning condition
This commit is contained in:
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")
|
||||
{}
|
||||
|
||||
|
@ -37,6 +38,21 @@ void Application::processInput()
|
|||
{
|
||||
sf::Event event;
|
||||
while (render_window.pollEvent(event))
|
||||
{
|
||||
switch (current_state)
|
||||
{
|
||||
case STATE::PLAY:
|
||||
onGameState(event);
|
||||
break;
|
||||
|
||||
case STATE::WIN:
|
||||
onWinState(event);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Application::onGameState(sf::Event& event)
|
||||
{
|
||||
switch (event.type)
|
||||
{
|
||||
|
@ -45,21 +61,41 @@ void Application::processInput()
|
|||
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
|
||||
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
|
||||
{
|
||||
|
|
|
@ -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;
|
||||
|
|
237
board.cpp
237
board.cpp
|
@ -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()
|
||||
{
|
||||
|
@ -16,11 +26,108 @@ 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);
|
||||
|
||||
if (on_selection)
|
||||
window.draw(rect_filling);
|
||||
|
||||
if (is_cursor_visible)
|
||||
window.draw(rect_selection);
|
||||
}
|
||||
|
||||
|
@ -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();
|
||||
|
@ -150,102 +262,33 @@ void Board::swapCells(Cells::size_type curr_index, Cells::size_type swap_index)
|
|||
Cell *temp = vec_field[curr_index];
|
||||
vec_field[curr_index] = vec_field[swap_index];
|
||||
vec_field[swap_index] = temp;
|
||||
|
||||
if ((vec_field[curr_index]->inital_index == vec_field[curr_index]->current_index) && !curr_solved)
|
||||
// Wasn't solved and NOW is solved
|
||||
++solved_tiles;
|
||||
|
||||
if ((vec_field[curr_index]->inital_index != vec_field[curr_index]->current_index) && curr_solved)
|
||||
// Was solved and NOW is unsolved
|
||||
--solved_tiles;
|
||||
|
||||
if ((vec_field[swap_index]->inital_index == vec_field[swap_index]->current_index) && !swap_solved)
|
||||
// Wasn't solved and NOW is solved
|
||||
++solved_tiles;
|
||||
|
||||
if ((vec_field[swap_index]->inital_index != vec_field[swap_index]->current_index) && swap_solved)
|
||||
// Was solved and NOW is unsolved
|
||||
--solved_tiles;
|
||||
|
||||
}
|
||||
|
||||
bool Board::isWinCondition() const
|
||||
{
|
||||
return std::all_of(vec_field.begin(), vec_field.end(), [](const Cell *cell){ return cell->current_index == cell->inital_index; });
|
||||
return (solved_tiles == vec_field.size());
|
||||
}
|
||||
|
||||
bool Board::init(const std::string& path, int splitting, const sf::RenderWindow &window)
|
||||
void Board::setCursorVisibility(bool visible)
|
||||
{
|
||||
// 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 //
|
||||
|
||||
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;
|
||||
is_cursor_visible = visible;
|
||||
}
|
||||
|
||||
int Board::Cell::side_length = 0;
|
||||
|
|
12
board.h
12
board.h
|
@ -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);
|
||||
|
||||
|
|
Loading…
Reference in New Issue