Optimize winning condition
This commit is contained in:
parent
a624b4f5f5
commit
37485820a4
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@ -13,9 +13,9 @@ set(SFML_STATIC_LIBRARIES TRUE) #set to FALSE if you have sfml installed from pa
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# You need to build SFML from sources with cmake
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if (SFML_STATIC_LIBRARIES)
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set(SFML_LIB_DIR
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${CMAKE_SOURCE_DIR}/SFML-2.5.1/lib/libsfml-graphics.so
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${CMAKE_SOURCE_DIR}/SFML-2.5.1/lib/libsfml-system.so
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${CMAKE_SOURCE_DIR}/SFML-2.5.1/lib/libsfml-window.so)
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${CMAKE_SOURCE_DIR}/SFML-2.5.1/lib/libsfml-graphics.so.2.5
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${CMAKE_SOURCE_DIR}/SFML-2.5.1/lib/libsfml-system.so.2.5
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${CMAKE_SOURCE_DIR}/SFML-2.5.1/lib/libsfml-window.so.2.5)
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set(SFML_INCL_DIR ${CMAKE_SOURCE_DIR}/SFML-2.5.1/include)
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include_directories(${SFML_INCL_DIR})
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@ -6,6 +6,7 @@
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const sf::Time TIME_PER_SECOND = sf::seconds(1.f / 60.f);
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Application::Application(unsigned int window_width, unsigned int window_height) :
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current_state(STATE::PLAY),
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render_window({window_width, window_height}, "Sliding Puzzle")
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{}
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@ -38,29 +39,64 @@ void Application::processInput()
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sf::Event event;
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while (render_window.pollEvent(event))
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{
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switch (event.type)
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switch (current_state)
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{
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case sf::Event::Closed:
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render_window.close();
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case STATE::PLAY:
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onGameState(event);
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break;
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case sf::Event::KeyPressed:
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// If already won, do nothing
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if (board.isWinCondition())
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return;
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// Go to selection mode
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if (event.key.code == sf::Keyboard::Z)
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board.onSelectionMode();
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else // or just move cursor to next tile
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board.moveSelection(getDirection(event.key.code));
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break;
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default:
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case STATE::WIN:
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onWinState(event);
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break;
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}
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}
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}
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void Application::onGameState(sf::Event& event)
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{
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switch (event.type)
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{
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case sf::Event::Closed:
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render_window.close();
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break;
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case sf::Event::KeyPressed:
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// Go to selection mode
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if (event.key.code == sf::Keyboard::Z)
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board.onSelectionMode();
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else // if it wasn't selection mode, then try to handle direction
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board.moveSelection(getDirection(event.key.code));
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break;
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default: // otherwise - do nothing
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break;
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}
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if (board.isWinCondition())
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{
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current_state = STATE::WIN;
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board.setCursorVisibility(false);
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}
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}
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void Application::onWinState(sf::Event& event)
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{
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switch (event.type)
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{
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case sf::Event::Closed:
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render_window.close();
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break;
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case sf::Event::KeyPressed:
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if (event.key.code == sf::Keyboard::Z)
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render_window.close();
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break;
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default:
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break;
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}
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}
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DIRECTION Application::getDirection(sf::Keyboard::Key &key) const
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{
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switch (key)
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@ -6,6 +6,13 @@
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class Application
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{
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public:
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enum class STATE
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{
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PLAY,
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WIN
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} current_state;
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explicit Application(unsigned int window_width, unsigned int window_height);
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// Init game
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@ -20,6 +27,12 @@ public:
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// Handle keyboard commands
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void processInput();
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// Handle events for player to move cursor and swap tiles
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void onGameState(sf::Event& event);
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// Handle events for winning state after the image gets assembled
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void onWinState(sf::Event& event);
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private:
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// Convert keyboard keys into moving direction
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DIRECTION getDirection(sf::Keyboard::Key &key) const;
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241
board.cpp
241
board.cpp
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@ -4,8 +4,18 @@
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Board::Board() :
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selection_index(0),
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on_selection(false)
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{}
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solved_tiles(0),
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on_selection(false),
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is_cursor_visible(true)
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{
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std::size_t rect_size = 5;
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rect_selection = sf::VertexArray(sf::LinesStrip, rect_size);
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for (std::size_t i = 0; i < rect_size; ++i)
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rect_selection[i].color = sf::Color::Red;
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rect_filling.setFillColor(sf::Color(255, 0, 0, 128));
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}
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Board::~Board()
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{
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@ -16,12 +26,109 @@ Board::~Board()
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}
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}
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bool Board::init(const std::string& path, int splitting, const sf::RenderWindow &window)
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{
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// PREPARING INITIAL BOARD STATE //
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if (!global_texture.loadFromFile(path) )
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return false;
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const int width = global_texture.getSize().x;
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const int height = global_texture.getSize().y;
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Cell::side_length = (width < height) ? width / splitting : height / splitting;
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cells_on_height = height / Cell::side_length;
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cells_on_width = width / Cell::side_length;
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vec_field.reserve(cells_on_height * cells_on_width);
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/* Iterating board cells' screen positions.
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* The initial image after this would look exactly like the loaded picture, not shuffled yet. */
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Cells::size_type index = 0;
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for (int x = 0; x < height; x += Cell::side_length)
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{
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if ((height - x) >= Cell::side_length)
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{
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for (int y = 0; y < width; y += Cell::side_length)
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{
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if ((width - y) >= Cell::side_length)
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{
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sf::Sprite* sp = new sf::Sprite(global_texture, sf::IntRect(y, x, Cell::side_length, Cell::side_length));
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sp->setPosition(static_cast<float>(y), static_cast<float>(x));
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vec_field.push_back(new Cell({index, index, sp}));
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++index;
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}
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}
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}
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}
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// SCALING //
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float scaling = 0.;
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if (width >= height && width > static_cast<int>(window.getSize().x))
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scaling = static_cast<float>(window.getSize().x) / static_cast<float>(width);
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if (height >= width && height > static_cast<int>(window.getSize().y))
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scaling = static_cast<float>(window.getSize().y) / static_cast<float>(height);
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if (scaling != 0.)
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{
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// Calculating new size of each tile
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int old_side_length = Cell::side_length;
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Cell::side_length = static_cast<int>(static_cast<float>(Cell::side_length) * scaling);
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int shift = Cell::side_length - old_side_length;
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float move_x, move_y;
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// Moving all scaled tiles up and left, to remove spacing
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for (Cells::size_type i = 0; i < vec_field.size(); ++i)
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{
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move_x = 0.f;
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move_y = 0.f;
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// The first column isn't allowed to move by x
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if (!(((i % cells_on_width == 0) && (i >= cells_on_width))))
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move_x = static_cast<float>(shift) * static_cast<float>((i < cells_on_width) ? i : i % cells_on_width);
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// The first row isn't allowed to move by y
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if (i >= cells_on_width)
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move_y = static_cast<float>(shift) * static_cast<float>(i / cells_on_width);
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vec_field[i]->sprite->scale(scaling, scaling);
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vec_field[i]->sprite->move(move_x, move_y);
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}
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}
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// SHUFFLING //
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solved_tiles = vec_field.size(); // all tiles are solved for now
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srand(static_cast<unsigned int>(time(nullptr)));
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for (Cells::size_type curr_i = 0; curr_i < vec_field.size(); ++curr_i)
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{
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Cells::size_type swap_i;
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do
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{ // find two different tiles
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swap_i = rand() & (vec_field.size() - 1);
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} while (curr_i == swap_i);
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swapCells(curr_i, swap_i);
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}
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// Set initial position of cursor
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setSelectionVertex(selection_index);
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return true;
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}
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void Board::draw(sf::RenderWindow& window)
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{
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for (const Cell *cell : vec_field)
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window.draw(*cell->sprite);
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window.draw(rect_selection);
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if (on_selection)
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window.draw(rect_filling);
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if (is_cursor_visible)
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window.draw(rect_selection);
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}
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bool Board::moveSelection(const DIRECTION &direction)
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@ -111,6 +218,13 @@ bool Board::moveSelection(const DIRECTION &direction)
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void Board::onSelectionMode()
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{
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on_selection = !on_selection;
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if (on_selection)
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{
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rect_filling.setPosition(rect_selection[0].position);
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rect_filling.setSize(sf::Vector2f(static_cast<float>(rect_selection[1].position.x - rect_selection[0].position.x),
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static_cast<float>(rect_selection[2].position.y - rect_selection[1].position.y)));
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}
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}
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void Board::setSelectionVertex(Cells::size_type index)
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@ -121,21 +235,19 @@ void Board::setSelectionVertex(Cells::size_type index)
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const auto& y = pos.y;
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const float length = static_cast<float>(Cell::side_length);
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rect_selection = sf::VertexArray(sf::LinesStrip, 5);
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rect_selection[0].position = pos;
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rect_selection[0].color = sf::Color::Red;
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rect_selection[1].position = sf::Vector2f(x + length, y);
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rect_selection[1].color = sf::Color::Red;
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rect_selection[2].position = sf::Vector2f(x + length, y + length);
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rect_selection[2].color = sf::Color::Red;
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rect_selection[3].position = sf::Vector2f(x, y + length);
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rect_selection[3].color = sf::Color::Red;
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rect_selection[4].position = pos;
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rect_selection[4].color = sf::Color::Red;
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}
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void Board::swapCells(Cells::size_type curr_index, Cells::size_type swap_index)
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{
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// Check if the pair of cells for swapping was initially solved
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bool curr_solved = (vec_field[curr_index]->inital_index == vec_field[curr_index]->current_index);
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bool swap_solved = (vec_field[swap_index]->inital_index == vec_field[swap_index]->current_index);
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Cell *curr_cell = vec_field[curr_index];
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Cell *swap_cell = vec_field[swap_index];
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const sf::Vector2f temp_pos = curr_cell->sprite->getPosition();
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@ -147,105 +259,36 @@ void Board::swapCells(Cells::size_type curr_index, Cells::size_type swap_index)
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swap_cell->sprite->setPosition(temp_pos);
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swap_cell->current_index = temp_cell_index;
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Cell* temp = vec_field[curr_index];
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Cell *temp = vec_field[curr_index];
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vec_field[curr_index] = vec_field[swap_index];
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vec_field[swap_index] = temp;
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if ((vec_field[curr_index]->inital_index == vec_field[curr_index]->current_index) && !curr_solved)
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// Wasn't solved and NOW is solved
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++solved_tiles;
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if ((vec_field[curr_index]->inital_index != vec_field[curr_index]->current_index) && curr_solved)
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// Was solved and NOW is unsolved
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--solved_tiles;
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if ((vec_field[swap_index]->inital_index == vec_field[swap_index]->current_index) && !swap_solved)
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// Wasn't solved and NOW is solved
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++solved_tiles;
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if ((vec_field[swap_index]->inital_index != vec_field[swap_index]->current_index) && swap_solved)
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// Was solved and NOW is unsolved
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--solved_tiles;
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}
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bool Board::isWinCondition() const
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{
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return std::all_of(vec_field.begin(), vec_field.end(), [](const Cell *cell){ return cell->current_index == cell->inital_index; });
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return (solved_tiles == vec_field.size());
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}
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bool Board::init(const std::string& path, int splitting, const sf::RenderWindow &window)
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void Board::setCursorVisibility(bool visible)
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{
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// PREPARING INITIAL BOARD STATE //
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if (!global_texture.loadFromFile(path) )
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return false;
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const int width = global_texture.getSize().x;
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const int height = global_texture.getSize().y;
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Cell::side_length = (width < height) ? width / splitting : height / splitting;
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cells_on_height = height / Cell::side_length;
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cells_on_width = width / Cell::side_length;
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vec_field.reserve(cells_on_height * cells_on_width);
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/* Iterating board cells' screen positions.
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* The initial image after this would look exactly like the loaded picture, not shuffled yet. */
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Cells::size_type index = 0;
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for (int x = 0; x < height; x += Cell::side_length)
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{
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if ((height - x) >= Cell::side_length)
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{
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for (int y = 0; y < width; y += Cell::side_length)
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{
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if ((width - y) >= Cell::side_length)
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{
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sf::Sprite* sp = new sf::Sprite(global_texture, sf::IntRect(y, x, Cell::side_length, Cell::side_length));
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sp->setPosition(static_cast<float>(y), static_cast<float>(x));
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vec_field.push_back(new Cell({index, index, sp}));
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++index;
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}
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}
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}
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}
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// SCALING //
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float scaling = 0.;
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if (width >= height && width > static_cast<int>(window.getSize().x))
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scaling = static_cast<float>(window.getSize().x) / static_cast<float>(width);
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if (height >= width && height > static_cast<int>(window.getSize().y))
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scaling = static_cast<float>(window.getSize().y) / static_cast<float>(height);
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if (scaling != 0.)
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{
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// Calculating new size of each tile
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int old_side_length = Cell::side_length;
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Cell::side_length = static_cast<int>(static_cast<float>(Cell::side_length) * scaling);
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int shift = Cell::side_length - old_side_length;
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float move_x, move_y;
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// Moving all scaled tiles up and left, to remove spacing
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for (Cells::size_type i = 0; i < vec_field.size(); ++i)
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{
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move_x = 0.f;
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move_y = 0.f;
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// The first column isn't allowed to move by x
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if (!(((i % cells_on_width == 0) && (i >= cells_on_width))))
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move_x = static_cast<float>(shift) * static_cast<float>((i < cells_on_width) ? i : i % cells_on_width);
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// The first row isn't allowed to move by y
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if (i >= cells_on_width)
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move_y = static_cast<float>(shift) * static_cast<float>(i / cells_on_width);
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vec_field[i]->sprite->scale(scaling, scaling);
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vec_field[i]->sprite->move(move_x, move_y);
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}
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}
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// SHUFFLING //
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srand(static_cast<unsigned int>(time(nullptr)));
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for (Cells::size_type curr_i = 0; curr_i < vec_field.size(); ++curr_i)
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{
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Cells::size_type swap_i;
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do
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{ // find two different tiles
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swap_i = rand() & (vec_field.size() - 1);
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} while (curr_i == swap_i);
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swapCells(curr_i, swap_i);
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}
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// Set initial position of cursor
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setSelectionVertex(selection_index);
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return true;
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is_cursor_visible = visible;
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}
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int Board::Cell::side_length = 0;
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12
board.h
12
board.h
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@ -1,6 +1,7 @@
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#pragma once
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#include <SFML/Graphics/RenderWindow.hpp>
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#include <SFML/Graphics/RectangleShape.hpp>
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#include <SFML/Graphics/VertexArray.hpp>
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#include <SFML/Graphics/Texture.hpp>
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#include <SFML/Graphics/Sprite.hpp>
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@ -26,6 +27,9 @@ public:
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explicit Board();
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~Board();
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// Set play image
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bool init(const std::string& path, int splitting, const sf::RenderWindow& window);
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// Output current graphical state on application window
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void draw(sf::RenderWindow& window);
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@ -38,8 +42,8 @@ public:
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// Did player win the game
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bool isWinCondition() const;
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// Set play image
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bool init(const std::string& path, int splitting, const sf::RenderWindow& window);
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// Show or hide selection cursos
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void setCursorVisibility(bool visible = false);
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private:
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@ -54,6 +58,7 @@ private:
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using Cells = std::vector<Cell*>;
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sf::RectangleShape rect_filling;
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sf::VertexArray rect_selection;
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Cells::size_type selection_index;
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@ -61,8 +66,11 @@ private:
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Cells::size_type cells_on_height; // amount of cells on vertical side of board
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Cells vec_field;
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Cells::size_type solved_tiles; // amount of tiles placed on initial positions
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sf::Texture global_texture;
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bool on_selection;
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||||
bool is_cursor_visible;
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||||
void swapCells(Cells::size_type curr_index, Cells::size_type swap_index);
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||||
|
||||
|
|
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