Clean code

master
NaiJi ✨ 3 years ago
parent 3257e534c3
commit 5b8b0f8fb8

@ -61,14 +61,13 @@ void Application::onGameState(sf::Event& event)
break; break;
case sf::Event::KeyPressed: case sf::Event::KeyPressed:
// Go to selection mode
if (event.key.code == sf::Keyboard::Z) if (event.key.code == sf::Keyboard::Z)
board.onSelectionMode(); board.onSelectionMode();
else // if it wasn't selection mode, then try to handle direction else
board.moveSelection(getDirection(event.key.code)); board.tryProcessDirection(getDirection(event.key.code));
break; break;
default: // otherwise - do nothing default:
break; break;
} }

@ -28,32 +28,43 @@ Board::~Board()
bool Board::init(const std::string& path, int splitting, const sf::RenderWindow &window) bool Board::init(const std::string& path, int splitting, const sf::RenderWindow &window)
{ {
// PREPARING INITIAL BOARD STATE //
if (!global_texture.loadFromFile(path) ) if (!global_texture.loadFromFile(path) )
return false; return false;
calculateBoardProperties(splitting);
splitImageIntoTiles(Cell::side_length);
scaleImageToWindow(window);
shuffleTiles();
setSelectionVertex(selection_index);
return true;
}
void Board::calculateBoardProperties(int splitting)
{
const int width = global_texture.getSize().x; const int width = global_texture.getSize().x;
const int height = global_texture.getSize().y; const int height = global_texture.getSize().y;
Cell::side_length = (width < height) ? width / splitting : height / splitting; Cell::side_length = (width < height) ? width / splitting : height / splitting;
cells_on_height = height / Cell::side_length; cells_on_height = height / Cell::side_length;
cells_on_width = width / Cell::side_length; cells_on_width = width / Cell::side_length;
}
vec_field.reserve(cells_on_height * cells_on_width); void Board::splitImageIntoTiles(int tile_length)
{
const int width = global_texture.getSize().x;
const int height = global_texture.getSize().y;
/* 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; Cells::size_type index = 0;
for (int x = 0; x < height; x += Cell::side_length) for (int x = 0; x < height; x += tile_length)
{ {
if ((height - x) >= Cell::side_length) if ((height - x) >= tile_length)
{ {
for (int y = 0; y < width; y += Cell::side_length) for (int y = 0; y < width; y += tile_length)
{ {
if ((width - y) >= Cell::side_length) if ((width - y) >= tile_length)
{ {
sf::Sprite* sp = new sf::Sprite(global_texture, sf::IntRect(y, x, Cell::side_length, Cell::side_length)); sf::Sprite* sp = new sf::Sprite(global_texture, sf::IntRect(y, x, tile_length, tile_length));
sp->setPosition(static_cast<float>(y), static_cast<float>(x)); sp->setPosition(static_cast<float>(y), static_cast<float>(x));
vec_field.push_back(new Cell({index, index, sp})); vec_field.push_back(new Cell({index, index, sp}));
@ -62,43 +73,63 @@ bool Board::init(const std::string& path, int splitting, const sf::RenderWindow
} }
} }
} }
}
void Board::scaleImageToWindow(const sf::RenderWindow &window)
{
float scaling = calculateScalingToWindow(window);
scaleTiles(scaling);
}
// SCALING // float Board::calculateScalingToWindow(const sf::RenderWindow &window) const
{
int texture_width = global_texture.getSize().x;
int texture_height = global_texture.getSize().y;
float scaling = 0.; float scaling = 0.;
if (width >= height && width > static_cast<int>(window.getSize().x)) if (texture_width >= texture_height && texture_width > static_cast<int>(window.getSize().x))
scaling = static_cast<float>(window.getSize().x) / static_cast<float>(width); scaling = static_cast<float>(window.getSize().x) / static_cast<float>(texture_width);
if (height >= width && height > static_cast<int>(window.getSize().y)) if (texture_height >= texture_width && texture_height > static_cast<int>(window.getSize().y))
scaling = static_cast<float>(window.getSize().y) / static_cast<float>(height); scaling = static_cast<float>(window.getSize().y) / static_cast<float>(texture_height);
return scaling;
}
void Board::scaleTiles(float scaling)
{
if (scaling == 0.)
return;
if (scaling != 0.) 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;
for (Cells::size_type i = 0; i < vec_field.size(); ++i)
{ {
// Calculating new size of each tile vec_field[i]->sprite->scale(scaling, scaling);
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);
}
const auto shift_vector = calculateTileShiftVector(i, shift);
vec_field[i]->sprite->move(shift_vector.first, shift_vector.second);
} }
}
std::pair<float, float> Board::calculateTileShiftVector(Cells::size_type tile_index, int shift) const
{
float move_x = 0.f, move_y = 0.f;
// The first column isn't allowed to move by x
if (!(((tile_index % cells_on_width == 0) && (tile_index >= cells_on_width))))
move_x = static_cast<float>(shift) * static_cast<float>((tile_index < cells_on_width) ? tile_index : tile_index % cells_on_width);
// SHUFFLING // // The first row isn't allowed to move by y
if (tile_index >= cells_on_width)
move_y = static_cast<float>(shift) * static_cast<float>(tile_index / cells_on_width);
return {move_x, move_y};
}
void Board::shuffleTiles()
{
solved_tiles = vec_field.size(); // all tiles are solved for now solved_tiles = vec_field.size(); // all tiles are solved for now
srand(static_cast<unsigned int>(time(nullptr))); srand(static_cast<unsigned int>(time(nullptr)));
@ -112,11 +143,6 @@ bool Board::init(const std::string& path, int splitting, const sf::RenderWindow
swapCells(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) void Board::draw(sf::RenderWindow& window)
@ -131,48 +157,56 @@ void Board::draw(sf::RenderWindow& window)
window.draw(rect_selection); window.draw(rect_selection);
} }
bool Board::tryProcessDirection(const DIRECTION &direction)
{
if (on_selection)
return swapOnSelection(direction);
return moveSelection(direction);
}
bool Board::moveSelection(const DIRECTION &direction) bool Board::moveSelection(const DIRECTION &direction)
{ {
if (!on_selection) switch (direction) {
{ case DIRECTION::UP:
switch (direction) { if (selection_index < cells_on_width) // if upper row
case DIRECTION::UP:
if (selection_index < cells_on_width) // if upper row
return false;
selection_index -= cells_on_width;
setSelectionVertex(selection_index);
break;
case DIRECTION::DOWN:
if (selection_index >= (cells_on_width * (cells_on_height - 1))) // if bottom row
return false;
selection_index += cells_on_width;
setSelectionVertex(selection_index);
break;
case DIRECTION::RIGHT:
++selection_index;
if (selection_index == vec_field.size()) // if the last cell of right bottom corner
selection_index = 0; // move to the first cell of upper left corner
setSelectionVertex(selection_index);
break;
case DIRECTION::LEFT:
if (selection_index == 0) // if the first cell of of upper left corner
selection_index = vec_field.size() - 1; // move to the last cell of right bottom corner
else
--selection_index;
setSelectionVertex(selection_index);
break;
default:
return false; return false;
break; selection_index -= cells_on_width;
} setSelectionVertex(selection_index);
break;
case DIRECTION::DOWN:
if (selection_index >= (cells_on_width * (cells_on_height - 1))) // if bottom row
return false;
selection_index += cells_on_width;
setSelectionVertex(selection_index);
break;
return true; case DIRECTION::RIGHT:
++selection_index;
if (selection_index == vec_field.size()) // if the last cell of right bottom corner
selection_index = 0; // move to the first cell of upper left corner
setSelectionVertex(selection_index);
break;
case DIRECTION::LEFT:
if (selection_index == 0) // if the first cell of of upper left corner
selection_index = vec_field.size() - 1; // move to the last cell of right bottom corner
else
--selection_index;
setSelectionVertex(selection_index);
break;
default:
return false;
break;
} }
return true;
}
bool Board::swapOnSelection(const DIRECTION &direction)
{
switch (direction) { switch (direction) {
case DIRECTION::UP: case DIRECTION::UP:
if (selection_index < cells_on_width) // if upper row if (selection_index < cells_on_width) // if upper row
@ -291,4 +325,4 @@ void Board::setCursorVisibility(bool visible)
is_cursor_visible = visible; is_cursor_visible = visible;
} }
int Board::Cell::side_length = 0; int Board::Cell::side_length = 1;

@ -27,27 +27,20 @@ public:
explicit Board(); explicit Board();
~Board(); ~Board();
// Set play image
bool init(const std::string& path, int splitting, const sf::RenderWindow& window); bool init(const std::string& path, int splitting, const sf::RenderWindow& window);
// Output current graphical state on application window
void draw(sf::RenderWindow& window); void draw(sf::RenderWindow& window);
bool isWinCondition() const;
// Move cursor to next tile by given direction void setCursorVisibility(bool visible);
bool tryProcessDirection(const DIRECTION& direction);
bool moveSelection(const DIRECTION& direction); bool moveSelection(const DIRECTION& direction);
bool swapOnSelection(const DIRECTION& direction);
// Go to or leave from selection mode // Go to or leave from selection mode
void onSelectionMode(); void onSelectionMode();
// Did player win the game
bool isWinCondition() const;
// Show or hide selection cursos
void setCursorVisibility(bool visible = false);
private: private:
// Game tile
struct Cell struct Cell
{ {
std::vector<Cell*>::size_type inital_index; std::vector<Cell*>::size_type inital_index;
@ -76,4 +69,15 @@ private:
// Draw selection cursor on given tile // Draw selection cursor on given tile
void setSelectionVertex(Cells::size_type index); void setSelectionVertex(Cells::size_type index);
void calculateBoardProperties(int splitting);
void splitImageIntoTiles(int tile_length);
void scaleImageToWindow(const sf::RenderWindow &window);
float calculateScalingToWindow(const sf::RenderWindow &window) const;
void scaleTiles(float scaling);
std::pair<float, float> calculateTileShiftVector(Cells::size_type tile_index, int shift) const;
void shuffleTiles();
}; };

@ -99,7 +99,7 @@ int main(int argc, char **argv)
{ {
const auto&[ret_code, splitting, resolution, path] = parseInput(argc, argv); const auto&[ret_code, splitting, resolution, path] = parseInput(argc, argv);
if (ret_code) // Error code is EXIT_FAILURE if (ret_code)
return ret_code; return ret_code;
Application app(resolution.x, resolution.y); Application app(resolution.x, resolution.y);

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