Improve shuffling
This commit is contained in:
parent
b42f2c6eaf
commit
f76da9f5bc
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@ -1,6 +1,7 @@
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#include <SFML/Window/Event.hpp>
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#include <SFML/Window/Event.hpp>
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#include "application.h"
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#include "application.h"
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// Hardcoded for now
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constexpr int SCREEN_WIDTH = 1280;
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constexpr int SCREEN_WIDTH = 1280;
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constexpr int SCREEN_HEIGHT = 720;
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constexpr int SCREEN_HEIGHT = 720;
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const sf::Time TIME_PER_SECOND = sf::seconds(1.f / 60.f);
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const sf::Time TIME_PER_SECOND = sf::seconds(1.f / 60.f);
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@ -14,6 +15,7 @@ void Application::run()
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render_window.setFramerateLimit(60);
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render_window.setFramerateLimit(60);
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render_window.display();
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render_window.display();
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// Main game cycle
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while (render_window.isOpen())
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while (render_window.isOpen())
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{
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{
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processInput();
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processInput();
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@ -29,7 +31,7 @@ void Application::draw()
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render_window.display();
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render_window.display();
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}
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}
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bool Application::processInput()
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void Application::processInput()
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{
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{
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sf::Event event;
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sf::Event event;
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while (render_window.pollEvent(event))
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while (render_window.pollEvent(event))
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@ -41,11 +43,13 @@ bool Application::processInput()
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break;
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break;
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case sf::Event::KeyPressed:
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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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if (board.isWinCondition())
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return true;
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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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if (event.key.code == sf::Keyboard::Z)
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board.onSelectionMode();
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board.onSelectionMode();
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else
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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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board.moveSelection(getDirection(event.key.code));
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break;
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break;
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@ -53,8 +57,6 @@ bool Application::processInput()
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break;
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break;
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}
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}
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}
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}
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return true;
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}
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}
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DIRECTION Application::getDirection(sf::Keyboard::Key &key) const
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DIRECTION Application::getDirection(sf::Keyboard::Key &key) const
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@ -8,11 +8,17 @@ class Application
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public:
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public:
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explicit Application();
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explicit Application();
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// Launch game
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void run();
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void run();
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// Refresh render_window to actual state
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void draw();
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void draw();
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bool processInput();
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// Handle keyboard commands
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void processInput();
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private:
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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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DIRECTION getDirection(sf::Keyboard::Key &key) const;
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Board board;
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Board board;
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82
board.cpp
82
board.cpp
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@ -13,15 +13,21 @@ Board::Board(int splitting) :
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if (!global_texture.loadFromFile(picture_dest) )
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if (!global_texture.loadFromFile(picture_dest) )
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return;
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return;
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const float width = global_texture.getSize().x;
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if (splitting <= 1) // If it's 1, the game is already over
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const float height = global_texture.getSize().y;
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{
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sf::Sprite* sp = new sf::Sprite(global_texture);
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vec_field.push_back(new Cell{0, 0, sp});
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return;
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}
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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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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_height = height / Cell::side_length;
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cells_on_width = width / 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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vec_field.reserve(cells_on_height * cells_on_width);
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vec_ref.reserve(vec_field.size());
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/* Iterating board cells' screen positions.
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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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* The initial image after this would look exactly like the loaded picture, not shuffled yet. */
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@ -35,10 +41,9 @@ Board::Board(int splitting) :
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if ((width - y) >= Cell::side_length)
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if ((width - y) >= Cell::side_length)
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{
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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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sf::Sprite* sp = new sf::Sprite(global_texture, sf::IntRect(y, x, Cell::side_length, Cell::side_length));
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sp->setPosition(y, x);
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sp->setPosition(static_cast<float>(y), static_cast<float>(x));
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vec_field.push_back({index, index, sp});
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vec_field.push_back(new Cell({index, index, sp}));
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vec_ref.push_back(index);
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++index;
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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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@ -48,18 +53,15 @@ Board::Board(int splitting) :
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// SHUFFLING //
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// SHUFFLING //
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srand(static_cast<unsigned int>(time(nullptr)));
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srand(static_cast<unsigned int>(time(nullptr)));
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for (Cells::iterator curr_it = vec_field.begin(); curr_it != vec_field.end(); ++curr_it)
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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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{
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bool success = false;
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Cells::size_type swap_i;
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while (!success)
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do
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{
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{ // find two different tiles
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Cells::iterator swap_it = cellByCurrentIndex(rand() & (vec_field.size() - 1));
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swap_i = rand() & (vec_field.size() - 1);
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if (curr_it->current_index == swap_it->current_index)
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} while (curr_i == swap_i);
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continue;
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swapCells(curr_it, swap_it);
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swapCells(curr_i, swap_i);
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success = true;
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}
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}
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}
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setSelectionVertex(selection_index);
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setSelectionVertex(selection_index);
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@ -67,14 +69,17 @@ Board::Board(int splitting) :
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Board::~Board()
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Board::~Board()
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{
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{
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for (Cell& cell : vec_field)
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for (Cell *cell : vec_field)
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delete cell.sprite;
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{
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delete cell->sprite;
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delete cell;
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}
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}
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}
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void Board::draw(sf::RenderWindow& window)
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void Board::draw(sf::RenderWindow& window)
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{
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{
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for (const Cell& cell : vec_field)
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for (const Cell *cell : vec_field)
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window.draw(*cell.sprite);
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window.draw(*cell->sprite);
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window.draw(rect_selection);
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window.draw(rect_selection);
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}
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}
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@ -125,7 +130,7 @@ bool Board::moveSelection(const DIRECTION &direction)
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case DIRECTION::UP:
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case DIRECTION::UP:
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if (selection_index < cells_on_width) // if upper row
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if (selection_index < cells_on_width) // if upper row
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return false;
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return false;
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swapCells(cellByCurrentIndex(selection_index), cellByCurrentIndex(selection_index - cells_on_width));
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swapCells(selection_index, selection_index - cells_on_width);
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selection_index -= cells_on_width;
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selection_index -= cells_on_width;
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setSelectionVertex(selection_index);
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setSelectionVertex(selection_index);
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break;
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break;
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@ -133,7 +138,7 @@ bool Board::moveSelection(const DIRECTION &direction)
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case DIRECTION::DOWN:
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case DIRECTION::DOWN:
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if (selection_index > (cells_on_width * (cells_on_height - 1))) // if bottom row
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if (selection_index > (cells_on_width * (cells_on_height - 1))) // if bottom row
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return false;
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return false;
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swapCells(cellByCurrentIndex(selection_index), cellByCurrentIndex(selection_index + cells_on_width));
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swapCells(selection_index, selection_index + cells_on_width);
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selection_index += cells_on_width;
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selection_index += cells_on_width;
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setSelectionVertex(selection_index);
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setSelectionVertex(selection_index);
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break;
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break;
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@ -141,7 +146,7 @@ bool Board::moveSelection(const DIRECTION &direction)
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case DIRECTION::RIGHT:
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case DIRECTION::RIGHT:
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if ((selection_index + 1) % cells_on_width == 0)
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if ((selection_index + 1) % cells_on_width == 0)
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return false;
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return false;
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swapCells(cellByCurrentIndex(selection_index), cellByCurrentIndex(selection_index + 1));
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swapCells(selection_index, selection_index + 1);
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++selection_index;
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++selection_index;
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setSelectionVertex(selection_index);
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setSelectionVertex(selection_index);
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break;
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break;
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@ -149,7 +154,7 @@ bool Board::moveSelection(const DIRECTION &direction)
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case DIRECTION::LEFT:
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case DIRECTION::LEFT:
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if (((selection_index % cells_on_width == 0) && (selection_index > cells_on_width)) || selection_index == 0)
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if (((selection_index % cells_on_width == 0) && (selection_index > cells_on_width)) || selection_index == 0)
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return false;
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return false;
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swapCells(cellByCurrentIndex(selection_index), cellByCurrentIndex(selection_index - 1));
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swapCells(selection_index, selection_index - 1);
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--selection_index;
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--selection_index;
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setSelectionVertex(selection_index);
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setSelectionVertex(selection_index);
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break;
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break;
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@ -170,7 +175,7 @@ void Board::onSelectionMode()
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void Board::setSelectionVertex(Cells::size_type index)
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void Board::setSelectionVertex(Cells::size_type index)
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{
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{
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const auto& cell = cellByCurrentIndex(index);
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const auto& cell = vec_field[index];
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const auto& pos = cell->sprite->getPosition();
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const auto& pos = cell->sprite->getPosition();
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const auto& x = pos.x;
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const auto& x = pos.x;
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const auto& y = pos.y;
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const auto& y = pos.y;
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@ -189,28 +194,27 @@ void Board::setSelectionVertex(Cells::size_type index)
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rect_selection[4].color = sf::Color::Red;
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rect_selection[4].color = sf::Color::Red;
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}
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}
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void Board::swapCells(Cells::size_type curr_cell_ind, Cells::size_type swap_cell_ind)
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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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{
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auto& curr_cell = vec_field[curr_cell_ind];
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Cell *curr_cell = vec_field[curr_index];
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auto& swap_cell = vec_field[swap_cell_ind];
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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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const sf::Vector2f temp_pos = curr_cell->sprite->getPosition();
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const Cells::size_type temp_cell_index = curr_cell.current_index;
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const Cells::size_type temp_cell_index = curr_cell->current_index;
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curr_cell.sprite->setPosition(vec_field[swap_cell_ind].sprite->getPosition());
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curr_cell->sprite->setPosition(swap_cell->sprite->getPosition());
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curr_cell.current_index = vec_field[swap_cell_ind].current_index;
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curr_cell->current_index = swap_cell->current_index;
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swap_cell.sprite->setPosition(temp_pos);
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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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swap_cell->current_index = temp_cell_index;
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}
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Board::Cells::iterator Board::cellByCurrentIndex(Cells::size_type index)
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Cell* temp = vec_field[curr_index];
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{
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vec_field[curr_index] = vec_field[swap_index];
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return std::find_if(vec_field.begin(), vec_field.end(), [&](const Cell& cell) { return cell.current_index == index; });
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vec_field[swap_index] = temp;
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}
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}
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bool Board::isWinCondition() const
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bool Board::isWinCondition() const
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{
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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 std::all_of(vec_field.begin(), vec_field.end(), [](const Cell *cell){ return cell->current_index == cell->inital_index; });
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}
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}
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int Board::Cell::side_length = 0;
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int Board::Cell::side_length = 0;
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22
board.h
22
board.h
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@ -18,28 +18,38 @@ enum class DIRECTION
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NONE
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NONE
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};
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};
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//////////////////////////////////
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class Board
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class Board
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{
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{
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public:
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public:
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explicit Board(int splitting = 6);
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explicit Board(int splitting = 1);
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~Board();
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~Board();
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// Output current graphical state on application window
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void draw(sf::RenderWindow& window);
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void draw(sf::RenderWindow& window);
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// Move cursor to next tile by given direction
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bool moveSelection(const DIRECTION& direction);
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bool moveSelection(const DIRECTION& direction);
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// Go to or leave from selection mode
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void onSelectionMode();
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void onSelectionMode();
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// Did player win the game
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bool isWinCondition() const;
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bool isWinCondition() const;
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private:
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private:
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// Game tile
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struct Cell
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struct Cell
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{
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{
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std::vector<Cell>::size_type inital_index;
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std::vector<Cell>::size_type inital_index;
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std::vector<Cell>::size_type current_index;
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std::vector<Cell>::size_type current_index;
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sf::Sprite *sprite;
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sf::Sprite *sprite;
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static float side_length;
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static int side_length;
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};
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};
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using Cells = std::vector<Cell>;
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using Cells = std::vector<Cell*>;
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using RefCells = std::vector<Cells::size_type>;
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using RefCells = std::vector<Cells::size_type>;
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sf::VertexArray rect_selection;
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sf::VertexArray rect_selection;
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@ -48,11 +58,11 @@ private:
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Cells::size_type cells_on_width; // amount of cells on horizontal side of board
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Cells::size_type cells_on_width; // amount of cells on horizontal side of board
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Cells::size_type cells_on_height; // amount of cells on vertical side of board
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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 vec_field;
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RefCells vec_ref; // map to actual index
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sf::Texture global_texture;
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sf::Texture global_texture;
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bool on_selection;
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bool on_selection;
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void swapCells(Cells::size_type curr_index, Cells::size_type swap_index);
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// Draw selection cursor on given tile
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void setSelectionVertex(Cells::size_type index);
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void setSelectionVertex(Cells::size_type index);
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void swapCells(Cells::size_type curr_cell_ind, Cells::size_type swap_cell_ind);
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Cells::iterator cellByCurrentIndex(Cells::size_type index);
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};
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};
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