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JewelBoard.cpp
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//
// JewelBoard.cpp
// SDL Game Programming Book
//
// Created by shaun mitchell on 26/03/2013.
// Copyright (c) 2013 shaun mitchell. All rights reserved.
//
#include "JewelBoard.h"
#include "JewelObject.h"
#include "TextureManager.h"
#include "InputHandler.h"
#include "Game.h"
#include <model/JewelSwap.h>
#include "utils/utils.h"
#include "utils/log.h"
#include <assert.h>
#include <algorithm>
#include <SDL_events.h>
JewelBoard::JewelBoard() : BoardObject(),
m_model(*this),
m_offset(350, 100),
m_bottomDown(m_offset + Vector2D(JewelObject::WIDTH * BoardPos::NUM_COLS, JewelObject::HEIGHT * BoardPos::NUM_ROWS + 1) ),
m_drag(*this)
{
TheTextureManager::Instance()->load("assets/jewels.png", "jewels", TheGame::Instance()->getRenderer());
createInitialJewelsBoard();
}
void JewelBoard::createInitialJewelsBoard()
{
forAllPos([&](BoardPos const pos)
{
Jewel &jewel = m_model.getJewel(pos, true);
JewelObject *jo = new JewelObject(jewel);
m_jewels[pos.m_row][pos.m_col] = jo;
Vector2D pixel = getJewelPixel(pos);
jo->getPixel() = pixel;
}, true);
}
void JewelBoard::kill(BoardPos pos)
{
getJewel(pos).kill(); //.setColor(Jewel::NO_COLOR);
}
void JewelBoard::load(std::unique_ptr<LoaderParams> const &pParams)
{
//@todo load dimensions from xml
}
/******* Model *******/
#ifdef NDEBUG
inline static void assertBoardPos(BoardPos const)
{
}
#else
inline static void assertBoardPos(BoardPos const pos)
{
if (!pos.isValid(true))
throw std::runtime_error("BoardPos " + dani::toString(pos) + "is not valid");
}
#endif
JewelObject& JewelBoard::getJewel(BoardPos const pos)
{
assertBoardPos(pos);
return *m_jewels[pos.m_row][pos.m_col];
}
JewelObject const& JewelBoard::getJewel(BoardPos const pos) const
{
assertBoardPos(pos);
return *m_jewels[pos.m_row][pos.m_col];
}
/******* Model *******/
void JewelBoard::draw()
{
forAll([&](JewelObject &jewel)
{
if (jewel.getPixel().getY() + jewel.getHeight() >= m_offset.getY())
jewel.draw();
});
}
Vector2D JewelBoard::getJewelPixel(BoardPos pos) const
{
return Vector2D(m_offset.getX() + JewelObject::WIDTH * pos.m_col,
m_offset.getY() + JewelObject::HEIGHT * pos.m_row);
}
BoardPos JewelBoard::getJewelAt(Vector2D const &v) const
{
if (!v.isInside(m_offset, m_bottomDown))
return BoardPos();
return BoardPos((v.getX() - m_offset.getX()) / JewelObject::WIDTH,
(v.getY() - m_offset.getY()) / JewelObject::HEIGHT);
}
bool JewelBoard::swap(BoardPos const pos1, BoardPos const pos2)
{
JewelSwap sw(m_model);
sw.setPositions(pos1, pos2);
return sw.run();
}
void JewelBoard::pureSwap(BoardPos pos, BoardPos pos2)
{
/*getJewel(BoardPos(pos.m_col, pos.m_row + 1)) = jo;
getJewel(BoardPos(pos.m_col, pos.m_row)).resetFalling();*/
std::swap( m_jewels[pos.m_row][pos.m_col], m_jewels[pos2.m_row][pos2.m_col]);
}
void JewelBoard::shiftDown(BoardPos pos)
{
//JewelObject &jo = getJewel(pos);
assert(pos.m_row < BoardPos::NUM_ROWS);
{
BoardPos next = pos.getBelow();
pureSwap(pos, next);
//it will be set to falling again if lower jewel is detected to be empty
getJewel(next).resetFalling();
//resurrect so that it will fall
if (pos.m_row == 0)
getJewel(pos).kill();
}
/* else
{
BoardPos first(pos.m_col, 0);
pureSwap(pos, first);
jo.resetFalling();
}
m_jewels[fallPos.m_row][fallPos.m_col] = m_jewels[fallPos.m_row - 1][fallPos.m_col];*/
/* JewelObject &jo = getJewel(pos);
//it will be reset to falling if lower jewel is detected to be empty
jo.resetFalling();
if (pos.m_row < BoardPos::NUM_ROWS)
getJewel(BoardPos(pos.m_col, pos.m_row + 1)).getModel() = jo.getModel();
else
{
BoardPos fallPos(pos.m_col, BoardPos::NUM_ROWS);
JewelObject &last = getJewel(fallPos);
while(fallPos.m_row > 0)
{
m_jewels[fallPos.m_row][fallPos.m_col] = m_jewels[fallPos.m_row - 1][fallPos.m_col];
fallPos.m_row--;
}
m_jewels[0][fallPos.m_col] = &last;
m_jewels[0][fallPos.m_col]->getModel().setColor(random() % Jewel::NUM_COLORS);
}
*/
}
void JewelBoard::update()
{
bool clicked = TheInputHandler::Instance()->getMouseButtonState(LEFT);
if (clicked)
m_drag.drag();
else
m_drag.drop();
m_model.update();
forAllPos([&](BoardPos pos)
{
JewelObject &jo = getJewel(pos);
if(jo.isFallDone())
shiftDown(pos);
if (pos.m_row > 0 && (jo.isFalling() || jo.isDead()))
{
JewelObject &upper = getJewel(BoardPos(pos.m_col, pos.m_row - 1));
upper.fallStep();
}
jo.update();
}, true);
}
void JewelBoard::clean()
{
forAll([&](JewelObject &jewel)
{
jewel.clean();
});
BoardObject::clean();
}