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#include "gameplay.hpp"
#include "puzzle.hpp"
#include <FL/Fl_Group.H>
#include <FL/fl_ask.H>
#include <algorithm>
#include <memory>
#include <vector>
static bool is_next_to_empty_box(GameParams::coordinates empty_box_pos,
GameParams::coordinates current_pos)
{
return
(current_pos.x - spacing - puzzle_size == empty_box_pos.x &&
current_pos.y == empty_box_pos.y) ||
(current_pos.x == empty_box_pos.x &&
current_pos.y - spacing - puzzle_size == empty_box_pos.y) ||
(current_pos.x + puzzle_size + spacing == empty_box_pos.x &&
current_pos.y == empty_box_pos.y) ||
(current_pos.x == empty_box_pos.x &&
current_pos.y + puzzle_size + spacing == empty_box_pos.y);
}
static bool is_coordinate_match(GameParams::coordinates& first,
GameParams::coordinates& second)
{
return first.x == second.x && first.y == second.y;
}
bool PuzzleGame::IsFinalPlacement(GameParams *gp)
{
bool is_match = 1;
auto lambda = [gp, &is_match](std::unique_ptr<Puzzle>& next_puzzle) {
GameParams::coordinates pos_next_puzzle =
{ next_puzzle->x(), next_puzzle->y() };
GameParams::coordinates target_pos =
gp->standard_puzzle_coordinates[next_puzzle->sequence_number];
if(!is_coordinate_match(pos_next_puzzle, target_pos))
is_match = 0;
};
std::for_each(gp->puzzles.begin(), gp->puzzles.end(), lambda);
return is_match;
}
void press_button_callback(Fl_Widget *w, void *params)
{
GameParams *gp = reinterpret_cast<GameParams*>(params);
GameParams::coordinates current_pos = { w->x(), w->y() };
if(is_next_to_empty_box(gp->GetXYEmptyBox(), current_pos)) {
w->position(gp->GetXYEmptyBox().x, gp->GetXYEmptyBox().y);
gp->SetXYEmptyBox(current_pos.x, current_pos.y);
}
w->parent()->redraw();
if(PuzzleGame::IsFinalPlacement(gp)) {
int answer = fl_choice("You win. Play again?", "No", "Yes", nullptr);
if(answer)
PuzzleGame::StartGame(gp);
else
gp->win->hide();
}
}
void PuzzleGame::StartGame(GameParams *gp)
{
gp->ResetFreePuzzles();
gp->CreateNewPuzzles();
gp->win->redraw();
}
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