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#include "puzzle.hpp"
#include "gameplay.hpp"
#include <stdlib.h>
#include <string>
#include <FL/Fl_JPEG_Image.H>
#include <utility>
#include <memory>
GameParams* GameParams::instance = nullptr;
void GameParams::CalculateStandardPuzzlePos()
{
coordinates tmp;
int i, j, k = 0;
for(i = 0; i < puzzles_per_side; ++i)
for(j = 0; j < puzzles_per_side; ++j, ++k) {
tmp.x = i * (puzzle_size + spacing) + spacing;
tmp.y = j * (puzzle_size + spacing) + spacing + 30;
standard_puzzle_coordinates[k] = tmp;
}
}
void GameParams::ResetFreePuzzles()
{
for(int i = 0; i < puzzle_pieces; ++i)
free_puzzles[i] = 1;
}
static void find_path_to_picture(std::string& path, int number)
{
path =
"resources/tucan/" + std::to_string(number / puzzles_per_side) +
std::to_string(number % puzzles_per_side) + ".jpg";
}
void GameParams::NextUntestedPuzzles()
{
int idx_random_puzzle;
std::unique_ptr<Puzzle> tmp_puzzle;
/*
* check if puzzles already were created
*/
if(puzzles.size() != 0)
puzzles.clear();
/*
* ======== creating puzzles ===========
*/
win->begin();
for(int i = 0; i < puzzle_pieces; ++i) {
idx_random_puzzle =
0 + (int)((double)puzzle_pieces * rand()/(RAND_MAX + 1.0));
while(!free_puzzles[idx_random_puzzle])
idx_random_puzzle =
0 + (int)((double)puzzle_pieces * rand()/(RAND_MAX + 1.0));
free_puzzles[idx_random_puzzle] = 0;
/* empty puzzle */
if(idx_random_puzzle == puzzle_pieces-1) {
SetXYEmptyBox(standard_puzzle_coordinates[i].x,
standard_puzzle_coordinates[i].y);
continue;
}
/* common puzzle */
tmp_puzzle =
std::unique_ptr<Puzzle>(new Puzzle(standard_puzzle_coordinates[i].x,
standard_puzzle_coordinates[i].y));
tmp_puzzle->sequence_number = idx_random_puzzle;
find_path_to_picture(tmp_puzzle->path, tmp_puzzle->sequence_number);
Fl_JPEG_Image *img = new Fl_JPEG_Image(tmp_puzzle->path.c_str());
// TODO check fails img->fail();
tmp_puzzle->image(img);
tmp_puzzle->callback(press_button_callback, this);
puzzles.push_back(std::move(tmp_puzzle));
}
win->end();
ResetFreePuzzles();
}
bool GameParams::IsSolvability()
{
int counter = 0;
for(size_t i = 0; i < puzzles.size(); ++i)
for(size_t j = i+1; j < puzzles.size(); ++j)
if(puzzles[i]->sequence_number > puzzles[j]->sequence_number)
++counter;
return counter % 2 == 0;
}
void GameParams::CreateNewPuzzles()
{
do {
NextUntestedPuzzles();
} while(!IsSolvability());
}
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