Game.cpp 7.1 KB

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  1. #include "Game.h"
  2. #include "assets.h"
  3. #include <notification/notification.h>
  4. #include <notification/notification_messages.h>
  5. static Sprite logo = Sprite(sprite_logo, BlackOnly);
  6. static Sprite main_image = Sprite(sprite_main_image, BlackOnly);
  7. static Sprite start = Sprite(sprite_start, BlackOnly);
  8. static const NotificationSequence sequence_fail = {
  9. &message_vibro_on,
  10. &message_note_c4,
  11. &message_delay_10,
  12. &message_vibro_off,
  13. &message_sound_off,
  14. &message_delay_10,
  15. &message_vibro_on,
  16. &message_note_a3,
  17. &message_delay_10,
  18. &message_vibro_off,
  19. &message_sound_off
  20. };
  21. Game::~Game() {
  22. delete deck;
  23. for (int i = 0; i < 4; i++)
  24. delete piles[i];
  25. delete buffer;
  26. }
  27. void Game::Render(Canvas *const canvas) {
  28. if (!buffer) return;
  29. if (had_change) {
  30. if (state == GameStateStart) {
  31. buffer->clear();
  32. buffer->draw(&logo, (Vector) {60, 30}, 0);
  33. buffer->draw(&main_image, (Vector) {110, 25}, 0);
  34. buffer->draw(&start, (Vector) {64, 55}, 0);
  35. } else if (state == GameStatePlay) {
  36. buffer->clear();
  37. if (deck)
  38. deck->Render(buffer, current_row == 0 && current_column == 0, current_row == 0 && current_column == 1);
  39. for (int i = 0; i < 7; i++) {
  40. bool selected = current_row == 1 && current_column == i;
  41. tableau[i].Render(i * 18 + 1, 25, selected, selected ? column_selection : 0, buffer);
  42. }
  43. for (int i = 0; i < 4; i++) {
  44. bool pileSelected = current_row == 0 && (current_column - 3) == i;
  45. if (piles[i]) {
  46. piles[i]->Render(i * 18 + 55, 1, pileSelected, buffer, 22);
  47. } else {
  48. Card::RenderEmptyCard(i * 18 + 55, 1, buffer);
  49. if (pileSelected) {
  50. buffer->draw_rbox(i * 18 + 56, 2, i * 18 + 71, 23, Flip);
  51. }
  52. }
  53. }
  54. if (hand.Count() > 0)
  55. hand.Render(current_column * 18 + 10, current_row * 25 + 15, false, 0, buffer);
  56. }
  57. }
  58. had_change = false;
  59. buffer->render(canvas);
  60. }
  61. Game::Game() {
  62. deck = new Deck(1);
  63. buffer = new RenderBuffer(128, 64);
  64. }
  65. void Game::NewRound() {
  66. round_start = furi_get_tick();
  67. state = GameStatePlay;
  68. had_change = true;
  69. }
  70. void Game::Reset() {
  71. can_auto_solve = false;
  72. current_column = 0;
  73. current_row = 0;
  74. column_selection = -1;
  75. hand.Clear();
  76. picked_from_column = -1;
  77. picked_from_row = -1;
  78. deck->Generate();
  79. //Reset foundations
  80. for (int i = 0; i < 4; i++) {
  81. if (piles[i]) delete piles[i];
  82. piles[i] = nullptr;
  83. }
  84. //Populate columns
  85. for (int i = 0; i < 7; i++) {
  86. tableau[i].Reset();
  87. for (int j = 0; j <= i; j++) {
  88. Card *card = deck->Extract();
  89. if (j >= i) card->exposed = true;
  90. tableau[i].AddCard(card);
  91. }
  92. }
  93. }
  94. void Game::LongPress(InputKey key) {
  95. UNUSED(key);
  96. }
  97. void Game::Update() {
  98. }
  99. void Game::Press(InputKey key) {
  100. //region Navigation
  101. if (key == InputKeyOk && state == GameStateStart) {
  102. Reset();
  103. NewRound();
  104. had_change = true;
  105. return;
  106. }
  107. if (key == InputKeyBack && state == GameStatePlay) {
  108. state = GameStateStart;
  109. had_change = true;
  110. return;
  111. }
  112. if (key == InputKeyLeft && current_column > 0) {
  113. current_column--;
  114. had_change = true;
  115. } else if (key == InputKeyRight && current_column < 6) {
  116. current_column++;
  117. if (current_row == 0 && current_column == 2) current_column++;
  118. had_change = true;
  119. }
  120. if (key == InputKeyUp && current_row == 1) {
  121. uint8_t count = tableau[current_column].Count()-1;
  122. uint8_t first_non_flipped = tableau[current_column].FirstNonFlipped();
  123. if (count > first_non_flipped && (column_selection) < count) {
  124. column_selection++;
  125. } else
  126. current_row--;
  127. had_change = true;
  128. } else if (key == InputKeyDown && current_row == 0) {
  129. current_row++;
  130. column_selection = 0;
  131. had_change = true;
  132. } else if (key == InputKeyDown && current_row == 1 && column_selection > 0) {
  133. column_selection--;
  134. had_change = true;
  135. }
  136. //disable empty space selection
  137. if (current_row == 0 && current_column == 2) {
  138. current_column--;
  139. column_selection = 0;
  140. had_change = true;
  141. }
  142. //endregion
  143. //Pick/cycle logic
  144. if (hand.Count() == 0) {
  145. if (key == InputKeyOk) {
  146. if (current_row == 0) {
  147. //cycle deck
  148. if (current_column == 0) {
  149. deck->Cycle();
  150. had_change = true;
  151. } else if (current_column == 1) {
  152. //pick from deck
  153. Card *c = deck->GetLastWaste();
  154. if (c) {
  155. hand.AddCard(c);
  156. picked_from_column = current_column;
  157. picked_from_row = current_row;
  158. had_change = true;
  159. }
  160. }
  161. return;
  162. } else {
  163. //Tableau logic
  164. auto *column = &tableau[current_column];
  165. //Flip last card if it is not exposed
  166. if (column->Count() > 0) {
  167. if (!column->LastCard()->exposed) {
  168. column->Reveal();
  169. had_change = true;
  170. } else {
  171. //Pick selection
  172. hand.AddCard(column->Pop());
  173. had_change = true;
  174. picked_from_row = current_row;
  175. picked_from_column = current_column;
  176. }
  177. } else {
  178. ErrorMessage();
  179. }
  180. return;
  181. }
  182. }
  183. } else {
  184. //Place logic
  185. if (key == InputKeyOk) {
  186. if (current_column == picked_from_column && current_row == picked_from_row) {
  187. //add back to tableau
  188. if (picked_from_row == 0) {
  189. had_change = true;
  190. deck->AddToWaste(hand.Pop());
  191. }
  192. } else if (hand.Count() == 1 && current_row == 0 && current_column > 1) {
  193. Card *current = piles[current_column - 3];
  194. if (Card::CanPlace(current, hand.TopCard())) {
  195. piles[current_column - 3] = hand.Pop();
  196. had_change = true;
  197. } else {
  198. ErrorMessage();
  199. }
  200. } else if (current_row == 1) {
  201. auto *column = &tableau[current_column];
  202. if ((current_row == picked_from_row && current_column == picked_from_column) ||
  203. column->CanPlace(&hand)) {
  204. column->Merge(&hand);
  205. had_change = true;
  206. }
  207. } else {
  208. ErrorMessage();
  209. }
  210. return;
  211. }
  212. }
  213. }
  214. void Game::ErrorMessage() {
  215. }