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Game.cpp
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162 lines (149 loc) · 4.55 KB
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#include "Game.h"
#include <chrono>
#include <thread>
#include <algorithm>
Game::Game()
{
menu = Menu();
state = GameState::StartMenu;
style = GameStyle::LightPink;
Design::applyStyle(style);
grid_size = 5;
}
const bool Game::running() const
{
return Design::Window->isOpen();
}
void Game::pollEvents(Grid& grid)
{
Event event;
while (Design::Window->pollEvent(event))
{
if (event.type == Event::Closed) Design::Window->close();
if (event.type == Event::KeyPressed && event.key.code == Keyboard::Enter)
{
if (state == GameState::Game)
{
state = GameState::NavigationMenu;
menu.navMenu();
}
}
if (event.type == Event::MouseButtonPressed)
{
Vector2i mousePos = Mouse::getPosition(*Design::Window);
int result;
switch (state)
{
case GameState::StartMenu:
{
result = menu.handleClick(mousePos);
switch (result)
{
case 0:
{
style = static_cast<GameStyle>(((int)style + 1) % 4);
Design::applyStyle(style);
break;
}
case 1: state = GameState::CategoryMenu; break;
case 2: state = GameState::InfoMenu; break;
case 3: Design::Window->close(); break;
default: break;
}
break;
}
case GameState::InfoMenu:
{
result = menu.handleClick(mousePos);
if (result == 1) state = GameState::StartMenu;
break;
}
case GameState::CategoryMenu:
{
result = menu.handleClick(mousePos);
if (result != -1)
{
switch (result)
{
case 1: grid_size = 5; break;
case 2: grid_size = 10; break;
case 3: grid_size = 15; break;
default: break;
}
state = GameState::NeedToGenerateGrid;
}
break;
}
case GameState::NavigationMenu:
{
result = menu.handleClick(mousePos);
switch (result)
{
case 1: state = GameState::Game; break;
case 2: state = GameState::CategoryMenu; break;
case 3: state = GameState::StartMenu; break;
default: break;
}
break;
}
case GameState::WinningNavigationMenu:
{
result = menu.handleClick(mousePos);
switch (result)
{
case 1: state = GameState::CategoryMenu; break;
case 2: state = GameState::StartMenu; break;
case 3: Design::Window->close(); break;
default: break;
}
break;
}
default:
{
if (event.mouseButton.button == Mouse::Left) grid.handleClick(mousePos, true);
else if (event.mouseButton.button == Mouse::Right) grid.handleClick(mousePos, false);
break;
}
}
}
}
}
void Game::updateSelectedGrid()
{
for (int i = 0; i <= 10; i += 5)
{
if (all_of(selected_grids + i, selected_grids + i + 5,[](int val) { return val == 1; }))
fill(selected_grids + i, selected_grids + i + 5, 0);
}
}
void Game::update(Grid& grid)
{
pollEvents (grid);
grid.compareResultWithHints();
//if all grids of catagory have been selected, reset them
updateSelectedGrid();
static int solveCounter = 0;
if (state == GameState::Game && grid.isSolved())
{
if (++solveCounter == 2)
{
this_thread::sleep_for(chrono::milliseconds(1000));
state = GameState::WinningNavigationMenu;
}
}
else solveCounter = 0;
}
void Game::render(Grid& grid)
{
Design::Window->clear(Color(Design::BackgroundColor));
//draw frames
if (state == GameState::StartMenu || state == GameState::CategoryMenu || state == GameState::InfoMenu )
menu.draw(state);
else if (state == GameState::NavigationMenu || state == GameState::WinningNavigationMenu)
{
grid.draw();
menu.draw(state);
}
else grid.draw();
Design::Window->display();
}