/*
* Copyright (c) 2022, Oleg Kosenkov <oleg@kosenkov.ca>
* Copyright (c) 2022, the SerenityOS developers.
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include "ColorLines.h"
#include "HueFilter.h"
#include "Marble.h"
#include "MarbleBoard.h"
#include <AK/String.h>
#include <LibConfig/Client.h>
#include <LibGUI/MessageBox.h>
#include <LibGUI/Painter.h>
#include <LibGfx/Font/Emoji.h>
ColorLines::BitmapArray ColorLines::build_marble_color_bitmaps()
{
auto marble_bitmap = MUST(Gfx::Bitmap::load_from_file("/res/graphics/colorlines/colorlines.png"sv));
float constexpr hue_degrees[Marble::number_of_colors] = {
0, // Red
45, // Brown/Yellow
90, // Green
180, // Cyan
225, // Blue
300 // Purple
};
BitmapArray colored_bitmaps;
colored_bitmaps.ensure_capacity(Marble::number_of_colors);
for (int i = 0; i < Marble::number_of_colors; ++i) {
auto bitmap = MUST(marble_bitmap->clone());
HueFilter filter { hue_degrees[i] };
filter.apply(*bitmap, bitmap->rect(), *marble_bitmap, marble_bitmap->rect());
colored_bitmaps.append(bitmap);
}
return colored_bitmaps;
}
ColorLines::BitmapArray ColorLines::build_marble_trace_bitmaps()
{
// Use "Paw Prints" Unicode Character (U+1F43E)
auto trace_bitmap = NonnullRefPtr<Gfx::Bitmap const>(*Gfx::Emoji::emoji_for_code_point(0x1F43E));
BitmapArray result;
result.ensure_capacity(number_of_marble_trace_bitmaps);
result.append(trace_bitmap);
result.append(MUST(result.last()->rotated(Gfx::RotationDirection::Clockwise)));
result.append(MUST(result.last()->rotated(Gfx::RotationDirection::Clockwise)));
result.append(MUST(result.last()->rotated(Gfx::RotationDirection::Clockwise)));
return result;
}
ColorLines::ColorLines(StringView app_name)
: m_app_name { app_name }
, m_game_state { GameState::Idle }
, m_board { make<MarbleBoard>() }
, m_marble_bitmaps { build_marble_color_bitmaps() }
, m_trace_bitmaps { build_marble_trace_bitmaps() }
, m_score_font { Gfx::BitmapFont::load_from_uri("resource://fonts/MarietaBold24.font"sv) }
{
VERIFY(m_marble_bitmaps.size() == Marble::number_of_colors);
set_font(Gfx::FontDatabase::default_fixed_width_font().bold_variant());
m_high_score = Config::read_i32(m_app_name, m_app_name, "HighScore"sv, 0);
reset();
}
void ColorLines::reset()
{
set_game_state(GameState::StartingGame);
}
void ColorLines::mousedown_event(GUI::MouseEvent& event)
{
if (m_game_state != GameState::Idle && m_game_state != GameState::MarbleSelected)
return;
auto const event_position = event.position().translated(
-frame_inner_rect().x(),
-frame_inner_rect().y() - board_vertical_margin);
if (event_position.x() < 0 || event_position.y() < 0)
return;
auto const clicked_cell = Point { event_position.x() / board_cell_dimension.width(),
event_position.y() / board_cell_dimension.height() };
if (!MarbleBoard::in_bounds(clicked_cell))
return;
if (m_board->has_selected_marble()) {
auto const selected_cell = m_board->selected_marble().position();
if (selected_cell == clicked_cell) {
m_board->reset_selection();
set_game_state(GameState::Idle);
return;
}
if (m_board->is_empty_cell_at(clicked_cell)) {
if (m_board->build_marble_path(selected_cell, clicked_cell, m_marble_path))
set_game_state(GameState::MarbleMoving);
return;
}
if (m_board->select_marble(clicked_cell))
set_game_state(GameState::MarbleSelected);
return;
}
if (m_board->select_marble(clicked_cell))
set_game_state(GameState::MarbleSelected);
}
void ColorLines::timer_event(Core::TimerEvent&)
{
switch (m_game_state) {
case GameState::GeneratingMarbles:
update();
if (--m_marble_animation_frame < AnimationFrames::marble_generating_end) {
m_marble_animation_frame = AnimationFrames::marble_default;
set_game_state(GameState::CheckingMarbles);
}
break;
case GameState::MarbleSelected:
m_marble_animation_frame = (m_marble_animation_frame + 1) % AnimationFrames::number_of_marble_bounce_frames;
update();
break;
case GameState::MarbleMoving:
m_marble_animation_frame = (m_marble_animation_frame + 1) % AnimationFrames::number_of_marble_bounce_frames;
update();
if (m_marble_path.remaining_steps() != 1 && m_marble_animation_frame != AnimationFrames::marble_at_top)
break;
if (auto const point = m_marble_path.next_point(); m_marble_path.is_empty()) {
auto const color = m_board->selected_marble().color();
m_board->reset_selection();
m_board->set_color_at(point, color);
if (m_board->check_and_remove_marbles())
set_game_state(GameState::MarblesRemoving);
else
set_game_state(GameState::GeneratingMarbles);
}
break;
case GameState::MarblesRemoving:
update();
if (++m_marble_animation_frame > AnimationFrames::marble_removing_end) {
m_marble_animation_frame = AnimationFrames::marble_default;
m_score += 2 * m_board->removed_marbles().size();
set_game_state(GameState::Idle);
}
break;
case GameState::StartingGame:
case GameState::Idle:
case GameState::CheckingMarbles:
break;
case GameState::GameOver: {
stop_timer();
update();
StringBuilder text;
text.appendff("Your score is {}", m_score);
if (m_score > m_high_score) {
text.append("\nThis is a new high score!"sv);
Config::write_i32(m_app_name, m_app_name, "HighScore"sv, int(m_high_score = m_score));
}
GUI::MessageBox::show(window(),
text.string_view(),
"Game Over"sv,
GUI::MessageBox::Type::Information);
reset();
break;
}
default:
VERIFY_NOT_REACHED();
}
}
void ColorLines::paint_event(GUI::PaintEvent& event)
{
GUI::Frame::paint_event(event);
GUI::Painter painter(*this);
painter.add_clip_rect(frame_inner_rect());
painter.add_clip_rect(event.rect());
auto paint_cell = [&](GUI::Painter& painter, Gfx::IntRect rect, int color, int animation_frame) {
painter.draw_rect(rect, Color::Black);
rect.shrink(0, 2, 2, 0);
painter.draw_line(rect.bottom_left(), rect.top_left(), Color::White);
painter.draw_line(rect.top_left(), rect.top_right(), Color::White);
painter.draw_line(rect.top_right(), rect.bottom_right(), Color::DarkGray);
painter.draw_line(rect.bottom_right(), rect.bottom_left(), Color::DarkGray);
rect.shrink(1, 1, 1, 1);
painter.draw_line(rect.bottom_left(), rect.top_left(), Color::LightGray);
painter.draw_line(rect.top_left(), rect.top_right(), Color::LightGray);
painter.draw_line(rect.top_right(), rect.bottom_right(), Color::MidGray);
painter.draw_line(rect.bottom_right(), rect.bottom_left(), Color::MidGray);
painter.fill_rect(rect, tile_color);
rect.shrink(1, 1, 1, 1);
if (color >= 0 && color < Marble::number_of_colors) {
auto const source_rect = Gfx::IntRect { animation_frame * marble_pixel_size, 0, marble_pixel_size, marble_pixel_size };
painter.draw_scaled_bitmap(rect, *m_marble_bitmaps[color], source_rect,
1.0f, Gfx::ScalingMode::BilinearBlend);
}
};
painter.set_font(*m_score_font);
// Draw board header with score, high score
auto board_header_size = frame_inner_rect().size();
board_header_size.set_height(board_vertical_margin);
auto const board_header_rect = Gfx::IntRect { frame_inner_rect().top_left(), board_header_size };
painter.fill_rect(board_header_rect, Color::Black);
auto const text_margin = 8;
// Draw score
auto const score_text = MUST(String::formatted("{:05}"sv, m_score));
auto text_width = static_cast<int>(ceilf(m_score_font->width(score_text)));
auto const score_text_rect = Gfx::IntRect {
frame_inner_rect().top_left().translated(text_margin),
Gfx::IntSize { text_width, font().pixel_size_rounded_up() }
};
painter.draw_text(score_text_rect, score_text, Gfx::TextAlignment::CenterLeft, text_color);
// Draw high score
auto const high_score_text = MUST(String::formatted("{:05}"sv, m_high_score));
text_width = m_score_font->width(high_score_text);
auto const high_score_text_rect = Gfx::IntRect {
frame_inner_rect().top_right().translated(-(text_margin + text_width) - 1, text_margin),
Gfx::IntSize { text_width, font().pixel_size_rounded_up() }
};
painter.draw_text(high_score_text_rect, high_score_text, Gfx::TextAlignment::CenterLeft, text_color);
auto const cell_rect
= Gfx::IntRect(frame_inner_rect().top_left(), board_cell_dimension)
.translated(0, board_vertical_margin);
// Draw all cells and the selected marble if it exists
for (int y = 0; y < MarbleBoard::board_size.height(); ++y)
for (int x = 0; x < MarbleBoard::board_size.width(); ++x) {
auto const& destination_rect = cell_rect.translated(
x * board_cell_dimension.width(),
y * board_cell_dimension.height());
auto const point = Point { x, y };
auto const animation_frame = m_game_state == GameState::MarbleSelected && m_board->has_selected_marble()
&& m_board->selected_marble().position() == point
? m_marble_animation_frame
: AnimationFrames::marble_default;
paint_cell(painter, destination_rect, m_board->color_at(point), animation_frame);
}
// Draw preview marbles in the board
for (auto const& marble : m_board->preview_marbles()) {
auto const& point = marble.position();
if (m_marble_path.contains(point) || !m_board->is_empty_cell_at(point))
continue;
auto const& destination_rect = cell_rect.translated(
point.x() * board_cell_dimension.width(),
point.y() * board_cell_dimension.height());
auto get_animation_frame = [this]() -> int {
switch (m_game_state) {
case GameState::GameOver:
return AnimationFrames::marble_default;
case GameState::GeneratingMarbles:
case GameState::CheckingMarbles:
return m_marble_animation_frame;
default:
return AnimationFrames::marble_generating_start;
}
};
paint_cell(painter, destination_rect, marble.color(), get_animation_frame());
}
// Draw preview marbles in the board header
for (size_t i = 0; i < MarbleBoard::number_of_preview_marbles; ++i) {
auto const& marble = m_board->preview_marbles()[i];
auto const& destination_rect = cell_rect.translated(
int(i + 3) * board_cell_dimension.width(),
-board_vertical_margin)
.shrunken(10, 10);
paint_cell(painter, destination_rect, marble.color(), AnimationFrames::marble_preview);
}
// Draw moving marble
if (!m_marble_path.is_empty()) {
auto const point = m_marble_path.current_point();
auto const& destination_rect = cell_rect.translated(
point.x() * board_cell_dimension.width(),
point.y() * board_cell_dimension.height());
paint_cell(painter, destination_rect, m_board->selected_marble().color(), m_marble_animation_frame);
}
// Draw removing marble
if (m_game_state == GameState::MarblesRemoving)
for (auto const& marble : m_board->removed_marbles()) {
auto const& point = marble.position();
auto const& destination_rect = cell_rect.translated(
point.x() * board_cell_dimension.width(),
point.y() * board_cell_dimension.height());
paint_cell(painter, destination_rect, marble.color(), m_marble_animation_frame);
}
// Draw marble move trace
if (m_game_state == GameState::MarbleMoving && m_marble_path.remaining_steps() > 1) {
auto const trace_size = Gfx::IntSize { m_trace_bitmaps.first()->width(), m_trace_bitmaps.first()->height() };
auto const target_trace_size = Gfx::IntSize { 14, 14 };
auto const source_rect = Gfx::FloatRect(Gfx::IntPoint {}, trace_size);
for (size_t i = 0; i < m_marble_path.remaining_steps() - 1; ++i) {
auto const& current_step = m_marble_path[i];
auto const destination_rect = Gfx::IntRect(frame_inner_rect().top_left(), target_trace_size)
.translated(
current_step.x() * board_cell_dimension.width(),
board_vertical_margin + current_step.y() * board_cell_dimension.height())
.translated(
(board_cell_dimension.width() - target_trace_size.width()) / 2,
(board_cell_dimension.height() - target_trace_size.height()) / 2);
auto get_direction_bitmap_index = [&]() -> size_t {
auto const& previous_step = m_marble_path[i + 1];
if (previous_step.x() > current_step.x())
return 3;
if (previous_step.x() < current_step.x())
return 1;
if (previous_step.y() > current_step.y())
return 0;
return 2;
};
painter.draw_scaled_bitmap(destination_rect, *m_trace_bitmaps[get_direction_bitmap_index()], source_rect,
1.0f, Gfx::ScalingMode::BilinearBlend);
}
}
}
void ColorLines::restart_timer(int milliseconds)
{
stop_timer();
start_timer(milliseconds);
}
void ColorLines::set_game_state(GameState state)
{
m_game_state = state;
switch (state) {
case GameState::StartingGame:
m_marble_path.reset();
m_board->reset();
m_score = 0;
m_marble_animation_frame = AnimationFrames::marble_default;
update();
if (m_board->update_preview_marbles(false))
set_game_state(GameState::GeneratingMarbles);
else
set_game_state(GameState::GameOver);
break;
case GameState::GeneratingMarbles:
m_board->reset_selection();
m_marble_animation_frame = AnimationFrames::marble_generating_start;
update();
if (m_board->ensure_all_preview_marbles_are_on_empty_cells())
restart_timer(TimerIntervals::generating_marbles);
else
set_game_state(GameState::GameOver);
break;
case GameState::MarblesRemoving:
m_marble_animation_frame = AnimationFrames::marble_removing_start;
update();
restart_timer(TimerIntervals::removing_marbles);
break;
case GameState::Idle:
m_marble_animation_frame = AnimationFrames::marble_default;
update();
if (m_board->ensure_all_preview_marbles_are_on_empty_cells() && m_board->has_empty_cells())
stop_timer();
else
set_game_state(GameState::GameOver);
break;
case GameState::MarbleSelected:
restart_timer(TimerIntervals::selected_marble);
m_marble_animation_frame = AnimationFrames::marble_default;
update();
break;
case GameState::CheckingMarbles:
m_marble_animation_frame = AnimationFrames::marble_default;
update();
if (!m_board->place_preview_marbles_on_board())
set_game_state(GameState::GameOver);
else if (m_board->check_and_remove_marbles())
set_game_state(GameState::MarblesRemoving);
else
set_game_state(GameState::Idle);
break;
case GameState::MarbleMoving:
restart_timer(TimerIntervals::moving_marble);
m_board->clear_color_at(m_board->selected_marble().position());
update();
break;
case GameState::GameOver:
m_marble_animation_frame = AnimationFrames::marble_default;
update();
break;
default:
VERIFY_NOT_REACHED();
}
}