コード例 #1
0
ファイル: boardwindow.cpp プロジェクト: Yamadads/checkers
void BoardWindow::revokeMoves()
{
    while (!moves.empty())
        moves.removeLast();
    updateLabel();
    resetBoard();
    loadBoard();
}
コード例 #2
0
void getBoard(Cell board[BOARD_HEIGHT][BOARD_WIDTH],char * token){
	if(strcmp(token,"1") == 0)
	{
		loadBoard(board, BOARD_1);
		displayBoard(board,NULL);
	}
	else if(strcmp(token,"2") == 0)
	{
		loadBoard(board, BOARD_2);
		displayBoard(board,NULL);
	}
	else
	{
		printf("ERROR : INVALID INPUT.\n\n");
		printf("Please enter a correct command.\n");
	}
}
コード例 #3
0
ファイル: boardtheme.cpp プロジェクト: madnight/chessx
void BoardTheme::setEnabled(bool enabled)
{
    if(enabled)
    {
        AppSettings->beginGroup("/Board/");
        setColor(BoardTheme::LightSquare, AppSettings->getValue("lightColor").value<QColor>());
        setColor(BoardTheme::DarkSquare, AppSettings->getValue("darkColor").value<QColor>());
        QString boardTheme = AppSettings->getValue("boardTheme").toString();
        AppSettings->endGroup();
        loadBoard(boardTheme);
    }
    else
    {
        setColor(BoardTheme::LightSquare, QColor(Qt::lightGray));
        setColor(BoardTheme::DarkSquare, QColor(Qt::darkGray));
        loadBoard(QString());
    }
}
コード例 #4
0
ファイル: boardwindow.cpp プロジェクト: Yamadads/checkers
void BoardWindow::parseResponse()
{
    QString data = Socket::readData();
    QJsonDocument d = QJsonDocument::fromJson(data.toUtf8());
    QJsonObject json = d.object();
    if (json.contains("request"))
    {
        std::string request_type = json["request"].toString().toStdString();
        if (request_type == "message") {
            QDateTime timestamp;
            timestamp.setTime_t(json["timestamp"].toString().toInt());
            ui->chatTextEdit->append("[" + timestamp.toString("hh:mm") + "] " +
                    json["nick"].toString() + ": " + json["message"].toString());
        }
        else if (request_type == "board")
        {
            waiting = false;
            resetBoard();
            time = json["time"].toString();
            ui->turnsLabel->setText("Turn: " + json["current color"].toString());
            yourTurn = json["current color"].toString() == color ? true : false;

//            ui->chatTextEdit->append("Loading board");
            for (int i = 0; i < 8; i++)
                for (int j = 0; j < 8; j++)
                    board[i][j] = json["board"].toArray()[i].toArray()[j].toString()[0].toLatin1();
            loadBoard();
        }
        else if (request_type == "game_over")
        {
            ui->chatTextEdit->append("GAME OVER!");
            if (json["winner"] == color) {
                ui->chatTextEdit->append("Congratulatons, you won!");
            }
            else {
                ui->chatTextEdit->append("Unfortunately, you lost. Maybe next time?");
            }
        }
    }
    else if (json.contains("status"))
    {
        auto status = json["status"].toString();
        if (status != "ok")
        {
            if (status == "wrong move") {
                waiting = false;
                revokeMoves();
            }
            ui->chatTextEdit->append("Error: " + status);
        }
    }
}
コード例 #5
0
void Editor::topToolbarOption(int option) {

    switch(option) {
	case ID_TOOL_NEW:
		newBoard();
		break;
	case ID_TOOL_LOAD:
		loadBoard();
		break;
	case ID_TOOL_SAVE:
		saveBoard();
		break;
	case ID_TOOL_LEFT:
		theBoard.shiftLeft();
		repaint(false);
	        break;
	case ID_TOOL_RIGHT:
		theBoard.shiftRight();
		repaint(false);
	        break;
	case ID_TOOL_UP:
		theBoard.shiftUp();
		repaint(false);
	        break;
	case ID_TOOL_DOWN:
		theBoard.shiftDown();
		repaint(false);
	        break;
	case ID_TOOL_DEL:
			mode=remove;
		break;

	case ID_TOOL_MOVE:
			mode=move;
		break;

	case ID_TOOL_ADD:
			mode = insert;
		break;
	case ID_META_EXIT:
			close();
		break;

	default:

	break;
    }

}
コード例 #6
0
ファイル: Boggle.cpp プロジェクト: dchaniel/Boggle
/*
 * Initializes the Boggle object
 */
Boggle::Boggle(Lexicon& dictionary, string boardTextIn) {
    this->dictionary = dictionary;

    //Initialize Variables
    humanScore = 0;
    computerScore = 0;
    usedWords = {};
    board.resize(DIMENSIONS, DIMENSIONS);
    boardText = boardTextIn;

    if (boardText == "") {
        randGenBoard(board, boardText);
    } else {
        loadBoard(boardText, board);
    }
}
コード例 #7
0
ファイル: boardtheme.cpp プロジェクト: madnight/chessx
void BoardTheme::configure()
{
    AppSettings->beginGroup("/Board/");
    setColor(BoardTheme::LightSquare, AppSettings->getValue("lightColor").value<QColor>());
    setColor(BoardTheme::DarkSquare, AppSettings->getValue("darkColor").value<QColor>());
    setColor(BoardTheme::Highlight, AppSettings->getValue("highlightColor").value<QColor>());
    setColor(BoardTheme::Frame, AppSettings->getValue("frameColor").value<QColor>());
    setColor(BoardTheme::CurrentMove, AppSettings->getValue("currentMoveColor").value<QColor>());
    setColor(BoardTheme::StoredMove, AppSettings->getValue("storedMoveColor").value<QColor>());
    setColor(BoardTheme::Threat, AppSettings->getValue("threatColor").value<QColor>());
    setColor(BoardTheme::Target, AppSettings->getValue("targetColor").value<QColor>());
    setColor(BoardTheme::Check, AppSettings->getValue("checkColor").value<QColor>());
    setColor(BoardTheme::Wall, AppSettings->getValue("wallColor").value<QColor>());
    setColor(BoardTheme::UnderProtected, AppSettings->getValue("underprotectedColor").value<QColor>());

    QString pieceTheme = AppSettings->getValue("pieceTheme").toString();
    int pieceEffect = AppSettings->getValue("pieceEffect").toInt();
    QString boardTheme = AppSettings->getValue("boardTheme").toString();
    AppSettings->endGroup();

    if(!loadPieces(pieceTheme, pieceEffect))
    {
        static bool errorShown = false;
        if (!errorShown)
        {
            errorShown = true;
            MessageDialog::error(tr("Cannot find piece data.\nPlease check your installation."));
        }
    }
    if (!loadBoard(boardTheme))
    {
        static bool errorShown = false;
        if (!errorShown)
        {
            errorShown = true;
            MessageDialog::error(tr("Cannot find board data.\nPlease check your installation."));
        }
    }
}
コード例 #8
0
ファイル: score4_extreme.cpp プロジェクト: DeadEyeDick/Score4
int main(int argc, char *argv[])
{
    Board board = loadBoard(argc, argv);
    int scoreOrig = ScoreBoard(board);
    if (scoreOrig == orangeWins) { puts("I win\n"); exit(-1); }
    else if (scoreOrig == yellowWins) { puts("You win\n"); exit(-1); }
    else {
        int move, score;
        abMinimax(true,Orange,g_maxDepth,board,move,score);
        if (g_debug) printf("Cached:%d Processed:%d\n", hits, losses);
        if (move != -1) {
            printf("%d\n",move);
            dropDisk(board, move, Orange);
            scoreOrig = ScoreBoard(board);
            if (scoreOrig == orangeWins) { puts("I win\n"); exit(-1); }
            else if (scoreOrig == yellowWins) { puts("You win\n"); exit(-1); }
            else exit(0);
        } else {
            puts("No move possible");
            exit(-1);
        }
    }
    return 0;
}
コード例 #9
0
ファイル: showlevel.c プロジェクト: Lobz/RKE-Gunther
int main(int argc, char *argv[]){
	int i, j;
	bool quit = false;
	SDL_Event event;

	SDL_Surface *screen = NULL;

	SDL_Surface *clipboard = NULL;

	GameBoard board;
	Object defs[10];

	SDL_Rect land,  water;
	
	if(argc < 2){
		printf("Passe o nome do arquivo de level\n");
		return 0;
	}

	land.x = 5*TILE_WIDTH;
	land.y = 2*TILE_HEIGHT;
	water.x = 4*TILE_WIDTH;
	water.y = 2*TILE_HEIGHT;
	land.h = water.h = TILE_HEIGHT;
	land.w = water.h = TILE_WIDTH;

	/* incializa tela */
	if(SDL_Init(SDL_INIT_EVERYTHING) == -1)	return 1;

	screen = SDL_SetVideoMode(WIDTH, HEIGHT, RESOLUTION, SDL_SWSURFACE);

	if(screen == NULL) return 1;

	/*inicializa clipboard */
	clipboard = loadBMP("ClipBoard.bmp");

	/*inicializa objetos */
	loadObjectDefinitions(defs, "objects.dat");

	/*inicializa level*/
	loadBoard(&board, defs, argv[1]);

	/*desenha*/
	for(i=0;i<BOARD_HEIGHT;i++){
		for(j=0;j<BOARD_WIDTH;j++){
			switch(board.scenario[i][j]){
				case LAND:
					applyClipToBoard(screen, clipboard, j, i, land);
					break;
				case WATER:
					applyClipToBoard(screen, clipboard, j, i, water);
					break;
				default:;
			}
			if(board.objects[i][j]){
				applyClipToBoard(screen, clipboard, j, i, board.objects[i][j]->clip);
			}
		}
	}
	
	SDL_Flip(screen);
	while(!quit){
		while(SDL_PollEvent(&event)){
			if(event.type == SDL_QUIT){
				quit = true;
			}
			else if(event.type == SDL_KEYDOWN){
				if(event.key.keysym.sym == SDLK_ESCAPE){
					quit = true;
				}
			}
		}
	}

	SDL_Quit();
	return 0;
}
コード例 #10
0
ファイル: Game.c プロジェクト: Lobz/RKE-Gunther
int Game(SDL_Surface *screen){
	int i, j;
	bool quit = false;
	SDL_Event event;
	SDL_Surface *clipboard = NULL;

	GameBoard board;
	Object objetos[255];
	Terrain terrenos[255];

	Jogador jogador;
	SDL_Rect *pos = NULL;
	SDL_Surface* clipboard_jogador;

	loadTerrainDefinitions(terrenos,"terreno.dat");
	loadObjectDefinitions(objetos, "objects.dat");
	rke_carrega_jogador(&jogador, TILE_WIDTH, TILE_HEIGHT);

	clipboard_jogador = loadBMP("navio.bmp");
	pos = loadBoard(&board,objetos,"level1.lvl");

	jogador.x = pos->x;
	jogador.y = pos->y;
	jogador.direcao = E;
	jogador.hp = 1000;
	jogador.poder_flecha=3;
	jogador.poder_bomba=10;
	jogador.bombas=5;

	free(pos);

	screen = SDL_GetVideoSurface();
	SDL_FillRect(screen, NULL, 0x000000);

	while(!quit)
	{
		for (i = 0; i < BOARD_HEIGHT ; i++)
		{
			for (j = 0; j < BOARD_WIDTH; j++)
			{
				applyClipToBoard(screen, clipboard, j, i, terrenos[(int)board.scenario[i][j]].retangulo);
				if ((int)(board.objects[i][j])) applyClipToBoard(screen, clipboard, j, i, objetos[(int)board.objects[i][j]].clip);
			}
		}

		applyClipToBoard(screen, clipboard_jogador, jogador.y, jogador.x, jogador.retangulo[jogador.direcao]);

		SDL_Flip(screen);

		while(SDL_PollEvent(&event))
		{
			if(event.type == SDL_QUIT)
			{
				quit = 1;
			}
			else
			{
				if(event.type == SDL_KEYDOWN)
				{
					switch (event.key.keysym.sym)
					{
						case SDLK_ESCAPE:
							quit = 1;
							break;
						case SDLK_UP:
							rke_move_jogador(&jogador, board, terrenos, objetos, -1, 0);
							break;
						case SDLK_DOWN:
							rke_move_jogador(&jogador, board, terrenos, objetos,  1, 0);
							break;
						case SDLK_LEFT:
							rke_move_jogador(&jogador, board, terrenos, objetos,  0, -1);
							break;
						case SDLK_RIGHT:
							rke_move_jogador(&jogador, board, terrenos, objetos,  0,  1);
							break;
						case SDLK_SPACE:
							rke_jogador_atira(&jogador, board, terrenos, objetos, FLECHA);
							break;
						case SDLK_RETURN:
							rke_jogador_atira(&jogador, board, terrenos, objetos, BOMBA);
							break;
						default:
							break;
					}
				}
			}
		}
	}

	SDL_FillRect(screen, NULL, 0x000000);
	return QUIT;
}