Commit graph

62 commits

Author SHA1 Message Date
thisSyntaxSucksAndYouKnowIt
f583cddaf7 Solitaire: Don't allow the player to draw cards while mouse is down 2021-08-07 16:59:46 +02:00
Jamie Mansfield
c3c1a9ca1d Solitaire: Get user confirmation to close when there is a active game 2021-08-06 01:12:32 +02:00
Jamie Mansfield
506363c08d Solitaire: Clear selection when starting new game
Fixes #9218.
2021-08-05 12:52:33 +02:00
Gunnar Beutner
3c1797c42d Solitaire: Use AK::get_random_uniform() instead of rand()/srand() 2021-07-24 01:40:51 +02:00
Andreas Kling
687a12d7fb Userland: Add GUI::Window::add_menu() and use it everywhere
Applications previously had to create a GUI::Menubar object, add menus
to it, and then call GUI::Window::set_menubar().

This patch introduces GUI::Window::add_menu() which creates the menubar
automatically and adds items to it. Application code becomes slightly
simpler as a result. :^)
2021-07-21 21:24:26 +02:00
Jamie Mansfield
0150ae4bbd Solitaire: Reduce overdraw when drawing initial cards 2021-07-15 21:47:36 +02:00
Sam Atkins
f2d6cac692
Solitaire: Maybe fix rare crash from completing a game with TAB (#8217)
The crash happens very rarely and is hard to reproduce so it is
hard to know for certain, but I am confident this fixes it.

I previously delayed the start of the game-over animation by one
frame, but neglected to check m_start_game_over_animation_next_frame
wasn't set. This means multiple calls to start_game_over_animation()
on the same frame (or rather, before the first timer_event) would
each call Object::start_timer(). Now that we do check the flag,
that should no longer be possible.

Fixes #8122.
2021-06-24 09:25:01 +02:00
Gunnar Beutner
631d36fd98 Everywhere: Add component declarations
This adds component declarations so that users can select to not build
certain parts of the OS.
2021-06-17 11:03:51 +02:00
Sam Atkins
364d728e66 Solitaire: Disable filling with background color during end animation
This fixes #7792.

The visual glitches with card corners, and the screen-clear when
opening a menu, were both caused by the widgets having
`fill_with_background_color` set. We need that set most of the time,
so we just disable it for the duration of the game-over animation.

Also resove a FIXME that no longer applies. :^)
2021-06-13 19:29:52 +01:00
Sam Atkins
679f831451 Solitaire: Only start timer when a move happens
Previously, the timer started if you clicked within the game area,
whether that was on a card or not. Now, we only start when you click
on a card or otherwise attempt a move.

As a bonus, we now immediately update the status bar time indicator
on game start, instead of having to wait until 1 second has elapsed.
2021-06-13 19:29:52 +01:00
Sam Atkins
8ee447b718 Solitaire: Prevent undo when the game is over 2021-06-13 19:29:52 +01:00
Sam Atkins
cf504ccc6a Solitaire: Allow automatic moves to end the game and animate
Previously, if a tab-move moved all the remaining cards to the
foundations, the game would not notice until you moved a card
away and then back again.

I had to add a 1-frame delay to starting the animation, so that it
would have time to re-paint the foundation in that case.
2021-06-13 19:29:52 +01:00
Sam Atkins
e0fb36aad7 Solitaire: Iterate the foundation stacks and inline move_card()
Keeping this as a separate commit as I'm not certain whether this
is a good change or not. The repeated if-else for each Foundation
stack bothered me a bit, though more so before I reduced the code
in the {}. But maybe the ifs are clearer than the loop?

Doing that also meant I could inline the move_card() code instead
of needing to make it a lambda. Again, maybe it would be better as
a lambda? I'm still figuring out the style Serenity uses, and I
know Andreas is big on expressiveness, and move_card() is more
expressive than just having the code in the loop.
2021-06-11 22:42:38 +02:00
Sam Atkins
4917675529 Solitaire: Fix invisible cards when multiple are tab-moved at once
Previously, pressing <tab> to auto-move cards would render all but
the last one that moved invisible. Now they all render correctly.
:^)
2021-06-11 22:42:38 +02:00
Sam Atkins
f0dcf79116 Solitaire: Combine duplicate tab/double-click logic
The two paths did the same thing, in two different ways. Now they
are the same. :^)

Can't quite put all of the logic into
attempt_to_move_card_to_foundations() because the double-click has
to check that you clicked on the top card.
2021-06-11 22:42:38 +02:00
Sam Atkins
adedb3de2a Solitaire: Subtract points when undoing a card-flip
Solitaire: Correct default arg definition location
2021-06-11 22:42:38 +02:00
Sam Atkins
8d8b1d9531 Solitaire: Correctly score automatic moves using <tab> 2021-06-11 22:42:38 +02:00
Timothy Flynn
2b762ef940 Solitaire+LibCards: Draw card stacks with rounded corners
Now that the cards have rounded corners, draw the stack box behind the
cards with rounded corners as well. This way, the corner of the stack
box doesn't peek out from behind the cards.

The caveat here is that the "play" card stack now needs to hold a
reference to the "waste" stack beneath it so it knows when not to draw
its background on top of the waste stack. To faciliate that, the array
of card stacks is now a NonnullRefPtrVector so the play stack can store
a smart pointer to the waste stack (instead of a raw pointer or
reference).
2021-06-04 19:11:45 +02:00
Matthew Jones
1748591570 Solitaire: Fixes undo feature from incorrect merge conflict resolution 2021-06-04 00:15:25 +02:00
Matthew B. Jones
ecaae2d10f
Solitaire: Add keys for drawing and moving cards to foundation stacks
Also shifts logic of starting game length timer into function
`start_timer_if_necessary`, so it can be called from original
mouse event handler and new `auto_move_eligible_cards_to_stacks`
2021-06-03 08:43:28 +01:00
Matthew B. Jones
ab4f4ddc3c
Solitaire: Add undo functionality 2021-06-03 01:16:49 +01:00
Marcus Nilsson
f7667901ed Solitaire: Start timer when first card is moved
Starts the game timer when the first card is clicked or moved instead of
when a new game is started.

Fixes #7489
2021-05-27 22:55:37 +02:00
Timothy Flynn
a428812ba2 Solitaire: Persist high score separately per game mode
With different scoring rules for one-card vs. three-card draw mode, it
makes more sense to separately track their high scores.
2021-05-25 21:20:50 +02:00
Timothy Flynn
5d4cca7e0c Solitaire: Award bonus points based on time elapsed
The exact formula used for bonus points seems to vary by implementation.
This uses Klondike Solitaire's formula:

    https://en.wikipedia.org/wiki/Klondike_(solitaire)#Scoring
2021-05-25 21:20:50 +02:00
Timothy Flynn
0f80e9e4db Solitaire: Tweak scoring for three-card draw mode
Currently, the player loses 100 points each time the waste stack is
recycled. In three-card draw mode, it's standard to only lose 20 points
after the third recycle event.
2021-05-25 21:20:50 +02:00
Timothy Flynn
cf9094cf46 Solitaire: Remove dead call to Game::start_game_over_animation
This invocation will exit immediately. There's also no reason to invoke
stop_game_over_animation here because that's the first thing that will
happen in the call to setup.
2021-05-25 21:20:50 +02:00
Timothy Flynn
0b30a0febb Solitaire: Only update high score after a victorious game
Doesn't make much sense to update the high score on a lost game.
2021-05-25 21:20:50 +02:00
Gunnar Beutner
3e47eec862 Solitaire: Move cards functionality into LibCards 2021-05-21 23:38:18 +02:00
Gunnar Beutner
3f42d39dce Solitaire: Fix a spelling mistake in one of the variable names 2021-05-20 22:07:20 +02:00
Andreas Kling
6a012ad79f LibGfx: Remove Gfx::FontDatabase::default_bold_font()
Instead use default_font().bold_variant() in cases where we want a bold
variant of the default font. :^)
2021-05-20 20:55:29 +02:00
Jesse Buhagiar
2f49241296 Solitaire: Prevent player dragging entire stack to foundation
Currently, it is possible for the player to drag an entire stack
of cards to the foundation stack, provided the top card of the stack
(i.e the "root" card) can be dropped onto the foundation stack.
This causes an invalid state where, e.g, red cards end up in a
black foundation stack, or vice versa.
2021-05-18 20:05:10 +02:00
Timothy Flynn
547c7ba57f Solitaire: Display high score in status bar 2021-05-18 17:57:23 +02:00
Timothy Flynn
3d3a75f1b9 Solitaire: Track and persist high score 2021-05-18 17:57:23 +02:00
Timothy Flynn
7d062d0033 Solitaire: Persist game mode to config file 2021-05-18 17:57:23 +02:00
Marcus Nilsson
198a4e2a3c Solitaire: Stop timer if new game animation is running
Starting a new game before the animation had finished caused a crash
since it never stopped the timer before starting a new one.

Fixes #7222
2021-05-18 16:00:44 +02:00
Timothy Flynn
ddb278ab85 Solitaire: Add key combo to dump the state of the layout
Useful for chasing down bugs.
2021-05-16 16:37:51 +02:00
Timothy Flynn
68e86dc804 Solitaire: Add shift modifier to hidden "game over" key combo
Makes it a bit less likely that someone will hit it on accident and ruin
their game.
2021-05-16 16:37:51 +02:00
Timothy Flynn
e310b9cd0d Solitaire: Add setting for number of cards to be drawn
Klondike Solitaire has a couple more modes, but this adds modes for 1-
and 3-card draws.
2021-05-16 16:37:51 +02:00
Timothy Flynn
3a45bf5254 Solitaire: Add stack for the playable cards on top of the waste stack
While the waste stack and the playable card on top of the waste stack
are collectively referred to as the "waste", it's programatically nice
to separate them to enable 3-card-draw mode. In that mode, the playable
stack will contain 3 cards with a slight x-axis shift, while the waste
stack underneath will remain unshifted. So rather than introducing some
ugly logic to CardStack to handle this, it's more convenient to have a
separate stack on top of the waste stack.
2021-05-16 16:37:51 +02:00
Linus Groh
91eda22208 Everywhere: Add Alt shortcuts to remaining top-level menus
Not sure why some menus did have one and others didn't, even in the
same application - now they all do. :^)
I added character shortcuts to some menu actions as well.
2021-05-12 18:09:42 +01:00
Timothy Flynn
e8b508516a Solitaire: Decrease new game animation delay
The current setting is an awful long time to wait for a game to start.
2021-05-05 21:38:45 +02:00
Timothy Flynn
a07c178a02 Solitaire: Add statusbar segment to display elapsed time
The timer begins after the new-game animation ends, and stops when
either the game-over animation begins or the new-game animation is
started again.
2021-05-05 21:38:45 +02:00
Timothy Flynn
b2576b7e45 Solitaire: Add a GUI::Statusbar to the Solitaire window
This will display the score (instead of updating the window title) and
any hovered action text.
2021-05-05 21:38:45 +02:00
Timothy Flynn
59193dd6b3 Solitaire: Only start timer when the timer event is needed
The timer is no longer used to trigger a paint event for all updates; it
is only used to paint the new-game and game-over animations. So only run
the timer during those events.
2021-05-05 21:38:45 +02:00
Timothy Flynn
4fc9c1d710 Solitaire: Refactor painting logic to accomodate to-be-added widgets
A series of events led to this change: The goal is to add more widgets
to the Solitaire GML, such as a GUI::Statusbar. To do so without this
change, the window ends up with some black artifacts between the main
Solitaire frame and the added elements, because the GML specifies the
main widget to have fill_with_background_color=false. However, setting
that property to true results in the background color of the widget
interferring with the Solitaire frame trying to manually paint its
background green. This results in flickering and some elements in the
Solitaire frame being painted over by the main background color.

To avoid all of that behavior, this sets fill_with_background_color=true
and the Solitaire frame's background color to green in the GML. Further,
the frame now only queues a paint update on the specific Gfx::Rect areas
that need to be updated. This also means we no longer need to track if a
stack of cards is dirty, because we only trigger a paint event for dirty
stacks.
2021-05-05 21:38:45 +02:00
Timothy Flynn
bb7b76e505 Solitaire: Don't invoke srand multiple times
This doesn't need to be invoked each time the game wants something
random.
2021-05-05 21:38:45 +02:00
Timothy Flynn
a540ec3519 Solitaire: Convert Solitaire GUI to a frame
Looks a bit nicer as a frame with inset edges.
2021-05-05 21:38:45 +02:00
Timothy Flynn
0ff4eec8a8 Solitaire: Convert Solitaire window to be created from GML
No functionial change here, but this more easily allows for adding GUI
elements to the Solitaire window. This nests the SolitaireWidget as a
child of the main window's widget so that the SolitaireWidget does not
color the entire window green when it paints its background.
2021-05-05 21:38:45 +02:00
Timothy Flynn
e1492e9a62 Solitaire: Place files in Solitaire namespace and rename main widget
The purpose is to allow the Solitaire widget to be used in GML. The
macro to register a widget requires a namespace, so this moves all files
in the application to the Solitaire namespace. This also renames the
SolitaireWidget class to Game - this is to avoid the redundancy /
verbosity of typing "Solitaire::SolitaireWidget", and matches many other
games in Serenity (Breakout, 2048, etc.).
2021-05-05 21:38:45 +02:00
Timothy Flynn
15f0ee1727 Solitaire: Replace self-owned timer with Core::Object's timer
This is just a bit nicer than owning a separate timer in the Solitaire
application because LibCore will prevent timer events from firing when
e.g. the window is not visible. Therefore SolitaireWidget doesn't need
need to check for such conditions.
2021-05-05 21:38:45 +02:00