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Le Tiec Aymeric
Projet Interface Graphique
Commits
c6257771
Commit
c6257771
authored
2 months ago
by
Le Tiec Aymeric
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Merge branch 'quentin' of
https://gitlab.ec-lyon.fr/aletiec/projet-interface-graphique
into quentin
parents
821766b2
13baad55
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1
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1 changed file
Jeu_2048/game2048.cpp
+154
-22
154 additions, 22 deletions
Jeu_2048/game2048.cpp
with
154 additions
and
22 deletions
Jeu_2048/game2048.cpp
+
154
−
22
View file @
c6257771
...
@@ -35,53 +35,185 @@ QVector<int> Game2048::board() const {
...
@@ -35,53 +35,185 @@ QVector<int> Game2048::board() const {
}
}
void
Game2048
::
spawnTile
()
{
void
Game2048
::
spawnTile
()
{
QVector
<
QPair
<
int
,
int
>>
emptyTiles
;
QVector
<
QPair
<
int
,
int
>>
emptyPositions
;
for
(
int
row
=
0
;
row
<
4
;
row
++
)
{
for
(
int
i
=
0
;
i
<
4
;
i
++
)
for
(
int
col
=
0
;
col
<
4
;
col
++
)
{
for
(
int
j
=
0
;
j
<
4
;
j
++
)
if
(
m_board
[
row
][
col
]
==
0
)
if
(
m_board
[
i
][
j
]
==
0
)
flatBoard
.
append
(
row
*
4
+
col
);
emptyPositions
.
append
(
qMakePair
(
i
,
j
));
}
}
if
(
!
emptyPositions
.
isEmpty
())
{
if
(
!
flatBoard
.
isEmpty
())
{
int
randIndex
=
QRandomGenerator
::
global
()
->
bounded
(
emptyPositions
.
size
());
int
randIndex
=
QRandomGenerator
::
global
()
->
bounded
(
flatBoard
.
size
());
auto
pos
=
emptyPositions
[
randIndex
];
int
index
=
flatBoard
[
randIndex
];
m_board
[
pos
.
first
][
pos
.
second
]
=
(
QRandomGenerator
::
global
()
->
bounded
(
10
)
==
0
)
?
4
:
2
;
int
row
=
index
/
4
;
int
col
=
index
%
4
;
m_board
[
row
][
col
]
=
(
QRandomGenerator
::
global
()
->
bounded
(
10
)
==
0
)
?
4
:
2
;
}
}
}
}
bool
Game2048
::
moveLeft
()
{
bool
Game2048
::
moveLeft
()
{
bool
moved
=
false
;
bool
moved
=
false
;
// Implémentation à venir
for
(
int
i
=
0
;
i
<
4
;
i
++
)
{
// Pour chaque ligne, on compresse, fusionne et re compresse
// Compression à gauche
for
(
int
k
=
0
;
k
<
3
;
k
++
)
for
(
int
j
=
0
;
j
<
3
;
j
++
)
if
(
m_board
[
i
][
j
]
==
0
&&
m_board
[
i
][
j
+
1
]
!=
0
)
{
m_board
[
i
][
j
]
=
m_board
[
i
][
j
+
1
];
m_board
[
i
][
j
+
1
]
=
0
;
moved
=
true
;
}
// Fusion
for
(
int
j
=
0
;
j
<
3
;
j
++
)
if
(
m_board
[
i
][
j
]
!=
0
&&
m_board
[
i
][
j
]
==
m_board
[
i
][
j
+
1
])
{
m_board
[
i
][
j
]
*=
2
;
m_score
+=
m_board
[
i
][
j
];
m_board
[
i
][
j
+
1
]
=
0
;
moved
=
true
;
}
// Recompression après fusion
for
(
int
k
=
0
;
k
<
3
;
k
++
)
for
(
int
j
=
0
;
j
<
3
;
j
++
)
if
(
m_board
[
i
][
j
]
==
0
&&
m_board
[
i
][
j
+
1
]
!=
0
)
{
m_board
[
i
][
j
]
=
m_board
[
i
][
j
+
1
];
m_board
[
i
][
j
+
1
]
=
0
;
}
}
if
(
moved
)
{
spawnTile
();
updateGameState
();
emit
boardChanged
();
emit
scoreChanged
();
}
return
moved
;
return
moved
;
}
}
bool
Game2048
::
moveRight
()
{
bool
Game2048
::
moveRight
()
{
bool
moved
=
false
;
bool
moved
=
false
;
// Implémentation à venir
for
(
int
i
=
0
;
i
<
4
;
i
++
)
{
// Pour chaque ligne, on compresse, fusionne et re compresse
// Compression à droite
for
(
int
k
=
0
;
k
<
3
;
k
++
)
for
(
int
j
=
3
;
j
>
0
;
j
--
)
if
(
m_board
[
i
][
j
]
==
0
&&
m_board
[
i
][
j
-
1
]
!=
0
)
{
m_board
[
i
][
j
]
=
m_board
[
i
][
j
-
1
];
m_board
[
i
][
j
-
1
]
=
0
;
moved
=
true
;
}
// Fusion
for
(
int
j
=
3
;
j
>
0
;
j
--
)
if
(
m_board
[
i
][
j
]
!=
0
&&
m_board
[
i
][
j
]
==
m_board
[
i
][
j
-
1
])
{
m_board
[
i
][
j
]
*=
2
;
m_score
+=
m_board
[
i
][
j
];
m_board
[
i
][
j
-
1
]
=
0
;
moved
=
true
;
}
// Recompression après fusion
for
(
int
k
=
0
;
k
<
3
;
k
++
)
for
(
int
j
=
3
;
j
>
0
;
j
--
)
if
(
m_board
[
i
][
j
]
==
0
&&
m_board
[
i
][
j
-
1
]
!=
0
)
{
m_board
[
i
][
j
]
=
m_board
[
i
][
j
-
1
];
m_board
[
i
][
j
-
1
]
=
0
;
}
}
if
(
moved
)
{
spawnTile
();
updateGameState
();
emit
boardChanged
();
emit
scoreChanged
();
}
return
moved
;
return
moved
;
}
}
bool
Game2048
::
moveUp
()
{
bool
Game2048
::
moveUp
()
{
bool
moved
=
false
;
bool
moved
=
false
;
// Implémentation à venir
for
(
int
j
=
0
;
j
<
4
;
j
++
)
{
// Pour chaque colonne, on compresse, fusionne et re compresse
// Compression à droite
for
(
int
k
=
0
;
k
<
3
;
k
++
)
for
(
int
i
=
0
;
i
<
3
;
i
++
)
if
(
m_board
[
i
][
j
]
==
0
&&
m_board
[
i
+
1
][
j
]
!=
0
)
{
m_board
[
i
][
j
]
=
m_board
[
i
+
1
][
j
];
m_board
[
i
+
1
][
j
]
=
0
;
moved
=
true
;
}
// Fusion
for
(
int
i
=
0
;
i
<
3
;
i
++
)
if
(
m_board
[
i
][
j
]
!=
0
&&
m_board
[
i
][
j
]
==
m_board
[
i
+
1
][
j
])
{
m_board
[
i
][
j
]
*=
2
;
m_score
+=
m_board
[
i
][
j
];
m_board
[
i
+
1
][
j
]
=
0
;
moved
=
true
;
}
// Recompression après fusion
for
(
int
k
=
0
;
k
<
3
;
k
++
)
for
(
int
i
=
0
;
i
<
3
;
i
++
)
if
(
m_board
[
i
][
j
]
==
0
&&
m_board
[
i
+
1
][
j
]
!=
0
)
{
m_board
[
i
][
j
]
=
m_board
[
i
+
1
][
j
];
m_board
[
i
+
1
][
j
]
=
0
;
}
}
if
(
moved
)
{
spawnTile
();
updateGameState
();
emit
boardChanged
();
emit
scoreChanged
();
}
return
moved
;
return
moved
;
}
}
bool
Game2048
::
moveDown
()
{
bool
Game2048
::
moveDown
()
{
bool
moved
=
false
;
bool
moved
=
false
;
// Implémentation à venir
for
(
int
j
=
0
;
j
<
4
;
j
++
)
{
// Pour chaque colonne, on compresse, fusionne et re compresse
// Compression à droite
for
(
int
k
=
0
;
k
<
3
;
k
++
)
for
(
int
i
=
3
;
i
>
0
;
i
--
)
if
(
m_board
[
i
][
j
]
==
0
&&
m_board
[
i
-
1
][
j
]
!=
0
)
{
m_board
[
i
][
j
]
=
m_board
[
i
-
1
][
j
];
m_board
[
i
-
1
][
j
]
=
0
;
moved
=
true
;
}
// Fusion
for
(
int
i
=
3
;
i
>
0
;
i
--
)
if
(
m_board
[
i
][
j
]
!=
0
&&
m_board
[
i
][
j
]
==
m_board
[
i
-
1
][
j
])
{
m_board
[
i
][
j
]
*=
2
;
m_score
+=
m_board
[
i
][
j
];
m_board
[
i
-
1
][
j
]
=
0
;
moved
=
true
;
}
// Recompression après fusion
for
(
int
k
=
0
;
k
<
3
;
k
++
)
for
(
int
i
=
3
;
i
>
0
;
i
--
)
if
(
m_board
[
i
][
j
]
==
0
&&
m_board
[
i
-
1
][
j
]
!=
0
)
{
m_board
[
i
][
j
]
=
m_board
[
i
-
1
][
j
];
m_board
[
i
-
1
][
j
]
=
0
;
}
}
if
(
moved
)
{
spawnTile
();
updateGameState
();
emit
boardChanged
();
emit
scoreChanged
();
}
return
moved
;
return
moved
;
}
}
bool
Game2048
::
canMove
()
const
{
for
(
int
i
=
0
;
i
<
4
;
i
++
){
for
(
int
j
=
0
;
j
<
4
;
j
++
){
if
(
m_board
[
i
][
j
]
==
0
){
return
true
;
}
if
(
i
<
3
&&
m_board
[
i
][
j
]
==
m_board
[
i
+
1
][
j
]){
return
true
;
}
if
(
j
<
3
&&
m_board
[
i
][
j
]
==
m_board
[
i
][
j
+
1
]){
return
true
;
}
}
}
return
true
;
}
void
Game2048
::
updateGameState
()
{
void
Game2048
::
updateGameState
()
{
if
(
!
canMove
())
{
if
(
!
canMove
())
{
emit
gameOver
();
emit
gameOver
();
}
}
}
}
bool
Game2048
::
canMove
()
const
{
// Implémentation basique à compléter
return
true
;
}
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