Remove useless code

This commit is contained in:
Matúš Púll 2025-08-02 23:41:08 +02:00
parent 44576efaca
commit 38cb412fc8
4 changed files with 75 additions and 163 deletions

View file

@ -6,15 +6,7 @@ Block::Block(int _depth, Rectangle trg) {
depth = _depth;
if(depth > 0)
for(int i = 0; i < 9; i++)
sons[i] = new Block( depth-1, get_son_rectangle(i) );
}
Rectangle Block::get_son_rectangle(int son) {
return {
float(int(place.x + place.width/3 * (son%3))),
float(int(place.y + place.height/3 * int(son/3))),
float(int(place.width/3)),
float(int(place.height/3))
};
sons[i] = new Block( depth-1, get_son_rect(i) );
}
int Block::set(tile pl) {
t = pl;
@ -25,8 +17,10 @@ int Block::set(tile pl) {
bool Block::playable(deque<int> v) {
if(depth == 0 && t == empty)
return true;
if(t != empty || v.size() == 0)
return false;
int son = v.front();
v.pop_front();
return sons[son]->playable(v);
@ -47,13 +41,6 @@ int Block::play(deque<int> v, tile pl) {
return set(update());
return rv;
}
bool Block::check_tie() {
bool is_tie = true;
for(Block* s : sons)
if(s->t == empty)
is_tie = false;
return is_tie;
}
tile Block::update() {
tile d1 = sons[0]->t, d2 = sons[2]->t;
for(int k = 0; k < 3; k++) {
@ -78,44 +65,41 @@ tile Block::update() {
if(d2 != empty)
return d2;
if(check_tie())
// Check tie
bool is_tie;
for(Block* s : sons)
if(s->t == empty)
is_tie = false;
if(is_tie)
return tie;
return empty;
}
Rectangle Block::getRect(deque<int> v) {
void Block::update_rect(Rectangle trg) {
place = trg;
if(depth == 0)
return;
for(int i = 0; i < 9; i++)
sons[i]->update_rect(get_son_rect(i));
}
Rectangle Block::get_rect(deque<int> v) {
if(v.size() == 0)
return place;
else {
int index = v.front();
v.pop_front();
return sons[index]->getRect(v);
return sons[index]->get_rect(v);
}
}
void Block::updateRect(Rectangle trg) {
place = trg;
if(depth == 0)
return;
for(int i = 0; i < 9; i++)
sons[i]->updateRect(get_son_rectangle(i));
}
void Block::save(vector<tile> *r) {
if(depth == 0)
r->push_back(t);
else
for(Block* son : sons)
son->save(r);
}
void Block::load_state(vector<tile> state, int pos) {
if(depth == 0)
t = state[pos];
else {
for(int i = 0; i < 9; i++)
sons[i]->load_state(state, pos*9+i);
t = update();
}
}
void Block::undo(deque<int> &prev) {
// TODO
Rectangle Block::get_son_rect(int son) {
return {
float(int(place.x + place.width/3 * (son%3))),
float(int(place.y + place.height/3 * int(son/3))),
float(int(place.width/3)),
float(int(place.height/3))
};
}

View file

@ -13,8 +13,6 @@ using std::string;
using std::array;
using std::vector;
using std::cin;
using std::cout;
#define FPS 15
#define SCREEN 800
@ -22,6 +20,10 @@ using std::cout;
#define IMG_COUNT 2
#define BACKGROUND WHITE
#define GHOST BLACK
#define GRID BLACK
enum tile {empty = 0, p1 = 1, p2 = 2, tie = 3};
#define OKAY -1
#define CHANGE -2
@ -39,22 +41,17 @@ struct Block {
Block() {}
Block(int _depth, Rectangle trg);
Rectangle get_son_rectangle(int son);
int set(tile pl);
bool playable(deque<int> v);
int play(deque<int> v, tile pl);
bool check_tie();
tile update();
Rectangle getRect(deque<int> v);
void updateRect(Rectangle trg);
void save(vector<tile> *r);
void load_state(vector<tile> state, int pos);
void undo(deque<int> &prev);
void update_rect(Rectangle trg);
Rectangle get_rect(deque<int> v);
Rectangle get_son_rect(int son);
};
void update(Block* root, int time, deque<int> &turn);
void undo(Block *root, deque<int> &prev, int time);
bool valid(Block* root, Rectangle play_area, deque<int> &turn);
class Renderer {
@ -64,9 +61,9 @@ class Renderer {
void prepareTextures();
public:
void renderImage(tile t, Rectangle dst, Color color = WHITE);
Renderer(Block* root, int time, Rectangle dst);
void render_image(tile t, Rectangle dst, Color color = WHITE);
void render_all(Block* root, int time, Rectangle play_area, deque<int> highlight = {});
void render_block(Block *b);
int update_board_size(int depth);
void prepare_screen(Block* root, int time, Rectangle dst);
};

View file

@ -4,40 +4,43 @@
// Rendering
void Renderer::prepareTextures() {
const char* paths[] = {"img/circle.png", "img/cross.png"};
for(int i = 0; i < IMG_COUNT; i++) {
for(int i = 0; i < IMG_COUNT; ++i) {
Image img;
img = LoadImage(paths[i]);
textures[i] = LoadTextureFromImage(img);
}
}
void Renderer::renderImage(tile t, Rectangle dst, Color color) {
void Renderer::render_image(tile t, Rectangle dst, Color color) {
if(t == empty || t == tie)
return;
Texture tex = textures[t-1];
Rectangle src = {0, 0, (float)tex.width, (float)tex.height};
DrawTexturePro(textures[t-1], src, dst, {0,0}, 0, color);
DrawTexturePro(tex, src, dst, {0,0}, 0, color);
}
void Renderer::render_block(Block *b) {
if(b->depth > 0)
DrawRectangleLinesEx(b->place, b->depth, BLACK);
renderImage(b->t, b->place);
if(b->depth == 0 || (b->t != empty && b->t != tie))
return;
DrawRectangleLinesEx(b->place, b->depth, GRID);
render_image(b->t, b->place);
if(b->depth > 0 && (b->t == empty || b->t == tie))
for(int i = 0; i < 9; i++)
render_block(b->sons[i]);
}
void Renderer::render_all(Block* root, int time, Rectangle play_area, deque<int> highlight) {
BeginDrawing();
ClearBackground(RAYWHITE);
ClearBackground(BACKGROUND);
render_block(root);
if(valid(root, play_area, highlight))
renderImage(act(time), root->getRect(highlight), BLACK);
render_image(act(time), root->get_rect(highlight), GHOST);
DrawRectangleLinesEx(play_area, 3*LINE_W, col(time+1));
EndDrawing();
}
int Renderer::update_board_size(int depth) {
int max_size = std::min(GetScreenWidth(), GetScreenHeight());
@ -48,12 +51,11 @@ int Renderer::update_board_size(int depth) {
max_size -= max_size % size;
return max_size;
}
void Renderer::prepare_screen(Block* root, int time, Rectangle dst) {
Renderer::Renderer(Block* root, int time, Rectangle dst) {
SetConfigFlags(FLAG_WINDOW_RESIZABLE);
InitWindow(SCREEN, SCREEN, "Rekurze");
SetTargetFPS(FPS);
prepareTextures();
render_all(root, time, dst);
}

View file

@ -22,94 +22,22 @@ deque<int> to_deque(Vector2 v, int depth, int size) {
return r;
}
void save_state(Block* root, int time, deque<int> &turn) {
vector<tile> state = {};
root->save(&state);
string filename; std::cin >> filename;
std::ofstream outfile("saves/" + filename);
outfile << root->depth << "\n" << time << "\n" << turn.size() << "\n";
// Save turns
for(int play : turn)
outfile << play << std::endl;
// Save game state
for(tile t : state)
outfile << int(t) << std::endl;
}
void load_state(Block** root, deque<int> &turn, int &time, char* argv) {
int depth = atoi(argv);
if(depth) {
*root = new Block(depth, {0, 0, SCREEN, SCREEN});
return;
}
// Load file
string path = "saves/" + string(argv);
std::ifstream infile(path);
infile >> depth >> time;
// Load turns
int K; infile >> K;
for(int k = 0; k < K; k++) {
int play; infile >> play;
turn.push_back(play);
cout << play;
}
// Load board
vector<tile> state = {};
long long pw = 1;
for(int i = 0; i < depth; i++)
pw *= 9;
for(int i = 0; i < pw; i++) {
int next; infile >> next;
state.push_back((tile)next);
}
*root = new Block(depth, {0, 0, SCREEN, SCREEN});
(*root)->load_state(state, 0);
}
void update(Block *root, int time, deque<int> &turn) {
time++;
turn.erase(turn.begin());
int rval_2 = root->play(turn, pas(time));
for(int i = 0; i <= rval_2; i++)
turn.pop_back();
}
void undo(Block *root, deque<int> &prev, int time) {
if(prev.size() == 0) return;
time--;
root->undo(prev);
// TODO
}
bool valid(Block *root, Rectangle play_area, deque<int> &turn) {
return CheckCollisionRecs(root->getRect(turn), play_area) && root->playable(turn);
return CheckCollisionRecs(root->get_rect(turn), play_area) && root->playable(turn);
}
int main(int argc, char** argv) {
deque<int> turn = {};
int time = 0, depth;
Block* root = nullptr;
if(argc <= 1) {
cin >> depth;
depth = argc <= 1 ? 1 : std::atoi(argv[1]);
root = new Block(depth, {0, 0, SCREEN, SCREEN});
}
else
load_state(&root, turn, time, argv[1]);
Rectangle play_area = root->getRect(turn);
Rectangle play_area = root->get_rect({});
Renderer renderer;
renderer.prepare_screen(root, time, play_area);
Renderer renderer(root, time, play_area);
int board_size = renderer.update_board_size(depth);
bool end = false;
@ -121,38 +49,39 @@ int main(int argc, char** argv) {
float start_x = ((float)GetScreenWidth()-board_size)/2;
float start_y = ((float)GetScreenHeight()-board_size)/2;
root->updateRect({start_x, start_y, (float)board_size, (float)board_size});
play_area = root->getRect(pturn);
root->update_rect({start_x, start_y, (float)board_size, (float)board_size});
play_area = root->get_rect(pturn);
// Move
Vector2 touch = GetMousePosition();
turn = to_deque({touch.x - start_x, touch.y - start_y}, depth, board_size);
if(IsMouseButtonPressed(0) && CheckCollisionPointRec(touch, play_area) && valid(root, play_area, turn)) {
deque<int> turn = to_deque({touch.x - start_x, touch.y - start_y}, depth, board_size);
if( IsMouseButtonPressed(0) &&
CheckCollisionPointRec(touch, play_area) &&
valid(root, play_area, turn))
switch(root->play(turn, act(time))) {
case CHANGE:
end = true;
break;
case OKAY:
update(root, time, turn);
time++;
turn.erase(turn.begin());
int rval_2 = root->play(turn, pas(time));
for(int i = 0; i <= rval_2; i++)
turn.pop_back();
pturn = turn;
break;
}
}
// Key presses
if(IsKeyPressed(KEY_X))
save_state(root, time, turn), end = true;
else if(IsKeyPressed(KEY_Z))
{} // TODO undo
// Rendering
renderer.render_all(root, time, play_area, turn);
if(end)
if(IsKeyDown(KEY_Q))
if(end || IsKeyDown(KEY_Q))
break;
}
WaitTime(10);
CloseWindow();
return 0;
}