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|
--
-- Agario Checkers - Checkers-like game with inspiration from agar.io
-- Copyright (C) 2015-2018 Delwink, LLC
--
-- Redistributions, modified or unmodified, in whole or in part, must retain
-- applicable copyright or other legal privilege notices, these conditions, and
-- the following license terms and disclaimer. Subject to these conditions,
-- the holder(s) of copyright or other legal privileges, author(s) or
-- assembler(s), and contributors of this work hereby grant to any person who
-- obtains a copy of this work in any form:
--
-- 1. Permission to reproduce, modify, distribute, publish, sell, sublicense,
-- use, and/or otherwise deal in the licensed material without restriction.
--
-- 2. A perpetual, worldwide, non-exclusive, royalty-free, irrevocable patent
-- license to reproduce, modify, distribute, publish, sell, use, and/or
-- otherwise deal in the licensed material without restriction, for any and all
-- patents:
--
-- a. Held by each such holder of copyright or other legal privilege,
-- author or assembler, or contributor, necessarily infringed by the
-- contributions alone or by combination with the work, of that privilege
-- holder, author or assembler, or contributor.
--
-- b. Necessarily infringed by the work at the time that holder of
-- copyright or other privilege, author or assembler, or contributor made
-- any contribution to the work.
--
-- NO WARRANTY OF ANY KIND IS IMPLIED BY, OR SHOULD BE INFERRED FROM, THIS
-- LICENSE OR THE ACT OF DISTRIBUTION UNDER THE TERMS OF THIS LICENSE,
-- INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR
-- A PARTICULAR PURPOSE, AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS,
-- ASSEMBLERS, OR HOLDERS OF COPYRIGHT OR OTHER LEGAL PRIVILEGE BE LIABLE FOR
-- ANY CLAIM, DAMAGES, OR OTHER LIABILITY, WHETHER IN ACTION OF CONTRACT, TORT,
-- OR OTHERWISE ARISING FROM, OUT OF, OR IN CONNECTION WITH THE WORK OR THE USE
-- OF OR OTHER DEALINGS IN THE WORK.
--
require 'board'
require 'gui'
require 'geom'
require 'piece'
local mainfont = love.graphics.getFont()
local winfont = love.graphics.newFont(25)
local function spaceisdown()
return love.keyboard.isDown(' ') or love.keyboard.isDown('space')
end
local function resetgamestate()
if activestate:is_a(GameState) then
activestate:_resetgame()
end
end
local function entermainmenustate()
setstate(MainMenuState())
end
GameState = class(State)
function GameState:__init()
self._base.__init(self)
self:_resetgame()
local resetbutton = Button(5, 5, 50, 18, {245, 245, 245}, {0, 0, 0})
resetbutton:settext('Reset')
resetbutton:setvisible(true)
resetbutton:addclicklistener(resetgamestate)
self._gui:addcomponent(resetbutton)
end
function GameState:_initrow(start, y)
local board_dim = BOARD_SIZE / boardsqsize()
for i=0,3 do
local x = start + i * 2
table.insert(self._pieces, Piece(x, y, 1))
table.insert(self._pieces, Piece(board_dim - (x - 1),
board_dim - (y - 1),
2))
end
end
function GameState:_resetgame()
self._pieces = {}
self:_initrow(2, 1)
self:_initrow(1, 2)
self:_initrow(2, 3)
self._turn = 1
self._selected = nil
self._targetspace = nil
self._wantsplit = false
self._winner = 0
end
function GameState:_checkwinner()
local numpieces = {0, 0}
local biggest = nil
for _,piece in ipairs(self._pieces) do
numpieces[piece.team] = numpieces[piece.team] + 1
if not biggest or piece.size > biggest.size then
biggest = piece
end
end
if numpieces[1] == 0 then
self._winner = 2
elseif numpieces[2] == 0 then
self._winner = 1
elseif (numpieces[1] == 1 and numpieces[2] == 1
and self._pieces[1].size ~= self._pieces[2].size) then
self._winner = biggest.team
else
self._winner = 0
end
end
function GameState:_trymove(quad, distance)
if distance == 2 and not self:_trymove(quad, 1) then
return nil
end
local x, y
if quad == 1 then
x = self._selected.x + distance
y = self._selected.y + distance
elseif quad == 2 then
x = self._selected.x - distance
y = self._selected.y + distance
elseif quad == 3 then
x = self._selected.x - distance
y = self._selected.y - distance
else
x = self._selected.x + distance
y = self._selected.y - distance
end
if not self._selected:canmove(x, y) then
return nil
end
return {x=x, y=y}
end
function GameState:_getmove()
local start = getcenter(self._selected.x, self._selected.y)
local mx, my = love.mouse.getX(), love.mouse.getY()
local quad = getquadrant(mx - start.x, my - start.y)
if not quad then
return nil
end
if self._wantsplit then
if self._selected.size < 10 then
return nil
end
local move = self:_trymove(quad, 2)
if move then
return move
end
end
return self:_trymove(quad, 1)
end
function GameState:update(dt)
self:_checkwinner()
if self._winner ~= 0 then
return
end
if self._selected then
self._wantsplit = spaceisdown()
self._targetspace = self:_getmove()
end
end
function GameState:draw()
self._base.draw(self)
-- checkerboard squares
drawboard()
-- draw idle pieces in position
for _,piece in ipairs(self._pieces) do
piece:draw()
end
-- draw box around selected piece
if self._selected then
love.graphics.setColor(teamcolor(self._selected.team))
local spos = getsqpos(self._selected.x, self._selected.y)
local sqsize = boardsqsize()
drawbox(spos.x, spos.y, sqsize, sqsize)
-- draw arrow to attempted move
if self._targetspace then
local from = getcenter(self._selected.x, self._selected.y)
local to = getcenter(self._targetspace.x, self._targetspace.y)
drawarrow(from.x, from.y, to.x, to.y)
end
end
-- indicate winner
if self._winner ~= 0 then
local winstr = string.format('Player %d wins!', self._winner)
local bpos = getboardpos()
local y = winfont:getHeight() + 12
love.graphics.setFont(winfont)
love.graphics.setColor(0, 0, 0)
love.graphics.printf(winstr, bpos.x, bpos.y - y, BOARD_SIZE, 'center')
love.graphics.setFont(mainfont)
end
end
function GameState:keypressed(key, isrepeat)
if key == 'escape' then
entermainmenustate()
end
end
function GameState:_selectpiece(x, y)
local space = getspace(x, y)
for _,piece in ipairs(self._pieces) do
if (piece.team == self._turn
and space.x == piece.x and space.y == piece.y) then
return piece
end
end
return nil
end
function GameState:_getoccupying(x, y)
for i,piece in ipairs(self._pieces) do
if piece.x == x and piece.y == y then
return i
end
end
end
function GameState:_canabsorb(o, sizemod)
if not sizemod then
sizemod = 1
end
if o and not (self._selected.team == self._pieces[o].team
or self._selected.size / sizemod > self._pieces[o].size) then
return false
end
return true
end
function GameState:_absorb(o)
self._selected:move(self._pieces[o].x, self._pieces[o].y)
self._selected.size = self._selected.size + self._pieces[o].size
if self._pieces[o].team == self._selected.team and self._pieces[o].king then
self._selected.king = true
end
table.remove(self._pieces, o)
end
function GameState:_singlemove(o)
if not o then
o = self:_getoccupying(self._targetspace.x, self._targetspace.y)
end
if o then
if self:_canabsorb(o) then
self:_absorb(o)
else
return false
end
else
self._selected:move(self._targetspace.x, self._targetspace.y)
end
return true
end
function GameState:_split()
local new = Piece(self._selected.x, self._selected.y, self._selected.team)
self._selected.size = self._selected.size / 2
new.size = self._selected.size
table.insert(self._pieces, new)
self._selected = new
end
function GameState:_makemove()
if self._wantsplit then
local o = self:_getoccupying(self._targetspace.x, self._targetspace.y)
if math.abs(self._targetspace.x - self._selected.x) == 2 then
if not self:_canabsorb(o, 2) then
return
end
local space = {x = self._targetspace.x, y = self._targetspace.y}
local orig = {x = space.x, y = space.y}
if space.x < self._selected.x then
space.x = space.x + 1
else
space.x = space.x - 1
end
if space.y < self._selected.y then
space.y = space.y + 1
else
space.y = space.y - 1
end
o = self:_getoccupying(space.x, space.y)
if not self:_canabsorb(o, 2) then
return
end
self:_split()
self._targetspace = space
self:_singlemove()
self._targetspace = orig
elseif not self:_canabsorb(o, 2) then
return
else
self:_split()
end
end
if not self:_singlemove() then
return
end
if ((self._selected.y == 1 and self._selected.team == 2)
or (self._selected.y == 8 and self._selected.team == 1)) then
self._selected.king = true
end
self._selected = nil
if self._turn == 1 then
self._turn = 2
else
self._turn = 1
end
end
function GameState:mousepressed(x, y, button)
if self._base.mousepressed(self, x, y, button) then
return true
end
if button == 1 then
if self._winner ~= 0 then
return true
end
if not self._selected then
self._selected = self:_selectpiece(x, y)
elseif self._targetspace then
self:_makemove()
end
return true
elseif button == 2 then
self._selected = nil
self._targetspace = nil
return true
end
return false
end
function GameState:mousereleased(x, y, button)
if self._base.mousereleased(self, x, y, button) then
return true
end
return false
end
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