Added support for clicking the board to place new pieces. Go and Tic-Tac-Toe now use this.
1 /* This code is based on Apple's "GeekGameBoard" sample code, version 1.0.
2 http://developer.apple.com/samplecode/GeekGameBoard/
3 Copyright © 2007 Apple Inc. Copyright © 2008 Jens Alfke. All Rights Reserved.
5 Redistribution and use in source and binary forms, with or without modification, are permitted
6 provided that the following conditions are met:
8 * Redistributions of source code must retain the above copyright notice, this list of conditions
9 and the following disclaimer.
10 * Redistributions in binary form must reproduce the above copyright notice, this list of
11 conditions and the following disclaimer in the documentation and/or other materials provided
12 with the distribution.
14 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR
15 IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
16 FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRI-
17 BUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
18 (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
19 PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
20 CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF
21 THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
28 #import "QuartzUtils.h"
32 @implementation GoGame
35 - (id) initWithBoard: (GGBLayer*)board
37 self = [super initWithBoard: board];
39 [self setNumberOfPlayers: 2];
40 [(Player*)[_players objectAtIndex: 0] setName: @"Red"];
41 [(Player*)[_players objectAtIndex: 1] setName: @"White"];
43 CGSize size = board.bounds.size;
44 CGFloat boardSide = MIN(size.width,size.height);
45 RectGrid *grid = [[RectGrid alloc] initWithRows: 9 columns: 9
46 frame: CGRectMake(floor((size.width-boardSide)/2),
47 floor((size.height-boardSide)/2),
48 boardSide,boardSide)];
50 grid.backgroundColor = GetCGPatternNamed(@"Wood.jpg");
51 grid.borderColor = kTranslucentLightGrayColor;
53 grid.lineColor = kTranslucentGrayColor;
54 grid.cellClass = [GoSquare class];
56 ((GoSquare*)[grid cellAtRow: 2 column: 2]).dotted = YES;
57 ((GoSquare*)[grid cellAtRow: 6 column: 6]).dotted = YES;
58 ((GoSquare*)[grid cellAtRow: 2 column: 6]).dotted = YES;
59 ((GoSquare*)[grid cellAtRow: 6 column: 2]).dotted = YES;
60 grid.usesDiagonals = grid.allowsMoves = grid.allowsCaptures = NO;
61 [board addSublayer: grid];
64 CGRect gridFrame = grid.frame;
65 CGFloat pieceSize = (int)grid.spacing.width & ~1; // make sure it's even
66 CGFloat captureHeight = gridFrame.size.height-4*pieceSize;
67 _captured[0] = [[Stack alloc] initWithStartPos: CGPointMake(2*pieceSize,0)
68 spacing: CGSizeMake(0,pieceSize)
69 wrapInterval: floor(captureHeight/pieceSize)
70 wrapSpacing: CGSizeMake(-pieceSize,0)];
71 _captured[0].frame = CGRectMake(CGRectGetMinX(gridFrame)-3*pieceSize,
72 CGRectGetMinY(gridFrame)+3*pieceSize,
73 2*pieceSize, captureHeight);
74 _captured[0].zPosition = kPieceZ+1;
75 [board addSublayer: _captured[0]];
76 [_captured[0] release];
78 _captured[1] = [[Stack alloc] initWithStartPos: CGPointMake(0,captureHeight)
79 spacing: CGSizeMake(0,-pieceSize)
80 wrapInterval: floor(captureHeight/pieceSize)
81 wrapSpacing: CGSizeMake(pieceSize,0)];
82 _captured[1].frame = CGRectMake(CGRectGetMaxX(gridFrame)+pieceSize,
83 CGRectGetMinY(gridFrame)+pieceSize,
84 2*pieceSize, captureHeight);
85 _captured[1].zPosition = kPieceZ+1;
86 [board addSublayer: _captured[1]];
87 [_captured[1] release];
95 - (Bit*) bitToPlaceInHolder: (id<BitHolder>)holder
97 if( holder.bit != nil || ! [holder isKindOfClass: [GoSquare class]] )
99 NSString *imageName = self.currentPlayer.index ?@"White Ball.png" :@"Red Ball.png";
100 CGFloat pieceSize = (int)(_grid.spacing.width * 0.9) & ~1; // make sure it's even
101 Piece *stone = [[Piece alloc] initWithImageNamed: imageName scale: pieceSize];
102 stone.owner = self.currentPlayer;
103 return [stone autorelease];
107 - (BOOL) canBit: (Bit*)bit moveFrom: (id<BitHolder>)srcHolder to: (id<BitHolder>)dstHolder
109 Square *dst=(Square*)dstHolder;
111 // There should be a check here for a "ko" (repeated position) ... exercise for the reader!
113 // Check for suicidal move. First an easy check for an empty adjacent space:
114 NSArray *neighbors = dst.neighbors;
115 for( GridCell *c in neighbors )
117 return YES; // there's an empty space
118 // If the piece is surrounded, check the neighboring groups' liberties:
119 for( GridCell *c in neighbors ) {
121 [c getGroup: &nLiberties];
122 if( c.bit.unfriendly ) {
123 if( nLiberties <= 1 )
124 return YES; // the move captures, so it's not suicidal
127 return YES; // the stone joins a group with other liberties
134 - (void) bit: (Bit*)bit movedFrom: (id<BitHolder>)srcHolder to: (id<BitHolder>)dstHolder
136 Square *dst=(Square*)dstHolder;
137 int curIndex = _currentPlayer.index;
138 // Check for captured enemy groups:
140 for( GridCell *c in dst.neighbors )
141 if( c.bit.unfriendly ) {
143 NSSet *group = [c getGroup: &nLiberties];
144 if( nLiberties == 0 ) {
146 for( GridCell *capture in group )
147 [_captured[curIndex] addBit: capture.bit]; // Moves piece to POW camp!
157 // This sample code makes no attempt to detect the end of the game, or count score,
158 // both of which are rather complex to decide in Go.