Source/HexGrid.m
author Jens Alfke <jens@mooseyard.com>
Mon Mar 10 17:30:57 2008 -0700 (2008-03-10)
changeset 1 3eb7be1dd7b6
child 10 6c78cc6bd7a6
permissions -rw-r--r--
Tic-tac-toe works on the iPhone simulator!
jens@0
     1
/*  This code is based on Apple's "GeekGameBoard" sample code, version 1.0.
jens@0
     2
    http://developer.apple.com/samplecode/GeekGameBoard/
jens@0
     3
    Copyright © 2007 Apple Inc. Copyright © 2008 Jens Alfke. All Rights Reserved.
jens@0
     4
jens@0
     5
    Redistribution and use in source and binary forms, with or without modification, are permitted
jens@0
     6
    provided that the following conditions are met:
jens@0
     7
jens@0
     8
    * Redistributions of source code must retain the above copyright notice, this list of conditions
jens@0
     9
      and the following disclaimer.
jens@0
    10
    * Redistributions in binary form must reproduce the above copyright notice, this list of
jens@0
    11
      conditions and the following disclaimer in the documentation and/or other materials provided
jens@0
    12
      with the distribution.
jens@0
    13
jens@0
    14
    THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR
jens@0
    15
    IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND 
jens@0
    16
    FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRI-
jens@0
    17
    BUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
jens@0
    18
    (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR 
jens@0
    19
    PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN 
jens@0
    20
    CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF 
jens@0
    21
    THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
jens@0
    22
*/
jens@0
    23
#import "HexGrid.h"
jens@0
    24
#import "Game.h"
jens@0
    25
jens@0
    26
jens@0
    27
@implementation HexGrid
jens@0
    28
jens@0
    29
jens@0
    30
- (id) initWithRows: (unsigned)nRows columns: (unsigned)nColumns
jens@0
    31
            spacing: (CGSize)spacing
jens@0
    32
           position: (CGPoint)pos
jens@0
    33
{
jens@0
    34
    // Ignore given spacing.height; set it to make the hexagons regular.
jens@0
    35
    CGFloat capHeight = spacing.height / 2 * tan(M_PI/6);
jens@0
    36
    CGFloat side = spacing.height / 2 / cos(M_PI/6);
jens@0
    37
    spacing.height = side + capHeight;
jens@0
    38
    
jens@0
    39
    self = [super initWithRows: nRows columns: nColumns
jens@0
    40
                       spacing: spacing
jens@0
    41
                      position: pos];
jens@0
    42
    if( self ) {
jens@0
    43
        _capHeight = capHeight;
jens@0
    44
        _side = side;
jens@0
    45
        self.bounds = CGRectMake(-1, -1, 
jens@0
    46
                                 (nColumns+0.5)*spacing.width + 2,
jens@0
    47
                                 nRows*spacing.height+capHeight + 2);
jens@0
    48
        _cellClass = [Hex class];
jens@0
    49
    }
jens@0
    50
    return self;
jens@0
    51
}
jens@0
    52
jens@0
    53
jens@0
    54
- (id) initWithRows: (unsigned)nRows columns: (unsigned)nColumns
jens@0
    55
              frame: (CGRect)frame;
jens@0
    56
{
jens@0
    57
    // Compute the horizontal spacing:
jens@0
    58
    CGFloat s = floor(MIN( (frame.size.width -2.0)/nColumns,
jens@0
    59
                         (frame.size.height-2.0)/(nRows+0.5*tan(M_PI/6)) / (0.5*(tan(M_PI/6)+1/cos(M_PI/6))) ));
jens@0
    60
    return [self initWithRows: nRows columns: nColumns
jens@0
    61
                      spacing: CGSizeMake(s,s)
jens@0
    62
                     position: frame.origin];
jens@0
    63
}
jens@0
    64
    
jens@0
    65
    
jens@0
    66
- (void) dealloc
jens@0
    67
{
jens@0
    68
    CGPathRelease(_cellPath);
jens@0
    69
    [super dealloc];
jens@0
    70
}
jens@0
    71
jens@0
    72
jens@0
    73
- (void) addCellsInHexagon
jens@0
    74
{
jens@0
    75
    int size = _nRows - !(_nRows & 1);      // make it odd
jens@0
    76
    for( int row=0; row<_nRows; row++ ) {
jens@0
    77
        int n;                              // # of hexes remaining in this row
jens@0
    78
        if( row < size )
jens@0
    79
            n = size - abs(row-size/2);
jens@0
    80
        else
jens@0
    81
            n = 0;
jens@0
    82
        int c0 = floor(((int)_nRows+1-n -(row&1))/2.0);       // col of 1st remaining hex
jens@0
    83
jens@0
    84
        for( int col=0; col<_nColumns; col++ )
jens@0
    85
            if( col>=c0 && col<c0+n )
jens@0
    86
                [self addCellAtRow: row column: col];
jens@0
    87
    }
jens@0
    88
}
jens@0
    89
jens@0
    90
jens@0
    91
- (GridCell*) createCellAtRow: (unsigned)row column: (unsigned)col 
jens@0
    92
               suggestedFrame: (CGRect)frame
jens@0
    93
{
jens@0
    94
    // Overridden to stagger the odd-numbered rows
jens@0
    95
    if( row & 1 )
jens@0
    96
        frame.origin.x += _spacing.width/2;
jens@0
    97
    frame.size.height += _capHeight;
jens@0
    98
    return [super createCellAtRow: row column: col suggestedFrame: frame];
jens@0
    99
}
jens@0
   100
jens@0
   101
jens@0
   102
// Returns a hexagonal CG path defining a cell's outline. Used by cells when drawing & hit-testing.
jens@0
   103
- (CGPathRef) cellPath
jens@0
   104
{
jens@0
   105
    if( ! _cellPath ) {
jens@0
   106
        CGFloat x1 = _spacing.width/2;
jens@0
   107
        CGFloat x2 = _spacing.width;
jens@0
   108
        CGFloat y1 = _capHeight;
jens@0
   109
        CGFloat y2 = y1 + _side;
jens@0
   110
        CGFloat y3 = y2 + _capHeight;
jens@0
   111
        CGPoint p[6] = { {0,y1}, {x1,0}, {x2,y1}, {x2,y2}, {x1,y3}, {0,y2} };
jens@0
   112
        
jens@0
   113
        CGMutablePathRef path = CGPathCreateMutable();
jens@0
   114
        CGPathAddLines(path, NULL, p, 6);
jens@0
   115
        CGPathCloseSubpath(path);
jens@0
   116
        _cellPath = path;
jens@0
   117
    }
jens@0
   118
    return _cellPath;
jens@0
   119
}
jens@0
   120
jens@0
   121
jens@0
   122
@end
jens@0
   123
jens@0
   124
jens@0
   125
jens@0
   126
jens@0
   127
jens@0
   128
#pragma mark -
jens@0
   129
jens@0
   130
@implementation Hex
jens@0
   131
jens@0
   132
jens@0
   133
- (void) drawInParentContext: (CGContextRef)ctx fill: (BOOL)fill
jens@0
   134
{
jens@0
   135
    CGContextSaveGState(ctx);
jens@0
   136
    CGPoint pos = self.position;
jens@0
   137
    CGContextTranslateCTM(ctx, pos.x, pos.y);
jens@0
   138
    CGContextBeginPath(ctx);
jens@0
   139
    CGContextAddPath(ctx, ((HexGrid*)_grid).cellPath);
jens@0
   140
    CGContextDrawPath(ctx, (fill ?kCGPathFill :kCGPathStroke));
jens@0
   141
    
jens@0
   142
    if( !fill && self.highlighted ) {
jens@0
   143
        // Highlight by drawing my outline in the highlight color:
jens@0
   144
        CGContextSetStrokeColorWithColor(ctx, self.borderColor);
jens@0
   145
        CGContextSetLineWidth(ctx,6);
jens@0
   146
        CGContextBeginPath(ctx);
jens@0
   147
        CGContextAddPath(ctx, ((HexGrid*)_grid).cellPath);
jens@0
   148
        CGContextDrawPath(ctx, kCGPathStroke);
jens@0
   149
    }
jens@0
   150
    CGContextRestoreGState(ctx);
jens@0
   151
}
jens@0
   152
jens@0
   153
jens@0
   154
- (BOOL)containsPoint:(CGPoint)p
jens@0
   155
{
jens@0
   156
    return [super containsPoint: p]
jens@0
   157
        && CGPathContainsPoint( ((HexGrid*)_grid).cellPath, NULL, p, NO );
jens@0
   158
}
jens@0
   159
jens@0
   160
jens@0
   161
- (void) setHighlighted: (BOOL)highlighted
jens@0
   162
{
jens@0
   163
    if( highlighted != self.highlighted ) {
jens@0
   164
        [super setHighlighted: highlighted];
jens@0
   165
        [_grid setNeedsDisplay];        // So I'll be asked to redraw myself
jens@0
   166
    }
jens@0
   167
}
jens@0
   168
jens@0
   169
jens@0
   170
#pragma mark -
jens@0
   171
#pragma mark NEIGHBORS:
jens@0
   172
jens@0
   173
jens@0
   174
- (NSArray*) neighbors
jens@0
   175
{
jens@0
   176
    NSMutableArray *neighbors = [NSMutableArray arrayWithCapacity: 6];
jens@0
   177
    Hex* n[6] = {self.nw, self.ne, self.w, self.e, self.sw, self.se};
jens@0
   178
    for( int i=0; i<6; i++ )
jens@0
   179
        if( n[i] )
jens@0
   180
            [neighbors addObject: n[i]];
jens@0
   181
    return neighbors;
jens@0
   182
}
jens@0
   183
jens@0
   184
- (Hex*) nw     {return (Hex*)[_grid cellAtRow: _row+1 column: _column - ((_row+1)&1)];}
jens@0
   185
- (Hex*) ne     {return (Hex*)[_grid cellAtRow: _row+1 column: _column + (_row&1)];}
jens@0
   186
- (Hex*) e      {return (Hex*)[_grid cellAtRow: _row   column: _column + 1];}
jens@0
   187
- (Hex*) se     {return (Hex*)[_grid cellAtRow: _row-1 column: _column + (_row&1)];}
jens@0
   188
- (Hex*) sw     {return (Hex*)[_grid cellAtRow: _row-1 column: _column - ((_row-1)&1)];}
jens@0
   189
- (Hex*) w      {return (Hex*)[_grid cellAtRow: _row   column: _column - 1];}
jens@0
   190
jens@0
   191
// Directions relative to the current player:
jens@0
   192
- (Hex*) fl     {return self.fwdIsN ?self.nw :self.se;}
jens@0
   193
- (Hex*) fr     {return self.fwdIsN ?self.ne :self.sw;}
jens@0
   194
- (Hex*) r      {return self.fwdIsN ?self.e  :self.w;}
jens@0
   195
- (Hex*) br     {return self.fwdIsN ?self.se :self.nw;}
jens@0
   196
- (Hex*) bl     {return self.fwdIsN ?self.sw :self.ne;}
jens@0
   197
- (Hex*) l      {return self.fwdIsN ?self.w  :self.e;}
jens@0
   198
jens@0
   199
jens@0
   200
@end