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.
23 #import "CheckersGame.h"
26 #import "QuartzUtils.h"
30 @implementation CheckersGame
33 - (void) addPieces: (NSString*)imageName
35 forPlayer: (int)playerNum
37 alternating: (BOOL)alternating
39 Piece *prototype = [[Piece alloc] initWithImageNamed: imageName scale: floor(grid.spacing.width * 0.8)];
40 prototype.owner = [self.players objectAtIndex: playerNum];
41 unsigned cols=grid.columns;
42 for( unsigned row=rows.location; row<NSMaxRange(rows); row++ )
43 for( unsigned col=0; col<cols; col++ ) {
44 if( !alternating || ((row+col) & 1) == 0 ) {
45 GridCell *cell = [grid cellAtRow: row column: col];
47 Piece *piece = [prototype copy];
50 //cell.bit.rotation = random() % 360; // keeps pieces from looking too samey
51 _numPieces[playerNum]++;
61 RectGrid *grid = [[[RectGrid alloc] initWithRows: 8 columns: 8 frame: _board.bounds] autorelease];
62 CGPoint pos = grid.position;
63 pos.x = floor((_board.bounds.size.width-grid.frame.size.width)/2);
66 grid.allowsMoves = YES;
67 grid.allowsCaptures = NO;
68 grid.cellColor = CreateGray(0.0, 0.25);
69 grid.altCellColor = CreateGray(1.0, 0.25);
71 [self addPieces: @"Green Ball.png" toGrid: grid forPlayer: 0 rows: NSMakeRange(0,3) alternating: YES];
72 [self addPieces: @"Red Ball.png" toGrid: grid forPlayer: 1 rows: NSMakeRange(5,3) alternating: YES];
77 - (id) initWithBoard: (GGBLayer*)board
79 self = [super initWithBoard: board];
81 [self setNumberOfPlayers: 2];
82 [board addSublayer: [self x_makeGrid]];
89 - (BOOL) canBit: (Bit*)bit moveFrom: (id<BitHolder>)srcHolder to: (id<BitHolder>)dstHolder
91 Square *src=(Square*)srcHolder, *dst=(Square*)dstHolder;
92 if( [bit valueForKey: @"King"] )
93 if( dst==src.bl || dst==src.br || dst==src.l || dst==src.r
94 || (src.bl.bit.unfriendly && dst==src.bl.bl) || (src.br.bit.unfriendly && dst==src.br.br) )
96 return dst==src.fl || dst==src.fr
97 || (src.fl.bit.unfriendly && dst==src.fl.fl) || (src.fr.bit.unfriendly && dst==src.fr.fr);
100 - (void) bit: (Bit*)bit movedFrom: (id<BitHolder>)srcHolder to: (id<BitHolder>)dstHolder
102 Square *src=(Square*)srcHolder, *dst=(Square*)dstHolder;
103 int playerIndex = self.currentPlayer.index;
104 BOOL isKing = ([bit valueForKey: @"King"] != nil);
106 PlaySound(isKing ?@"Funk" :@"Tink");
108 // "King" a piece that made it to the last row:
109 if( dst.row == (playerIndex ?0 :7) )
113 [bit setValue: @"King" forKey: @"King"];
114 // don't set isKing flag - piece can't jump again after being kinged.
117 // Check for a capture:
118 Square *capture = nil;
121 else if(dst==src.fr.fr)
123 else if(dst==src.bl.bl)
125 else if(dst==src.br.br)
130 Bit *bit = capture.bit;
131 _numPieces[bit.owner.index]--;
134 // Now check if another capture is possible. If so, don't end the turn:
135 if( (dst.fl.bit.unfriendly && dst.fl.fl.empty) || (dst.fr.bit.unfriendly && dst.fr.fr.empty) )
138 if( (dst.bl.bit.unfriendly && dst.bl.bl.empty) || (dst.br.bit.unfriendly && dst.br.br.empty) )
145 - (Player*) checkForWinner
147 // Whoever runs out of pieces loses:
148 if( _numPieces[0]==0 )
149 return [self.players objectAtIndex: 1];
150 else if( _numPieces[1]==0 )
151 return [self.players objectAtIndex: 0];