Finally fixed the slow animation performance of board games; all it took was changing the board's z index from 1 to 0, somehow. Games working well now.
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];
96 - (Bit*) bitToPlaceInHolder: (id<BitHolder>)holder
98 if( holder.bit != nil || ! [holder isKindOfClass: [GoSquare class]] )
100 NSString *imageName = self.currentPlayer.index ?@"White Ball.png" :@"Red Ball.png";
101 CGFloat pieceSize = (int)(_grid.spacing.width * 0.9) & ~1; // make sure it's even
102 Piece *stone = [[Piece alloc] initWithImageNamed: imageName scale: pieceSize];
103 stone.owner = self.currentPlayer;
104 return [stone autorelease];
108 - (BOOL) canBit: (Bit*)bit moveFrom: (id<BitHolder>)srcHolder
110 return (srcHolder==nil);
114 - (BOOL) canBit: (Bit*)bit moveFrom: (id<BitHolder>)srcHolder to: (id<BitHolder>)dstHolder
116 if( srcHolder!=nil || ! [dstHolder isKindOfClass: [Square class]] )
118 Square *dst=(Square*)dstHolder;
120 // There should be a check here for a "ko" (repeated position) ... exercise for the reader!
122 // Check for suicidal move. First an easy check for an empty adjacent space:
123 NSArray *neighbors = dst.neighbors;
124 for( GridCell *c in neighbors )
126 return YES; // there's an empty space
127 // If the piece is surrounded, check the neighboring groups' liberties:
128 for( GridCell *c in neighbors ) {
130 [c getGroup: &nLiberties];
131 if( c.bit.unfriendly ) {
132 if( nLiberties <= 1 )
133 return YES; // the move captures, so it's not suicidal
136 return YES; // the stone joins a group with other liberties
143 - (void) bit: (Bit*)bit movedFrom: (id<BitHolder>)srcHolder to: (id<BitHolder>)dstHolder
145 Square *dst=(Square*)dstHolder;
146 int curIndex = _currentPlayer.index;
147 // Check for captured enemy groups:
149 for( GridCell *c in dst.neighbors )
150 if( c.bit.unfriendly ) {
152 NSSet *group = [c getGroup: &nLiberties];
153 if( nLiberties == 0 ) {
155 for( GridCell *capture in group )
156 [_captured[curIndex] addBit: capture.bit]; // Moves piece to POW camp!
166 // This sample code makes no attempt to detect the end of the game, or count score,
167 // both of which are rather complex to decide in Go.