Source/TicTacToeGame.m
author Jens Alfke <jens@mooseyard.com>
Wed Mar 12 15:51:32 2008 -0700 (2008-03-12)
changeset 6 af9b2b929b03
parent 1 3eb7be1dd7b6
child 7 428a194e3e59
permissions -rw-r--r--
Fixed: An exception in the Go game if you mouse down on the board but then drag to the captured-pieces area and release the mouse.
     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.
     4 
     5     Redistribution and use in source and binary forms, with or without modification, are permitted
     6     provided that the following conditions are met:
     7 
     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.
    13 
    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.
    22 */
    23 #import "TicTacToeGame.h"
    24 #import "Grid.h"
    25 #import "Dispenser.h"
    26 #import "Piece.h"
    27 #import "QuartzUtils.h"
    28 
    29 
    30 @implementation TicTacToeGame
    31 
    32 - (void) x_createDispenser: (NSString*)imageName forPlayer: (int)playerNumber
    33 {
    34     Piece *p = [[Piece alloc] initWithImageNamed: imageName scale: 80];
    35     p.owner = [self.players objectAtIndex: playerNumber];
    36     CGFloat x = floor(CGRectGetMidX(_board.bounds));
    37 #if TARGET_OS_ASPEN
    38     x = x - 80 + 160*playerNumber;
    39     CGFloat y = 360;
    40 #else
    41     x += (playerNumber==0 ?-230 :230);
    42     CGFloat y = 175;
    43 #endif
    44     _dispenser[playerNumber] = [[Dispenser alloc] initWithPrototype: p quantity: 0
    45                                                         frame: CGRectMake(x-45,y-45, 90,90)];
    46     [_board addSublayer: _dispenser[playerNumber]];
    47 }
    48 
    49 - (id) initWithBoard: (GGBLayer*)board
    50 {
    51     self = [super initWithBoard: board];
    52     if (self != nil) {
    53         [self setNumberOfPlayers: 2];
    54         
    55         // Create a 3x3 grid:
    56         CGFloat center = floor(CGRectGetMidX(board.bounds));
    57         _grid = [[RectGrid alloc] initWithRows: 3 columns: 3 frame: CGRectMake(center-150,0, 300,300)];
    58         [_grid addAllCells];
    59         _grid.allowsMoves = _grid.allowsCaptures = NO;
    60         _grid.cellColor = CreateGray(1.0, 0.25);
    61         _grid.lineColor = kTranslucentLightGrayColor;
    62         [board addSublayer: _grid];
    63         
    64         // Create piece dispensers for the two players:
    65         [self x_createDispenser: @"X.tiff" forPlayer: 0];
    66         [self x_createDispenser: @"O.tiff" forPlayer: 1];
    67         
    68         // And they're off!
    69         [self nextPlayer];
    70     }
    71     return self;
    72 }
    73 
    74 - (Bit*) bitToPlaceInHolder: (id<BitHolder>)holder
    75 {
    76     if( holder.bit==nil && [holder isKindOfClass: [Square class]] )
    77         return _dispenser[self.currentPlayer.index].bit;
    78     else
    79         return nil;
    80 }
    81 
    82 - (void) nextPlayer
    83 {
    84     [super nextPlayer];
    85     // Give the next player another piece to put down:
    86     _dispenser[self.currentPlayer.index].quantity = 1;
    87 }
    88 
    89 static Player* ownerAt( Grid *grid, int index )
    90 {
    91     return [grid cellAtRow: index/3 column: index%3].bit.owner;
    92 }
    93 
    94 /** Should return the winning player, if the current position is a win. */
    95 - (Player*) checkForWinner
    96 {
    97     static const int kWinningTriples[8][3] =  { {0,1,2}, {3,4,5}, {6,7,8},  // rows
    98                                                 {0,3,6}, {1,4,7}, {2,5,8},  // cols
    99                                                 {0,4,8}, {2,4,6} };         // diagonals
   100     for( int i=0; i<8; i++ ) {
   101         const int *triple = kWinningTriples[i];
   102         Player *p = ownerAt(_grid,triple[0]);
   103         if( p && p == ownerAt(_grid,triple[1]) && p == ownerAt(_grid,triple[2]) )
   104             return p;
   105     }
   106     return nil;
   107 }
   108 
   109 @end