Initial check-in into Mercurial. Branched from 1.0 release of Apple's sample code. No longer requires garbage collection. Fixed some memory leaks of CG objects. Fixed a bug when advancing to the 8th row in the Checkers game.
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"
29 @implementation CheckersGame
32 - (void) addPieces: (NSString*)imageName
34 forPlayer: (int)playerNum
36 alternating: (BOOL)alternating
38 Piece *prototype = [[Piece alloc] initWithImageNamed: imageName scale: floor(grid.spacing.width * 0.8)];
39 prototype.owner = [self.players objectAtIndex: playerNum];
40 unsigned cols=grid.columns;
41 for( unsigned row=rows.location; row<NSMaxRange(rows); row++ )
42 for( unsigned col=0; col<cols; col++ ) {
43 if( !alternating || ((row+col) & 1) == 0 ) {
44 GridCell *cell = [grid cellAtRow: row column: col];
46 Piece *piece = [prototype copy];
49 //cell.bit.rotation = random() % 360; // keeps pieces from looking too samey
50 _numPieces[playerNum]++;
60 RectGrid *grid = [[[RectGrid alloc] initWithRows: 8 columns: 8 frame: _board.bounds] autorelease];
61 CGPoint pos = grid.position;
62 pos.x = floor((_board.bounds.size.width-grid.frame.size.width)/2);
65 grid.allowsMoves = YES;
66 grid.allowsCaptures = NO;
67 grid.cellColor = CGColorCreateGenericGray(0.0, 0.25);
68 grid.altCellColor = CGColorCreateGenericGray(1.0, 0.25);
70 [self addPieces: @"Green Ball.png" toGrid: grid forPlayer: 0 rows: NSMakeRange(0,3) alternating: YES];
71 [self addPieces: @"Red Ball.png" toGrid: grid forPlayer: 1 rows: NSMakeRange(5,3) alternating: YES];
76 - (id) initWithBoard: (CALayer*)board
78 self = [super initWithBoard: board];
80 [self setNumberOfPlayers: 2];
81 [board addSublayer: [self x_makeGrid]];
88 - (BOOL) canBit: (Bit*)bit moveFrom: (id<BitHolder>)srcHolder to: (id<BitHolder>)dstHolder
90 Square *src=(Square*)srcHolder, *dst=(Square*)dstHolder;
91 if( [bit valueForKey: @"King"] )
92 if( dst==src.bl || dst==src.br || dst==src.l || dst==src.r
93 || (src.bl.bit.unfriendly && dst==src.bl.bl) || (src.br.bit.unfriendly && dst==src.br.br) )
95 return dst==src.fl || dst==src.fr
96 || (src.fl.bit.unfriendly && dst==src.fl.fl) || (src.fr.bit.unfriendly && dst==src.fr.fr);
99 - (void) bit: (Bit*)bit movedFrom: (id<BitHolder>)srcHolder to: (id<BitHolder>)dstHolder
101 Square *src=(Square*)srcHolder, *dst=(Square*)dstHolder;
102 int playerIndex = self.currentPlayer.index;
103 BOOL isKing = ([bit valueForKey: @"King"] != nil);
105 [[NSSound soundNamed: (isKing ?@"Funk" :@"Tink")] play];
107 // "King" a piece that made it to the last row:
108 if( dst.row == (playerIndex ?0 :7) )
110 [[NSSound soundNamed: @"Blow"] play];
112 [bit setValue: @"King" forKey: @"King"];
113 // don't set isKing flag - piece can't jump again after being kinged.
116 // Check for a capture:
117 Square *capture = nil;
120 else if(dst==src.fr.fr)
122 else if(dst==src.bl.bl)
124 else if(dst==src.br.br)
128 [[NSSound soundNamed: @"Pop"] play];
129 Bit *bit = capture.bit;
130 _numPieces[bit.owner.index]--;
133 // Now check if another capture is possible. If so, don't end the turn:
134 if( (dst.fl.bit.unfriendly && dst.fl.fl.empty) || (dst.fr.bit.unfriendly && dst.fr.fr.empty) )
137 if( (dst.bl.bit.unfriendly && dst.bl.bl.empty) || (dst.br.bit.unfriendly && dst.br.br.empty) )
144 - (Player*) checkForWinner
146 // Whoever runs out of pieces loses:
147 if( _numPieces[0]==0 )
148 return [self.players objectAtIndex: 1];
149 else if( _numPieces[1]==0 )
150 return [self.players objectAtIndex: 0];