interpreting monopoly as multi scree game
This commit is contained in:
32
games/monopoly/DiceModalGame.h
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32
games/monopoly/DiceModalGame.h
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@@ -0,0 +1,32 @@
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// DiceModalGame.h
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#pragma once
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#include "../../lib/game.h"
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#include "../../display/low_level_render.h"
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#include "../../display/low_level_gui.h"
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#include "input_manager.h"
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class DiceModalGame : public Game {
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int dice1, dice2;
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bool dismissed;
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public:
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DiceModalGame(uint16_t width, uint16_t height, LowLevelRenderer* renderer, LowLevelGUI* gui, InputManager* input_manager, int d1, int d2)
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: Game(width, height, renderer, gui, input_manager), dice1(d1), dice2(d2), dismissed(false) {}
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void init() override { dismissed = false; }
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bool update(const InputEvent& event) override {
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if (event.type == INPUT_BUTTON_0 || event.type == INPUT_BUTTON_1) {
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dismissed = true;
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return true;
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}
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return false;
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}
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void draw() override {
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int win_w = 220, win_h = 120;
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int win_x = (width - win_w) / 2, win_y = (height - win_h) / 2;
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char buf[64];
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gui->draw_new_window(win_x, win_y, win_w, win_h, "Dice Roll");
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snprintf(buf, sizeof(buf), "You rolled: %d + %d", dice1, dice2);
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renderer->draw_string_scaled(win_x + 30, win_y + 40, buf, 2);
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renderer->draw_string_scaled(10, height - 20, "Press any button...", 2);
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}
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bool is_dismissed() const { return dismissed; }
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};
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0
games/monopoly/PropertyModalGame.cpp
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0
games/monopoly/PropertyModalGame.cpp
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47
games/monopoly/PropertyModalGame.h
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47
games/monopoly/PropertyModalGame.h
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@@ -0,0 +1,47 @@
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// PropertyModalGame.h
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#pragma once
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#include "../../lib/game.h"
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#include "../../display/low_level_render.h"
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#include "../../display/low_level_gui.h"
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#include "input_manager.h"
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#include "monopoly_board.h"
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class PropertyModalGame : public Game {
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const BoardTile* property;
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bool dismissed;
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public:
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PropertyModalGame(uint16_t width, uint16_t height, LowLevelRenderer* renderer, LowLevelGUI* gui, InputManager* input_manager, const BoardTile* prop)
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: Game(width, height, renderer, gui, input_manager), property(prop), dismissed(false) {}
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void init() override { dismissed = false; }
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bool update(const InputEvent& event) override {
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if (event.type == INPUT_BUTTON_0 || event.type == INPUT_BUTTON_1) {
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dismissed = true;
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return true;
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}
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return false;
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}
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void draw() override {
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int win_w = 320, win_h = 180;
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int win_x = (width - win_w) / 2, win_y = (height - win_h) / 2;
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char buf[128];
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snprintf(buf, sizeof(buf), "Property: %s", property->name);
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gui->draw_new_window(win_x, win_y, win_w, win_h, buf);
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int py = win_y + 30;
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char pbuf[128];
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if (property->type == TILE_PROPERTY) {
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snprintf(pbuf, sizeof(pbuf), "Cost: $%d", property->cost);
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renderer->draw_string_scaled(win_x + 20, py, pbuf, 2);
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py += 25;
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snprintf(pbuf, sizeof(pbuf), "Rent: $%d", property->rent[0]);
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renderer->draw_string_scaled(win_x + 20, py, pbuf, 2);
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py += 25;
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snprintf(pbuf, sizeof(pbuf), "House Cost: $%d", property->house_cost);
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renderer->draw_string_scaled(win_x + 20, py, pbuf, 2);
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} else if (property->type == TILE_RAILROAD || property->type == TILE_UTILITY) {
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snprintf(pbuf, sizeof(pbuf), "Cost: $%d", property->cost);
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renderer->draw_string_scaled(win_x + 20, py, pbuf, 2);
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}
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renderer->draw_string_scaled(10, height - 20, "Press any button...", 2);
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}
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bool is_dismissed() const { return dismissed; }
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};
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@@ -11,8 +11,14 @@ extern "C" {
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#ifdef __cplusplus
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}
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#endif
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#include <stdio.h>
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#include <string.h>
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#include <stdlib.h>
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#include <time.h>
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#include "DiceModalGame.h"
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#include "PropertyModalGame.h"
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// --- Constructor ---
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@@ -36,6 +42,8 @@ void MonopolyGame::init() {
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double_rolls = 0;
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just_sent_to_jail = false;
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selected_action = 0;
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srand(time(NULL));
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if (active_modal) { delete active_modal; active_modal = nullptr; }
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// TODO: Reset all board state, property ownership, etc.
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}
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@@ -44,11 +52,17 @@ bool MonopolyGame::update(const InputEvent& event) {
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Player* p = &players[current_player_idx];
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bool needs_redraw = false;
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// If modal is open, any button closes it
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if (show_property_modal) {
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if (event.type == INPUT_BUTTON_0 || event.type == INPUT_BUTTON_1) {
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show_property_modal = false;
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modal_property_index = -1;
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// If a modal is active, delegate input and check for dismissal
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if (active_modal) {
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bool modal_redraw = active_modal->update(event);
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if (modal_redraw) needs_redraw = true;
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// If modal is dismissed, delete and return control
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// Use dynamic_cast to check for modal type and dismissal
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auto dice_modal = dynamic_cast<DiceModalGame*>(active_modal);
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auto prop_modal = dynamic_cast<PropertyModalGame*>(active_modal);
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if ((dice_modal && dice_modal->is_dismissed()) || (prop_modal && prop_modal->is_dismissed())) {
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delete active_modal;
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active_modal = nullptr;
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needs_redraw = true;
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}
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return needs_redraw;
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@@ -71,11 +85,16 @@ bool MonopolyGame::update(const InputEvent& event) {
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if (p->position < old_pos) p->balance += 200;
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has_rolled = true;
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needs_redraw = true;
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// Store dice values and show dice modal
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last_dice1 = dice1;
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last_dice2 = dice2;
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if (active_modal) delete active_modal;
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active_modal = new DiceModalGame(width, height, renderer, gui, input_manager, dice1, dice2);
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// Show property modal if landed on property/railroad/utility
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const BoardTile* landed = &MONOPOLY_BOARD[p->position];
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if (landed->type == TILE_PROPERTY || landed->type == TILE_RAILROAD || landed->type == TILE_UTILITY) {
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show_property_modal = true;
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modal_property_index = p->position;
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// Queue property modal after dice modal is dismissed
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}
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// TODO: Handle doubles, jail, landing effects
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}
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@@ -111,27 +130,42 @@ bool MonopolyGame::update(const InputEvent& event) {
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default:
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break;
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}
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// If dice modal was just dismissed and a property modal is queued, show it
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if (!active_modal && modal_property_index >= 0) {
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active_modal = new PropertyModalGame(width, height, renderer, gui, input_manager, &MONOPOLY_BOARD[modal_property_index]);
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modal_property_index = -1;
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needs_redraw = true;
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}
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return needs_redraw;
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}
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// --- Draw game state (minimal: player info, current tile, actions) ---
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void MonopolyGame::draw() {
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// If a modal is active, draw it and return
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if (active_modal) {
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active_modal->draw();
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return;
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}
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Player* p = &players[current_player_idx];
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const BoardTile* tile = &MONOPOLY_BOARD[p->position];
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// Title
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renderer->draw_string_scaled(10, 10, "Monopoly (Minimal)", 2);
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renderer->draw_string_scaled(10, 10, "Monopoly", 3);
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// --- Player Stats (Right Side) ---
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int stats_x = width - 180;
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int y = 20;
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int stats_x = width - 200;
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int y = 40 + 15 * current_player_idx;
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char buf[128];
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// Name (Big)
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renderer->draw_string_scaled(stats_x, y, p->name, 2);
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y += 40;
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// make a window showing player stats
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LowLevelWindow* stats_win = gui->draw_new_window(stats_x - 10, y - 10 , 190, 120, p->name);
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y += 20;
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renderer->draw_string_scaled(stats_x, y, "Location:", 1);
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renderer->draw_string_scaled(stats_x, y + 10, tile->name, 2);
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y += 30;
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// Money
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snprintf(buf, sizeof(buf), "$%d", p->balance);
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renderer->draw_string_scaled(stats_x, y, buf, 2);
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renderer->draw_string_scaled(stats_x, y, "Money:", 1);
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renderer->draw_string_scaled(stats_x, y + 10, buf, 2);
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y += 30;
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// Properties
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int prop_count = 0;
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@@ -140,8 +174,8 @@ void MonopolyGame::draw() {
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if (prop_idx >= 0 && MONOPOLY_BOARD[prop_idx].type == TILE_PROPERTY) prop_count++;
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}
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snprintf(buf, sizeof(buf), "Properties: %d", prop_count);
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renderer->draw_string_scaled(stats_x, y, buf, 2);
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y += 30;
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renderer->draw_string_scaled(stats_x, y, buf, 1);
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y += 10;
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// Monopoly count
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int monopoly_count = 0;
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// For each group, check if player owns all properties in group
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@@ -158,49 +192,7 @@ void MonopolyGame::draw() {
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if (group_total > 0 && group_total == group_owned) monopoly_count++;
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}
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snprintf(buf, sizeof(buf), "Monopolies: %d", monopoly_count);
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renderer->draw_string_scaled(stats_x, y, buf, 2);
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// --- Main Info (Left Side) ---
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snprintf(buf, sizeof(buf), "Player: %s ($%d)", p->name, p->balance);
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renderer->draw_string_scaled(10, 30, buf, 2);
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snprintf(buf, sizeof(buf), "Location: %s", tile->name);
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renderer->draw_string_scaled(10, 50, buf, 2);
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// Show property modal window if needed
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if (show_property_modal && modal_property_index >= 0) {
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const BoardTile* mprop = &MONOPOLY_BOARD[modal_property_index];
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int win_w = 320, win_h = 180;
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int win_x = (width - win_w) / 2, win_y = (height - win_h) / 2;
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LowLevelWindow* win = gui->draw_new_window(win_x, win_y, win_w, win_h, "Property Info");
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// gui->current_font = renderer->get_current_font();
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int py = win_y + 30;
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char pbuf[128];
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if (mprop->type == TILE_PROPERTY) {
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snprintf(pbuf, sizeof(pbuf), "%s", mprop->name);
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renderer->draw_string_scaled(win_x + 20, py, pbuf, 2);
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py += 30;
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snprintf(pbuf, sizeof(pbuf), "Color: %s", mprop->color ? mprop->color : "-");
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renderer->draw_string_scaled(win_x + 20, py, pbuf, 2);
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py += 25;
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snprintf(pbuf, sizeof(pbuf), "Cost: $%d", mprop->cost);
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renderer->draw_string_scaled(win_x + 20, py, pbuf, 2);
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py += 25;
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snprintf(pbuf, sizeof(pbuf), "Rent: $%d", mprop->rent[0]);
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renderer->draw_string_scaled(win_x + 20, py, pbuf, 2);
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py += 25;
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snprintf(pbuf, sizeof(pbuf), "House Cost: $%d", mprop->house_cost);
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renderer->draw_string_scaled(win_x + 20, py, pbuf, 2);
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} else if (mprop->type == TILE_RAILROAD || mprop->type == TILE_UTILITY) {
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snprintf(pbuf, sizeof(pbuf), "%s", mprop->name);
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renderer->draw_string_scaled(win_x + 20, py, pbuf, 2);
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py += 30;
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snprintf(pbuf, sizeof(pbuf), "Cost: $%d", mprop->cost);
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renderer->draw_string_scaled(win_x + 20, py, pbuf, 2);
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}
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renderer->draw_string_scaled(win_x + 20, win_y + win_h - 40, "Press any button...", 2);
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return;
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}
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renderer->draw_string_scaled(stats_x, y, buf, 1);
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// Draw action menu (highlight selected)
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const char* actions[ACTION_COUNT] = {"Roll Dice", "Buy Property", "End Turn"};
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@@ -210,8 +202,6 @@ void MonopolyGame::draw() {
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renderer->draw_string_scaled(10, y, buf, 2);
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}
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// renderer->draw_string_scaled(10, height - 20, "BTN0: Next Option BTN1: Select", 2);
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// TODO: Draw board, all players, property ownership, jail, chance, etc.
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// TODO: Add win/lose/game over conditions
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// TODO: Add touch support, more UI, etc.
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@@ -26,6 +26,7 @@ public:
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bool update(const InputEvent& event) override;
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void draw() override;
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private:
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// Game state and helpers
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Player players[MAX_PLAYERS];
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@@ -39,8 +40,10 @@ private:
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int selected_action; // 0: Roll, 1: Buy, 2: End Turn
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static constexpr int ACTION_COUNT = 3;
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// Modal property window state
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bool show_property_modal = false;
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// Modal games
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Game* active_modal = nullptr;
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int last_dice1 = 0;
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int last_dice2 = 0;
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int modal_property_index = -1;
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};
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