Adding an end game lighting. Now to add the logic for the win condition...
This commit is contained in:
parent
afd42b9164
commit
a488636424
@ -5,7 +5,6 @@
|
||||
#include "pieces.hpp"
|
||||
|
||||
|
||||
|
||||
static uint8_t Board_State[12][8] = {{0}};
|
||||
static uint8_t Saved_Binary_Board[12] = {0};
|
||||
static uint8_t Board_Lights[12][8] = {{0}};
|
||||
@ -1038,3 +1037,8 @@ void chess_board_init(void)
|
||||
Board_State[6][i] = PAWN_WHITE;
|
||||
}
|
||||
}
|
||||
|
||||
void Board_get_game_state(uint8_t * game_state)
|
||||
{
|
||||
*game_state = Game_State;
|
||||
}
|
||||
|
@ -36,6 +36,12 @@
|
||||
#define GAME_STATE_P2_TURN_TAKING 6u
|
||||
#define GAME_STATE_ERROR_DETECTED 7u
|
||||
|
||||
#define GAME_STATE_OVER 8u
|
||||
#define GAME_STATE_OVER_WHITE_WIN 8u
|
||||
#define GAME_STATE_OVER_BLACK_WIN 9u
|
||||
#define GAME_STATE_OVER_STALE_MATE 10u
|
||||
|
||||
void chess_board_init(void);
|
||||
void Board_Changed(uint8_t current_binary_board[12]);
|
||||
void Board_get_lights_and_state(uint8_t board_lights[12][8], uint8_t board_state[12][8]);
|
||||
void Board_get_game_state(uint8_t * game_state);
|
||||
|
@ -24,6 +24,77 @@ SDL_Texture * bitmapTextures[12] = {NULL};
|
||||
static uint8_t Current_Binary_Board[12] = {0};
|
||||
|
||||
|
||||
static void ui_draw_end_game(SDL_Renderer *p_renderer, uint8_t board_state[12][8], uint8_t game_state)
|
||||
{
|
||||
SDL_SetRenderTarget(p_renderer, Board_Texture);
|
||||
SDL_SetRenderDrawColor(p_renderer, 0x7f, 0x7f, 0x7f, 0);
|
||||
SDL_RenderClear(p_renderer);
|
||||
SDL_RenderDrawRect(p_renderer, &Rectangle);
|
||||
SDL_SetRenderDrawColor(p_renderer, 0xFF, 0xFF, 0xFF, 0x00);
|
||||
Rectangle.w = Board_Width;
|
||||
Rectangle.h = Board_Width;
|
||||
Rectangle.x = (Width - Board_Width) / 2;
|
||||
Rectangle.y = (Height - Board_Width) / 2;
|
||||
SDL_RenderFillRect(p_renderer, &Rectangle);
|
||||
SDL_SetRenderDrawColor(p_renderer, 0x85, 0x5E, 0x42, 0x00);
|
||||
const int square_size = Board_Width / 8;
|
||||
int starting_x = Rectangle.x;
|
||||
Rectangle.w = square_size;
|
||||
Rectangle.h = square_size;
|
||||
uint8_t white_color[4] = {0xFF, 0xFF, 0x00, 0x00};
|
||||
uint8_t black_color[4] = {0xFF, 0xFF, 0x00, 0x00};
|
||||
if(game_state == GAME_STATE_OVER_WHITE_WIN)
|
||||
{
|
||||
white_color[0] = 0x00; white_color[1] = 0xFF; white_color[2] = 0x00; white_color[3] = 0x00;
|
||||
black_color[0] = 0xFF; black_color[1] = 0x00; black_color[2] = 0x00; black_color[3] = 0x00;
|
||||
}
|
||||
else if (game_state == GAME_STATE_OVER_BLACK_WIN)
|
||||
{
|
||||
black_color[0] = 0x00; black_color[1] = 0xFF; black_color[2] = 0x00; black_color[3] = 0x00;
|
||||
white_color[0] = 0xFF; white_color[1] = 0x00; white_color[2] = 0x00; white_color[3] = 0x00;
|
||||
}
|
||||
|
||||
|
||||
for (size_t j = 0; j < 8; j++)
|
||||
{
|
||||
Rectangle.x = starting_x;
|
||||
for (size_t i = 0; i < 8; i++)
|
||||
{
|
||||
if((board_state[j][i] & 0x0Fu) != SQUARE_EMPTY)
|
||||
{
|
||||
uint8_t * render_color;
|
||||
if((board_state[j][i] % 2u) == 0u )
|
||||
{
|
||||
render_color = white_color;
|
||||
}
|
||||
else
|
||||
{
|
||||
render_color = black_color;
|
||||
}
|
||||
SDL_SetRenderDrawColor(p_renderer, render_color[0], render_color[1], render_color[2], render_color[3]);
|
||||
SDL_RenderFillRect(p_renderer, &Rectangle);
|
||||
SDL_SetRenderDrawColor(p_renderer, 0x85, 0x5E, 0x42, 0x00);
|
||||
SDL_RenderCopy(p_renderer, bitmapTextures[(board_state[j][i] & 0x0Fu)], NULL, &Rectangle);
|
||||
}
|
||||
else if (((i % 2) + (j % 2)) == 1)
|
||||
{
|
||||
SDL_RenderFillRect(p_renderer, &Rectangle);
|
||||
}
|
||||
else
|
||||
{
|
||||
/* code */
|
||||
}
|
||||
|
||||
|
||||
Rectangle.x += square_size;
|
||||
}
|
||||
Rectangle.y += square_size;
|
||||
}
|
||||
|
||||
SDL_SetRenderTarget(p_renderer, NULL);
|
||||
SDL_RenderCopy(p_renderer, Board_Texture, NULL, NULL);
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Funtion for that will draw the current state of the board including pecies and colors for suggested and possible moves.
|
||||
* @param *p_renderer pointer to the renderer object:
|
||||
@ -158,9 +229,19 @@ void ui_redraw_board(SDL_Renderer *p_renderer)
|
||||
{
|
||||
uint8_t board_lights[12][8];
|
||||
uint8_t board_state[12][8];
|
||||
uint8_t game_state;
|
||||
Board_get_game_state(&game_state);
|
||||
Board_get_lights_and_state(board_lights, board_state);
|
||||
if(game_state < GAME_STATE_OVER)
|
||||
{
|
||||
ui_draw_board(p_renderer, board_lights, board_state);
|
||||
}
|
||||
else
|
||||
{
|
||||
ui_draw_end_game(p_renderer, board_state, game_state);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Function for resizing the display of the board
|
||||
|
Loading…
Reference in New Issue
Block a user