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authorjbzdarkid <jbzdarkid@gmail.com>2019-11-24 14:08:30 -0800
committerjbzdarkid <jbzdarkid@gmail.com>2019-11-24 14:08:30 -0800
commit81fa5933d23db320934d168329b818b1868eeb6c (patch)
tree8527b3e9bdb4c1d523937fe47f249900be657983
parent88ad92c9382a68532503a351b053de024d116774 (diff)
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Grid cells are now square. Yay.
-rw-r--r--Source/PuzzleSerializer.cpp30
-rw-r--r--Source/PuzzleSerializer.h3
2 files changed, 19 insertions, 14 deletions
diff --git a/Source/PuzzleSerializer.cpp b/Source/PuzzleSerializer.cpp index 3dffde1..da7a336 100644 --- a/Source/PuzzleSerializer.cpp +++ b/Source/PuzzleSerializer.cpp
@@ -14,7 +14,7 @@ Puzzle PuzzleSerializer::ReadPuzzle(int id) {
14 int height = _memory->ReadEntityData<int>(id, GRID_SIZE_Y, 1)[0]; 14 int height = _memory->ReadEntityData<int>(id, GRID_SIZE_Y, 1)[0];
15 if (width == 0) width = height; 15 if (width == 0) width = height;
16 if (height == 0) height = width; 16 if (height == 0) height = width;
17 if (width < 0 || height < 0) return Puzzle(); // @Error: Grid size should be always positive? Looks like the starting panels break this rule, though. 17 if (width < 0 || height < 0) return p; // @Error: Grid size should be always positive? Looks like the starting panels break this rule, though.
18 18
19 _numGridLocations = width * height; // Highest location which represents a gridded intersection 19 _numGridLocations = width * height; // Highest location which represents a gridded intersection
20 _numIntersections = _memory->ReadEntityData<int>(id, NUM_DOTS, 1)[0]; 20 _numIntersections = _memory->ReadEntityData<int>(id, NUM_DOTS, 1)[0];
@@ -46,12 +46,16 @@ void PuzzleSerializer::WritePuzzle(const Puzzle& p, int id) {
46 46
47 MIN = 0.1f; 47 MIN = 0.1f;
48 MAX = 0.9f; 48 MAX = 0.9f;
49 WIDTH_INTERVAL = (MAX - MIN) / (p.width/2); 49
50 HEIGHT_INTERVAL = (MAX - MIN) / (p.height/2); 50 if (p.height > p.width) {
51 GAP_SIZE = min(WIDTH_INTERVAL, HEIGHT_INTERVAL) / 2; 51 INTERVAL = (MAX - MIN) / (p.height - (p.height%2));
52 // @Improvement: This will make grid cells square... but how do I keep the puzzle centered? Maybe save extra metadata? 52 X_OFF = (p.height - p.width) / 2;
53 // INTERVAL = (MAX - MIN) / (max(p.width, p.height) / 2); 53 Y_OFF = 0;
54 // GAP_SIZE = INTERVAL / 2; 54 } else {
55 INTERVAL = (MAX - MIN) / (p.width - (p.width%2));
56 X_OFF = 0;
57 Y_OFF = (p.width - p.height) / 2;
58 }
55 59
56 WriteIntersections(p); 60 WriteIntersections(p);
57 WriteEndpoints(p); 61 WriteEndpoints(p);
@@ -404,22 +408,22 @@ void PuzzleSerializer::WriteGaps(const Puzzle& p) {
404 gap1Location = static_cast<int>(_intersectionFlags.size()); 408 gap1Location = static_cast<int>(_intersectionFlags.size());
405 _connectionsA[connectionLocation] = xy_to_loc(p, x, y-1); 409 _connectionsA[connectionLocation] = xy_to_loc(p, x, y-1);
406 _connectionsB[connectionLocation] = gap1Location; 410 _connectionsB[connectionLocation] = gap1Location;
407 AddIntersection(p, x, y, xPos, yPos + GAP_SIZE / 2, Flags::HAS_ONE_CONN | Flags::HAS_VERTI_CONN); 411 AddIntersection(p, x, y, xPos, yPos + INTERVAL / 4, Flags::HAS_ONE_CONN | Flags::HAS_VERTI_CONN);
408 412
409 gap2Location = static_cast<int>(_intersectionFlags.size()); 413 gap2Location = static_cast<int>(_intersectionFlags.size());
410 _connectionsA.push_back(xy_to_loc(p, x, y+1)); 414 _connectionsA.push_back(xy_to_loc(p, x, y+1));
411 _connectionsB.push_back(gap2Location); 415 _connectionsB.push_back(gap2Location);
412 AddIntersection(p, x, y, xPos, yPos - GAP_SIZE / 2, Flags::HAS_ONE_CONN | Flags::HAS_VERTI_CONN); 416 AddIntersection(p, x, y, xPos, yPos - INTERVAL / 4, Flags::HAS_ONE_CONN | Flags::HAS_VERTI_CONN);
413 } else if (y%2 == 0) { // Horizontal gap 417 } else if (y%2 == 0) { // Horizontal gap
414 gap1Location = static_cast<int>(_intersectionFlags.size()); 418 gap1Location = static_cast<int>(_intersectionFlags.size());
415 _connectionsA[connectionLocation] = xy_to_loc(p, x-1, y); 419 _connectionsA[connectionLocation] = xy_to_loc(p, x-1, y);
416 _connectionsB[connectionLocation] = gap1Location; 420 _connectionsB[connectionLocation] = gap1Location;
417 AddIntersection(p, x, y, xPos - GAP_SIZE / 2, yPos, Flags::HAS_ONE_CONN | Flags::HAS_HORIZ_CONN); 421 AddIntersection(p, x, y, xPos - INTERVAL / 4, yPos, Flags::HAS_ONE_CONN | Flags::HAS_HORIZ_CONN);
418 422
419 gap2Location = static_cast<int>(_intersectionFlags.size()); 423 gap2Location = static_cast<int>(_intersectionFlags.size());
420 _connectionsA.push_back(xy_to_loc(p, x+1, y)); 424 _connectionsA.push_back(xy_to_loc(p, x+1, y));
421 _connectionsB.push_back(gap2Location); 425 _connectionsB.push_back(gap2Location);
422 AddIntersection(p, x, y, xPos + GAP_SIZE / 2, yPos, Flags::HAS_ONE_CONN | Flags::HAS_HORIZ_CONN); 426 AddIntersection(p, x, y, xPos + INTERVAL / 4, yPos, Flags::HAS_ONE_CONN | Flags::HAS_HORIZ_CONN);
423 } 427 }
424 if (p.symmetry != Puzzle::Symmetry::NONE) { 428 if (p.symmetry != Puzzle::Symmetry::NONE) {
425 if (p.grid[x][y].gap == Cell::Gap::NONE) { 429 if (p.grid[x][y].gap == Cell::Gap::NONE) {
@@ -574,8 +578,8 @@ int PuzzleSerializer::xy_to_dloc(const Puzzle& p, int x, int y) const {
574 578
575std::tuple<float, float> PuzzleSerializer::xy_to_pos(const Puzzle& p, int x, int y) const { 579std::tuple<float, float> PuzzleSerializer::xy_to_pos(const Puzzle& p, int x, int y) const {
576 return { 580 return {
577 MIN + (x/2.0f) * WIDTH_INTERVAL, 581 MIN + (x + X_OFF) * INTERVAL,
578 MAX - (y/2.0f) * HEIGHT_INTERVAL 582 MAX - (y + Y_OFF) * INTERVAL
579 }; 583 };
580} 584}
581 585
diff --git a/Source/PuzzleSerializer.h b/Source/PuzzleSerializer.h index 4d254d8..4ccd383 100644 --- a/Source/PuzzleSerializer.h +++ b/Source/PuzzleSerializer.h
@@ -65,5 +65,6 @@ private:
65 // Locations of non-grid points, i.e. dots, gaps, and endpoints 65 // Locations of non-grid points, i.e. dots, gaps, and endpoints
66 std::unordered_map<int, int> _extraLocations; 66 std::unordered_map<int, int> _extraLocations;
67 67
68 float MIN, MAX, WIDTH_INTERVAL, HEIGHT_INTERVAL, INTERVAL, GAP_SIZE; 68 float MIN, MAX, INTERVAL;
69 int X_OFF, Y_OFF;
69}; 70};