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Chess.cpp
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143 lines (115 loc) · 4.46 KB
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#include <SFML/Graphics.hpp>
#include "Game.h"
#include "Square.h"
#include "Board.h"
#include "AbstractChessPiece.h"
#include "ChessPieces.h"
RenderWindow window(VideoMode(GameData::windowSizeX, GameData::windowSizeY), "", Style::Close);
GameData game;
Board board;
vector<unique_ptr<AbstractChessPiece>> pieces; // An array of all pieces on the board
unsigned char selected = 0;
float dx = 0.f, dy = 0.f;
// Deleting a piece by known coordinates on the board
void DeletePiece(Square& square);
// Finding a piece by known coordinates on the board
AbstractChessPiece* FindPiece(const Square& square);
void AddPiece(Square& square, int value);
void UpdateWindow();
void Promotion();
int main() {
Event event;
while (window.isOpen()) {
while (window.pollEvent(event)) {
if (event.type == Event::Closed) window.close();
if (event.type == Event::MouseButtonPressed and event.key.code == Mouse::Left) {
for (int i = 0; i < pieces.size(); ++i) {
if (pieces[i]->ContainsMouse()) {
pieces[i]->Select();
selected = i;
break;
}
}
}
if (event.type == Event::MouseButtonReleased and event.key.code == Mouse::Left) {
if (board.getGlobalBounds().contains(pieces[selected]->getPosition())) { // Check the piece exit outside the window
Square* nearestSquare = pieces[selected]->SearchNearestSquare();
pieces[selected]->Capture(*nearestSquare); // Only one of the options is possible
pieces[selected]->Move(*nearestSquare); //
pieces[selected]->Castling(*nearestSquare); //
Promotion(); //
}
else pieces[selected]->ReturnToPreviousPos();
pieces[selected]->ResetSelection();
}
}
pieces[selected]->MoveWithMouse();
UpdateWindow();
}
}
AbstractChessPiece* FindPiece(const Square& square) {
for (const auto& piece : pieces) {
if ((*piece->getSquare()) == square) return piece.get();
}
}
void DeletePiece(Square& square) {
for (auto piece = pieces.begin(); piece < pieces.end(); ++piece) {
if ((*(*piece)->getSquare()) == square) {
square.setIsEmpty(true);
if ((*piece)->getName() == "KingW" or (*piece)->getName() == "KingB") game.isFinished = true;
pieces.erase(piece);
selected = static_cast<char>(pieces.size()) - 1;
return;
}
}
}
void AddPiece(Square& square, int value) {
switch (abs(value)) {
case 1:
pieces.push_back(unique_ptr<AbstractChessPiece>(make_unique<Castle>(square, value < 0)));
break;
case 2:
pieces.push_back(unique_ptr<AbstractChessPiece>(make_unique<Knight>(square, value < 0)));
break;
case 3:
pieces.push_back(unique_ptr<AbstractChessPiece>(make_unique<Bishop>(square, value < 0)));
break;
case 4:
pieces.push_back(unique_ptr<AbstractChessPiece>(make_unique<Queen>(square, value < 0)));
break;
case 5:
pieces.push_back(unique_ptr<AbstractChessPiece>(make_unique<King>(square, value < 0)));
break;
case 6:
pieces.push_back(unique_ptr<AbstractChessPiece>(make_unique<Pawn>(square, value < 0)));
break;
default:
break;
}
}
void Promotion() {
if (pieces[selected]->getIsPromotion() and pieces[selected]->ContainsMouse()) {
int mousePosXInSquare = int(game.mousePos.x - pieces[selected]->getX() * Square::sideLength),
mousePosYInSquare = int(game.mousePos.y - pieces[selected]->getY() * Square::sideLength);
if (mousePosXInSquare > Square::sideLength / 2 and mousePosYInSquare < Square::sideLength / 2)
pieces[selected] = make_unique<Knight>(*pieces[selected]->getSquare(), pieces[selected]->getColor());
else if (mousePosXInSquare < Square::sideLength / 2 and mousePosYInSquare < Square::sideLength / 2)
pieces[selected] = make_unique<Queen>(*pieces[selected]->getSquare(), pieces[selected]->getColor());
else if (mousePosXInSquare < Square::sideLength / 2 and mousePosYInSquare > Square::sideLength / 2)
pieces[selected] = make_unique<Bishop>(*pieces[selected]->getSquare(), pieces[selected]->getColor());
else if (mousePosXInSquare > Square::sideLength / 2 and mousePosYInSquare > Square::sideLength / 2)
pieces[selected] = make_unique<Castle>(*pieces[selected]->getSquare(), pieces[selected]->getColor());
pieces[selected]->setIsPromotion(false);
pieces[selected]->setIsMovable(true);
game.pawnIsPromotion = false;
game.ChangeOfTurn();
}
};
void UpdateWindow() {
window.clear();
board.draw(window);
pieces[selected]->DrawPossibleSquares();
for (auto& piece : pieces) { piece->draw(window); }
pieces[selected]->draw(window); // The moved piece is drawn twice so that it is on top of all others.
window.display();
}