add basic input handling for klotski board/graph + populate graph based on klotski moves

This commit is contained in:
2026-02-17 15:12:32 +01:00
parent 9d0afffb57
commit 8d5a6a827c
6 changed files with 255 additions and 56 deletions

View File

@ -9,6 +9,33 @@
#include "mass_springs.hpp"
#include "renderer.hpp"
auto klotski_a() -> State {
State s = State(4, 5);
Block a = Block(0, 0, 1, 2, false);
Block b = Block(1, 0, 2, 2, true);
Block c = Block(3, 0, 1, 2, false);
Block d = Block(0, 2, 1, 2, false);
Block e = Block(1, 2, 2, 1, false);
Block f = Block(3, 2, 1, 2, false);
Block g = Block(1, 3, 1, 1, false);
Block h = Block(2, 3, 1, 1, false);
Block i = Block(0, 4, 1, 1, false);
Block j = Block(3, 4, 1, 1, false);
s.AddBlock(a);
s.AddBlock(b);
s.AddBlock(c);
s.AddBlock(d);
s.AddBlock(e);
s.AddBlock(f);
s.AddBlock(g);
s.AddBlock(h);
s.AddBlock(i);
s.AddBlock(j);
return s;
}
auto main(int argc, char *argv[]) -> int {
// if (argc < 2) {
// std::cout << "Missing .klotski file." << std::endl;
@ -23,50 +50,117 @@ auto main(int argc, char *argv[]) -> int {
InitWindow(WIDTH * 2, HEIGHT, "MassSprings");
// Mass springs configuration
MassSpringSystem mass_springs;
mass_springs.AddMass(1.0, Vector3(-0.5, 0.5, 0.0), true);
mass_springs.AddMass(1.0, Vector3(0.5, 0.5, 0.0), false);
mass_springs.AddMass(1.0, Vector3(0.5, 0.0, 0.0), false);
mass_springs.AddSpring(0, 1, DEFAULT_SPRING_CONSTANT,
DEFAULT_DAMPENING_CONSTANT, DEFAULT_REST_LENGTH);
mass_springs.AddSpring(1, 2, DEFAULT_SPRING_CONSTANT,
DEFAULT_DAMPENING_CONSTANT, DEFAULT_REST_LENGTH);
State s = State(4, 5);
Block a = Block(0, 0, 2, 1, false);
Block b = Block(0, 1, 1, 3, true);
Block c = Block(0, 2, "45");
Block d = Block(0, 3, "de");
s.AddBlock(a);
s.AddBlock(b);
for (Block block : s) {
std::cout << "Block (" << block.x << ", " << block.y << ")" << std::endl;
}
// Klotski configuration
State board = klotski_a();
mass_springs.AddMass(1.0, Vector3Zero(), true, board.state);
// Rendering configuration
Renderer renderer(WIDTH, HEIGHT);
Edge2Set edges;
edges.reserve(mass_springs.springs.size());
Vertex2Set vertices;
vertices.reserve(mass_springs.masses.size());
// Game loop
float camera_distance = CAMERA_DISTANCE;
float horizontal = 0.0;
float vertical = 0.0;
float frametime;
float abstime = 0.0;
int hov_x = 0;
int hov_y = 0;
int sel_x = 0;
int sel_y = 0;
while (!WindowShouldClose()) {
frametime = GetFrameTime();
// Mouse handling
Vector2 m = GetMousePosition();
float block_size;
float x_offset = 0.0;
float y_offset = 0.0;
if (board.width > board.height) {
block_size = static_cast<float>(WIDTH) / board.width;
y_offset = (HEIGHT - block_size * board.height) / 2.0;
} else {
block_size = static_cast<float>(HEIGHT) / board.height;
x_offset = (WIDTH - block_size * board.width) / 2.0;
}
if (m.x < x_offset) {
hov_x = 100;
} else {
hov_x = (m.x - x_offset) / block_size;
}
if (m.y < y_offset) {
hov_y = 100;
} else {
hov_y = (m.y - y_offset) / block_size;
}
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) {
sel_x = hov_x;
sel_y = hov_y;
}
camera_distance += GetMouseWheelMove() / -10.0;
// Key handling
std::string previous_state = board.state;
if (IsKeyPressed(KEY_W)) {
if (board.MoveBlockAt(sel_x, sel_y, Direction::NOR)) {
sel_y--;
}
} else if (IsKeyPressed(KEY_A)) {
if (board.MoveBlockAt(sel_x, sel_y, Direction::WES)) {
sel_x--;
}
} else if (IsKeyPressed(KEY_S)) {
if (board.MoveBlockAt(sel_x, sel_y, Direction::SOU)) {
sel_y++;
}
} else if (IsKeyPressed(KEY_D)) {
if (board.MoveBlockAt(sel_x, sel_y, Direction::EAS)) {
sel_x++;
}
}
// TODO: Need to check for duplicate springs
if (previous_state != board.state) {
mass_springs.AddMass(
1.0,
Vector3(static_cast<float>(GetRandomValue(-1000, 1000)) / 1000.0,
static_cast<float>(GetRandomValue(-1000, 1000)) / 1000.0,
static_cast<float>(GetRandomValue(-1000, 1000)) / 1000.0),
false, board.state);
mass_springs.AddSpring(board.state, previous_state,
DEFAULT_SPRING_CONSTANT,
DEFAULT_DAMPENING_CONSTANT, DEFAULT_REST_LENGTH);
}
if (IsKeyPressed(KEY_UP)) {
vertical += 0.1;
} else if (IsKeyPressed(KEY_RIGHT)) {
horizontal += 0.1;
} else if (IsKeyPressed(KEY_DOWN)) {
vertical -= 0.1;
} else if (IsKeyPressed(KEY_LEFT)) {
horizontal -= 0.1;
}
// Physics update
mass_springs.ClearForces();
mass_springs.CalculateSpringForces();
mass_springs.CalculateRepulsionForces();
#ifdef VERLET_UPDATE
mass_springs.VerletUpdate(frametime * SIM_SPEED);
#else
mass_springs.EulerUpdate(frametime * SIM_SPEED);
#endif
// Rendering
renderer.Transform(edges, vertices, mass_springs, abstime * ROTATION_SPEED,
CAMERA_DISTANCE);
camera_distance, horizontal, vertical);
renderer.DrawMassSprings(edges, vertices);
renderer.DrawKlotski(s); // TODO: Don't need to render each frame
renderer.DrawKlotski(board, hov_x, hov_y, sel_x, sel_y);
renderer.DrawTextures();
abstime += frametime;