Retired Document
Important: This sample code may not represent best practices for current development. The project may use deprecated symbols and illustrate technologies and techniques that are no longer recommended.
Source/KlondikeGame.m
/* |
File: KlondikeGame.m |
Abstract: The classic card solitaire game Klondike. |
Version: 1.0 |
Disclaimer: IMPORTANT: This Apple software is supplied to you by |
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following terms, and your use, installation, modification or |
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terms. If you do not agree with these terms, please do not use, |
install, modify or redistribute this Apple software. |
In consideration of your agreement to abide by the following terms, and |
subject to these terms, Apple grants you a personal, non-exclusive |
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"Apple Software"), to use, reproduce, modify and redistribute the Apple |
Software, with or without modifications, in source and/or binary forms; |
provided that if you redistribute the Apple Software in its entirety and |
without modifications, you must retain this notice and the following |
text and disclaimers in all such redistributions of the Apple Software. |
Neither the name, trademarks, service marks or logos of Apple Inc. |
may be used to endorse or promote products derived from the Apple |
Software without specific prior written permission from Apple. Except |
as expressly stated in this notice, no other rights or licenses, express |
or implied, are granted by Apple herein, including but not limited to |
any patent rights that may be infringed by your derivative works or by |
other works in which the Apple Software may be incorporated. |
The Apple Software is provided by Apple on an "AS IS" basis. APPLE |
MAKES NO WARRANTIES, EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION |
THE IMPLIED WARRANTIES OF NON-INFRINGEMENT, MERCHANTABILITY AND FITNESS |
FOR A PARTICULAR PURPOSE, REGARDING THE APPLE SOFTWARE OR ITS USE AND |
OPERATION ALONE OR IN COMBINATION WITH YOUR PRODUCTS. |
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AND WHETHER UNDER THEORY OF CONTRACT, TORT (INCLUDING NEGLIGENCE), |
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Copyright © 2007 Apple Inc. All Rights Reserved. |
*/ |
#import "KlondikeGame.h" |
#import "Deck.h" |
#import "PlayingCard.h" |
#import "Stack.h" |
#define kStackHeight 500 |
/** WARNING: THIS CODE REQUIRES GARBAGE COLLECTION! |
** This sample application uses Objective-C 2.0 garbage collection. |
** Therefore, the source code in this file does NOT perform manual object memory management. |
** If you reuse any of this code in a process that isn't garbage collected, you will need to |
** add all necessary retain/release/autorelease calls, and implement -dealloc methods, |
** otherwise unpleasant leakage will occur! |
**/ |
@implementation KlondikeGame |
- (id) initWithBoard: (CALayer*)board |
{ |
self = [super initWithBoard: board]; |
if (self != nil) { |
[self setNumberOfPlayers: 1]; |
_deck = [[Deck alloc] initWithCardsOfClass: [PlayingCard class]]; |
[_deck shuffle]; |
_deck.position = CGPointMake(kCardWidth/2+16,kCardHeight/2+16); |
[board addSublayer: _deck]; |
_sink = [[Deck alloc] init]; |
_sink.position = CGPointMake(3*kCardWidth/2+32,kCardHeight/2+16); |
[board addSublayer: _sink]; |
for( CardSuit suit=kSuitClubs; suit<=kSuitSpades; suit++ ) { |
Deck *aces = [[Deck alloc] init]; |
aces.position = CGPointMake(kCardWidth/2+16+(kCardWidth+16)*(suit%2), |
120+kCardHeight+(kCardHeight+16)*(suit/2)); |
[board addSublayer: aces]; |
_aces[suit] = aces; |
} |
for( int s=0; s<7; s++ ) { |
Stack *stack = [[Stack alloc] initWithStartPos: CGPointMake(kCardWidth/2, |
kStackHeight-kCardHeight/2.0) |
spacing: CGSizeMake(0,-22)]; |
stack.frame = CGRectMake(260+s*(kCardWidth+16),16, kCardWidth,kStackHeight); |
stack.backgroundColor = nil; |
stack.dragAsStacks = YES; |
[board addSublayer: stack]; |
// According to the rules, one card should be added to each stack in turn, instead |
// of populating entire stacks one at a time. However, if one trusts the Deck's |
// -shuffle method (which uses the random() function, seeded with a high-entropy |
// cryptographically-strong value), it shouldn't make any difference :-) |
for( int c=0; c<=s; c++ ) |
[stack addBit: [_deck removeTopCard]]; |
((Card*)stack.bits.lastObject).faceUp = YES; |
} |
[self nextPlayer]; |
} |
return self; |
} |
- (BOOL) clickedBit: (Bit*)bit |
{ |
if( [bit isKindOfClass: [Card class]] ) { |
Card *card = (Card*)bit; |
if( card.holder == _deck ) { |
// Click on deck deals 3 cards to the sink: |
for( int i=0; i<3; i++ ) { |
Card *card = [_deck removeTopCard]; |
if( card ) { |
[_sink addCard: card]; |
card.faceUp = YES; |
} |
} |
[self endTurn]; |
return YES; |
} else if( card.holder == _sink ) { |
// Clicking the sink when the deck is empty re-deals: |
if( _deck.empty ) { |
[_deck addCards: [_sink removeAllCards]]; |
[_deck flip]; |
[self endTurn]; |
return YES; |
} |
} else { |
// Click on a card elsewhere turns it face-up: |
if( ! card.faceUp ) { |
card.faceUp = YES; |
return YES; |
} |
} |
} |
return NO; |
} |
- (BOOL) canBit: (Bit*)bit moveFrom: (id<BitHolder>)src |
{ |
if( [bit isKindOfClass: [DraggedStack class]] ) { |
Card *bottomSrc = [[(DraggedStack*)bit bits] objectAtIndex: 0]; |
if( ! bottomSrc.faceUp ) |
return NO; |
} |
return YES; |
} |
- (BOOL) canBit: (Bit*)bit moveFrom: (id<BitHolder>)src to: (id<BitHolder>)dst |
{ |
if( src==_deck || dst==_deck || dst==_sink ) |
return NO; |
// Find the bottom card being moved, and the top card it's moving onto: |
PlayingCard *bottomSrc; |
if( [bit isKindOfClass: [DraggedStack class]] ) |
bottomSrc = [[(DraggedStack*)bit bits] objectAtIndex: 0]; |
else |
bottomSrc = (PlayingCard*)bit; |
PlayingCard *topDst; |
if( [dst isKindOfClass: [Deck class]] ) { |
// Dragging to an ace pile: |
if( ! [bit isKindOfClass: [Card class]] ) |
return NO; |
topDst = (PlayingCard*) ((Deck*)dst).topCard; |
if( topDst == nil ) |
return bottomSrc.rank == kRankAce; |
else |
return bottomSrc.suit == topDst.suit && bottomSrc.rank == topDst.rank+1; |
} else { |
// Dragging to a card stack: |
topDst = (PlayingCard*) ((Stack*)dst).topBit; |
if( topDst == nil ) |
return bottomSrc.rank == kRankKing; |
else |
return bottomSrc.color != topDst.color && bottomSrc.rank == topDst.rank-1; |
} |
} |
- (Player*) checkForWinner |
{ |
for( CardSuit suit=kSuitClubs; suit<=kSuitSpades; suit++ ) |
if( _aces[suit].cards.count < 13 ) |
return nil; |
return _currentPlayer; |
} |
@end |
Copyright © 2007 Apple Inc. All Rights Reserved. Terms of Use | Privacy Policy | Updated: 2007-12-19