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kiss-vscode/projects/_standalone/habit-puzzles/source/jigsawx/Jigsawx.hx

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5.1 KiB
Haxe

package jigsawx ;
import jigsawx.OpenEllipse ;
import jigsawx.JigsawPiece ;
import jigsawx.math.Vec2;
import jigsawx.JigsawSideData;
import kiss.List;
import flixel.math.FlxRandom;
class Jigsawx {
private var rows: Int;
private var cols: Int;
private var pieces: kiss.List<kiss.List<JigsawPiece>>;
public var jigs: Array<JigsawPiece>;
private var sides: Array<Array<JigsawPieceData>>;
private var lt: Float;
private var rt: Float;
private var rb: Float;
private var lb: Float;
private var dx: Float;
private var dy: Float;
private var length: Int;
public function new( pieceWidth: Float
, pieceHeight: Float
, totalWidth: Float
, totalHeight: Float
, edgeLeeway: Float
, bubbleSize: Float
, rows_: Int
, cols_: Int
, r: FlxRandom) {
pieces = [];
jigs = [];
sides = [];
dx = pieceWidth;
dy = pieceHeight;
rows = rows_;
cols = cols_;
//corners, theoretically JigsawSideData could be modified to allow these to have a random element.
var xy = new Vec2( 0, 0 );
var lt = new Vec2( edgeLeeway, edgeLeeway );
var rt = new Vec2( edgeLeeway + dx, edgeLeeway );
var rb = new Vec2( edgeLeeway + dx, dy + edgeLeeway );
var lb = new Vec2( edgeLeeway, dy + edgeLeeway );
length = 0;
var last: JigsawPieceData;
for( row in 0...rows ){
last = { north: null, east: null, south: null, west: null };
sides.push( new Array() );
for( col in 0...cols ){
var jigsawPiece = JigsawSideData.halfPieceData(r);
if( last.east != null ) jigsawPiece.west = JigsawSideData.reflect( last.east );
if( col == cols - 1 ) jigsawPiece.east = null;
sides[ row ][ col ] = jigsawPiece;
last = jigsawPiece;
length++;
}
}
for( col in 0...cols ){
last = { north: null, east: null, south: null, west: null };
for( row in 0...rows ){
var jigsawPiece = sides[ row ][ col ];
if( last.south != null ) jigsawPiece.north = JigsawSideData.reflect( last.south );
if( row == rows - 1 ) jigsawPiece.south = null;
last = jigsawPiece;
}
}
var jig: JigsawPiece;
for( row in 0...rows ){
pieces.push( new Array() );
for( col in 0...cols ){
jig = new JigsawPiece( xy, row, col, bubbleSize, lt, rt, rb, lb, sides[ row ][ col ] );
pieces[ row ][ col ] = jig;
jigs.push( jig );
xy.x += dx;
}
xy.x = 0;
xy.y += dy;
}
// Assert that this puzzle's geometry contains the actual corners of the image:
var corners = ["top left", "top right", "bottom left", "bottom right"];
function contains(p:JigsawPiece, v:Vec2) {
var minOffset = Math.POSITIVE_INFINITY;
for (pt in p.getPoints()) {
var offset = Math.abs(pt.x - (v.x - p.xy.x)) + Math.abs(pt.y - (v.y - p.xy.y));
if (offset < minOffset)
minOffset = offset;
if (offset < 1)
return true;
}
return false;
}
var containsCorners = [
contains(pieces[0][0], new Vec2(0, 0)),
contains(pieces[0][-1], new Vec2(totalWidth, 0)),
contains(pieces[-1][0], new Vec2(0, totalHeight)),
contains(pieces[-1][-1], new Vec2(totalWidth, totalHeight))
];
var containsAllCorners = true;
for (i in 0...corners.length) {
if (!containsCorners[i]) {
trace('missing ${corners[i]} corner');
containsAllCorners = false;
}
}
if (!containsAllCorners) {
#if debug
throw "jigsawX geometry doesn't align with the whole image dimensions!";
#end
}
}
}