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theme_card.dart

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  • game_cubit.dart 4.20 KiB
    import 'dart:async';
    
    import 'package:flutter/material.dart';
    import 'package:flutter_custom_toolbox/flutter_toolbox.dart';
    
    import 'package:memory/models/game/game.dart';
    import 'package:memory/models/settings/settings_game.dart';
    import 'package:memory/models/settings/settings_global.dart';
    
    part 'game_state.dart';
    
    class GameCubit extends HydratedCubit<GameState> {
      GameCubit()
          : super(GameState(
              currentGame: Game.createNull(),
            ));
    
      void updateState(Game game) {
        emit(GameState(
          currentGame: game,
        ));
      }
    
      void refresh() {
        final Game game = Game(
          // Settings
          gameSettings: state.currentGame.gameSettings,
          globalSettings: state.currentGame.globalSettings,
          // State
          isRunning: state.currentGame.isRunning,
          isStarted: state.currentGame.isStarted,
          isFinished: state.currentGame.isFinished,
          animationInProgress: state.currentGame.animationInProgress,
          shufflingInProgress: state.currentGame.shufflingInProgress,
          // Base data
          board: state.currentGame.board,
          // Game data
          guessesCount: state.currentGame.guessesCount,
          pairsFound: state.currentGame.pairsFound,
        );
        game.dump();
    
        updateState(game);
      }
    
      void startNewGame({
        required GameSettings gameSettings,
        required GlobalSettings globalSettings,
      }) {
        final Game newGame = Game.createNew(
          // Settings
          gameSettings: gameSettings,
          globalSettings: globalSettings,
        );
    
        newGame.dump();
    
        updateState(newGame);
        refresh();
      }
    
      void quitGame() {
        state.currentGame.isRunning = false;
        refresh();
      }
    
      void resumeSavedGame() {
        state.currentGame.isRunning = true;
        refresh();
      }
    
      void deleteSavedGame() {
        state.currentGame.isRunning = false;
        state.currentGame.isFinished = true;
        refresh();
      }
    
      void allowInteractions(bool active) {
        state.currentGame.animationInProgress = !active;
        refresh();
      }
    
      void unselectAllTiles() {
        for (int i = 0; i < state.currentGame.board.tiles.length; i++) {
          state.currentGame.board.tiles[i].selected = false;
        }
        refresh();
      }
    
      void markTilesAsPaired(List<int> tilesIndexes) {
        for (int i = 0; i < tilesIndexes.length; i++) {
          state.currentGame.board.tiles[tilesIndexes[i]].paired = true;
        }
        refresh();
      }
    
      void tapOnTile(int tileIndex) {
        // Already selected? -> skip
        if (state.currentGame.board.tiles[tileIndex].selected) {
          return;
        }
    
        // Already paired? -> skip
        if (state.currentGame.board.tiles[tileIndex].paired) {
          return;
        }
    
        // Flip selected tile
        state.currentGame.board.tiles[tileIndex].selected = true;
        refresh();
    
        // Is first tile selected?
        List<int> selectedTilesIndexes = [];
        for (int i = 0; i < state.currentGame.board.tiles.length; i++) {
          if (state.currentGame.board.tiles[i].selected) {
            selectedTilesIndexes.add(i);
          }
        }
    
        if (selectedTilesIndexes.length >= 2) {
          allowInteractions(false);
    
          // does all selected tiles have same value?
          bool hasSameValue = true;
          for (int i = 1; i < selectedTilesIndexes.length; i++) {
            if (state.currentGame.board.tiles[selectedTilesIndexes[i]].value !=
                state.currentGame.board.tiles[selectedTilesIndexes[i - 1]].value) {
              hasSameValue = false;
            }
          }
    
          state.currentGame.guessesCount++;
          refresh();
    
          // timer + check pair + unselect
          Timer(const Duration(seconds: 2), () {
            if (hasSameValue) {
              markTilesAsPaired(selectedTilesIndexes);
    
              final int itemValue = state.currentGame.board.tiles[selectedTilesIndexes[0]].value;
              state.currentGame.pairsFound.add(itemValue);
              refresh();
            }
    
            state.currentGame.isFinished = state.currentGame.gameWon;
            refresh();
    
            unselectAllTiles();
            allowInteractions(true);
          });
        }
      }
    
      @override
      GameState? fromJson(Map<String, dynamic> json) {
        final Game currentGame = json['currentGame'] as Game;
    
        return GameState(
          currentGame: currentGame,
        );
      }
    
      @override
      Map<String, dynamic>? toJson(GameState state) {
        return <String, dynamic>{
          'currentGame': state.currentGame.toJson(),
        };
      }
    }