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Solitaire: Only update high score after a victorious game
Doesn't make much sense to update the high score on a lost game.
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parent
95401d2ca2
commit
0b30a0febb
Notes:
sideshowbarker
2024-07-18 17:24:08 +09:00
Author: https://github.com/trflynn89 Commit: https://github.com/SerenityOS/serenity/commit/0b30a0febbb Pull-request: https://github.com/SerenityOS/serenity/pull/7464
@ -80,7 +80,7 @@ void Game::start_game_over_animation()
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start_timer(s_timer_interval_ms);
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if (on_game_end)
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on_game_end();
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on_game_end(GameOverReason::Victory, m_score);
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}
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void Game::stop_game_over_animation()
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@ -103,7 +103,7 @@ void Game::setup(Mode mode)
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m_mode = mode;
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if (on_game_end)
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on_game_end();
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on_game_end(GameOverReason::NewGame, m_score);
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for (auto& stack : m_stacks)
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stack.clear();
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@ -21,6 +21,11 @@ enum class Mode : u8 {
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__Count
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};
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enum class GameOverReason {
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Victory,
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NewGame,
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};
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class Game final : public GUI::Frame {
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C_OBJECT(Game)
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public:
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@ -34,7 +39,7 @@ public:
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Function<void(uint32_t)> on_score_update;
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Function<void()> on_game_start;
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Function<void()> on_game_end;
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Function<void(GameOverReason, uint32_t)> on_game_end;
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private:
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Game();
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@ -93,11 +93,6 @@ int main(int argc, char** argv)
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game.on_score_update = [&](uint32_t score) {
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statusbar.set_text(0, String::formatted("Score: {}", score));
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if (score > high_score) {
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update_high_score(score);
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statusbar.set_text(1, String::formatted("High Score: {}", high_score));
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}
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};
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uint64_t seconds_elapsed = 0;
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@ -116,9 +111,14 @@ int main(int argc, char** argv)
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seconds_elapsed = 0;
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timer->start();
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};
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game.on_game_end = [&]() {
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game.on_game_end = [&](Solitaire::GameOverReason reason, uint32_t score) {
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if (timer->is_active())
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timer->stop();
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if ((reason == Solitaire::GameOverReason::Victory) && (score > high_score)) {
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update_high_score(score);
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statusbar.set_text(1, String::formatted("High Score: {}", high_score));
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}
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};
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GUI::ActionGroup draw_setting_actions;
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