Files
qt-blackjack/playwindow.cpp
2024-04-14 22:18:46 +02:00

280 lines
11 KiB
C++

#include "playwindow.hpp"
#include "ui_playwindow.h"
#define QD qDebug() << "File:" << __FILE__ << "Function:" << __PRETTY_FUNCTION__ << "Line:" << __LINE__ << "=>"
playWindow::playWindow(QWidget *parent) : QMainWindow(parent),
ui(new Ui::playWindow),
standarPalette{qApp->palette()},
darkPalette{},
cardToImg{
{Card(Card::Rank::ACE, Card::Suit::CLUBS), "AC"},
{Card(Card::Rank::TWO, Card::Suit::CLUBS), "2C"},
{Card(Card::Rank::THREE, Card::Suit::CLUBS), "3C"},
{Card(Card::Rank::FOUR, Card::Suit::CLUBS), "4C"},
{Card(Card::Rank::FIVE, Card::Suit::CLUBS), "5C"},
{Card(Card::Rank::SIX, Card::Suit::CLUBS), "6C"},
{Card(Card::Rank::SEVEN, Card::Suit::CLUBS), "7C"},
{Card(Card::Rank::EIGHT, Card::Suit::CLUBS), "8C"},
{Card(Card::Rank::NINE, Card::Suit::CLUBS), "9C"},
{Card(Card::Rank::TEN, Card::Suit::CLUBS), "10C"},
{Card(Card::Rank::JACK, Card::Suit::CLUBS), "JC"},
{Card(Card::Rank::QUEEN, Card::Suit::CLUBS), "QC"},
{Card(Card::Rank::KING, Card::Suit::CLUBS), "KC"},
{Card(Card::Rank::ACE, Card::Suit::DIAMONDS), "AD"},
{Card(Card::Rank::TWO, Card::Suit::DIAMONDS), "2D"},
{Card(Card::Rank::THREE, Card::Suit::DIAMONDS), "3D"},
{Card(Card::Rank::FOUR, Card::Suit::DIAMONDS), "4D"},
{Card(Card::Rank::FIVE, Card::Suit::DIAMONDS), "5D"},
{Card(Card::Rank::SIX, Card::Suit::DIAMONDS), "6D"},
{Card(Card::Rank::SEVEN, Card::Suit::DIAMONDS), "7D"},
{Card(Card::Rank::EIGHT, Card::Suit::DIAMONDS), "8D"},
{Card(Card::Rank::NINE, Card::Suit::DIAMONDS), "9D"},
{Card(Card::Rank::TEN, Card::Suit::DIAMONDS), "10D"},
{Card(Card::Rank::JACK, Card::Suit::DIAMONDS), "JD"},
{Card(Card::Rank::QUEEN, Card::Suit::DIAMONDS), "QD"},
{Card(Card::Rank::KING, Card::Suit::DIAMONDS), "KD"},
{Card(Card::Rank::ACE, Card::Suit::HEARTS), "AH"},
{Card(Card::Rank::TWO, Card::Suit::HEARTS), "2H"},
{Card(Card::Rank::THREE, Card::Suit::HEARTS), "3H"},
{Card(Card::Rank::FOUR, Card::Suit::HEARTS), "4H"},
{Card(Card::Rank::FIVE, Card::Suit::HEARTS), "5H"},
{Card(Card::Rank::SIX, Card::Suit::HEARTS), "6H"},
{Card(Card::Rank::SEVEN, Card::Suit::HEARTS), "7H"},
{Card(Card::Rank::EIGHT, Card::Suit::HEARTS), "8H"},
{Card(Card::Rank::NINE, Card::Suit::HEARTS), "9H"},
{Card(Card::Rank::TEN, Card::Suit::HEARTS), "10H"},
{Card(Card::Rank::JACK, Card::Suit::HEARTS), "JH"},
{Card(Card::Rank::QUEEN, Card::Suit::HEARTS), "QH"},
{Card(Card::Rank::KING, Card::Suit::HEARTS), "KH"},
{Card(Card::Rank::ACE, Card::Suit::SPADES), "AS"},
{Card(Card::Rank::TWO, Card::Suit::SPADES), "2S"},
{Card(Card::Rank::THREE, Card::Suit::SPADES), "3S"},
{Card(Card::Rank::FOUR, Card::Suit::SPADES), "4S"},
{Card(Card::Rank::FIVE, Card::Suit::SPADES), "5S"},
{Card(Card::Rank::SIX, Card::Suit::SPADES), "6S"},
{Card(Card::Rank::SEVEN, Card::Suit::SPADES), "7S"},
{Card(Card::Rank::EIGHT, Card::Suit::SPADES), "8S"},
{Card(Card::Rank::NINE, Card::Suit::SPADES), "9S"},
{Card(Card::Rank::TEN, Card::Suit::SPADES), "10S"},
{Card(Card::Rank::JACK, Card::Suit::SPADES), "JS"},
{Card(Card::Rank::QUEEN, Card::Suit::SPADES), "QS"},
{Card(Card::Rank::KING, Card::Suit::SPADES), "KS"}},
deck{std::make_unique<Deck>()},
dealer{std::make_unique<Player>()},
player{std::make_unique<Player>()},
turnCount{0},
player_wins{0},
computer_wins{0}
{
ui->setupUi(this);
this->setWindowState(Qt::WindowMaximized);
darkPalette.setColor(QPalette::Window, QColor(53, 53, 53));
darkPalette.setColor(QPalette::WindowText, Qt::white);
darkPalette.setColor(QPalette::Base, QColor(25, 25, 25));
darkPalette.setColor(QPalette::AlternateBase, QColor(53, 53, 53));
darkPalette.setColor(QPalette::ToolTipBase, QColor(53, 53, 53));
darkPalette.setColor(QPalette::ToolTipText, Qt::white);
darkPalette.setColor(QPalette::Text, Qt::white);
darkPalette.setColor(QPalette::PlaceholderText,QColor(127,127,127));
darkPalette.setColor(QPalette::Button, QColor(53, 53, 53));
darkPalette.setColor(QPalette::ButtonText, Qt::white);
darkPalette.setColor(QPalette::BrightText, Qt::red);
darkPalette.setColor(QPalette::Link, QColor(42, 130, 218));
darkPalette.setColor(QPalette::Highlight, QColor(42, 130, 218));
darkPalette.setColor(QPalette::HighlightedText, Qt::black);
darkPalette.setColor(QPalette::Disabled, QPalette::Text, QColor(164, 166, 168));
darkPalette.setColor(QPalette::Disabled, QPalette::WindowText, QColor(164, 166, 168));
darkPalette.setColor(QPalette::Disabled, QPalette::ButtonText, QColor(164, 166, 168));
darkPalette.setColor(QPalette::Disabled, QPalette::HighlightedText, QColor(164, 166, 168));
darkPalette.setColor(QPalette::Disabled, QPalette::Base, QColor(68, 68, 68));
darkPalette.setColor(QPalette::Disabled, QPalette::Window, QColor(68, 68, 68));
darkPalette.setColor(QPalette::Disabled, QPalette::Highlight, QColor(68, 68, 68));
countToPlayerLabel = {
ui->card1Label, ui->card2Label, ui->card3Label, ui->card4Label, ui->card5Label, ui->card6Label, ui->card7Label, ui->card8Label, ui->card9Label, ui->card10Label
};
countToDealerLabel = {
ui->card10Label_2, ui->card9Label_2, ui->card8Label_2, ui->card7Label_2, ui->card6Label_2, ui->card5Label_2, ui->card4Label_2, ui->card3Label_2, ui->card2Label_2, ui->card1Label_2
};
qApp->setStyle("Fusion");
qApp->setPalette(darkPalette);
deck->shuffledeck();
connect(ui->twistButton, &QPushButton::clicked, this, [=]
{ playerTurn(); });
connect(ui->stickButton, &QPushButton::clicked, this, [=]
{
// To prevent users from activating function before the function ending.
this->setEnabled(false);
ui->playagainButton->setEnabled(true);
ui->twistButton->setEnabled(false);
ui->stickButton->setEnabled(false);
//Generating Computer score
computerTurn();
});
connect(ui->playagainButton, &QPushButton::clicked, this, [=]{reset();});
}
void playWindow::playerTurn(void)
{
if (turnCount > 9)
return;
player->addCard(deck->drawCard());
QPixmap img = QPixmap(":/images/cards/" + cardToImg[player->getLastCard()] + ".png");
img = img.scaled(ui->card10Label->size().width(), ui->card10Label->size().height(), Qt::KeepAspectRatio);
countToPlayerLabel[turnCount]->setPixmap(img);
ui->playertotalLabel->setText("Total: " + QString::number(player->getHandValue()));
turnCount++;
// if player bust
if (player->getHandValue() > 21)
{
ui->twistButton->setEnabled(false);
ui->stickButton->setEnabled(false);
// Generating Computer score
computerTurn();
return;
}
if (player->getHandValue() > 15)
{
ui->stickButton->setEnabled(true);
return;
}
if (player->getHandValue() <= 15)
{
ui->stickButton->setEnabled(false);
ui->playagainButton->setEnabled(true);
}
}
void playWindow::computerTurn(void)
{
QPixmap win(":/images/win.png");
QPixmap lose(":/images/lose.png");
QPixmap draw(":/images/draw.png");
turnCount = 0;
while (dealer->getHandValue() < 18){
dealer->addCard(deck->drawCard());
QPixmap img = QPixmap(":/images/cards/" + cardToImg[dealer->getLastCard()] + ".png");
img = img.scaled(ui->card10Label->size().width(), ui->card10Label->size().height(), Qt::KeepAspectRatio);
ui->computerScoreLabel->setText("Computer: " + QString::number(dealer->getHandValue()));
countToDealerLabel[turnCount]->setPixmap(img);
turnCount++;
}
int8_t winner = calculate_winner(player.get(), dealer.get());
if (winner < 0)
{
ui->outcomeLabel->setPixmap(lose);;
computer_wins++;
}
if (winner == 0)
{
ui->outcomeLabel->setPixmap(draw);
}
if (winner > 0)
{
ui->outcomeLabel->setPixmap(win);
player_wins++;
}
ui->statusbar->showMessage("Gamescore Player: " + QString::number(player_wins) + " - " + "Computer: " + QString::number(computer_wins) + " - Win Percentage: " + QString::number(static_cast<double>(player_wins) / static_cast<double>(player_wins + computer_wins) * 100) + "%");
this->setEnabled(true);
}
void playWindow::reset(void)
{
deck.reset(new Deck());
player.reset(new Player());
dealer.reset(new Player());
deck->shuffledeck();
//Clear Labels and Variables
turnCount = 0;
ui->playertotalLabel->setText("Total: " + QString::number(0));
ui->twistButton->setEnabled(true);
ui->playagainButton->setEnabled(false);
ui->stickButton->setEnabled(false);
ui->outcomeLabel->clear();
ui->computerScoreLabel->setText("Computer: " + QString::number(0));
// Clear Cards from player table
ui->card1Label->clear();
ui->card2Label->clear();
ui->card3Label->clear();
ui->card4Label->clear();
ui->card5Label->clear();
ui->card6Label->clear();
ui->card8Label->clear();
ui->card9Label->clear();
ui->card10Label->clear();
ui->card10Label_2->clear();
ui->card9Label_2->clear();
ui->card8Label_2->clear();
ui->card7Label_2->clear();
ui->card6Label_2->clear();
ui->card5Label_2->clear();
ui->card4Label_2->clear();
ui->card3Label_2->clear();
ui->card2Label_2->clear();
ui->card1Label_2->clear();
}
int8_t playWindow::calculate_winner(Player* player, Player* dealer)
{
// if dealer and player lose, dealer wins
if (dealer->getHandValue() > 21 && player->getHandValue() > 21)
{
return 0;
}
// if same score, draw
if (dealer->getHandValue() == player->getHandValue()){
return 0;
}
// if dealer went bust, player wins
if (dealer->getHandValue() > 21)
{
return 1;
}
// if player went bust, dealer wins
if (player->getHandValue() > 21)
{
return -1;
}
// player and dealer both have less then 21
// hence compare the values
return player->getHandValue() > dealer->getHandValue() ? 1 : -1;
}
playWindow::~playWindow()
{
delete ui;
}