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8h 59m 2s logged

Update #11

Added Features

  • added puzzle side menu
  • added puzzle streak counter
  • skip retry hint puzzle buttons
  • sucess rate puzzle counter
  • sound effect for hovering button
  • puzzles are basically done

Fixed Bugs

  • 3 fold occured in puzzle mode if you made the same wrong move 3 times
  • same thing with 50 move rule as 3 fold
  • puzzle would start with you instead of the computer
  • swaps turn on failed move
  • animations didn’t work in puzzles
  • fixed you can select the opponent’s pieces in the puzzle during animation
  • if you hit a frameperfect from the animation finishing on the puzzle screen and switch to the game screen it moves the piece in the game screen if there was a piece on the starting tile
  • same bug with next puzzle button
  • leaves sfx looped infinitely

Smart Bool

I added a new datatype to make my life easier called a smartbool, this is basically a boolean with a third state called NewTrue which is only true for the first cycle the boolean is updated to true. This boolean is useful for when you want to play a sound effect on hover but if you use a traditional boolean it will play every frame. you can use it like a normal boolean too like smartbool = true; or if (smartbool){}. But this new datatype makes the code easier to understand for me.

struct smartbool {
    enum State {
        False,
        NewTrue,
        True
    };

    State state = False;

    void operator=(bool value) {this->set(value);}
    operator bool() const {return state != False; }
    bool is_new_true() const { return state == NewTrue; }
    
    void set(bool value) {
        if (value) {
            if (state == False) state = NewTrue;
        } else {
            state = False;
        }
    }
    void update() {
        if (state == NewTrue) {
            state = True;
        }
    }
};

Future Ideas

  • clock
  • bots
  • variants
  • more moving graphics/sfx
  • randomize leaves on borders
  • menu transitions (maybe)
  • finish polishing puzzles (pretty much done)
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