working ios game
This commit is contained in:
@@ -0,0 +1,11 @@
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{
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"colors" : [
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{
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"idiom" : "universal"
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}
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],
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"info" : {
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"author" : "xcode",
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"version" : 1
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}
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}
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13
ios/Shikaku/Assets.xcassets/AppIcon.appiconset/Contents.json
Normal file
13
ios/Shikaku/Assets.xcassets/AppIcon.appiconset/Contents.json
Normal file
@@ -0,0 +1,13 @@
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{
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"images" : [
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{
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"idiom" : "universal",
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"platform" : "ios",
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"size" : "1024x1024"
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}
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],
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"info" : {
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"author" : "xcode",
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"version" : 1
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}
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}
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6
ios/Shikaku/Assets.xcassets/Contents.json
Normal file
6
ios/Shikaku/Assets.xcassets/Contents.json
Normal file
@@ -0,0 +1,6 @@
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{
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"info" : {
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"author" : "xcode",
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"version" : 1
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}
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}
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327
ios/Shikaku/ContentView.swift
Normal file
327
ios/Shikaku/ContentView.swift
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@@ -0,0 +1,327 @@
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import SwiftUI
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struct ContentView: View {
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@StateObject private var game = ShikakuGame(size: 5)
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@State private var mode: DrawingMode = .draw
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@State private var zoom: CGFloat = 1.0
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@State private var pinchStartZoom: CGFloat?
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@State private var isShowingSeedSheet = false
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@State private var seedInput = ""
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@State private var seedError: String?
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private let zoomMinimum: CGFloat = 0.5
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private let zoomMaximum: CGFloat = 3.0
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private let zoomStep: CGFloat = 0.15
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var body: some View {
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VStack(spacing: 12) {
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header
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sizePicker
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modePicker
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boardViewport
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zoomControls
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controls
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statusText
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}
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.padding(.top, 18)
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.padding(.bottom, 20)
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.frame(maxWidth: .infinity, maxHeight: .infinity)
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.background(ShikakuTheme.background.ignoresSafeArea())
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.sheet(isPresented: $isShowingSeedSheet) {
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seedSheet
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}
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}
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private var header: some View {
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HStack {
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Text("SHIKAKU")
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.font(.system(size: 24, weight: .black, design: .rounded))
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.foregroundStyle(ShikakuTheme.primaryText)
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Spacer()
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TimelineView(.periodic(from: .now, by: 1)) { timeline in
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Text(game.formattedElapsed(at: timeline.date))
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.font(.system(size: 18, weight: .semibold, design: .monospaced))
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.foregroundStyle(ShikakuTheme.mutedText)
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.monospacedDigit()
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}
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}
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.padding(.horizontal, 20)
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}
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private var sizePicker: some View {
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ScrollView(.horizontal, showsIndicators: false) {
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HStack(spacing: 8) {
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ForEach(ShikakuGame.supportedSizes, id: \.self) { size in
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Button {
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guard size != game.size else {
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return
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}
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game.newPuzzle(size: size)
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mode = .draw
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resetZoom()
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} label: {
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Text("\(size)x\(size)")
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.font(.system(size: 13, weight: .semibold, design: .rounded))
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.monospacedDigit()
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.frame(minWidth: 56)
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}
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.buttonStyle(.bordered)
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.tint(size == game.size ? ShikakuTheme.accent : ShikakuTheme.mutedText)
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}
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}
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.padding(.horizontal, 20)
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}
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}
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private var modePicker: some View {
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Picker("Mode", selection: $mode) {
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ForEach(DrawingMode.allCases) { mode in
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Label(mode.title, systemImage: mode.symbolName).tag(mode)
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}
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}
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.pickerStyle(.segmented)
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.padding(.horizontal, 20)
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}
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private var boardViewport: some View {
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GeometryReader { proxy in
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let currentBoardSide = boardSide
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let contentWidth = max(currentBoardSide + 32, proxy.size.width)
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let contentHeight = max(currentBoardSide + 32, proxy.size.height)
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ScrollView([.horizontal, .vertical]) {
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ZStack {
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ShikakuGridView(game: game, mode: mode, side: currentBoardSide)
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}
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.frame(width: contentWidth, height: contentHeight, alignment: .center)
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}
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.scrollIndicators(.visible)
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.background(ShikakuTheme.panel)
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.clipShape(RoundedRectangle(cornerRadius: 8, style: .continuous))
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.simultaneousGesture(pinchZoomGesture)
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}
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.padding(.horizontal, 12)
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.frame(maxHeight: .infinity)
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}
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private var zoomControls: some View {
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HStack(spacing: 12) {
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Button {
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updateZoom(by: -zoomStep)
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} label: {
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Image(systemName: "minus.magnifyingglass")
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.frame(width: 34, height: 34)
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}
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.buttonStyle(.bordered)
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.disabled(zoom <= zoomMinimum)
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Text("\(Int((zoom * 100).rounded()))%")
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.font(.system(size: 14, weight: .semibold, design: .monospaced))
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.foregroundStyle(ShikakuTheme.mutedText)
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.monospacedDigit()
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.frame(width: 58)
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Button {
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updateZoom(by: zoomStep)
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} label: {
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Image(systemName: "plus.magnifyingglass")
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.frame(width: 34, height: 34)
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}
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.buttonStyle(.bordered)
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.disabled(zoom >= zoomMaximum)
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Button {
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resetZoom()
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} label: {
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Label("100%", systemImage: "arrow.counterclockwise")
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}
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.buttonStyle(.bordered)
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.tint(ShikakuTheme.mutedText)
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}
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.font(.system(size: 14, weight: .semibold, design: .rounded))
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.padding(.horizontal, 20)
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}
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private var controls: some View {
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LazyVGrid(columns: [GridItem(.flexible()), GridItem(.flexible())], spacing: 10) {
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Button {
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game.newPuzzle()
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mode = .draw
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} label: {
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Label("New", systemImage: "arrow.clockwise")
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.frame(maxWidth: .infinity)
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}
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.buttonStyle(.borderedProminent)
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.tint(ShikakuTheme.accent)
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Button {
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game.checkSolution()
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} label: {
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Label("Check", systemImage: "checkmark.circle")
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.frame(maxWidth: .infinity)
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}
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.buttonStyle(.bordered)
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.tint(ShikakuTheme.primaryText)
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Button(role: .destructive) {
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game.clear()
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mode = .draw
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} label: {
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Label("Clear", systemImage: "trash")
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.frame(maxWidth: .infinity)
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}
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.buttonStyle(.bordered)
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Button {
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seedInput = ""
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seedError = nil
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isShowingSeedSheet = true
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} label: {
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Label("Seed", systemImage: "number")
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.frame(maxWidth: .infinity)
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}
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.buttonStyle(.bordered)
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.tint(ShikakuTheme.primaryText)
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}
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.font(.system(size: 15, weight: .semibold, design: .rounded))
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.padding(.horizontal, 20)
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}
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private var statusText: some View {
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Text(game.message)
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.font(.system(size: 14, weight: .medium, design: .rounded))
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.foregroundStyle(statusColor)
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.frame(height: 20)
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.lineLimit(1)
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.minimumScaleFactor(0.75)
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.padding(.horizontal, 20)
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}
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private var statusColor: Color {
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switch game.status {
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case .playing:
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return ShikakuTheme.mutedText
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case .solved:
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return ShikakuTheme.success
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case .error:
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return ShikakuTheme.error
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}
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}
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private var seedSheet: some View {
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VStack(alignment: .leading, spacing: 16) {
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Text("CURRENT SEED")
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.font(.system(size: 12, weight: .bold, design: .rounded))
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.foregroundStyle(ShikakuTheme.mutedText)
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Text("\(game.currentSeed)")
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.font(.system(size: 22, weight: .bold, design: .monospaced))
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.foregroundStyle(ShikakuTheme.primaryText)
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.textSelection(.enabled)
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Divider()
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TextField("e.g. 123456789", text: $seedInput)
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.font(.system(size: 18, weight: .semibold, design: .monospaced))
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.keyboardType(.numbersAndPunctuation)
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.submitLabel(.go)
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.onSubmit(startPuzzleFromSeed)
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.textFieldStyle(.roundedBorder)
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if let seedError {
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Text(seedError)
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.font(.system(size: 13, weight: .medium, design: .rounded))
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.foregroundStyle(ShikakuTheme.error)
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}
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Spacer(minLength: 0)
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HStack {
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Button("Cancel") {
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isShowingSeedSheet = false
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}
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.buttonStyle(.bordered)
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Spacer()
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Button {
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startPuzzleFromSeed()
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} label: {
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Label("Start Puzzle", systemImage: "play.fill")
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}
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.buttonStyle(.borderedProminent)
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.tint(ShikakuTheme.accent)
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}
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}
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.padding(24)
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.presentationDetents([.height(320)])
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.presentationDragIndicator(.visible)
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.background(ShikakuTheme.background)
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}
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private var boardSide: CGFloat {
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CGFloat(game.size) * baseCellSide(for: game.size) * zoom
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}
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private var pinchZoomGesture: some Gesture {
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MagnificationGesture()
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.onChanged { value in
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if pinchStartZoom == nil {
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pinchStartZoom = zoom
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}
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zoom = clampedZoom((pinchStartZoom ?? zoom) * value)
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}
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.onEnded { _ in
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pinchStartZoom = nil
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}
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}
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private func baseCellSide(for size: Int) -> CGFloat {
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switch size {
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case 5:
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return 56
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case 7:
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return 52
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case 10:
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return 46
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case 15:
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return 36
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case 20:
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return 28
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case 25:
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return 24
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default:
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return 40
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}
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}
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private func updateZoom(by delta: CGFloat) {
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zoom = clampedZoom(zoom + delta)
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}
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private func resetZoom() {
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zoom = 1.0
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pinchStartZoom = nil
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}
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private func clampedZoom(_ value: CGFloat) -> CGFloat {
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min(zoomMaximum, max(zoomMinimum, value))
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}
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private func startPuzzleFromSeed() {
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let trimmed = seedInput.trimmingCharacters(in: .whitespacesAndNewlines)
|
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guard let seed = UInt64(trimmed) else {
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||||
seedError = "Enter a whole-number seed."
|
||||
return
|
||||
}
|
||||
|
||||
game.newPuzzle(seed: seed)
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||||
mode = .draw
|
||||
resetZoom()
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||||
isShowingSeedSheet = false
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||||
}
|
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}
|
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232
ios/Shikaku/Core/PuzzleGenerator.swift
Normal file
232
ios/Shikaku/Core/PuzzleGenerator.swift
Normal file
@@ -0,0 +1,232 @@
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||||
import Foundation
|
||||
|
||||
enum PuzzleGenerationError: Error, LocalizedError {
|
||||
case unsupportedSize(Int)
|
||||
case failed(size: Int, attempts: Int)
|
||||
|
||||
var errorDescription: String? {
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||||
switch self {
|
||||
case .unsupportedSize(let size):
|
||||
return "Grid size \(size) is not supported."
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||||
case .failed(let size, let attempts):
|
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return "Puzzle generation failed for \(size)x\(size) after \(attempts) attempts."
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
struct SeededRandomNumberGenerator: RandomNumberGenerator {
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||||
private var state: UInt64
|
||||
|
||||
init(seed: UInt64) {
|
||||
self.state = seed == 0 ? 0x9E3779B97F4A7C15 : seed
|
||||
}
|
||||
|
||||
mutating func next() -> UInt64 {
|
||||
state &+= 0x9E3779B97F4A7C15
|
||||
var z = state
|
||||
z = (z ^ (z >> 30)) &* 0xBF58476D1CE4E5B9
|
||||
z = (z ^ (z >> 27)) &* 0x94D049BB133111EB
|
||||
return z ^ (z >> 31)
|
||||
}
|
||||
|
||||
mutating func randomDouble() -> Double {
|
||||
let value = next() >> 11
|
||||
return Double(value) / Double(1 << 53)
|
||||
}
|
||||
|
||||
mutating func weightedLowIndex(count: Int) -> Int {
|
||||
guard count > 1 else {
|
||||
return 0
|
||||
}
|
||||
|
||||
// The Python version sampled a beta distribution to favor smaller rectangles.
|
||||
// This power curve keeps the same bias without pulling in a statistics library.
|
||||
let fraction = pow(randomDouble(), 2.2)
|
||||
return min(Int(fraction * Double(count)), count - 1)
|
||||
}
|
||||
}
|
||||
|
||||
enum ShikakuGenerator {
|
||||
static let maximumAttempts = 200
|
||||
private static let maximumRandomSeed: UInt64 = 2_147_483_648
|
||||
|
||||
static func generate(size: Int, seed requestedSeed: UInt64? = nil) throws -> ShikakuPuzzle {
|
||||
guard size > 1 else {
|
||||
throw PuzzleGenerationError.unsupportedSize(size)
|
||||
}
|
||||
|
||||
let seed = requestedSeed ?? UInt64.random(in: 0...maximumRandomSeed)
|
||||
var rng = SeededRandomNumberGenerator(seed: seed)
|
||||
|
||||
for _ in 0..<maximumAttempts {
|
||||
if let puzzle = attempt(size: size, seed: seed, rng: &rng) {
|
||||
return puzzle
|
||||
}
|
||||
}
|
||||
|
||||
throw PuzzleGenerationError.failed(size: size, attempts: maximumAttempts)
|
||||
}
|
||||
|
||||
private static func attempt(size: Int, seed: UInt64, rng: inout SeededRandomNumberGenerator) -> ShikakuPuzzle? {
|
||||
var grid = Array(repeating: Array(repeating: -1, count: size), count: size)
|
||||
var rects: [SolutionRect] = []
|
||||
var uncovered = (0..<size).flatMap { row in
|
||||
(0..<size).map { col in GridPoint(row: row, col: col) }
|
||||
}
|
||||
|
||||
uncovered.shuffle(using: &rng)
|
||||
|
||||
while !uncovered.isEmpty {
|
||||
let start = uncovered[0]
|
||||
|
||||
if grid[start.row][start.col] != -1 {
|
||||
uncovered.removeFirst()
|
||||
continue
|
||||
}
|
||||
|
||||
var candidates: [SolutionRect] = []
|
||||
|
||||
for height in 1...(size - start.row) {
|
||||
for width in 1...(size - start.col) {
|
||||
if height == 1 && width == 1 {
|
||||
continue
|
||||
}
|
||||
|
||||
for rowOffset in 0..<height {
|
||||
for colOffset in 0..<width {
|
||||
let row0 = start.row - rowOffset
|
||||
let col0 = start.col - colOffset
|
||||
let row1 = row0 + height - 1
|
||||
let col1 = col0 + width - 1
|
||||
|
||||
guard row0 >= 0, col0 >= 0, row1 < size, col1 < size else {
|
||||
continue
|
||||
}
|
||||
|
||||
if rectangleIsUncovered(row0: row0, col0: col0, row1: row1, col1: col1, grid: grid) {
|
||||
candidates.append(SolutionRect(row: row0, col: col0, height: height, width: width))
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if candidates.isEmpty {
|
||||
guard absorbIsolatedCell(start, size: size, grid: &grid, rects: &rects, uncovered: &uncovered, rng: &rng) else {
|
||||
return nil
|
||||
}
|
||||
continue
|
||||
}
|
||||
|
||||
let keyedCandidates = candidates.map { rect in
|
||||
(rect: rect, tieBreak: rng.randomDouble())
|
||||
}
|
||||
let sortedCandidates = keyedCandidates
|
||||
.sorted { lhs, rhs in
|
||||
if lhs.rect.area == rhs.rect.area {
|
||||
return lhs.tieBreak < rhs.tieBreak
|
||||
}
|
||||
return lhs.rect.area < rhs.rect.area
|
||||
}
|
||||
.map(\.rect)
|
||||
|
||||
let chosen = sortedCandidates[rng.weightedLowIndex(count: sortedCandidates.count)]
|
||||
let rectID = rects.count
|
||||
|
||||
for cell in chosen.cells {
|
||||
grid[cell.row][cell.col] = rectID
|
||||
}
|
||||
|
||||
rects.append(chosen)
|
||||
uncovered.removeAll { grid[$0.row][$0.col] != -1 }
|
||||
}
|
||||
|
||||
guard (0..<size).allSatisfy({ row in (0..<size).allSatisfy { grid[row][$0] != -1 } }) else {
|
||||
return nil
|
||||
}
|
||||
|
||||
var clues: [GridPoint: Int] = [:]
|
||||
for rect in rects {
|
||||
guard let clueCell = rect.cells.randomElement(using: &rng) else {
|
||||
return nil
|
||||
}
|
||||
clues[clueCell] = rect.area
|
||||
}
|
||||
|
||||
return ShikakuPuzzle(size: size, clues: clues, solution: rects, seed: seed)
|
||||
}
|
||||
|
||||
private static func rectangleIsUncovered(
|
||||
row0: Int,
|
||||
col0: Int,
|
||||
row1: Int,
|
||||
col1: Int,
|
||||
grid: [[Int]]
|
||||
) -> Bool {
|
||||
for row in row0...row1 {
|
||||
for col in col0...col1 where grid[row][col] != -1 {
|
||||
return false
|
||||
}
|
||||
}
|
||||
return true
|
||||
}
|
||||
|
||||
private static func absorbIsolatedCell(
|
||||
_ cell: GridPoint,
|
||||
size: Int,
|
||||
grid: inout [[Int]],
|
||||
rects: inout [SolutionRect],
|
||||
uncovered: inout [GridPoint],
|
||||
rng: inout SeededRandomNumberGenerator
|
||||
) -> Bool {
|
||||
var neighbors = [
|
||||
GridPoint(row: cell.row - 1, col: cell.col),
|
||||
GridPoint(row: cell.row + 1, col: cell.col),
|
||||
GridPoint(row: cell.row, col: cell.col - 1),
|
||||
GridPoint(row: cell.row, col: cell.col + 1)
|
||||
]
|
||||
neighbors.shuffle(using: &rng)
|
||||
|
||||
for neighbor in neighbors {
|
||||
guard (0..<size).contains(neighbor.row),
|
||||
(0..<size).contains(neighbor.col),
|
||||
grid[neighbor.row][neighbor.col] != -1 else {
|
||||
continue
|
||||
}
|
||||
|
||||
let rectID = grid[neighbor.row][neighbor.col]
|
||||
let old = rects[rectID]
|
||||
let oldBounds = old.bounds
|
||||
let newRow0 = min(oldBounds.startRow, cell.row)
|
||||
let newCol0 = min(oldBounds.startCol, cell.col)
|
||||
let newRow1 = max(oldBounds.endRow, cell.row)
|
||||
let newCol1 = max(oldBounds.endCol, cell.col)
|
||||
|
||||
let expandedCells = CellBounds(
|
||||
startRow: newRow0,
|
||||
startCol: newCol0,
|
||||
endRow: newRow1,
|
||||
endCol: newCol1
|
||||
).cells
|
||||
|
||||
guard expandedCells.allSatisfy({ grid[$0.row][$0.col] == -1 || grid[$0.row][$0.col] == rectID }) else {
|
||||
continue
|
||||
}
|
||||
|
||||
for expandedCell in expandedCells {
|
||||
grid[expandedCell.row][expandedCell.col] = rectID
|
||||
}
|
||||
|
||||
rects[rectID] = SolutionRect(
|
||||
row: newRow0,
|
||||
col: newCol0,
|
||||
height: newRow1 - newRow0 + 1,
|
||||
width: newCol1 - newCol0 + 1
|
||||
)
|
||||
uncovered.removeAll { grid[$0.row][$0.col] != -1 }
|
||||
return true
|
||||
}
|
||||
|
||||
return false
|
||||
}
|
||||
}
|
||||
154
ios/Shikaku/Core/ShikakuGame.swift
Normal file
154
ios/Shikaku/Core/ShikakuGame.swift
Normal file
@@ -0,0 +1,154 @@
|
||||
import Foundation
|
||||
|
||||
enum GameStatus: Equatable {
|
||||
case playing
|
||||
case solved
|
||||
case error
|
||||
}
|
||||
|
||||
@MainActor
|
||||
final class ShikakuGame: ObservableObject {
|
||||
static let supportedSizes = [5, 7, 10, 15, 20, 25]
|
||||
|
||||
@Published private(set) var puzzle: ShikakuPuzzle
|
||||
@Published private(set) var playerRects: [PlayerRect] = []
|
||||
@Published private(set) var errorRectIDs: Set<PlayerRect.ID> = []
|
||||
@Published private(set) var message = "Ready"
|
||||
@Published private(set) var status: GameStatus = .playing
|
||||
|
||||
private var startDate = Date()
|
||||
private var solvedElapsed: TimeInterval?
|
||||
|
||||
var size: Int {
|
||||
puzzle.size
|
||||
}
|
||||
|
||||
var currentSeed: UInt64 {
|
||||
puzzle.seed
|
||||
}
|
||||
|
||||
init(size: Int = 5) {
|
||||
self.puzzle = Self.makePuzzle(size: size)
|
||||
self.startDate = Date()
|
||||
}
|
||||
|
||||
func newPuzzle(size requestedSize: Int? = nil, seed requestedSeed: UInt64? = nil) {
|
||||
let nextSize = requestedSize ?? size
|
||||
puzzle = Self.makePuzzle(size: nextSize, seed: requestedSeed)
|
||||
playerRects = []
|
||||
errorRectIDs = []
|
||||
message = "Ready"
|
||||
status = .playing
|
||||
startDate = Date()
|
||||
solvedElapsed = nil
|
||||
}
|
||||
|
||||
func clear() {
|
||||
playerRects = []
|
||||
errorRectIDs = []
|
||||
message = "Cleared"
|
||||
status = .playing
|
||||
|
||||
if let solvedElapsed {
|
||||
startDate = Date().addingTimeInterval(-solvedElapsed)
|
||||
}
|
||||
|
||||
solvedElapsed = nil
|
||||
}
|
||||
|
||||
func placeRect(_ rect: PlayerRect) {
|
||||
guard rect.area > 1 else {
|
||||
errorRectIDs = []
|
||||
status = .playing
|
||||
message = "Drag over at least 2 cells"
|
||||
return
|
||||
}
|
||||
|
||||
let newCells = Set(rect.cells)
|
||||
playerRects.removeAll { !Set($0.cells).isDisjoint(with: newCells) }
|
||||
playerRects.append(rect)
|
||||
errorRectIDs = []
|
||||
status = .playing
|
||||
runAutoCheck()
|
||||
}
|
||||
|
||||
func removeRect(at cell: GridPoint) {
|
||||
let oldCount = playerRects.count
|
||||
playerRects.removeAll { $0.contains(cell) }
|
||||
|
||||
if playerRects.count != oldCount {
|
||||
errorRectIDs = []
|
||||
status = .playing
|
||||
message = "Ready"
|
||||
solvedElapsed = nil
|
||||
}
|
||||
}
|
||||
|
||||
func checkSolution() {
|
||||
let result = ShikakuValidation.verify(size: size, playerRects: playerRects, clues: puzzle.clues)
|
||||
|
||||
if result.isSolved {
|
||||
markSolved()
|
||||
errorRectIDs = []
|
||||
message = "Solved in \(formattedElapsed())"
|
||||
} else {
|
||||
status = .error
|
||||
errorRectIDs = invalidRectIDs()
|
||||
message = result.message
|
||||
}
|
||||
}
|
||||
|
||||
func formattedElapsed(at date: Date = Date()) -> String {
|
||||
let elapsed = solvedElapsed ?? max(0, date.timeIntervalSince(startDate))
|
||||
let minutes = Int(elapsed) / 60
|
||||
let seconds = Int(elapsed) % 60
|
||||
return String(format: "%d:%02d", minutes, seconds)
|
||||
}
|
||||
|
||||
private func runAutoCheck() {
|
||||
guard status != .solved else {
|
||||
return
|
||||
}
|
||||
|
||||
let result = ShikakuValidation.verify(size: size, playerRects: playerRects, clues: puzzle.clues)
|
||||
if result.isSolved {
|
||||
markSolved()
|
||||
message = "Solved in \(formattedElapsed())"
|
||||
} else {
|
||||
status = .playing
|
||||
message = "Ready"
|
||||
}
|
||||
}
|
||||
|
||||
private func markSolved() {
|
||||
if solvedElapsed == nil {
|
||||
solvedElapsed = Date().timeIntervalSince(startDate)
|
||||
}
|
||||
status = .solved
|
||||
}
|
||||
|
||||
private func invalidRectIDs() -> Set<PlayerRect.ID> {
|
||||
Set(playerRects.compactMap { rect in
|
||||
let clueValues = rect.cells.compactMap { puzzle.clues[$0] }
|
||||
if clueValues.count != 1 || clueValues.first != rect.area {
|
||||
return rect.id
|
||||
}
|
||||
return nil
|
||||
})
|
||||
}
|
||||
|
||||
private static func makePuzzle(size: Int, seed requestedSeed: UInt64? = nil) -> ShikakuPuzzle {
|
||||
do {
|
||||
return try ShikakuGenerator.generate(size: size, seed: requestedSeed)
|
||||
} catch {
|
||||
assertionFailure("Falling back after puzzle generation error: \(error)")
|
||||
return fallbackPuzzle(size: size)
|
||||
}
|
||||
}
|
||||
|
||||
private static func fallbackPuzzle(size: Int) -> ShikakuPuzzle {
|
||||
let rect = SolutionRect(row: 0, col: 0, height: size, width: size)
|
||||
let clue = GridPoint(row: size / 2, col: size / 2)
|
||||
return ShikakuPuzzle(size: size, clues: [clue: rect.area], solution: [rect], seed: 0)
|
||||
}
|
||||
}
|
||||
152
ios/Shikaku/Core/ShikakuModels.swift
Normal file
152
ios/Shikaku/Core/ShikakuModels.swift
Normal file
@@ -0,0 +1,152 @@
|
||||
import Foundation
|
||||
|
||||
struct GridPoint: Hashable, Sendable {
|
||||
let row: Int
|
||||
let col: Int
|
||||
}
|
||||
|
||||
struct CellBounds: Hashable, Sendable {
|
||||
let startRow: Int
|
||||
let startCol: Int
|
||||
let endRow: Int
|
||||
let endCol: Int
|
||||
|
||||
var height: Int {
|
||||
endRow - startRow + 1
|
||||
}
|
||||
|
||||
var width: Int {
|
||||
endCol - startCol + 1
|
||||
}
|
||||
|
||||
var area: Int {
|
||||
height * width
|
||||
}
|
||||
|
||||
func contains(_ point: GridPoint) -> Bool {
|
||||
startRow <= point.row && point.row <= endRow && startCol <= point.col && point.col <= endCol
|
||||
}
|
||||
|
||||
var cells: [GridPoint] {
|
||||
var result: [GridPoint] = []
|
||||
result.reserveCapacity(area)
|
||||
for row in startRow...endRow {
|
||||
for col in startCol...endCol {
|
||||
result.append(GridPoint(row: row, col: col))
|
||||
}
|
||||
}
|
||||
return result
|
||||
}
|
||||
}
|
||||
|
||||
struct SolutionRect: Hashable, Sendable {
|
||||
let row: Int
|
||||
let col: Int
|
||||
let height: Int
|
||||
let width: Int
|
||||
|
||||
var area: Int {
|
||||
height * width
|
||||
}
|
||||
|
||||
var bounds: CellBounds {
|
||||
CellBounds(startRow: row, startCol: col, endRow: row + height - 1, endCol: col + width - 1)
|
||||
}
|
||||
|
||||
var cells: [GridPoint] {
|
||||
bounds.cells
|
||||
}
|
||||
}
|
||||
|
||||
struct PlayerRect: Identifiable, Hashable, Sendable {
|
||||
let id: UUID
|
||||
let startRow: Int
|
||||
let startCol: Int
|
||||
let endRow: Int
|
||||
let endCol: Int
|
||||
|
||||
init(id: UUID = UUID(), startRow: Int, startCol: Int, endRow: Int, endCol: Int) {
|
||||
self.id = id
|
||||
self.startRow = startRow
|
||||
self.startCol = startCol
|
||||
self.endRow = endRow
|
||||
self.endCol = endCol
|
||||
}
|
||||
|
||||
var bounds: CellBounds {
|
||||
CellBounds(
|
||||
startRow: min(startRow, endRow),
|
||||
startCol: min(startCol, endCol),
|
||||
endRow: max(startRow, endRow),
|
||||
endCol: max(startCol, endCol)
|
||||
)
|
||||
}
|
||||
|
||||
var area: Int {
|
||||
bounds.area
|
||||
}
|
||||
|
||||
var cells: [GridPoint] {
|
||||
bounds.cells
|
||||
}
|
||||
|
||||
func contains(_ point: GridPoint) -> Bool {
|
||||
bounds.contains(point)
|
||||
}
|
||||
}
|
||||
|
||||
struct ShikakuPuzzle: Sendable {
|
||||
let size: Int
|
||||
let clues: [GridPoint: Int]
|
||||
let solution: [SolutionRect]
|
||||
let seed: UInt64
|
||||
}
|
||||
|
||||
struct ValidationResult: Equatable, Sendable {
|
||||
let isSolved: Bool
|
||||
let message: String
|
||||
}
|
||||
|
||||
enum ShikakuValidation {
|
||||
static func verify(size: Int, playerRects: [PlayerRect], clues: [GridPoint: Int]) -> ValidationResult {
|
||||
var coverage: [GridPoint: Int] = [:]
|
||||
|
||||
for (index, rect) in playerRects.enumerated() {
|
||||
for cell in rect.cells {
|
||||
guard (0..<size).contains(cell.row), (0..<size).contains(cell.col) else {
|
||||
return ValidationResult(isSolved: false, message: "A rectangle extends outside the grid")
|
||||
}
|
||||
|
||||
if coverage[cell] != nil {
|
||||
return ValidationResult(isSolved: false, message: "Cells overlap between two rectangles")
|
||||
}
|
||||
|
||||
coverage[cell] = index
|
||||
}
|
||||
}
|
||||
|
||||
let totalCells = size * size
|
||||
if coverage.count != totalCells {
|
||||
return ValidationResult(isSolved: false, message: "Not all cells are covered (\(coverage.count)/\(totalCells))")
|
||||
}
|
||||
|
||||
for rect in playerRects {
|
||||
let clueValues = rect.cells.compactMap { clues[$0] }
|
||||
|
||||
if clueValues.isEmpty {
|
||||
return ValidationResult(isSolved: false, message: "A rectangle contains no clue number")
|
||||
}
|
||||
|
||||
if clueValues.count > 1 {
|
||||
return ValidationResult(isSolved: false, message: "A rectangle contains more than one clue number")
|
||||
}
|
||||
|
||||
let clueValue = clueValues[0]
|
||||
if rect.area != clueValue {
|
||||
return ValidationResult(isSolved: false, message: "A rectangle contains \(clueValue) but has \(rect.area) cells")
|
||||
}
|
||||
}
|
||||
|
||||
return ValidationResult(isSolved: true, message: "Solved!")
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,6 @@
|
||||
{
|
||||
"info" : {
|
||||
"author" : "xcode",
|
||||
"version" : 1
|
||||
}
|
||||
}
|
||||
10
ios/Shikaku/ShikakuApp.swift
Normal file
10
ios/Shikaku/ShikakuApp.swift
Normal file
@@ -0,0 +1,10 @@
|
||||
import SwiftUI
|
||||
|
||||
@main
|
||||
struct ShikakuApp: App {
|
||||
var body: some Scene {
|
||||
WindowGroup {
|
||||
ContentView()
|
||||
}
|
||||
}
|
||||
}
|
||||
209
ios/Shikaku/Views/ShikakuGridView.swift
Normal file
209
ios/Shikaku/Views/ShikakuGridView.swift
Normal file
@@ -0,0 +1,209 @@
|
||||
import SwiftUI
|
||||
|
||||
enum DrawingMode: String, CaseIterable, Identifiable {
|
||||
case draw
|
||||
case erase
|
||||
|
||||
var id: String {
|
||||
rawValue
|
||||
}
|
||||
|
||||
var title: String {
|
||||
switch self {
|
||||
case .draw:
|
||||
return "Draw"
|
||||
case .erase:
|
||||
return "Erase"
|
||||
}
|
||||
}
|
||||
|
||||
var symbolName: String {
|
||||
switch self {
|
||||
case .draw:
|
||||
return "rectangle"
|
||||
case .erase:
|
||||
return "eraser"
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
struct ShikakuGridView: View {
|
||||
@ObservedObject var game: ShikakuGame
|
||||
let mode: DrawingMode
|
||||
let side: CGFloat
|
||||
|
||||
@State private var dragStart: GridPoint?
|
||||
@State private var dragEnd: GridPoint?
|
||||
@State private var lastErasedCell: GridPoint?
|
||||
|
||||
var body: some View {
|
||||
Canvas { context, _ in
|
||||
drawBoard(in: CGRect(x: 0, y: 0, width: side, height: side), context: &context)
|
||||
}
|
||||
.frame(width: side, height: side)
|
||||
.contentShape(Rectangle())
|
||||
.gesture(boardGesture(side: side))
|
||||
.accessibilityLabel("Shikaku grid")
|
||||
.accessibilityValue("\(game.size) by \(game.size)")
|
||||
}
|
||||
|
||||
private func boardGesture(side: CGFloat) -> some Gesture {
|
||||
DragGesture(minimumDistance: 0)
|
||||
.onChanged { value in
|
||||
guard let cell = cell(at: value.location, side: side) else {
|
||||
return
|
||||
}
|
||||
|
||||
switch mode {
|
||||
case .draw:
|
||||
if dragStart == nil {
|
||||
dragStart = cell
|
||||
}
|
||||
dragEnd = cell
|
||||
case .erase:
|
||||
guard lastErasedCell != cell else {
|
||||
return
|
||||
}
|
||||
game.removeRect(at: cell)
|
||||
lastErasedCell = cell
|
||||
dragStart = nil
|
||||
dragEnd = nil
|
||||
}
|
||||
}
|
||||
.onEnded { value in
|
||||
defer {
|
||||
dragStart = nil
|
||||
dragEnd = nil
|
||||
lastErasedCell = nil
|
||||
}
|
||||
|
||||
guard mode == .draw,
|
||||
let start = dragStart,
|
||||
let end = cell(at: value.location, side: side) ?? dragEnd else {
|
||||
return
|
||||
}
|
||||
|
||||
game.placeRect(
|
||||
PlayerRect(
|
||||
startRow: start.row,
|
||||
startCol: start.col,
|
||||
endRow: end.row,
|
||||
endCol: end.col
|
||||
)
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
private func drawBoard(in rect: CGRect, context: inout GraphicsContext) {
|
||||
let cellSide = rect.width / CGFloat(game.size)
|
||||
let boardRect = CGRect(origin: .zero, size: rect.size)
|
||||
|
||||
context.fill(Path(boardRect), with: .color(ShikakuTheme.paper))
|
||||
|
||||
for (index, playerRect) in game.playerRects.enumerated() {
|
||||
draw(playerRect, index: index, cellSide: cellSide, context: &context)
|
||||
}
|
||||
|
||||
if let start = dragStart, let end = dragEnd, mode == .draw {
|
||||
let preview = PlayerRect(startRow: start.row, startCol: start.col, endRow: end.row, endCol: end.col)
|
||||
drawPreview(preview, cellSide: cellSide, context: &context)
|
||||
}
|
||||
|
||||
drawGridLines(cellSide: cellSide, boardRect: boardRect, context: &context)
|
||||
drawClues(cellSide: cellSide, context: &context)
|
||||
}
|
||||
|
||||
private func draw(_ rect: PlayerRect, index: Int, cellSide: CGFloat, context: inout GraphicsContext) {
|
||||
let pathRect = cgRect(for: rect.bounds, cellSide: cellSide).insetBy(dx: 2, dy: 2)
|
||||
let path = Path(roundedRect: pathRect, cornerRadius: 6)
|
||||
let hasError = game.errorRectIDs.contains(rect.id)
|
||||
|
||||
if hasError {
|
||||
context.fill(path, with: .color(ShikakuTheme.errorFill))
|
||||
context.stroke(path, with: .color(ShikakuTheme.errorStroke), lineWidth: 2.5)
|
||||
} else {
|
||||
let colorIndex = index % ShikakuTheme.rectFills.count
|
||||
context.fill(path, with: .color(ShikakuTheme.rectFills[colorIndex]))
|
||||
context.stroke(path, with: .color(ShikakuTheme.rectStrokes[colorIndex]), lineWidth: 2.5)
|
||||
}
|
||||
}
|
||||
|
||||
private func drawPreview(_ rect: PlayerRect, cellSide: CGFloat, context: inout GraphicsContext) {
|
||||
let pathRect = cgRect(for: rect.bounds, cellSide: cellSide).insetBy(dx: 2, dy: 2)
|
||||
let path = Path(roundedRect: pathRect, cornerRadius: 6)
|
||||
let isInvalid = rect.area == 1
|
||||
|
||||
context.fill(path, with: .color(isInvalid ? ShikakuTheme.errorFill : ShikakuTheme.dragFill))
|
||||
context.stroke(path, with: .color(isInvalid ? ShikakuTheme.errorStroke : ShikakuTheme.dragStroke), lineWidth: 2)
|
||||
|
||||
let fontSize = max(10, min(26, cellSide * 0.38))
|
||||
let center = CGPoint(x: pathRect.midX, y: pathRect.midY)
|
||||
let label = Text("\(rect.area)")
|
||||
.font(.system(size: fontSize, weight: .bold, design: .rounded))
|
||||
|
||||
context.draw(
|
||||
label.foregroundStyle(Color.black.opacity(0.55)),
|
||||
at: CGPoint(x: center.x + 1, y: center.y + 1),
|
||||
anchor: .center
|
||||
)
|
||||
context.draw(
|
||||
label.foregroundStyle(Color.white.opacity(0.95)),
|
||||
at: center,
|
||||
anchor: .center
|
||||
)
|
||||
}
|
||||
|
||||
private func drawGridLines(cellSide: CGFloat, boardRect: CGRect, context: inout GraphicsContext) {
|
||||
var gridPath = Path()
|
||||
|
||||
for index in 0...game.size {
|
||||
let offset = CGFloat(index) * cellSide
|
||||
gridPath.move(to: CGPoint(x: offset, y: 0))
|
||||
gridPath.addLine(to: CGPoint(x: offset, y: boardRect.maxY))
|
||||
gridPath.move(to: CGPoint(x: 0, y: offset))
|
||||
gridPath.addLine(to: CGPoint(x: boardRect.maxX, y: offset))
|
||||
}
|
||||
|
||||
context.stroke(gridPath, with: .color(ShikakuTheme.gridLine), lineWidth: 0.8)
|
||||
context.stroke(Path(boardRect), with: .color(ShikakuTheme.gridBorder), lineWidth: 3)
|
||||
}
|
||||
|
||||
private func drawClues(cellSide: CGFloat, context: inout GraphicsContext) {
|
||||
let fontSize = max(14, min(24, cellSide * 0.36))
|
||||
|
||||
for (cell, value) in game.puzzle.clues {
|
||||
let point = CGPoint(
|
||||
x: (CGFloat(cell.col) + 0.5) * cellSide,
|
||||
y: (CGFloat(cell.row) + 0.5) * cellSide
|
||||
)
|
||||
let text = Text("\(value)")
|
||||
.font(.system(size: fontSize, weight: .bold, design: .rounded))
|
||||
.foregroundStyle(ShikakuTheme.clue)
|
||||
|
||||
context.draw(text, at: point, anchor: .center)
|
||||
}
|
||||
}
|
||||
|
||||
private func cgRect(for bounds: CellBounds, cellSide: CGFloat) -> CGRect {
|
||||
CGRect(
|
||||
x: CGFloat(bounds.startCol) * cellSide,
|
||||
y: CGFloat(bounds.startRow) * cellSide,
|
||||
width: CGFloat(bounds.width) * cellSide,
|
||||
height: CGFloat(bounds.height) * cellSide
|
||||
)
|
||||
}
|
||||
|
||||
private func cell(at location: CGPoint, side: CGFloat) -> GridPoint? {
|
||||
guard location.x >= 0,
|
||||
location.y >= 0,
|
||||
location.x <= side,
|
||||
location.y <= side else {
|
||||
return nil
|
||||
}
|
||||
|
||||
let cellSide = side / CGFloat(game.size)
|
||||
let row = min(Int(location.y / cellSide), game.size - 1)
|
||||
let col = min(Int(location.x / cellSide), game.size - 1)
|
||||
return GridPoint(row: row, col: col)
|
||||
}
|
||||
}
|
||||
41
ios/Shikaku/Views/ShikakuTheme.swift
Normal file
41
ios/Shikaku/Views/ShikakuTheme.swift
Normal file
@@ -0,0 +1,41 @@
|
||||
import SwiftUI
|
||||
|
||||
enum ShikakuTheme {
|
||||
static let background = Color(red: 0.11, green: 0.10, blue: 0.13)
|
||||
static let panel = Color(red: 0.16, green: 0.15, blue: 0.18)
|
||||
static let paper = Color(red: 0.95, green: 0.93, blue: 0.88)
|
||||
static let gridLine = Color(red: 0.55, green: 0.52, blue: 0.48)
|
||||
static let gridBorder = Color(red: 0.20, green: 0.18, blue: 0.22)
|
||||
static let clue = Color(red: 0.10, green: 0.10, blue: 0.12)
|
||||
static let mutedText = Color(red: 0.67, green: 0.62, blue: 0.56)
|
||||
static let primaryText = Color(red: 0.91, green: 0.89, blue: 0.84)
|
||||
static let success = Color(red: 0.34, green: 0.78, blue: 0.48)
|
||||
static let error = Color(red: 0.88, green: 0.28, blue: 0.28)
|
||||
static let accent = Color(red: 0.49, green: 0.38, blue: 0.72)
|
||||
static let dragFill = Color(red: 0.50, green: 0.70, blue: 0.95).opacity(0.30)
|
||||
static let dragStroke = Color(red: 0.30, green: 0.55, blue: 0.90).opacity(0.90)
|
||||
static let errorFill = Color(red: 0.90, green: 0.25, blue: 0.25).opacity(0.30)
|
||||
static let errorStroke = Color(red: 0.80, green: 0.10, blue: 0.10).opacity(0.90)
|
||||
|
||||
static let rectFills: [Color] = [
|
||||
Color(red: 0.36, green: 0.61, blue: 0.84).opacity(0.45),
|
||||
Color(red: 0.42, green: 0.78, blue: 0.60).opacity(0.45),
|
||||
Color(red: 0.90, green: 0.55, blue: 0.35).opacity(0.45),
|
||||
Color(red: 0.76, green: 0.45, blue: 0.82).opacity(0.45),
|
||||
Color(red: 0.88, green: 0.76, blue: 0.30).opacity(0.45),
|
||||
Color(red: 0.45, green: 0.82, blue: 0.85).opacity(0.45),
|
||||
Color(red: 0.90, green: 0.65, blue: 0.80).opacity(0.45),
|
||||
Color(red: 0.55, green: 0.72, blue: 0.35).opacity(0.45)
|
||||
]
|
||||
|
||||
static let rectStrokes: [Color] = [
|
||||
Color(red: 0.20, green: 0.42, blue: 0.70),
|
||||
Color(red: 0.22, green: 0.60, blue: 0.40),
|
||||
Color(red: 0.75, green: 0.35, blue: 0.12),
|
||||
Color(red: 0.56, green: 0.25, blue: 0.65),
|
||||
Color(red: 0.70, green: 0.58, blue: 0.08),
|
||||
Color(red: 0.22, green: 0.62, blue: 0.68),
|
||||
Color(red: 0.80, green: 0.45, blue: 0.65),
|
||||
Color(red: 0.35, green: 0.54, blue: 0.18)
|
||||
]
|
||||
}
|
||||
Reference in New Issue
Block a user