Beispiel #1
0
func beginClickSplit(t touch.Event, u *uistate.UIState) {
	u.CurCard = findClickedCard(t, u)
	if u.CurCard != nil {
		reposition.BringNodeToFront(u.CurCard.GetNode(), u)
	}
	buttonList := findClickedButton(t, u)
	for _, b := range buttonList {
		if b == u.Buttons["toggleSplit"] && !u.SwitchingViews {
			ch := make(chan bool)
			u.SwitchingViews = true
			reposition.AnimateOutSplit(ch, u)
			quit := make(chan bool)
			u.AnimChans = append(u.AnimChans, quit)
			go func() {
				onDone := func() {
					u.SwitchingViews = false
					if u.CurView == uistate.Split {
						view.LoadPlayView(false, u)
					}
				}
				reposition.SwitchOnChan(ch, quit, onDone, u)
			}()
		} else if b == u.Buttons["takeTrick"] {
			pressButton(b, u)
		} else {
			handleDebugButtonClick(b, u)
		}
	}
}
Beispiel #2
0
func onTake(value string, u *uistate.UIState) {
	// logic
	playerInt, _ := parsePlayerAndCards(value, u)
	p := u.CurTable.GetPlayers()[playerInt]
	passed := p.GetPassedTo()
	for _, c := range passed {
		p.AddToHand(c)
	}
	u.CurTable.GetPlayers()[playerInt].SetDoneTaking(true)
	if u.SequentialPhases {
		if u.CurTable.AllDoneTaking() {
			for _, player := range u.CurTable.GetPlayers() {
				if player.HasTwoOfClubs() {
					u.CurTable.SetFirstPlayer(player.GetPlayerIndex())
				}
			}
			// UI
			if u.CurView == uistate.Play {
				view.LoadPlayView(true, u)
			}
		}
	} else if p.HasTwoOfClubs() {
		u.CurTable.SetFirstPlayer(p.GetPlayerIndex())
		// UI
		if u.CurView == uistate.Play && u.CurPlayerIndex != playerInt {
			view.LoadPlayView(true, u)
		}
	}
	// UI
	if u.CurView == uistate.Table {
		quit := make(chan bool)
		u.AnimChans = append(u.AnimChans, quit)
		reposition.AnimateTableCardTake(passed, u.CurTable.GetPlayers()[playerInt], quit, u)
		view.LoadTableView(u)
	}
}
Beispiel #3
0
func onPass(value string, u *uistate.UIState) {
	// logic
	playerInt, curCards := parsePlayerAndCards(value, u)
	var receivingPlayer int
	switch u.CurTable.GetDir() {
	case direction.Right:
		receivingPlayer = (playerInt + 3) % u.NumPlayers
	case direction.Left:
		receivingPlayer = (playerInt + 1) % u.NumPlayers
	case direction.Across:
		receivingPlayer = (playerInt + 2) % u.NumPlayers
	}
	for _, c := range curCards {
		u.CurTable.GetPlayers()[playerInt].RemoveFromHand(c)
	}
	u.CurTable.GetPlayers()[playerInt].SetPassedFrom(curCards)
	u.CurTable.GetPlayers()[receivingPlayer].SetPassedTo(curCards)
	u.CurTable.GetPlayers()[playerInt].SetDonePassing(true)
	// UI
	if u.CurView == uistate.Table {
		quit := make(chan bool)
		u.AnimChans = append(u.AnimChans, quit)
		reposition.AnimateTableCardPass(curCards, receivingPlayer, quit, u)
		view.LoadTableView(u)
	} else if u.CurView == uistate.Take {
		if u.SequentialPhases {
			if u.CurTable.AllDonePassing() {
				view.LoadTakeView(u)
			}
		} else if u.CurPlayerIndex == receivingPlayer {
			view.LoadTakeView(u)
		}
	} else if u.CurView == uistate.Play && u.CurTable.AllDonePassing() {
		view.LoadPlayView(true, u)
	}
}
Beispiel #4
0
func endClickTake(t touch.Event, u *uistate.UIState) {
	pressed := unpressButtons(u)
	for _, b := range pressed {
		if b == u.Buttons["take"] {
			cards := make([]*card.Card, 0)
			for _, d := range u.DropTargets {
				c := d.GetCardHere()
				if c != nil {
					cards = append(cards, c)
				}
			}
			for _, c := range cards {
				sync.RemoveCardFromTarget(c, u)
				// add card back to hand
				reposition.ResetCardPosition(c, u.Eng)
				reposition.RealignSuit(c.GetSuit(), c.GetInitial().Y, u)
			}
			ch := make(chan bool)
			success := takeCards(ch, u.CurPlayerIndex, u)
			quit := make(chan bool)
			u.AnimChans = append(u.AnimChans, quit)
			go func() {
				onDone := func() {
					if !success {
						fmt.Println("Invalid take")
					} else {
						if u.CurView == uistate.Take {
							view.LoadPlayView(false, u)
						}
					}
				}
				reposition.SwitchOnChan(ch, quit, onDone, u)
			}()
		}
	}
}
Beispiel #5
0
func onTakeTrick(value string, u *uistate.UIState) {
	trickCards := u.CurTable.GetTrick()
	recipient := u.CurTable.GetTrickRecipient()
	roundOver := u.CurTable.SendTrick(recipient)
	if roundOver {
		u.RoundScores, u.Winners = u.CurTable.EndRound()
	}
	// UI
	if u.CurView == uistate.Table {
		sound.PlaySound(1, u)
		var emptyTex sprite.SubTex
		u.Eng.SetSubTex(u.Buttons["takeTrick"].GetNode(), emptyTex)
		u.Buttons["takeTrick"].SetHidden(true)
		var trickDir direction.Direction
		switch recipient {
		case 0:
			trickDir = direction.Down
		case 1:
			trickDir = direction.Left
		case 2:
			trickDir = direction.Across
		case 3:
			trickDir = direction.Right
		}
		quit := make(chan bool)
		u.AnimChans = append(u.AnimChans, quit)
		reposition.AnimateTableCardTakeTrick(trickCards, trickDir, quit, u)
		reposition.SetTableDropColors(u)
		view.SetNumTricksTable(u)
	} else if u.CurView == uistate.Split {
		var emptyTex sprite.SubTex
		u.Eng.SetSubTex(u.Buttons["takeTrick"].GetNode(), emptyTex)
		u.Buttons["takeTrick"].SetHidden(true)
		if roundOver {
			view.LoadScoreView(u)
		} else {
			var trickDir direction.Direction
			switch recipient {
			case u.CurPlayerIndex:
				sound.PlaySound(0, u)
				trickDir = direction.Down
			case (u.CurPlayerIndex + 1) % u.NumPlayers:
				trickDir = direction.Left
			case (u.CurPlayerIndex + 2) % u.NumPlayers:
				trickDir = direction.Across
			case (u.CurPlayerIndex + 3) % u.NumPlayers:
				trickDir = direction.Right
			}
			quit := make(chan bool)
			u.AnimChans = append(u.AnimChans, quit)
			reposition.AnimateTableCardTakeTrick(trickCards, trickDir, quit, u)
			view.LoadSplitView(true, u)
		}
	} else if u.CurView == uistate.Play {
		if roundOver {
			view.LoadScoreView(u)
		} else {
			if recipient == u.CurPlayerIndex {
				sound.PlaySound(0, u)
			}
			view.LoadPlayView(true, u)
		}
	}
	// logic
	if len(u.Winners) > 0 {
		u.CurTable.NewGame()
	}
}
Beispiel #6
0
func onPlay(value string, u *uistate.UIState) {
	// logic
	playerInt, curCards := parsePlayerAndCards(value, u)
	playedCard := curCards[0]
	u.CurTable.GetPlayers()[playerInt].RemoveFromHand(playedCard)
	u.CurTable.SetPlayedCard(playedCard, playerInt)
	u.CurTable.GetPlayers()[playerInt].SetDonePlaying(true)
	trickOver := u.CurTable.TrickOver()
	var recipient int
	if trickOver {
		recipient = u.CurTable.GetTrickRecipient()
	}
	// UI
	if u.CurView == uistate.Table {
		sound.PlaySound(0, u)
		quit := make(chan bool)
		u.AnimChans = append(u.AnimChans, quit)
		reposition.AnimateTableCardPlay(playedCard, playerInt, quit, u)
		reposition.SetTableDropColors(u)
		if trickOver {
			// display take trick button
			b := u.Buttons["takeTrick"]
			u.Eng.SetSubTex(b.GetNode(), b.GetImage())
			b.SetHidden(false)
		}
	} else if u.CurView == uistate.Split {
		if playerInt != u.CurPlayerIndex {
			quit := make(chan bool)
			u.AnimChans = append(u.AnimChans, quit)
			reposition.AnimateSplitCardPlay(playedCard, playerInt, quit, u)
		}
		reposition.SetSplitDropColors(u)
		view.LoadSplitView(true, u)
		if trickOver {
			if recipient == u.CurPlayerIndex {
				// display take trick button
				b := u.Buttons["takeTrick"]
				u.Eng.SetSubTex(b.GetNode(), b.GetImage())
				b.SetHidden(false)
			}
		} else if u.CardToPlay != nil && u.CurTable.WhoseTurn() == u.CurPlayerIndex {
			ch := make(chan bool)
			if err := PlayCard(ch, u.CurPlayerIndex, u); err != "" {
				view.ChangePlayMessage(err, u)
				RemoveCardFromTarget(u.CardToPlay, u)
				// add card back to hand
				reposition.ResetCardPosition(u.CardToPlay, u.Eng)
			}
			u.CardToPlay = nil
			u.BackgroundImgs[0].GetNode().Arranger = nil
			var emptyTex sprite.SubTex
			u.Eng.SetSubTex(u.BackgroundImgs[0].GetNode(), emptyTex)
			u.BackgroundImgs[0].SetHidden(true)
		}
	} else if u.CurView == uistate.Play && u.CurPlayerIndex != playerInt {
		view.LoadPlayView(true, u)
		if u.CardToPlay != nil && u.CurTable.WhoseTurn() == u.CurPlayerIndex {
			ch := make(chan bool)
			if err := PlayCard(ch, u.CurPlayerIndex, u); err != "" {
				view.ChangePlayMessage(err, u)
				RemoveCardFromTarget(u.CardToPlay, u)
				// add card back to hand
				reposition.ResetCardPosition(u.CardToPlay, u.Eng)
				reposition.RealignSuit(u.CardToPlay.GetSuit(), u.CardToPlay.GetInitial().Y, u)
			}
			u.CardToPlay = nil
			quit := make(chan bool)
			u.AnimChans = append(u.AnimChans, quit)
			go func() {
				onDone := func() {
					if u.CurView == uistate.Play {
						view.LoadPlayView(true, u)
					}
				}
				reposition.SwitchOnChan(ch, quit, onDone, u)
			}()
		}
	}
}
Beispiel #7
0
func endClickPlay(t touch.Event, u *uistate.UIState) {
	if u.CurCard != nil {
		if u.CurTable.GetTrick()[u.CurPlayerIndex] == nil {
			if dropCardOnTarget(u.CurCard, t, u) {
				if u.CurTable.WhoseTurn() == u.CurPlayerIndex {
					ch := make(chan bool)
					if err := sync.PlayCard(ch, u.CurPlayerIndex, u); err != "" {
						view.ChangePlayMessage(err, u)
						sync.RemoveCardFromTarget(u.CurCard, u)
						u.CardToPlay = nil
						// add card back to hand
						reposition.ResetCardPosition(u.CurCard, u.Eng)
						reposition.RealignSuit(u.CurCard.GetSuit(), u.CurCard.GetInitial().Y, u)
					}
					quit := make(chan bool)
					u.AnimChans = append(u.AnimChans, quit)
					go func() {
						onDone := func() {
							if u.CurView == uistate.Play {
								view.LoadPlayView(true, u)
							}
						}
						reposition.SwitchOnChan(ch, quit, onDone, u)
					}()
				} else {
					u.CardToPlay = u.CurCard
				}
			} else {
				// add card back to hand
				if sync.RemoveCardFromTarget(u.CurCard, u) {
					u.CardToPlay = nil
				}
				reposition.ResetCardPosition(u.CurCard, u.Eng)
				reposition.RealignSuit(u.CurCard.GetSuit(), u.CurCard.GetInitial().Y, u)
			}
		} else {
			// add card back to hand
			reposition.ResetCardPosition(u.CurCard, u.Eng)
			reposition.RealignSuit(u.CurCard.GetSuit(), u.CurCard.GetInitial().Y, u)
		}
	}
	pressed := unpressButtons(u)
	for _, b := range pressed {
		if b == u.Buttons["takeTrick"] {
			var emptyTex sprite.SubTex
			u.Eng.SetSubTex(b.GetNode(), emptyTex)
			b.SetHidden(true)
			u.Buttons["takeTrick"] = nil
			for _, takenCard := range u.TableCards {
				sync.RemoveCardFromTarget(takenCard, u)
				reposition.BringNodeToFront(takenCard.GetNode(), u)
			}
			ch := make(chan bool)
			reposition.AnimateHandCardTakeTrick(ch, u.TableCards, u)
			quit := make(chan bool)
			u.AnimChans = append(u.AnimChans, quit)
			go func() {
				onDone := func() {
					sync.LogTakeTrick(u)
				}
				reposition.SwitchOnChan(ch, quit, onDone, u)
			}()
		}
	}
}