// Animation for the 'play' action, when app is in the table view func AnimateTableCardPlay(animCard *card.Card, playerInt int, quit chan bool, u *uistate.UIState) { BringNodeToFront(animCard.GetNode(), u) destination := u.DropTargets[playerInt] destinationPos := destination.GetCurrent() destinationDim := destination.GetDimensions() ch := make(chan bool) animateCardMovement(ch, animCard, destinationPos, destinationDim, u) onDone := func() { animCard.SetFrontDisplay(u.Eng) } SwitchOnChan(ch, quit, onDone, u) }
// Given a card object, populates it with its positioning values and sets its position on-screen for the player hand view func SetCardPositionHand(c *card.Card, indexInSuit int, suitCounts []int, u *uistate.UIState) { suitCount := float32(suitCounts[c.GetSuit()]) heightScaler := float32(4 - c.GetSuit()) diff := suitCount*(u.Padding+u.CardDim.X) - (u.WindowSize.X - u.Padding) x := u.Padding + float32(indexInSuit)*(u.Padding+u.CardDim.X) if diff > 0 && indexInSuit > 0 { x -= diff * float32(indexInSuit) / (suitCount - 1) } y := u.WindowSize.Y - heightScaler*(u.CardDim.Y+u.Padding) - u.BottomPadding pos := coords.MakeVec(x, y) c.SetInitial(pos) c.Move(pos, u.CardDim, u.Eng) }
// checks all drop targets to see if a card was dropped there func dropCardOnTarget(c *card.Card, t touch.Event, u *uistate.UIState) bool { for _, d := range u.DropTargets { // checking to see if card was dropped onto a drop target if touchingStaticImg(t, d, u) { lastDroppedCard := d.GetCardHere() if lastDroppedCard != nil { reposition.ResetCardPosition(lastDroppedCard, u.Eng) reposition.RealignSuit(lastDroppedCard.GetSuit(), lastDroppedCard.GetInitial().Y, u) } oldY := c.GetInitial().Y suit := c.GetSuit() c.Move(d.GetCurrent(), c.GetDimensions(), u.Eng) d.SetCardHere(c) // realign suit the card just left reposition.RealignSuit(suit, oldY, u) return true } } return false }
// checks one specific drop target to see if a card was dropped there func dropCardHere(c *card.Card, d *staticimg.StaticImg, t touch.Event, u *uistate.UIState) bool { if !touchingStaticImg(t, d, u) { return false } lastDroppedCard := d.GetCardHere() if lastDroppedCard != nil { reposition.ResetCardPosition(lastDroppedCard, u.Eng) reposition.RealignSuit(lastDroppedCard.GetSuit(), lastDroppedCard.GetInitial().Y, u) } oldY := c.GetInitial().Y suit := c.GetSuit() u.CurCard.Move(d.GetCurrent(), c.GetDimensions(), u.Eng) d.SetCardHere(u.CurCard) // realign suit the card just left reposition.RealignSuit(suit, oldY, u) return true }
// Animate playing of a card in the split view // Should not be called when the player whose hand is being displayed is the player of the card func AnimateSplitCardPlay(c *card.Card, player int, quit chan bool, u *uistate.UIState) { dropTarget := u.DropTargets[(player-u.CurPlayerIndex+u.NumPlayers)%u.NumPlayers] toPos := dropTarget.GetCurrent() toDim := dropTarget.GetDimensions() texture.PopulateCardImage(c, u) switch player { case (u.CurPlayerIndex + 1) % u.NumPlayers: c.Move(coords.MakeVec(-toDim.X, 0), toDim, u.Eng) case (u.CurPlayerIndex + 2) % u.NumPlayers: c.Move(coords.MakeVec((u.WindowSize.X-toDim.X)/2, -toDim.Y), toDim, u.Eng) case (u.CurPlayerIndex + 3) % u.NumPlayers: c.Move(coords.MakeVec(u.WindowSize.X, 0), toDim, u.Eng) } ch := make(chan bool) animateCardMovement(ch, c, toPos, toDim, u) SwitchOnChan(ch, quit, func() {}, u) }
// Formats play command and sends to Syncbase func LogPlay(u *uistate.UIState, c *card.Card) bool { key := getKey(u.CurPlayerIndex, u) value := Play + Bar + strconv.Itoa(u.CurPlayerIndex) + Colon value += cardType + Space + c.GetSuit().String() + c.GetFace().String() + Colon + End return logKeyValue(u.Service, u.Ctx, key, value) }
// Given a card object, populates it with its image func PopulateCardImage(c *card.Card, u *uistate.UIState) { var texKey string switch c.GetSuit() { case card.Club: texKey = "Clubs-" case card.Diamond: texKey = "Diamonds-" case card.Spade: texKey = "Spades-" case card.Heart: texKey = "Hearts-" } switch c.GetFace() { case card.Jack: texKey += "Jack" case card.Queen: texKey += "Queen" case card.King: texKey += "King" case card.Ace: texKey += "Ace" default: texKey += strconv.Itoa(int(c.GetFace())) } texKey += ".png" n := MakeNode(u) u.Eng.SetSubTex(n, u.Texs[texKey]) c.SetNode(n) c.SetImage(u.Texs[texKey]) c.SetBack(u.Texs["BakuSquare.png"]) }
func touchingCard(t touch.Event, c *card.Card, u *uistate.UIState) bool { withinXBounds := t.X/u.PixelsPerPt >= c.GetCurrent().X && t.X/u.PixelsPerPt <= c.GetDimensions().X+c.GetCurrent().X withinYBounds := t.Y/u.PixelsPerPt >= c.GetCurrent().Y && t.Y/u.PixelsPerPt <= c.GetDimensions().Y+c.GetCurrent().Y return withinXBounds && withinYBounds }
// Given a card object, populates it with its positioning values and sets its position on-screen for the table view // cardIndex has an X of the total number of cards in hand, and a Y of the position within the hand of the current card // padding has an X of the padding along the top edge, and a Y of the padding along each other edge func SetCardPositionTable(c *card.Card, playerIndex int, cardIndex *coords.Vec, u *uistate.UIState) { pos := CardPositionTable(playerIndex, cardIndex, u) c.SetInitial(pos) c.Move(pos, u.TableCardDim, u.Eng) }
func animateCardNoChannel(animCard *card.Card, endPos, endDim *coords.Vec, u *uistate.UIState) { node := animCard.GetNode() startPos := animCard.GetCurrent() startDim := animCard.GetDimensions() iteration := 0 node.Arranger = arrangerFunc(func(eng sprite.Engine, node *sprite.Node, t clock.Time) { iteration++ if iteration < animationFrameCount { curXY := animCard.GetCurrent() curDim := animCard.GetDimensions() XYStep := endPos.MinusVec(startPos).DividedBy(animationFrameCount) dimStep := endDim.MinusVec(startDim).DividedBy(animationFrameCount) newVec := curXY.PlusVec(XYStep) dimVec := curDim.PlusVec(dimStep) animCard.Move(newVec, dimVec, eng) } else if iteration == animationFrameCount { animCard.Move(endPos, endDim, eng) } }) }
func determineDestination(animCard *card.Card, dir direction.Direction, windowSize *coords.Vec) *coords.Vec { switch dir { case direction.Right: return coords.MakeVec(animCard.GetCurrent().X+windowSize.X, animCard.GetCurrent().Y) case direction.Left: return coords.MakeVec(animCard.GetCurrent().X-windowSize.X, animCard.GetCurrent().Y) case direction.Across: return coords.MakeVec(animCard.GetCurrent().X, animCard.GetCurrent().Y-windowSize.Y) case direction.Down: return coords.MakeVec(animCard.GetCurrent().X, animCard.GetCurrent().Y+windowSize.Y) // Should not occur default: return coords.MakeVec(-1, -1) } }
// Resets the position of card c to its initial position, then realigns the suit it was in func ResetCardPosition(c *card.Card, eng sprite.Engine) { c.Move(c.GetInitial(), c.GetDimensions(), eng) }