// 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 }
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) } }) }
// 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 }
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 }
// 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) }