Esempio n. 1
0
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)
		}
	})
}
Esempio n. 2
0
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
}
Esempio n. 3
0
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)
	}
}