Esempio n. 1
0
// 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
}
Esempio n. 2
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. 3
0
// 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
}
Esempio n. 4
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. 5
0
// 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)
}