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