コード例 #1
0
ファイル: img_test.go プロジェクト: vanadium/croupier
// Testing full image adjustment after screen resizing (assumes adjustImgs is scaling dimensions)
func TestThree(test *testing.T) {
	u = uistate.MakeUIState()
	u.Scene = &sprite.Node{}
	u.Eng = glsprite.Engine(nil)
	u.Eng.Register(u.Scene)
	u.Eng.SetTransform(u.Scene, f32.Affine{
		{1, 0, 0},
		{0, 1, 0},
	})
	imgPos := coords.MakeVec(5, 20)
	imgDimensions := coords.MakeVec(10, 10)
	newButton := texture.MakeImgWithoutAlt(subtex, imgPos, imgDimensions, u)
	u.Buttons["1"] = newButton
	oldWindow := u.WindowSize.DividedBy(2)
	resize.AdjustImgs(oldWindow, u)
	newPos := u.Buttons["1"].GetCurrent()
	newDimensions := u.Buttons["1"].GetDimensions()
	dimExpect := imgDimensions.Times(2)
	posExpect := imgPos.Times(2)
	if newDimensions.X != dimExpect.X {
		test.Errorf("Expected width %f, got %f", dimExpect.X, newDimensions.X)
	}
	if newDimensions.Y != dimExpect.Y {
		test.Errorf("Expected height %f, got %f", dimExpect.Y, newDimensions.Y)
	}
	if newPos.X != posExpect.X {
		test.Errorf("Expected x %f, got %f", posExpect.X, newPos.X)
	}
	if newPos.Y != posExpect.Y {
		test.Errorf("Expected y %f, got %f", posExpect.Y, newPos.Y)
	}
}
コード例 #2
0
ファイル: reposition.go プロジェクト: vanadium/croupier
// Returns a vec containing a card's position after being passed to the player with index playerIndex
func DetermineTablePassPosition(c *card.Card, cardNum, playerIndex int, u *uistate.UIState) *coords.Vec {
	cardDim := u.TableCardDim
	dropTargetXY := u.DropTargets[playerIndex].GetCurrent()
	dropTargetDim := u.DropTargets[playerIndex].GetDimensions()
	targetCenter := dropTargetXY.PlusVec(dropTargetDim.DividedBy(2))
	xPlayerBlockSize := 2*u.PlayerIconDim.X + u.Padding
	yPlayerBlockSize := u.TopPadding + u.TableCardDim.Y + 3*u.Padding + u.PlayerIconDim.Y
	blockEdge := targetCenter.MinusVec(cardDim.Times(1.5).Plus(u.Padding))
	var destination *coords.Vec
	switch playerIndex {
	case 0:
		destination = coords.MakeVec(
			blockEdge.X+float32(cardNum)*(u.Padding+cardDim.X),
			u.WindowSize.Y-yPlayerBlockSize-u.TableCardDim.Y)
	case 1:
		destination = coords.MakeVec(
			xPlayerBlockSize,
			blockEdge.Y+float32(cardNum)*(u.Padding+cardDim.Y))
	case 2:
		destination = coords.MakeVec(
			blockEdge.X+float32(cardNum)*(u.Padding+cardDim.X),
			yPlayerBlockSize+u.Padding)
	case 3:
		destination = coords.MakeVec(
			u.WindowSize.X-xPlayerBlockSize-u.TableCardDim.X,
			blockEdge.Y+float32(cardNum)*(u.Padding+cardDim.Y))
	}
	return destination
}
コード例 #3
0
ファイル: img_test.go プロジェクト: vanadium/croupier
// Testing NewImgWithAlt
func TestFive(test *testing.T) {
	scene := &sprite.Node{}
	eng := glsprite.Engine(nil)
	u.Eng = eng
	u.Scene = scene
	pos := coords.MakeVec(5, 10)
	dimensions := coords.MakeVec(20, 10)
	i := texture.MakeImgWithAlt(subtex, subtex, pos, dimensions, true, u)
	if i.GetCurrent().X != pos.X {
		test.Errorf("Expected x %f, got %f", pos.X, i.GetCurrent().X)
	}
	if i.GetCurrent().Y != pos.Y {
		test.Errorf("Expected y %f, got %f", pos.Y, i.GetCurrent().Y)
	}
	if i.GetInitial().X != pos.X {
		test.Errorf("Expected inital x %f, got %f", pos.X, i.GetInitial().X)
	}
	if i.GetInitial().Y != pos.Y {
		test.Errorf("Expected initial y %f, got %f", pos.Y, i.GetInitial().Y)
	}
	if i.GetDimensions().X != dimensions.X {
		test.Errorf("Expected width %f, got %f", dimensions.X, i.GetDimensions().X)
	}
	if i.GetDimensions().Y != dimensions.Y {
		test.Errorf("Expected height %f, got %f", dimensions.Y, i.GetDimensions().Y)
	}
}
コード例 #4
0
ファイル: texture.go プロジェクト: vanadium/croupier
func MakeStringImgLeftAlign(input, color, altColor string,
	displayColor bool,
	start *coords.Vec,
	scaler, maxWidth float32,
	u *uistate.UIState) []*staticimg.StaticImg {
	textures := getStringImgs(input, color, u.Texs)
	var altTexs []sprite.SubTex
	if color != altColor {
		altTexs = getStringImgs(input, altColor, u.Texs)
	}
	// adjust scaler if string is too long
	totalWidth := float32(0)
	for _, img := range textures {
		totalWidth += float32(img.R.Max.X) / scaler
	}
	if totalWidth > maxWidth {
		scaler = totalWidth * scaler / maxWidth
	}
	allImgs := make([]*staticimg.StaticImg, 0)
	for i, img := range textures {
		subTexDims := coords.MakeVec(float32(img.R.Max.X), float32(img.R.Max.Y))
		dims := subTexDims.DividedBy(scaler)
		var textImg *staticimg.StaticImg
		if len(altTexs) == 0 {
			textImg = MakeImgWithoutAlt(img, start, dims, u)
		} else {
			textImg = MakeImgWithAlt(img, altTexs[i], start, dims, displayColor, u)
		}
		allImgs = append(allImgs, textImg)
		start = coords.MakeVec(start.X+dims.X, start.Y)
	}
	return allImgs
}
コード例 #5
0
ファイル: img_test.go プロジェクト: vanadium/croupier
// Testing resetting card position
func TestSix(test *testing.T) {
	u = uistate.MakeUIState()
	u.Scene = &sprite.Node{}
	u.Eng = glsprite.Engine(nil)
	u.Eng.Register(u.Scene)
	u.Eng.SetTransform(u.Scene, f32.Affine{
		{1, 0, 0},
		{0, 1, 0},
	})
	u.EmptySuitImgs = []*staticimg.StaticImg{staticimg.MakeStaticImg(), staticimg.MakeStaticImg(), staticimg.MakeStaticImg(), staticimg.MakeStaticImg()}
	u.WindowSize = windowSize
	n := texture.MakeNode(u)
	for _, e := range u.EmptySuitImgs {
		e.SetImage(subtex)
		e.SetAlt(subtex)
		e.SetNode(n)
	}
	c := card.NewCard(card.Two, card.Heart)
	c2 := card.NewCard(card.Four, card.Heart)
	n = texture.MakeNode(u)
	n2 := texture.MakeNode(u)
	initialXY := coords.MakeVec(10, 10)
	curXY := coords.MakeVec(100, 30)
	dimensions := coords.MakeVec(5, 5)
	c.SetNode(n)
	c2.SetNode(n2)
	c.SetInitial(initialXY)
	c2.SetInitial(initialXY)
	c.Move(curXY, dimensions, u.Eng)
	c2.Move(curXY, dimensions, u.Eng)
	u.Cards = append(u.Cards, c)
	u.Cards = append(u.Cards, c2)
	if c.GetCurrent().X != curXY.X {
		test.Errorf("Expected x %f, got %f", curXY.X, c.GetCurrent().X)
	}
	if c.GetCurrent().Y != curXY.Y {
		test.Errorf("Expected y %f, got %f", curXY.Y, c.GetCurrent().Y)
	}
	reposition.ResetCardPosition(c, u.Eng)
	reposition.ResetCardPosition(c2, u.Eng)
	reposition.RealignSuit(c.GetSuit(), c.GetInitial().Y, u)
	if c.GetCurrent().X != u.Padding {
		test.Errorf("Expected x %f, got %f", initialXY.X, c.GetCurrent().X)
	}
	if c.GetCurrent().Y != initialXY.Y {
		test.Errorf("Expected y %f, got %f", initialXY.Y, c.GetCurrent().Y)
	}
	if c2.GetCurrent().X != u.Padding+dimensions.X+u.Padding {
		test.Errorf("Expected x %f, got %f", u.Padding+dimensions.X+u.Padding, c2.GetCurrent().X)
	}
	if c2.GetCurrent().Y != initialXY.Y {
		test.Errorf("Expected y %f, got %f", initialXY.Y, c2.GetCurrent().Y)
	}
}
コード例 #6
0
ファイル: reposition.go プロジェクト: vanadium/croupier
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)
	}
}
コード例 #7
0
ファイル: reposition.go プロジェクト: vanadium/croupier
// Realigns the cards in suit suitNum which are at y index oldY
func RealignSuit(suitNum card.Suit, oldY float32, u *uistate.UIState) {
	cardsToAlign := make([]*card.Card, 0)
	for _, c := range u.Cards {
		if c.GetSuit() == suitNum && c.GetCurrent().Y == oldY {
			cardsToAlign = append(cardsToAlign, c)
		}
	}
	emptySuitImg := u.EmptySuitImgs[suitNum]
	if len(cardsToAlign) == 0 {
		u.Eng.SetSubTex(emptySuitImg.GetNode(), emptySuitImg.GetImage())
	} else {
		u.Eng.SetSubTex(emptySuitImg.GetNode(), emptySuitImg.GetAlt())
	}
	for i, c := range cardsToAlign {
		dimVec := c.GetDimensions()
		diff := float32(len(cardsToAlign))*(u.Padding+dimVec.X) - (u.WindowSize.X - u.Padding)
		x := u.Padding + float32(i)*(u.Padding+dimVec.X)
		if diff > 0 && i > 0 {
			x -= diff * float32(i) / float32(len(cardsToAlign)-1)
		}
		curVec := coords.MakeVec(x, oldY)
		c.Move(curVec, dimVec, u.Eng)
		c.SetInitial(curVec)
	}
}
コード例 #8
0
ファイル: reposition.go プロジェクト: vanadium/croupier
// 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)
}
コード例 #9
0
ファイル: reposition.go プロジェクト: vanadium/croupier
// Animation to bring in the play slot when app is in the hand view and it is the player's turn
func AnimateInPlay(u *uistate.UIState) {
	imgs := append(u.DropTargets, u.BackgroundImgs[0])
	for _, i := range imgs {
		dims := i.GetDimensions()
		to := coords.MakeVec(i.GetCurrent().X, i.GetCurrent().Y+u.WindowSize.Y/3+u.TopPadding)
		AnimateImageNoChannel(i, to, dims, u)
	}
}
コード例 #10
0
ファイル: reposition.go プロジェクト: vanadium/croupier
// Animation to bring in the pass slot
func AnimateInPass(u *uistate.UIState) {
	imgs := append(u.Other, u.DropTargets...)
	imgs = append(imgs, u.Buttons["pass"])
	for _, i := range imgs {
		dims := i.GetDimensions()
		to := coords.MakeVec(i.GetCurrent().X, i.GetCurrent().Y+u.WindowSize.Y)
		AnimateImageNoChannel(i, to, dims, u)
	}
}
コード例 #11
0
ファイル: resize.go プロジェクト: vanadium/croupier
func UpdateImgPositions(sz size.Event, u *uistate.UIState) {
	// must copy u.WindowSize instead of creating a pointer to it
	oldWindowSize := coords.MakeVec(u.WindowSize.X, u.WindowSize.Y)
	updateWindowSize(sz, u)
	if windowExists(oldWindowSize) && windowExists(u.WindowSize) {
		u.Padding = scaleVar(u.Padding, oldWindowSize, u.WindowSize)
		AdjustImgs(oldWindowSize, u)
	}
}
コード例 #12
0
ファイル: reposition.go プロジェクト: vanadium/croupier
// Animation for the 'take' action, when app is in the hand view
func AnimateHandCardTake(ch chan bool, animImages []*staticimg.StaticImg, u *uistate.UIState) {
	for i, image := range animImages {
		destination := coords.MakeVec(image.GetCurrent().X, image.GetCurrent().Y-u.WindowSize.Y)
		if i < len(animImages)-1 {
			AnimateImageNoChannel(image, destination, image.GetDimensions(), u)
		} else {
			animateImageMovement(ch, image, destination, image.GetDimensions(), u)
		}
	}
}
コード例 #13
0
ファイル: reposition.go プロジェクト: vanadium/croupier
// Animation for the 'pass' action, when app is in the hand view
func AnimateHandCardPass(ch chan bool, animImages []*staticimg.StaticImg, u *uistate.UIState) {
	for counter, i := range animImages {
		dims := i.GetDimensions()
		to := coords.MakeVec(i.GetCurrent().X, i.GetCurrent().Y-u.WindowSize.Y)
		if counter < len(animImages)-1 {
			AnimateImageNoChannel(i, to, dims, u)
		} else {
			animateImageMovement(ch, i, to, dims, u)
		}
	}
}
コード例 #14
0
ファイル: reposition.go プロジェクト: vanadium/croupier
// Drags all input cards and images together with the mouse
func DragImgs(t touch.Event, cards []*card.Card, imgs []*staticimg.StaticImg, u *uistate.UIState) {
	tVec := coords.MakeVec(t.X, t.Y)
	for _, i := range imgs {
		newVec := i.GetCurrent().PlusVec(tVec.MinusVec(u.LastMouseXY).DividedBy(u.PixelsPerPt))
		i.Move(newVec, i.GetDimensions(), u.Eng)
	}
	for _, c := range cards {
		newVec := c.GetCurrent().PlusVec(tVec.MinusVec(u.LastMouseXY).DividedBy(u.PixelsPerPt))
		c.Move(newVec, c.GetDimensions(), u.Eng)
	}
}
コード例 #15
0
ファイル: reposition.go プロジェクト: vanadium/croupier
// 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)
}
コード例 #16
0
ファイル: img_test.go プロジェクト: vanadium/croupier
// Testing AdjustKeepDimensions
func TestTwo(test *testing.T) {
	imgPos := coords.MakeVec(5, 20)
	imgDimensions := coords.MakeVec(10, 10)
	oldWindow := coords.MakeVec(30, 60)
	newPos, _, newDimensions := resize.AdjustKeepDimensions(imgPos, imgPos, imgDimensions, oldWindow, windowSize)
	widthExpect := imgDimensions.X
	heightExpect := imgDimensions.Y
	xExpect := float32(25)
	yExpect := float32(32.5)
	if newDimensions.X != widthExpect {
		test.Errorf("Expected width %f, got %f", widthExpect, newDimensions.X)
	}
	if newDimensions.Y != heightExpect {
		test.Errorf("Expected height %f, got %f", heightExpect, newDimensions.Y)
	}
	if newPos.X != xExpect {
		test.Errorf("Expected x %f, got %f", xExpect, newPos.X)
	}
	if newPos.Y != yExpect {
		test.Errorf("Expected y %f, got %f", yExpect, newPos.Y)
	}
}
コード例 #17
0
ファイル: texture.go プロジェクト: vanadium/croupier
func MakeStringImgRightAlign(input, color, altColor string,
	displayColor bool,
	end *coords.Vec,
	scaler, maxWidth float32,
	u *uistate.UIState) []*staticimg.StaticImg {
	textures := getStringImgs(input, color, u.Texs)
	var altTexs []sprite.SubTex
	if color != altColor {
		altTexs = getStringImgs(input, altColor, u.Texs)
	}
	// adjust scaler if string is too long
	totalWidth := float32(0)
	for _, img := range textures {
		totalWidth += float32(img.R.Max.X) / scaler
	}
	if totalWidth > maxWidth {
		scaler = totalWidth * scaler / maxWidth
	}
	// reverse textures
	for i, j := 0, len(textures)-1; i < j; i, j = i+1, j-1 {
		textures[i], textures[j] = textures[j], textures[i]
	}
	allImgs := make([]*staticimg.StaticImg, 0)
	for i, img := range textures {
		subTexDims := coords.MakeVec(float32(img.R.Max.X), float32(img.R.Max.Y))
		dims := subTexDims.DividedBy(scaler)
		end = coords.MakeVec(end.X-dims.X, end.Y)
		var textImg *staticimg.StaticImg
		if len(altTexs) == 0 {
			textImg = MakeImgWithoutAlt(img, end, dims, u)
		} else {
			textImg = MakeImgWithAlt(img, altTexs[i], end, dims, displayColor, u)
		}
		allImgs = append(allImgs, textImg)
	}
	return allImgs
}
コード例 #18
0
ファイル: reposition.go プロジェクト: vanadium/croupier
func AnimateHandCardTakeTrick(ch chan bool, cards []*card.Card, u *uistate.UIState) {
	imgs := append(u.DropTargets, u.BackgroundImgs[0])
	for _, i := range imgs {
		dims := i.GetDimensions()
		to := coords.MakeVec(i.GetCurrent().X, i.GetCurrent().Y-u.WindowSize.Y/3-u.TopPadding)
		AnimateImageNoChannel(i, to, dims, u)
	}
	for i, c := range cards {
		destination := c.GetDimensions().Times(-1)
		if i < len(cards)-1 {
			animateCardNoChannel(c, destination, c.GetDimensions(), u)
		} else {
			animateCardMovement(ch, c, destination, c.GetDimensions(), u)
		}
	}
}
コード例 #19
0
ファイル: reposition.go プロジェクト: vanadium/croupier
func CardPositionTable(playerIndex int, cardIndex *coords.Vec, u *uistate.UIState) *coords.Vec {
	var x float32
	var y float32
	switch playerIndex {
	case 0:
		x = horizontalPlayerCardX(u.WindowSize, cardIndex, u.TableCardDim, u.BottomPadding, u.Overlap.X)
		y = u.WindowSize.Y - u.TableCardDim.Y - u.BottomPadding
	case 1:
		x = u.BottomPadding
		y = verticalPlayerCardY(u.WindowSize, cardIndex, u.TableCardDim, u.PlayerIconDim, u.BottomPadding, u.Overlap.Y, u.CardScaler)
	case 2:
		x = horizontalPlayerCardX(u.WindowSize, cardIndex, u.TableCardDim, u.BottomPadding, u.Overlap.X)
		y = u.TopPadding
	case 3:
		x = u.WindowSize.X - u.BottomPadding - u.TableCardDim.X
		y = verticalPlayerCardY(u.WindowSize, cardIndex, u.TableCardDim, u.PlayerIconDim, u.BottomPadding, u.Overlap.Y, u.CardScaler)
	}
	return coords.MakeVec(x, y)
}
コード例 #20
0
ファイル: reposition.go プロジェクト: vanadium/croupier
// Animation for the 'play' action, when app is in the hand view
func AnimateHandCardPlay(ch chan bool, animCard *card.Card, u *uistate.UIState) {
	for _, o := range u.Other {
		BringNodeToFront(o.GetNode(), u)
	}
	for _, img := range u.Buttons {
		BringNodeToFront(img.GetNode(), u)
	}
	for _, img := range u.ModText {
		BringNodeToFront(img.GetNode(), u)
	}
	imgs := []*staticimg.StaticImg{u.BackgroundImgs[0], u.DropTargets[0]}
	for counter, i := range imgs {
		dims := i.GetDimensions()
		to := coords.MakeVec(i.GetCurrent().X, i.GetCurrent().Y-u.WindowSize.Y)
		if counter < len(imgs)-1 {
			AnimateImageNoChannel(i, to, dims, u)
		} else {
			animateImageMovement(ch, i, to, dims, u)
		}

	}
}
コード例 #21
0
ファイル: texture.go プロジェクト: vanadium/croupier
func MakeStringImgCenterAlign(input, color, altColor string,
	displayColor bool,
	center *coords.Vec,
	scaler, maxWidth float32,
	u *uistate.UIState) []*staticimg.StaticImg {
	textures := getStringImgs(input, color, u.Texs)
	totalWidth := float32(0)
	newScaler := scaler
	for _, img := range textures {
		totalWidth += float32(img.R.Max.X) / scaler
	}
	if totalWidth > maxWidth {
		newScaler = totalWidth * scaler / maxWidth
		totalWidth = maxWidth
	}
	startX := center.X - totalWidth/2
	startY := center.Y
	if len(textures) > 0 {
		startY = center.Y + (float32(textures[0].R.Max.Y)/scaler-float32(textures[0].R.Max.Y)/newScaler)/2
	}
	start := coords.MakeVec(startX, startY)
	return MakeStringImgLeftAlign(input, color, altColor, displayColor, start, newScaler, maxWidth, u)
}
コード例 #22
0
ファイル: reposition.go プロジェクト: vanadium/croupier
func AnimateOutSplit(ch chan bool, u *uistate.UIState) {
	ResetAnims(u)
	topOfBanner := u.WindowSize.Y - 4*u.CardDim.Y - 5*u.Padding - u.BottomPadding - 40
	tableImgs := make([]*staticimg.StaticImg, 0)
	bannerImgs := make([]*staticimg.StaticImg, 0)
	bannerImgs = append(bannerImgs, u.Other...)
	bannerImgs = append(bannerImgs, u.Buttons["takeTrick"])
	bannerImgs = append(bannerImgs, u.Buttons["toggleSplit"])
	tableImgs = append(tableImgs, u.DropTargets...)
	tableImgs = append(tableImgs, u.BackgroundImgs[:u.NumPlayers+1]...)
	for _, img := range tableImgs {
		from := img.GetCurrent()
		to := coords.MakeVec(from.X, from.Y-topOfBanner)
		AnimateImageNoChannel(img, to, img.GetDimensions(), u)
	}
	for _, img := range u.ModText {
		from := img.GetCurrent()
		var to *coords.Vec
		if from.Y < topOfBanner {
			to = coords.MakeVec(from.X, from.Y-topOfBanner)
		} else {
			to = coords.MakeVec(from.X, from.Y-topOfBanner+10)
		}
		AnimateImageNoChannel(img, to, img.GetDimensions(), u)
	}
	for i, img := range bannerImgs {
		from := img.GetCurrent()
		to := coords.MakeVec(from.X, from.Y-topOfBanner+10)
		if i == 0 && i < len(bannerImgs)-1 {
			oldDim := img.GetDimensions()
			newDim := coords.MakeVec(oldDim.X, oldDim.Y+10)
			newTo := coords.MakeVec(to.X, to.Y-10)
			AnimateImageNoChannel(img, newTo, newDim, u)
		} else if i < len(bannerImgs)-1 {
			AnimateImageNoChannel(img, to, img.GetDimensions(), u)
		} else {
			animateImageMovement(ch, img, to, img.GetDimensions(), u)
		}
	}
}
コード例 #23
0
ファイル: uistate.go プロジェクト: vanadium/croupier
func MakeUIState() *UIState {
	return &UIState{
		StartTime:        time.Now(),
		Cards:            make([]*card.Card, 0),
		TableCards:       make([]*card.Card, 0),
		BackgroundImgs:   make([]*staticimg.StaticImg, 0),
		EmptySuitImgs:    make([]*staticimg.StaticImg, 0),
		DropTargets:      make([]*staticimg.StaticImg, 0),
		Buttons:          make(map[string]*staticimg.StaticImg),
		Other:            make([]*staticimg.StaticImg, 0),
		ModText:          make([]*staticimg.StaticImg, 0),
		RoundScores:      make([]int, numPlayers),
		LastMouseXY:      coords.MakeVec(-1, -1),
		NumPlayers:       numPlayers,
		NumSuits:         numSuits,
		CardSize:         cardSize,
		CardScaler:       cardScaler,
		TopPadding:       topPadding,
		BottomPadding:    bottomPadding,
		WindowSize:       coords.MakeVec(-1, -1),
		CardDim:          coords.MakeVec(cardSize, cardSize),
		TableCardDim:     coords.MakeVec(cardSize*cardScaler, cardSize*cardScaler),
		PlayerIconDim:    coords.MakeVec(2*cardSize/3, 2*cardSize/3),
		Overlap:          coords.MakeVec(3*cardSize*cardScaler/4, 3*cardSize*cardScaler/4),
		Padding:          float32(5),
		CurView:          None,
		Done:             false,
		Debug:            false,
		SequentialPhases: true,
		SwitchingViews:   false,
		UserData:         make(map[int]map[string]interface{}),
		PlayerData:       make(map[int]int),
		AnimChans:        make([]chan bool, 0),
		DiscGroups:       make(map[string]*DiscStruct),
		CurPlayerIndex:   -1,
		Audio:            makePlayerStruct([]string{"whooshIn.wav", "whooshOut.wav"}),
		LatestTimestamp:  0,
	}
}
コード例 #24
0
ファイル: reposition.go プロジェクト: vanadium/croupier
// Drags card curCard along with the mouse
func DragCard(t touch.Event, u *uistate.UIState) {
	tVec := coords.MakeVec(t.X, t.Y)
	newVec := u.CurCard.GetCurrent().PlusVec(tVec.MinusVec(u.LastMouseXY).DividedBy(u.PixelsPerPt))
	u.CurCard.Move(newVec, u.CurCard.GetDimensions(), u.Eng)
}
コード例 #25
0
ファイル: img_test.go プロジェクト: vanadium/croupier
	"golang.org/x/mobile/exp/f32"
	"golang.org/x/mobile/exp/sprite"
	"golang.org/x/mobile/exp/sprite/glsprite"
	"hearts/img/coords"
	"hearts/img/reposition"
	"hearts/img/resize"
	"hearts/img/staticimg"
	"hearts/img/texture"
	"hearts/img/uistate"
	"hearts/logic/card"
	"testing"
)

var (
	subtex     sprite.SubTex
	windowSize = coords.MakeVec(90, 90)
	u          *uistate.UIState
)

// Testing AdjustScaleDimensions
func TestOne(test *testing.T) {
	imgPos := coords.MakeVec(5, 20)
	imgDimensions := coords.MakeVec(10, 10)
	oldWindow := coords.MakeVec(30, 60)
	newPos, _, newDimensions := resize.AdjustScaleDimensions(imgPos, imgPos, imgDimensions, oldWindow, windowSize)
	widthExpect := imgDimensions.X * 3
	heightExpect := imgDimensions.Y * 3 / 2
	xExpect := float32(15)
	yExpect := float32(30)
	if newDimensions.X != widthExpect {
		test.Errorf("Expected width %f, got %f", widthExpect, newDimensions.X)