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) } }) }
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 }
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) } }