// 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) }
// 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 }
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) } }) }
// 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) }
// Given a card object, populates it with its positioning values and sets its position on-screen for the table view // cardIndex has an X of the total number of cards in hand, and a Y of the position within the hand of the current card // padding has an X of the padding along the top edge, and a Y of the padding along each other edge func SetCardPositionTable(c *card.Card, playerIndex int, cardIndex *coords.Vec, u *uistate.UIState) { pos := CardPositionTable(playerIndex, cardIndex, u) c.SetInitial(pos) c.Move(pos, u.TableCardDim, u.Eng) }
// 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) }