示例#1
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)
}
示例#2
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
}
示例#3
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)
		}
	})
}
示例#4
0
// 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)
}
示例#5
0
// 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)
}
示例#6
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)
}