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@ -40,6 +40,7 @@ class CardGameRef : public olc::PixelGameEngine |
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DRAW, |
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DRAW, |
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PICK, |
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PICK, |
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RESULT, |
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RESULT, |
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PICKCOLOR, |
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VICTORY |
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VICTORY |
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}; |
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}; |
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@ -62,14 +63,15 @@ class CardGameRef : public olc::PixelGameEngine |
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std::vector<Decal*>IMAGES; |
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std::vector<Decal*>IMAGES; |
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Rect cardBorder,cardBack,skip,reverse,wild,drawTwo,drawFour; |
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Rect cardBorder,cardBack,skip,reverse,wild,drawTwo,drawFour; |
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Decal*cardTilesheet; |
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Decal*cardTilesheet; |
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Hand playerHand; |
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std::vector<Hand>hands; |
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std::vector<Hand>opponentHands; |
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CardPile startingPile,drawPile,discardPile; |
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CardPile startingPile,drawPile,discardPile; |
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QuickGUI::Manager playerPickMenu; |
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QuickGUI::Manager playerPickMenu; |
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QuickGUI::Button *TwoPlayerButton,*ThreePlayerButton,*FourPlayerButton; |
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QuickGUI::Button *TwoPlayerButton,*ThreePlayerButton,*FourPlayerButton; |
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GameState state=AIPICK; |
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GameState state=AIPICK; |
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int playerTurn=0; |
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public: |
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public: |
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CardGameRef() |
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CardGameRef() |
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{ |
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{ |
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@ -77,24 +79,86 @@ public: |
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sAppName = "Uno!"; |
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sAppName = "Uno!"; |
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} |
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} |
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bool TurnRequiresDraw(){ |
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Card&topCard=discardPile.back(); |
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for(Card&card:hands[playerTurn]){ |
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if(card.col==topCard.col || card.val==topCard.val || card.val==WILD||card.val==DRAWFOUR){ |
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return false; |
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} |
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} |
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return true; |
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} |
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void ReshuffleDrawPile(){ |
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void ReshuffleDrawPile(){ |
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while(discardPile.size()>1){ |
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while(discardPile.size()>1){ |
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int randomCardIndex=rand()%(discardPile.size()-1); |
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int randomCardIndex=rand()%(discardPile.size()-1); |
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drawPile.push_back(discardPile[randomCardIndex]); |
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drawPile.push_back(discardPile[randomCardIndex]); |
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drawPile.back().faceDown=true; |
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discardPile.erase(discardPile.begin()+randomCardIndex); |
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discardPile.erase(discardPile.begin()+randomCardIndex); |
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} |
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} |
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} |
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} |
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void DrawCard(Hand&hand){ |
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void DrawCard(Hand&hand,bool faceUp=false){ |
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if(drawPile.size()==0){ |
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if(drawPile.size()==0){ |
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ReshuffleDrawPile(); |
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ReshuffleDrawPile(); |
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} |
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} |
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if(drawPile.size()>0){//It's possible all the cards in the game may have been drawn,
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if(drawPile.size()>0){//It's possible all the cards in the game may have been drawn,
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hand.push_back(drawPile.back()); |
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hand.push_back(drawPile.back()); |
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hand.back().faceDown=!faceUp; |
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drawPile.erase(drawPile.end()-1); |
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drawPile.erase(drawPile.end()-1); |
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} |
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} |
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} |
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} |
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void DisplayCardPile(vf2d pos,CardPile&pile){ |
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if(pile.size()>0){ |
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for(int i=0;i<pile.size()/10+1;i++){ |
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DrawRotatedDecal(pos+vf2d{float(i),-float(i)}/2,GetCardImage(Color::RED,CardValue::ZERO,true),0,{24,32}); |
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} |
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DrawRotatedDecal(pos+vf2d{float(pile.size()/10),-float(pile.size()/10)}/2,GetCardImage(pile.back().col,pile.back().val,pile.back().faceDown),0,{24,32}); |
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} |
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} |
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float degToRad(float deg){ |
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return deg*(PI/180); |
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} |
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void DrawGameBoard(){ |
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DisplayCardPile({100,88},drawPile); |
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DisplayCardPile({156,88},discardPile); |
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vf2d playerHandCenter = {128,220}; |
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Hand&playerHand=hands[0]; |
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float spreadAngle=15; |
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float currentAngle=-90; |
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float cardDistance=64; |
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if(playerHand.size()>8){ //Handle a case where the hand size is really large. We max out at 120 degrees.
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currentAngle=-int(playerHand.size())/2*120/playerHand.size()-90; |
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} else { //Small hand size, we can slowly fan out further.
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currentAngle=-int(playerHand.size())/2*15-90; |
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} |
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auto GetHandLoopCounter = [&](){ |
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//Because an even amount of cards needs to skip the center but we increment by the same
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//currentAngle value, we will pretend there's an additional card but we'll skip it.
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if(playerHand.size()%2==0){ |
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return playerHand.size()+1; |
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} else { |
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return playerHand.size(); |
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} |
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}; |
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for(int i=0;i<GetHandLoopCounter();i++){ |
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if(playerHand.size()%2==0&&playerHand.size()/2==i){ |
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continue; //The middle section will be dropped if we have an even number of cards.
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} |
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Card¤tCard=playerHand[i]; |
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DrawRotatedDecal(playerHandCenter+vf2d{cos(degToRad(currentAngle)),sin(degToRad(currentAngle))}*cardDistance,GetCardImage(currentCard.col,currentCard.val,currentCard.faceDown),degToRad(currentAngle+90),{24,32},{0.6,0.6}); |
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if(playerHand.size()>8){ |
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currentAngle+=120/playerHand.size(); |
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}else{ |
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currentAngle+=15; |
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} |
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} |
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} |
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void GenerateCards(){ |
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void GenerateCards(){ |
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for(int color=0;color<4;color++){ |
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for(int color=0;color<4;color++){ |
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for(int numb=0;numb<13;numb++){ |
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for(int numb=0;numb<13;numb++){ |
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@ -233,12 +297,16 @@ public: |
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startingPile.erase(startingPile.begin()+randomCardIndex); |
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startingPile.erase(startingPile.begin()+randomCardIndex); |
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} |
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} |
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DrawCard(discardPile,true); |
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TwoPlayerButton=new QuickGUI::Button(playerPickMenu,"1 Opponent",{128-42,20},{84,40}); |
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TwoPlayerButton=new QuickGUI::Button(playerPickMenu,"1 Opponent",{128-42,20},{84,40}); |
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ThreePlayerButton=new QuickGUI::Button(playerPickMenu,"2 Opponents",{128-42,94},{84,40}); |
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ThreePlayerButton=new QuickGUI::Button(playerPickMenu,"2 Opponents",{128-42,94},{84,40}); |
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FourPlayerButton=new QuickGUI::Button(playerPickMenu,"3 Opponents",{128-42,168},{84,40}); |
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FourPlayerButton=new QuickGUI::Button(playerPickMenu,"3 Opponents",{128-42,168},{84,40}); |
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hands.emplace_back(); |
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for(int i=0;i<7;i++){ |
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for(int i=0;i<7;i++){ |
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DrawCard(playerHand); |
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DrawCard(hands[0],true); |
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} |
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} |
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return true; |
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return true; |
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@ -281,12 +349,32 @@ public: |
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for (int i=0;i<7;i++){ |
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for (int i=0;i<7;i++){ |
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DrawCard(opponent); |
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DrawCard(opponent); |
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} |
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} |
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opponentHands.push_back(opponent); |
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hands.push_back(opponent); |
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} |
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} |
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state=GameState::DRAW; |
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state=GameState::DRAW; |
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} |
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} |
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playerPickMenu.DrawDecal(this); |
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playerPickMenu.DrawDecal(this); |
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}break; |
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}break; |
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case DRAW:{ |
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DrawGameBoard(); |
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if(!TurnRequiresDraw()){ |
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state=GameState::PICK; |
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} |
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if(playerTurn==0){ |
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DrawString({0,224},"Player is drawing cards...");
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} else { |
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DrawString({0,224},"Opponent "+std::to_string(playerTurn)+" is drawing cards..."); |
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} |
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}break; |
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case PICK:{ |
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DrawGameBoard(); |
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}break; |
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case RESULT:{ |
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DrawGameBoard(); |
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}break; |
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case PICKCOLOR:{ |
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DrawGameBoard(); |
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}break; |
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} |
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} |
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return true; |
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return true; |
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} |
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} |
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