Simple Win Screen!
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Solitaire/assets/club8x8.png
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Solitaire/assets/club8x8.png
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Solitaire/assets/diamond8x8.png
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Solitaire/assets/diamond8x8.png
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Solitaire/assets/heart8x8.png
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Solitaire/assets/heart8x8.png
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Solitaire/assets/spade8x8.png
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Solitaire/assets/spade8x8.png
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@ -13,7 +13,8 @@ Solitaire*game;
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class Solitaire : public olc::PixelGameEngine
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{
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std::default_random_engine generator;
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Renderable club_spr, spade_spr, diamond_spr, heart_spr;
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Renderable club_spr, spade_spr, diamond_spr, heart_spr,
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club_spr8, spade_spr8, diamond_spr8, heart_spr8;
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enum Suit {
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CLUB,
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DIAMOND,
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@ -50,13 +51,40 @@ class Solitaire : public olc::PixelGameEngine
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}break;
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}
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}
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Sprite* GetSpriteSprite(Suit s) {
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switch (s) {
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case CLUB: {
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return club_spr8.Sprite();
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}break;
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case DIAMOND: {
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return diamond_spr8.Sprite();
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}break;
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case HEART: {
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return heart_spr8.Sprite();
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}break;
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case SPADE: {
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return spade_spr8.Sprite();
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}break;
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}
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}
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void RenderCard(vf2d pos, Suit s, int number) {
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if (number == -1) { return; }
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if (s == FACEDOWN) {
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if (!game->gameFinished) {
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FillRectDecal(pos, CARD_SIZE, DARK_CYAN);
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DrawRectDecal(pos, CARD_SIZE, BLACK);
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}
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}
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else {
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if (game->gameFinished) {
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FillRect(pos, CARD_SIZE, WHITE);
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DrawString(pos + vf2d{ 2,2 }, number == 1 ? "A" : number == 13 ? "K" : number == 12 ? "Q" : number == 11 ? "J" : std::to_string(number), s == CLUB || s == SPADE ? BLACK : DARK_RED);
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DrawSprite(pos + vf2d{ 2,12 }, GetSpriteSprite(s));
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//DrawRotatedString(pos + CARD_SIZE - vf2d{ 2,2 }, number == 1 ? "A" : number == 13 ? "K" : number == 12 ? "Q" : number == 11 ? "J" : std::to_string(number), PI, { 0,0 }, s == CLUB || s == SPADE ? BLACK : DARK_RED, number == 10 ? vf2d{ 0.6,1 } : vf2d{ 1,1 });
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//DrawRotatedSprite(pos + CARD_SIZE - vf2d{ 2,12 }, GetSprite(s), PI, { 0,0 });
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DrawRect(pos, CARD_SIZE, BLACK);
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}
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else {
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FillRectDecal(pos, CARD_SIZE, WHITE);
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DrawStringDecal(pos + vf2d{ 2,2 }, number == 1 ? "A" : number == 13 ? "K" : number == 12 ? "Q" : number == 11 ? "J" : std::to_string(number), s == CLUB || s == SPADE ? BLACK : DARK_RED, number == 10 ? vf2d{ 0.6,1 } : vf2d{ 1,1 });
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@ -66,6 +94,7 @@ class Solitaire : public olc::PixelGameEngine
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DrawRectDecal(pos, CARD_SIZE, BLACK);
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}
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}
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}
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struct CardSlot {
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vf2d pos;
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@ -73,6 +102,10 @@ class Solitaire : public olc::PixelGameEngine
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std::vector<Card> faceDownCards;
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std::vector<Card> faceUpCards;
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int cardSpacing = 16;
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int currentCard = 13;
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vf2d cardPos = { -1000,-1000 };
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vf2d vel;
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vf2d lastCardDisplay = { -1000,-1000 };
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void RenderCards() {
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game->DrawRectDecal(pos, CARD_SIZE, BLACK);
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switch (type) {
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@ -333,7 +366,16 @@ class Solitaire : public olc::PixelGameEngine
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}
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ResetDraggedCard();
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draggedCardSuccess:
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int a;
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bool gameWon = true;
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for (int i = 0; i < Home.size(); i++) {
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if (Home[i].faceUpCards[Home[i].faceUpCards.size() - 1].number != 13) {
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gameWon = false;
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break;
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}
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}
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if (gameWon) {
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gameFinished = true;
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}
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}
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}
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@ -354,6 +396,9 @@ class Solitaire : public olc::PixelGameEngine
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std::vector<Card> draggedCard = {};
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std::vector<Card*>previousCardInteraction = {};
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CardSlot*previousCardSlotInteraction=NULL;
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bool gameFinished = false;
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bool spritesRendered = false;
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const float gravity = 16.f;
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Card DrawCard() {
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std::uniform_int_distribution<int> distribution(0, cardDeck.size()-1);
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@ -371,17 +416,26 @@ class Solitaire : public olc::PixelGameEngine
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cardDeck.push_back({ (Suit)i,j });
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}
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}
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SetPixelMode(Pixel::MASK);
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Clear(VERY_DARK_GREEN);
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club_spr.Load("assets/club.png");
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diamond_spr.Load("assets/diamond.png");
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heart_spr.Load("assets/heart.png");
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spade_spr.Load("assets/spade.png");
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club_spr8.Load("assets/club8x8.png");
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diamond_spr8.Load("assets/diamond8x8.png");
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heart_spr8.Load("assets/heart8x8.png");
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spade_spr8.Load("assets/spade8x8.png");
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for (int i = 0; i < Field.size(); i++) {
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for (int j = 0; j < i; j++) {
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Field[i].faceDownCards.push_back(DrawCard());
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}
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Field[i].faceUpCards.push_back(DrawCard());
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}
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Home[0].faceUpCards.push_back({SPADE, 1});
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Home[1].faceUpCards.push_back({ HEART, 1 });
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Home[2].faceUpCards.push_back({ DIAMOND, 1 });
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Home[3].faceUpCards.push_back({ CLUB, 1 });
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for (int i = 0; i < Home.size();i++) {
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CardSlot&c = Home[i];
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c.pos = vi2d{ 136 + i * 40,8 };
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@ -403,6 +457,7 @@ class Solitaire : public olc::PixelGameEngine
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// called once per frame
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//RenderCard({ 48,48 }, HEART, 7);
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if (!gameFinished) {
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UpdateCardSlots();
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PlayDeck.RenderCards();
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@ -416,6 +471,57 @@ class Solitaire : public olc::PixelGameEngine
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for (int i = 0; i < draggedCard.size(); i++) {
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RenderCard(GetMousePos() - CARD_SIZE / 2 + vi2d{ 0,i * 16 }, draggedCard[i].s, draggedCard[i].number);
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}
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}
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else {
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if (!spritesRendered) {
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spritesRendered = true;
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PlayDeck.RenderCards();
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ActivePlayDeck.RenderCards();
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for (CardSlot& c : Home) {
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c.RenderCards();
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}
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for (CardSlot& c : Field) {
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c.RenderCards();
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}
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for (int i = 0; i < draggedCard.size(); i++) {
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RenderCard(GetMousePos() - CARD_SIZE / 2 + vi2d{ 0,i * 16 }, draggedCard[i].s, draggedCard[i].number);
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}
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}
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else {
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std::uniform_real_distribution<float> randHorizontalVelocity(-30, 30);
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std::uniform_real_distribution<float> randVerticalVelocity(-30, -1);
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for (int i = 0; i < Home.size(); i++) {
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if (Home[i].cardPos.x<-CARD_SIZE.x || Home[i].cardPos.x>ScreenWidth()) {
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if (Home[i].currentCard > 0) {
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Home[i].currentCard--;
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Home[i].cardPos = Home[i].pos;
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Home[i].vel = { randHorizontalVelocity(generator), randVerticalVelocity(generator) };
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if (std::abs(Home[i].vel.x) < 8) {
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if (Home[i].vel.x < 0) {
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Home[i].vel.x -= 8;
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}
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else {
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Home[i].vel.x += 8;
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}
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}
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}
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}
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else {
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Home[i].cardPos += Home[i].vel * fElapsedTime;
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Home[i].vel.y += gravity * fElapsedTime;
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if (Home[i].cardPos.y + CARD_SIZE.y > ScreenHeight()) {
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Home[i].cardPos.y = ScreenHeight() - CARD_SIZE.y;
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Home[i].vel.y *= -0.95;
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}
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if (std::pow(Home[i].cardPos.x - Home[i].lastCardDisplay.x, 2) + std::pow(Home[i].cardPos.y - Home[i].lastCardDisplay.y, 2) > 9) {
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Home[i].lastCardDisplay = Home[i].cardPos;
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RenderCard(Home[i].cardPos, Home[i].faceUpCards[0].s, Home[i].currentCard);
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}
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}
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}
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}
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}
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return true;
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}
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};
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