Simple Win Screen!

master
sigonasr2 2 years ago
parent c88b1d0339
commit 6c6cb72b11
  1. BIN
      Solitaire/assets/club8x8.png
  2. BIN
      Solitaire/assets/diamond8x8.png
  3. BIN
      Solitaire/assets/heart8x8.png
  4. BIN
      Solitaire/assets/spade8x8.png
  5. 112
      Solitaire/main.cpp

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@ -13,7 +13,8 @@ Solitaire*game;
class Solitaire : public olc::PixelGameEngine
{
std::default_random_engine generator;
Renderable club_spr, spade_spr, diamond_spr, heart_spr;
Renderable club_spr, spade_spr, diamond_spr, heart_spr,
club_spr8, spade_spr8, diamond_spr8, heart_spr8;
enum Suit {
CLUB,
DIAMOND,
@ -50,13 +51,40 @@ class Solitaire : public olc::PixelGameEngine
}break;
}
}
Sprite* GetSpriteSprite(Suit s) {
switch (s) {
case CLUB: {
return club_spr8.Sprite();
}break;
case DIAMOND: {
return diamond_spr8.Sprite();
}break;
case HEART: {
return heart_spr8.Sprite();
}break;
case SPADE: {
return spade_spr8.Sprite();
}break;
}
}
void RenderCard(vf2d pos, Suit s, int number) {
if (number == -1) { return; }
if (s == FACEDOWN) {
if (!game->gameFinished) {
FillRectDecal(pos, CARD_SIZE, DARK_CYAN);
DrawRectDecal(pos, CARD_SIZE, BLACK);
}
}
else {
if (game->gameFinished) {
FillRect(pos, CARD_SIZE, WHITE);
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);
DrawSprite(pos + vf2d{ 2,12 }, GetSpriteSprite(s));
//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 });
//DrawRotatedSprite(pos + CARD_SIZE - vf2d{ 2,12 }, GetSprite(s), PI, { 0,0 });
DrawRect(pos, CARD_SIZE, BLACK);
}
else {
FillRectDecal(pos, CARD_SIZE, WHITE);
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 });
@ -66,6 +94,7 @@ class Solitaire : public olc::PixelGameEngine
DrawRectDecal(pos, CARD_SIZE, BLACK);
}
}
}
struct CardSlot {
vf2d pos;
@ -73,6 +102,10 @@ class Solitaire : public olc::PixelGameEngine
std::vector<Card> faceDownCards;
std::vector<Card> faceUpCards;
int cardSpacing = 16;
int currentCard = 13;
vf2d cardPos = { -1000,-1000 };
vf2d vel;
vf2d lastCardDisplay = { -1000,-1000 };
void RenderCards() {
game->DrawRectDecal(pos, CARD_SIZE, BLACK);
switch (type) {
@ -333,7 +366,16 @@ class Solitaire : public olc::PixelGameEngine
}
ResetDraggedCard();
draggedCardSuccess:
int a;
bool gameWon = true;
for (int i = 0; i < Home.size(); i++) {
if (Home[i].faceUpCards[Home[i].faceUpCards.size() - 1].number != 13) {
gameWon = false;
break;
}
}
if (gameWon) {
gameFinished = true;
}
}
}
@ -354,6 +396,9 @@ class Solitaire : public olc::PixelGameEngine
std::vector<Card> draggedCard = {};
std::vector<Card*>previousCardInteraction = {};
CardSlot*previousCardSlotInteraction=NULL;
bool gameFinished = false;
bool spritesRendered = false;
const float gravity = 16.f;
Card DrawCard() {
std::uniform_int_distribution<int> distribution(0, cardDeck.size()-1);
@ -371,17 +416,26 @@ class Solitaire : public olc::PixelGameEngine
cardDeck.push_back({ (Suit)i,j });
}
}
SetPixelMode(Pixel::MASK);
Clear(VERY_DARK_GREEN);
club_spr.Load("assets/club.png");
diamond_spr.Load("assets/diamond.png");
heart_spr.Load("assets/heart.png");
spade_spr.Load("assets/spade.png");
club_spr8.Load("assets/club8x8.png");
diamond_spr8.Load("assets/diamond8x8.png");
heart_spr8.Load("assets/heart8x8.png");
spade_spr8.Load("assets/spade8x8.png");
for (int i = 0; i < Field.size(); i++) {
for (int j = 0; j < i; j++) {
Field[i].faceDownCards.push_back(DrawCard());
}
Field[i].faceUpCards.push_back(DrawCard());
}
Home[0].faceUpCards.push_back({SPADE, 1});
Home[1].faceUpCards.push_back({ HEART, 1 });
Home[2].faceUpCards.push_back({ DIAMOND, 1 });
Home[3].faceUpCards.push_back({ CLUB, 1 });
for (int i = 0; i < Home.size();i++) {
CardSlot&c = Home[i];
c.pos = vi2d{ 136 + i * 40,8 };
@ -403,6 +457,7 @@ class Solitaire : public olc::PixelGameEngine
// called once per frame
//RenderCard({ 48,48 }, HEART, 7);
if (!gameFinished) {
UpdateCardSlots();
PlayDeck.RenderCards();
@ -414,7 +469,58 @@ class Solitaire : public olc::PixelGameEngine
c.RenderCards();
}
for (int i = 0; i < draggedCard.size(); i++) {
RenderCard(GetMousePos() - CARD_SIZE / 2 + vi2d{0,i*16}, draggedCard[i].s, draggedCard[i].number);
RenderCard(GetMousePos() - CARD_SIZE / 2 + vi2d{ 0,i * 16 }, draggedCard[i].s, draggedCard[i].number);
}
}
else {
if (!spritesRendered) {
spritesRendered = true;
PlayDeck.RenderCards();
ActivePlayDeck.RenderCards();
for (CardSlot& c : Home) {
c.RenderCards();
}
for (CardSlot& c : Field) {
c.RenderCards();
}
for (int i = 0; i < draggedCard.size(); i++) {
RenderCard(GetMousePos() - CARD_SIZE / 2 + vi2d{ 0,i * 16 }, draggedCard[i].s, draggedCard[i].number);
}
}
else {
std::uniform_real_distribution<float> randHorizontalVelocity(-30, 30);
std::uniform_real_distribution<float> randVerticalVelocity(-30, -1);
for (int i = 0; i < Home.size(); i++) {
if (Home[i].cardPos.x<-CARD_SIZE.x || Home[i].cardPos.x>ScreenWidth()) {
if (Home[i].currentCard > 0) {
Home[i].currentCard--;
Home[i].cardPos = Home[i].pos;
Home[i].vel = { randHorizontalVelocity(generator), randVerticalVelocity(generator) };
if (std::abs(Home[i].vel.x) < 8) {
if (Home[i].vel.x < 0) {
Home[i].vel.x -= 8;
}
else {
Home[i].vel.x += 8;
}
}
}
}
else {
Home[i].cardPos += Home[i].vel * fElapsedTime;
Home[i].vel.y += gravity * fElapsedTime;
if (Home[i].cardPos.y + CARD_SIZE.y > ScreenHeight()) {
Home[i].cardPos.y = ScreenHeight() - CARD_SIZE.y;
Home[i].vel.y *= -0.95;
}
if (std::pow(Home[i].cardPos.x - Home[i].lastCardDisplay.x, 2) + std::pow(Home[i].cardPos.y - Home[i].lastCardDisplay.y, 2) > 9) {
Home[i].lastCardDisplay = Home[i].cardPos;
RenderCard(Home[i].cardPos, Home[i].faceUpCards[0].s, Home[i].currentCard);
}
}
}
}
}
return true;
}

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