Randomize and setup playing field, all rendering of cards and card slots completed.
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7531981c08
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@ -1,21 +1,24 @@
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#define OLC_PGE_APPLICATION
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#define OLC_PGE_APPLICATION
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#include "pixelGameEngine.h"
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#include "pixelGameEngine.h"
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#include <random>
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using namespace olc;
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using namespace olc;
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const float PI = 3.14159f;
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const float PI = 3.14159f;
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const vi2d CARD_SIZE = vi2d{32,48};
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const vi2d CARD_SIZE = vi2d{32,48};
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PixelGameEngine*game;
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class Solitaire;
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Solitaire*game;
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class Example : public olc::PixelGameEngine
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class Solitaire : public olc::PixelGameEngine
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{
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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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enum Suit {
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enum Suit {
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SPADE,
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CLUB,
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CLUB,
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DIAMOND,
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HEART,
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HEART,
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DIAMOND
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SPADE,
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};
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};
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enum SlotType {
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enum SlotType {
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@ -30,6 +33,23 @@ struct Card {
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int number;
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int number;
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};
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};
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Decal*GetSprite(Suit s) {
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switch (s) {
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case CLUB: {
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return club_spr.Decal();
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}break;
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case DIAMOND: {
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return diamond_spr.Decal();
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}break;
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case HEART: {
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return heart_spr.Decal();
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}break;
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case SPADE: {
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return spade_spr.Decal();
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}break;
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}
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}
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struct CardSlot {
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struct CardSlot {
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vf2d pos;
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vf2d pos;
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SlotType type;
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SlotType type;
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@ -38,11 +58,14 @@ struct CardSlot {
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std::vector<Card> flippedOverCards; //Just for active play deck. Face up cards will contain the rest of the pile.
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std::vector<Card> flippedOverCards; //Just for active play deck. Face up cards will contain the rest of the pile.
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void RenderCard(vf2d pos, Suit s, int number) {
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void RenderCard(vf2d pos, Suit s, int number) {
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game->FillRectDecal(pos, CARD_SIZE, WHITE);
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game->FillRectDecal(pos, CARD_SIZE, WHITE);
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game->DrawStringDecal(pos + vf2d{ 2,2 }, number==1?"A":number == 13 ? "K" : number == 12 ? "Q" : number == 11 ? "J" : std::to_string(number), s <= CLUB ? BLACK : DARK_RED, number == 10 ? vf2d{0.6,1} : vf2d{1,1});
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game->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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game->DrawRotatedStringDecal(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 ? BLACK : DARK_RED, number == 10 ? vf2d{ 0.6,1 } : vf2d{ 1,1 });
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game->DrawDecal(pos + vf2d{ 2,12 }, game->GetSprite(s), { 0.25,0.25 });
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game->DrawRotatedStringDecal(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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game->DrawRotatedDecal(pos + CARD_SIZE - vf2d{ 2,12 }, game->GetSprite(s), PI, { 0,0 }, { 0.25, 0.25 });
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game->DrawRectDecal(pos, CARD_SIZE, BLACK);
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game->DrawRectDecal(pos, CARD_SIZE, BLACK);
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}
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}
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void RenderCards() {
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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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switch (type) {
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case PLAYDECK: {
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case PLAYDECK: {
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if (faceDownCards.size() > 0) {
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if (faceDownCards.size() > 0) {
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@ -62,30 +85,69 @@ struct CardSlot {
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}
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}
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}
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}
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}break;
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}break;
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case HOME: {
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if (faceUpCards.size() > 0) {
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Card& c = faceUpCards[faceUpCards.size() - 1];
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RenderCard(pos, c.s, c.number);
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}
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}break;
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case FIELD: {
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if (faceUpCards.size() > 0) {
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for (int i = 0; i < faceUpCards.size(); i++) {
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Card& c = faceUpCards[i];
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RenderCard(pos + vi2d{ 0,i * 16 }, c.s, c.number);
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}
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}
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else
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if (faceDownCards.size()>0){
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game->FillRectDecal(pos, CARD_SIZE, DARK_CYAN);
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}
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}break;
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}
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}
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}
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}
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};
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};
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public:
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public:
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Example()
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Solitaire()
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{
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{
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sAppName = "Solitaire";
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sAppName = "Solitaire";
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game = this;
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game = this;
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}
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}
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public:
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public:
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std::vector<Card> cardDeck;
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CardSlot PlayDeck{ {16,8},PLAYDECK };
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CardSlot PlayDeck{ {16,8},PLAYDECK };
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CardSlot ActivePlayDeck{ {56,8},ACTIVE_PLAYDECK };
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CardSlot ActivePlayDeck{ {56,8},ACTIVE_PLAYDECK };
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std::array<CardSlot, 4> Home;
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std::array<CardSlot, 4> Home;
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std::array<CardSlot, 7> Field;
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std::array<CardSlot, 7> Field;
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Card DrawCard() {
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std::uniform_int_distribution<int> distribution(0, cardDeck.size()-1);
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int dice_roll = distribution(generator);
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std::cout << dice_roll << std::endl;
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Card drawnCard = cardDeck[dice_roll];
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cardDeck.erase(cardDeck.begin() + dice_roll);
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return drawnCard;
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}
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bool OnUserCreate() override
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bool OnUserCreate() override
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{
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{
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PlayDeck.faceDownCards.push_back({SPADE,4});
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for (int i = 0; i <= SPADE; i++) {
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ActivePlayDeck.faceUpCards.push_back({ CLUB,9 });
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for (int j = 1; j < 14; j++) {
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ActivePlayDeck.flippedOverCards.push_back({ HEART,3 });
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cardDeck.push_back({ (Suit)i,j });
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ActivePlayDeck.flippedOverCards.push_back({ HEART,10 });
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}
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ActivePlayDeck.flippedOverCards.push_back({ SPADE,1 });
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}
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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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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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for (int i = 0; i < Home.size();i++) {
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for (int i = 0; i < Home.size();i++) {
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CardSlot&c = Home[i];
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CardSlot&c = Home[i];
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c.pos = vi2d{ 136 + i * 40,8 };
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c.pos = vi2d{ 136 + i * 40,8 };
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@ -96,6 +158,9 @@ public:
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c.pos = vi2d{ 16 + i * 40,64 };
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c.pos = vi2d{ 16 + i * 40,64 };
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c.type = SlotType::FIELD;
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c.type = SlotType::FIELD;
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}
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}
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while (cardDeck.size()>0) {
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PlayDeck.faceDownCards.push_back(DrawCard());
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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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@ -118,7 +183,7 @@ public:
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int main()
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int main()
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{
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{
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Example demo;
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Solitaire demo;
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if (demo.Construct(312, 200, 4, 4))
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if (demo.Construct(312, 200, 4, 4))
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demo.Start();
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demo.Start();
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