Playfield and Active Playfield mouse interactions started

master
sigonasr2 2 years ago
parent fb497c1e41
commit b0fd3cfd97
  1. 142
      Solitaire/main.cpp

@ -51,75 +51,89 @@ class Solitaire : public olc::PixelGameEngine
} }
} }
struct CardSlot {
vf2d pos;
SlotType type;
std::vector<Card> faceDownCards;
std::vector<Card> faceUpCards;
std::vector<Card> flippedOverCards; //Just for active play deck. Face up cards will contain the rest of the pile.
void RenderCard(vf2d pos, Suit s, int number) { void RenderCard(vf2d pos, Suit s, int number) {
if (number == -1) { return; }
if (s == FACEDOWN) { if (s == FACEDOWN) {
game->FillRectDecal(pos, CARD_SIZE, DARK_CYAN); FillRectDecal(pos, CARD_SIZE, DARK_CYAN);
game->DrawRectDecal(pos, CARD_SIZE, BLACK); DrawRectDecal(pos, CARD_SIZE, BLACK);
} }
else { else {
game->FillRectDecal(pos, CARD_SIZE, WHITE); FillRectDecal(pos, CARD_SIZE, WHITE);
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 }); 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 });
game->DrawDecal(pos + vf2d{ 2,12 }, game->GetSprite(s), { 0.25,0.25 }); DrawDecal(pos + vf2d{ 2,12 }, GetSprite(s), { 0.25,0.25 });
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 }); 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 });
game->DrawRotatedDecal(pos + CARD_SIZE - vf2d{ 2,12 }, game->GetSprite(s), PI, { 0,0 }, { 0.25, 0.25 }); DrawRotatedDecal(pos + CARD_SIZE - vf2d{ 2,12 }, GetSprite(s), PI, { 0,0 }, { 0.25, 0.25 });
game->DrawRectDecal(pos, CARD_SIZE, BLACK); DrawRectDecal(pos, CARD_SIZE, BLACK);
} }
} }
struct CardSlot {
vf2d pos;
SlotType type;
std::vector<Card> faceDownCards;
std::vector<Card> faceUpCards;
void RenderCards() { void RenderCards() {
game->DrawRectDecal(pos, CARD_SIZE, BLACK); game->DrawRectDecal(pos, CARD_SIZE, BLACK);
switch (type) { switch (type) {
case PLAYDECK: { case PLAYDECK: {
if (faceDownCards.size() > 6*3) { if (faceDownCards.size() > 6*3) {
RenderCard(pos+vi2d{-2,-2}, FACEDOWN, 0); game->RenderCard(pos+vi2d{-2,-2}, FACEDOWN, 0);
RenderCard(pos + vi2d{ -1,-1 }, FACEDOWN, 0); game->RenderCard(pos + vi2d{ -1,-1 }, FACEDOWN, 0);
RenderCard(pos, FACEDOWN, 0); game->RenderCard(pos, FACEDOWN, 0);
} else } else
if (faceDownCards.size() > 3 * 3) { if (faceDownCards.size() > 3 * 3) {
RenderCard(pos + vi2d{ -1,-1 }, FACEDOWN, 0); game->RenderCard(pos + vi2d{ -1,-1 }, FACEDOWN, 0);
RenderCard(pos, FACEDOWN, 0); game->RenderCard(pos, FACEDOWN, 0);
} }
else { else
RenderCard(pos, FACEDOWN, 0); if (faceDownCards.size()>0){
game->RenderCard(pos, FACEDOWN, 0);
} }
}break; }break;
case ACTIVE_PLAYDECK: { case ACTIVE_PLAYDECK: {
if (flippedOverCards.size() > 0) { if (faceUpCards.size() > 2) {
for (int i = 0; i < flippedOverCards.size(); i++) { if (faceUpCards.size() >= 4) {
Card& c = flippedOverCards[i]; Card& c = faceUpCards[faceUpCards.size() - 3 - 1];
RenderCard(pos + vi2d{ i * 12,0 }, c.s, c.number); game->RenderCard(pos + vi2d{ -1,-1 }, c.s, c.number);
} }
} else { for (int i = 2; i >=0; i--) {
if (faceUpCards.size() > 0) { Card& c = faceUpCards[faceUpCards.size() - i - 1];
Card& c = faceUpCards[faceUpCards.size() - 1]; game->RenderCard(pos + vi2d{ (2-i) * 12,0 }, c.s, c.number);
RenderCard(pos, c.s, c.number); }
} else
if (faceUpCards.size() > 1) {
for (int i = 1; i >= 0; i--) {
Card& c = faceUpCards[faceUpCards.size() - i - 1];
game->RenderCard(pos + vi2d{ (1 - i) * 12,0 }, c.s, c.number);
}
}
else
if (faceUpCards.size() == 1) {
for (int i = 0; i >= 0; i--) {
Card& c = faceUpCards[faceUpCards.size() - i - 1];
game->RenderCard(pos + vi2d{ (0 - i) * 12,0 }, c.s, c.number);
} }
} }
}break; }break;
case HOME: { case HOME: {
if (faceUpCards.size() > 2) { if (faceUpCards.size() > 2) {
Card& c = faceUpCards[faceUpCards.size() - 1]; Card& c = faceUpCards[faceUpCards.size() - 1];
RenderCard(pos+vi2d{-2,-2}, c.s, c.number); game->RenderCard(pos+vi2d{-2,-2}, c.s, c.number);
c = faceUpCards[faceUpCards.size() - 2]; c = faceUpCards[faceUpCards.size() - 2];
RenderCard(pos + vi2d{ -1,-1 }, c.s, c.number); game->RenderCard(pos + vi2d{ -1,-1 }, c.s, c.number);
c = faceUpCards[faceUpCards.size() - 3]; c = faceUpCards[faceUpCards.size() - 3];
RenderCard(pos, c.s, c.number); game->RenderCard(pos, c.s, c.number);
} else } else
if (faceUpCards.size() > 1) { if (faceUpCards.size() > 1) {
Card& c = faceUpCards[faceUpCards.size() - 1]; Card& c = faceUpCards[faceUpCards.size() - 1];
RenderCard(pos + vi2d{ -1,-1 }, c.s, c.number); game->RenderCard(pos + vi2d{ -1,-1 }, c.s, c.number);
c = faceUpCards[faceUpCards.size() - 2]; c = faceUpCards[faceUpCards.size() - 2];
RenderCard(pos, c.s, c.number); game->RenderCard(pos, c.s, c.number);
} }
else else
if (faceUpCards.size() == 1) { if (faceUpCards.size() == 1) {
Card& c = faceUpCards[faceUpCards.size() - 1]; Card& c = faceUpCards[faceUpCards.size() - 1];
RenderCard(pos, c.s, c.number); game->RenderCard(pos, c.s, c.number);
} }
}break; }break;
case FIELD: { case FIELD: {
@ -131,12 +145,12 @@ class Solitaire : public olc::PixelGameEngine
spaceTakenUp = CARD_SIZE.y + totalCards * cardSpacing; spaceTakenUp = CARD_SIZE.y + totalCards * cardSpacing;
} }
for (int i = 0; i < faceDownCards.size(); i++) { for (int i = 0; i < faceDownCards.size(); i++) {
RenderCard(pos + vi2d{ 0,i * cardSpacing },FACEDOWN, 0); game->RenderCard(pos + vi2d{ 0,i * cardSpacing },FACEDOWN, 0);
} }
if (faceUpCards.size() > 0) { if (faceUpCards.size() > 0) {
for (int i = 0; i < faceUpCards.size(); i++) { for (int i = 0; i < faceUpCards.size(); i++) {
Card& c = faceUpCards[i]; Card& c = faceUpCards[i];
RenderCard(pos + vi2d{ 0,(i+(int)faceDownCards.size()) * cardSpacing }, c.s, c.number); game->RenderCard(pos + vi2d{ 0,(i+(int)faceDownCards.size()) * cardSpacing }, c.s, c.number);
} }
} }
}break; }break;
@ -144,6 +158,54 @@ class Solitaire : public olc::PixelGameEngine
} }
}; };
bool MouseOver(CardSlot& slot) {
switch (slot.type) {
case PLAYDECK: {
return GetMouseX() >= slot.pos.x && GetMouseX() <= slot.pos.x + CARD_SIZE.x &&
GetMouseY() >= slot.pos.y && GetMouseY() <= slot.pos.y + CARD_SIZE.y;
}break;
case ACTIVE_PLAYDECK: {
return GetMouseX() >= slot.pos.x && GetMouseX() <= slot.pos.x + CARD_SIZE.x &&
GetMouseY() >= slot.pos.y && GetMouseY() <= slot.pos.y + CARD_SIZE.y;
}break;
}
return false;
}
void UpdateCardSlots() {
if (GetMouse(0).bPressed&&MouseOver(PlayDeck)) {
if (PlayDeck.faceDownCards.size() > 0) {
for (int i = 0; i < 3; i++) {
if (PlayDeck.faceDownCards.size() > 0) {
Card c = PlayDeck.faceDownCards[PlayDeck.faceDownCards.size() - 1];
ActivePlayDeck.faceUpCards.push_back(c);
PlayDeck.faceDownCards.erase(PlayDeck.faceDownCards.end() - 1);
}
}
}
else {
while (ActivePlayDeck.faceUpCards.size() > 0) {
Card c = ActivePlayDeck.faceUpCards[ActivePlayDeck.faceUpCards.size() - 1];
PlayDeck.faceDownCards.push_back(c);
ActivePlayDeck.faceUpCards.erase(ActivePlayDeck.faceUpCards.end() - 1);
}
}
}
if (GetMouse(0).bPressed && MouseOver(ActivePlayDeck)) {
if (ActivePlayDeck.faceUpCards.size() > 0) {
Card& card = ActivePlayDeck.faceUpCards[ActivePlayDeck.faceUpCards.size() - 1];
draggedCard = { card.s,card.number };
previousCardInteraction = &ActivePlayDeck.faceUpCards[ActivePlayDeck.faceUpCards.size() - 1];
ActivePlayDeck.faceUpCards[ActivePlayDeck.faceUpCards.size() - 1].number = -1;
}
}
if (GetMouse(0).bReleased && draggedCard.number !=-1) {
previousCardInteraction->number = draggedCard.number;
previousCardInteraction->s = draggedCard.s;
draggedCard.number = -1;
}
}
public: public:
Solitaire() Solitaire()
@ -158,6 +220,8 @@ class Solitaire : public olc::PixelGameEngine
CardSlot ActivePlayDeck{ {56,8},ACTIVE_PLAYDECK }; CardSlot ActivePlayDeck{ {56,8},ACTIVE_PLAYDECK };
std::array<CardSlot, 4> Home; std::array<CardSlot, 4> Home;
std::array<CardSlot, 7> Field; std::array<CardSlot, 7> Field;
Card draggedCard = {HEART,-1};
Card*previousCardInteraction=NULL;
Card DrawCard() { Card DrawCard() {
std::uniform_int_distribution<int> distribution(0, cardDeck.size()-1); std::uniform_int_distribution<int> distribution(0, cardDeck.size()-1);
@ -206,6 +270,9 @@ class Solitaire : public olc::PixelGameEngine
{ {
// called once per frame // called once per frame
//RenderCard({ 48,48 }, HEART, 7); //RenderCard({ 48,48 }, HEART, 7);
UpdateCardSlots();
PlayDeck.RenderCards(); PlayDeck.RenderCards();
ActivePlayDeck.RenderCards(); ActivePlayDeck.RenderCards();
for (CardSlot& c : Home) { for (CardSlot& c : Home) {
@ -214,6 +281,7 @@ class Solitaire : public olc::PixelGameEngine
for (CardSlot& c : Field) { for (CardSlot& c : Field) {
c.RenderCards(); c.RenderCards();
} }
RenderCard(GetMousePos() - CARD_SIZE/2, draggedCard.s, draggedCard.number);
return true; return true;
} }
}; };

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