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