Improve visual stuff.
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@ -19,6 +19,7 @@ class Solitaire : public olc::PixelGameEngine
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DIAMOND,
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HEART,
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SPADE,
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FACEDOWN,
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};
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enum SlotType {
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@ -57,19 +58,34 @@ class Solitaire : public olc::PixelGameEngine
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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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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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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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game->DrawRectDecal(pos, CARD_SIZE, BLACK);
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switch (type) {
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case PLAYDECK: {
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if (faceDownCards.size() > 0) {
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game->FillRectDecal(pos, CARD_SIZE, DARK_CYAN);
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if (faceDownCards.size() > 6*3) {
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RenderCard(pos+vi2d{-2,-2}, FACEDOWN, 0);
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RenderCard(pos + vi2d{ -1,-1 }, FACEDOWN, 0);
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RenderCard(pos, FACEDOWN, 0);
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} else
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if (faceDownCards.size() > 3 * 3) {
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RenderCard(pos + vi2d{ -1,-1 }, FACEDOWN, 0);
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RenderCard(pos, FACEDOWN, 0);
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}
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else {
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RenderCard(pos, FACEDOWN, 0);
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}
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}break;
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case ACTIVE_PLAYDECK: {
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@ -86,22 +102,43 @@ class Solitaire : public olc::PixelGameEngine
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}
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}break;
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case HOME: {
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if (faceUpCards.size() > 0) {
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if (faceUpCards.size() > 2) {
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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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c = faceUpCards[faceUpCards.size() - 2];
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RenderCard(pos + vi2d{ -1,-1 }, c.s, c.number);
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c = faceUpCards[faceUpCards.size() - 3];
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RenderCard(pos, c.s, c.number);
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} else
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if (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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c = faceUpCards[faceUpCards.size() - 2];
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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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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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int cardSpacing = 16;
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int totalCards = faceDownCards.size() + faceUpCards.size();
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int spaceTakenUp = CARD_SIZE.y + totalCards * cardSpacing;
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while (spaceTakenUp + pos.y > game->ScreenHeight()) {
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cardSpacing--;
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spaceTakenUp = CARD_SIZE.y + totalCards * cardSpacing;
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}
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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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}
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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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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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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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