#include "card.h" #include #include // Audio #include "soundbank.h" // Card sprites lookup table. First index is the suit, second index is the rank. The value is the tile index. const static u16 card_sprite_lut[4][13] = { {0, 16, 32, 48, 64, 80, 96, 112, 128, 144, 160, 176, 192}, {208, 224, 240, 256, 272, 288, 304, 320, 336, 352, 368, 384, 400}, {416, 432, 448, 464, 480, 496, 512, 528, 544, 560, 576, 592, 608}, {624, 640, 656, 672, 688, 704, 720, 736, 752, 768, 784, 800, 816} }; // Card methods Card *card_new(u8 suit, u8 rank) { Card *card = malloc(sizeof(Card)); card->suit = suit; card->rank = rank; return card; } void card_destroy(Card **card) { if (*card == NULL) return; free(*card); *card = NULL; } u8 card_get_value(Card *card) { if (card->rank == JACK || card->rank == QUEEN || card->rank == KING) { return 10; // Face cards are worth 10 } else if (card->rank == ACE) { return 11; // Ace is worth 11 } else { return card->rank + 2; // 2-10 are worth their rank + 2 (because rank starts at 0) } return 0; // Should never reach here, but just in case } // CardObject methods CardObject *card_object_new(Card *card) { CardObject *card_object = malloc(sizeof(CardObject)); card_object->card = card; card_object->sprite = NULL; card_object->tx = 0; // Target position card_object->ty = 0; card_object->x = 0; card_object->y = 0; card_object->vx = 0; card_object->vy = 0; card_object->tscale = float2fx(1.0f); // Target scale card_object->scale = float2fx(1.0f); card_object->vscale = float2fx(0.0f); card_object->trotation = 0; // Target rotation card_object->rotation = 0; card_object->vrotation = 0; card_object->selected = false; return card_object; } void card_object_destroy(CardObject **card_object) { if (*card_object == NULL) return; sprite_destroy(&(*card_object)->sprite); //card_destroy(&(*card_object)->card); // In practice, this is unnecessary because the card will be inserted into the discard pile and then back into the deck. If you need to destroy the card, you can do it manually before calling this function. free(*card_object); *card_object = NULL; } void card_object_update(CardObject *card_object) { card_object->vx += (card_object->tx - card_object->x) / 8; card_object->vy += (card_object->ty - card_object->y) / 8; card_object->vscale += (card_object->tscale - card_object->scale) / 8; // Scale up the card when it's played card_object->vrotation += (card_object->trotation - card_object->rotation) / 8; // Rotate the card when it's played // set velocity to 0 if it's close enough to the target const float epsilon = float2fx(0.01f); if (card_object->vx < epsilon && card_object->vx > -epsilon && card_object->vy < epsilon && card_object->vy > -epsilon) { card_object->vx = 0; card_object->vy = 0; card_object->x = card_object->tx; card_object->y = card_object->ty; } else { card_object->vx = (card_object->vx * 7) / 10; card_object->vy = (card_object->vy * 7) / 10; card_object->x += card_object->vx; card_object->y += card_object->vy; } // Set scale to 0 if it's close enough to the target if (card_object->vscale < epsilon && card_object->vscale > -epsilon) { card_object->vscale = 0; card_object->scale = card_object->tscale; // Set the scale to the target scale } else { card_object->vscale = (card_object->vscale * 7) / 10; card_object->scale += card_object->vscale; } // Set rotation to 0 if it's close enough to the target if (card_object->vrotation < epsilon && card_object->vrotation > -epsilon) { card_object->vrotation = 0; card_object->rotation = card_object->trotation; // Set the rotation to the target rotation } else { card_object->vrotation = (card_object->vrotation * 7) / 10; card_object->rotation += card_object->vrotation; } obj_aff_rotscale(card_object->sprite->aff, card_object->scale, card_object->scale, -card_object->vx + card_object->rotation); // Apply rotation and scale to the sprite sprite_position(card_object->sprite, fx2int(card_object->x), fx2int(card_object->y)); } void card_object_set_sprite(CardObject *card_object, int layer) { sprite_destroy(&card_object->sprite); // Destroy the old sprite if it exists card_object->sprite = sprite_new(ATTR0_SQUARE | ATTR0_4BPP | ATTR0_AFF, ATTR1_SIZE_32, card_sprite_lut[card_object->card->suit][card_object->card->rank], 0, layer); }