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// Copyright 2015 The Vanadium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style
// license that can be found in the LICENSE file.
import 'dart:async';
import 'package:flutter/material.dart';
import '../logic/card.dart' as logic_card;
import '../logic/croupier.dart' show Croupier;
import '../logic/croupier_settings.dart' show CroupierSettings;
import '../logic/game/game.dart' show Game, GameType, NoArgCb;
import '../logic/hearts/hearts.dart' show HeartsGame;
import 'card.dart' as component_card;
import 'card_collection.dart'
show CardCollectionComponent, CardCollectionOrientation;
import 'croupier_profile.dart' show CroupierProfileComponent;
const double defaultBoardHeight = 400.0;
const double defaultBoardWidth = 400.0;
const double defaultCardHeight = 40.0;
const double defaultCardWidth = 40.0;
/// A Board represents a fixed-size canvas for drawing a Game's UI.
/// While other Widgets may be drawn to accomodate space, a Board is meant to
/// consume a specific amount of space on the screen, which allows for more
/// control when positioning elements within the Board's area.
abstract class Board extends StatefulComponent {
final Game game;
final double _height;
final double _width;
final double _cardHeight;
final double _cardWidth;
double get height => _height ?? defaultBoardHeight;
double get width => _width ?? defaultBoardWidth;
double get cardHeight => _cardHeight ?? defaultCardHeight;
double get cardWidth => _cardWidth ?? defaultCardWidth;
Board(this.game,
{double height, double width, double cardHeight, double cardWidth})
: _height = height,
_width = width,
_cardHeight = cardHeight,
_cardWidth = cardWidth;
}
/// The HeartsBoard represents the Hearts table view, which shows the number of
/// cards each player has, and the cards they are currently playing.
class HeartsBoard extends Board {
final Croupier croupier;
final NoArgCb trueSetState;
HeartsBoard(Croupier croupier, this.trueSetState,
{double height, double width, double cardHeight, double cardWidth})
: super(croupier.game,
height: height,
width: width,
cardHeight: cardHeight,
cardWidth: cardWidth),
croupier = croupier {
assert(this.game is HeartsGame);
}
HeartsBoardState createState() => new HeartsBoardState();
}
class HeartsBoardState extends State<HeartsBoard> {
bool trickTaking = false;
List<List<logic_card.Card>> playedCards = new List<List<logic_card.Card>>(4);
static const int SHOW_TRICK_DURATION = 2000; // ms
@override
void initState() {
super.initState();
_fillPlayedCards();
}
// Make copies of the played cards.
void _fillPlayedCards() {
for (int i = 0; i < 4; i++) {
playedCards[i] = new List<logic_card.Card>.from(
config.game.cardCollections[i + HeartsGame.OFFSET_PLAY]);
}
}
// If there were 3 played cards before and now there are 0...
bool _detectTrick() {
HeartsGame game = config.game;
int lastNumPlayed = playedCards.where((List<logic_card.Card> list) {
return list.length > 0;
}).length;
return lastNumPlayed == 3 && game.numPlayed == 0;
}
// Make a copy of the missing played card.
void _fillMissingPlayedCard() {
HeartsGame game = config.game;
List<logic_card.Card> trickPile =
game.cardCollections[game.lastTrickTaker + HeartsGame.OFFSET_TRICK];
// Find the index of the missing play card.
int missing;
for (int j = 0; j < 4; j++) {
if (playedCards[j].length == 0) {
missing = j;
break;
}
}
// Use the trickPile to get this card.
playedCards[missing] = <logic_card.Card>[
trickPile[trickPile.length - 4 + missing]
];
}
Widget build(BuildContext context) {
if (!trickTaking) {
if (_detectTrick()) {
trickTaking = true;
_fillMissingPlayedCard();
// Unfortunately, ZCards are drawn on the game layer,
// so instead of setState, we must use trueSetState.
new Future.delayed(const Duration(milliseconds: SHOW_TRICK_DURATION),
() {
trickTaking = false;
config.trueSetState();
});
} else {
_fillPlayedCards();
}
}
return new Container(
height: config.height,
width: config.width,
child: new Stack([
new Positioned(top: 0.0, left: 0.0, child: _buildBoardLayout()),
new Positioned(
top: config.height * 1.5,
left: (config.width - config.cardWidth) / 2,
child: _buildTrick(0)), // bottom
new Positioned(
top: (config.height - config.cardHeight) / 2,
left: config.width * -0.5,
child: _buildTrick(1)), // left
new Positioned(
top: config.height * -0.5,
left: (config.width - config.cardWidth) / 2,
child: _buildTrick(2)), // top
new Positioned(
top: (config.height - config.cardHeight) / 2,
left: config.width * 1.5,
child: _buildTrick(3)) // right
]));
}
Widget _buildBoardLayout() {
return new Container(
height: config.height,
width: config.width,
child: new Column([
new Flexible(child: _buildPlayer(2), flex: 5),
new Flexible(
child: new Row([
new Flexible(child: _buildPlayer(1), flex: 3),
new Flexible(child: _buildCenterCards(), flex: 4),
new Flexible(child: _buildPlayer(3), flex: 3)
],
alignItems: FlexAlignItems.center,
justifyContent: FlexJustifyContent.spaceAround),
flex: 9),
new Flexible(child: _buildPlayer(0), flex: 5)
],
alignItems: FlexAlignItems.center,
justifyContent: FlexJustifyContent.spaceAround));
}
Widget _buildPlayer(int playerNumber) {
bool wide = (config.width >= config.height);
List<Widget> widgets = [
_getProfile(playerNumber, wide),
_getHand(playerNumber),
_getPass(playerNumber)
];
if (playerNumber % 2 == 0) {
return new Row(widgets,
alignItems: FlexAlignItems.center,
justifyContent: FlexJustifyContent.center);
} else {
return new Column(widgets,
alignItems: FlexAlignItems.center,
justifyContent: FlexJustifyContent.center);
}
}
Widget _getProfile(int playerNumber, bool isWide) {
bool isMini = isWide && config.cardHeight * 2 > config.height * 0.25;
// If cs is null, a placeholder is used instead.
CroupierSettings cs =
config.croupier.settingsFromPlayerNumber(playerNumber);
return new CroupierProfileComponent(
settings: cs, height: config.height * 0.15, isMini: isMini);
}
Widget _getHand(int playerNumber) {
double sizeRatio = 0.30;
double cccSize = sizeRatio * config.width;
return new CardCollectionComponent(
config.game.cardCollections[playerNumber + HeartsGame.OFFSET_HAND],
false,
CardCollectionOrientation.horz,
width: cccSize,
widthCard: config.cardWidth,
heightCard: config.cardHeight,
useKeys: true);
}
Widget _getPass(int playerNumber) {
double sizeRatio = 0.10;
double cccSize = sizeRatio * config.width;
HeartsGame game = config.game;
return new CardCollectionComponent(
game.cardCollections[
game.getTakeTarget(playerNumber) + HeartsGame.OFFSET_PASS],
false,
CardCollectionOrientation.horz,
backgroundColor: Colors.grey[300],
width: cccSize,
widthCard: config.cardWidth / 2,
heightCard: config.cardHeight / 2,
useKeys: true);
}
Widget _buildCenterCards() {
bool wide = (config.width >= config.height);
if (wide) {
return new Row([
_buildCenterCard(1),
new Column([_buildCenterCard(2), _buildCenterCard(0)],
alignItems: FlexAlignItems.center,
justifyContent: FlexJustifyContent.spaceAround),
_buildCenterCard(3)
],
alignItems: FlexAlignItems.center,
justifyContent: FlexJustifyContent.spaceAround);
} else {
return new Column([
_buildCenterCard(2),
new Row([_buildCenterCard(1), _buildCenterCard(3)],
alignItems: FlexAlignItems.center,
justifyContent: FlexJustifyContent.spaceAround),
_buildCenterCard(0)
],
alignItems: FlexAlignItems.center,
justifyContent: FlexJustifyContent.spaceAround);
}
}
Widget _buildCenterCard(int playerNumber) {
HeartsGame game = config.game;
List<logic_card.Card> cards =
game.cardCollections[playerNumber + HeartsGame.OFFSET_PLAY];
if (trickTaking) {
cards = playedCards[playerNumber];
}
return new CardCollectionComponent(
cards, true, CardCollectionOrientation.show1,
widthCard: config.cardWidth * 1.25,
heightCard: config.cardHeight * 1.25,
backgroundColor:
game.whoseTurn == playerNumber ? Colors.blue[500] : null,
useKeys: true);
}
Widget _buildTrick(int playerNumber) {
HeartsGame game = config.game;
List<logic_card.Card> cards =
game.cardCollections[playerNumber + HeartsGame.OFFSET_TRICK];
// If took trick, exclude the last 4 cards for the trick taking animation.
if (trickTaking && playerNumber == game.lastTrickTaker) {
cards = new List.from(cards.sublist(0, cards.length - 4));
}
return new CardCollectionComponent(
cards, true, CardCollectionOrientation.show1,
widthCard: config.cardWidth,
heightCard: config.cardHeight,
useKeys: true,
animationType: component_card.CardAnimationType.LONG);
}
}