| // 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. |
| |
| // reposition handles changing image positioning on the screen |
| |
| package reposition |
| |
| import ( |
| "hearts/img/coords" |
| "hearts/img/direction" |
| "hearts/img/staticimg" |
| "hearts/img/uistate" |
| "hearts/logic/card" |
| "hearts/logic/player" |
| |
| "golang.org/x/mobile/event/touch" |
| "golang.org/x/mobile/exp/sprite" |
| "golang.org/x/mobile/exp/sprite/clock" |
| ) |
| |
| const ( |
| // animationFrameCount is the number of frames it will take to complete any animation |
| animationFrameCount = 100 |
| // animRotationScaler is the speed at which an image rotates, if rotation is involved in an animation |
| animRotationScaler = .15 |
| ) |
| |
| // Resets the position of card c to its initial position, then realigns the suit it was in |
| func ResetCardPosition(c *card.Card, eng sprite.Engine) { |
| c.Move(c.GetInitial(), c.GetDimensions(), eng) |
| } |
| |
| // Realigns the cards in suit suitNum which are at y index oldY |
| func RealignSuit(suitNum card.Suit, oldY float32, u *uistate.UIState) { |
| cardsToAlign := make([]*card.Card, 0) |
| for _, c := range u.Cards { |
| if c.GetSuit() == suitNum && c.GetCurrent().Y == oldY { |
| cardsToAlign = append(cardsToAlign, c) |
| } |
| } |
| emptySuitImg := u.EmptySuitImgs[suitNum] |
| if len(cardsToAlign) == 0 { |
| u.Eng.SetSubTex(emptySuitImg.GetNode(), emptySuitImg.GetImage()) |
| } else { |
| u.Eng.SetSubTex(emptySuitImg.GetNode(), emptySuitImg.GetAlt()) |
| } |
| for i, c := range cardsToAlign { |
| dimVec := c.GetDimensions() |
| diff := float32(len(cardsToAlign))*(u.Padding+dimVec.X) - (u.WindowSize.X - u.Padding) |
| x := u.Padding + float32(i)*(u.Padding+dimVec.X) |
| if diff > 0 && i > 0 { |
| x -= diff * float32(i) / float32(len(cardsToAlign)-1) |
| } |
| curVec := coords.MakeVec(x, oldY) |
| c.Move(curVec, dimVec, u.Eng) |
| c.SetInitial(curVec) |
| } |
| } |
| |
| // Drags card curCard along with the mouse |
| func DragCard(t touch.Event, u *uistate.UIState) { |
| tVec := coords.MakeVec(t.X, t.Y) |
| newVec := u.CurCard.GetCurrent().PlusVec(tVec.MinusVec(u.LastMouseXY).DividedBy(u.PixelsPerPt)) |
| u.CurCard.Move(newVec, u.CurCard.GetDimensions(), u.Eng) |
| } |
| |
| // Drags all input cards and images together with the mouse |
| func DragImgs(t touch.Event, cards []*card.Card, imgs []*staticimg.StaticImg, u *uistate.UIState) { |
| tVec := coords.MakeVec(t.X, t.Y) |
| for _, i := range imgs { |
| newVec := i.GetCurrent().PlusVec(tVec.MinusVec(u.LastMouseXY).DividedBy(u.PixelsPerPt)) |
| i.Move(newVec, i.GetDimensions(), u.Eng) |
| } |
| for _, c := range cards { |
| newVec := c.GetCurrent().PlusVec(tVec.MinusVec(u.LastMouseXY).DividedBy(u.PixelsPerPt)) |
| c.Move(newVec, c.GetDimensions(), u.Eng) |
| } |
| } |
| |
| // Animation for the 'pass' action, when app is in the table view |
| func AnimateTableCardPass(animCard *card.Card, toPlayer, cardNum int, u *uistate.UIState) { |
| cardDim := animCard.GetDimensions() |
| dropTargetXY := u.DropTargets[toPlayer].GetCurrent() |
| dropTargetDim := u.DropTargets[toPlayer].GetDimensions() |
| targetCenter := dropTargetXY.PlusVec(dropTargetDim.DividedBy(2)) |
| distFromTargetX := u.WindowSize.X / 4 |
| distFromTargetY := u.WindowSize.Y / 5 |
| blockEdge := targetCenter.MinusVec(cardDim.Times(3).Plus(2 * u.Padding)) |
| var destination *coords.Vec |
| switch toPlayer { |
| case 0: |
| destination = coords.MakeVec( |
| blockEdge.X+float32(cardNum)*(u.Padding+cardDim.X), |
| targetCenter.Y+distFromTargetY-cardDim.Y/2) |
| case 1: |
| destination = coords.MakeVec( |
| targetCenter.X-distFromTargetX-cardDim.X/2, |
| blockEdge.Y+float32(cardNum)*(u.Padding+cardDim.Y)) |
| case 2: |
| destination = coords.MakeVec( |
| blockEdge.X+float32(cardNum)*(u.Padding+cardDim.X), |
| targetCenter.Y-distFromTargetY-cardDim.Y/2) |
| case 3: |
| destination = coords.MakeVec( |
| targetCenter.X+distFromTargetX-cardDim.X/2, |
| blockEdge.Y+float32(cardNum)*(u.Padding+cardDim.Y)) |
| } |
| c := make(chan bool) |
| animateCardMovement(c, animCard, destination, cardDim) |
| <-c |
| } |
| |
| // Animation for the 'take' action, when app is in the table view |
| func AnimateTableCardTake(animCard *card.Card, cardNum int, p *player.Player) { |
| destinationPos := p.GetPassedFrom()[cardNum].GetInitial() |
| c := make(chan bool) |
| animateCardMovement(c, animCard, destinationPos, animCard.GetDimensions()) |
| <-c |
| } |
| |
| // Animation for the 'play' action, when app is in the table view |
| func AnimateTableCardPlay(animCard *card.Card, playerInt int, u *uistate.UIState) { |
| destination := u.DropTargets[playerInt] |
| destinationPos := destination.GetCurrent() |
| destinationDim := destination.GetDimensions() |
| ch := make(chan bool) |
| animateCardMovement(ch, animCard, destinationPos, destinationDim) |
| <-ch |
| animCard.SetFrontDisplay(u.Eng) |
| } |
| |
| // Animation for the 'pass' action, when app is in the hand view |
| func AnimateHandCardPass(ch chan bool, animImages []*staticimg.StaticImg, animCards []*card.Card, u *uistate.UIState) { |
| for _, i := range animImages { |
| dims := i.GetDimensions() |
| to := coords.MakeVec(i.GetCurrent().X, i.GetCurrent().Y-u.WindowSize.Y) |
| AnimateImageNoChannel(i, to, dims) |
| } |
| for i, c := range animCards { |
| dims := c.GetDimensions() |
| to := coords.MakeVec(c.GetCurrent().X, c.GetCurrent().Y-u.WindowSize.Y) |
| if i < len(animCards)-1 { |
| animateCardNoChannel(c, to, dims) |
| } else { |
| animateCardMovement(ch, c, to, dims) |
| } |
| } |
| } |
| |
| // Animation for the 'take' action, when app is in the hand view |
| func AnimateHandCardTake(ch chan bool, animImages []*staticimg.StaticImg, u *uistate.UIState) { |
| for i, image := range animImages { |
| destination := coords.MakeVec(image.GetCurrent().X, image.GetCurrent().Y-u.WindowSize.Y) |
| if i < len(animImages)-1 { |
| AnimateImageNoChannel(image, destination, image.GetDimensions()) |
| } else { |
| animateImageMovement(ch, image, destination, image.GetDimensions()) |
| } |
| } |
| } |
| |
| // Animation to bring in the take slot |
| func AnimateInTake(u *uistate.UIState) { |
| imgs := append(u.Other, u.DropTargets...) |
| passedCards := u.CurTable.GetPlayers()[u.CurPlayerIndex].GetPassedTo() |
| for _, i := range imgs { |
| dims := i.GetDimensions() |
| var to *coords.Vec |
| if passedCards == nil { |
| to = coords.MakeVec(i.GetCurrent().X, i.GetCurrent().Y+u.WindowSize.Y/5) |
| } else { |
| to = coords.MakeVec(i.GetCurrent().X, i.GetCurrent().Y+u.WindowSize.Y/2) |
| } |
| AnimateImageNoChannel(i, to, dims) |
| } |
| for _, c := range passedCards { |
| dims := c.GetDimensions() |
| to := coords.MakeVec(c.GetCurrent().X, c.GetCurrent().Y+u.WindowSize.Y/2) |
| animateCardNoChannel(c, to, dims) |
| } |
| } |
| |
| // Animation for the 'play' action, when app is in the hand view |
| func AnimateHandCardPlay(ch chan bool, animCard *card.Card, u *uistate.UIState) { |
| imgs := []*staticimg.StaticImg{u.Other[0], u.DropTargets[0]} |
| for _, i := range imgs { |
| dims := i.GetDimensions() |
| to := coords.MakeVec(i.GetCurrent().X, i.GetCurrent().Y-u.WindowSize.Y) |
| AnimateImageNoChannel(i, to, dims) |
| } |
| to := coords.MakeVec(animCard.GetCurrent().X, animCard.GetCurrent().Y-u.WindowSize.Y) |
| animateCardMovement(ch, animCard, to, animCard.GetDimensions()) |
| } |
| |
| // Animation to bring in the play slot when app is in the hand view and it is the player's turn |
| func AnimateInPlay(u *uistate.UIState) { |
| imgs := []*staticimg.StaticImg{u.Other[0], u.DropTargets[0]} |
| for _, i := range imgs { |
| dims := i.GetDimensions() |
| to := coords.MakeVec(i.GetCurrent().X, i.GetCurrent().Y+u.WindowSize.Y/3) |
| AnimateImageNoChannel(i, to, dims) |
| } |
| } |
| |
| func determineDestination(animCard *card.Card, dir direction.Direction, windowSize *coords.Vec) *coords.Vec { |
| switch dir { |
| case direction.Right: |
| return coords.MakeVec(windowSize.X+2*animCard.GetDimensions().X, animCard.GetCurrent().Y) |
| case direction.Left: |
| return coords.MakeVec(0-2*animCard.GetDimensions().X, animCard.GetCurrent().Y) |
| case direction.Across: |
| return coords.MakeVec(animCard.GetCurrent().X, 0-2*animCard.GetDimensions().Y) |
| case direction.Down: |
| return coords.MakeVec(animCard.GetCurrent().X, windowSize.Y+2*animCard.GetDimensions().Y) |
| // Should not occur |
| default: |
| return coords.MakeVec(-1, -1) |
| } |
| } |
| |
| // Animation for when a trick is taken, when app is in the table view |
| func AnimateTableCardTakeTrick(animCard *card.Card, dir direction.Direction, u *uistate.UIState) { |
| destination := determineDestination(animCard, dir, u.WindowSize) |
| c := make(chan bool) |
| animateCardMovement(c, animCard, destination, animCard.GetDimensions()) |
| <-c |
| } |
| |
| func animateImageMovement(c chan bool, animImage *staticimg.StaticImg, endPos, endDim *coords.Vec) { |
| node := animImage.GetNode() |
| startPos := animImage.GetCurrent() |
| startDim := animImage.GetDimensions() |
| iteration := 0 |
| node.Arranger = arrangerFunc(func(eng sprite.Engine, node *sprite.Node, t clock.Time) { |
| iteration++ |
| if iteration < animationFrameCount { |
| curXY := animImage.GetCurrent() |
| curDim := animImage.GetDimensions() |
| XYStep := endPos.MinusVec(startPos).DividedBy(animationFrameCount) |
| dimStep := endDim.MinusVec(startDim).DividedBy(animationFrameCount) |
| newVec := curXY.PlusVec(XYStep) |
| dimVec := curDim.PlusVec(dimStep) |
| animImage.Move(newVec, dimVec, eng) |
| } else if iteration == animationFrameCount { |
| animImage.Move(endPos, endDim, eng) |
| c <- true |
| } |
| }) |
| } |
| |
| func AnimateImageNoChannel(animImage *staticimg.StaticImg, endPos, endDim *coords.Vec) { |
| node := animImage.GetNode() |
| startPos := animImage.GetCurrent() |
| startDim := animImage.GetDimensions() |
| iteration := 0 |
| node.Arranger = arrangerFunc(func(eng sprite.Engine, node *sprite.Node, t clock.Time) { |
| iteration++ |
| if iteration < animationFrameCount { |
| curXY := animImage.GetCurrent() |
| curDim := animImage.GetDimensions() |
| XYStep := endPos.MinusVec(startPos).DividedBy(animationFrameCount) |
| dimStep := endDim.MinusVec(startDim).DividedBy(animationFrameCount) |
| newVec := curXY.PlusVec(XYStep) |
| dimVec := curDim.PlusVec(dimStep) |
| animImage.Move(newVec, dimVec, eng) |
| } else if iteration == animationFrameCount { |
| animImage.Move(endPos, endDim, eng) |
| } |
| }) |
| } |
| |
| func animateCardMovement(c chan bool, animCard *card.Card, endPos, endDim *coords.Vec) { |
| node := animCard.GetNode() |
| startPos := animCard.GetCurrent() |
| startDim := animCard.GetDimensions() |
| iteration := 0 |
| node.Arranger = arrangerFunc(func(eng sprite.Engine, node *sprite.Node, t clock.Time) { |
| iteration++ |
| if iteration < animationFrameCount { |
| curXY := animCard.GetCurrent() |
| curDim := animCard.GetDimensions() |
| XYStep := endPos.MinusVec(startPos).DividedBy(animationFrameCount) |
| dimStep := endDim.MinusVec(startDim).DividedBy(animationFrameCount) |
| newVec := curXY.PlusVec(XYStep) |
| dimVec := curDim.PlusVec(dimStep) |
| animCard.Move(newVec, dimVec, eng) |
| } else if iteration == animationFrameCount { |
| animCard.Move(endPos, endDim, eng) |
| c <- true |
| } |
| }) |
| } |
| |
| func animateCardNoChannel(animCard *card.Card, endPos, endDim *coords.Vec) { |
| node := animCard.GetNode() |
| startPos := animCard.GetCurrent() |
| startDim := animCard.GetDimensions() |
| iteration := 0 |
| node.Arranger = arrangerFunc(func(eng sprite.Engine, node *sprite.Node, t clock.Time) { |
| iteration++ |
| if iteration < animationFrameCount { |
| curXY := animCard.GetCurrent() |
| curDim := animCard.GetDimensions() |
| XYStep := endPos.MinusVec(startPos).DividedBy(animationFrameCount) |
| dimStep := endDim.MinusVec(startDim).DividedBy(animationFrameCount) |
| newVec := curXY.PlusVec(XYStep) |
| dimVec := curDim.PlusVec(dimStep) |
| animCard.Move(newVec, dimVec, eng) |
| } else if iteration == animationFrameCount { |
| animCard.Move(endPos, endDim, eng) |
| } |
| }) |
| } |
| |
| type arrangerFunc func(e sprite.Engine, n *sprite.Node, t clock.Time) |
| |
| // Used for node.Arranger |
| func (a arrangerFunc) Arrange(e sprite.Engine, n *sprite.Node, t clock.Time) { a(e, n, t) } |
| |
| // Given a card object, populates it with its positioning values and sets its position on-screen for the table view |
| // cardIndex has an X of the total number of cards in hand, and a Y of the position within the hand of the current card |
| // padding has an X of the padding along the top edge, and a Y of the padding along each other edge |
| func SetCardPositionTable(c *card.Card, playerIndex int, cardIndex *coords.Vec, u *uistate.UIState) { |
| pos := cardPositionTable(playerIndex, cardIndex, u) |
| c.SetInitial(pos) |
| c.Move(pos, u.TableCardDim, u.Eng) |
| } |
| |
| func cardPositionTable(playerIndex int, cardIndex *coords.Vec, u *uistate.UIState) *coords.Vec { |
| var x float32 |
| var y float32 |
| switch playerIndex { |
| case 0: |
| x = horizontalPlayerCardX(u.WindowSize, cardIndex, u.TableCardDim, u.BottomPadding, u.Overlap.X) |
| y = u.WindowSize.Y - u.TableCardDim.Y - u.BottomPadding |
| case 1: |
| x = u.BottomPadding |
| y = verticalPlayerCardY(u.WindowSize, cardIndex, u.TableCardDim, u.PlayerIconDim, u.BottomPadding, u.Overlap.Y, u.CardScaler) |
| case 2: |
| x = horizontalPlayerCardX(u.WindowSize, cardIndex, u.TableCardDim, u.BottomPadding, u.Overlap.X) |
| y = u.TopPadding |
| case 3: |
| x = u.WindowSize.X - u.BottomPadding - u.TableCardDim.X |
| y = verticalPlayerCardY(u.WindowSize, cardIndex, u.TableCardDim, u.PlayerIconDim, u.BottomPadding, u.Overlap.Y, u.CardScaler) |
| } |
| return coords.MakeVec(x, y) |
| } |
| |
| func horizontalPlayerCardX(windowSize, cardIndex, cardDim *coords.Vec, edgePadding, overlap float32) float32 { |
| return (windowSize.X+edgePadding-(float32(cardIndex.X)*(cardDim.X-overlap)+cardDim.X))/2 + float32(cardIndex.Y)*(cardDim.X-overlap) |
| } |
| |
| func verticalPlayerCardY(windowSize, cardIndex, cardDim, playerIconDim *coords.Vec, edgePadding, overlap, cardScaler float32) float32 { |
| return (playerIconDim.Y+windowSize.Y+2*edgePadding-(float32(cardIndex.X)*(cardDim.Y-overlap)+cardDim.Y))/2 + |
| float32(cardIndex.Y)*(cardDim.Y-overlap) |
| } |
| |
| // Given a card object, populates it with its positioning values and sets its position on-screen for the player hand view |
| func SetCardPositionHand(c *card.Card, indexInSuit int, suitCounts []int, u *uistate.UIState) { |
| suitCount := float32(suitCounts[c.GetSuit()]) |
| heightScaler := float32(4 - c.GetSuit()) |
| diff := suitCount*(u.Padding+u.CardDim.X) - (u.WindowSize.X - u.Padding) |
| x := u.Padding + float32(indexInSuit)*(u.Padding+u.CardDim.X) |
| if diff > 0 && indexInSuit > 0 { |
| x -= diff * float32(indexInSuit) / (suitCount - 1) |
| } |
| y := u.WindowSize.Y - heightScaler*(u.CardDim.Y+u.Padding) - u.BottomPadding |
| pos := coords.MakeVec(x, y) |
| c.SetInitial(pos) |
| c.Move(pos, u.CardDim, u.Eng) |
| } |