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game.go
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game.go
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package main
import (
"fmt"
"image/color"
"github.com/hajimehoshi/ebiten/v2"
)
const (
StateSelectCard = iota
StateSelectDestination
NoSelection = -1
)
var (
backgroundColor = color.RGBA{39, 92, 39, 1}
NoCard = Card{}
)
type Game struct {
Deck []Card
CurrentCard Card
Refresh bool
refreshCount int
SolitaireSet SolitaireSet
GameState int
SelectedColumn int
SelectedCard Card
}
func (g *Game) Init() {
initImages()
if g.CurrentCard == (Card{}) {
g.CurrentCard = getFirstCardFromShuffledDeck()
}
if len(g.SolitaireSet.CardSets) == 0 {
deck := makeDeck()
shuffledDeck := shuffleDeck(deck)
g.SolitaireSet = createSolitaireSet(shuffledDeck)
}
g.GameState = StateSelectCard
g.SelectedColumn = NoSelection
g.SelectedCard = NoCard
}
var keyPressedMap = make(map[ebiten.Key]bool)
func isKeyJustPressed(key ebiten.Key) bool {
if ebiten.IsKeyPressed(key) && !keyPressedMap[key] {
keyPressedMap[key] = true
return true
} else if !ebiten.IsKeyPressed(key) {
keyPressedMap[key] = false
}
return false
}
func (g *Game) Update() error {
switch g.GameState {
case StateSelectCard:
if isKeyJustPressed(ebiten.KeyD) {
if len(g.SolitaireSet.CardSets[setNumber]) > 0 {
card := g.SolitaireSet.CardSets[setNumber][0]
g.SolitaireSet.CardSets[setNumber] = append(g.SolitaireSet.CardSets[setNumber][1:], card)
}
}
for i := 0; i <= 9; i++ {
key := ebiten.Key(i) + ebiten.Key0
if isKeyJustPressed(key) {
columnNumber := i
if columnNumber == 0{
columnNumber = setNumber+1} else if columnNumber >= 0 && columnNumber < len(g.SolitaireSet.CardSets) && len(g.SolitaireSet.CardSets[columnNumber-1]) > 0 {
g.SelectedCard = g.SolitaireSet.CardSets[columnNumber-1][0]
}
g.GameState = StateSelectDestination
g.SelectedColumn = columnNumber - 1
}
}
case StateSelectDestination:
for i := 0; i <= 9; i++ {
key := ebiten.Key(i) + ebiten.Key0
if isKeyJustPressed(key) {
destinationKey := i
if destinationKey > 0 && destinationKey < len(g.SolitaireSet.CardSets)-1 {
if len(g.SolitaireSet.CardSets[destinationKey-1]) > 0 {
if isValidMove(g.SelectedCard, g.SolitaireSet.CardSets[destinationKey-1]) {
g.SolitaireSet.CardSets[destinationKey-1] = append([]Card{g.SelectedCard}, g.SolitaireSet.CardSets[destinationKey-1]...)
g.SolitaireSet.CardSets[g.SelectedColumn] = g.SolitaireSet.CardSets[g.SelectedColumn][1:]
}
}
g.GameState = StateSelectCard
g.SelectedCard = NoCard
}
}
}
}
return nil
}
func isValidMove(card Card, destinationColumn []Card) bool {
if len(destinationColumn) == 0 {
fmt.Printf("card %d", card.Value)
return card.Value == 13
}
topCard := destinationColumn[0]
topCardColour := getColor(topCard)
cardColour := getColor(card)
fmt.Printf("card 1 %d, card2 %d", topCard.Value, card.Value)
return topCard.Value == card.Value+1 && topCardColour != cardColour
}
func (g *Game) Draw(screen *ebiten.Image) {
screen.Fill(backgroundColor)
cellWidth := float64(screen.Bounds().Dx()) / float64(len(g.SolitaireSet.CardSets))
drawPrompt(screen, g.GameState)
for i, cardSet := range g.SolitaireSet.CardSets {
if i == setNumber {
drawCardInfo(screen, cardSet, ScreenWidth-40, -1, 20, 20)
}else{
x := int(float64(i) * cellWidth)
drawCardInfo(screen, cardSet, x, i, 60, 20)
}
}
}
func (g *Game) Layout(outsideWidth, outsideHeight int) (screenWidth, screenHeight int) {
return ScreenWidth, ScreenHeight
}