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Copy pathCard.cpp
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114 lines (88 loc) · 2.65 KB
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#include "Card.hpp"
#include "game.hpp"
Card::Card(CardRank rank, CardSuit suit)
{
Rank = rank;
Suit = suit;
}
int Card::getRankImage()
{
const int OFFSET_FOR_RED_ROW = -1, OFFSET_FOR_BLACK_ROW = 15, BLANK = 13;
if (Rank == CardRank::AceAcceptingSlot || Rank == CardRank::KingAcceptingSlot)
return BLANK;
return (int)Rank + (isRed() ? OFFSET_FOR_RED_ROW : OFFSET_FOR_BLACK_ROW);
}
int Card::getSuitImage()
{
const int OFFSET_FOR_SUIT = 32, BLANK = 13;
if (Rank == CardRank::AceAcceptingSlot || Rank == CardRank::KingAcceptingSlot)
return BLANK;
return (int)Suit + OFFSET_FOR_SUIT;
}
bool Card::isRed()
{
return Suit == CardSuit::Heart || Suit == CardSuit::Diamond;
}
bool Card::CanSitOnInUpperLevel(Card* cardToSitOn)
{
if (!FaceUp)
return false;
return ((int)cardToSitOn->Rank + 1 == (int)Rank && cardToSitOn->Suit == Suit && cardToSitOn->FaceUp)
||
(cardToSitOn->Rank == CardRank::AceAcceptingSlot && Rank == CardRank::A);
}
bool Card::CanSitOnInLowerLevel(Card* cardToSitOn)
{
if (!FaceUp)
return false;
return ((int)cardToSitOn->Rank - 1 == (int)Rank && cardToSitOn->isRed() != isRed() && cardToSitOn->FaceUp)
||
(cardToSitOn->Rank == CardRank::KingAcceptingSlot && Rank == CardRank::K);
}
Card* Card::Flip()
{
FaceUp = !FaceUp;
return this;
}
Card* Card::CreateAceAcceptingSlot()
{
return new Card(CardRank::AceAcceptingSlot, CardSuit::Lowest);
}
Card* Card::CreateKingAcceptingSlot()
{
return new Card(CardRank::KingAcceptingSlot, CardSuit::Lowest);
}
Card* Card::CreateDeckBlankSlot()
{
return new Card(CardRank::DeckBlank, CardSuit::Lowest);
}
bool Card::isSlot()
{
return Rank == CardRank::AceAcceptingSlot || Rank == CardRank::KingAcceptingSlot || Rank == CardRank::DeckBlank;
}
void Card::Render(int x, int y, ArtTools* artTools)
{
if (isSlot())
renderSpace(x, y, artTools);
else if (FaceUp)
renderFront(x, y, artTools);
else
renderBack(x, y, artTools);
}
void Card::renderFront(int x, int y, ArtTools* artTools)
{
const int INSET = 1;
artTools->NestedBoxes(x, y, CARD_WIDTH, CARD_HEIGHT, INSET, artTools->BLACK, artTools->WHITE);
blit::screen.sprite(getRankImage(), blit::Point(x + RANK_X_OFFSET, y + RANK_Y_OFFSET));
blit::screen.sprite(getSuitImage(), blit::Point(x + SUIT_X_OFFSET, y + SUIT_Y_OFFSET));
}
void Card::renderBack(int x, int y, ArtTools* artTools) // todo: get rid of magic #s
{
const int INSET = 3;
artTools->NestedBoxes(x, y, CARD_WIDTH, CARD_HEIGHT, INSET, artTools->WHITE, artTools->RED);
}
void Card::renderSpace(int x, int y, ArtTools* artTools) // todo: get rid of magic #s
{
const int INSET = 1;
artTools->NestedBoxes(x, y, CARD_WIDTH, CARD_HEIGHT, INSET, artTools->BLACK, artTools->GREEN);
}