mirror of
https://github.com/flame-engine/flame.git
synced 2025-11-01 10:38:17 +08:00
Primarily this PR is completing Step 5 of Flame's Klondike Tutorial and removing the tbc.md file ("To be continued...").
As at the end of Step 4, the Klondike Game had no animation, other than the drag-and-drop moves to play the game. It also had no ways to detect a win, react to a win or play again without re-loading and re-running the whole app. Step 4 played the Klondike Draw 3 variation of Klondike. Step 5 introduces the easier Klondike Draw 1 variation and provides buttons to:
Choose between Draw 1 and Draw 3,
Start the game again with a new deal, or
Start again with the same deal as before.
The new code and step5.md tutorial text cover Effects and EffectControllers in some detail, with complex examples of their use. The animations include:
Returning dropped but misplaced cards to the places they came from,
Settling dropped and validly placed cards into position,
Flipping cards from Stock Pile to Waste Pile,
Turning cards over on the Tableau piles when the cards above them are moved away,
Collecting multiple cards when the game is over,
Dealing and re-dealing multiple cards,
Allowing a card to be auto-moved onTapUp() to its Foundation Pile if it is ready to go out,
Providing a display of moving cards when/if the player wins.
281 lines
9.2 KiB
Dart
281 lines
9.2 KiB
Dart
import 'dart:math';
|
|
import 'dart:ui';
|
|
|
|
import 'package:flame/components.dart';
|
|
import 'package:flame/events.dart';
|
|
import '../klondike_game.dart';
|
|
import '../pile.dart';
|
|
import '../rank.dart';
|
|
import '../suit.dart';
|
|
import 'tableau_pile.dart';
|
|
|
|
class Card extends PositionComponent with DragCallbacks {
|
|
Card(int intRank, int intSuit)
|
|
: rank = Rank.fromInt(intRank),
|
|
suit = Suit.fromInt(intSuit),
|
|
super(size: KlondikeGame.cardSize);
|
|
|
|
final Rank rank;
|
|
final Suit suit;
|
|
Pile? pile;
|
|
bool _faceUp = false;
|
|
bool _isDragging = false;
|
|
final List<Card> attachedCards = [];
|
|
|
|
bool get isFaceUp => _faceUp;
|
|
bool get isFaceDown => !_faceUp;
|
|
void flip() => _faceUp = !_faceUp;
|
|
|
|
@override
|
|
String toString() => rank.label + suit.label; // e.g. "Q♠" or "10♦"
|
|
|
|
//#region Rendering
|
|
|
|
@override
|
|
void render(Canvas canvas) {
|
|
if (_faceUp) {
|
|
_renderFront(canvas);
|
|
} else {
|
|
_renderBack(canvas);
|
|
}
|
|
}
|
|
|
|
static final Paint backBackgroundPaint = Paint()
|
|
..color = const Color(0xff380c02);
|
|
static final Paint backBorderPaint1 = Paint()
|
|
..color = const Color(0xffdbaf58)
|
|
..style = PaintingStyle.stroke
|
|
..strokeWidth = 10;
|
|
static final Paint backBorderPaint2 = Paint()
|
|
..color = const Color(0x5CEF971B)
|
|
..style = PaintingStyle.stroke
|
|
..strokeWidth = 35;
|
|
static final RRect cardRRect = RRect.fromRectAndRadius(
|
|
KlondikeGame.cardSize.toRect(),
|
|
const Radius.circular(KlondikeGame.cardRadius),
|
|
);
|
|
static final RRect backRRectInner = cardRRect.deflate(40);
|
|
static final Sprite flameSprite = klondikeSprite(1367, 6, 357, 501);
|
|
|
|
void _renderBack(Canvas canvas) {
|
|
canvas.drawRRect(cardRRect, backBackgroundPaint);
|
|
canvas.drawRRect(cardRRect, backBorderPaint1);
|
|
canvas.drawRRect(backRRectInner, backBorderPaint2);
|
|
flameSprite.render(canvas, position: size / 2, anchor: Anchor.center);
|
|
}
|
|
|
|
static final Paint frontBackgroundPaint = Paint()
|
|
..color = const Color(0xff000000);
|
|
static final Paint redBorderPaint = Paint()
|
|
..color = const Color(0xffece8a3)
|
|
..style = PaintingStyle.stroke
|
|
..strokeWidth = 10;
|
|
static final Paint blackBorderPaint = Paint()
|
|
..color = const Color(0xff7ab2e8)
|
|
..style = PaintingStyle.stroke
|
|
..strokeWidth = 10;
|
|
static final blueFilter = Paint()
|
|
..colorFilter = const ColorFilter.mode(
|
|
Color(0x880d8bff),
|
|
BlendMode.srcATop,
|
|
);
|
|
static final Sprite redJack = klondikeSprite(81, 565, 562, 488);
|
|
static final Sprite redQueen = klondikeSprite(717, 541, 486, 515);
|
|
static final Sprite redKing = klondikeSprite(1305, 532, 407, 549);
|
|
static final Sprite blackJack = klondikeSprite(81, 565, 562, 488)
|
|
..paint = blueFilter;
|
|
static final Sprite blackQueen = klondikeSprite(717, 541, 486, 515)
|
|
..paint = blueFilter;
|
|
static final Sprite blackKing = klondikeSprite(1305, 532, 407, 549)
|
|
..paint = blueFilter;
|
|
|
|
void _renderFront(Canvas canvas) {
|
|
canvas.drawRRect(cardRRect, frontBackgroundPaint);
|
|
canvas.drawRRect(
|
|
cardRRect,
|
|
suit.isRed ? redBorderPaint : blackBorderPaint,
|
|
);
|
|
|
|
final rankSprite = suit.isBlack ? rank.blackSprite : rank.redSprite;
|
|
final suitSprite = suit.sprite;
|
|
_drawSprite(canvas, rankSprite, 0.1, 0.08);
|
|
_drawSprite(canvas, suitSprite, 0.1, 0.18, scale: 0.5);
|
|
_drawSprite(canvas, rankSprite, 0.1, 0.08, rotate: true);
|
|
_drawSprite(canvas, suitSprite, 0.1, 0.18, scale: 0.5, rotate: true);
|
|
switch (rank.value) {
|
|
case 1:
|
|
_drawSprite(canvas, suitSprite, 0.5, 0.5, scale: 2.5);
|
|
break;
|
|
case 2:
|
|
_drawSprite(canvas, suitSprite, 0.5, 0.25);
|
|
_drawSprite(canvas, suitSprite, 0.5, 0.25, rotate: true);
|
|
break;
|
|
case 3:
|
|
_drawSprite(canvas, suitSprite, 0.5, 0.2);
|
|
_drawSprite(canvas, suitSprite, 0.5, 0.5);
|
|
_drawSprite(canvas, suitSprite, 0.5, 0.2, rotate: true);
|
|
break;
|
|
case 4:
|
|
_drawSprite(canvas, suitSprite, 0.3, 0.25);
|
|
_drawSprite(canvas, suitSprite, 0.7, 0.25);
|
|
_drawSprite(canvas, suitSprite, 0.3, 0.25, rotate: true);
|
|
_drawSprite(canvas, suitSprite, 0.7, 0.25, rotate: true);
|
|
break;
|
|
case 5:
|
|
_drawSprite(canvas, suitSprite, 0.3, 0.25);
|
|
_drawSprite(canvas, suitSprite, 0.7, 0.25);
|
|
_drawSprite(canvas, suitSprite, 0.3, 0.25, rotate: true);
|
|
_drawSprite(canvas, suitSprite, 0.7, 0.25, rotate: true);
|
|
_drawSprite(canvas, suitSprite, 0.5, 0.5);
|
|
break;
|
|
case 6:
|
|
_drawSprite(canvas, suitSprite, 0.3, 0.25);
|
|
_drawSprite(canvas, suitSprite, 0.7, 0.25);
|
|
_drawSprite(canvas, suitSprite, 0.3, 0.5);
|
|
_drawSprite(canvas, suitSprite, 0.7, 0.5);
|
|
_drawSprite(canvas, suitSprite, 0.3, 0.25, rotate: true);
|
|
_drawSprite(canvas, suitSprite, 0.7, 0.25, rotate: true);
|
|
break;
|
|
case 7:
|
|
_drawSprite(canvas, suitSprite, 0.3, 0.2);
|
|
_drawSprite(canvas, suitSprite, 0.7, 0.2);
|
|
_drawSprite(canvas, suitSprite, 0.5, 0.35);
|
|
_drawSprite(canvas, suitSprite, 0.3, 0.5);
|
|
_drawSprite(canvas, suitSprite, 0.7, 0.5);
|
|
_drawSprite(canvas, suitSprite, 0.3, 0.2, rotate: true);
|
|
_drawSprite(canvas, suitSprite, 0.7, 0.2, rotate: true);
|
|
break;
|
|
case 8:
|
|
_drawSprite(canvas, suitSprite, 0.3, 0.2);
|
|
_drawSprite(canvas, suitSprite, 0.7, 0.2);
|
|
_drawSprite(canvas, suitSprite, 0.5, 0.35);
|
|
_drawSprite(canvas, suitSprite, 0.3, 0.5);
|
|
_drawSprite(canvas, suitSprite, 0.7, 0.5);
|
|
_drawSprite(canvas, suitSprite, 0.3, 0.2, rotate: true);
|
|
_drawSprite(canvas, suitSprite, 0.7, 0.2, rotate: true);
|
|
_drawSprite(canvas, suitSprite, 0.5, 0.35, rotate: true);
|
|
break;
|
|
case 9:
|
|
_drawSprite(canvas, suitSprite, 0.3, 0.2);
|
|
_drawSprite(canvas, suitSprite, 0.7, 0.2);
|
|
_drawSprite(canvas, suitSprite, 0.5, 0.3);
|
|
_drawSprite(canvas, suitSprite, 0.3, 0.4);
|
|
_drawSprite(canvas, suitSprite, 0.7, 0.4);
|
|
_drawSprite(canvas, suitSprite, 0.3, 0.2, rotate: true);
|
|
_drawSprite(canvas, suitSprite, 0.7, 0.2, rotate: true);
|
|
_drawSprite(canvas, suitSprite, 0.3, 0.4, rotate: true);
|
|
_drawSprite(canvas, suitSprite, 0.7, 0.4, rotate: true);
|
|
break;
|
|
case 10:
|
|
_drawSprite(canvas, suitSprite, 0.3, 0.2);
|
|
_drawSprite(canvas, suitSprite, 0.7, 0.2);
|
|
_drawSprite(canvas, suitSprite, 0.5, 0.3);
|
|
_drawSprite(canvas, suitSprite, 0.3, 0.4);
|
|
_drawSprite(canvas, suitSprite, 0.7, 0.4);
|
|
_drawSprite(canvas, suitSprite, 0.3, 0.2, rotate: true);
|
|
_drawSprite(canvas, suitSprite, 0.7, 0.2, rotate: true);
|
|
_drawSprite(canvas, suitSprite, 0.5, 0.3, rotate: true);
|
|
_drawSprite(canvas, suitSprite, 0.3, 0.4, rotate: true);
|
|
_drawSprite(canvas, suitSprite, 0.7, 0.4, rotate: true);
|
|
break;
|
|
case 11:
|
|
_drawSprite(canvas, suit.isRed ? redJack : blackJack, 0.5, 0.5);
|
|
break;
|
|
case 12:
|
|
_drawSprite(canvas, suit.isRed ? redQueen : blackQueen, 0.5, 0.5);
|
|
break;
|
|
case 13:
|
|
_drawSprite(canvas, suit.isRed ? redKing : blackKing, 0.5, 0.5);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void _drawSprite(
|
|
Canvas canvas,
|
|
Sprite sprite,
|
|
double relativeX,
|
|
double relativeY, {
|
|
double scale = 1,
|
|
bool rotate = false,
|
|
}) {
|
|
if (rotate) {
|
|
canvas.save();
|
|
canvas.translate(size.x / 2, size.y / 2);
|
|
canvas.rotate(pi);
|
|
canvas.translate(-size.x / 2, -size.y / 2);
|
|
}
|
|
sprite.render(
|
|
canvas,
|
|
position: Vector2(relativeX * size.x, relativeY * size.y),
|
|
anchor: Anchor.center,
|
|
size: sprite.srcSize.scaled(scale),
|
|
);
|
|
if (rotate) {
|
|
canvas.restore();
|
|
}
|
|
}
|
|
|
|
//#endregion
|
|
|
|
//#region Dragging
|
|
|
|
@override
|
|
void onDragStart(DragStartEvent event) {
|
|
super.onDragStart(event);
|
|
if (pile?.canMoveCard(this) ?? false) {
|
|
_isDragging = true;
|
|
priority = 100;
|
|
if (pile is TableauPile) {
|
|
attachedCards.clear();
|
|
final extraCards = (pile! as TableauPile).cardsOnTop(this);
|
|
for (final card in extraCards) {
|
|
card.priority = attachedCards.length + 101;
|
|
attachedCards.add(card);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
@override
|
|
void onDragUpdate(DragUpdateEvent event) {
|
|
if (!_isDragging) {
|
|
return;
|
|
}
|
|
final cameraZoom = findGame()!.camera.viewfinder.zoom;
|
|
final delta = event.delta / cameraZoom;
|
|
position.add(delta);
|
|
attachedCards.forEach((card) => card.position.add(delta));
|
|
}
|
|
|
|
@override
|
|
void onDragEnd(DragEndEvent event) {
|
|
super.onDragEnd(event);
|
|
if (!_isDragging) {
|
|
return;
|
|
}
|
|
_isDragging = false;
|
|
final dropPiles = parent!
|
|
.componentsAtPoint(position + size / 2)
|
|
.whereType<Pile>()
|
|
.toList();
|
|
if (dropPiles.isNotEmpty) {
|
|
if (dropPiles.first.canAcceptCard(this)) {
|
|
pile!.removeCard(this);
|
|
dropPiles.first.acquireCard(this);
|
|
if (attachedCards.isNotEmpty) {
|
|
attachedCards.forEach((card) => dropPiles.first.acquireCard(card));
|
|
attachedCards.clear();
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
pile!.returnCard(this);
|
|
if (attachedCards.isNotEmpty) {
|
|
attachedCards.forEach((card) => pile!.returnCard(card));
|
|
attachedCards.clear();
|
|
}
|
|
}
|
|
|
|
//#endregion
|
|
}
|