mirror of
https://github.com/flame-engine/flame.git
synced 2025-11-01 10:38:17 +08:00
This moves the CameraComponent and the new event system out of experimental since this now is the recommended way of handling things.
285 lines
9.3 KiB
Dart
285 lines
9.3 KiB
Dart
import 'dart:math';
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import 'dart:ui';
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import 'package:flame/components.dart';
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import 'package:flame/events.dart';
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import 'package:flame/game.dart';
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import '../klondike_game.dart';
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import '../pile.dart';
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import '../rank.dart';
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import '../suit.dart';
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import 'tableau_pile.dart';
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class Card extends PositionComponent with DragCallbacks {
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Card(int intRank, int intSuit)
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: rank = Rank.fromInt(intRank),
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suit = Suit.fromInt(intSuit),
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super(size: KlondikeGame.cardSize);
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final Rank rank;
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final Suit suit;
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Pile? pile;
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bool _faceUp = false;
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bool _isDragging = false;
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final List<Card> attachedCards = [];
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bool get isFaceUp => _faceUp;
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bool get isFaceDown => !_faceUp;
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void flip() => _faceUp = !_faceUp;
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@override
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String toString() => rank.label + suit.label; // e.g. "Q♠" or "10♦"
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//#region Rendering
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@override
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void render(Canvas canvas) {
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if (_faceUp) {
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_renderFront(canvas);
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} else {
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_renderBack(canvas);
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}
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}
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static final Paint backBackgroundPaint = Paint()
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..color = const Color(0xff380c02);
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static final Paint backBorderPaint1 = Paint()
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..color = const Color(0xffdbaf58)
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..style = PaintingStyle.stroke
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..strokeWidth = 10;
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static final Paint backBorderPaint2 = Paint()
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..color = const Color(0x5CEF971B)
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..style = PaintingStyle.stroke
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..strokeWidth = 35;
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static final RRect cardRRect = RRect.fromRectAndRadius(
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KlondikeGame.cardSize.toRect(),
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const Radius.circular(KlondikeGame.cardRadius),
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);
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static final RRect backRRectInner = cardRRect.deflate(40);
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static final Sprite flameSprite = klondikeSprite(1367, 6, 357, 501);
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void _renderBack(Canvas canvas) {
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canvas.drawRRect(cardRRect, backBackgroundPaint);
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canvas.drawRRect(cardRRect, backBorderPaint1);
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canvas.drawRRect(backRRectInner, backBorderPaint2);
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flameSprite.render(canvas, position: size / 2, anchor: Anchor.center);
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}
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static final Paint frontBackgroundPaint = Paint()
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..color = const Color(0xff000000);
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static final Paint redBorderPaint = Paint()
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..color = const Color(0xffece8a3)
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..style = PaintingStyle.stroke
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..strokeWidth = 10;
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static final Paint blackBorderPaint = Paint()
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..color = const Color(0xff7ab2e8)
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..style = PaintingStyle.stroke
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..strokeWidth = 10;
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static final blueFilter = Paint()
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..colorFilter = const ColorFilter.mode(
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Color(0x880d8bff),
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BlendMode.srcATop,
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);
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static final Sprite redJack = klondikeSprite(81, 565, 562, 488);
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static final Sprite redQueen = klondikeSprite(717, 541, 486, 515);
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static final Sprite redKing = klondikeSprite(1305, 532, 407, 549);
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static final Sprite blackJack = klondikeSprite(81, 565, 562, 488)
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..paint = blueFilter;
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static final Sprite blackQueen = klondikeSprite(717, 541, 486, 515)
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..paint = blueFilter;
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static final Sprite blackKing = klondikeSprite(1305, 532, 407, 549)
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..paint = blueFilter;
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void _renderFront(Canvas canvas) {
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canvas.drawRRect(cardRRect, frontBackgroundPaint);
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canvas.drawRRect(
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cardRRect,
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suit.isRed ? redBorderPaint : blackBorderPaint,
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);
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final rankSprite = suit.isBlack ? rank.blackSprite : rank.redSprite;
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final suitSprite = suit.sprite;
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_drawSprite(canvas, rankSprite, 0.1, 0.08);
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_drawSprite(canvas, suitSprite, 0.1, 0.18, scale: 0.5);
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_drawSprite(canvas, rankSprite, 0.1, 0.08, rotate: true);
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_drawSprite(canvas, suitSprite, 0.1, 0.18, scale: 0.5, rotate: true);
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switch (rank.value) {
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case 1:
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_drawSprite(canvas, suitSprite, 0.5, 0.5, scale: 2.5);
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break;
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case 2:
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_drawSprite(canvas, suitSprite, 0.5, 0.25);
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_drawSprite(canvas, suitSprite, 0.5, 0.25, rotate: true);
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break;
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case 3:
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_drawSprite(canvas, suitSprite, 0.5, 0.2);
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_drawSprite(canvas, suitSprite, 0.5, 0.5);
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_drawSprite(canvas, suitSprite, 0.5, 0.2, rotate: true);
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break;
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case 4:
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_drawSprite(canvas, suitSprite, 0.3, 0.25);
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_drawSprite(canvas, suitSprite, 0.7, 0.25);
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_drawSprite(canvas, suitSprite, 0.3, 0.25, rotate: true);
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_drawSprite(canvas, suitSprite, 0.7, 0.25, rotate: true);
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break;
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case 5:
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_drawSprite(canvas, suitSprite, 0.3, 0.25);
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_drawSprite(canvas, suitSprite, 0.7, 0.25);
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_drawSprite(canvas, suitSprite, 0.3, 0.25, rotate: true);
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_drawSprite(canvas, suitSprite, 0.7, 0.25, rotate: true);
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_drawSprite(canvas, suitSprite, 0.5, 0.5);
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break;
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case 6:
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_drawSprite(canvas, suitSprite, 0.3, 0.25);
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_drawSprite(canvas, suitSprite, 0.7, 0.25);
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_drawSprite(canvas, suitSprite, 0.3, 0.5);
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_drawSprite(canvas, suitSprite, 0.7, 0.5);
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_drawSprite(canvas, suitSprite, 0.3, 0.25, rotate: true);
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_drawSprite(canvas, suitSprite, 0.7, 0.25, rotate: true);
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break;
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case 7:
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_drawSprite(canvas, suitSprite, 0.3, 0.2);
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_drawSprite(canvas, suitSprite, 0.7, 0.2);
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_drawSprite(canvas, suitSprite, 0.5, 0.35);
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_drawSprite(canvas, suitSprite, 0.3, 0.5);
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_drawSprite(canvas, suitSprite, 0.7, 0.5);
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_drawSprite(canvas, suitSprite, 0.3, 0.2, rotate: true);
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_drawSprite(canvas, suitSprite, 0.7, 0.2, rotate: true);
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break;
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case 8:
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_drawSprite(canvas, suitSprite, 0.3, 0.2);
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_drawSprite(canvas, suitSprite, 0.7, 0.2);
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_drawSprite(canvas, suitSprite, 0.5, 0.35);
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_drawSprite(canvas, suitSprite, 0.3, 0.5);
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_drawSprite(canvas, suitSprite, 0.7, 0.5);
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_drawSprite(canvas, suitSprite, 0.3, 0.2, rotate: true);
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_drawSprite(canvas, suitSprite, 0.7, 0.2, rotate: true);
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_drawSprite(canvas, suitSprite, 0.5, 0.35, rotate: true);
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break;
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case 9:
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_drawSprite(canvas, suitSprite, 0.3, 0.2);
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_drawSprite(canvas, suitSprite, 0.7, 0.2);
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_drawSprite(canvas, suitSprite, 0.5, 0.3);
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_drawSprite(canvas, suitSprite, 0.3, 0.4);
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_drawSprite(canvas, suitSprite, 0.7, 0.4);
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_drawSprite(canvas, suitSprite, 0.3, 0.2, rotate: true);
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_drawSprite(canvas, suitSprite, 0.7, 0.2, rotate: true);
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_drawSprite(canvas, suitSprite, 0.3, 0.4, rotate: true);
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_drawSprite(canvas, suitSprite, 0.7, 0.4, rotate: true);
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break;
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case 10:
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_drawSprite(canvas, suitSprite, 0.3, 0.2);
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_drawSprite(canvas, suitSprite, 0.7, 0.2);
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_drawSprite(canvas, suitSprite, 0.5, 0.3);
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_drawSprite(canvas, suitSprite, 0.3, 0.4);
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_drawSprite(canvas, suitSprite, 0.7, 0.4);
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_drawSprite(canvas, suitSprite, 0.3, 0.2, rotate: true);
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_drawSprite(canvas, suitSprite, 0.7, 0.2, rotate: true);
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_drawSprite(canvas, suitSprite, 0.5, 0.3, rotate: true);
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_drawSprite(canvas, suitSprite, 0.3, 0.4, rotate: true);
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_drawSprite(canvas, suitSprite, 0.7, 0.4, rotate: true);
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break;
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case 11:
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_drawSprite(canvas, suit.isRed ? redJack : blackJack, 0.5, 0.5);
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break;
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case 12:
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_drawSprite(canvas, suit.isRed ? redQueen : blackQueen, 0.5, 0.5);
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break;
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case 13:
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_drawSprite(canvas, suit.isRed ? redKing : blackKing, 0.5, 0.5);
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break;
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}
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}
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void _drawSprite(
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Canvas canvas,
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Sprite sprite,
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double relativeX,
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double relativeY, {
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double scale = 1,
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bool rotate = false,
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}) {
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if (rotate) {
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canvas.save();
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canvas.translate(size.x / 2, size.y / 2);
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canvas.rotate(pi);
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canvas.translate(-size.x / 2, -size.y / 2);
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}
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sprite.render(
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canvas,
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position: Vector2(relativeX * size.x, relativeY * size.y),
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anchor: Anchor.center,
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size: sprite.srcSize.scaled(scale),
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);
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if (rotate) {
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canvas.restore();
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}
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}
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//#endregion
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//#region Dragging
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@override
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void onDragStart(DragStartEvent event) {
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super.onDragStart(event);
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if (pile?.canMoveCard(this) ?? false) {
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_isDragging = true;
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priority = 100;
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if (pile is TableauPile) {
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attachedCards.clear();
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final extraCards = (pile! as TableauPile).cardsOnTop(this);
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for (final card in extraCards) {
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card.priority = attachedCards.length + 101;
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attachedCards.add(card);
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}
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}
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}
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}
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@override
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void onDragUpdate(DragUpdateEvent event) {
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if (!_isDragging) {
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return;
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}
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final cameraZoom = (findGame()! as FlameGame)
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.firstChild<CameraComponent>()!
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.viewfinder
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.zoom;
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final delta = event.delta / cameraZoom;
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position.add(delta);
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attachedCards.forEach((card) => card.position.add(delta));
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}
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@override
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void onDragEnd(DragEndEvent event) {
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super.onDragEnd(event);
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if (!_isDragging) {
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return;
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}
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_isDragging = false;
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final dropPiles = parent!
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.componentsAtPoint(position + size / 2)
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.whereType<Pile>()
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.toList();
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if (dropPiles.isNotEmpty) {
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if (dropPiles.first.canAcceptCard(this)) {
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pile!.removeCard(this);
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dropPiles.first.acquireCard(this);
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if (attachedCards.isNotEmpty) {
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attachedCards.forEach((card) => dropPiles.first.acquireCard(card));
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attachedCards.clear();
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}
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return;
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}
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}
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pile!.returnCard(this);
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if (attachedCards.isNotEmpty) {
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attachedCards.forEach((card) => pile!.returnCard(card));
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attachedCards.clear();
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}
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}
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//#endregion
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}
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