Basic animations
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a5c76557d2
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bdc8c91078
26
animator.lua
Normal file
26
animator.lua
Normal file
@ -0,0 +1,26 @@
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animator=klass()
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function animator:init()
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self.operations={}
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end
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function animator:update()
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while true do
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if (#self.operations==0) return
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local op=self.operations[1]
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if op:update() then
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return true
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else
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deli(self.operations,1)
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end
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end
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end
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function animator:idle()
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return #self.operations==0
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end
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function animator:add(op)
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add(self.operations,op)
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end
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function animator:draw()
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for i=#self.operations,1,-1 do
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self.operations[i]:draw()
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end
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end
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45
board.lua
45
board.lua
@ -3,6 +3,7 @@ board=klass()
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function board:init(ruleset)
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function board:init(ruleset)
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self.ruleset=ruleset
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self.ruleset=ruleset
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self.cursor=cursor:new(self)
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self.cursor=cursor:new(self)
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self.animator=animator:new()
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self.slots={}
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self.slots={}
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self.wells={}
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self.wells={}
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@ -52,7 +53,8 @@ function board:deal()
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for i=1,#self.ruleset.deck.aces do
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for i=1,#self.ruleset.deck.aces do
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local well=self.wells[i]
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local well=self.wells[i]
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local ace=self.ruleset.deck.aces[i]
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local ace=self.ruleset.deck.aces[i]
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well:add(ace)
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well:add(ace) -- temporarily, so would_accept will work
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self:animate_move_ace_to_well(ace,i)
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available[ace]=false
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available[ace]=false
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end
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end
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@ -69,6 +71,11 @@ function board:deal()
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if (not skip) add(eligible_bottom_row,card)
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if (not skip) add(eligible_bottom_row,card)
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end
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end
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-- let the animation install the aces for real
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for w in all(self.wells) do
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w:clear()
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end
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function i_to_slot(i)
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function i_to_slot(i)
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if (i<n_usable_slots\2) return i+1
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if (i<n_usable_slots\2) return i+1
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return i+2
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return i+2
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@ -93,18 +100,20 @@ function board:deal()
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for i=1,#eligible do
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for i=1,#eligible do
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local ix=i_to_slot((i-1)%n_usable_slots)
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local ix=i_to_slot((i-1)%n_usable_slots)
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local slot=self.slots[ix]
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local slot=self.slots[ix]
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slot:add(eligible[i])
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self:animate_move_new_card_to_slot(eligible[i],ix)
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end
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end
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end
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end
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function board:on_idle()
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self:find_automove()
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end
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function board:on_move()
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function board:on_move()
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-- TODO: Make checkpoint
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-- TODO: Make checkpoint
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while true do
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self:find_automove()
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if (not self:_on_move_1()) break
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end
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end
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end
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function board:_on_move_1()
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function board:find_automove()
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for s=1,#self.slots do
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for s=1,#self.slots do
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local top=self.slots[s]:peek()
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local top=self.slots[s]:peek()
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if top then
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if top then
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@ -112,7 +121,8 @@ function board:_on_move_1()
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if w<=self.ruleset.n_suits and self.slots[self.ruleset.n_slots+1]:peek()!=nil then
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if w<=self.ruleset.n_suits and self.slots[self.ruleset.n_slots+1]:peek()!=nil then
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-- the top wells are blocked
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-- the top wells are blocked
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elseif self.wells[w]:would_accept(top) then
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elseif self.wells[w]:would_accept(top) then
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self.wells[w]:add(self.slots[s]:pop())
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self:animate_and_move_to_well(s,w)
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return true
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return true
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end
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end
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end
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end
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@ -120,6 +130,19 @@ function board:_on_move_1()
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end
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end
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end
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end
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function board:can_take_input()
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return self.animator:idle()
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end
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function board:update()
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local was_idle=self.animator:idle()
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self.animator:update()
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local is_idle=self.animator:idle()
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if (not was_idle and is_idle) then
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self:on_idle()
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end
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end
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function board:draw()
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function board:draw()
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for w_ix=1,#self.wells do
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for w_ix=1,#self.wells do
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local w=self.wells[w_ix]
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local w=self.wells[w_ix]
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@ -131,7 +154,6 @@ function board:draw()
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end
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end
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end
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end
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local function forall_slots(cb)
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local function forall_slots(cb)
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for s_ix=1,#self.slots do
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for s_ix=1,#self.slots do
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local s=self.slots[s_ix]
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local s=self.slots[s_ix]
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@ -151,6 +173,9 @@ function board:draw()
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end
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end
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end)
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end)
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self.animator:draw()
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if self.animator:idle() then
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local hover_slot=self.cursor:hover_slot()
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local hover_slot=self.cursor:hover_slot()
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forall_slots(function(x,y,s_ix,s,l,n)
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forall_slots(function(x,y,s_ix,s,l,n)
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if hover_slot==s_ix then
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if hover_slot==s_ix then
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@ -158,6 +183,7 @@ function board:draw()
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self.cursor:draw_at(x,y)
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self.cursor:draw_at(x,y)
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end
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end
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end)
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end)
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end
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end
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end
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slot=klass()
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slot=klass()
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@ -203,3 +229,6 @@ end
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function well:add(card)
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function well:add(card)
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add(self.contents,card)
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add(self.contents,card)
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end
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end
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function well:clear()
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self.contents={}
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end
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68
board_animations.lua
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68
board_animations.lua
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@ -0,0 +1,68 @@
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function board:animate_move_ace_to_well(card, well)
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local slot_layout=self.ruleset.layouts:slot(
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self.ruleset.n_slots\2+1
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)
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local well_layout=self.ruleset.layouts:well(well)
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local start_x,start_y=slot_layout:place_card(1)
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local end_x,end_y=well_layout:place_card(1) -- index shouldn't matter
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local _self=self
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self:_animate_move_card(
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card,function() _self.wells[well]:add(card) end,
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start_x,start_y,function() return end_x,end_y end
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)
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end
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function board:animate_move_new_card_to_slot(card, slot)
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local src_layout=self.ruleset.layouts:slot(self.ruleset.n_slots\2+1)
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local dst_layout=self.ruleset.layouts:slot(slot)
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local start_x,start_y=src_layout:place_card(1)
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local _self=self
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self:_animate_move_card(
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card,function() _self.slots[slot]:add(card) end,
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start_x,start_y,function()
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return dst_layout:place_card(#_self.slots[slot].contents+1)
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end
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)
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end
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function board:animate_and_move_to_well(slot, well)
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local slot_layout=self.ruleset.layouts:slot(slot)
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local well_layout=self.ruleset.layouts:well(well)
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local start_x,start_y=slot_layout:place_card(#self.slots[slot].contents)
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local end_x,end_y=well_layout:place_card(1) -- index shouldn't matter
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local card=self.slots[slot]:pop()
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local _self=self
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self:_animate_move_card(
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card,function() _self.wells[well]:add(card) end,
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start_x,start_y,function() return end_x,end_y end
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)
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end
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function board:_animate_move_card(card,on_end,start_x,start_y,compute_end)
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local frame=0
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local progress=0.0
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local anim_obj={}
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local end_x,end_y=start_x,start_y
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local _self=self
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function anim_obj:update()
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if (frame==0) end_x,end_y=compute_end()
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frame+=1
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progress=frame/7
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if (progress>=1.0) on_end() return false
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return true
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end
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function anim_obj:draw()
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local x=start_x+(end_x-start_x)*progress
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local y=start_y+(end_y-start_y)*progress
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_self.ruleset.deck:draw_card(x,y,card,false)
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end
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self.animator:add(anim_obj)
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end
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4
main.lua
4
main.lua
@ -2,15 +2,19 @@ main={}
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add(modules,main)
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add(modules,main)
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function main:init()
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function main:init()
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extcmd("rec")
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self.board=board:new(progression[1])
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self.board=board:new(progression[1])
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end
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end
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function main:update()
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function main:update()
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self.board:update()
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if self.board:can_take_input() then
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if (btnp(0)) self.board.cursor:move_x(-1)
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if (btnp(0)) self.board.cursor:move_x(-1)
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if (btnp(1)) self.board.cursor:move_x(1)
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if (btnp(1)) self.board.cursor:move_x(1)
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if (btnp(2)) self.board.cursor:move_y(-1)
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if (btnp(2)) self.board.cursor:move_y(-1)
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if (btnp(3)) self.board.cursor:move_y(1)
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if (btnp(3)) self.board.cursor:move_y(1)
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if (btnp(4)) self.board.cursor:toggle_grab()
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if (btnp(4)) self.board.cursor:toggle_grab()
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end
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end
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end
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function main:draw()
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function main:draw()
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2
main.p8
2
main.p8
@ -2,7 +2,9 @@ pico-8 cartridge // http://www.pico-8.com
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version 41
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version 41
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__lua__
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__lua__
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#include engine.lua
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#include engine.lua
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#include animator.lua
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#include board.lua
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#include board.lua
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#include board_animations.lua
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#include cursor.lua
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#include cursor.lua
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#include layout.lua
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#include layout.lua
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#include ruleset.lua
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#include ruleset.lua
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@ -1,6 +1,6 @@
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progression={
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progression={
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-- level 1
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-- level 1
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ruleset:new(5,1,9,0),
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--ruleset:new(5,1,9,0),
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-- level 2
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-- level 2
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-- ruleset:new(5,2,9,0),
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-- ruleset:new(5,2,9,0),
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-- level 3
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-- level 3
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@ -10,7 +10,7 @@ progression={
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-- level 5
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-- level 5
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-- ruleset:new(9,3,11,18),
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-- ruleset:new(9,3,11,18),
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-- fortune's foundation
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-- fortune's foundation
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-- ruleset:new(11,4,13,22)
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ruleset:new(11,4,13,22)
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-- harder than fortune's foundation
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-- harder than fortune's foundation
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-- ruleset:new(11,5,10,25)
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-- ruleset:new(11,5,10,25)
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}
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}
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@ -84,7 +84,7 @@ function ruleset:generate_deck()
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local bg,shadowbg
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local bg,shadowbg
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if meta.suit=='a' then
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if meta.suit=='a' then
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bg,shadowbg=1,1
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bg,shadowbg=1,1
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if (shadow) bg,shadowbg=1,0
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if (shadow) bg,shadowbg=1,1
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if (is_extreme) bg,shadowbg=8,8
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if (is_extreme) bg,shadowbg=8,8
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else
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else
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bg,shadowbg=7,7
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bg,shadowbg=7,7
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