mirror of
https://github.com/Next-Flip/Momentum-Firmware.git
synced 2026-04-25 03:29:58 -07:00
276 lines
8.8 KiB
C
276 lines
8.8 KiB
C
#include <math.h>
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#include "card.h"
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#include "util.h"
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//region CardDesign
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bool pips[4][49] =
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{
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{
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//spades
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0, 0, 0, 1, 0, 0, 0,
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0, 0, 1, 1, 1, 0, 0,
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0, 1, 1, 1, 1, 1, 0,
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1, 1, 1, 1, 1, 1, 1,
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1, 1, 0, 1, 0, 1, 1,
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0, 0, 0, 1, 0, 0, 0,
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0, 0, 1, 1, 1, 0, 0
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},
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{
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//hearts
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0, 1, 0, 0, 0, 1, 0,
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1, 1, 1, 0, 1, 1, 1,
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1, 1, 1, 1, 1, 1, 1,
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1, 1, 1, 1, 1, 1, 1,
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0, 1, 1, 1, 1, 1, 0,
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0, 0, 1, 1, 1, 0, 0,
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0, 0, 0, 1, 0, 0, 0,
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},
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{
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//diamonds
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0, 0, 0, 1, 0, 0, 0,
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0, 0, 1, 1, 1, 0, 0,
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0, 1, 1, 1, 1, 1, 0,
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1, 1, 1, 1, 1, 1, 1,
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0, 1, 1, 1, 1, 1, 0,
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0, 0, 1, 1, 1, 0, 0,
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0, 0, 0, 1, 0, 0, 0
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},
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{
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//clubs
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0, 0, 1, 1, 1, 0, 0,
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0, 0, 1, 1, 1, 0, 0,
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1, 1, 0, 1, 0, 1, 1,
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1, 1, 1, 1, 1, 1, 1,
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1, 1, 0, 1, 0, 1, 1,
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0, 0, 0, 1, 0, 0, 0,
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0, 0, 1, 1, 1, 0, 0
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}
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};
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bool backDesign[4] = {
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0, 1,
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1, 0
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};
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//endregion
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uint8_t characters[13] =
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{
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2, 3, 4, 5, 6, 7, 8, 9, 10, 'J', 'Q', 'K', 'A'
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};
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uint8_t edge_cards[3] = {
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0, 8, 15
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};
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//region Player card positions
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uint8_t playerCardPositions[22][4] = {
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//first row
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{108, 38, 0, 0},
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{98, 38, 0, 1},
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{88, 38, 0, 1},
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{78, 38, 0, 1},
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{68, 38, 0, 1},
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{58, 38, 0, 1},
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{48, 38, 0, 1},
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{38, 38, 0, 1},
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//second row
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{104, 26, 1, 0},
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{94, 26, 1, 1},
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{84, 26, 1, 1},
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{74, 26, 1, 1},
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{64, 26, 1, 1},
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{54, 26, 1, 1},
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{44, 26, 1, 1},
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//third row
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{99, 14, 1, 0},
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{89, 14, 1, 1},
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{79, 14, 1, 1},
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{69, 14, 1, 1},
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{59, 14, 1, 1},
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{49, 14, 1, 1},
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};
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//endregion
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void drawPlayerDeck(const Card cards[21], uint8_t count, Canvas *const canvas) {
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for (uint8_t i = 0; i < count; i++) {
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CardState state = Normal;
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if (playerCardPositions[i][2] == 1 && playerCardPositions[i][3] == 1)
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state = BottomAndRightCut;
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else if (playerCardPositions[i][3] == 1)
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state = RightCut;
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else if (playerCardPositions[i][2] == 1)
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state = BottomCut;
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drawCardAt(playerCardPositions[i][0], playerCardPositions[i][1], cards[i].pip, cards[i].character, state,
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canvas);
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}
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}
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bool is_at_edge(uint8_t index) {
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for (uint8_t i = 0; i < 3; i++)
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if (edge_cards[i] == index) return true;
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return false;
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}
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Vector card_pos_at_index(uint8_t index) {
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return (Vector) {
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playerCardPositions[index][0],
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playerCardPositions[index][1]
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};
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}
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void drawCardAt(int8_t pos_x, int8_t pos_y, uint8_t pip, uint8_t character, CardState state, Canvas *const canvas) {
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if (state == Normal) {
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canvas_set_color(canvas, ColorWhite);
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canvas_draw_box(canvas, pos_x, pos_y, CARD_WIDTH, CARD_HEIGHT);
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canvas_set_color(canvas, ColorBlack);
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canvas_draw_frame(canvas, pos_x, pos_y, CARD_WIDTH, CARD_HEIGHT);
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} else {
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if (state == BottomCut || state == BottomAndRightCut)
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canvas_draw_line(canvas, pos_x, pos_y, pos_x, pos_y + CARD_HALF_HEIGHT - 1); //half height line
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if (state == BottomCut) {
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canvas_draw_line(canvas, pos_x, pos_y, pos_x + CARD_WIDTH - 1, pos_y); //full width line
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canvas_draw_line(canvas, pos_x + CARD_WIDTH - 1, pos_y, pos_x + CARD_WIDTH - 1,
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pos_y + CARD_HALF_HEIGHT - 1); //half height line
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}
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if (state == BottomAndRightCut) {
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canvas_draw_line(canvas, pos_x, pos_y, pos_x + CARD_HALF_WIDTH - 1, pos_y); //half width
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}
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if (state == RightCut) {
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canvas_draw_line(canvas, pos_x, pos_y, pos_x + CARD_HALF_WIDTH - 1, pos_y); //half width
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canvas_draw_line(canvas, pos_x, pos_y, pos_x, pos_y + CARD_HEIGHT - 1); //full height line
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canvas_draw_line(canvas, pos_x, pos_y + CARD_HEIGHT - 1, pos_x + CARD_HALF_WIDTH - 1,
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pos_y + CARD_HEIGHT - 1); //full height line
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}
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}
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uint8_t left = pos_x + CORNER_MARGIN;
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uint8_t right = (pos_x + CARD_WIDTH - CORNER_MARGIN - 7);
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uint8_t top = pos_y + CORNER_MARGIN;
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uint8_t bottom = (pos_y + CARD_HEIGHT - CORNER_MARGIN - 7);
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for (uint8_t x = 0; x < 7; x++) {
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for (uint8_t y = 0; y < 7; y++) {
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if (pips[pip][x + y * 7]) {
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if (state == Normal || state == BottomCut)
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canvas_draw_dot(canvas, right + x + 1, top + y);
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if (state == Normal || state == RightCut)
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canvas_draw_dot(canvas, left + x - 1, bottom + y);
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}
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}
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}
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canvas_set_font(canvas, FontSecondary);
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char drawChar[3];
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if (character < 9)
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snprintf(drawChar, sizeof(drawChar), "%i", character + 2);
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else {
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snprintf(drawChar, sizeof(drawChar), "%c", characters[character]);
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}
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canvas_set_font_direction(canvas, CanvasDirectionLeftToRight);
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canvas_draw_str_aligned(canvas, left + 2, top + 3, AlignCenter, AlignCenter, drawChar);
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canvas_set_font_direction(canvas, CanvasDirectionRightToLeft);
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if (state == Normal) { //flipper crashes on non center aligned text when upside down
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uint8_t margin = 9;
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if (character == 8) //10 needs bigger margin
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margin = 12;
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canvas_draw_str_aligned(canvas, right + margin, bottom - 3, AlignCenter, AlignCenter, drawChar);
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}
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canvas_set_font_direction(canvas, CanvasDirectionLeftToRight);
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//canvas_draw_str(canvas, left, top, drawChar );
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}
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void drawCardBackAt(int8_t pos_x, int8_t pos_y, Canvas *const canvas) {
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canvas_set_color(canvas, ColorWhite);
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canvas_draw_box(canvas, pos_x, pos_y, CARD_WIDTH, CARD_HEIGHT);
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canvas_set_color(canvas, ColorBlack);
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canvas_draw_frame(canvas, pos_x, pos_y, CARD_WIDTH, CARD_HEIGHT);
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for (uint8_t x = 0; x < CARD_WIDTH - 2; x++) {
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for (uint8_t y = 0; y < CARD_HEIGHT - 2; y++) {
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uint8_t _x = x;
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uint8_t _y = y * 2;
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if (backDesign[(_x + _y) % 4]) {
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canvas_draw_dot(canvas, pos_x + x + 1, pos_y + y + 1);
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}
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}
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}
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}
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void generateDeck(Deck *deck_ptr) {
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uint16_t counter = 0;
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for (uint8_t deck = 0; deck < DECK_COUNT; deck++) {
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for (uint8_t pip = 0; pip < 4; pip++) {
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for (uint8_t label = 0; label < 13; label++) {
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deck_ptr->cards[counter] = (Card)
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{
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pip, label
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};
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counter++;
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}
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}
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}
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}
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void shuffleDeck(Deck *deck_ptr) {
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srand(DWT->CYCCNT);
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deck_ptr->index = 0;
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int max = DECK_COUNT * 52;
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for (int i = 0; i < max; i++) {
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int r = i + (rand() % (max - i));
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Card tmp = deck_ptr->cards[i];
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deck_ptr->cards[i] = deck_ptr->cards[r];
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deck_ptr->cards[r] = tmp;
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}
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}
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uint8_t handCount(const Card cards[21], uint8_t count) {
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uint8_t aceCount = 0;
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uint8_t score = 0;
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for (uint8_t i = 0; i < count; i++) {
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if (cards[i].character == 12)
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aceCount++;
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else {
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if (cards[i].character > 8)
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score += 10;
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else
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score += cards[i].character + 2;
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}
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}
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for (uint8_t i = 0; i < aceCount; i++) {
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if ((score + 11) <= 21) score += 11;
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else score++;
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}
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return score;
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}
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void draw_card_animation(Card animatingCard, Vector from, Vector control, Vector to, float t, bool extra_margin,
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Canvas *const canvas) {
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float time = t;
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if (extra_margin) {
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time += 0.2;
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}
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Vector currentPos = quadratic_2d(from, control, to, time);
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if (t > 1) {
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drawCardAt(currentPos.x, currentPos.y, animatingCard.pip,
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animatingCard.character, Normal, canvas);
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} else {
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if (t < 0.5)
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drawCardBackAt(currentPos.x, currentPos.y, canvas);
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else
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drawCardAt(currentPos.x, currentPos.y, animatingCard.pip,
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animatingCard.character, Normal, canvas);
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}
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} |