Restructure into themed screens with flag card backs, real font, flip animation and sound

- Replace the bogus DroidSansJapanese.ttf (an HTML page) with M PLUS Rounded 1c,
  loaded with LoadFontEx and explicit kana codepoints
- Theme struct per language with flag-based card backs (Hinomaru, Taegukgi, Trairong)
- Card art rendered to textures so the flip squashes the whole card
- Synthesized flip/match/mismatch/win/click sounds (new audio package)
- Shared ui package for text and buttons; Screen enum replaces i32 ids
- Kana <-> romaji pairs drawn from all 46 basic hiragana

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
SansanandClaude Opus 5.5 committed 2026-10-01 20:47:04 +02:00
1 parent 5557de62a3
commit 5806f0498c
11 files changed
+1046 -425

No files matched your search

+62 -41
View File
@@ -1,56 +1,77 @@
package main
import raylib "vendor:raylib"
import themes "src/themes"
import screens "src/screens"
import memory "src/memory"
import assets "src/assets"
import audio "src/audio"
import card "src/card"
import memory "src/memory"
import screens "src/screens"
import themes "src/themes"
import ui "src/ui"
current_screen: i32 = themes.MAIN_MENU
mouse_x: i32
mouse_y: i32
// Where Escape takes you from each screen (nil = quit)
parent_screen :: proc(screen: themes.Screen) -> Maybe(themes.Screen) {
switch screen {
case .MAIN_MENU: return nil
case .JAPANESE_MEMORY: return .JAPANESE_MENU
case .JAPANESE_MENU, .KOREAN_MENU, .THAI_MENU: return .MAIN_MENU
}
return nil
}
main :: proc() {
raylib.InitWindow(themes.SCREEN_WIDTH, themes.SCREEN_HEIGHT, cstring("HanjaKanaMun"))
raylib.SetConfigFlags({.MSAA_4X_HINT, .VSYNC_HINT})
raylib.InitWindow(themes.SCREEN_WIDTH, themes.SCREEN_HEIGHT, "HanjaKanaMun")
defer raylib.CloseWindow()
raylib.SetExitKey(raylib.KeyboardKey.KEY_NULL)
raylib.SetExitKey(.KEY_NULL)
raylib.SetTargetFPS(60)
raylib.InitAudioDevice()
defer raylib.CloseAudioDevice()
audio.load()
defer audio.unload()
assets.load_fonts()
defer assets.unload_fonts()
raylib.SetTargetFPS(60)
memory.init_memory_game()
for !raylib.WindowShouldClose() {
mouse_x = raylib.GetMouseX()
mouse_y = raylib.GetMouseY()
if raylib.IsKeyPressed(raylib.KeyboardKey.ESCAPE) {
current_screen = themes.MAIN_MENU
}
if current_screen == themes.JAPANESE_MEMORY {
delta_time := raylib.GetFrameTime()
memory.update_memory_game(delta_time, mouse_x, mouse_y)
}
raylib.BeginDrawing()
if current_screen == themes.MAIN_MENU {
current_screen = screens.draw_main_menu(mouse_x, mouse_y)
} else if current_screen == themes.JAPANESE_SCREEN {
current_screen = screens.draw_japanese_screen(mouse_x, mouse_y)
if current_screen == themes.JAPANESE_MEMORY {
memory.init_memory_game()
card.load_art()
defer card.unload_art()
defer memory.unload()
screen := themes.Screen.MAIN_MENU
running := true
for running && !raylib.WindowShouldClose() {
dt := raylib.GetFrameTime()
if raylib.IsKeyPressed(.ESCAPE) {
if parent, ok := parent_screen(screen).?; ok {
screen = parent
} else {
running = false
}
} else if current_screen == themes.JAPANESE_MEMORY {
current_screen = memory.draw_memory_game(mouse_x, mouse_y)
} else if current_screen == themes.KOREAN_SCREEN {
current_screen = screens.draw_korean_screen(mouse_x, mouse_y)
} else if current_screen == themes.THAI_SCREEN {
current_screen = screens.draw_thai_screen(mouse_x, mouse_y)
}
if screen == .JAPANESE_MEMORY {
memory.update(dt)
}
raylib.BeginDrawing()
ui.begin_frame()
next := screen
switch screen {
case .MAIN_MENU: next = screens.main_menu()
case .JAPANESE_MENU: next = screens.japanese_menu()
case .JAPANESE_MEMORY: next = memory.draw()
case .KOREAN_MENU: next = screens.korean_menu()
case .THAI_MENU: next = screens.thai_menu()
}
ui.end_frame()
raylib.EndDrawing()
// Start a fresh game when entering the memory screen (outside of drawing,
// because building card faces renders into textures)
if next == .JAPANESE_MEMORY && screen != .JAPANESE_MEMORY {
memory.start(themes.JAPAN)
}
screen = next
}
}