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

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+41 -6
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@@ -2,17 +2,52 @@ package assets
import raylib "vendor:raylib"
japanese_font: raylib.Font
REGULAR_FONT_PATH :: "assets/MPLUSRounded1c-Medium.ttf"
BOLD_FONT_PATH :: "assets/MPLUSRounded1c-ExtraBold.ttf"
// Glyphs are rasterized at this size and scaled down when drawn
FONT_BASE_SIZE :: 128
regular_font: raylib.Font
bold_font: raylib.Font
// raylib only bakes ASCII by default, so every non-ASCII glyph must be listed
@(private)
build_codepoints :: proc() -> [dynamic]rune {
codepoints: [dynamic]rune
for r in rune(0x20) ..= 0x7E { append(&codepoints, r) } // ASCII
for r in rune(0x3041) ..= 0x3096 { append(&codepoints, r) } // Hiragana
for r in rune(0x30A1) ..= 0x30FC { append(&codepoints, r) } // Katakana
for r in "日本語・·āō" { append(&codepoints, r) }
return codepoints
}
@(private)
load_font :: proc(path: cstring, codepoints: []rune) -> raylib.Font {
font := raylib.LoadFontEx(path, FONT_BASE_SIZE, raw_data(codepoints), i32(len(codepoints)))
if !raylib.IsFontValid(font) || font.texture.id == 0 {
raylib.TraceLog(.WARNING, "ASSETS: Falling back to default font, could not load %s", path)
return raylib.GetFontDefault()
}
// Mipmaps keep small UI text smooth when the large atlas is scaled down
raylib.GenTextureMipmaps(&font.texture)
raylib.SetTextureFilter(font.texture, .TRILINEAR)
return font
}
load_fonts :: proc() {
// Use raylib's default font for now
japanese_font = raylib.GetFontDefault()
codepoints := build_codepoints()
defer delete(codepoints)
regular_font = load_font(REGULAR_FONT_PATH, codepoints[:])
bold_font = load_font(BOLD_FONT_PATH, codepoints[:])
}
unload_fonts :: proc() {
// Don't unload the default font
default_id := raylib.GetFontDefault().texture.id
if regular_font.texture.id != default_id { raylib.UnloadFont(regular_font) }
if bold_font.texture.id != default_id { raylib.UnloadFont(bold_font) }
}
get_font :: proc() -> raylib.Font {
return japanese_font
get_font :: proc(bold := false) -> raylib.Font {
return bold ? bold_font : regular_font
}
+135
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@@ -0,0 +1,135 @@
package audio
import "core:math"
import "core:math/rand"
import raylib "vendor:raylib"
// All sounds are synthesized at startup, so no audio files are needed
SAMPLE_RATE :: 44100
Sound_Effect :: enum {
FLIP,
MATCH,
MISMATCH,
WIN,
CLICK,
}
sounds: [Sound_Effect]raylib.Sound
ready: bool
@(private)
Tone :: struct {
start: f32, // seconds
freq: f32, // Hz
duration: f32, // seconds
amp: f32,
}
// Sine with a little 2nd/3rd harmonic, soft attack and exponential decay: a small bell
@(private)
add_tone :: proc(samples: []f32, tone: Tone) {
first := int(tone.start * SAMPLE_RATE)
count := int(tone.duration * SAMPLE_RATE)
attack: f32 = 0.006
for i in 0 ..< count {
idx := first + i
if idx >= len(samples) { break }
t := f32(i) / SAMPLE_RATE
env := min(t / attack, 1) * math.exp(-5 * t / tone.duration)
phase := 2 * math.PI * tone.freq * t
s := math.sin(phase) + 0.25 * math.sin(2 * phase) + 0.08 * math.sin(3 * phase)
samples[idx] += tone.amp * env * s
}
}
// Card "snap": low-passed noise with a fast decay over a short low thump
@(private)
add_flip :: proc(samples: []f32) {
lp: f32 = 0
for i in 0 ..< len(samples) {
t := f32(i) / SAMPLE_RATE
noise := rand.float32_range(-1, 1)
lp += 0.35 * (noise - lp)
swish := lp * math.exp(-t * 55) * min(t / 0.004, 1)
thump := math.sin(2 * math.PI * 150 * t) * math.exp(-t * 70)
samples[i] += 0.55 * swish + 0.35 * thump
}
}
@(private)
make_sound :: proc(samples: []f32) -> raylib.Sound {
pcm := make([]i16, len(samples))
defer delete(pcm)
for s, i in samples {
pcm[i] = i16(math.clamp(s, -1, 1) * 32000)
}
wave := raylib.Wave{
frameCount = u32(len(pcm)),
sampleRate = SAMPLE_RATE,
sampleSize = 16,
channels = 1,
data = raw_data(pcm),
}
// LoadSoundFromWave copies the samples into its own buffer
return raylib.LoadSoundFromWave(wave)
}
@(private)
build :: proc(duration: f32, tones: []Tone, flip := false) -> raylib.Sound {
samples := make([]f32, int(duration * SAMPLE_RATE))
defer delete(samples)
if flip { add_flip(samples) }
for tone in tones { add_tone(samples, tone) }
return make_sound(samples)
}
// Call after raylib.InitAudioDevice
load :: proc() {
if !raylib.IsAudioDeviceReady() { return }
E5 :: 659.25
A5 :: 880.00
B5 :: 987.77
C5 :: 523.25
G5 :: 783.99
C6 :: 1046.50
E6 :: 1318.51
sounds[.FLIP] = build(0.12, {}, flip = true)
sounds[.MATCH] = build(0.6, {
{start = 0.00, freq = E5, duration = 0.35, amp = 0.30},
{start = 0.09, freq = B5, duration = 0.50, amp = 0.28},
})
sounds[.MISMATCH] = build(0.45, {
{start = 0.00, freq = 330, duration = 0.20, amp = 0.20},
{start = 0.11, freq = 262, duration = 0.30, amp = 0.20},
})
sounds[.WIN] = build(1.3, {
{start = 0.00, freq = C5, duration = 0.40, amp = 0.18},
{start = 0.11, freq = E5, duration = 0.40, amp = 0.18},
{start = 0.22, freq = G5, duration = 0.40, amp = 0.18},
{start = 0.33, freq = C6, duration = 0.90, amp = 0.2},
{start = 0.33, freq = E6, duration = 0.90, amp = 0.07},
})
sounds[.CLICK] = build(0.08, {{start = 0, freq = A5, duration = 0.06, amp = 0.15}})
raylib.SetSoundVolume(sounds[.FLIP], 0.7)
ready = true
}
unload :: proc() {
if !ready { return }
for s in sounds { raylib.UnloadSound(s) }
ready = false
}
play :: proc(effect: Sound_Effect) {
if !ready { return }
if effect == .FLIP {
// Slight pitch variation so repeated flips don't sound identical
raylib.SetSoundPitch(sounds[.FLIP], rand.float32_range(0.9, 1.12))
}
raylib.PlaySound(sounds[effect])
}
+251 -67
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@@ -1,81 +1,265 @@
package card
import "core:math"
import raylib "vendor:raylib"
import themes "../themes"
import assets "../assets"
import ui "../ui"
// Card art is rendered once into textures at 2x size and scaled down when drawn.
// This lets the flip animation squash the whole card (text included) horizontally.
ART_SCALE :: 2
ART_WIDTH :: themes.CARD_WIDTH * ART_SCALE
ART_HEIGHT :: themes.CARD_HEIGHT * ART_SCALE
ROUNDNESS :: 0.16
SEGMENTS :: 16
FLIP_SPEED :: 2.6 // flips per second
PULSE_DURATION :: 0.35 // seconds
HOVER_LIFT :: 4
Card :: struct {
x: i32,
y: i32,
character: cstring,
is_face_up: bool,
is_matched: bool,
pair_id: i32,
flip_progress: f32, // 0 = face down, 1 = face up
is_flipping: bool,
flip_direction: bool, // true = to face up, false = to face down
rect: raylib.Rectangle, // resting position on screen
text: cstring,
is_kana: bool,
pair_id: int,
face_up: bool, // logical state; the animation follows it
matched: bool,
flip_t: f32, // 0 = back showing, 1 = face showing
pulse_t: f32, // counts down after a match
face_art: raylib.RenderTexture2D,
}
draw_card :: proc(card: ^Card, mouse_x, mouse_y: i32, theme_color: raylib.Color) {
draw_color := theme_color
if card.is_matched {
draw_color = themes.LIGHT_GRAY
}
is_hovered := mouse_x >= card.x && mouse_x <= card.x + themes.CARD_WIDTH &&
mouse_y >= card.y && mouse_y <= card.y + themes.CARD_HEIGHT
if is_hovered && !card.is_face_up && !card.is_matched && !card.is_flipping {
draw_color = raylib.Color{
byte(f32(theme_color.r) * 0.8),
byte(f32(theme_color.g) * 0.8),
byte(f32(theme_color.b) * 0.8),
theme_color.a,
}
}
// Draw card background with rounded corners
raylib.DrawRectangleRounded(raylib.Rectangle{f32(card.x), f32(card.y), f32(themes.CARD_WIDTH), f32(themes.CARD_HEIGHT)}, 0.2, 10, draw_color)
raylib.DrawRectangleRoundedLines(raylib.Rectangle{f32(card.x), f32(card.y), f32(themes.CARD_WIDTH), f32(themes.CARD_HEIGHT)}, 0.2, 10, themes.BLACK)
// Handle flip animation
if card.is_flipping {
// Draw the flip animation
flip_angle := card.flip_progress * 180.0
if !card.flip_direction {
flip_angle = 180.0 - flip_angle
}
// Draw the card as a rectangle that's rotating
center_x := f32(card.x + themes.CARD_WIDTH / 2)
center_y := f32(card.y + themes.CARD_HEIGHT / 2)
// For simplicity, just show the character when flip_progress > 0.5
show_face := card.flip_progress > 0.5
if card.flip_direction {
show_face = card.flip_progress >= 0.5
@(private)
back_art: [themes.Flag]raylib.RenderTexture2D
// ---------------------------------------------------------------------------
// Art generation
// ---------------------------------------------------------------------------
@(private)
art_rect :: proc(inset: f32 = 0) -> raylib.Rectangle {
return {inset, inset, ART_WIDTH - 2 * inset, ART_HEIGHT - 2 * inset}
}
@(private)
new_art_texture :: proc(edge_color: raylib.Color) -> raylib.RenderTexture2D {
rt := raylib.LoadRenderTexture(ART_WIDTH, ART_HEIGHT)
raylib.SetTextureFilter(rt.texture, .BILINEAR)
raylib.BeginTextureMode(rt)
// Transparent, but with the edge's RGB so filtering doesn't create dark fringes
raylib.ClearBackground({edge_color.r, edge_color.g, edge_color.b, 0})
raylib.EndTextureMode()
return rt
}
@(private)
draw_frame :: proc(fill, border: raylib.Color) {
raylib.DrawRectangleRounded(art_rect(), ROUNDNESS, SEGMENTS, fill)
raylib.DrawRectangleRoundedLinesEx(art_rect(3), ROUNDNESS, SEGMENTS, 6, border)
}
// Japan: Hinomaru, a crimson sun disc on white, with a double crimson border
@(private)
draw_japan_back :: proc() {
draw_frame(themes.WHITE, themes.HINOMARU_RED)
raylib.DrawRectangleRoundedLinesEx(art_rect(16), ROUNDNESS, SEGMENTS, 2, themes.HINOMARU_RED)
center := raylib.Vector2{ART_WIDTH / 2, ART_HEIGHT / 2}
raylib.DrawCircleV(center, ART_WIDTH * 0.3, themes.HINOMARU_RED)
}
// One Taegukgi trigram: three bars, each either solid or broken in the middle
@(private)
draw_trigram :: proc(center: raylib.Vector2, angle_deg: f32, solid: [3]bool, scale: f32) {
length := 46 * scale
thick := 8 * scale
gap := 6 * scale
rad := angle_deg * math.RAD_PER_DEG
along := raylib.Vector2{math.cos(rad), math.sin(rad)} // bar direction
across := raylib.Vector2{-along.y, along.x} // stacking direction
for i in 0 ..< 3 {
bar_center := center + across * (f32(i - 1) * (thick + gap))
if solid[i] {
raylib.DrawRectanglePro({bar_center.x, bar_center.y, length, thick}, {length / 2, thick / 2}, angle_deg, themes.BLACK)
} else {
show_face = card.flip_progress < 0.5
half := (length - gap) / 2
for side in ([2]f32{-1, 1}) {
c := bar_center + along * (side * (half + gap) / 2)
raylib.DrawRectanglePro({c.x, c.y, half, thick}, {half / 2, thick / 2}, angle_deg, themes.BLACK)
}
}
if show_face || card.is_face_up || card.is_matched {
font := assets.get_font()
text_w := raylib.MeasureText(card.character, 40)
text_x := card.x + (themes.CARD_WIDTH - text_w) / 2
text_y := card.y + (themes.CARD_HEIGHT - 40) / 2 - 8
raylib.DrawTextEx(font, card.character, raylib.Vector2{f32(text_x + 1), f32(text_y + 1)}, 40.0, 0, themes.BLACK)
raylib.DrawTextEx(font, card.character, raylib.Vector2{f32(text_x), f32(text_y)}, 40.0, 0, themes.WHITE)
}
} else if card.is_face_up || card.is_matched {
font := assets.get_font()
text_w := raylib.MeasureText(card.character, 40)
text_x := card.x + (themes.CARD_WIDTH - text_w) / 2
text_y := card.y + (themes.CARD_HEIGHT - 40) / 2 - 8
raylib.DrawTextEx(font, card.character, raylib.Vector2{f32(text_x + 1), f32(text_y + 1)}, 40.0, 0, themes.BLACK)
raylib.DrawTextEx(font, card.character, raylib.Vector2{f32(text_x), f32(text_y)}, 40.0, 0, themes.WHITE)
}
}
is_card_clicked :: proc(card: ^Card, mouse_x, mouse_y: i32) -> bool {
return mouse_x >= card.x && mouse_x <= card.x + themes.CARD_WIDTH &&
mouse_y >= card.y && mouse_y <= card.y + themes.CARD_HEIGHT
// Korea: Taegukgi, a red/blue taeguk circle with the four black trigrams in the corners
@(private)
draw_korea_back :: proc() {
draw_frame(themes.WHITE, themes.TAEGUK_BLUE)
center := raylib.Vector2{ART_WIDTH / 2, ART_HEIGHT / 2}
radius: f32 = ART_WIDTH * 0.26
// The flag's taeguk is tilted along the diagonal of a 3:2 rectangle
tilt := math.atan2(f32(2), 3) * math.DEG_PER_RAD
raylib.DrawCircleSector(center, radius, 180 + tilt, 360 + tilt, 48, themes.TAEGUK_RED)
raylib.DrawCircleSector(center, radius, tilt, 180 + tilt, 48, themes.TAEGUK_BLUE)
offset := raylib.Vector2{math.cos(tilt * math.RAD_PER_DEG), math.sin(tilt * math.RAD_PER_DEG)} * (radius / 2)
// Red head toward the upper-left (geon ☰), blue head toward the lower-right (gon ☷)
raylib.DrawCircleV(center - offset, radius / 2, themes.TAEGUK_RED)
raylib.DrawCircleV(center + offset, radius / 2, themes.TAEGUK_BLUE)
scale: f32 = 0.8
dx: f32 = ART_WIDTH * 0.24
dy: f32 = ART_HEIGHT * 0.26
draw_trigram(center + {-dx, -dy}, -45, {true, true, true}, scale) // geon ☰
draw_trigram(center + {dx, -dy}, 45, {false, true, false}, scale) // gam ☵
draw_trigram(center + {-dx, dy}, 45, {true, false, true}, scale) // ri ☲
draw_trigram(center + {dx, dy}, -45, {false, false, false}, scale) // gon ☷
}
// Thailand: Thong Trairong, red-white-blue-white-red stripes (blue twice as wide)
@(private)
draw_thailand_back :: proc() {
draw_frame(themes.WHITE, themes.THAI_BLUE)
panel := art_rect(18)
unit := panel.height / 6
stripes := [5]struct{ color: raylib.Color, units: f32 }{
{themes.THAI_RED, 1}, {themes.WHITE, 1}, {themes.THAI_BLUE, 2}, {themes.WHITE, 1}, {themes.THAI_RED, 1},
}
y := panel.y
for stripe in stripes {
raylib.DrawRectangleRec({panel.x, y, panel.width, unit * stripe.units}, stripe.color)
y += unit * stripe.units
}
raylib.DrawRectangleLinesEx(panel, 2, themes.THAI_BLUE)
}
// Builds the card back textures. Call once after the window is created.
load_art :: proc() {
edges := [themes.Flag]raylib.Color{.JAPAN = themes.HINOMARU_RED, .KOREA = themes.TAEGUK_BLUE, .THAILAND = themes.THAI_BLUE}
for flag in themes.Flag {
back_art[flag] = new_art_texture(edges[flag])
raylib.BeginTextureMode(back_art[flag])
switch flag {
case .JAPAN: draw_japan_back()
case .KOREA: draw_korea_back()
case .THAILAND: draw_thailand_back()
}
raylib.EndTextureMode()
}
}
unload_art :: proc() {
for rt in back_art { raylib.UnloadRenderTexture(rt) }
}
get_back_art :: proc(flag: themes.Flag) -> raylib.Texture2D {
return back_art[flag].texture
}
// Renders the card's face into its own texture
build_face :: proc(card: ^Card, theme: themes.Theme) {
unload_face(card)
card.face_art = new_art_texture(theme.primary)
raylib.BeginTextureMode(card.face_art)
draw_frame(theme.card_face, theme.primary)
raylib.DrawRectangleRoundedLinesEx(art_rect(16), ROUNDNESS, SEGMENTS, 2, raylib.Fade(theme.primary, 0.35))
size: f32 = card.is_kana ? 132 : 96
color := card.is_kana ? theme.ink : theme.primary
// Shrink long romaji (e.g. "TSU") to fit inside the card
max_width: f32 = ART_WIDTH * 0.78
width := ui.measure_text(card.text, size, bold = true).x
if width > max_width { size *= max_width / width }
ui.draw_text_in_rect(card.text, art_rect(), size, color, bold = true)
raylib.EndTextureMode()
}
unload_face :: proc(card: ^Card) {
if card.face_art.id != 0 {
raylib.UnloadRenderTexture(card.face_art)
card.face_art = {}
}
}
// ---------------------------------------------------------------------------
// Behaviour
// ---------------------------------------------------------------------------
is_animating :: proc(card: ^Card) -> bool {
target: f32 = card.face_up ? 1 : 0
return card.flip_t != target
}
update :: proc(card: ^Card, dt: f32) {
target: f32 = card.face_up ? 1 : 0
step := dt * FLIP_SPEED
if card.flip_t < target {
card.flip_t = min(card.flip_t + step, target)
} else if card.flip_t > target {
card.flip_t = max(card.flip_t - step, target)
}
if card.pulse_t > 0 {
card.pulse_t = max(card.pulse_t - dt, 0)
}
}
start_pulse :: proc(card: ^Card) {
card.pulse_t = PULSE_DURATION
}
is_hovered :: proc(card: ^Card) -> bool {
return raylib.CheckCollisionPointRec(raylib.GetMousePosition(), card.rect)
}
@(private)
smoothstep :: proc(t: f32) -> f32 {
return t * t * (3 - 2 * t)
}
draw :: proc(card: ^Card, theme: themes.Theme, clickable: bool) {
eased := smoothstep(card.flip_t)
squash := abs(math.cos(eased * math.PI)) // 1 → 0 → 1 across the flip
showing_face := eased >= 0.5
// Cards lift as they turn, and a little on hover
lift := math.sin(eased * math.PI) * 6
hovered := clickable && is_hovered(card)
if hovered {
lift += HOVER_LIFT
ui.set_hovered()
}
scale: f32 = 1
if card.pulse_t > 0 {
progress := 1 - card.pulse_t / PULSE_DURATION
scale += 0.09 * math.sin(progress * math.PI)
}
width := card.rect.width * scale
height := card.rect.height * scale
center := raylib.Vector2{card.rect.x + card.rect.width / 2, card.rect.y + card.rect.height / 2 - lift}
// Shadow stays on the table and spreads as the card lifts
shadow := raylib.Rectangle{
center.x - width * squash / 2 + 2,
card.rect.y + card.rect.height * (1 - scale) / 2 + 4 + lift * 0.15,
max(width * squash, 2),
height,
}
raylib.DrawRectangleRounded(shadow, ROUNDNESS, SEGMENTS, raylib.Fade(themes.BLACK, 0.12 - lift * 0.004))
// Darken the card while it is edge-on, to fake lighting
shade := u8(255 - (1 - squash) * 70)
tint := raylib.Color{shade, shade, shade, 255}
if hovered && !showing_face {
tint = raylib.ColorBrightness(tint, 0.08)
}
texture := showing_face ? card.face_art.texture : back_art[theme.flag].texture
source := raylib.Rectangle{0, 0, f32(texture.width), -f32(texture.height)} // render textures are upside down
dest := raylib.Rectangle{center.x, center.y, width * squash, height}
raylib.DrawTexturePro(texture, source, dest, {dest.width / 2, dest.height / 2}, 0, tint)
if card.matched && card.flip_t == 1 {
outline := raylib.Rectangle{center.x - width / 2 - 3, center.y - height / 2 - 3, width + 6, height + 6}
raylib.DrawRectangleRoundedLinesEx(outline, ROUNDNESS, SEGMENTS, 3, theme.accent)
}
}
+207 -188
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@@ -2,213 +2,232 @@ package memory
import "core:math/rand"
import raylib "vendor:raylib"
import themes "../themes"
import audio "../audio"
import card "../card"
import assets "../assets"
import themes "../themes"
import ui "../ui"
MemoryState :: enum {
WAITING,
FIRST,
SECOND,
PAIR_COUNT :: 12
CARD_COUNT :: PAIR_COUNT * 2
MATCH_DELAY :: 0.35 // seconds both cards stay up before a match is confirmed
MISMATCH_DELAY :: 0.9 // seconds before a wrong pair flips back
State :: enum {
WAITING, // no card selected
FIRST, // one card selected
RESOLVING, // two cards up, waiting before match/mismatch
OVER,
}
memory_cards: [24]card.Card
memory_state: MemoryState
memory_first: i32
memory_second: i32
memory_matches: i32
memory_moves: i32
memory_time: f32
memory_flip: f32
init_memory_game :: proc() {
hiragana_chars: [12]cstring = {"あ", "い", "う", "え", "お", "か", "き", "く", "け", "こ", "さ", "し"}
romanji_chars: [12]cstring = {"A", "I", "U", "E", "O", "KA", "KI", "KU", "KE", "KO", "SA", "SHI"}
for i := 0; i < 12; i += 1 {
memory_cards[i*2] = card.Card{
x = 0, y = 0,
character = romanji_chars[i],
is_face_up = false,
is_matched = false,
pair_id = i32(i),
flip_progress = 0.0,
is_flipping = false,
flip_direction = false,
}
memory_cards[i*2+1] = card.Card{
x = 0, y = 0,
character = romanji_chars[i],
is_face_up = false,
is_matched = false,
pair_id = i32(i),
flip_progress = 0.0,
is_flipping = false,
flip_direction = false,
}
}
rand.shuffle(memory_cards[:])
total_w := themes.GRID_COLS * (themes.CARD_WIDTH + themes.CARD_SPACING) - themes.CARD_SPACING
start_x := (themes.SCREEN_WIDTH - total_w) / 2
start_y := themes.GRID_TOP
for i := 0; i < 24; i += 1 {
row := i32(i) / themes.GRID_COLS
col := i32(i) % themes.GRID_COLS
memory_cards[i].x = start_x + col * (themes.CARD_WIDTH + themes.CARD_SPACING)
memory_cards[i].y = start_y + row * (themes.CARD_HEIGHT + themes.CARD_SPACING)
}
memory_state = MemoryState.WAITING
memory_first = -1
memory_second = -1
memory_matches = 0
memory_moves = 0
memory_time = 0.0
memory_flip = 0.0
Kana :: struct {
kana: cstring,
romaji: cstring,
}
update_memory_game :: proc(delta_time: f32, mouse_x, mouse_y: i32) {
memory_time += delta_time
if memory_state == MemoryState.SECOND {
memory_flip += delta_time
if memory_flip >= themes.FLIP_DELAY {
if memory_first >= 0 && memory_second >= 0 {
if memory_cards[memory_first].pair_id == memory_cards[memory_second].pair_id {
memory_cards[memory_first].is_matched = true
memory_cards[memory_second].is_matched = true
memory_matches += 1
} else {
memory_cards[memory_first].is_flipping = true
memory_cards[memory_first].flip_direction = false
memory_cards[memory_first].flip_progress = 0.0
memory_cards[memory_second].is_flipping = true
memory_cards[memory_second].flip_direction = false
memory_cards[memory_second].flip_progress = 0.0
}
}
memory_state = MemoryState.WAITING
memory_flip = 0.0
memory_first = -1
memory_second = -1
}
// The 46 basic hiragana (gojūon)
HIRAGANA :: [?]Kana{
{"あ", "a"}, {"い", "i"}, {"う", "u"}, {"え", "e"}, {"お", "o"},
{"か", "ka"}, {"き", "ki"}, {"く", "ku"}, {"け", "ke"}, {"こ", "ko"},
{"さ", "sa"}, {"し", "shi"}, {"す", "su"}, {"せ", "se"}, {"そ", "so"},
{"た", "ta"}, {"ち", "chi"}, {"つ", "tsu"}, {"て", "te"}, {"と", "to"},
{"な", "na"}, {"に", "ni"}, {"ぬ", "nu"}, {"ね", "ne"}, {"の", "no"},
{"は", "ha"}, {"ひ", "hi"}, {"ふ", "fu"}, {"へ", "he"}, {"ほ", "ho"},
{"ま", "ma"}, {"み", "mi"}, {"む", "mu"}, {"め", "me"}, {"も", "mo"},
{"や", "ya"}, {"ゆ", "yu"}, {"よ", "yo"},
{"ら", "ra"}, {"り", "ri"}, {"る", "ru"}, {"れ", "re"}, {"ろ", "ro"},
{"わ", "wa"}, {"を", "wo"}, {"ん", "n"},
}
cards: [CARD_COUNT]card.Card
state: State
theme: themes.Theme
first: int = -1
second: int = -1
matches: int
moves: int
elapsed: f32
resolve_timer: f32
win_t: f32 // fades in the win panel
restart_requested: bool
start :: proc(game_theme: themes.Theme) {
theme = game_theme
deck := HIRAGANA
rand.shuffle(deck[:])
for i in 0 ..< PAIR_COUNT {
card.unload_face(&cards[i * 2])
card.unload_face(&cards[i * 2 + 1])
cards[i * 2] = card.Card{text = deck[i].kana, is_kana = true, pair_id = i}
cards[i * 2 + 1] = card.Card{text = deck[i].romaji, is_kana = false, pair_id = i}
}
// Update flip animations
for i := 0; i < 24; i += 1 {
if memory_cards[i].is_flipping {
memory_cards[i].flip_progress += delta_time * 3.0 // Flip speed
if memory_cards[i].flip_progress >= 1.0 {
memory_cards[i].flip_progress = 1.0
memory_cards[i].is_flipping = false
memory_cards[i].is_face_up = memory_cards[i].flip_direction
}
rand.shuffle(cards[:])
total_w: f32 = themes.GRID_COLS * (themes.CARD_WIDTH + themes.CARD_SPACING) - themes.CARD_SPACING
start_x := (themes.SCREEN_WIDTH - total_w) / 2
for &c, i in cards {
row := f32(i / themes.GRID_COLS)
col := f32(i % themes.GRID_COLS)
c.rect = {
start_x + col * (themes.CARD_WIDTH + themes.CARD_SPACING),
themes.GRID_TOP + row * (themes.CARD_HEIGHT + themes.CARD_SPACING),
themes.CARD_WIDTH,
themes.CARD_HEIGHT,
}
card.build_face(&c, theme)
}
if memory_state == MemoryState.WAITING || memory_state == MemoryState.FIRST {
for i := 0; i < 24; i += 1 {
if !memory_cards[i].is_matched && !memory_cards[i].is_flipping &&
!memory_cards[i].is_face_up && i32(i) != memory_first {
if card.is_card_clicked(&memory_cards[i], mouse_x, mouse_y) &&
raylib.IsMouseButtonPressed(raylib.MouseButton.LEFT) {
memory_cards[i].is_flipping = true
memory_cards[i].flip_direction = true
memory_cards[i].flip_progress = 0.0
if memory_first == -1 {
memory_first = i32(i)
memory_state = MemoryState.FIRST
} else {
memory_second = i32(i)
memory_moves += 1
memory_state = MemoryState.SECOND
}
state = .WAITING
first = -1
second = -1
matches = 0
moves = 0
elapsed = 0
resolve_timer = 0
win_t = 0
restart_requested = false
}
unload :: proc() {
for &c in cards { card.unload_face(&c) }
}
@(private)
can_pick :: proc(i: int) -> bool {
c := &cards[i]
return (state == .WAITING || state == .FIRST) && !c.face_up && !c.matched
}
@(private)
pick :: proc(i: int) {
cards[i].face_up = true
audio.play(.FLIP)
if state == .WAITING {
first = i
state = .FIRST
} else {
second = i
moves += 1
is_match := cards[first].pair_id == cards[second].pair_id
resolve_timer = is_match ? MATCH_DELAY : MISMATCH_DELAY
state = .RESOLVING
}
}
@(private)
resolve :: proc() {
a, b := &cards[first], &cards[second]
if a.pair_id == b.pair_id {
a.matched = true
b.matched = true
card.start_pulse(a)
card.start_pulse(b)
matches += 1
if matches == PAIR_COUNT {
state = .OVER
audio.play(.WIN)
} else {
audio.play(.MATCH)
state = .WAITING
}
} else {
a.face_up = false
b.face_up = false
audio.play(.MISMATCH)
audio.play(.FLIP)
state = .WAITING
}
first = -1
second = -1
}
update :: proc(dt: f32) {
if restart_requested {
start(theme)
return
}
for &c in cards { card.update(&c, dt) }
switch state {
case .WAITING, .FIRST:
elapsed += dt
if raylib.IsMouseButtonPressed(.LEFT) {
for &c, i in cards {
if can_pick(i) && card.is_hovered(&c) {
pick(i)
break
}
}
}
}
if memory_matches >= 12 {
memory_state = MemoryState.OVER
case .RESOLVING:
elapsed += dt
// Wait for the second card to finish turning before starting the delay
if !card.is_animating(&cards[second]) {
resolve_timer -= dt
if resolve_timer <= 0 { resolve() }
}
case .OVER:
win_t = min(win_t + dt * 2.5, 1)
}
}
draw_memory_game :: proc(mouse_x, mouse_y: i32) -> i32 {
raylib.ClearBackground(themes.JAPAN_BACKGROUND)
font := assets.get_font()
title: cstring = "Memory Game - Japanese"
title_size: i32 = 48
title_w := raylib.MeasureText(title, title_size)
title_x := (themes.SCREEN_WIDTH - title_w) / 2
raylib.DrawTextEx(font, title, raylib.Vector2{f32(title_x + 3), 33}, f32(title_size), 0, themes.BLACK)
raylib.DrawTextEx(font, title, raylib.Vector2{f32(title_x), 30}, f32(title_size), 0, themes.JAPAN_PRIMARY)
info_text := raylib.TextFormat("Moves: %d | Time: %.1fs", memory_moves, memory_time)
info_w := raylib.MeasureText(info_text, themes.SUBTITLE_FONT_SIZE)
info_x := (themes.SCREEN_WIDTH - info_w) / 2
raylib.DrawTextEx(font, info_text, raylib.Vector2{f32(info_x), 92}, f32(themes.SUBTITLE_FONT_SIZE), 0, themes.DARK_GRAY)
for i := 0; i < 24; i += 1 {
card.draw_card(&memory_cards[i], mouse_x, mouse_y, themes.JAPAN_PRIMARY)
// Draws the game and returns the screen to show next frame
draw :: proc() -> themes.Screen {
next := themes.Screen.JAPANESE_MEMORY
raylib.ClearBackground(theme.background)
ui.draw_title("Hiragana Memory", 24, theme.primary, 48)
minutes := int(elapsed) / 60
seconds := int(elapsed) % 60
info := raylib.TextFormat("Moves %d · Pairs %d/%d · %d:%02d", moves, matches, PAIR_COUNT, minutes, seconds)
ui.draw_text_centered(info, themes.SCREEN_WIDTH / 2, 88, 24, theme.ink)
if state != .OVER && ui.button({30, 28, 120, 48}, "Back", theme.primary, font_size = 22) {
next = .JAPANESE_MENU
}
back_w: i32 = 120
back_h: i32 = 50
back_x: i32 = 30
back_y: i32 = 30
back_hovered := mouse_x >= back_x && mouse_x <= back_x + back_w &&
mouse_y >= back_y && mouse_y <= back_y + back_h
back_color := themes.JAPAN_PRIMARY
if back_hovered {
back_color = themes.JAPAN_ACCENT
for &c, i in cards {
card.draw(&c, theme, can_pick(i))
}
raylib.DrawRectangle(back_x, back_y, back_w, back_h, back_color)
raylib.DrawRectangleLines(back_x, back_y, back_w, back_h, themes.BLACK)
back_text: cstring = "Back"
back_text_w := raylib.MeasureText(back_text, themes.BUTTON_FONT_SIZE)
back_text_x := back_x + (back_w - back_text_w) / 2
back_text_y := back_y + (back_h - themes.BUTTON_FONT_SIZE) / 2
raylib.DrawTextEx(font, back_text, raylib.Vector2{f32(back_text_x), f32(back_text_y)}, f32(themes.BUTTON_FONT_SIZE), 0, themes.WHITE)
if back_hovered && raylib.IsMouseButtonPressed(raylib.MouseButton.LEFT) {
return themes.JAPANESE_SCREEN
}
if memory_state == MemoryState.OVER {
raylib.DrawRectangle(0, 0, themes.SCREEN_WIDTH, themes.SCREEN_HEIGHT, raylib.Color{0, 0, 0, 128})
win_text: cstring = "Congratulations! You Win!"
win_w := raylib.MeasureText(win_text, 48)
win_x := (themes.SCREEN_WIDTH - win_w) / 2
raylib.DrawTextEx(font, win_text, raylib.Vector2{f32(win_x), f32(themes.SCREEN_HEIGHT / 2 - 60)}, 48, 0, themes.WHITE)
stats_text := raylib.TextFormat("Moves: %d | Time: %.1fs", memory_moves, memory_time)
stats_w := raylib.MeasureText(stats_text, 32)
stats_x := (themes.SCREEN_WIDTH - stats_w) / 2
raylib.DrawTextEx(font, stats_text, raylib.Vector2{f32(stats_x), f32(themes.SCREEN_HEIGHT / 2)}, 32, 0, themes.WHITE)
again_text: cstring = "Play Again"
again_w := raylib.MeasureText(again_text, themes.BUTTON_FONT_SIZE)
again_x := (themes.SCREEN_WIDTH - again_w) / 2
again_y := themes.SCREEN_HEIGHT / 2 + 60
again_hovered := mouse_x >= again_x && mouse_x <= again_x + again_w &&
mouse_y >= again_y && mouse_y <= again_y + themes.BUTTON_FONT_SIZE
again_color := themes.JAPAN_PRIMARY
if again_hovered {
again_color = themes.JAPAN_ACCENT
}
raylib.DrawTextEx(font, again_text, raylib.Vector2{f32(again_x), f32(again_y)}, f32(themes.BUTTON_FONT_SIZE), 0, again_color)
if again_hovered && raylib.IsMouseButtonPressed(raylib.MouseButton.LEFT) {
init_memory_game()
if state == .OVER {
if action := draw_win_panel(); action != nil {
next = action.?
}
}
return themes.JAPANESE_MEMORY
return next
}
@(private)
draw_win_panel :: proc() -> Maybe(themes.Screen) {
raylib.DrawRectangle(0, 0, themes.SCREEN_WIDTH, themes.SCREEN_HEIGHT, raylib.Fade(themes.BLACK, 0.45 * win_t))
panel_w: f32 = 560
panel_h: f32 = 340
slide := (1 - win_t) * 40
panel := raylib.Rectangle{(themes.SCREEN_WIDTH - panel_w) / 2, (themes.SCREEN_HEIGHT - panel_h) / 2 + slide, panel_w, panel_h}
raylib.DrawRectangleRounded({panel.x, panel.y + 8, panel.width, panel.height}, 0.12, 16, raylib.Fade(themes.BLACK, 0.25 * win_t))
raylib.DrawRectangleRounded(panel, 0.12, 16, raylib.Fade(theme.card_face, win_t))
raylib.DrawRectangleRoundedLinesEx(panel, 0.12, 16, 4, raylib.Fade(theme.primary, win_t))
cx := panel.x + panel_w / 2
ui.draw_text_centered("おめでとう!", cx, panel.y + 34, 56, raylib.Fade(theme.primary, win_t), bold = true)
ui.draw_text_centered("Congratulations, all pairs found!", cx, panel.y + 112, 26, raylib.Fade(theme.ink, win_t))
minutes := int(elapsed) / 60
seconds := int(elapsed) % 60
stats := raylib.TextFormat("%d moves · %d:%02d", moves, minutes, seconds)
ui.draw_text_centered(stats, cx, panel.y + 156, 26, raylib.Fade(theme.ink, win_t), bold = true)
if win_t < 1 { return nil }
button_w: f32 = 200
button_y := panel.y + panel_h - 100
if ui.button({cx - button_w - 10, button_y, button_w, 60}, "Play Again", theme.primary) {
restart_requested = true
}
if ui.button({cx + 10, button_y, button_w, 60}, "Menu", theme.ink) {
return .JAPANESE_MENU
}
return nil
}
+88 -90
View File
@@ -1,113 +1,111 @@
package screens
import "core:math"
import raylib "vendor:raylib"
import card "../card"
import themes "../themes"
import assets "../assets"
import ui "../ui"
draw_button :: proc(x, y, w, h: i32, text: cstring, base_color, hover_color: raylib.Color, mouse_x, mouse_y: i32) -> bool {
is_hovered := mouse_x >= x && mouse_x <= x + w && mouse_y >= y && mouse_y <= y + h
color := base_color
if is_hovered {
color = hover_color
}
raylib.DrawRectangle(x, y, w, h, color)
raylib.DrawRectangleLines(x, y, w, h, themes.BLACK)
font := assets.get_font()
text_w := raylib.MeasureText(text, themes.BUTTON_FONT_SIZE)
text_x := x + (w - text_w) / 2
text_y := y + (h - themes.BUTTON_FONT_SIZE) / 2
raylib.DrawTextEx(font, text, raylib.Vector2{f32(text_x), f32(text_y)}, f32(themes.BUTTON_FONT_SIZE), 0, themes.WHITE)
return is_hovered && raylib.IsMouseButtonPressed(raylib.MouseButton.LEFT)
LANGUAGES :: [3]struct{ theme: themes.Theme, screen: themes.Screen }{
{themes.JAPAN, .JAPANESE_MENU},
{themes.KOREA, .KOREAN_MENU},
{themes.THAI, .THAI_MENU},
}
draw_title :: proc(text: cstring, y: i32, color: raylib.Color) {
font := assets.get_font()
text_w := raylib.MeasureText(text, themes.TITLE_FONT_SIZE)
x := (themes.SCREEN_WIDTH - text_w) / 2
raylib.DrawTextEx(font, text, raylib.Vector2{f32(x + 4), f32(y + 4)}, f32(themes.TITLE_FONT_SIZE), 0, themes.BLACK)
raylib.DrawTextEx(font, text, raylib.Vector2{f32(x), f32(y)}, f32(themes.TITLE_FONT_SIZE), 0, color)
// Draws a card back like a playing card lying on the table
@(private)
draw_card_art :: proc(flag: themes.Flag, rect: raylib.Rectangle, rotation: f32 = 0) {
texture := card.get_back_art(flag)
source := raylib.Rectangle{0, 0, f32(texture.width), -f32(texture.height)}
dest := raylib.Rectangle{rect.x + rect.width / 2, rect.y + rect.height / 2, rect.width, rect.height}
origin := raylib.Vector2{rect.width / 2, rect.height / 2}
shadow := dest
shadow.x += 3
shadow.y += 6
raylib.DrawRectanglePro(shadow, origin, rotation, raylib.Fade(themes.BLACK, 0.15))
raylib.DrawTexturePro(texture, source, dest, origin, rotation, themes.WHITE)
}
draw_centered_text :: proc(text: cstring, y: i32, font_size: i32, color: raylib.Color) {
font := assets.get_font()
text_w := raylib.MeasureText(text, font_size)
x := (themes.SCREEN_WIDTH - text_w) / 2
raylib.DrawTextEx(font, text, raylib.Vector2{f32(x + 4), f32(y + 4)}, f32(font_size), 0, themes.BLACK)
raylib.DrawTextEx(font, text, raylib.Vector2{f32(x), f32(y)}, f32(font_size), 0, color)
main_menu :: proc() -> themes.Screen {
next := themes.Screen.MAIN_MENU
raylib.ClearBackground(themes.MENU_BACKGROUND)
// Thin stripes along the top in each language's primary color
stripe_w: i32 = themes.SCREEN_WIDTH / 3
for lang, i in LANGUAGES {
raylib.DrawRectangle(i32(i) * stripe_w, 0, stripe_w, 8, lang.theme.primary)
}
ui.draw_title("HanjaKanaMun", 70, themes.SUMI_INK, 84)
ui.draw_text_centered("Learn Japanese, Korean and Thai scripts", themes.SCREEN_WIDTH / 2, 170, themes.SUBTITLE_FONT_SIZE, themes.DARK_GRAY)
tile_w: f32 = 150
tile_h: f32 = 200
gap: f32 = 110
total := 3 * tile_w + 2 * gap
start_x := (themes.SCREEN_WIDTH - total) / 2
// Gentle bobbing so the menu feels alive
time := f32(raylib.GetTime())
for lang, i in LANGUAGES {
x := start_x + f32(i) * (tile_w + gap)
bob := math.sin(time * 1.6 + f32(i) * 1.1) * 4
rotation := f32(i - 1) * 4
draw_card_art(lang.theme.flag, {x, 250 + bob, tile_w, tile_h}, rotation)
button_rect := raylib.Rectangle{x + tile_w / 2 - themes.BUTTON_WIDTH / 2 + 30, 500, themes.BUTTON_WIDTH - 60, themes.BUTTON_HEIGHT}
if ui.button(button_rect, lang.theme.name, lang.theme.primary) {
next = lang.screen
}
}
ui.draw_text_centered("Esc to go back · Esc on this screen quits", themes.SCREEN_WIDTH / 2, 660, 18, raylib.Fade(themes.DARK_GRAY, 0.7))
return next
}
draw_main_menu :: proc(mouse_x, mouse_y: i32) -> i32 {
raylib.ClearBackground(themes.WHITE)
draw_title("HanjaKanaMun", 100, themes.JAPAN_PRIMARY)
draw_centered_text("Learn Japanese, Korean, and Thai", 180, themes.SUBTITLE_FONT_SIZE, themes.DARK_GRAY)
button_w := themes.BUTTON_WIDTH
button_h := themes.BUTTON_HEIGHT
button_space: i32 = 40
total_w := button_w * 3 + button_space * 2
start_x := (themes.SCREEN_WIDTH - total_w) / 2
start_y := themes.SCREEN_HEIGHT / 2 + 100
if draw_button(start_x, start_y, button_w, button_h, "Japanese", themes.JAPAN_PRIMARY, themes.JAPAN_ACCENT, mouse_x, mouse_y) {
return themes.JAPANESE_SCREEN
// Shared layout for a language's menu screen. Returns the clicked option index, -1 for back, or nil.
@(private)
language_menu :: proc(theme: themes.Theme, subtitle: cstring, options: []cstring) -> Maybe(int) {
raylib.ClearBackground(theme.background)
raylib.DrawRectangle(0, 0, themes.SCREEN_WIDTH, 8, theme.primary)
ui.draw_title(theme.name, 70, theme.primary)
ui.draw_text_centered(subtitle, themes.SCREEN_WIDTH / 2, 170, themes.SUBTITLE_FONT_SIZE, theme.ink)
// A small fan of card backs
for i in 0 ..< 3 {
offset := f32(i - 1)
draw_card_art(theme.flag, {themes.SCREEN_WIDTH / 2 - 55 + offset * 70, 235 + abs(offset) * 10, 110, 146}, offset * 9)
}
if draw_button(start_x + button_w + button_space, start_y, button_w, button_h, "Korean", themes.KOREA_PRIMARY, themes.KOREA_ACCENT, mouse_x, mouse_y) {
return themes.KOREAN_SCREEN
result: Maybe(int)
y: f32 = 440
for option, i in options {
if ui.button({(themes.SCREEN_WIDTH - themes.BUTTON_WIDTH) / 2, y, themes.BUTTON_WIDTH, themes.BUTTON_HEIGHT}, option, theme.primary) {
result = i
}
y += themes.BUTTON_HEIGHT + 20
}
if draw_button(start_x + i32(button_w) + i32(button_space) + i32(button_w) + i32(button_space), start_y, button_w, button_h, "Thai", themes.THAI_PRIMARY, themes.THAI_ACCENT, mouse_x, mouse_y) {
return themes.THAI_SCREEN
if ui.button({(themes.SCREEN_WIDTH - themes.BUTTON_WIDTH) / 2, y, themes.BUTTON_WIDTH, themes.BUTTON_HEIGHT}, "Back", theme.ink) {
result = -1
}
return themes.MAIN_MENU
return result
}
draw_japanese_screen :: proc(mouse_x, mouse_y: i32) -> i32 {
raylib.ClearBackground(themes.WHITE)
draw_title("Japanese", 100, themes.JAPAN_PRIMARY)
draw_centered_text("Select a game to play", 180, themes.SUBTITLE_FONT_SIZE, themes.DARK_GRAY)
button_w := themes.BUTTON_WIDTH
button_h := themes.BUTTON_HEIGHT
button_space := 40
start_y := themes.SCREEN_HEIGHT / 2
start_x := (themes.SCREEN_WIDTH - button_w) / 2
if draw_button(start_x, start_y, button_w, button_h, "Memory Game", themes.JAPAN_PRIMARY, themes.JAPAN_ACCENT, mouse_x, mouse_y) {
return themes.JAPANESE_MEMORY
}
back_y := i32(start_y) + i32(button_h) + i32(button_space)
if draw_button(start_x, back_y, button_w, button_h, "Back", themes.JAPAN_PRIMARY, themes.JAPAN_ACCENT, mouse_x, mouse_y) {
return themes.MAIN_MENU
}
return themes.JAPANESE_SCREEN
japanese_menu :: proc() -> themes.Screen {
choice, clicked := language_menu(themes.JAPAN, "ひらがな · Hiragana", {"Memory Game"}).?
if !clicked { return .JAPANESE_MENU }
return choice == 0 ? .JAPANESE_MEMORY : .MAIN_MENU
}
draw_korean_screen :: proc(mouse_x, mouse_y: i32) -> i32 {
raylib.ClearBackground(themes.WHITE)
draw_title("Korean", 100, themes.KOREA_PRIMARY)
draw_centered_text("Coming Soon", 180, themes.SUBTITLE_FONT_SIZE, themes.DARK_GRAY)
if draw_button((themes.SCREEN_WIDTH - themes.BUTTON_WIDTH) / 2, themes.SCREEN_HEIGHT / 2, themes.BUTTON_WIDTH, themes.BUTTON_HEIGHT, "Back", themes.KOREA_PRIMARY, themes.KOREA_ACCENT, mouse_x, mouse_y) {
return themes.MAIN_MENU
korean_menu :: proc() -> themes.Screen {
if _, clicked := language_menu(themes.KOREA, "Hangul · coming soon", {}).?; clicked {
return .MAIN_MENU
}
return themes.KOREAN_SCREEN
return .KOREAN_MENU
}
draw_thai_screen :: proc(mouse_x, mouse_y: i32) -> i32 {
raylib.ClearBackground(themes.WHITE)
draw_title("Thai", 100, themes.THAI_PRIMARY)
draw_centered_text("Coming Soon", 180, themes.SUBTITLE_FONT_SIZE, themes.DARK_GRAY)
if draw_button((themes.SCREEN_WIDTH - themes.BUTTON_WIDTH) / 2, themes.SCREEN_HEIGHT / 2, themes.BUTTON_WIDTH, themes.BUTTON_HEIGHT, "Back", themes.THAI_PRIMARY, themes.THAI_ACCENT, mouse_x, mouse_y) {
return themes.MAIN_MENU
thai_menu :: proc() -> themes.Screen {
if _, clicked := language_menu(themes.THAI, "Thai script · coming soon", {}).?; clicked {
return .MAIN_MENU
}
return themes.THAI_SCREEN
return .THAI_MENU
}
+84 -33
View File
@@ -2,40 +2,91 @@ package themes
import raylib "vendor:raylib"
SCREEN_WIDTH: i32 = 1280
SCREEN_HEIGHT: i32 = 720
SCREEN_WIDTH :: 1280
SCREEN_HEIGHT :: 720
JAPAN_PRIMARY: raylib.Color = raylib.Color{230, 57, 70, 255}
JAPAN_ACCENT: raylib.Color = raylib.Color{253, 184, 190, 255}
JAPAN_BACKGROUND: raylib.Color = raylib.Color{250, 245, 245, 255}
KOREA_PRIMARY: raylib.Color = raylib.Color{0, 71, 160, 255}
KOREA_ACCENT: raylib.Color = raylib.Color{180, 180, 255, 255}
KOREA_BACKGROUND: raylib.Color = raylib.Color{245, 248, 255, 255}
THAI_PRIMARY: raylib.Color = raylib.Color{165, 25, 49, 255}
THAI_ACCENT: raylib.Color = raylib.Color{255, 180, 200, 255}
THAI_BACKGROUND: raylib.Color = raylib.Color{255, 245, 248, 255}
WHITE: raylib.Color = raylib.Color{255, 255, 255, 255}
BLACK: raylib.Color = raylib.Color{0, 0, 0, 255}
DARK_GRAY: raylib.Color = raylib.Color{64, 64, 64, 255}
LIGHT_GRAY: raylib.Color = raylib.Color{200, 200, 200, 255}
CARD_BACK_COLOR: raylib.Color = raylib.Color{40, 40, 50, 255}
Screen :: enum {
MAIN_MENU,
JAPANESE_MENU,
JAPANESE_MEMORY,
KOREAN_MENU,
THAI_MENU,
}
BUTTON_WIDTH: i32 = 240
BUTTON_HEIGHT: i32 = 60
TITLE_FONT_SIZE: i32 = 72
SUBTITLE_FONT_SIZE: i32 = 24
BUTTON_FONT_SIZE: i32 = 24
// Which national flag the card backs are modelled on
Flag :: enum {
JAPAN, // Nisshōki / Hinomaru
KOREA, // Taegukgi
THAILAND, // Thong Trairong
}
CARD_WIDTH: i32 = 90
CARD_HEIGHT: i32 = 120
CARD_SPACING: i32 = 12
GRID_TOP: i32 = 140
GRID_ROWS: i32 = 4
GRID_COLS: i32 = 6
FLIP_DELAY: f32 = 1.0
Theme :: struct {
name: cstring,
flag: Flag,
primary: raylib.Color, // main brand color (buttons, titles)
secondary: raylib.Color, // second flag color
accent: raylib.Color, // highlights, matched outlines
background: raylib.Color,
card_face: raylib.Color,
ink: raylib.Color, // body text
}
MAIN_MENU: i32 = 0
JAPANESE_SCREEN: i32 = 1
JAPANESE_MEMORY: i32 = 2
KOREAN_SCREEN: i32 = 3
THAI_SCREEN: i32 = 4
// Flag colors
HINOMARU_RED :: raylib.Color{188, 0, 45, 255}
TAEGUK_RED :: raylib.Color{205, 46, 58, 255}
TAEGUK_BLUE :: raylib.Color{0, 71, 160, 255}
THAI_RED :: raylib.Color{165, 25, 49, 255}
THAI_BLUE :: raylib.Color{45, 42, 74, 255}
WHITE :: raylib.Color{255, 255, 255, 255}
BLACK :: raylib.Color{0, 0, 0, 255}
SUMI_INK :: raylib.Color{35, 31, 32, 255}
DARK_GRAY :: raylib.Color{80, 76, 72, 255}
LIGHT_GRAY :: raylib.Color{200, 200, 200, 255}
MENU_BACKGROUND :: raylib.Color{248, 246, 242, 255}
JAPAN :: Theme{
name = "Japanese",
flag = .JAPAN,
primary = HINOMARU_RED,
secondary = WHITE,
accent = raylib.Color{212, 160, 23, 255}, // kin (gold)
background = raylib.Color{250, 246, 238, 255}, // washi paper
card_face = raylib.Color{255, 252, 245, 255},
ink = SUMI_INK,
}
KOREA :: Theme{
name = "Korean",
flag = .KOREA,
primary = TAEGUK_BLUE,
secondary = TAEGUK_RED,
accent = raylib.Color{30, 30, 30, 255}, // trigram black
background = raylib.Color{244, 246, 251, 255},
card_face = raylib.Color{255, 255, 255, 255},
ink = raylib.Color{22, 24, 35, 255},
}
THAI :: Theme{
name = "Thai",
flag = .THAILAND,
primary = THAI_RED,
secondary = THAI_BLUE,
accent = raylib.Color{218, 165, 32, 255}, // temple gold
background = raylib.Color{251, 246, 240, 255},
card_face = raylib.Color{255, 253, 248, 255},
ink = raylib.Color{30, 28, 45, 255},
}
BUTTON_WIDTH :: 240
BUTTON_HEIGHT :: 60
TITLE_FONT_SIZE :: 72
SUBTITLE_FONT_SIZE :: 26
BUTTON_FONT_SIZE :: 26
CARD_WIDTH :: 96
CARD_HEIGHT :: 128
CARD_SPACING :: 14
GRID_TOP :: 136
GRID_ROWS :: 4
GRID_COLS :: 6
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package ui
import raylib "vendor:raylib"
import assets "../assets"
import audio "../audio"
import themes "../themes"
TEXT_SPACING :: 1
@(private)
any_hovered: bool
// Call at the start of each frame's drawing
begin_frame :: proc() {
any_hovered = false
}
// Call at the end of each frame's drawing
end_frame :: proc() {
raylib.SetMouseCursor(any_hovered ? .POINTING_HAND : .DEFAULT)
}
// Mark that something clickable is under the mouse (shows the hand cursor)
set_hovered :: proc() {
any_hovered = true
}
measure_text :: proc(text: cstring, size: f32, bold := false) -> raylib.Vector2 {
return raylib.MeasureTextEx(assets.get_font(bold), text, size, TEXT_SPACING)
}
draw_text :: proc(text: cstring, pos: raylib.Vector2, size: f32, color: raylib.Color, bold := false) {
raylib.DrawTextEx(assets.get_font(bold), text, pos, size, TEXT_SPACING, color)
}
// Draws text horizontally centered on center_x with its top at y
draw_text_centered :: proc(text: cstring, center_x, y, size: f32, color: raylib.Color, bold := false, shadow := false) {
w := measure_text(text, size, bold).x
pos := raylib.Vector2{center_x - w / 2, y}
if shadow {
draw_text(text, pos + {0, size * 0.05}, size, raylib.Fade(themes.BLACK, 0.18), bold)
}
draw_text(text, pos, size, color, bold)
}
// Draws text centered in a rectangle
draw_text_in_rect :: proc(text: cstring, rect: raylib.Rectangle, size: f32, color: raylib.Color, bold := false) {
dims := measure_text(text, size, bold)
pos := raylib.Vector2{rect.x + (rect.width - dims.x) / 2, rect.y + (rect.height - dims.y) / 2}
draw_text(text, pos, size, color, bold)
}
draw_title :: proc(text: cstring, y: f32, color: raylib.Color, size: f32 = themes.TITLE_FONT_SIZE) {
draw_text_centered(text, themes.SCREEN_WIDTH / 2, y, size, color, bold = true, shadow = true)
}
// A rounded button with hover, press and shadow states. Returns true when clicked.
button :: proc(rect: raylib.Rectangle, text: cstring, color: raylib.Color,
text_color := themes.WHITE, font_size: f32 = themes.BUTTON_FONT_SIZE) -> bool {
hovered := raylib.CheckCollisionPointRec(raylib.GetMousePosition(), rect)
pressed := hovered && raylib.IsMouseButtonDown(.LEFT)
if hovered { set_hovered() }
lift: f32 = 0
fill := color
if hovered {
lift = 2
fill = raylib.ColorBrightness(color, 0.12)
}
if pressed {
lift = -1
fill = raylib.ColorBrightness(color, -0.08)
}
shadow := raylib.Rectangle{rect.x, rect.y + 4, rect.width, rect.height}
raylib.DrawRectangleRounded(shadow, 0.4, 12, raylib.Fade(themes.BLACK, 0.18))
body := raylib.Rectangle{rect.x, rect.y - lift, rect.width, rect.height}
raylib.DrawRectangleRounded(body, 0.4, 12, fill)
draw_text_in_rect(text, body, font_size, text_color, bold = true)
clicked := hovered && raylib.IsMouseButtonPressed(.LEFT)
if clicked { audio.play(.CLICK) }
return clicked
}