Add Katakana, Korean and Thai games and difficulty levels

- decks package: Hiragana, Katakana, Hangul jamo and Thai consonants
  (Thai readings carry the letter's name word, since sounds repeat)
- Per-script fonts: Jua for Hangul, Mali for Thai (both OFL)
- Memory game works with any deck; Easy 3x4, Normal 4x6, Hard 4x8
- Language menus pick a deck and difficulty, with number/arrow key shortcuts
- Tests cover every deck, difficulty, and font glyph coverage

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
SansanandClaude Opus 5.5 committed 2026-10-01 21:33:16 +02:00
1 parent 4cfe73c9eb
commit 8214fda8f6
15 files changed
+1920 -229

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@@ -4,6 +4,7 @@ import raylib "vendor:raylib"
import assets "src/assets"
import audio "src/audio"
import card "src/card"
import decks "src/decks"
import memory "src/memory"
import screens "src/screens"
import themes "src/themes"
@@ -12,9 +13,9 @@ import ui "src/ui"
// 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
case .MAIN_MENU: return nil
case .LANGUAGE_MENU: return .MAIN_MENU
case .MEMORY: return .LANGUAGE_MENU
}
return nil
}
@@ -40,6 +41,8 @@ main :: proc() {
defer memory.unload()
screen := themes.Screen.MAIN_MENU
language := decks.Language.JAPANESE
difficulty := memory.Difficulty.NORMAL
running := true
for running && !raylib.WindowShouldClose() {
dt := raylib.GetFrameTime()
@@ -52,27 +55,37 @@ main :: proc() {
}
}
if screen == .JAPANESE_MEMORY {
if screen == .MEMORY {
memory.update(dt)
}
raylib.BeginDrawing()
ui.begin_frame()
next := screen
start_deck: Maybe(decks.Deck_Id)
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()
case .MAIN_MENU:
if picked, ok := screens.main_menu().?; ok {
language = picked
next = .LANGUAGE_MENU
}
case .LANGUAGE_MENU:
switch result in screens.language_menu(language, &difficulty) {
case decks.Deck_Id:
start_deck = result
next = .MEMORY
case themes.Screen:
next = result
}
case .MEMORY:
next = memory.draw()
}
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)
// Building card faces renders into textures, so do it outside of drawing
if deck, ok := start_deck.?; ok {
memory.start(deck, difficulty)
}
screen = next
}