Cards slide in one after another when a game starts and can't be picked until they have landed. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
301 lines
11 KiB
Odin
301 lines
11 KiB
Odin
package card
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import "core:math"
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import raylib "vendor:raylib"
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import assets "../assets"
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import themes "../themes"
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import ui "../ui"
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// Card art is rendered once into textures at 2x size and scaled down when drawn.
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// This lets the flip animation squash the whole card (text included) horizontally.
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ART_SCALE :: 2
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ART_WIDTH :: themes.CARD_WIDTH * ART_SCALE
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ART_HEIGHT :: themes.CARD_HEIGHT * ART_SCALE
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ROUNDNESS :: 0.16
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SEGMENTS :: 16
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FLIP_SPEED :: 2.6 // flips per second
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DEAL_SPEED :: 3.5 // how fast a dealt card settles
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DEAL_STAGGER :: 0.12 // delay between consecutive cards, in deal_t units
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PULSE_DURATION :: 0.35 // seconds
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HOVER_LIFT :: 4
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Card :: struct {
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rect: raylib.Rectangle, // resting position on screen
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text: cstring,
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hint: cstring, // small second line on reading cards
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is_symbol: bool, // script symbol (vs. its reading)
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pair_id: int,
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face_up: bool, // logical state; the animation follows it
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matched: bool,
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flip_t: f32, // 0 = back showing, 1 = face showing
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pulse_t: f32, // counts down after a match
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deal_t: f32, // > 0 while being dealt onto the table (0 = resting)
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face_art: raylib.RenderTexture2D,
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}
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@(private)
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back_art: [themes.Flag]raylib.RenderTexture2D
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// ---------------------------------------------------------------------------
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// Art generation
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// ---------------------------------------------------------------------------
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@(private)
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art_rect :: proc(inset: f32 = 0) -> raylib.Rectangle {
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return {inset, inset, ART_WIDTH - 2 * inset, ART_HEIGHT - 2 * inset}
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}
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@(private)
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new_art_texture :: proc(edge_color: raylib.Color) -> raylib.RenderTexture2D {
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rt := raylib.LoadRenderTexture(ART_WIDTH, ART_HEIGHT)
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raylib.SetTextureFilter(rt.texture, .BILINEAR)
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raylib.BeginTextureMode(rt)
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// Transparent, but with the edge's RGB so filtering doesn't create dark fringes
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raylib.ClearBackground({edge_color.r, edge_color.g, edge_color.b, 0})
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raylib.EndTextureMode()
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return rt
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}
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@(private)
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draw_frame :: proc(fill, border: raylib.Color) {
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raylib.DrawRectangleRounded(art_rect(), ROUNDNESS, SEGMENTS, fill)
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raylib.DrawRectangleRoundedLinesEx(art_rect(3), ROUNDNESS, SEGMENTS, 6, border)
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}
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// Japan: Hinomaru, a crimson sun disc on white, with a double crimson border
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@(private)
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draw_japan_back :: proc() {
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draw_frame(themes.WHITE, themes.HINOMARU_RED)
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raylib.DrawRectangleRoundedLinesEx(art_rect(16), ROUNDNESS, SEGMENTS, 2, themes.HINOMARU_RED)
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center := raylib.Vector2{ART_WIDTH / 2, ART_HEIGHT / 2}
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raylib.DrawCircleV(center, ART_WIDTH * 0.3, themes.HINOMARU_RED)
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}
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// One Taegukgi trigram: three bars, each either solid or broken in the middle
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@(private)
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draw_trigram :: proc(center: raylib.Vector2, angle_deg: f32, solid: [3]bool, scale: f32) {
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length := 46 * scale
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thick := 8 * scale
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gap := 6 * scale
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rad := angle_deg * math.RAD_PER_DEG
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along := raylib.Vector2{math.cos(rad), math.sin(rad)} // bar direction
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across := raylib.Vector2{-along.y, along.x} // stacking direction
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for i in 0 ..< 3 {
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bar_center := center + across * (f32(i - 1) * (thick + gap))
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if solid[i] {
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raylib.DrawRectanglePro({bar_center.x, bar_center.y, length, thick}, {length / 2, thick / 2}, angle_deg, themes.BLACK)
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} else {
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half := (length - gap) / 2
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for side in ([2]f32{-1, 1}) {
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c := bar_center + along * (side * (half + gap) / 2)
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raylib.DrawRectanglePro({c.x, c.y, half, thick}, {half / 2, thick / 2}, angle_deg, themes.BLACK)
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}
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}
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}
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}
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// Korea: Taegukgi, a red/blue taeguk circle with the four black trigrams in the corners
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@(private)
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draw_korea_back :: proc() {
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draw_frame(themes.WHITE, themes.TAEGUK_BLUE)
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center := raylib.Vector2{ART_WIDTH / 2, ART_HEIGHT / 2}
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radius: f32 = ART_WIDTH * 0.26
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// The flag's taeguk is tilted along the diagonal of a 3:2 rectangle
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tilt := math.atan2(f32(2), 3) * math.DEG_PER_RAD
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raylib.DrawCircleSector(center, radius, 180 + tilt, 360 + tilt, 48, themes.TAEGUK_RED)
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raylib.DrawCircleSector(center, radius, tilt, 180 + tilt, 48, themes.TAEGUK_BLUE)
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offset := raylib.Vector2{math.cos(tilt * math.RAD_PER_DEG), math.sin(tilt * math.RAD_PER_DEG)} * (radius / 2)
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// Red head toward the upper-left (geon ☰), blue head toward the lower-right (gon ☷)
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raylib.DrawCircleV(center - offset, radius / 2, themes.TAEGUK_RED)
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raylib.DrawCircleV(center + offset, radius / 2, themes.TAEGUK_BLUE)
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scale: f32 = 0.8
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dx: f32 = ART_WIDTH * 0.24
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dy: f32 = ART_HEIGHT * 0.26
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draw_trigram(center + {-dx, -dy}, -45, {true, true, true}, scale) // geon ☰
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draw_trigram(center + {dx, -dy}, 45, {false, true, false}, scale) // gam ☵
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draw_trigram(center + {-dx, dy}, 45, {true, false, true}, scale) // ri ☲
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draw_trigram(center + {dx, dy}, -45, {false, false, false}, scale) // gon ☷
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}
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// Thailand: Thong Trairong, red-white-blue-white-red stripes (blue twice as wide)
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@(private)
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draw_thailand_back :: proc() {
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draw_frame(themes.WHITE, themes.THAI_BLUE)
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panel := art_rect(18)
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unit := panel.height / 6
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stripes := [5]struct{ color: raylib.Color, units: f32 }{
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{themes.THAI_RED, 1}, {themes.WHITE, 1}, {themes.THAI_BLUE, 2}, {themes.WHITE, 1}, {themes.THAI_RED, 1},
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}
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y := panel.y
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for stripe in stripes {
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raylib.DrawRectangleRec({panel.x, y, panel.width, unit * stripe.units}, stripe.color)
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y += unit * stripe.units
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}
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raylib.DrawRectangleLinesEx(panel, 2, themes.THAI_BLUE)
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}
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// Builds the card back textures. Call once after the window is created.
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load_art :: proc() {
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edges := [themes.Flag]raylib.Color{.JAPAN = themes.HINOMARU_RED, .KOREA = themes.TAEGUK_BLUE, .THAILAND = themes.THAI_BLUE}
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for flag in themes.Flag {
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back_art[flag] = new_art_texture(edges[flag])
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raylib.BeginTextureMode(back_art[flag])
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switch flag {
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case .JAPAN: draw_japan_back()
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case .KOREA: draw_korea_back()
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case .THAILAND: draw_thailand_back()
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}
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raylib.EndTextureMode()
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}
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}
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unload_art :: proc() {
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for rt in back_art { raylib.UnloadRenderTexture(rt) }
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}
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get_back_art :: proc(flag: themes.Flag) -> raylib.Texture2D {
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return back_art[flag].texture
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}
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// Font size that fits text inside the card width
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@(private)
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fit_size :: proc(text: cstring, size: f32, style: assets.Font_Style) -> f32 {
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max_width: f32 = ART_WIDTH * 0.78
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width := ui.measure_text(text, size, style).x
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return width > max_width ? size * max_width / width : size
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}
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// Renders the card's face into its own texture. Symbols use their script's font.
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build_face :: proc(card: ^Card, theme: themes.Theme, symbol_style: assets.Font_Style) {
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unload_face(card)
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card.face_art = new_art_texture(theme.primary)
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raylib.BeginTextureMode(card.face_art)
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draw_frame(theme.card_face, theme.primary)
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raylib.DrawRectangleRoundedLinesEx(art_rect(16), ROUNDNESS, SEGMENTS, 2, raylib.Fade(theme.primary, 0.35))
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if card.is_symbol {
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ui.draw_text_in_rect(card.text, art_rect(), fit_size(card.text, 132, symbol_style), theme.ink, symbol_style)
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} else if card.hint == nil {
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ui.draw_text_in_rect(card.text, art_rect(), fit_size(card.text, 96, .BOLD), theme.primary, .BOLD)
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} else {
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// Reading on top, hint underneath
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main_rect := art_rect()
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main_rect.height -= 56
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ui.draw_text_in_rect(card.text, main_rect, fit_size(card.text, 88, .BOLD), theme.primary, .BOLD)
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hint_rect := raylib.Rectangle{0, ART_HEIGHT * 0.62, ART_WIDTH, 60}
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ui.draw_text_in_rect(card.hint, hint_rect, fit_size(card.hint, 34, .REGULAR), theme.ink, .REGULAR)
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}
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raylib.EndTextureMode()
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}
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unload_face :: proc(card: ^Card) {
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if card.face_art.id != 0 {
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raylib.UnloadRenderTexture(card.face_art)
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card.face_art = {}
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}
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}
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// ---------------------------------------------------------------------------
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// Behaviour
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// ---------------------------------------------------------------------------
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is_animating :: proc(card: ^Card) -> bool {
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target: f32 = card.face_up ? 1 : 0
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return card.flip_t != target
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}
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update :: proc(card: ^Card, dt: f32) {
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target: f32 = card.face_up ? 1 : 0
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step := dt * FLIP_SPEED
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if card.flip_t < target {
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card.flip_t = min(card.flip_t + step, target)
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} else if card.flip_t > target {
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card.flip_t = max(card.flip_t - step, target)
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}
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if card.pulse_t > 0 {
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card.pulse_t = max(card.pulse_t - dt, 0)
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}
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if card.deal_t > 0 {
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card.deal_t = max(card.deal_t - dt * DEAL_SPEED, 0)
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}
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}
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// Starts the deal-in animation; later cards in the deal arrive later
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start_deal :: proc(card: ^Card, order: int) {
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card.deal_t = 1 + f32(order) * DEAL_STAGGER
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}
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start_pulse :: proc(card: ^Card) {
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card.pulse_t = PULSE_DURATION
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}
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is_hovered :: proc(card: ^Card) -> bool {
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return raylib.CheckCollisionPointRec(raylib.GetMousePosition(), card.rect)
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}
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@(private)
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smoothstep :: proc(t: f32) -> f32 {
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return t * t * (3 - 2 * t)
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}
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draw :: proc(card: ^Card, theme: themes.Theme, clickable: bool, focused := false) {
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eased := smoothstep(card.flip_t)
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squash := abs(math.cos(eased * math.PI)) // 1 → 0 → 1 across the flip
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showing_face := eased >= 0.5
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// Cards lift as they turn, and a little on hover
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lift := math.sin(eased * math.PI) * 6
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mouse_over := clickable && is_hovered(card)
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if mouse_over { ui.set_hovered() }
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hovered := mouse_over || (clickable && focused)
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if hovered { lift += HOVER_LIFT }
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// Dealing: slide up from below and grow in
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dealt := smoothstep(1 - clamp(card.deal_t, 0, 1))
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if dealt == 0 { return }
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deal_offset := (1 - dealt) * 60
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scale: f32 = 0.85 + 0.15 * dealt
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if card.pulse_t > 0 {
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progress := 1 - card.pulse_t / PULSE_DURATION
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scale += 0.09 * math.sin(progress * math.PI)
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}
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width := card.rect.width * scale
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height := card.rect.height * scale
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center := raylib.Vector2{card.rect.x + card.rect.width / 2, card.rect.y + card.rect.height / 2 - lift + deal_offset}
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// Shadow stays on the table and spreads as the card lifts
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shadow := raylib.Rectangle{
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center.x - width * squash / 2 + 2,
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card.rect.y + card.rect.height * (1 - scale) / 2 + 4 + lift * 0.15 + deal_offset,
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max(width * squash, 2),
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height,
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}
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raylib.DrawRectangleRounded(shadow, ROUNDNESS, SEGMENTS, raylib.Fade(themes.BLACK, (0.12 - lift * 0.004) * dealt))
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// Darken the card while it is edge-on, to fake lighting
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shade := u8(255 - (1 - squash) * 70)
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tint := raylib.Color{shade, shade, shade, u8(255 * dealt)}
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if hovered && !showing_face {
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tint = raylib.ColorBrightness(tint, 0.08)
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}
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texture := showing_face ? card.face_art.texture : back_art[theme.flag].texture
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source := raylib.Rectangle{0, 0, f32(texture.width), -f32(texture.height)} // render textures are upside down
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dest := raylib.Rectangle{center.x, center.y, width * squash, height}
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raylib.DrawTexturePro(texture, source, dest, {dest.width / 2, dest.height / 2}, 0, tint)
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if focused {
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ring := raylib.Rectangle{center.x - width * squash / 2 - 6, center.y - height / 2 - 6, width * squash + 12, height + 12}
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raylib.DrawRectangleRoundedLinesEx(ring, ROUNDNESS, SEGMENTS, 3, raylib.Fade(theme.ink, 0.75))
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}
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if card.matched && card.flip_t == 1 {
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outline := raylib.Rectangle{center.x - width / 2 - 3, center.y - height / 2 - 3, width + 6, height + 6}
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raylib.DrawRectangleRoundedLinesEx(outline, ROUNDNESS, SEGMENTS, 3, theme.accent)
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}
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}
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