Files
HanjaKanaMun/src/memory/memory.odin
T
SansanandClaude Opus 5.5 3794a9e2e9 Add screen fade-in and card deal-in animations
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>
2026-10-01 21:36:54 +02:00

327 lines
10 KiB
Odin

package memory
import "core:fmt"
import "core:math/rand"
import "core:strings"
import raylib "vendor:raylib"
import audio "../audio"
import card "../card"
import decks "../decks"
import profile "../profile"
import themes "../themes"
import ui "../ui"
MAX_CARDS :: 32
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
Difficulty :: enum {
EASY,
NORMAL,
HARD,
}
Layout :: struct {
rows, cols: int,
}
@(rodata)
LAYOUTS := [Difficulty]Layout{
.EASY = {3, 4},
.NORMAL = {4, 6},
.HARD = {4, 8},
}
@(rodata)
DIFFICULTY_NAMES := [Difficulty]cstring{.EASY = "Easy", .NORMAL = "Normal", .HARD = "Hard"}
State :: enum {
WAITING, // no card selected
FIRST, // one card selected
RESOLVING, // two cards up, waiting before match/mismatch
OVER,
}
cards: [MAX_CARDS]card.Card
card_count: int
pair_count: int
deck: decks.Deck_Id
difficulty: Difficulty
theme: themes.Theme
layout: Layout
state: State
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
last_result: profile.Result // filled in when a game is won
focus: int // card selected with the keyboard
keyboard_active: bool // show the focus ring (hidden again when the mouse moves)
// Key for this deck and difficulty in the saved profile
score_key :: proc(deck_id: decks.Deck_Id, game_difficulty: Difficulty) -> string {
return fmt.tprintf("%v/%v", deck_id, game_difficulty)
}
// Deals a new game and renders the card faces. Needs the window to exist.
start :: proc(deck_id: decks.Deck_Id, game_difficulty: Difficulty) {
deal(deck_id, game_difficulty)
style := decks.language_of(deck).symbol_style
for &c in active_cards() { card.build_face(&c, theme, style) }
}
// Shuffles, lays out and resets the game state without touching the GPU
deal :: proc(deck_id: decks.Deck_Id, game_difficulty: Difficulty) {
unload()
deck = deck_id
difficulty = game_difficulty
theme = decks.language_of(deck).theme
layout = LAYOUTS[difficulty]
card_count = layout.rows * layout.cols
pair_count = card_count / 2
// Pick random entries from the deck
entries := decks.entries(deck)
order := make([]int, len(entries), context.temp_allocator)
for &o, i in order { o = i }
rand.shuffle(order)
for pair in 0 ..< pair_count {
entry := entries[order[pair]]
cards[pair * 2] = card.Card{text = entry.symbol, is_symbol = true, pair_id = pair}
cards[pair * 2 + 1] = card.Card{text = entry.reading, hint = entry.hint, pair_id = pair}
}
rand.shuffle(cards[:card_count])
// Center the grid horizontally and in the space below the header
step_x: f32 = themes.CARD_WIDTH + themes.CARD_SPACING
step_y: f32 = themes.CARD_HEIGHT + themes.CARD_SPACING
total_w := f32(layout.cols) * step_x - themes.CARD_SPACING
total_h := f32(layout.rows) * step_y - themes.CARD_SPACING
start_x := (themes.SCREEN_WIDTH - total_w) / 2
start_y := themes.GRID_TOP + (themes.SCREEN_HEIGHT - 16 - themes.GRID_TOP - total_h) / 2
for &c, i in active_cards() {
card.start_deal(&c, i)
c.rect = {
start_x + f32(i % layout.cols) * step_x,
start_y + f32(i / layout.cols) * step_y,
themes.CARD_WIDTH,
themes.CARD_HEIGHT,
}
}
state = .WAITING
first = -1
second = -1
matches = 0
moves = 0
elapsed = 0
resolve_timer = 0
win_t = 0
restart_requested = false
focus = 0
}
active_cards :: proc() -> []card.Card {
return cards[:card_count]
}
unload :: proc() {
for &c in cards { card.unload_face(&c) }
}
// Whether the player can click or press on card i right now (it must have finished being dealt)
can_interact :: proc(i: int) -> bool {
return can_pick(i) && cards[i].deal_t == 0
}
can_pick :: proc(i: int) -> bool {
if i < 0 || i >= card_count { return false }
c := &cards[i]
return (state == .WAITING || state == .FIRST) && !c.face_up && !c.matched
}
// Turns card i face up if it can be picked. Returns false when the pick is not allowed.
select_card :: proc(i: int) -> bool {
if !can_pick(i) { return false }
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
}
return true
}
// Moves the keyboard focus within the grid, clamped at the edges
move_focus :: proc(dx, dy: int) {
col := clamp(focus % layout.cols + dx, 0, layout.cols - 1)
row := clamp(focus / layout.cols + dy, 0, layout.rows - 1)
focus = row * layout.cols + col
}
@(private)
key_pressed :: proc(keys: ..raylib.KeyboardKey) -> bool {
for key in keys {
if raylib.IsKeyPressed(key) || raylib.IsKeyPressedRepeat(key) { return true }
}
return false
}
// Arrows, WASD or vim keys move the focus; Enter or Space flips the focused card
@(private)
handle_keyboard :: proc() {
if raylib.GetMouseDelta() != {} { keyboard_active = false }
dx, dy := 0, 0
if key_pressed(.LEFT, .A, .H) { dx -= 1 }
if key_pressed(.RIGHT, .D, .L) { dx += 1 }
if key_pressed(.UP, .W, .K) { dy -= 1 }
if key_pressed(.DOWN, .S, .J) { dy += 1 }
if dx != 0 || dy != 0 {
// The first key press only reveals the focus ring
if keyboard_active { move_focus(dx, dy) }
keyboard_active = true
}
if raylib.IsKeyPressed(.ENTER) || raylib.IsKeyPressed(.SPACE) {
keyboard_active = true
if can_interact(focus) { select_card(focus) }
}
}
@(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
last_result = profile.record_game(score_key(deck, difficulty), moves, elapsed)
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(deck, difficulty)
return
}
for &c in active_cards() { card.update(&c, dt) }
if state != .OVER { handle_keyboard() }
switch state {
case .WAITING, .FIRST:
elapsed += dt
if raylib.IsMouseButtonPressed(.LEFT) {
for &c, i in active_cards() {
if card.is_hovered(&c) && can_interact(i) && select_card(i) {
break
}
}
}
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)
}
}
// Draws the game and returns the screen to show next frame
draw :: proc() -> themes.Screen {
next := themes.Screen.MEMORY
raylib.ClearBackground(theme.background)
info := decks.DECKS[deck]
ui.draw_title(raylib.TextFormat("%s · %s", theme.name, info.name), 24, theme.primary, 48)
minutes := int(elapsed) / 60
seconds := int(elapsed) % 60
stats := raylib.TextFormat("%s · Moves %d · Pairs %d/%d · %d:%02d",
DIFFICULTY_NAMES[difficulty], moves, matches, pair_count, minutes, seconds)
ui.draw_text_centered(stats, themes.SCREEN_WIDTH / 2, 88, 24, theme.ink)
if state != .OVER && ui.button({30, 28, 120, 48}, "Back", theme.primary, font_size = 22) {
next = .LANGUAGE_MENU
}
for &c, i in active_cards() {
card.draw(&c, theme, can_interact(i), focused = keyboard_active && i == focus && state != .OVER && c.deal_t == 0)
}
if state == .OVER {
if action := draw_win_panel(); action != nil {
next = action.?
}
}
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))
language := decks.language_of(deck)
cx := panel.x + panel_w / 2
ui.draw_text_centered(language.congrats, cx, panel.y + 34, 56, raylib.Fade(theme.primary, win_t), language.congrats_style)
ui.draw_text_centered("All pairs found!", cx, panel.y + 112, 26, raylib.Fade(theme.ink, win_t))
stats := strings.clone_to_cstring(fmt.tprintf("%d moves · %s", moves, profile.format_time(elapsed)), context.temp_allocator)
ui.draw_text_centered(stats, cx, panel.y + 156, 26, raylib.Fade(theme.ink, win_t), .BOLD)
best := last_result.record
best_text := strings.clone_to_cstring(fmt.tprintf("Best %d moves · %s", best.best_moves, profile.format_time(best.best_seconds)), context.temp_allocator)
if last_result.new_best_moves || last_result.new_best_time {
best_text = strings.clone_to_cstring(fmt.tprintf("New best! · %d games played", best.games), context.temp_allocator)
}
ui.draw_text_centered(best_text, cx, panel.y + 198, 22, raylib.Fade(theme.primary, win_t), .BOLD)
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, hotkey = .ENTER) {
restart_requested = true
}
if ui.button({cx + 10, button_y, button_w, 60}, "Menu", theme.ink) {
return .LANGUAGE_MENU
}
return nil
}