- profile package: best moves, best time and games played per deck/difficulty, stored in the user data folder - Win panel shows the best (or New best!), language menu shows bests - Profile memory always comes from the heap allocator (it outlives callers) Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
144 lines
5.9 KiB
Odin
144 lines
5.9 KiB
Odin
package screens
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import "core:fmt"
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import "core:math"
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import "core:strings"
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import raylib "vendor:raylib"
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import card "../card"
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import decks "../decks"
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import memory "../memory"
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import profile "../profile"
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import themes "../themes"
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import ui "../ui"
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// Draws a card back like a playing card lying on the table
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@(private)
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draw_card_art :: proc(flag: themes.Flag, rect: raylib.Rectangle, rotation: f32 = 0) {
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texture := card.get_back_art(flag)
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source := raylib.Rectangle{0, 0, f32(texture.width), -f32(texture.height)}
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dest := raylib.Rectangle{rect.x + rect.width / 2, rect.y + rect.height / 2, rect.width, rect.height}
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origin := raylib.Vector2{rect.width / 2, rect.height / 2}
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shadow := dest
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shadow.x += 3
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shadow.y += 6
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raylib.DrawRectanglePro(shadow, origin, rotation, raylib.Fade(themes.BLACK, 0.15))
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raylib.DrawTexturePro(texture, source, dest, origin, rotation, themes.WHITE)
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}
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@(private)
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NUMBER_KEYS :: [?]raylib.KeyboardKey{.ONE, .TWO, .THREE, .FOUR, .FIVE}
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// Returns the language picked this frame, if any
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main_menu :: proc() -> Maybe(decks.Language) {
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raylib.ClearBackground(themes.MENU_BACKGROUND)
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languages := decks.LANGUAGES
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keys := NUMBER_KEYS
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// Thin stripes along the top in each language's primary color
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stripe_w: i32 = themes.SCREEN_WIDTH / len(decks.Language)
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for lang, i in languages {
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raylib.DrawRectangle(i32(i) * stripe_w, 0, stripe_w, 8, lang.theme.primary)
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}
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ui.draw_title("HanjaKanaMun", 70, themes.SUMI_INK, 84)
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ui.draw_text_centered("Learn Japanese, Korean and Thai scripts", themes.SCREEN_WIDTH / 2, 170, themes.SUBTITLE_FONT_SIZE, themes.DARK_GRAY)
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tile_w: f32 = 150
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tile_h: f32 = 200
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gap: f32 = 110
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total := 3 * tile_w + 2 * gap
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start_x := (themes.SCREEN_WIDTH - total) / 2
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// Gentle bobbing so the menu feels alive
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time := f32(raylib.GetTime())
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picked: Maybe(decks.Language)
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for lang, language in languages {
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i := int(language)
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x := start_x + f32(i) * (tile_w + gap)
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bob := math.sin(time * 1.6 + f32(i) * 1.1) * 4
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rotation := f32(i - 1) * 4
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draw_card_art(lang.theme.flag, {x, 250 + bob, tile_w, tile_h}, rotation)
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button_rect := raylib.Rectangle{x + tile_w / 2 - (themes.BUTTON_WIDTH - 60) / 2, 500, themes.BUTTON_WIDTH - 60, themes.BUTTON_HEIGHT}
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if ui.button(button_rect, lang.theme.name, lang.theme.primary, hotkey = keys[i]) {
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picked = language
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}
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}
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ui.draw_text_centered("1-3 pick a language · In game: arrows, WASD or hjkl to move, Enter/Space to flip · Esc back / quit",
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themes.SCREEN_WIDTH / 2, 660, 18, raylib.Fade(themes.DARK_GRAY, 0.8))
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return picked
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}
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Language_Menu_Result :: union {
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decks.Deck_Id, // start a game with this deck
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themes.Screen, // go to another screen
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}
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// A language's menu: pick a deck and a difficulty
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language_menu :: proc(language: decks.Language, difficulty: ^memory.Difficulty) -> Language_Menu_Result {
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info := decks.LANGUAGES[language]
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theme := info.theme
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keys := NUMBER_KEYS
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raylib.ClearBackground(theme.background)
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raylib.DrawRectangle(0, 0, themes.SCREEN_WIDTH, 8, theme.primary)
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ui.draw_title(theme.name, 50, theme.primary)
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ui.draw_text_centered(info.native, themes.SCREEN_WIDTH / 2, 140, 30, theme.ink, info.symbol_style)
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// A small fan of card backs
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for i in 0 ..< 3 {
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offset := f32(i - 1)
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draw_card_art(theme.flag, {themes.SCREEN_WIDTH / 2 - 50 + offset * 64, 195 + abs(offset) * 10, 100, 133}, offset * 9)
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}
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result: Language_Menu_Result
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// One button per deck
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deck_list := decks.decks_for(language)
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button_w: f32 = 220
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gap: f32 = 24
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total := f32(len(deck_list)) * button_w + f32(len(deck_list) - 1) * gap
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x := (themes.SCREEN_WIDTH - total) / 2
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for deck, i in deck_list {
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rect := raylib.Rectangle{x, 380, button_w, themes.BUTTON_HEIGHT}
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if ui.button(rect, decks.DECKS[deck].name, theme.primary, hotkey = keys[i]) {
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result = deck
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}
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ui.draw_text_centered(decks.DECKS[deck].native, x + button_w / 2, 448, 22, theme.ink, info.symbol_style)
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best_text := cstring("No games yet")
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if record, ok := profile.get(memory.score_key(deck, difficulty^)); ok {
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best_text = strings.clone_to_cstring(fmt.tprintf("Best %d moves · %s", record.best_moves, profile.format_time(record.best_seconds)), context.temp_allocator)
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}
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ui.draw_text_centered(best_text, x + button_w / 2, 476, 17, raylib.Fade(theme.ink, 0.65))
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x += button_w + gap
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}
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// Difficulty selector
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names := memory.DIFFICULTY_NAMES
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layouts := memory.LAYOUTS
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ui.draw_text_centered("Difficulty (Left / Right)", themes.SCREEN_WIDTH / 2, 512, 20, raylib.Fade(theme.ink, 0.7))
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seg_w: f32 = 150
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seg_x := (themes.SCREEN_WIDTH - 3 * seg_w - 2 * 12) / 2
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for level in memory.Difficulty {
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selected := difficulty^ == level
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color := selected ? theme.primary : raylib.ColorLerp(theme.primary, themes.WHITE, 0.55)
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label := raylib.TextFormat("%s %d", names[level], layouts[level].rows * layouts[level].cols / 2)
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if ui.button({seg_x, 542, seg_w, 48}, label, color, font_size = 22, selected = selected) {
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difficulty^ = level
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}
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seg_x += seg_w + 12
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}
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if raylib.IsKeyPressed(.LEFT) && difficulty^ > .EASY {
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difficulty^ = memory.Difficulty(int(difficulty^) - 1)
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}
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if raylib.IsKeyPressed(.RIGHT) && difficulty^ < .HARD {
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difficulty^ = memory.Difficulty(int(difficulty^) + 1)
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}
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if ui.button({30, 28, 120, 48}, "Back", theme.ink, font_size = 22) {
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result = themes.Screen.MAIN_MENU
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}
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hint := len(deck_list) > 1 ? cstring("1-2 pick a deck · Left / Right difficulty · Esc back") : cstring("1 start · Left / Right difficulty · Esc back")
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ui.draw_text_centered(hint, themes.SCREEN_WIDTH / 2, 660, 18, raylib.Fade(theme.ink, 0.6))
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return result
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}
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