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path: root/src/game.c
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#include <raylib.h>
#include <stdbool.h>
#include <time.h>
#include <string.h>
#include <stdlib.h>
#include <stdio.h>

#define WINDOW_WIDTH 1280
#define WINDOW_HEIGHT 720

#define DECK_SIZE 52

#define MAX_NUM_PLAYERS 4
#define STARTING_HAND 5

typedef enum Suite {
	HEART = 0,
	DIAMOND = 1,
	CLUB = 2,
	SPADE = 3
} Suite;

typedef struct Card {
	//Info for game logic
	Suite suite;
	int face;
	void (*afterMove)();
	
	//Info for drawing and animations
	Rectangle bounds;
	Vector2 startPosition;
	Vector2 targetPosition;
	float travelTime, travelTimer;
	bool hidden;
} Card;

typedef struct Game {
	int turn;

	Card deck[DECK_SIZE];
	Card hands[MAX_NUM_PLAYERS][DECK_SIZE];
	Card stack[DECK_SIZE];
	
	int cardsInDeck;
	int playerCount;
	int cardsInStack;
	int cardsInHand[MAX_NUM_PLAYERS];
} Game;
Game game;

void LoadAssets();

void UpdateGame(float dt);
void InitGame(int numPlayers);
void DrawGame();

int main(void) {
	SetConfigFlags(FLAG_VSYNC_HINT);		//Better than target FPS imo
	InitWindow(WINDOW_WIDTH, WINDOW_HEIGHT, "Card Game");
	srand((unsigned int)time(NULL));

	LoadAssets();
	InitGame(2);
	
	while(!WindowShouldClose()) {
		UpdateGame(GetFrameTime());
		BeginDrawing();

		ClearBackground(RAYWHITE);
		DrawGame();
		
		EndDrawing();
	}
	
	CloseWindow();
	return 0;
}

Texture spriteSheet;

void LoadAssets() {
	spriteSheet = LoadTexture("Assets/Cards.png");
}


//The offset from (0, 0) to the first card on the spritesheet
#define SRC_OFFSETY 2
#define SRC_OFFSETX 11
	
//The space between two consecutive cards in the spritesheet
//Is not equal to the width of the card for some reason
#define CARD_STRIDEX 64
#define CARD_STRIDEY 64
	
#define CARD_SRCWIDTH 42
#define CARD_SRCHEIGHT 60

#define CARD_WIDTH (CARD_SRCWIDTH * 2)
#define CARD_HEIGHT (CARD_SRCHEIGHT * 2)

//The center of the board will be occupied by the stack
//followed by an offset and then the deck
#define STACK_DECK_OFFSET 30.0f
#define CENTER_ELEMENTS_WIDTH (2 * CARD_WIDTH + STACK_DECK_OFFSET)
#define CENTER_ELEMENTS_X (WINDOW_WIDTH - CENTER_ELEMENTS_WIDTH) / 2.0f
#define CENTER_ELEMENTS_Y (WINDOW_HEIGHT - CARD_HEIGHT) / 2.0f

static inline void StartTravelling(Card* c, Vector2 targetPosition, float travelTime) {
	c->startPosition = (Vector2) {c->bounds.x, c->bounds.y};
	c->targetPosition = targetPosition;
	c->travelTime = travelTime;
	c->travelTimer = 0.0;
}

static inline void MoveToStack(Card* cards, int card, int* numCards, float travelTime) {
	Card* c = &cards[card];
	StartTravelling(c,
		(Vector2) {CENTER_ELEMENTS_X, CENTER_ELEMENTS_Y},
		travelTime
	);

	c->hidden = false;
	game.cardsInStack++;
	game.stack[game.cardsInStack - 1] = *c;

	for(int i = card; i < *numCards - 1; i++) {
		cards[i] = cards[i+1];
	}
	(*numCards)--;
}

static inline bool MouseOn(const Card* c) {
	const int mouseX = GetMouseX();
	const int mouseY = GetMouseY();

	return mouseX >= c->bounds.x
		&& mouseX <= (c->bounds.x + c->bounds.width)
		&& mouseY >= c->bounds.y
		&& mouseY <= (c->bounds.y + c->bounds.height);
}

bool IsTravelling(const Card* c) {
	return c->travelTime > 0;
}

bool IsAnyTravelling() {
	for(int i = 0; i < game.cardsInDeck; i++)
		if (IsTravelling(&game.deck[i])) return true;

	for(int i = 0; i < game.cardsInStack; i++)
		if (IsTravelling(&game.stack[i])) return true;

	for(int i = 0; i < game.playerCount; i++)
		for(int j = 0; j < game.cardsInHand[i]; j++)
			if (IsTravelling(&game.hands[i][j])) return true;

	return false;
}

void UpdateCard(Card* c, float dt) {
	if (IsTravelling(c)) {
		float travelDistance = c->travelTimer / c->travelTime;
		
		c->bounds.x = (1 - travelDistance) * c->startPosition.x + travelDistance * c->targetPosition.x;
		c->bounds.y = (1 - travelDistance) * c->startPosition.y + travelDistance * c->targetPosition.y;
		
		c->travelTimer += dt;
		if (c->travelTimer >= c->travelTime) {
			//Avoid overshoot
			c->bounds.x = c->targetPosition.x;
			c->bounds.y = c->targetPosition.y;
		
			c->travelTimer = c->travelTime = 0.0;

			if (c->afterMove) {
				c->afterMove();
				c->afterMove = NULL;
			}
		}
	}
}

static inline float HandWidth(int hand) {
	return (float)game.cardsInHand[hand] * CARD_WIDTH;
}

//Moves all the cards in the hand indexed to their correct positions
void PositionCardsInHand(int hand) {
	float centerXpos =
		(WINDOW_WIDTH - HandWidth(hand)) / 2.0f;
	float positionsX[] =
		{
			game.playerCount < 3 ? centerXpos : 0.0f,
			game.playerCount < 4 ? centerXpos : 0.0f,
			WINDOW_WIDTH - HandWidth(hand),
			WINDOW_WIDTH - HandWidth(hand)
		};

	float xpos = positionsX[hand];
	float ypos =
		(hand % 2) == 0 ? 0.0f : (WINDOW_HEIGHT - CARD_HEIGHT);

	if (hand < game.playerCount) {
		int numCards = game.cardsInHand[hand];

		for(int i  = 0; i < numCards; i++) {
			Card* c = &game.hands[hand][i];

			StartTravelling(c, (Vector2){xpos, ypos}, 0.4f);
			xpos += CARD_WIDTH;
		}
	}
}

void FlipCards() {
	for(int i = 0; i < game.playerCount; i++) {
		for(int j = 0; j < game.cardsInHand[i]; j++) {

			if(i == game.turn)
				game.hands[i][j].hidden = false;
			else
				game.hands[i][j].hidden = true;
		}
	}
}

static inline bool CanPlayCard(const Card* card) {
	Card topCard = game.stack[game.cardsInStack-1];

	return topCard.face == card->face
		|| topCard.suite == card->suite;
}

void Deal(int toPlayer) {
	if (game.cardsInDeck > 0) {
		game.deck[game.cardsInDeck-1].hidden = false;

		memcpy(
			&game.hands[toPlayer][game.cardsInHand[toPlayer]],
			&game.deck[game.cardsInDeck-1],
			sizeof(Card)
		);

		game.cardsInDeck--;
		game.cardsInHand[toPlayer]++;

		PositionCardsInHand(toPlayer);
	}
}

static inline Card* TopCardInHand(int hand) {
	return &game.hands[hand][game.cardsInHand[hand] - 1];
}

void NextTurn() {
	game.turn = (game.turn + 1) % game.playerCount;
	FlipCards();

	for(int i = 0; i < game.cardsInHand[game.turn]; i++)
		if(CanPlayCard(&game.hands[game.turn][i])) return;

	Deal(game.turn);
	Card* c = TopCardInHand(game.turn);

	if(!CanPlayCard(c))
		c->afterMove = NextTurn;
}

bool IsSpecialCard(const Card* c) {
	const int specialFaces[] = {1, 4, 6, 7, 10};

	if (c->suite == SPADE && c->face == 0)
		return true;

	for(int i = 0; i < 5; i++) {
		if (c->face == specialFaces[i]) return true;
	}

	return false;
}

static inline int NextPlayer() {
	return (game.turn + 1) % game.playerCount;
}

//Make next player draw 5
void AceOfSpadesEffect() {
	puts("Here!");
	for (int i = 0; i < 5; i++) Deal(NextPlayer());
	NextTurn();
}

//Make next player draw 2
void TwoEffect() {
	for(int i = 0; i < 2; i++) Deal(NextPlayer());
	NextTurn();
}

//Skip next turn;
void FiveEffect() {
	game.turn = NextPlayer();
	NextTurn();
}

void CardEffect(Card* c) {
	puts("HereToo!");
	if (c->suite == SPADE && c->face == 0) {
		puts("TeeHeee!");
		c->afterMove = AceOfSpadesEffect;
	}

	switch (c->face) {
	case 1:
		c->afterMove = TwoEffect;
		break;
	case 4:
		c->afterMove = FiveEffect;
		break;
	default:
		c->afterMove = NextTurn;
	}
}

void HandleMousePress() {
	if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT) && !IsAnyTravelling()) {

		for(int i = 0; i < game.cardsInHand[game.turn]; i++) {
			Card* c = &game.hands[game.turn][i];

			if (MouseOn(c) && CanPlayCard(c)) {
				if(IsSpecialCard(c)) {
					puts("Shloobolo");
					CardEffect(c);
				}
				else {
					c->afterMove = NextTurn;
				}

				MoveToStack(game.hands[game.turn],
					i,
					&game.cardsInHand[game.turn],
					0.5
				);
				PositionCardsInHand(game.turn);
			}
		}

	}
}

void UpdateGame(float dt) {
	for(int i = 0; i < game.cardsInDeck; i++)
		UpdateCard(&game.deck[i], dt);
	
	for(int i = 0; i < game.cardsInStack; i++)
		UpdateCard(&game.stack[i], dt);
	
	for(int i = 0; i < game.playerCount; i++)
		for(int j = 0; j < game.cardsInHand[i]; j++) UpdateCard(&game.hands[i][j], dt);

	HandleMousePress();
}

void ShuffleDeck() {
	for(int i = game.cardsInDeck - 1; i > 0; i--) {
		int selection = rand() % (i + 1);
		Card temp;
		memcpy(&temp, &game.deck[selection], sizeof(Card));
		memcpy(&game.deck[selection], &game.deck[i], sizeof(Card));
		memcpy(&game.deck[i], &temp, sizeof(Card));
	}
}

void InitGame(int playerCount) {
	memset(&game, 0, sizeof(game));
	int c = 0;
	
	//Fill the deck with one of each card
	for(Suite suite = HEART; suite <= SPADE; suite++) {
		for(int face = 0; face < 13; face++) {
			game.deck[c].suite = suite;
			game.deck[c].face = face;
			
			game.deck[c].bounds = (Rectangle) {
				.x = CENTER_ELEMENTS_X + CARD_WIDTH + STACK_DECK_OFFSET,
				.y = CENTER_ELEMENTS_Y,
				.width = CARD_WIDTH,
				.height = CARD_HEIGHT
			};
			game.deck[c].hidden = true;
			c++;
		}
	}
	
	game.cardsInDeck = DECK_SIZE;
	game.playerCount = playerCount;
	
	//Shuffle the deck and deal to all the players
	ShuffleDeck();
	
	for(int i = 0; i < playerCount; i++) {
		for(int j = 0; j < STARTING_HAND; j++) Deal(i);
	}

	game.turn = -1;
	NextTurn();
	
	//Find the first non-special card and send it to the stack to begin the game
	int i;
	for(i = 0; i < game.cardsInDeck && IsSpecialCard(&game.deck[i]); i++);
	
	if (i >= game.cardsInDeck) {
		fprintf(stderr, "There are no non-special cards to start the game with(something went horribly wrong)!\n");
		exit(-1);
	}
	
	MoveToStack(game.deck, i, &game.cardsInDeck, 0.2f);
}

void DrawCard(const Card* c) {
	const Rectangle backFace = (Rectangle) {
		.x = 13 * CARD_STRIDEX + SRC_OFFSETX,
		.y = CARD_STRIDEY + SRC_OFFSETY,
		.width = CARD_SRCWIDTH,
		.height = CARD_SRCHEIGHT
	};
	
	if(c->hidden) {
		DrawTexturePro(spriteSheet, backFace, c->bounds, (Vector2) {}, 0.0, WHITE);
	} else {
		Rectangle srcRec = (Rectangle) {
			.x = (float)c->face * CARD_STRIDEX + SRC_OFFSETX,
			.y = (float)c->suite * CARD_STRIDEY + SRC_OFFSETY,
			.width = CARD_SRCWIDTH,
			.height = CARD_SRCHEIGHT
		};
		
		DrawTexturePro(spriteSheet, srcRec, c->bounds, (Vector2) {}, 0.0, WHITE);
	}
}

void DrawGame() {
	for(int i = 0; i < game.cardsInDeck; i++)
		DrawCard(&game.deck[i]);
	
	for(int i = 0; i < game.playerCount; i++)
		for(int j = 0; j < game.cardsInHand[i]; j++) DrawCard(&game.hands[i][j]);
	
	for(int i = 0; i < game.cardsInStack; i++)
		DrawCard(&game.stack[i]);
}