diff --git a/card.c b/card.c index b4753a6..0f3bac4 100644 --- a/card.c +++ b/card.c @@ -93,6 +93,10 @@ void add_to_hand(Hand *h, Card *c) { c->move.destination.x = h->position.x; c->move.destination.y = h->position.y; break; + case HAND_DISPLAY_SCORED: + c->move.destination.x = h->position.x + (first_open_spot * (CARD_WIDTH - 10)); + c->move.destination.y = h->position.y; + break; } c->move.curve = CURVE_EASE_IN_OUT; c->move.current_time = 0.; diff --git a/card.h b/card.h index 85570e6..69d79d9 100644 --- a/card.h +++ b/card.h @@ -63,6 +63,7 @@ typedef enum HandDisplayType { HAND_DISPLAY_ROW, HAND_DISPLAY_FIELD, HAND_DISPLAY_DECK, + HAND_DISPLAY_SCORED, } HandDisplayType; struct Hand { diff --git a/game.c b/game.c index fd8973a..14f93fa 100644 --- a/game.c +++ b/game.c @@ -81,13 +81,13 @@ void initialize_game(Game *g) { g->field.display_type = HAND_DISPLAY_FIELD; g->player_scored.count = 0; g->player_scored.position = (Vector2) { 300, 750 }; - g->player_scored.display_type = HAND_DISPLAY_ROW; + g->player_scored.display_type = HAND_DISPLAY_SCORED; g->right_scored.count = 0; g->right_scored.position = (Vector2) { 750, 25 }; - g->right_scored.display_type = HAND_DISPLAY_ROW; + g->right_scored.display_type = HAND_DISPLAY_SCORED; g->left_scored.count = 0; g->left_scored.position = (Vector2) { 50, 25 }; - g->left_scored.display_type = HAND_DISPLAY_ROW; + g->left_scored.display_type = HAND_DISPLAY_SCORED; strcpy(teyaku_calculation, ""); @@ -192,8 +192,6 @@ bool run_frame_from_deck(Game *g, Hand *to_hand) { void run_frame_ai_playing(Game *g, Hand *hand, Hand *scored) { Play play = ai_play(hand, &g->field); - if (play.target) printf("Playing %d on %d\n", play.played->index, play.target->index); - else printf("Playing %d on field\n", play.played->index); play.played->visible = true; if (play.target) { @@ -285,30 +283,26 @@ void run_frame_player_choosing_target(Game *g) { } void run_frame_player_from_deck(Game *g) { - if (run_frame_from_deck(g, &g->right_hand)) + if (run_frame_from_deck(g, &g->player_scored)) g->state = GAME_STATE_RIGHT_PLAYING; } void run_frame_right_playing(Game *g) { - printf("right play\n"); run_frame_ai_playing(g, &g->right_hand, &g->right_scored); g->state = GAME_STATE_RIGHT_FROM_DECK; } void run_frame_right_from_deck(Game *g) { - printf("right deck\n"); if (run_frame_from_deck(g, &g->right_scored)) g->state = GAME_STATE_LEFT_PLAYING; } void run_frame_left_playing(Game *g) { - printf("left play\n"); run_frame_ai_playing(g, &g->left_hand, &g->left_scored); g->state = GAME_STATE_LEFT_FROM_DECK; } void run_frame_left_from_deck(Game *g) { - printf("left deck\n"); if (run_frame_from_deck(g, &g->left_scored)) g->state = GAME_STATE_PLAYER_CHOOSING_FROM_HAND; }