#include #include #include "game.h" #include "card.h" #include "teyaku.h" #include "dekiyaku.h" Vector2 mouse_pos; char teyaku_calculation[400]; char dekiyaku_calculation[400]; void initialize_game(Game *g) { g->should_close = false; for (int i = 0; i < 48; i++) { CardType t = CHAFF; RibbonType rt = RIBBON_NONE; Month month = i / 4; switch (i) { case 0: case 8: case 28: case 40: case 44: t = BRIGHT; break; case 1: case 5: case 9: t = RIBBON; rt = RIBBON_POETRY; break; case 21: case 33: case 37: t = RIBBON; rt = RIBBON_BLUE; break; case 13: case 17: case 25: case 42: t = RIBBON; rt = RIBBON_PLAIN; break; case 4: case 12: case 16: case 20: case 24: case 29: case 32: case 36: case 41: t = ANIMAL; break; } g->cards[i] = (Card) { i, t, rt, month, (Vector2) { month * 75, (i % 4) * 123 }, false }; g->deck.cards[i] = &g->cards[i]; g->deck.count++; } shuffle_hand(&g->deck); strcpy(teyaku_calculation, ""); strcpy(dekiyaku_calculation, ""); Image cards_image = LoadImage("img/cards.png"); g->cards_texture = LoadTextureFromImage(cards_image); UnloadImage(cards_image); } bool stale_calculation = true; void run_frame(Game *g) { if (IsMouseButtonPressed(0)) { mouse_pos = GetMousePosition(); for (int i = 0; i < 48; i++) { if (point_within_card(&g->cards[i], mouse_pos)) { g->cards[i].selected = !g->cards[i].selected; stale_calculation = true; break; } } } int num_selected = 0; if (stale_calculation) { Hand h; h.count = 0; for (int i = 0; i < 48; i++) { num_selected += g->cards[i].selected; if (g->cards[i].selected) h.cards[h.count++] = &g->cards[i]; } if (num_selected == 7) { Teyaku t; calculate_teyaku(h, &t); teyaku_to_string(&t, teyaku_calculation); } else { strcpy(teyaku_calculation, ""); } Dekiyaku d; calculate_dekiyaku(h, &d); dekiyaku_to_string(&d, dekiyaku_calculation); stale_calculation = false; } } void draw_frame(Game *g) { BeginDrawing(); ClearBackground(RAYWHITE); for (int i = 0; i < 48; i++) { draw_card(&g->cards[i], &g->cards_texture); } DrawText(teyaku_calculation, 10, 550, 25, BLACK); DrawText(dekiyaku_calculation, 10, 500, 25, BLACK); EndDrawing(); } void run_until_closing(Game *g) { while (!WindowShouldClose() && !g->should_close) { run_frame(g); draw_frame(g); } }