matlab_solitaire/sulitear.m

318 lines
13 KiB
Matlab

function sulitear()
clc;
% Construct the window with the axes
scrsz = get(0,'ScreenSize');
%TODO Find new method to draw the window
%start_dim = min(scrsz(3)/1.5,scrsz(4)/1.5);%Used for rescaling
win_ratio = scrsz(3:4)/scrsz(3);
win_size = scrsz(3:4)*0.8;
win = figure('ToolBar','none','Name','Solitaire',...
'NumberTitle','off','MenuBar','none',...
'Resize','off','Visible','off','Color',[0 0 0]/255,...
'Position',[scrsz(3:4)-win_size*1.05 win_size],...
'ButtonDownFcn',@check_clicked_deck,...
'KeyPressFcn',@restart);
%Prepare card decks and the playing field
playing_cards = prepare_playing_cards();
[playing_decks,draw_deck,discard_deck,goal_decks,playfield_size] = prepare_cardHolders(playing_cards,win_ratio);
disp_axes = axes('Parent',win,'Position',[0 0 1 1]);
set(disp_axes,'Xlim',[0 playfield_size(1)],'Ylim',[0 playfield_size(2)],...
'XLimMode','manual','YLimMode','manual','Visible','off','NextPlot','add');
set(win,'Visible','on')
% Prepare some variable to indicate cards are selected HERE
transferring_deck = 0;
% draw it on the axes
draw_playfield();
%% Callback functions
%%% Idea: can optimise by splitting the window into regions
function check_clicked_deck(~,~)
if ~strcmp(get(win,'selectiontype'),'normal')
return
end
[Xx,Yy] = get_mouse_pos();
if draw_deck.check_Deck_Collision(Xx,Yy,'first')
reset_card_selection();
if draw_deck.get_Number_Of_Cards() + discard_deck.get_Number_Of_Cards()>0
if draw_deck.get_Number_Of_Cards()>0 % If there's cards
transferring_deck = draw_deck;
draw_deck.selected_start_index = min(draw_deck.get_Number_Of_Cards(),3);
discard_deck.set_Current_Display(draw_deck.selected_start_index); % Set the discard to show that amount of cards transferred
draw_deck.transfer_Selected_Cards(discard_deck,'flip'); % Transfer cards to discard pile, up to 3
reset_card_selection();
else
transferring_deck = discard_deck; % Transfer back the cards from discard pile
discard_deck.selected_start_index = discard_deck.get_Number_Of_Cards();
discard_deck.transfer_Selected_Cards(draw_deck,'flip');
reset_card_selection();
end
draw_deck.update_Deck_Graphics(disp_axes);
discard_deck.update_Deck_Graphics(disp_axes);
end
return
end
if discard_deck.check_Deck_Collision(Xx,Yy,'first') % Else check for discard deck
if transferring_deck == discard_deck
reset_card_selection();
return
end
reset_card_selection();
if discard_deck.get_Number_Of_Cards() > 0 % Only allow selection, up to one card
discard_deck.selected_start_index = 1;
transferring_deck = discard_deck;
discard_deck.update_Deck_Graphics(disp_axes);
end
return
end
for i = 1:length(playing_decks)
% This part is only for the playing deck
if playing_decks(i).check_Deck_Collision(Xx,Yy,'full') %Check if any deck is clicked
selected_deck = playing_decks(i);
s_index = selected_deck.check_selection(Xx,Yy); %If so, check which card is selected
%If no selection was before or more than a card is
%selected and there are cards remaining in the deck
% if playing_decks(i).check_Deck_Collision(Xx,Yy,'first') && s_index == -1
% reset_card_selection();
% selected_deck.reveal_Hidden_Card(1)
% selected_deck.update_Deck_Graphics(disp_axes);
% break
% end
if (transferring_deck ~= 0)
%if s_index>=0
if transferring_deck ~= selected_deck % If the selected deck is not the previously selected deck
[transferring_num,transferring_col]= determine_card(get_bottom_selected(transferring_deck));
[destination_num,destination_col] = determine_card(selected_deck.get_Last_Cards());
if (transferring_col ~= destination_col &&... % If the colour alternates
transferring_num == destination_num-1) % If the number are in sequence
transfer_Selected_Cards(transferring_deck,selected_deck);
end
% Reveal a hidden card if there is one
auto_open_hiddencard();
end
%end
reset_card_selection();
else
% Otherwise move previously selected cards to the currently selected deck
if s_index>0
%Get the selected cards to be transfered
reset_card_selection();
selected_deck.selected_start_index = s_index;
transferring_deck = selected_deck;
end
end
selected_deck.update_Deck_Graphics(disp_axes);
return
end
end
for i = 1:length(goal_decks)
if goal_decks(i).check_Deck_Collision(Xx,Yy,'first')
selected_deck = goal_decks(i);
if (transferring_deck ~= 0)
if transferring_deck.selected_start_index == 1
[transferring_num,~,transferring_suit]= determine_card(get_bottom_selected(transferring_deck));
[destination_num,~,destination_suit] = determine_card(selected_deck.get_Last_Cards());
if (transferring_suit == destination_suit && transferring_num == destination_num+1)...
|| transferring_num == 1
transfer_Selected_Cards(transferring_deck,selected_deck);
end
end
auto_open_hiddencard();
reset_card_selection();
else
if ~selected_deck.is_Empty()
reset_card_selection();
selected_deck.selected_start_index = 1;
transferring_deck = selected_deck;
end
end
selected_deck.update_Deck_Graphics(disp_axes);
total_goal_cards = 0;
for j = 1:length(goal_decks)
total_goal_cards = total_goal_cards+goal_decks(j).get_Number_Of_Cards();
end
if total_goal_cards == 52
uiwait(msgbox('You Won! Press R to Try Again!','YAY!','modal'));
end
return
end
end
%%% TODO: check for winning condition
end
%% Non-Callback functions
%Prepare the card holders
function restart(~,evtdata)
if strcmp(evtdata.Key,'r')
reset_entire_game(playing_cards);
end
end
function [playing_decks,draw_deck,discard_deck,goal_decks,playfield_size] = prepare_cardHolders(cards,win_ratio)
%%% TODO: Automate the draw, discard piles and the goal pile
card_size = size(cards(1).get_Card_Image('front'));
card_width = card_size(2);
card_height = card_size(1);
offset = round(card_width);
n = 7;
border_offset = 10;
playfield_width = round((card_size(2)+offset)*n-offset+2*border_offset);
i = 1;
while(playfield_width-card_width*i>=0)
i = i+1;
end
playfield_width = card_width*i;
i = 1;
playfield_size = round([playfield_width playfield_width].*win_ratio);
while(playfield_size(2)-card_height*i>=0)
i = i+1;
end
playfield_size(2) = card_height*i;
% Input the number of decks and offset between deck position
% Compute the position and dimensions
start_x = border_offset;
start_y =playfield_size(2)-card_height-4*border_offset;
card_offset = (start_y-card_height-offset)/18;
% Initialise the card holders
% Manually initialise for testing purposes
draw_deck = cardHolder(start_x,playfield_size(2)-border_offset,...
[],card_width,card_height,card_offset,'horizontal',1,1,1,0);
discard_deck = cardHolder(start_x+card_width+offset,playfield_size(2)-border_offset,...
[],card_width,card_height,card_offset,'horizontal',3,0,0,0);
for i = 4:n
goal_decks(i-3) = cardHolder(start_x+(card_width+offset)*(i-1),...
playfield_size(2)-border_offset,[],card_width,card_height,card_offset,'vertical',1,0,0,1);
end
a = randperm(length(cards));
remaining_cards = cards(a);
%Loop method, which will be used
for i = 1:n
dealt_cards = remaining_cards(1:i);
playing_decks(i) = cardHolder(start_x+(card_width+offset)*(i-1),...
start_y,dealt_cards,card_width,card_height,card_offset,'vertical',-1,i-1,0,1);
remaining_cards = remaining_cards(i+1:end);
end
draw_deck.append_Cards(remaining_cards);
end
% Prepare a deck of cards
function all_cards = prepare_playing_cards()
card_values = cumsum(ones(13,4))'+ cumsum(ones(4,13)*100);
try
crd = load('card_images.mat');
card_images = crd.cards;
card_backimage = crd.card_backimage;
for i = 1:52
j = ceil(i/13);
k = mod(i-1,13)+1;
all_cards(i) = Cards(card_values(j,k),card_images{j,k},card_backimage);
end
catch
disp('Load failed')
close all
end
end
% Distribute the playing cards
function [dealt_cards,remaining_cards] = deal_cards(cards,amount)
remaining_cards = cards;
for i = 1:amount
n_of_cards = length(remaining_cards);
index = randi(n_of_cards);
dealt_cards(i) = remaining_cards(index);
remaining_cards = [remaining_cards(1:index-1) remaining_cards(index+1:end)];
end
end
function reset_entire_game(cards)
a = randperm(length(cards));
remaining_cards = cards(a);
for i = 1:length(playing_decks)
playing_decks(i).clear_Deck();
dealt_cards= remaining_cards(1:i);
playing_decks(i).append_Cards(dealt_cards);
playing_decks(i).hidden_start_index = i-1;
playing_decks(i).update_Deck_Graphics(disp_axes);
remaining_cards = remaining_cards(i+1:end);
end
for i = 1:length(goal_decks)
goal_decks(i).clear_Deck();
goal_decks(i).update_Deck_Graphics(disp_axes);
end
discard_deck.clear_Deck();
discard_deck.update_Deck_Graphics(disp_axes);
draw_deck.clear_Deck();
draw_deck.append_Cards(remaining_cards);
draw_deck.update_Deck_Graphics(disp_axes);
reset_card_selection();
end
% Reset the card selection to none and updating the deck graphic
function reset_card_selection()
if transferring_deck ~= 0
transferring_deck.selected_start_index = 0;
transferring_deck.update_Deck_Graphics(disp_axes)
transferring_deck = 0;
end
end
% Draw the play field
function draw_playfield()
cla(disp_axes); % Clear the play field axes
for i = 1:length(playing_decks)
playing_decks(i).render_deck_outline(disp_axes);
playing_decks(i).update_Deck_Graphics(disp_axes);
end
draw_deck.render_deck_outline(disp_axes);
draw_deck.update_Deck_Graphics(disp_axes);
%discard_deck.render_deck_outline(disp_axes);
discard_deck.update_Deck_Graphics(disp_axes);
for i = 1:length(goal_decks)
goal_decks(i).render_deck_outline(disp_axes);
goal_decks(i).update_Deck_Graphics(disp_axes);
end
end
% Determine the number, colour , and suit of the colours
function [num,colour,suit] = determine_card(card,varargin)
if isa(card, 'Cards')
[num,colour,suit] = card.get_Card_Info();
else
if card == 0
if ~isempty(varargin)
num = varargin{1};
else
num = 14;
end
else
num = -1;
end
suit = -1;
colour = -1;
end
end
function auto_open_hiddencard()
if (transferring_deck.hidden_start_index >0 ...
&& transferring_deck.get_Number_Of_Cards() == transferring_deck.hidden_start_index)
transferring_deck.reveal_Hidden_Card(1)
end
end
% Get the mouse position
function[X,Y]= get_mouse_pos()
mpos = get(disp_axes,'CurrentPoint');
X = mpos(1,1);
Y = mpos(1,2);
end
end