Files
52-cards/src/Deck.lua

126 lines
2.6 KiB
Lua

local class = require "lib.middleclass"
local insert = table.insert
local remove = table.remove
local random = math.random
local ceil = math.ceil
local lg = love.graphics
local Deck = class("Deck")
Deck.static.width = 64*2
Deck.static.height = 89*2
function Deck:initialize(cards)
self.cards = cards or {}
self.x = 0
self.y = 0
self.r = 0
self.face = "down" --or "up"
end
function Deck:draw(face, x, y, r)
if not face then face = self.face end
if not x then x = self.x end
if not y then y = self.y end
if not r then r = self.r end
lg.push()
lg.translate(x, y)
lg.rotate(r)
lg.setColor(255, 255, 255, 255)
for i=ceil(#self.cards / 3), 1, -1 do --every 3 cards is 1 pixel of thickness to the deck, rounded up
lg.rectangle("line", i - Deck.static.width/2, i - Deck.static.height/2, Deck.static.width, Deck.static.height)
end
lg.pop()
self.cards[#self.cards]:draw(face, x, y, r)
end
function Deck:moveTo(x, y, r)
self.x = x or self.x
self.y = y or self.y
self.r = r or self.r
end
function Deck:flip()
if self.face == "down" then
self.face = "up"
else
self.face = "down"
end
end
function Deck:shuffleCards()
local new = {}
while #self.cards > 0 do
insert(new, remove(self.cards, random(1, #self.cards)))
end
self.cards = new
end
function Deck:shuffleIn(card) --TODO make capable of handling multiple cards
--insert(self.cards, random(1, #self.cards)) --no, we shuffle everything!
insert(self.cards, card)
self:shuffleCards()
end
--TODO ? placeIn() to randomly place within without shuffling whole deck?
function Deck:drawCards(count)
if count and (count > 1) then
local new = {}
while (count > 1) and (#self.cards > 1) do
insert(new, remove(self.cards))
end
self:update()
return Deck(new)
else
local card = remove(self.cards)
self:update()
return card
end
end
--on top of deck
function Deck:placeCardsOn(cards)
if type(cards) == "table" then
for _, card in ipairs(cards) do
insert(self.cards, card)
end
else
insert(self.cards, cards)
end
end
--on bottom of deck
function Deck:placeCardsUnder(cards)
if type(cards) == "table" then
for _, card in ipairs(cards) do
insert(self.cards, card, 1)
end
else
insert(self.cards, cards, 1)
end
end
function Deck:getCards()
return self.cards
end
function Deck:update()
if #self.cards < 2 then
self = self.cards[1] --turn into a Card (no idea if this will break anything Oo)
end
end
return Deck