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game.lua
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--
-- Game controller
--
Game = {
deck = {
stack = nil
},
bg = {
image = nil
},
hand = {
stack = Stack:new(),
rigs = {}
},
sounds = {
card_flip = audio.loadSound(GameConfig.sounds.card_flip),
shuffle = audio.loadSound(GameConfig.sounds.shuffle),
}
}
--
-- initializes the game state and playable area
--
function Game:new_game()
Game:init_background()
Game:init_deck()
Game:deal()
Game:listeners()
end
--
-- Draws the background texture
--
function Game:init_background()
Game.bg.image = display.newImage(GameConfig.background, 0, 0, true)
Game.bg.image.x = GameConfig._W
Game.bg.image.y = GameConfig._H
end
--
-- load deck from json
--
function Game:init_deck()
local path = system.pathForFile(GameConfig.deck.data)
Game.deck.stack = Stack:load(path)
end
--
-- Shuffles the deck and deals the initial stacks
--
function Game:deal()
Game:sfx('shuffle')
Game.deck.stack.shuffle(GameConfig.deck.shuffles)
for hand_index = 1, GameConfig.hand.size do
Game.hand.stack.add(Game.deck.stack.deal())
end
local cards = Game.hand.stack.cards()
for card_index = 1, #cards do
local x = card_index * (GameConfig.card.width + 50)
local card_rig = Game:card(cards[card_index], x, GameConfig._W / 2, GameConfig.card.states.facedown)
table.insert(Game.hand.rigs, card_index, card_rig)
end
end
--
-- Plays sound effects
--
function Game:sfx(name)
local channel = audio.play(Game.sounds[name])
end
--
-- Draws a blank card back
--
function Game:blank(x, y)
return display.newImage(GameConfig.card.back, x, y)
end
--
-- Draws a card
--
function Game:card(card, x, y, state)
local suit = card.get('suit')
local value = card.get('value')
local card_rig = display.newGroup()
card_rig.card = card
if state == GameConfig.card.states.faceup then
card_rig.state = state
local value_text = display.newText(value, 0, 0, 'Arial', 32)
value_text:setTextColor(0, 0, 0, 255)
if suit == 'Heart' then
card_rig:insert(display.newImage(GameConfig.card.face.heart))
card_rig:insert(value_text)
elseif suit == 'Diamond' then
card_rig:insert(display.newImage(GameConfig.card.face.diamond))
card_rig:insert(value_text)
elseif suit == 'Club' then
card_rig:insert(display.newImage(GameConfig.card.face.club))
card_rig:insert(value_text)
elseif suit == 'Spade' then
card_rig:insert(display.newImage(GameConfig.card.face.spade))
card_rig:insert(value_text)
end
else
card_rig.state = state
card_rig:insert(display.newImage(GameConfig.card.back))
end
card_rig.x = x
card_rig.y = y
card_rig:addEventListener('tap', Game:flip_card(e))
return card_rig
end
--
-- Event handler for flipping a card
--
function Game:flip_card(e)
return function(e)
Game:sfx('card_flip')
if e.target.state == GameConfig.card.states.faceup then
Game:card(e.target.card, e.target.x, e.target.y, GameConfig.card.states.facedown)
else
Game:card(e.target.card, e.target.x, e.target.y, GameConfig.card.states.faceup)
end
display.remove(e.target)
end
end
--
-- Event listeners
--
function Game:listeners()
end