Cleaned some stuff up
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@ -38,6 +38,8 @@
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#include "input/input.h"
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// Poker Game Logic
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#include "poker/round/match.h"
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#include "poker/bet.h"
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#include "poker/card.h"
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#include "poker/dealer.h"
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@ -14,6 +14,8 @@
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#include "render.h"
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#include "winner.h"
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#include "round/match.h"
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#include "../display/camera.h"
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#include "../display/shader.h"
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#include "../display/texture.h"
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@ -71,9 +73,10 @@ typedef struct {
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/** For Betting round, which player is currently betting */
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uint8_t roundBetCurrent;
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uint32_t roundTextCounter;
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pokerroundmatch_t roundMatch;
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//////////////////////////////////////////////////////////////////////////////
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// Rendering Variables
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//////////////////////////////////////////////////////////////////////////////
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@ -88,7 +91,7 @@ typedef struct {
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shader_t shader;
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/** Camera for the world and the GUI */
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camera_t cameraWorld, cameraGui, cameraTest;
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camera_t cameraWorld, cameraGui;
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/** Refer to POKER_GUI_HEIGHT */
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float guiWidth;
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14
include/dawn/poker/round/match.h
Normal file
14
include/dawn/poker/round/match.h
Normal file
@ -0,0 +1,14 @@
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/**
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* Copyright (c) 2021 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#pragma once
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#include "../../libs.h"
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typedef struct {
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// Time when match started (for fade effect)
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float time;
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} pokerroundmatch_t;
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@ -44,8 +44,7 @@ void pokerUpdate(poker_t *poker, engine_t *engine) {
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}
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shaderUse(&poker->shader);
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// pokerFrameWorld(poker, &engine->render);
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pokerFrameTest(poker, &engine->render);
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pokerFrameWorld(poker, &engine->render);
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pokerWorldRender(poker);
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for(uint8_t pi = 0; pi < POKER_PLAYER_COUNT; pi++) {
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@ -43,18 +43,3 @@ void pokerFrameGui(poker_t *poker, render_t *render) {
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void pokerFrameRender(poker_t *poker, render_t *render) {
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}
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void pokerFrameTest(poker_t *poker, render_t *render) {
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// Correct the aspect on the perspective camera for the world
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cameraPerspective(&poker->cameraTest, 20,
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render->width / render->height,
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0.001, 1000
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);
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cameraLookAt(&poker->cameraTest,
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0, 0.25, -1,
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0, 0.25, 0.5
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);
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shaderUseCamera(&poker->shader, &poker->cameraTest);
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}
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@ -10,7 +10,7 @@
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void pokerLookAtPlayer(camera_t *camera, uint8_t seat, float distance) {
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float x, z, angle;
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angle = POKER_SEAT_ANGLE(seat);
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x = sin(angle) * (0.8);
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x = sin(angle) * (0.8 + distance);
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z = cos(angle) * (0.8 + distance);
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cameraLookAt(camera,
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x, 0.3, z,
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@ -13,6 +13,7 @@
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*
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* @param camera Camera to adjust.
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* @param seat Seat to look at.
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* @param distance Distance from the seat to look from. 0 is default.
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*/
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void pokerLookAtPlayer(camera_t *camera, uint8_t seat, float distance);
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@ -18,6 +18,9 @@ void pokerDealInit(poker_t *poker) {
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// Deal 2 card to each player
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pokerDealerDealAll(poker, POKER_DEAL_CARD_EACH);
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// Deal 2 card to each player
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pokerDealerDealAll(poker, POKER_DEAL_CARD_EACH);
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printf("Cards Dealt\n");
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pokerBetInit(poker);
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pokerRoundBetInit(poker);
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}
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@ -9,5 +9,6 @@
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#include <dawn/dawn.h>
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#include "../dealer.h"
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#include "../card.h"
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#include "bet.h"
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void pokerFlopInit(poker_t *poker);
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@ -10,8 +10,7 @@ void pokerMatchInit(poker_t *poker, engine_t *engine) {
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uint8_t x;
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// Look at the dealer
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// poker->matchStart = engine->time.current;
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pokerLookAtPlayer(&poker->cameraWorld, POKER_SEAT_DEALER, 100);
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poker->roundMatch.time = engine->time.current;
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// Reset the main game state. This does not init the round.
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pokerBetInit(&poker->bet);
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@ -29,4 +28,6 @@ void pokerMatchInit(poker_t *poker, engine_t *engine) {
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void pokerMatchUpdate(poker_t *poker, engine_t *engine) {
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// float matchDiff = poker->matchStart - engine->time.current;
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float diff = engine->time.current - poker->roundMatch.time;
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pokerLookAtPlayer(&poker->cameraWorld, POKER_SEAT_PLAYER0, 3 - (diff/2));
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}
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