542 lines
11 KiB
Lua
542 lines
11 KiB
Lua
local lg = love.graphics
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lg.setDefaultFilter("nearest","nearest")
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local mx, my = 0, 0
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local mb = false
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local cardOffX, cardOffY = 0, 0
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local marginX = 20
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local marginY = 20
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local padding = 10
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local cardImage = lg.newImage("mysa.png")
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local cardImageW = cardImage:getWidth()
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local cardImageH = cardImage:getHeight()
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local CARDW = 200
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local CARDH = 300
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local slotX = function(v) return (v * CARDW) + ((v + 1) * padding) + marginX end
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local slotY = function(v) return (v * CARDH) + ((v + 1) * padding) + marginY end
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love.window.setMode(slotX(8), slotY(5))
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local cardQuads = {}
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for i = 1, 57 do
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cardQuads[i] = lg.newQuad(((i-1) % 13) * CARDW, math.floor((i-1) / 13) * CARDH, CARDW, CARDH, cardImageW, cardImageH)
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end
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local backId = 54
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local Heart = 1
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local Spade = 2
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local Diamond = 3
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local Club = 4
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local suitNames = {
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"Hearts", "Spade", "Diamonds", "Clubs"
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}
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local writeln = function(...)
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local t = {...}
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for k, v in ipairs(t) do
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t[k] = tostring(v)
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end
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io.stderr:write(table.concat(t, "\t"), "\n")
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end
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--*************************************************************************************************
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local FaceUp = true
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local FaceDown = false
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local Card = {
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id = 1,
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x = 0,
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y = 0,
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w = CARDW,
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h = CARDH
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}
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function Card:show()
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self.showing = FaceUp
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end
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function Card:move(x, y)
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self.x = x
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self.y = y
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end
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function Card:hitTest(x, y)
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return not (
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(x < self.x) or (x > (self.x + self.w))
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or (y < self.y) or (y > (self.y + self.h))
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)
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end
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function Card:intersection(other)
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--[[
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left = max(r1.left, r2.left)
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right = min(r1.right, r2.right)
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bottom = max(r1.bottom, r2.bottom)
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top = min(r1.top, r2.top)
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Then, if intersection is not empty (left < right && bottom < top),
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subtract it from the common area of two rectangles: r1.area + r2.area - intersection.area.
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PS:
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Assumption 1: rectangles are aligned by the coordinate axes, that's usually the case.
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Assumption 2: y axis here increases upwards, for example, in a graphics application, the y axis increases downwards, you may need to use:
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bottom = min(r1.bottom, r2.bottom)
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top = max(r1.top, r2.top)
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--]]
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end
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function Card:draw()
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lg.setColor(1, 1, 1, 1)
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if (self.showing == FaceUp) then
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lg.draw(cardImage, cardQuads[self.id], self.x, self.y)
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else
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lg.draw(cardImage, cardQuads[backId], self.x, self.y)
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end
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--lg.setColor(0.05, 0.05, 0.05, 1)
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--lg.setColor(0.15, 0.15, 0.15, 1)
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lg.setColor(0.25, 0.25, 0.25, 1)
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lg.rectangle("line", self.x, self.y, CARDW, CARDH, 4)
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end
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function Card:new(id, x, y, showing)
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local o = {}
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for k, v in pairs(self) do
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o[k] = v
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end
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o.id = id
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o.rank = math.floor(((id - 1) % 13) + 1);
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o.suit = math.floor(((id - 1) / 13) + 1);
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o.showing = showing
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return o
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end
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--*************************************************************************************************
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local Deck = {
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x = 0,
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y = 0
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}
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function Deck:empty()
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local j = #self
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for i = 1, j do
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self[i] = nil
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end
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end
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function Deck:push(card)
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card.owner = self
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card.x = self.x
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card.y = self.y
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self[#self + 1] = card
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end
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function Deck:layout()
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if (self.tableau) then
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local yoff = self.y
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for _, card in ipairs(self) do
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card.x = self.x
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card.y = yoff
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yoff = yoff + ((card.showing == FaceUp) and 38 or 10)
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end
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else
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for _, card in ipairs(self) do
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card.x = self.x
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card.y = self.y
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end
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end
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end
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--Fisher–Yates shuffle.
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function Deck:shuffle()
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for i = #self-1, 1, -1 do
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j = math.random(0, i)
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local tc = self[i+1]
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self[i+1] = self[j+1]
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self[j+1] = tc
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end
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end
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function Deck:move(x, y)
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self.x = x
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self.y = y
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for _, card in ipairs(self) do
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card.x = x
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card.y = y
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end
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self:layout()
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end
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function Deck:findCardUnderMouse(x, y)
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if (#self == 0) then
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return
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end
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for i = #self, 1, -1 do
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local card = self[i]
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if (card:hitTest(x, y)) then
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return card
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end
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end
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end
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function Deck:hitTest(x, y)
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return not (
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(x < self.x) or (x > (self.x + self.w))
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or (y < self.y) or (y > (self.y + self.h))
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)
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end
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function Deck:draw()
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if (#self == 0) then
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lg.setColor(1, 1, 0, 1)
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lg.rectangle("line", self.x, self.y, self.w, self.h, 15)
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else
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for _, card in ipairs(self) do
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card:draw()
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end
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end
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end
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function Deck:topCard()
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return self[#self]
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end
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function Deck:pop()
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local o = self[#self]
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self[#self] = nil
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return o
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end
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function Deck:popAt(atCard)
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if (#self == 0) then return end
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local deck = Deck:new(mx, my, true);
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local count = #self
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for i = 1, count do
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if (self[i] == atCard) then
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for j = i, count do
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deck:push(self[j])
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self[j] = nil
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end
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break
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end
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end
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return deck
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end
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function Deck:new(x, y, tableau, cards)
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local o = {}
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for k, v in pairs(self) do
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o[k] = v
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end
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o.x = x
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o.y = y
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o.w = CARDW
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o.h = CARDH
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o.tableau = tableau
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if (cards) then
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for _, card in ipairs(cards) do
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o:push(card)
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end
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end
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return o
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end
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--*************************************************************************************************
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local stock = Deck:new(slotX(0), slotY(0), false)
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local waste = Deck:new(slotX(1), slotY(0), false)
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local foundation1 = Deck:new(slotX(3), slotY(0), false)
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local foundation2 = Deck:new(slotX(4), slotY(0), false)
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local foundation3 = Deck:new(slotX(5), slotY(0), false)
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local foundation4 = Deck:new(slotX(6), slotY(0), false)
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local tableau1 = Deck:new(slotX(0), slotY(1), true)
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local tableau2 = Deck:new(slotX(1), slotY(1), true)
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local tableau3 = Deck:new(slotX(2), slotY(1), true)
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local tableau4 = Deck:new(slotX(3), slotY(1), true)
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local tableau5 = Deck:new(slotX(4), slotY(1), true)
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local tableau6 = Deck:new(slotX(5), slotY(1), true)
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local tableau7 = Deck:new(slotX(6), slotY(1), true)
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local handDeck = nil
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local undoDeck = nil
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local decks = {
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stock, waste,
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foundation1, foundation2, foundation3, foundation4,
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tableau1, tableau2, tableau3, tableau4, tableau5, tableau6, tableau7,
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}
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local findDeckUnderMouse = function(x, y)
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for _, deck in ipairs(decks) do
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if (#deck > 0) then
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local card = deck:findCardUnderMouse(x, y)
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if (card) then
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return deck, card
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end
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elseif (deck:hitTest(x, y)) then
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return deck
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end
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end
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end
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local undo = function()
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if (not handDeck or not undoDeck) then return end
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local count = #handDeck
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for _, card in ipairs(handDeck) do
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undoDeck:push(card)
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end
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undoDeck:layout()
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handDeck = nil
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undoDeck = nil
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end
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local newGame = function()
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for _, deck in ipairs(decks) do
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deck:empty()
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end
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for i = 1, 52 do
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stock:push(Card:new(i, 0, 0, FaceDown))
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end
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stock:shuffle()
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for i = 1, 7 do
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for j = 1, i do
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local card = stock:pop()
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card.showing = (i == j)
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decks[6 + i]:push(card)
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end
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end
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for _, deck in ipairs(decks) do
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deck:layout()
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end
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end
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love.load = function()
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math.randomseed(os.time())
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love.graphics.setLineStyle("rough")
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love.graphics.setLineWidth(1)
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love.graphics.setPointSize(1)
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newGame()
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end
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love.mousemoved = function(x, y)
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mx = x
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my = y
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end
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local tableaus = { tableau1, tableau2, tableau3, tableau4, tableau5, tableau6, tableau7 }
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local foundations = { foundation1, foundation2, foundation3, foundation4 }
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local isAnyOf = function(t, o)
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for _, v in ipairs(t) do
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if (v == o) then
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return true
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end
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end
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end
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love.mousepressed = function(x, y, b)
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if (b == 1) then
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if (hooverDeck == waste) then
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if (hooverCard) then
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undoDeck = waste
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cardOffX = x - hooverCard.x
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cardOffY = y - hooverCard.y
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handDeck = Deck:new(x - cardOffX, y - cardOffY, true)
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local card = hooverDeck:pop()
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card.showing = FaceUp
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handDeck:push(card)
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handDeck:layout()
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end
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elseif (hooverDeck == stock) then
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if (#stock == 0) then
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--Click on empty stock restores it from waste.
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local card = waste:pop()
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while card do
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card.showing = FaceDown
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stock:push(card)
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card = waste:pop()
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end
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stock:shuffle()
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stock:layout()
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waste:layout()
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else
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--Click on face down card moves it face-up to waste.
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local card = stock:pop()
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card.showing = FaceUp
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waste:push(card)
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waste:layout()
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stock:layout()
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end
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-- handDeck = nil
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elseif (hooverCard and (hooverCard == hooverDeck:topCard()) and (hooverCard.showing == FaceDown)) then
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--Click on face down card flips it.
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hooverCard.showing = FaceUp
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hooverDeck:layout()
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elseif (hooverCard and hooverCard.showing == FaceUp) then
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undoDeck = hooverDeck
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cardOffX = x - hooverCard.x
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cardOffY = y - hooverCard.y
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handDeck = Deck:new(x - cardOffX, y - cardOffY, true, hooverDeck:popAt(hooverCard))
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hooverDeck:layout()
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end
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elseif (b == 2) then
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if (hooverCard and (hooverCard == hooverDeck:topCard()) and (hooverCard.showing == FaceUp)) then
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for k, deck in ipairs(foundations) do
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local tc = deck:topCard()
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if ((#deck == 0 and hooverCard.rank == 1) or (tc and hooverCard.rank == tc.rank + 1 and hooverCard.suit == tc.suit)) then
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local card = hooverDeck:pop()
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card.showing = FaceUp
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deck:push(card)
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return --RETURN
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end
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end
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end
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end
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end
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local isOddCard = function(card1, card2)
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local suit1 = card1.suit
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local suit2 = card2.suit
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return (
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(((suit1 == Spade) or (suit1 == Club)) and ((suit2 == Heart) or (suit2 == Diamond)))
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or (((suit1 == Heart) or (suit1 == Diamond)) and ((suit2 == Spade) or (suit2 == Club)))
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)
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end
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love.mousereleased = function(x, y, b)
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if (b ~= 1) then return end
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if (handDeck and hooverDeck) then
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if (isAnyOf(tableaus, hooverDeck)) then
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if (#hooverDeck == 0) then
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--Drop on empty tableau, only king allowed.
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if (handDeck[1].rank == 13) then
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local count = #handDeck
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for _, card in ipairs(handDeck) do
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hooverDeck:push(card)
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end
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else
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undo()
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end
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elseif (hooverDeck:topCard() == hooverCard) then
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--Must drop on the top card and only odd-colored down-going cards allowed.
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if (
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isOddCard(hooverDeck[#hooverDeck], handDeck[1])
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and (handDeck[1].rank == hooverCard.rank - 1)
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) then
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for _, card in ipairs(handDeck) do
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hooverDeck:push(card)
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end
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else
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undo()
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end
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else
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undo()
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end
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hooverDeck:layout()
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elseif (#handDeck == 1 and isAnyOf(foundations, hooverDeck)) then
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--Drop on foundation, only one card at a time. Only up-going same sort allowed.
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if (#hooverDeck == 0) then
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--Drop on empty foundation. Only aces allowed.
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if (handDeck[1].rank == 1) then
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hooverDeck:push(handDeck[1])
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else
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undo()
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end
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elseif (
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hooverDeck[#hooverDeck].rank == handDeck[1].rank - 1
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and hooverDeck[#hooverDeck].suit == handDeck[1].suit
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) then
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hooverDeck:push(handDeck[1])
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else
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undo()
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end
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else
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undo()
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end
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hooverDeck:layout()
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elseif (handDeck) then
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undo()
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end
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handDeck = nil
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undoDeck = nil
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hooverDeck = nil
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hooverCard = nil
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end
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love.keypressed = function(k)
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if (k == "f1") then
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newGame()
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elseif (k == "f3") then
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backId = 53
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elseif (k == "f4") then
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backId = 54
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end
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end
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love.update = function(dt)
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hooverDeck, hooverCard = findDeckUnderMouse(mx, my)
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if (handDeck) then
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handDeck:move(mx - cardOffX, my - cardOffY)
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end
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end
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love.draw = function()
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lg.setColor(1, 1, 1, 1)
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lg.setBackgroundColor(0.20, 0.40, 0.20, 1)
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for _, deck in ipairs(decks) do
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deck:draw()
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end
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if (handDeck) then
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handDeck:draw()
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end
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end
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