public async Task AnimateMoveComputerCardstoCrib(List <CardCtrl> computerCribCards, bool moveCards = true) { double beginTime = 0; var taskList = new List <Task>(); var animationDuration = FlipAnimationDuration; if (_firstDeal) { animationDuration *= 4; _firstDeal = false; } var tList = CardGrid.MoveListOfCards(_cgComputer, _cgCrib, computerCribCards, animationDuration, beginTime); if (tList != null) { taskList.AddRange(tList); } await Task.WhenAll(taskList); if (moveCards) { CardGrid.TransferCards(_cgComputer, _cgCrib, computerCribCards); } }
private async Task OnDeal() { ResetCards(); var(computerCards, playerCards, sharedCard) = Game.GetHands(); var orig = _cgDeck.GetNextCardPosition(sharedCard[0]); await Deal(playerCards, computerCards, sharedCard, new List <CardCtrl> { computerCards[0], computerCards[2] }, PlayerType.Computer); var playerCribCards = new List <CardCtrl> { _cgPlayer.Cards[0], _cgPlayer.Cards[1] }; var index = 2; foreach (var card in playerCribCards) { await CardGrid.AnimateMoveOneCard(_cgPlayer, _cgDiscarded, card, index ++, false, MOVE_CARDS_ANIMATION_DURATION, 0); } CardGrid.TransferCards(_cgPlayer, _cgDiscarded, playerCribCards); }
private async Task AnimateSendCardsBackToOwner() { var tList = new List <Task>(); var targetIndexForComputer = 0; var targetIndexForPlayer = 0; var playerCards = new List <CardCtrl>(); var computerCards = new List <CardCtrl>(); foreach (var card in _cgDiscarded.Cards) { card.Opacity = 1.0; Task task; if (card.Owner == Owner.Computer) { task = CardGrid.AnimateMoveOneCard(_cgDiscarded, _cgComputer, card, targetIndexForComputer, false, MOVE_CARDS_ANIMATION_DURATION, targetIndexForComputer * MOVE_CARDS_ANIMATION_DURATION); computerCards.Add(card); targetIndexForComputer++; } else { task = CardGrid.AnimateMoveOneCard(_cgDiscarded, _cgPlayer, card, targetIndexForPlayer, false, MOVE_CARDS_ANIMATION_DURATION, MOVE_CARDS_ANIMATION_DURATION * targetIndexForPlayer); targetIndexForPlayer++; playerCards.Add(card); } tList.Add(task); } playerCards.Sort(CardCtrl.CompareCardsByRank); // sort from lowest to highest, ignoring suit await Task.WhenAll(tList); CardGrid.TransferCards(_cgDiscarded, _cgPlayer, playerCards); CardGrid.TransferCards(_cgDiscarded, _cgComputer, computerCards); }
// // if this is the computer, do the animation to move it to the shared grid and then flip the card. // // if this is the player, update which cards can be played. // public async Task CountCard(PlayerType playerTurn, CardCtrl card, int newCount) { if (playerTurn == PlayerType.Computer) { var tList = new List <Task>(); var task = CardGrid.AnimateMoveOneCard(_cgComputer, _cgDiscarded, card, _cgDiscarded.Cards.Count, false, MOVE_CARDS_ANIMATION_DURATION, 0); tList.Add(task); task = card.SetOrientationTask(CardOrientation.FaceUp, FlipAnimationDuration, 0); if (task != null) { tList.Add(task); } CardGrid.TransferCards(_cgComputer, _cgDiscarded, new List <CardCtrl> { card }); await Task.WhenAll(tList); } _game.SetPlayableCards(); // both enables playable cards and disables non-playable ones }
/// <summary> /// Deal does the following /// 1. moves cards from the deck to the computer and player /// 2. flips the players cards faceup /// 3. moves 2 cards from the computer to the discard grid /// Assume we start with the cards in the deck /// One problem we have is that we can't animate (X,Y) in one TimeLine -- so we have to compose them. /// </summary> public async Task AnimateDeal(List <CardCtrl> playerCards, List <CardCtrl> computerCards, List <CardCtrl> discardedComputerCards, PlayerType dealer) { playerCards.Sort(CardCtrl.CompareCardsByRank); // sort from lowest to highest, ignoring suit var taskList = new List <Task>(); // // assume dealer is player and then set it if it is not var dealersCards = playerCards; var nonDealerCards = computerCards; if (dealer == PlayerType.Computer) { dealersCards = computerCards; nonDealerCards = playerCards; } Task t = null; double beginTime = 0; var zIndex = 53; // this number is important -- the layout engine for cards sets Zindex too... for (var z = 0; z < nonDealerCards.Count; z++) { nonDealerCards[z].ZIndex = zIndex; dealersCards[z].ZIndex = zIndex - 1; zIndex -= 2; } _cgDeck.Cards.Sort((c1, c2) => Canvas.GetZIndex(c2) - Canvas.GetZIndex(c1)); double targetIndex = 0; // just being a bit silly here -- by incrementing by 0.5 and casting to an int, we can increate the target index by 1 after 2 iterations through the loop foreach (var card in _cgDeck.Cards) { switch (card.Owner) { case Owner.Player: t = CardGrid.AnimateMoveOneCard(_cgDeck, _cgPlayer, card, (int)targetIndex, true, MOVE_CARDS_ANIMATION_DURATION, beginTime); targetIndex += 0.5; card.Location = CardView.Location.Player; break; case Owner.Computer: t = CardGrid.AnimateMoveOneCard(_cgDeck, _cgComputer, card, (int)targetIndex, true, MOVE_CARDS_ANIMATION_DURATION, beginTime); targetIndex += 0.5; card.Location = CardView.Location.Computer; break; case Owner.Shared: continue; default: throw new InvalidOperationException("Card owner not set"); } taskList.Add(t); beginTime += MOVE_CARDS_ANIMATION_DURATION; } // // Now flip the players cards taskList.AddRange(CardGrid.SetCardsToOrientationTask(playerCards, CardOrientation.FaceUp, FlipAnimationDuration, beginTime)); await Task.WhenAll(taskList); taskList.Clear(); // // move computer cards to the crib. do it slow the first time so that the user can learn where to place the cards // // don't Transfer the cards because they all still belong to the deck -- we'll transfer below await AnimateMoveComputerCardstoCrib(discardedComputerCards, false); // // Now put the cards where they belong - they are all currently owned by the deck... CardGrid.TransferCards(_cgDeck, _cgComputer, computerCards); CardGrid.TransferCards(_cgDeck, _cgPlayer, playerCards); CardGrid.TransferCards(_cgComputer, _cgCrib, discardedComputerCards); }