4. Gameplay¶
In this chapter we will be implementing the core of Klondike’s gameplay: how the cards move between the stock and the waste, the piles and the foundations.
Before we begin though, let’s clean up all those cards that we left scattered across the table in
the previous chapter. Open the KlondikeGame
class and erase the loop at the bottom of onLoad()
that was adding 28 cards onto the table.
The piles¶
Another small refactoring that we need to do is to rename our components: Stock
⇒ StockPile
,
Waste
⇒ WastePile
, Foundation
⇒ FoundationPile
, and Pile
⇒ TableauPile
. This is
because these components have some common features in how they handle interactions with the cards,
and it would be convenient to have all of them implement a common API. We will call the interface
that they will all be implementing the Pile
class.
Note
Refactors and changes in architecture happen during development all the time: it’s almost impossible to get the structure right on the first try. Do not be anxious about changing code that you have written in the past: it is a good habit to have.
After such a rename, we can begin implementing each of these components.
Stock pile¶
The stock is a place in the top-left corner of the playing field which holds the cards that are not currently in play. We will need to build the following functionality for this component:
Ability to hold cards that are not currently in play, face down;
Tapping the stock should reveal top 3 cards and move them to the waste pile;
When the cards run out, there should be a visual indicating that this is the stock pile;
When the cards run out, tapping the empty stock should move all the cards from the waste pile into the stock, turning them face down.
The first question that needs to be decided here is this: who is going to own the Card
components?
Previously we have been adding them directly to the game field, but now wouldn’t it be better to
say that the cards belong to the Stock
component, or to the waste, or piles, or foundations? While
this approach is tempting, I believe it would make our life more complicated as we need to move a
card from one place to another.
So, I decided to stick with my first approach: the Card
components are owned directly by the
KlondikeGame
itself, whereas the StockPile
and other piles are merely aware of which cards are
currently placed there.
Having this in mind, let’s start implementing the StockPile
component:
class StockPile extends PositionComponent {
StockPile({super.position}) : super(size: KlondikeGame.cardSize);
/// Which cards are currently placed onto this pile. The first card in the
/// list is at the bottom, the last card is on top.
final List<Card> _cards = [];
void acquireCard(Card card) {
assert(!card.isFaceUp);
card.position = position;
card.priority = _cards.length;
_cards.add(card);
}
}
Here the acquireCard()
method stores the provided card into the internal list _cards
; it also
moves that card to the StockPile
’s position and adjusts the cards priority so that they are
displayed in the right order. However, this method does not mount the card as a child of the
StockPile
component – it remains belonging to the top-level game.
Speaking of the game class, let’s open the KlondikeGame
and add the following lines to create a
full deck of 52 cards and put them onto the stock pile (this should be added at the end of the
onLoad
method):
final cards = [
for (var rank = 1; rank <= 13; rank++)
for (var suit = 0; suit < 4; suit++)
Card(rank, suit)
];
world.addAll(cards);
cards.forEach(stock.acquireCard);
This concludes the first step of our short plan at the beginning of this section. For the second
step, though, we need to have a waste pile – so let’s make a quick detour and implement the
WastePile
class.
Waste pile¶
The waste is a pile next to the stock. During the course of the game we will be taking the cards from the top of the stock pile and putting them into the waste. The functionality of this class is quite simple: it holds a certain number of cards face up, fanning out the top 3.
Let’s start implementing the WastePile
class same way as we did with the StockPile
class, only
now the cards are expected to be face up:
class WastePile extends PositionComponent {
WastePile({super.position}) : super(size: KlondikeGame.cardSize);
final List<Card> _cards = [];
void acquireCard(Card card) {
assert(card.isFaceUp);
card.position = position;
card.priority = _cards.length;
_cards.add(card);
}
}
So far, this puts all cards into a single neat pile, whereas we wanted a fan-out of top three. So,
let’s add a dedicated method _fanOutTopCards()
for this, which we will call at the end of each
acquireCard()
:
void _fanOutTopCards() {
final n = _cards.length;
for (var i = 0; i < n; i++) {
_cards[i].position = position;
}
if (n == 2) {
_cards[1].position.add(_fanOffset);
} else if (n >= 3) {
_cards[n - 2].position.add(_fanOffset);
_cards[n - 1].position.addScaled(_fanOffset, 2);
}
}
The _fanOffset
variable here helps determine the shift between cards in the fan, which I decided
to be about 20% of the card’s width:
final Vector2 _fanOffset = Vector2(KlondikeGame.cardWidth * 0.2, 0);
Now that the waste pile is ready, let’s get back to the StockPile
.
Stock pile – tap to deal cards¶
The second item on our todo list is the first interactive functionality in the game: tap the stock pile to deal 3 cards onto the waste.
Adding tap functionality to the components in Flame is quite simple: we just add the mixin
TapCallbacks
to the component that we want to be tappable:
class StockPile extends PositionComponent with TapCallbacks { ... }
Oh, and we also need to say what we want to happen when the tap occurs. Here we want the top 3 cards
to be turned face up and moved to the waste pile. So, add the following method to the StockPile
class:
@override
void onTapUp(TapUpEvent event) {
final wastePile = parent!.firstChild<WastePile>()!;
for (var i = 0; i < 3; i++) {
if (_cards.isNotEmpty) {
final card = _cards.removeLast();
card.flip();
wastePile.acquireCard(card);
}
}
}
You have probably noticed that the cards move from one pile to another immediately, which looks very unnatural. However, this is how it is going to be for now – we will defer making the game more smooth till the next chapter of the tutorial.
Also, the cards are organized in a well-defined order right now, starting from Kings and ending with Aces. This doesn’t make a very exciting gameplay though, so add line
cards.shuffle();
in the KlondikeGame
class right after the list of cards is created.
See also
For more information about tap functionality, see Tap Events.
Stock pile – visual representation¶
Currently, when the stock pile has no cards, it simply shows an empty space – there is no visual cue that this is where the stock is. Such cue is needed, though, because we want the user to be able to click the stock pile when it is empty in order to move all the cards from the waste back to the stock so that they can be dealt again.
In our case, the empty stock pile will have a card-like border, and a circle in the middle:
@override
void render(Canvas canvas) {
canvas.drawRRect(KlondikeGame.cardRRect, _borderPaint);
canvas.drawCircle(
Offset(width / 2, height / 2),
KlondikeGame.cardWidth * 0.3,
_circlePaint,
);
}
where the paints are defined as
final _borderPaint = Paint()
..style = PaintingStyle.stroke
..strokeWidth = 10
..color = const Color(0xFF3F5B5D);
final _circlePaint = Paint()
..style = PaintingStyle.stroke
..strokeWidth = 100
..color = const Color(0x883F5B5D);
and the cardRRect
in the KlondikeGame
class as
static final cardRRect = RRect.fromRectAndRadius(
const Rect.fromLTWH(0, 0, cardWidth, cardHeight),
const Radius.circular(cardRadius),
);
Now when you click through the stock pile till the end, you should be able to see the placeholder for the stock cards.
Stock pile – refill from the waste¶
The last piece of functionality to add, is to move the cards back from the waste pile into the stock
pile when the user taps on an empty stock. To implement this, we will modify the onTapUp()
method
like so:
@override
void onTapUp(TapUpEvent event) {
final wastePile = parent!.firstChild<WastePile>()!;
if (_cards.isEmpty) {
wastePile.removeAllCards().reversed.forEach((card) {
card.flip();
acquireCard(card);
});
} else {
for (var i = 0; i < 3; i++) {
if (_cards.isNotEmpty) {
final card = _cards.removeLast();
card.flip();
wastePile.acquireCard(card);
}
}
}
}
If you’re curious why we needed to reverse the list of cards removed from the waste pile, then it is because we want to simulate the entire waste pile being turned over at once, and not each card being flipped one by one in their places. You can check that this is working as intended by verifying that on each subsequent run through the stock pile, the cards are dealt in the same order as they were dealt in the first run.
The method WastePile.removeAllCards()
still needs to be implemented though:
List<Card> removeAllCards() {
final cards = _cards.toList();
_cards.clear();
return cards;
}
This pretty much concludes the StockPile
functionality, and we already implemented the WastePile
– so the only two components remaining are the FoundationPile
and the TableauPile
. We’ll start
with the first one because it looks simpler.
Foundation piles¶
The foundation piles are the four piles in the top right corner of the game. This is where we
will be building the ordered runs of cards from Ace to King. The functionality of this class is
similar to the StockPile
and the WastePile
: it has to be able to hold cards face up, and there
has to be some visual to show where the foundation is when there are no cards there.
First, let’s implement the card-holding logic:
class FoundationPile extends PositionComponent {
FoundationPile({super.position}) : super(size: KlondikeGame.cardSize);
final List<Card> _cards = [];
void acquireCard(Card card) {
assert(card.isFaceUp);
card.position = position;
card.priority = _cards.length;
_cards.add(card);
}
}
For visual representation of a foundation, I’ve decided to make a large icon of that foundation’s suit, in grey color. Which means we’d need to update the definition of the class to include the suit information:
class FoundationPile extends PositionComponent {
FoundationPile(int intSuit, {super.position})
: suit = Suit.fromInt(intSuit),
super(size: KlondikeGame.cardSize);
final Suit suit;
...
}
The code in the KlondikeGame
class that generates the foundations will have to be adjusted
accordingly in order to pass the suit index to each foundation.
Now, the rendering code for the foundation pile will look like this:
@override
void render(Canvas canvas) {
canvas.drawRRect(KlondikeGame.cardRRect, _borderPaint);
suit.sprite.render(
canvas,
position: size / 2,
anchor: Anchor.center,
size: Vector2.all(KlondikeGame.cardWidth * 0.6),
overridePaint: _suitPaint,
);
}
Here we need to have two paint objects, one for the border and one for the suits:
final _borderPaint = Paint()
..style = PaintingStyle.stroke
..strokeWidth = 10
..color = const Color(0x50ffffff);
late final _suitPaint = Paint()
..color = suit.isRed? const Color(0x3a000000) : const Color(0x64000000)
..blendMode = BlendMode.luminosity;
The suit paint uses BlendMode.luminosity
in order to convert the regular yellow/blue colors of
the suit sprites into grayscale. The “color” of the paint is different depending whether the suit
is red or black because the original luminosity of those sprites is different. Therefore, I had to
pick two different colors in order to make them look the same in grayscale.
Tableau Piles¶
The last piece of the game to be implemented is the TableauPile
component. There are seven of
these piles in total, and they are where the majority of the game play is happening.
The TableauPile
also needs a visual representation, in order to indicate that it’s a place where
a King can be placed when it is empty. I believe it could be just an empty frame, and that should
be sufficient:
class TableauPile extends PositionComponent {
TableauPile({super.position}) : super(size: KlondikeGame.cardSize);
final _borderPaint = Paint()
..style = PaintingStyle.stroke
..strokeWidth = 10
..color = const Color(0x50ffffff);
@override
void render(Canvas canvas) {
canvas.drawRRect(KlondikeGame.cardRRect, _borderPaint);
}
}
Oh, and the class will need to be able hold the cards too, obviously. Here, some of the cards will
be face down, while others will be face up. Also we will need a small amount of vertical fanning,
similar to how we did it for the WastePile
component:
/// Which cards are currently placed onto this pile.
final List<Card> _cards = [];
final Vector2 _fanOffset = Vector2(0, KlondikeGame.cardHeight * 0.05);
void acquireCard(Card card) {
if (_cards.isEmpty) {
card.position = position;
} else {
card.position = _cards.last.position + _fanOffset;
}
card.priority = _cards.length;
_cards.add(card);
}
All that remains now is to head over to the KlondikeGame
and make sure that the cards are dealt
into the TableauPile
s at the beginning of the game. Modify the code at the end of the onLoad()
method so that it looks like this:
@override
Future<void> onLoad() async {
...
final cards = [
for (var rank = 1; rank <= 13; rank++)
for (var suit = 0; suit < 4; suit++)
Card(rank, suit)
];
cards.shuffle();
world.addAll(cards);
int cardToDeal = cards.length - 1;
for (var i = 0; i < 7; i++) {
for (var j = i; j < 7; j++) {
piles[j].acquireCard(cards[cardToDeal--]);
}
piles[i].flipTopCard();
}
for(int n = 0; n <= cardToDeal; n++) {
stock.acquireCard(cards[n]);
}
}
Note how we deal the cards from the deck and place them into TableauPile
s one by one, and only
after that we put the remaining cards into the stock.
Recall that we decided earlier that all the cards would be owned by the KlondikeGame
itself. So
they are put into a generated List structure called cards
, shuffled and added to the world
. This
List should always have 52 cards in it, so a descending index cardToDeal
is used to deal 28 cards
one by one from the top of the deck into piles that acquire references to the cards in the deck. An
ascending index is used to deal the remaining 24 cards into the stock in correct shuffled order. At
the end of the deal there are still 52 Card
objects in the cards
list. In the card piles we
used removeList()
to retrieve a card from a pile, but not here because it would remove cards
from KlondikeGame
’s ownership.
The flipTopCard
method in the TableauPile
class is as trivial as it sounds:
void flipTopCard() {
assert(_cards.last.isFaceDown);
_cards.last.flip();
}
If you run the game at this point, it would be nicely set up and look as if it was ready to play. Except that we can’t move the cards yet, which is kinda a deal-breaker here. So without further ado, presenting you the next section:
Moving the cards¶
Moving the cards is a somewhat more complicated topic than what we have had so far. We will split it into several smaller steps:
Simple movement: grab a card and move it around.
Ensure that the user can only move the cards that they are allowed to.
Check that the cards are dropped at proper destinations.
Drag a run of cards.
1. Simple movement¶
So, we want to be able to drag the cards on the screen. This is even simpler than making the
StockPile
tappable: just head over into the Card
class and add the DragCallbacks
mixin:
class Card extends PositionComponent with DragCallbacks {
}
The next step is to implement the actual drag event callbacks: onDragStart
, onDragUpdate
, and
onDragEnd
.
When the drag gesture is initiated, the first thing that we need to do is to raise the priority of the card, so that it is rendered above all others. Without this, the card would be occasionally “sliding beneath” other cards, which would look most unnatural:
@override
void onDragStart(DragStartEvent event) {
priority = 100;
}
During the drag, the onDragUpdate
event will be called continuously. Using this callback we will
be updating the position of the card so that it follows the movement of the finger (or the mouse).
The event
object passed to this callback contains the most recent coordinate of the point of
touch, and also the localDelta
property – which is the displacement vector since the previous
call of onDragUpdate
, considering the camera zoom.
@override
void onDragUpdate(DragUpdateEvent event) {
position += event.delta;
}
So far this allows you to grab any card and drag it anywhere around the table. What we want, however, is to be able to restrict where the card is allowed or not allowed to go. This is where the core of the logic of the game begins.
2. Move only allowed cards¶
The first restriction that we impose is that the user should only be able to drag the cards that we allow, which include: (1) the top card of a waste pile, (2) the top card of a foundation pile, and (3) any face-up card in a tableau pile.
Thus, in order to determine whether a card can be moved or not, we need to know which pile it currently belongs to. There could be several ways that we go about it, but seemingly the most straightforward is to let every card keep a reference to the pile in which it currently resides.
So, let’s start by defining the abstract interface Pile
that all our existing piles will be
implementing:
abstract class Pile {
bool canMoveCard(Card card);
}
We will expand this class further later, but for now let’s make sure that each of the classes
StockPile
, WastePile
, FoundationPile
, and TableauPile
are marked as implementing this
interface:
class StockPile extends PositionComponent with TapCallbacks implements Pile {
...
@override
bool canMoveCard(Card card) => false;
}
class WastePile extends PositionComponent implements Pile {
...
@override
bool canMoveCard(Card card) => _cards.isNotEmpty && card == _cards.last;
}
class FoundationPile extends PositionComponent implements Pile {
...
@override
bool canMoveCard(Card card) => _cards.isNotEmpty && card == _cards.last;
}
class TableauPile extends PositionComponent implements Pile {
...
@override
bool canMoveCard(Card card) => _cards.isNotEmpty && card == _cards.last;
}
We also wanted to let every Card
know which pile it is currently in. For this, add the field
Pile? pile
into the Card
class, and make sure to set it in each pile’s acquireCard()
method,
like so:
void acquireCard(Card card) {
...
card.pile = this;
}
Now we can put this new functionality to use: go into the Card.onDragStart()
method and modify
it so that it would check whether the card is allowed to be moved before starting the drag:
void onDragStart(DragStartEvent event) {
if (pile?.canMoveCard(this) ?? false) {
super.onDragStart(event);
priority = 100;
}
}
We have also added a call to super.onDragStart()
which sets an _isDragged
variable to true
in the DragCallbacks
mixin, we need to check this flag via the public isDragged
getter in
the onDragUpdate()
method and use super.onDragEnd()
in onDragEnd()
so the flag is set back
to false
:
@override
void onDragUpdate(DragUpdateEvent event) {
if (!isDragged) {
return;
}
position += event.delta;
}
@override
void onDragEnd(DragEndEvent event) {
super.onDragEnd(event);
}
Now only the proper cards can be dragged, but they still drop at random positions on the table, so let’s work on that.
3. Dropping the cards at proper locations¶
At this point what we want to do is to figure out where the dragged card is being dropped. More
specifically, we want to know into which pile it is being dropped. This can be achieved by using
the componentsAtPoint()
API, which allows you to query which components are located at a given
position on the screen.
Thus, my first attempt at revising the onDragEnd
callback looks like this:
@override
void onDragEnd(DragEndEvent event) {
if (!isDragged) {
return;
}
super.onDragEnd(event);
final dropPiles = parent!
.componentsAtPoint(position + size / 2)
.whereType<Pile>()
.toList();
if (dropPiles.isNotEmpty) {
// if (card is allowed to be dropped into this pile) {
// remove the card from the current pile
// add the card into the new pile
// }
}
// return the card to where it was originally
}
This still contains several placeholders for the functionality that still needs to be implemented, so let’s get to it.
First piece of the puzzle is the “is card allowed to be dropped here?” check. To implement this,
first head over into the Pile
class and add the canAcceptCard()
abstract method:
abstract class Pile {
...
bool canAcceptCard(Card card);
}
Obviously this now needs to be implemented for every Pile
subclass, so let’s get to it:
class FoundationPile ... implements Pile {
...
@override
bool canAcceptCard(Card card) {
final topCardRank = _cards.isEmpty? 0 : _cards.last.rank.value;
return card.suit == suit && card.rank.value == topCardRank + 1;
}
}
class TableauPile ... implements Pile {
...
@override
bool canAcceptCard(Card card) {
if (_cards.isEmpty) {
return card.rank.value == 13;
} else {
final topCard = _cards.last;
return card.suit.isRed == !topCard.suit.isRed &&
card.rank.value == topCard.rank.value - 1;
}
}
}
(for the StockPile
and the WastePile
the method should just return false, since no cards should
be dropped there).
Alright, next part is the “remove the card from its current pile”. Once again, let’s head over to
the Pile
class and add the removeCard()
abstract method:
abstract class Pile {
...
void removeCard(Card card);
}
Then we need to re-visit all four pile subclasses and implement this method:
class StockPile ... implements Pile {
...
@override
void removeCard(Card card) => throw StateError('cannot remove cards from here');
}
class WastePile ... implements Pile {
...
@override
void removeCard(Card card) {
assert(canMoveCard(card));
_cards.removeLast();
_fanOutTopCards();
}
}
class FoundationPile ... implements Pile {
...
@override
void removeCard(Card card) {
assert(canMoveCard(card));
_cards.removeLast();
}
}
class TableauPile ... implements Pile {
...
@override
void removeCard(Card card) {
assert(_cards.contains(card) && card.isFaceUp);
final index = _cards.indexOf(card);
_cards.removeRange(index, _cards.length);
if (_cards.isNotEmpty && _cards.last.isFaceDown) {
flipTopCard();
}
}
}
The next action in our pseudo-code is to “add the card to the new pile”. But this one we have
already implemented: it’s the acquireCard()
method. So all we need is to declare it in the Pile
interface:
abstract class Pile {
...
void acquireCard(Card card);
}
The last piece that’s missing is “return the card to where it was”. You can probably guess how we
are going to go about this one: add the returnCard()
method into the Pile
interface, and then
implement this method in all four pile subclasses:
class StockPile ... implements Pile {
...
@override
void returnCard(Card card) => throw StateError('cannot remove cards from here');
}
class WastePile ... implements Pile {
...
@override
void returnCard(Card card) {
card.priority = _cards.indexOf(card);
_fanOutTopCards();
}
}
class FoundationPile ... implements Pile {
...
@override
void returnCard(Card card) {
card.position = position;
card.priority = _cards.indexOf(card);
}
}
class TableauPile ... implements Pile {
...
@override
void returnCard(Card card) {
final index = _cards.indexOf(card);
card.position =
index == 0 ? position : _cards[index - 1].position + _fanOffset;
card.priority = index;
}
}
Now, putting this all together, the Card
’s onDragEnd
method will look like this:
@override
void onDragEnd(DragEndEvent event) {
if (!isDragged) {
return;
}
super.onDragEnd(event);
final dropPiles = parent!
.componentsAtPoint(position + size / 2)
.whereType<Pile>()
.toList();
if (dropPiles.isNotEmpty) {
if (dropPiles.first.canAcceptCard(this)) {
pile!.removeCard(this);
dropPiles.first.acquireCard(this);
return;
}
}
pile!.returnCard(this);
}
Ok, that was quite a lot of work – but if you run the game now, you’d be able to move the cards properly from one pile to another, and they will never go where they are not supposed to go. The only thing that remains is to be able to move multiple cards at once between tableau piles. So take a short break, and then on to the next section!
4. Moving a run of cards¶
In this section we will be implementing the necessary changes to allow us to move small stacks of cards between the tableau piles. Before we begin, though, we need to make a small fix first.
You have probably noticed when running the game in the previous section that the cards in the tableau piles clamp too closely together. That is, they are at the correct distance when they face down, but they should be at a larger distance when they face up, which is not currently the case. This makes it really difficult to see which cards are available for dragging.
So, let’s head over into the TableauPile
class and create a new method layOutCards()
, whose job
would be to ensure that all cards currently in the pile have the right positions:
final Vector2 _fanOffset1 = Vector2(0, KlondikeGame.cardHeight * 0.05);
final Vector2 _fanOffset2 = Vector2(0, KlondikeGame.cardHeight * 0.20);
void layOutCards() {
if (_cards.isEmpty) {
return;
}
_cards[0].position.setFrom(position);
for (var i = 1; i < _cards.length; i++) {
_cards[i].position
..setFrom(_cards[i - 1].position)
..add(_cards[i - 1].isFaceDown ? _fanOffset1 : _fanOffset2);
}
}
Make sure to call this method at the end of removeCard()
, returnCard()
, and acquireCard()
–
replacing any current logic that handles card positioning.
Another problem that you may have noticed is that for taller card stacks it becomes hard to place a
card there. This is because our logic for determining in which pile the card is being dropped checks
whether the center of the card is inside any of the TableauPile
components – but those components
have only the size of a single card! To fix this inconsistency, all we need is to declare that the
height of the tableau pile is at least as tall as all the cards in it, or even higher. Add this line
at the end of the layOutCards()
method:
height = KlondikeGame.cardHeight * 1.5 + _cards.last.y - _cards.first.y;
The factor 1.5
here adds a little bit extra space at the bottom of each pile. The card to be
dropped should be overlapping the hitbox by a little over half its width and height. If you are
approaching from below, it would be just overlapping the nearest card (i.e. the one that is fully
visible). You can temporarily turn the debug mode on to see the hitboxes.
Ok, let’s get to our main topic: how to move a stack of cards at once.
First thing that we’re going to add is the list of attachedCards
for every card. This list will
be non-empty only when the card is being dragged while having other cards on top. Add the following
declaration to the Card
class:
final List<Card> attachedCards = [];
Now, in order to create this list in onDragStart
, we need to query the TableauPile
for the list
of cards that are on top of the given card. Let’s add such a method into the TableauPile
class:
List<Card> cardsOnTop(Card card) {
assert(card.isFaceUp && _cards.contains(card));
final index = _cards.indexOf(card);
return _cards.getRange(index + 1, _cards.length).toList();
}
While we are in the TableauPile
class, let’s also update the canMoveCard()
method to allow
dragging cards that are not necessarily on top:
@override
bool canMoveCard(Card card) => card.isFaceUp;
Heading back into the Card
class, we can use this method in order to populate the list of
attachedCards
when the card starts to move:
@override
void onDragStart(DragStartEvent event) {
if (pile?.canMoveCard(this) ?? false) {
super.onDragStart();
priority = 100;
if (pile is TableauPile) {
attachedCards.clear();
final extraCards = (pile! as TableauPile).cardsOnTop(this);
for (final card in extraCards) {
card.priority = attachedCards.length + 101;
attachedCards.add(card);
}
}
}
}
Now all we need to do is to make sure that the attached cards are also moved with the main card in
the onDragUpdate
method:
@override
void onDragUpdate(DragUpdateEvent event) {
if (!isDragged) {
return;
}
final delta = event.delta;
position.add(delta);
attachedCards.forEach((card) => card.position.add(delta));
}
This does the trick, almost. All that remains is to fix any loose ends. For example, we don’t want
to let the user drop a stack of cards onto a foundation pile, so let’s head over into the
FoundationPile
class and modify the canAcceptCard()
method accordingly:
@override
bool canAcceptCard(Card card) {
final topCardRank = _cards.isEmpty ? 0 : _cards.last.rank.value;
return card.suit == suit &&
card.rank.value == topCardRank + 1 &&
card.attachedCards.isEmpty;
}
Secondly, we need to properly take care of the stack of card as it is being dropped into a tableau
pile. So, go back into the Card
class and update its onDragEnd()
method to also move the
attached cards into the pile, and the same when it comes to returning the cards into the old pile:
@override
void onDragEnd(DragEndEvent event) {
if (!isDragged) {
return;
}
super.onDragEnd(event);
final dropPiles = parent!
.componentsAtPoint(position + size / 2)
.whereType<Pile>()
.toList();
if (dropPiles.isNotEmpty) {
if (dropPiles.first.canAcceptCard(this)) {
pile!.removeCard(this);
dropPiles.first.acquireCard(this);
if (attachedCards.isNotEmpty) {
attachedCards.forEach((card) => dropPiles.first.acquireCard(card));
attachedCards.clear();
}
return;
}
}
pile!.returnCard(this);
if (attachedCards.isNotEmpty) {
attachedCards.forEach((card) => pile!.returnCard(card));
attachedCards.clear();
}
}
Well, this is it! The game is now fully playable. Press the button below to see what the resulting code looks like, or to play it live. In the next section we will discuss how to make it more animated with the help of effects.
1import 'dart:math';
2import 'dart:ui';
3
4import 'package:flame/components.dart';
5import 'package:flame/events.dart';
6import '../klondike_game.dart';
7import '../pile.dart';
8import '../rank.dart';
9import '../suit.dart';
10import 'tableau_pile.dart';
11
12class Card extends PositionComponent with DragCallbacks {
13 Card(int intRank, int intSuit)
14 : rank = Rank.fromInt(intRank),
15 suit = Suit.fromInt(intSuit),
16 super(size: KlondikeGame.cardSize);
17
18 final Rank rank;
19 final Suit suit;
20 Pile? pile;
21 bool _faceUp = false;
22 bool _isDragging = false;
23 final List<Card> attachedCards = [];
24
25 bool get isFaceUp => _faceUp;
26 bool get isFaceDown => !_faceUp;
27 void flip() => _faceUp = !_faceUp;
28
29 @override
30 String toString() => rank.label + suit.label; // e.g. "Q♠" or "10♦"
31
32 //#region Rendering
33
34 @override
35 void render(Canvas canvas) {
36 if (_faceUp) {
37 _renderFront(canvas);
38 } else {
39 _renderBack(canvas);
40 }
41 }
42
43 static final Paint backBackgroundPaint = Paint()
44 ..color = const Color(0xff380c02);
45 static final Paint backBorderPaint1 = Paint()
46 ..color = const Color(0xffdbaf58)
47 ..style = PaintingStyle.stroke
48 ..strokeWidth = 10;
49 static final Paint backBorderPaint2 = Paint()
50 ..color = const Color(0x5CEF971B)
51 ..style = PaintingStyle.stroke
52 ..strokeWidth = 35;
53 static final RRect cardRRect = RRect.fromRectAndRadius(
54 KlondikeGame.cardSize.toRect(),
55 const Radius.circular(KlondikeGame.cardRadius),
56 );
57 static final RRect backRRectInner = cardRRect.deflate(40);
58 static final Sprite flameSprite = klondikeSprite(1367, 6, 357, 501);
59
60 void _renderBack(Canvas canvas) {
61 canvas.drawRRect(cardRRect, backBackgroundPaint);
62 canvas.drawRRect(cardRRect, backBorderPaint1);
63 canvas.drawRRect(backRRectInner, backBorderPaint2);
64 flameSprite.render(canvas, position: size / 2, anchor: Anchor.center);
65 }
66
67 static final Paint frontBackgroundPaint = Paint()
68 ..color = const Color(0xff000000);
69 static final Paint redBorderPaint = Paint()
70 ..color = const Color(0xffece8a3)
71 ..style = PaintingStyle.stroke
72 ..strokeWidth = 10;
73 static final Paint blackBorderPaint = Paint()
74 ..color = const Color(0xff7ab2e8)
75 ..style = PaintingStyle.stroke
76 ..strokeWidth = 10;
77 static final blueFilter = Paint()
78 ..colorFilter = const ColorFilter.mode(
79 Color(0x880d8bff),
80 BlendMode.srcATop,
81 );
82 static final Sprite redJack = klondikeSprite(81, 565, 562, 488);
83 static final Sprite redQueen = klondikeSprite(717, 541, 486, 515);
84 static final Sprite redKing = klondikeSprite(1305, 532, 407, 549);
85 static final Sprite blackJack = klondikeSprite(81, 565, 562, 488)
86 ..paint = blueFilter;
87 static final Sprite blackQueen = klondikeSprite(717, 541, 486, 515)
88 ..paint = blueFilter;
89 static final Sprite blackKing = klondikeSprite(1305, 532, 407, 549)
90 ..paint = blueFilter;
91
92 void _renderFront(Canvas canvas) {
93 canvas.drawRRect(cardRRect, frontBackgroundPaint);
94 canvas.drawRRect(
95 cardRRect,
96 suit.isRed ? redBorderPaint : blackBorderPaint,
97 );
98
99 final rankSprite = suit.isBlack ? rank.blackSprite : rank.redSprite;
100 final suitSprite = suit.sprite;
101 _drawSprite(canvas, rankSprite, 0.1, 0.08);
102 _drawSprite(canvas, suitSprite, 0.1, 0.18, scale: 0.5);
103 _drawSprite(canvas, rankSprite, 0.1, 0.08, rotate: true);
104 _drawSprite(canvas, suitSprite, 0.1, 0.18, scale: 0.5, rotate: true);
105 switch (rank.value) {
106 case 1:
107 _drawSprite(canvas, suitSprite, 0.5, 0.5, scale: 2.5);
108 case 2:
109 _drawSprite(canvas, suitSprite, 0.5, 0.25);
110 _drawSprite(canvas, suitSprite, 0.5, 0.25, rotate: true);
111 case 3:
112 _drawSprite(canvas, suitSprite, 0.5, 0.2);
113 _drawSprite(canvas, suitSprite, 0.5, 0.5);
114 _drawSprite(canvas, suitSprite, 0.5, 0.2, rotate: true);
115 case 4:
116 _drawSprite(canvas, suitSprite, 0.3, 0.25);
117 _drawSprite(canvas, suitSprite, 0.7, 0.25);
118 _drawSprite(canvas, suitSprite, 0.3, 0.25, rotate: true);
119 _drawSprite(canvas, suitSprite, 0.7, 0.25, rotate: true);
120 case 5:
121 _drawSprite(canvas, suitSprite, 0.3, 0.25);
122 _drawSprite(canvas, suitSprite, 0.7, 0.25);
123 _drawSprite(canvas, suitSprite, 0.3, 0.25, rotate: true);
124 _drawSprite(canvas, suitSprite, 0.7, 0.25, rotate: true);
125 _drawSprite(canvas, suitSprite, 0.5, 0.5);
126 case 6:
127 _drawSprite(canvas, suitSprite, 0.3, 0.25);
128 _drawSprite(canvas, suitSprite, 0.7, 0.25);
129 _drawSprite(canvas, suitSprite, 0.3, 0.5);
130 _drawSprite(canvas, suitSprite, 0.7, 0.5);
131 _drawSprite(canvas, suitSprite, 0.3, 0.25, rotate: true);
132 _drawSprite(canvas, suitSprite, 0.7, 0.25, rotate: true);
133 case 7:
134 _drawSprite(canvas, suitSprite, 0.3, 0.2);
135 _drawSprite(canvas, suitSprite, 0.7, 0.2);
136 _drawSprite(canvas, suitSprite, 0.5, 0.35);
137 _drawSprite(canvas, suitSprite, 0.3, 0.5);
138 _drawSprite(canvas, suitSprite, 0.7, 0.5);
139 _drawSprite(canvas, suitSprite, 0.3, 0.2, rotate: true);
140 _drawSprite(canvas, suitSprite, 0.7, 0.2, rotate: true);
141 case 8:
142 _drawSprite(canvas, suitSprite, 0.3, 0.2);
143 _drawSprite(canvas, suitSprite, 0.7, 0.2);
144 _drawSprite(canvas, suitSprite, 0.5, 0.35);
145 _drawSprite(canvas, suitSprite, 0.3, 0.5);
146 _drawSprite(canvas, suitSprite, 0.7, 0.5);
147 _drawSprite(canvas, suitSprite, 0.3, 0.2, rotate: true);
148 _drawSprite(canvas, suitSprite, 0.7, 0.2, rotate: true);
149 _drawSprite(canvas, suitSprite, 0.5, 0.35, rotate: true);
150 case 9:
151 _drawSprite(canvas, suitSprite, 0.3, 0.2);
152 _drawSprite(canvas, suitSprite, 0.7, 0.2);
153 _drawSprite(canvas, suitSprite, 0.5, 0.3);
154 _drawSprite(canvas, suitSprite, 0.3, 0.4);
155 _drawSprite(canvas, suitSprite, 0.7, 0.4);
156 _drawSprite(canvas, suitSprite, 0.3, 0.2, rotate: true);
157 _drawSprite(canvas, suitSprite, 0.7, 0.2, rotate: true);
158 _drawSprite(canvas, suitSprite, 0.3, 0.4, rotate: true);
159 _drawSprite(canvas, suitSprite, 0.7, 0.4, rotate: true);
160 case 10:
161 _drawSprite(canvas, suitSprite, 0.3, 0.2);
162 _drawSprite(canvas, suitSprite, 0.7, 0.2);
163 _drawSprite(canvas, suitSprite, 0.5, 0.3);
164 _drawSprite(canvas, suitSprite, 0.3, 0.4);
165 _drawSprite(canvas, suitSprite, 0.7, 0.4);
166 _drawSprite(canvas, suitSprite, 0.3, 0.2, rotate: true);
167 _drawSprite(canvas, suitSprite, 0.7, 0.2, rotate: true);
168 _drawSprite(canvas, suitSprite, 0.5, 0.3, rotate: true);
169 _drawSprite(canvas, suitSprite, 0.3, 0.4, rotate: true);
170 _drawSprite(canvas, suitSprite, 0.7, 0.4, rotate: true);
171 case 11:
172 _drawSprite(canvas, suit.isRed ? redJack : blackJack, 0.5, 0.5);
173 case 12:
174 _drawSprite(canvas, suit.isRed ? redQueen : blackQueen, 0.5, 0.5);
175 case 13:
176 _drawSprite(canvas, suit.isRed ? redKing : blackKing, 0.5, 0.5);
177 }
178 }
179
180 void _drawSprite(
181 Canvas canvas,
182 Sprite sprite,
183 double relativeX,
184 double relativeY, {
185 double scale = 1,
186 bool rotate = false,
187 }) {
188 if (rotate) {
189 canvas.save();
190 canvas.translate(size.x / 2, size.y / 2);
191 canvas.rotate(pi);
192 canvas.translate(-size.x / 2, -size.y / 2);
193 }
194 sprite.render(
195 canvas,
196 position: Vector2(relativeX * size.x, relativeY * size.y),
197 anchor: Anchor.center,
198 size: sprite.srcSize.scaled(scale),
199 );
200 if (rotate) {
201 canvas.restore();
202 }
203 }
204
205 //#endregion
206
207 //#region Dragging
208
209 @override
210 void onDragStart(DragStartEvent event) {
211 super.onDragStart(event);
212 if (pile?.canMoveCard(this) ?? false) {
213 _isDragging = true;
214 priority = 100;
215 if (pile is TableauPile) {
216 attachedCards.clear();
217 final extraCards = (pile! as TableauPile).cardsOnTop(this);
218 for (final card in extraCards) {
219 card.priority = attachedCards.length + 101;
220 attachedCards.add(card);
221 }
222 }
223 }
224 }
225
226 @override
227 void onDragUpdate(DragUpdateEvent event) {
228 if (!_isDragging) {
229 return;
230 }
231 final delta = event.localDelta;
232 position.add(delta);
233 attachedCards.forEach((card) => card.position.add(delta));
234 }
235
236 @override
237 void onDragEnd(DragEndEvent event) {
238 super.onDragEnd(event);
239 if (!_isDragging) {
240 return;
241 }
242 _isDragging = false;
243 final dropPiles = parent!
244 .componentsAtPoint(position + size / 2)
245 .whereType<Pile>()
246 .toList();
247 if (dropPiles.isNotEmpty) {
248 if (dropPiles.first.canAcceptCard(this)) {
249 pile!.removeCard(this);
250 dropPiles.first.acquireCard(this);
251 if (attachedCards.isNotEmpty) {
252 attachedCards.forEach((card) => dropPiles.first.acquireCard(card));
253 attachedCards.clear();
254 }
255 return;
256 }
257 }
258 pile!.returnCard(this);
259 if (attachedCards.isNotEmpty) {
260 attachedCards.forEach((card) => pile!.returnCard(card));
261 attachedCards.clear();
262 }
263 }
264
265 //#endregion
266}
1import 'dart:ui';
2
3import 'package:flame/components.dart';
4
5import '../klondike_game.dart';
6import '../pile.dart';
7import '../suit.dart';
8import 'card.dart';
9
10class FoundationPile extends PositionComponent implements Pile {
11 FoundationPile(int intSuit, {super.position})
12 : suit = Suit.fromInt(intSuit),
13 super(size: KlondikeGame.cardSize);
14
15 final Suit suit;
16 final List<Card> _cards = [];
17
18 //#region Pile API
19
20 @override
21 bool canMoveCard(Card card) {
22 return _cards.isNotEmpty && card == _cards.last;
23 }
24
25 @override
26 bool canAcceptCard(Card card) {
27 final topCardRank = _cards.isEmpty ? 0 : _cards.last.rank.value;
28 return card.suit == suit &&
29 card.rank.value == topCardRank + 1 &&
30 card.attachedCards.isEmpty;
31 }
32
33 @override
34 void removeCard(Card card) {
35 assert(canMoveCard(card));
36 _cards.removeLast();
37 }
38
39 @override
40 void returnCard(Card card) {
41 card.position = position;
42 card.priority = _cards.indexOf(card);
43 }
44
45 @override
46 void acquireCard(Card card) {
47 assert(card.isFaceUp);
48 card.position = position;
49 card.priority = _cards.length;
50 card.pile = this;
51 _cards.add(card);
52 }
53
54 //#endregion
55
56 //#region Rendering
57
58 final _borderPaint = Paint()
59 ..style = PaintingStyle.stroke
60 ..strokeWidth = 10
61 ..color = const Color(0x50ffffff);
62 late final _suitPaint = Paint()
63 ..color = suit.isRed ? const Color(0x3a000000) : const Color(0x64000000)
64 ..blendMode = BlendMode.luminosity;
65
66 @override
67 void render(Canvas canvas) {
68 canvas.drawRRect(KlondikeGame.cardRRect, _borderPaint);
69 suit.sprite.render(
70 canvas,
71 position: size / 2,
72 anchor: Anchor.center,
73 size: Vector2.all(KlondikeGame.cardWidth * 0.6),
74 overridePaint: _suitPaint,
75 );
76 }
77
78 //#endregion
79}
1import 'dart:ui';
2
3import 'package:flame/components.dart';
4import 'package:flame/events.dart';
5
6import '../klondike_game.dart';
7import '../pile.dart';
8import 'card.dart';
9import 'waste_pile.dart';
10
11class StockPile extends PositionComponent with TapCallbacks implements Pile {
12 StockPile({super.position}) : super(size: KlondikeGame.cardSize);
13
14 /// Which cards are currently placed onto this pile. The first card in the
15 /// list is at the bottom, the last card is on top.
16 final List<Card> _cards = [];
17
18 //#region Pile API
19
20 @override
21 bool canMoveCard(Card card) => false;
22
23 @override
24 bool canAcceptCard(Card card) => false;
25
26 @override
27 void removeCard(Card card) => throw StateError('cannot remove cards');
28
29 @override
30 void returnCard(Card card) => throw StateError('cannot remove cards');
31
32 @override
33 void acquireCard(Card card) {
34 assert(card.isFaceDown);
35 card.pile = this;
36 card.position = position;
37 card.priority = _cards.length;
38 _cards.add(card);
39 }
40
41 //#endregion
42
43 @override
44 void onTapUp(TapUpEvent event) {
45 final wastePile = parent!.firstChild<WastePile>()!;
46 if (_cards.isEmpty) {
47 wastePile.removeAllCards().reversed.forEach((card) {
48 card.flip();
49 acquireCard(card);
50 });
51 } else {
52 for (var i = 0; i < 3; i++) {
53 if (_cards.isNotEmpty) {
54 final card = _cards.removeLast();
55 card.flip();
56 wastePile.acquireCard(card);
57 }
58 }
59 }
60 }
61
62 //#region Rendering
63
64 final _borderPaint = Paint()
65 ..style = PaintingStyle.stroke
66 ..strokeWidth = 10
67 ..color = const Color(0xFF3F5B5D);
68 final _circlePaint = Paint()
69 ..style = PaintingStyle.stroke
70 ..strokeWidth = 100
71 ..color = const Color(0x883F5B5D);
72
73 @override
74 void render(Canvas canvas) {
75 canvas.drawRRect(KlondikeGame.cardRRect, _borderPaint);
76 canvas.drawCircle(
77 Offset(width / 2, height / 2),
78 KlondikeGame.cardWidth * 0.3,
79 _circlePaint,
80 );
81 }
82
83 //#endregion
84}
1import 'dart:ui';
2
3import 'package:flame/components.dart';
4
5import '../klondike_game.dart';
6import '../pile.dart';
7import 'card.dart';
8
9class TableauPile extends PositionComponent implements Pile {
10 TableauPile({super.position}) : super(size: KlondikeGame.cardSize);
11
12 /// Which cards are currently placed onto this pile.
13 final List<Card> _cards = [];
14 final Vector2 _fanOffset1 = Vector2(0, KlondikeGame.cardHeight * 0.05);
15 final Vector2 _fanOffset2 = Vector2(0, KlondikeGame.cardHeight * 0.2);
16
17 //#region Pile API
18
19 @override
20 bool canMoveCard(Card card) => card.isFaceUp;
21
22 @override
23 bool canAcceptCard(Card card) {
24 if (_cards.isEmpty) {
25 return card.rank.value == 13;
26 } else {
27 final topCard = _cards.last;
28 return card.suit.isRed == !topCard.suit.isRed &&
29 card.rank.value == topCard.rank.value - 1;
30 }
31 }
32
33 @override
34 void removeCard(Card card) {
35 assert(_cards.contains(card) && card.isFaceUp);
36 final index = _cards.indexOf(card);
37 _cards.removeRange(index, _cards.length);
38 if (_cards.isNotEmpty && _cards.last.isFaceDown) {
39 flipTopCard();
40 }
41 layOutCards();
42 }
43
44 @override
45 void returnCard(Card card) {
46 card.priority = _cards.indexOf(card);
47 layOutCards();
48 }
49
50 @override
51 void acquireCard(Card card) {
52 card.pile = this;
53 card.priority = _cards.length;
54 _cards.add(card);
55 layOutCards();
56 }
57
58 //#endregion
59
60 void flipTopCard() {
61 assert(_cards.last.isFaceDown);
62 _cards.last.flip();
63 }
64
65 void layOutCards() {
66 if (_cards.isEmpty) {
67 return;
68 }
69 _cards[0].position.setFrom(position);
70 for (var i = 1; i < _cards.length; i++) {
71 _cards[i].position
72 ..setFrom(_cards[i - 1].position)
73 ..add(_cards[i - 1].isFaceDown ? _fanOffset1 : _fanOffset2);
74 }
75 height = KlondikeGame.cardHeight * 1.5 + _cards.last.y - _cards.first.y;
76 }
77
78 List<Card> cardsOnTop(Card card) {
79 assert(card.isFaceUp && _cards.contains(card));
80 final index = _cards.indexOf(card);
81 return _cards.getRange(index + 1, _cards.length).toList();
82 }
83
84 //#region Rendering
85
86 final _borderPaint = Paint()
87 ..style = PaintingStyle.stroke
88 ..strokeWidth = 10
89 ..color = const Color(0x50ffffff);
90
91 @override
92 void render(Canvas canvas) {
93 canvas.drawRRect(KlondikeGame.cardRRect, _borderPaint);
94 }
95
96 //#endregion
97}
1import 'package:flame/components.dart';
2
3import '../klondike_game.dart';
4import '../pile.dart';
5import 'card.dart';
6
7class WastePile extends PositionComponent implements Pile {
8 WastePile({super.position}) : super(size: KlondikeGame.cardSize);
9
10 final List<Card> _cards = [];
11 final Vector2 _fanOffset = Vector2(KlondikeGame.cardWidth * 0.2, 0);
12
13 //#region Pile API
14
15 @override
16 bool canMoveCard(Card card) => _cards.isNotEmpty && card == _cards.last;
17
18 @override
19 bool canAcceptCard(Card card) => false;
20
21 @override
22 void removeCard(Card card) {
23 assert(canMoveCard(card));
24 _cards.removeLast();
25 _fanOutTopCards();
26 }
27
28 @override
29 void returnCard(Card card) {
30 card.priority = _cards.indexOf(card);
31 _fanOutTopCards();
32 }
33
34 @override
35 void acquireCard(Card card) {
36 assert(card.isFaceUp);
37 card.pile = this;
38 card.position = position;
39 card.priority = _cards.length;
40 _cards.add(card);
41 _fanOutTopCards();
42 }
43
44 //#endregion
45
46 List<Card> removeAllCards() {
47 final cards = _cards.toList();
48 _cards.clear();
49 return cards;
50 }
51
52 void _fanOutTopCards() {
53 final n = _cards.length;
54 for (var i = 0; i < n; i++) {
55 _cards[i].position = position;
56 }
57 if (n == 2) {
58 _cards[1].position.add(_fanOffset);
59 } else if (n >= 3) {
60 _cards[n - 2].position.add(_fanOffset);
61 _cards[n - 1].position.addScaled(_fanOffset, 2);
62 }
63 }
64}
1import 'dart:ui';
2
3import 'package:flame/components.dart';
4import 'package:flame/flame.dart';
5import 'package:flame/game.dart';
6
7import 'components/card.dart';
8import 'components/foundation_pile.dart';
9import 'components/stock_pile.dart';
10import 'components/tableau_pile.dart';
11import 'components/waste_pile.dart';
12
13class KlondikeGame extends FlameGame {
14 static const double cardGap = 175.0;
15 static const double cardWidth = 1000.0;
16 static const double cardHeight = 1400.0;
17 static const double cardRadius = 100.0;
18 static final Vector2 cardSize = Vector2(cardWidth, cardHeight);
19 static final cardRRect = RRect.fromRectAndRadius(
20 const Rect.fromLTWH(0, 0, cardWidth, cardHeight),
21 const Radius.circular(cardRadius),
22 );
23
24 @override
25 Future<void> onLoad() async {
26 await Flame.images.load('klondike-sprites.png');
27
28 final stock = StockPile(position: Vector2(cardGap, cardGap));
29 final waste =
30 WastePile(position: Vector2(cardWidth + 2 * cardGap, cardGap));
31 final foundations = List.generate(
32 4,
33 (i) => FoundationPile(
34 i,
35 position: Vector2((i + 3) * (cardWidth + cardGap) + cardGap, cardGap),
36 ),
37 );
38 final piles = List.generate(
39 7,
40 (i) => TableauPile(
41 position: Vector2(
42 cardGap + i * (cardWidth + cardGap),
43 cardHeight + 2 * cardGap,
44 ),
45 ),
46 );
47
48 world.add(stock);
49 world.add(waste);
50 world.addAll(foundations);
51 world.addAll(piles);
52
53 camera.viewfinder.visibleGameSize =
54 Vector2(cardWidth * 7 + cardGap * 8, 4 * cardHeight + 3 * cardGap);
55 camera.viewfinder.position = Vector2(cardWidth * 3.5 + cardGap * 4, 0);
56 camera.viewfinder.anchor = Anchor.topCenter;
57
58 final cards = [
59 for (var rank = 1; rank <= 13; rank++)
60 for (var suit = 0; suit < 4; suit++) Card(rank, suit),
61 ];
62 cards.shuffle();
63 world.addAll(cards);
64
65 var cardToDeal = cards.length - 1;
66 for (var i = 0; i < 7; i++) {
67 for (var j = i; j < 7; j++) {
68 piles[j].acquireCard(cards[cardToDeal--]);
69 }
70 piles[i].flipTopCard();
71 }
72 for (var n = 0; n <= cardToDeal; n++) {
73 stock.acquireCard(cards[n]);
74 }
75 }
76}
77
78Sprite klondikeSprite(double x, double y, double width, double height) {
79 return Sprite(
80 Flame.images.fromCache('klondike-sprites.png'),
81 srcPosition: Vector2(x, y),
82 srcSize: Vector2(width, height),
83 );
84}
1import 'package:flame/game.dart';
2import 'package:flutter/widgets.dart';
3
4import 'klondike_game.dart';
5
6void main() {
7 final game = KlondikeGame();
8 runApp(GameWidget(game: game));
9}
1import 'components/card.dart';
2
3abstract class Pile {
4 /// Returns true if the [card] can be taken away from this pile and moved
5 /// somewhere else.
6 bool canMoveCard(Card card);
7
8 /// Returns true if the [card] can be placed on top of this pile. The [card]
9 /// may have other cards "attached" to it.
10 bool canAcceptCard(Card card);
11
12 /// Removes [card] from this pile; this method will only be called for a card
13 /// that both belong to this pile, and for which [canMoveCard] returns true.
14 void removeCard(Card card);
15
16 /// Places a single [card] on top of this pile. This method will only be
17 /// called for a card for which [canAcceptCard] returns true.
18 void acquireCard(Card card);
19
20 /// Returns the [card] (which already belongs to this pile) in its proper
21 /// place.
22 void returnCard(Card card);
23}
1import 'package:flame/components.dart';
2import 'package:flutter/foundation.dart';
3import 'klondike_game.dart';
4
5@immutable
6class Rank {
7 factory Rank.fromInt(int value) {
8 assert(
9 value >= 1 && value <= 13,
10 'value is outside of the bounds of what a rank can be',
11 );
12 return _singletons[value - 1];
13 }
14
15 Rank._(
16 this.value,
17 this.label,
18 double x1,
19 double y1,
20 double x2,
21 double y2,
22 double w,
23 double h,
24 ) : redSprite = klondikeSprite(x1, y1, w, h),
25 blackSprite = klondikeSprite(x2, y2, w, h);
26
27 final int value;
28 final String label;
29 final Sprite redSprite;
30 final Sprite blackSprite;
31
32 static final List<Rank> _singletons = [
33 Rank._(1, 'A', 335, 164, 789, 161, 120, 129),
34 Rank._(2, '2', 20, 19, 15, 322, 83, 125),
35 Rank._(3, '3', 122, 19, 117, 322, 80, 127),
36 Rank._(4, '4', 213, 12, 208, 315, 93, 132),
37 Rank._(5, '5', 314, 21, 309, 324, 85, 125),
38 Rank._(6, '6', 419, 17, 414, 320, 84, 129),
39 Rank._(7, '7', 509, 21, 505, 324, 92, 128),
40 Rank._(8, '8', 612, 19, 607, 322, 78, 127),
41 Rank._(9, '9', 709, 19, 704, 322, 84, 130),
42 Rank._(10, '10', 810, 20, 805, 322, 137, 127),
43 Rank._(11, 'J', 15, 170, 469, 167, 56, 126),
44 Rank._(12, 'Q', 92, 168, 547, 165, 132, 128),
45 Rank._(13, 'K', 243, 170, 696, 167, 92, 123),
46 ];
47}
1import 'package:flame/sprite.dart';
2import 'package:flutter/foundation.dart';
3import 'klondike_game.dart';
4
5@immutable
6class Suit {
7 factory Suit.fromInt(int index) {
8 assert(
9 index >= 0 && index <= 3,
10 'index is outside of the bounds of what a suit can be',
11 );
12 return _singletons[index];
13 }
14
15 Suit._(this.value, this.label, double x, double y, double w, double h)
16 : sprite = klondikeSprite(x, y, w, h);
17
18 final int value;
19 final String label;
20 final Sprite sprite;
21
22 static final List<Suit> _singletons = [
23 Suit._(0, '♥', 1176, 17, 172, 183),
24 Suit._(1, '♦', 973, 14, 177, 182),
25 Suit._(2, '♣', 974, 226, 184, 172),
26 Suit._(3, '♠', 1178, 220, 176, 182),
27 ];
28
29 /// Hearts and Diamonds are red, while Clubs and Spades are black.
30 bool get isRed => value <= 1;
31 bool get isBlack => value >= 2;
32}