added fly animation, refactoring, scale cards.

This commit is contained in:
2026-01-14 13:16:48 -08:00
parent cb7230124c
commit 00a37690a6
3 changed files with 170 additions and 101 deletions

View File

@ -1,4 +1,4 @@
import type { Container, Sprite, Ticker, TickerCallback } from "pixi.js";
import type { Container, Point, Sprite, Ticker, TickerCallback } from "pixi.js";
import { CardStatus, Hand } from "./Hand";
import { getSpriteSheet } from "./spritesheet";
import { CARD_HEIGHT, CARD_WIDTH } from "./constants";
@ -40,7 +40,7 @@ export abstract class Animation {
}
}
export class FlipCard extends Animation {
export class Flip extends Animation {
card: Sprite;
cardWidth: number;
status: CardStatus;
@ -91,9 +91,35 @@ export class FlipCard extends Animation {
}
}
export class Fly extends Animation {
#card: Sprite;
#to: Point;
#cardDelta: number;
constructor(hand: Hand, index: number, to: Point) {
super(hand);
this.#card = hand.getCard(index).sprite;
this.#to = to;
this.#cardDelta = distanceBetween(this.#card.position, to);
}
onTick(ticker: Ticker) {
const [xTravelled, yTravelled] = moveToward(
this.#card,
this.#to,
this.#cardDelta * 0.04 * ticker.deltaTime,
);
if (!xTravelled && !yTravelled) {
this.done();
}
}
}
export class ToHorizontal extends Animation {
#cardDeltas: [number, number][]; // change in x and y of each card
#finalPositions: [number, number][]; // final position of each card (relative to container)
#cardDeltas: number[]; // total distance travelled by each card
#finalPositions: Point[]; // final position of each card (relative to container)
#hand: Hand;
#cards: Sprite[];
#container: Container;
@ -121,18 +147,10 @@ export class ToHorizontal extends Animation {
this.#hand.size(),
);
// calculate the x and y amounts that each card will move over the
// course of the animation
const deltas = [];
// calculate the total distances between each starting and ending point
const deltas: number[] = [];
for (let i = 0; i < currentPositions.length; i++) {
const [currentX, currentY] = currentPositions[i];
const [finalX, finalY] = finalPositions[i];
const adjustment: [number, number] = [
finalX - currentX,
finalY - currentY,
];
deltas.push(adjustment);
deltas.push(distanceBetween(currentPositions[i], finalPositions[i]));
}
this.#finalPositions = finalPositions;
@ -154,8 +172,8 @@ export class ToHorizontal extends Animation {
// of the container after the animation
const initialWidth = this.#cards[count - 1].x + CARD_WIDTH;
const initialHeight = this.#cards[count - 1].y + CARD_HEIGHT;
const finalWidth = finalPositions[count - 1][0] + CARD_WIDTH;
const finalHeight = finalPositions[count - 1][1] + CARD_HEIGHT;
const finalWidth = finalPositions[count - 1].x + CARD_WIDTH;
const finalHeight = finalPositions[count - 1].y + CARD_HEIGHT;
// the containers change in width and height over the course of the
// animation
@ -183,58 +201,22 @@ export class ToHorizontal extends Animation {
// https://pixijs.download/release/docs/ticker.Ticker.html#deltatime
const rate = 0.04;
for (let i = 0; i < this.#cardDeltas.length; i++) {
for (let i = 0; i < this.#cards.length; i++) {
const card = this.#cards[i];
// x, y coordinates where the card will end up
const [finalX, finalY] = this.#finalPositions[i];
const to = this.#finalPositions[i];
// x, y distances travelled by the end of the animation
const [deltaX, deltaY] = this.#cardDeltas[i];
// These are the x, y distances remaining between where the
// card is in the animation, and where it will end up. They are
// going to be used to determine if the current adjustment
// should be the final adjustment.
const remainingX = this.#cards[i].x - this.#finalPositions[i][0];
const remainingY = this.#cards[i].y - this.#finalPositions[i][1];
// These are the numbers of pixels that should be travelled this
// tick. They are calculated by taking the total travel
// distance (deltaX), taking a percentage of that journey that
// should be taken in a given target frame (rate), and then
// multiplying that by ticker.deltaTime to get the fraction of
// the target framerate that has actually elapsed (ideally, 1.0).
//
// For more information about ticker.deltaTime, see:
// https://pixijs.download/release/docs/ticker.Ticker.html#deltatime
const offsetX = deltaX * rate * ticker.deltaTime;
const offsetY = deltaY * rate * ticker.deltaTime;
// If the remaining x distance is less than, or equal to the offset,
// then this is the last adjustment and, instead of offsetting, the
// card should just be set to its desired final position...
if (Math.abs(remainingX) <= Math.abs(offsetX)) {
card.x = finalX;
const [xTravelled, yTravelled] = moveToward(
card,
to,
this.#cardDeltas[i] * rate * ticker.deltaTime,
);
isXAnimating = !!xTravelled;
isYAnimating = !!yTravelled;
}
// ...otherwise, apply the offset and set isXAnimating to true since
// there is yet more animating along x to do!
else {
card.x += offsetX;
isXAnimating = true;
}
// and for y
if (Math.abs(remainingY) <= Math.abs(offsetY)) {
card.y = finalY;
} else {
card.y += offsetY;
isYAnimating = true;
}
}
// When neither x nor y still need to be animated, the animation is .complete
// When neither x nor y still need to be animated, the animation is complete
if (!isXAnimating && !isYAnimating) {
this.#hand.setCardLayout("horizontal"); // the hand layout has changed
@ -259,3 +241,49 @@ export class ToHorizontal extends Animation {
}
}
}
function moveToward(
sprite: Sprite,
to: Point,
distance: number,
): [number, number] {
// x, y coordinates of the current and destination points.
const { x: toX, y: toY } = to;
const { x: fromX, y: fromY } = sprite.position;
const rise = toY - fromY;
const run = toX - fromX;
// If we imagine that rise and run are sides of a right triangle, then
// the total travel distance is the hypotenuse of that triangle. Boom.
const totalDistance = distanceBetween(sprite.position, to);
if (totalDistance <= distance) {
const travelled: [number, number] = [toX - sprite.x, toY - sprite.y];
sprite.x = toX;
sprite.y = toY;
return travelled;
}
// The proportion of the total distance travelled.
const distanceProportion = distance / totalDistance;
const yDist = rise * distanceProportion;
const xDist = run * distanceProportion;
sprite.x += xDist;
sprite.y += yDist;
return [xDist, yDist];
}
function distanceBetween(a: Point, b: Point) {
// If we imagine that rise and run are sides of a right triangle, then
// the total travel distance is the hypotenuse of that triangle. Boom.
const rise = b.y - a.y;
const run = b.y - a.y;
const totalDistance = Math.sqrt(Math.pow(rise, 2) + Math.pow(run, 2));
return totalDistance;
}

View File

@ -1,7 +1,7 @@
import { Assets, Container, Sprite, Spritesheet, Ticker } from "pixi.js";
import { Assets, Container, Point, Sprite, Spritesheet, Ticker } from "pixi.js";
import { Card } from "./Card";
import { CARD_HOVER_DIST, CARD_WIDTH } from "./constants";
import { FlipCard, ToHorizontal } from "./Animation";
import { CARD_HEIGHT, CARD_HOVER_DIST, CARD_WIDTH } from "./constants";
import { Flip, Fly, ToHorizontal } from "./Animation";
type Pivot = "left" | "right" | "center";
type Layout = "horizontal" | "ascending" | "stacked";
@ -19,18 +19,16 @@ export class Hand {
#hover: boolean;
#layout: Layout;
#maxWidth: number;
#maxHeight: number;
#pivot: Pivot;
ticker: Ticker | null;
#gap: number;
constructor(maxWidth: number, cards: Card[] = []) {
if (maxWidth < CARD_WIDTH) {
throw new Error("hand cannot be narrower than a single card");
}
constructor(cards: Card[] = []) {
this.#container = new Container();
this.#hover = false;
this.#maxWidth = maxWidth;
this.#maxWidth = Infinity;
this.#maxHeight = Infinity;
this.#pivot = "left";
this.#gap = 0;
this.#layout = "horizontal";
@ -55,9 +53,11 @@ export class Hand {
}
}
add(card: Card, faceDown = false) {
async add(card: Card, faceDown = false, from: Point | null = null) {
const spriteName = faceDown ? "unknown" : card;
const sprite = new Sprite(spritesheet.textures[spriteName]);
sprite.width = CARD_WIDTH;
sprite.height = CARD_HEIGHT;
this.#cardSprites.push(sprite);
this.#statuses.push({
@ -68,6 +68,19 @@ export class Hand {
this.#setCardHover(sprite);
this.fanCards();
this.setPivot(this.#pivot);
if (from) {
const to = sprite.position.clone();
const globalPosition = sprite.toGlobal(new Point());
const { x: fromX, y: fromY } = from;
sprite.x -= globalPosition.x;
sprite.y -= globalPosition.y;
sprite.y += fromY;
sprite.x += fromX - CARD_WIDTH / 2;
const animation = new Fly(this, this.#cardSprites.length - 1, to);
await animation.start();
}
}
animationTicker(ticker: Ticker) {
@ -85,7 +98,7 @@ export class Hand {
if (!this.ticker)
throw new Error("can't animate hand before passing it a ticker");
const animation = new FlipCard(this, cardIdx);
const animation = new Flip(this, cardIdx);
await animation.start();
}
@ -134,6 +147,14 @@ export class Hand {
return this.#layout;
}
setMaxWidth(maxWidth: number) {
this.#maxWidth = maxWidth;
}
setMaxHeight(maxHeight: number) {
this.#maxHeight = maxHeight;
}
hover(hasHover: boolean) {
if (this.#hover === hasHover) return;
@ -171,28 +192,41 @@ export class Hand {
}
getCardPositions(layout: Layout, cardCount: number) {
const positions: [number, number][] = [];
const max = this.#maxWidth;
let offset = CARD_WIDTH / 3;
const positions: Point[] = [];
let horizontalOffset = CARD_WIDTH / 3;
let verticalOffset = horizontalOffset;
if (layout === "horizontal") {
offset =
cardCount * (CARD_WIDTH + this.#gap) > max
? max / cardCount
: CARD_WIDTH + this.#gap;
const fullCardWidth = CARD_WIDTH + this.#gap;
const fullHandWidth = cardCount * (CARD_WIDTH + this.#gap);
// the sum of all the parts of card that peek out of a hand and are visible
// to the player
const cardPeek = (this.#maxWidth - CARD_WIDTH) / (cardCount - 1);
horizontalOffset =
fullHandWidth > this.#maxWidth ? cardPeek : fullCardWidth;
}
if (layout === "ascending") {
const fullHandHeight = CARD_HEIGHT + (cardCount - 1) * verticalOffset;
if (fullHandHeight > this.#maxHeight) {
verticalOffset = (this.#maxHeight - CARD_HEIGHT) / (cardCount - 1);
console.log("max height", this.#maxHeight, "offset", verticalOffset);
}
}
let x = 0;
let y = 0;
for (let i = 0; i < cardCount; i++) {
positions.push([x, y]);
positions.push(new Point(x, y));
switch (layout) {
case "ascending":
x += offset;
y -= offset;
x += horizontalOffset;
y -= verticalOffset;
break;
case "horizontal":
x += offset;
x += horizontalOffset;
break;
case "stacked":
x += CARD_WIDTH / 20;
@ -210,7 +244,7 @@ export class Hand {
);
for (let i = 0; i < positions.length; i++) {
const [x, y] = positions[i];
const { x, y } = positions[i];
const card = this.#cardSprites[i];
card.x = x;
card.y = y;

View File

@ -1,4 +1,4 @@
import { Application, Graphics, Text, TextStyleOptions } from "pixi.js";
import { Application, Graphics, Point, Text, TextStyleOptions } from "pixi.js";
import { Hand } from "./Hand";
import { Card } from "./Card";
import { CARD_HEIGHT, CARD_HOVER_DIST, CARD_WIDTH } from "./constants";
@ -8,6 +8,8 @@ const playerCards: Card[] = [
"sixOfClubs",
"kingOfClubs",
"nineOfDiamonds",
"sixOfHearts",
"sevenOfHearts",
];
const dealerCards: Card[] = ["aceOfClubs", "aceOfHearts"];
@ -66,8 +68,11 @@ const dealerCards: Card[] = ["aceOfClubs", "aceOfHearts"];
style: insuranceStyle,
});
const playerHand = new Hand(350, []);
const dealerHand = new Hand(350, []);
const playerHand = new Hand();
playerHand.setMaxWidth(CARD_WIDTH * 3);
playerHand.setMaxHeight(CARD_HEIGHT * 1.5);
const dealerHand = new Hand();
const positionElements = () => {
markTable(app, tableMarkings);
@ -101,24 +106,26 @@ const dealerCards: Card[] = ["aceOfClubs", "aceOfHearts"];
positionElements();
});
for (const card of playerCards) {
playerHand.add(card, false);
}
let firstCard = true;
for (const card of dealerCards) {
dealerHand.add(card, firstCard);
firstCard = false;
}
dealerHand.setGap(CARD_WIDTH * 0.1);
dealerHand.animationTicker(app.ticker);
playerHand.setGap(CARD_WIDTH * 0.1);
playerHand.animationTicker(app.ticker);
await dealerHand.spread();
await dealerHand.flip(0);
for (const card of playerCards) {
await playerHand.add(card, false, new Point(app.screen.width / 2, 0));
}
let firstCard = true;
for (const card of dealerCards) {
await dealerHand.add(card, firstCard, new Point(app.screen.width / 2, 0));
firstCard = false;
}
// await dealerHand.spread();
// await dealerHand.flip(0);
// await playerHand.spread();
// let ms = 0;
// let elapsed = 0;