Older Version
Newer Version
Alyce
Jul 9, 2011
=QCard DLL Lesson 6= <span style="text-align: right; display: block; color:0;">[[QCard04|Lesson 4]] [[QCard06|Lesson 6]]</span>0;">[[QCard05|Lesson 5]] [[QCard07|Lesson 7]]</span> ---- [[user:Alyce]] [[toc|flat]] ---- See [[QCard01|Lesson 1]] for QCard DLL and WAV files needed for the demo code. =Keeping Track of Cards on the Table= This demo removes cards from the table after the user clicks on them. If he clicks in the same spot again, our program knows that the card has already been removed. The program does not procede to the routine that retrieves the suit and value of the card. It just waits for the user to click somewhere else. If a card has been removed, it can no longer be accessed. To accomplish this, we add a second dimension to card array to indicate whether it is on the table or if it has been removed. [[code format="lb"]] 'card(n,1)=index of card in deck 'card(n,2)=visible on table? 1=yes, 0=no [[code]] After filling the card array with suits and values, we set each card's second dimension to 1, to indicate that it is present on the table. We do this quite easily in a FOR...NEXT loop. [[code format="lb"]] [fillCardArray] 'fill card array 'cards 1 to 52 are in the first deck 'cards 53 to 104 are in the second deck 'use cards Jack through King in each suit, first deck card(1,1)=11 'jack of clubs card(2,1)=12 'queen card(3,1)=13 'king card(4,1)=24 'jack of diamonds card(5,1)=25 'queen card(6,1)=26 'king card(7,1)=37 'jack of hearts card(8,1)=38 'queen card(9,1)=39 'king card(10,1)=50 'jack of spades card(11,1)=51 'queen card(12,1)=52 'king 'now use second deck, to fill second half of array for i = 1 to 12 card(i+12,1)=card(i,1)+52 next RETURN [shuffleCards] 'first set all cards as visible, card(n,2)=1 for i = 1 to 24 card(i,2)=1 next [[code]] =Checking to see if a card is still on the table.= In the routine to see which card is clicked, we also check to see if the card has already been removed. If the second dimension in the card array for that index is 0, the card has already been removed. If it is 1, it is still on the table. If it has been removed, we simply wait. If it hasn't, we go on to read the value and do other stuff. [[code format="lb"]] 'if card is not visible (has been removed), then wait if card(clickCard,2)=0 then wait gosub [readValue] wait [[code]] =Removing a card from the table.= If the card has not already been removed, we remove it and set the second dimension of the card array for that index to 0. [[code format="lb"]] 'remove card call RemoveCard hBox, card(clickCard,1) 'set visible to 'off' card(clickCard,2)=0 [[code]] In the next lesson we'll remove cards if they match. We now have our methods in place to see if a card is still on the table, and to retrieve its suit and value, so checking for a match will be easy! Feel free to work out the method yourself! =DEMO= See [[QCard01|Lesson 1]] for QCard DLL and WAV files needed for the demo code. [[code format="lb"]] 'An open project card game, begun by Alyce Watson, May 27, 2003. 'Uses Qcard32.dll, a freeware library of playing card images. 'DLL by Stephen Murphy. Qcard32.DLL website: 'http://www.telusplanet.net/public/stevem/ 'new in cards6.bas: 'This demo displays a message when cards are clicked, 'and it removes the cards. 'If a card has been removed, it can no longer be accessed. 'new this time 'Add second dimension to card array to indicate 'if it is on the table or has been removed. 'card(n,1)=index of card in deck 'card(n,2)=visible on table? 1=yes, 0=no dim card(24,2) 'array to hold cards [varSetup] i=0 'i will be our counter var in for/next loops design=1 'default design is circles newIndex=0 'used when shuffling tempCard=0 'temp var used when shuffling clickCard=0 'index of current card clicked by user gosub [fillCardArray] 'fill array with card values nomainwin WindowWidth=640:WindowHeight=480 UpperLeftX=1:UpperLeftY=1 menu #1, "&File", "&New",[new],"E&xit", [quit] menu #1, "&Card Back Design","&Circles",[circles],"&Blue",[blue],_ "&Red",[red],"&Mountain",[mountain],"&Purple",[purple],"M&usic",[music] graphicbox #1.g, 0, 0, 640, 440 open "Memory Card Game" for window_nf as #1 #1 "trapclose [quit]" 'trap mouse clicks: #1.g "setfocus; when leftButtonUp [checkIndex]" 'get graphicbox handle hBox=hwnd(#1.g) 'open the dll open "qcard32.dll" for dll as #qc 'initialize the deck Call InitializeDeck hBox [new] Call SetDefaultValues Call SetCurrentBack design 'draw a nice background #1.g "down; fill 10 190 225" #1.g "backcolor 10 190 225" gosub [shuffleCards] 'set xy location to start deal x=10:y=2 for i = 1 to 24 'set status of all cards to 0, which is face down Call SetCardStatus card(i,1), 0 'deal cards Call DealCard hBox,card(i,1),x,y x=x+100 if x>510 then 'move to next row x=10 y=y+100 end if playwave "card.wav",sync 'pause 100 milliseconds between cards call Pause 100 scan next wait [checkIndex] clickCard=0:x=0:y=0 'reset values mx=MouseX : my=MouseY 'mouse x and y location 'Cards are placed in a grid that is 100x100, 'so it is easy to determine which card is clicked 'by checking mouse position. Card height is about '100, and width is about 80. 'Index of clicked card is placed in var called clickCard 'and x,y locations are placed in vars called x and y. 'MouseY determines row, and MouseX determines column. select case case my<=102 'first row y=2 if mx<=90 then clickCard=1:x=10 if (mx>=110) and (mx<=190) then clickCard=2:x=110 if (mx>=210) and (mx<=290) then clickCard=3:x=210 if (mx>=310) and (mx<=390) then clickCard=4:x=310 if (mx>=410) and (mx<=490) then clickCard=5:x=410 if (mx>=510) and (mx<=590) then clickCard=6:x=510 case (my>=102) and (my<202) 'second row y=102 if mx<=90 then clickCard=7:x=10 if (mx>=110) and (mx<=190) then clickCard=8:x=110 if (mx>=210) and (mx<=290) then clickCard=9:x=210 if (mx>=310) and (mx<=390) then clickCard=10:x=310 if (mx>=410) and (mx<=490) then clickCard=11:x=410 if (mx>=510) and (mx<=590) then clickCard=12:x=510 case (my>=202) and (my<302) 'third row y=202 if mx<=90 then clickCard=13:x=10 if (mx>=110) and (mx<=190) then clickCard=14:x=110 if (mx>=210) and (mx<=290) then clickCard=15:x=210 if (mx>=310) and (mx<=390) then clickCard=16:x=310 if (mx>=410) and (mx<=490) then clickCard=17:x=410 if (mx>=510) and (mx<=590) then clickCard=18:x=510 case (my>=302) and (my<402) 'fourth row y=302 if mx<=90 then clickCard=19:x=10 if (mx>=110) and (mx<=190) then clickCard=20:x=110 if (mx>=210) and (mx<=290) then clickCard=21:x=210 if (mx>=310) and (mx<=390) then clickCard=22:x=310 if (mx>=410) and (mx<=490) then clickCard=23:x=410 if (mx>=510) and (mx<=590) then clickCard=24:x=510 case else clickCard=0 end select if clickCard=0 then wait 'if card is not visible (has been removed), then wait if card(clickCard,2)=0 then wait gosub [readValue] wait [readValue] thisVal = GetCardValue(card(clickCard,1)) 'ace=1,deuce=2....jack=11,queen=12,king=13 thisSuit = GetCardSuit(card(clickCard,1)) 'returns 1=Clubs, 2=Diamonds, 3=Hearts, 4=Spades. 'remove card call RemoveCard hBox, card(clickCard,1) 'set visible to 'off' card(clickCard,2)=0 msg$="Card ";clickCard;" is removed." #1.g "place 10 420" #1.g "\" ; msg$; space$(400) RETURN 'setting new card back doesn't restart game, 'so new back won't show until new game is started: [circles] design=1:goto [setDesign] [blue] design=2:goto [setDesign] [red] design=3:goto [setDesign] [mountain] design=4:goto [setDesign] [purple] design=5:goto [setDesign] [music] design=6:goto [setDesign] [setDesign] Call SetCurrentBack design 'design can be 1,2,3,4,5,6 for 6 possible designs wait [fillCardArray] 'fill card array 'cards 1 to 52 are in the first deck 'cards 53 to 104 are in the second deck 'use cards Jack through King in each suit, first deck card(1,1)=11 'jack of clubs card(2,1)=12 'queen card(3,1)=13 'king card(4,1)=24 'jack of diamonds card(5,1)=25 'queen card(6,1)=26 'king card(7,1)=37 'jack of hearts card(8,1)=38 'queen card(9,1)=39 'king card(10,1)=50 'jack of spades card(11,1)=51 'queen card(12,1)=52 'king 'now use second deck, to fill second half of array for i = 1 to 12 card(i+12,1)=card(i,1)+52 next RETURN [shuffleCards] 'first set all cards as visible, card(n,2)=1 for i = 1 to 24 card(i,2)=1 next playwave "shuffle.wav",async 'now shuffle cards for i = 1 to 24 newIndex=int(rnd(0)*24)+1 tempCard=card(i,1) 'temp var to allow switching values card(i,1)=card(newIndex,1) 'this index now contains value from random index card(newIndex,1)=tempCard 'random index now contains value from other index 'now card(i,1) has switched values with a random card in the array next playwave "shuffle.wav",sync RETURN [quit] close #qc:close #1:end '''''''''''''''''''' 'subs and functions: Sub Pause ms 'pause ms number of milliseconds calldll #kernel32,"Sleep",_ ms as long, re as void End Sub Function GetCardSuit(nC) 'returns 1=Clubs, 2=Diamonds, 3=Hearts, 4=Spades. calldll #qc, "GetCardSuit",nC as long,_ GetCardSuit as long End Function Function GetCardValue(nC) 'ace=1,deuce=2....jack=11,queen=12,king=13 calldll #qc, "GetCardValue",nC as long,_ GetCardValue as long End Function Sub InitializeDeck hndle calldll #qc, "InitializeDeck",_ hndle as ulong,r as long End Sub Sub SetCardStatus nC,face 'nC is number of card - 1-52 in first deck and '53-104 in second deck, if used 'face: 0=facedown,1=faceup calldll #qc, "SetCardStatus",nC as long,_ face as long,r as void End Sub Sub DealCard hndle,nC,x,y 'places card on window whose handle is hndle at x,y 'nC is number of card - 1-52 in first deck and '53-104 in second deck, if used calldll #qc, "DealCard",hndle as ulong,nC as long,_ x as long,y as long,r as void End Sub Sub SetCurrentBack nV 'nV can be 1,2,3,4,5,6 for 6 possible designs calldll #qc, "SetCurrentBack",nV as long,r as void End Sub Sub SetDefaultValues 'reset all card properties back to their default values. calldll #qc, "SetDefaultValues",r as void End Sub Sub RemoveCard hndle,nC 'removes a card from screen that was 'drawn with DealCard, replacing screen background calldll #qc, "RemoveCard",hndle as ulong,_ nC as long,r as void End Sub [[code]] ---- [[toc|flat]] ---- <span style="text-align: right; display: block; color: 0;">[[QCard05|Lesson 5]] [[QCard07|Lesson 7]]</span>