Older Version
Newer Version
Alyce
Jul 9, 2011
=QCard DLL Lesson 7= <span style="text-align: right; display: block; color: 0;">[[QCard06|Lesson 6]] [[QCard08|Lesson 8]]</span> ---- [[user:Alyce]] [[toc|flat]] ---- See [[QCard01|Lesson 1]] for QCard DLL and WAV files needed for the demo code. =Checking for a Match= The game is not yet finished, but getting close. We must now check the two cards chosen by the user to see if they match. If there is a match, we must remove them from the table, otherwise we must return them to the face down position. =Two Cards per Turn= Because a memory card game allows the user to see only two card faces at a time, we'll create variables to keep track of the status of the current turn and the locations of the cards. We'll also keep track of the number of turns taken and the score. The score will reflect the number of pairs correctly identified by the player. [[code format="lb"]] cardOne=0 'first card clicked by user cardTwo=0 'second card clicked by user cardOneX=0 cardTwoX=0 cardOneY=0 cardTwoY=0 'locations of cards clicked by user turns=0 'record number of tries made by user score=0 'record number of matches - 12 is max [[code]] This demo allows the user to click one card and then another. It checks to see if they match and removes them if they do. After two cards are revealed, there is a slight pause to allow the user to see the result, then the 'turns' variable is incremented by 1. When the user clicks on a card, we see if it's the first or second card in the turn. If it is the first card, we set the variables and return control to the user. If it's the second card we'll continue in the routine to check for a match. [[code format="lb"]] 'check whether this is first or second card if cardOne=0 then cardOne=clickCard cardOneX=x cardOneY=y return 'leave first card up and return else cardTwo=clickCard cardTwoX=x cardTwoY=y end if [[code]] We'll turn off the mouse event handler and pause for two seconds to allow the player to see the cards he's selected. [[code format="lb"]] #1.g "when leftButtonUp" 'turn off mouse event while pausing call Pause 2000 '2 second pause to view cards #1.g "setfocus; when leftButtonUp [checkIndex]" [[code]] =Removing Cards at the end of Turn= We first query the value and suit of the two cards, then remove them from the table. It is important to remove cards before dealing them again. If they are not placed on a blank table, the DLL records the image of the tabletop with the card displayed and uses that to replace the tabletop when the card is later removed. If we deal a card face up, for instance, then deal it in the same place face down, then remove it, the tabletop will appear to have a face up version of the card on it, even though no card is there. [[code format="lb"]] oneVal = GetCardValue(card(cardOne,1)) twoVal = GetCardValue(card(cardTwo,1)) 'ace=1,deuce=2....jack=11,queen=12,king=13 oneSuit = GetCardSuit(card(cardOne,1)) twoSuit = GetCardSuit(card(cardTwo,1)) 'returns 1=Clubs, 2=Diamonds, 3=Hearts, 4=Spades. 'Remove cards from table -- 'they will be redealt if they don't match. call RemoveCard hBox, card(cardOne,1) call RemoveCard hBox, card(cardTwo,1) turns=turns+1 [[code]] =Ending the Turn= If the cards match, the 'score' variable is incremented by one. When a card is turned up it is first removed from the table to restore the image of the tabletop, then dealt face up. After two cards are turned up, they are removed if they match one another. If they do not match, they are removed to restore the tabletop image, then redealt in the same location face down. Variables were created to hold values for the first and second card clicked so that they can be evaluated for a match and redealt at the correct x,y location if they do not match. If the 'cardOne' variable is 0, then the card clicked is the first one to be drawn, otherwise it is the second one. These variables are reset to 0 after two cards are drawn and evaluated. [[code format="lb"]] 'See if cards match each other in suit and value. 'If they don't match, turn them face down and redeal them. if (oneVal<>twoVal) or (oneSuit<>twoSuit) then 'set status of cards to 0, which is face down Call SetCardStatus card(cardOne,1), 0 Call SetCardStatus card(cardTwo,1), 0 'deal card face down Call DealCard hBox,card(cardOne,1),cardOneX,cardOneY Call DealCard hBox,card(cardTwo,1),cardTwoX,cardTwoY else 'If cards match, increment score and don't 'replace them on the table. 'Set visible to 'off' card(cardOne,2)=0 card(cardTwo,2)=0 score=score+1 end if cardOne=0 : cardTwo=0 cardOneX=0 : cardTwoX=0 cardOneY=0 : cardTwoY=0 'reset for next try msg$="Turns: ";turns;" Score: ";score #1.g "place 10 420" #1.g "\" ; msg$; space$(400) RETURN [[code]] =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 this time cardOne=0 'first card clicked by user cardTwo=0 'second card clicked by user cardOneX=0 cardTwoX=0 cardOneY=0 cardTwoY=0 'locations of cards clicked by user turns=0 'record number of tries made by user score=0 'record number of matches - 12 is max [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 dim card(24,2) 'array to hold card info 'card(n,1)=index of card in deck 'card(n,2)=visible on table? 1=yes, 0=no 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] 'reset variables and shuffle cards for next try turns=0 : score=0 clickCard=0 cardOne=0 : cardTwo=0 cardOneX=0 : cardTwoX=0 cardOneY=0 : cardTwoY=0 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 'remove card to restore tabletop call RemoveCard hBox, card(clickCard,1) 'set status of cards to 1, which is face up Call SetCardStatus card(clickCard,1), 1 'deal card face up Call DealCard hBox,card(clickCard,1),x,y gosub [readValue] wait [readValue] 'check whether this is first or second card if cardOne=0 then cardOne=clickCard cardOneX=x cardOneY=y return 'leave first card up and return else cardTwo=clickCard cardTwoX=x cardTwoY=y end if #1.g "when leftButtonUp" 'turn off mouse event while pausing call Pause 2000 '2 second pause to view cards #1.g "setfocus; when leftButtonUp [checkIndex]" oneVal = GetCardValue(card(cardOne,1)) twoVal = GetCardValue(card(cardTwo,1)) 'ace=1,deuce=2....jack=11,queen=12,king=13 oneSuit = GetCardSuit(card(cardOne,1)) twoSuit = GetCardSuit(card(cardTwo,1)) 'returns 1=Clubs, 2=Diamonds, 3=Hearts, 4=Spades. 'Remove cards from table -- 'they will be redealt if they don't match. call RemoveCard hBox, card(cardOne,1) call RemoveCard hBox, card(cardTwo,1) turns=turns+1 'See if cards match each other in suit and value. 'If they don't match, turn them face down and redeal them. if (oneVal<>twoVal) or (oneSuit<>twoSuit) then 'set status of cards to 0, which is face down Call SetCardStatus card(cardOne,1), 0 Call SetCardStatus card(cardTwo,1), 0 'deal card face down Call DealCard hBox,card(cardOne,1),cardOneX,cardOneY Call DealCard hBox,card(cardTwo,1),cardTwoX,cardTwoY else 'If cards match, increment score and don't 'replace them on the table. 'Set visible to 'off' card(cardOne,2)=0 card(cardTwo,2)=0 score=score+1 end if cardOne=0 : cardTwo=0 cardOneX=0 : cardTwoX=0 cardOneY=0 : cardTwoY=0 'reset for next try msg$="Turns: ";turns;" Score: ";score #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;">[[QCard06|Lesson 6]] [[QCard08|Lesson 8]]</span>