commit f5e34ccece3627c09f4f75efb85720cafc24af7a Author: Valentin Heiserer Date: Wed Nov 19 02:22:34 2025 +0100 initial commit diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..aa47946 --- /dev/null +++ b/.gitignore @@ -0,0 +1,5 @@ +target +Cargo.lock +shell.nix +dist +generated_cards \ No newline at end of file diff --git a/Cargo.toml b/Cargo.toml new file mode 100644 index 0000000..7b165e2 --- /dev/null +++ b/Cargo.toml @@ -0,0 +1,11 @@ +[package] +name = "schafkopf-game" +version = "0.1.0" +edition = "2024" + +[dependencies] +schafkopf-logic = "0.1.0" +bevy = { version = "0.17", features = ["png", "default_font"] } + +[target.'cfg(target_arch = "wasm32")'.dependencies] +getrandom = { version = "0.3", features = ["wasm_js"] } \ No newline at end of file diff --git a/Trunk.toml b/Trunk.toml new file mode 100644 index 0000000..eaf2280 --- /dev/null +++ b/Trunk.toml @@ -0,0 +1,7 @@ +[build] +dist = "dist" +release = true + +[serve] +open = false +port = 8080 diff --git a/assets/schell_sau.png b/assets/schell_sau.png new file mode 100644 index 0000000..b24565b Binary files /dev/null and b/assets/schell_sau.png differ diff --git a/assets/symbole.png b/assets/symbole.png new file mode 100644 index 0000000..b4012d7 Binary files /dev/null and b/assets/symbole.png differ diff --git a/index.html b/index.html new file mode 100644 index 0000000..78dbf9d --- /dev/null +++ b/index.html @@ -0,0 +1,33 @@ + + + + + + Schafkopf Logic + + + + + + + + diff --git a/src/main.rs b/src/main.rs new file mode 100644 index 0000000..b3ea209 --- /dev/null +++ b/src/main.rs @@ -0,0 +1,1146 @@ +use bevy::{ + asset::{AssetMetaCheck, AssetPlugin, RenderAssetUsages}, + prelude::*, + render::render_resource::{Extent3d, TextureDimension, TextureFormat}, + window::{WindowPlugin, Window}, +}; +use bevy::ecs::relationship::Relationship; +use schafkopf_logic::{ + deck::{Card, Deck, Rank, Suit}, + gamemode::Gamemode, + player::{HumanPlayer, InternalPlayer}, +}; + + + +const CARD_TEXTURE_WIDTH: usize = 112; +const CARD_TEXTURE_HEIGHT: usize = 190; +const CARD_WORLD_SIZE: Vec2 = Vec2::new(CARD_TEXTURE_WIDTH as f32, CARD_TEXTURE_HEIGHT as f32); +const GLYPH_WIDTH: usize = 5; +const GLYPH_HEIGHT: usize = 7; +const GLYPH_STRIDE: usize = 6; +const SUIT_ICON_PX: usize = 32; +const ATLAS_COLS: usize = 2; +const ATLAS_ROWS: usize = 5; +const LABEL_MARGIN_X: usize = 14; +const LABEL_MARGIN_Y: usize = 8; +const LABEL_TEXT_GAP: usize = 4; + +#[derive(Resource)] +struct CurrentGamemode(Gamemode); + +// Resource to hold the currently clicked card label +#[derive(Resource, Default)] +struct ClickedLabel(pub Option); + +// Marker for the UI text that shows the clicked card name +#[derive(Component)] +struct ClickText; + +#[derive(Resource)] +struct SuitAtlas { + texture: Handle, + layout: Handle, +} + +#[derive(Resource)] +struct SauImage { + texture: Handle, +} + +impl SuitAtlas { + fn load( + asset_server: &AssetServer, + layouts: &mut Assets, + ) -> Self { + let texture: Handle = asset_server.load("symbole.png"); + let layout = TextureAtlasLayout::from_grid( + UVec2::splat(32), + ATLAS_COLS as u32, + ATLAS_ROWS as u32, + None, + None, + ); + let layout_handle = layouts.add(layout); + + Self { texture, layout: layout_handle } + } + + fn index_for(&self, suit: Suit) -> usize { + match suit { + Suit::Eichel => 0, + Suit::Gras => 1, + Suit::Herz => 2, + Suit::Schell => 3, + } + } +} + +#[derive(Resource)] +struct PlayerHandResource { + cards: Vec, +} + +// Marker for the base (non-atlas) sprite child under a card parent +#[derive(Component)] +struct BaseCardSprite; + +// Resource to track if cards have been saved +#[derive(Resource, Default)] +struct CardsSaved(bool); + +fn main() { + App::new() + .add_plugins( + DefaultPlugins + .set(WindowPlugin { + primary_window: Some(Window { + fit_canvas_to_parent: true, + ..default() + }), + ..default() + }) + .set(AssetPlugin { + meta_check: AssetMetaCheck::Never, + ..default() + }) + .set(ImagePlugin::default_nearest()) + ) + .init_resource::() + .add_systems(Startup, (setup_game, spawn_click_text)) + // Spawn the player hand once the atlas image is fully loaded + .add_systems(Update, (spawn_player_hand, save_all_cards)) + .add_systems(Update, update_click_text) + .run(); +} + +fn setup_game( + mut commands: Commands, + asset_server: Res, + mut texture_layouts: ResMut>, +) { + commands.spawn(Camera2d); + + let atlas = SuitAtlas::load(&asset_server, &mut texture_layouts); + commands.insert_resource(atlas); + + let sau_image = SauImage { + texture: asset_server.load("schell_sau.png"), + }; + commands.insert_resource(sau_image); + + let mut deck = Deck::new(); + deck.shuffle(); + let [mut hand1, hand2, hand3, hand4] = + deck.deal_4x8().expect("expected a full deck to deal four hands"); + + sort_cards(&mut hand1); + + let mut p1 = HumanPlayer::new(1, "Alice"); + let mut p2 = HumanPlayer::new(2, "Bob"); + let mut p3 = HumanPlayer::new(3, "Clara"); + let mut p4 = HumanPlayer::new(4, "Max"); + + p1.set_hand(hand1); + p2.set_hand(hand2); + p3.set_hand(hand3); + p4.set_hand(hand4); + + let mode = Gamemode::Wenz(None); + commands.insert_resource(CurrentGamemode(mode)); + + commands.insert_resource(ClickedLabel::default()); + + let mut demo_cards = vec![ + Card { suit: Suit::Eichel, rank: Rank::Sieben }, + Card { suit: Suit::Gras, rank: Rank::Sieben }, + Card { suit: Suit::Eichel, rank: Rank::Acht }, + Card { suit: Suit::Gras, rank: Rank::Acht }, + Card { suit: Suit::Eichel, rank: Rank::Neun }, + Card { suit: Suit::Gras, rank: Rank::Neun }, + Card { suit: Suit::Eichel, rank: Rank::Zehn }, + Card { suit: Suit::Gras, rank: Rank::Zehn }, + Card { suit: Suit::Schell, rank: Rank::Zehn }, + Card { suit: Suit::Herz, rank: Rank::Zehn }, + ]; + sort_cards(&mut demo_cards); + + //commands.insert_resource(PlayerHandResource { cards: demo_cards }); + + commands.insert_resource(PlayerHandResource { + cards: p1.hand().clone(), + }); +} + +fn spawn_click_text(mut commands: Commands, _asset_server: Res) { + commands.spawn(( + Text::new("click a card"), + TextFont { + font_size: 22.0, + ..default() + }, + TextLayout::new_with_justify(Justify::Left), + Node { + position_type: PositionType::Absolute, + top: px(5), + left: px(5), + ..default() + }, + ClickText, + )); +} + +fn save_all_cards( + mut images: ResMut>, + atlas: Option>, + sau_image: Option>, + mut cards_saved: ResMut, +) { + use std::fs; + + // Skip if already saved + if cards_saved.0 { + return; + } + + // Check if atlas resource exists + let Some(atlas) = atlas else { + return; + }; + + // Check if sau_image resource exists + let Some(sau_image) = sau_image else { + return; + }; + + // Wait for atlas to load + if images.get(&atlas.texture).and_then(|img| img.data.as_ref()).is_none() { + return; + } + + // Wait for sau image to load + if images.get(&sau_image.texture).and_then(|img| img.data.as_ref()).is_none() { + return; + } + + // Mark as saved to prevent running again + cards_saved.0 = true; + + // Create output directory + let _ = fs::create_dir_all("generated_cards"); + + // Generate all 32 cards + let suits = [Suit::Eichel, Suit::Gras, Suit::Herz, Suit::Schell]; + let ranks = [ + Rank::Ass, Rank::Zehn, Rank::Koenig, Rank::Ober, + Rank::Unter, Rank::Neun, Rank::Acht, Rank::Sieben, + ]; + + for suit in &suits { + for rank in &ranks { + let card = Card { suit: *suit, rank: *rank }; + let image_handle = create_card_texture(&mut images, &atlas, &sau_image, &card); + + if let Some(image) = images.get(&image_handle) { + let filename = format!("generated_cards/{}_{}.png", + format!("{:?}", suit).to_lowercase(), + format!("{:?}", rank).to_lowercase() + ); + + // Save using Bevy's DynamicImage + if let Ok(dynamic_image) = image.clone().try_into_dynamic() { + if let Err(e) = dynamic_image.save(&filename) { + eprintln!("Failed to save {}: {}", filename, e); + } else { + println!("Saved {}", filename); + } + } + } + } + } + + println!("All cards saved to generated_cards/ directory"); +} + +fn spawn_player_hand( + mut commands: Commands, + mut images: ResMut>, + atlas: Res, + sau_image: Res, + hand: Res, + q_existing: Query<(), With>, // guard to spawn once +) { + // Only proceed once the atlas image is loaded and has CPU-side pixel data + if images.get(&atlas.texture).and_then(|img| img.data.as_ref()).is_none() { + return; + } + + // Prevent spawning multiple times (system runs every frame) + if !q_existing.is_empty() { + return; + } + let spacing = CARD_WORLD_SIZE.x + 5.0; + let start_x = -(spacing * (hand.cards.len() as f32 - 1.0) / 2.0); + let y = -200.0; + + for (i, card) in hand.cards.iter().enumerate() { + let base_handle = create_card_texture(&mut images, &atlas, &sau_image, card); + + let parent = commands + .spawn(Transform::from_xyz(start_x + i as f32 * spacing, y, 0.0)) + .observe(on_hover()) + .observe(on_unhover()) + .id(); + + commands.entity(parent).with_children(|c| { + c.spawn(( + Sprite { + image: base_handle, + custom_size: Some(CARD_WORLD_SIZE), + ..default() + }, + Transform::from_xyz(0.0, 0.0, 0.0), + Pickable::default(), + BaseCardSprite, + )) + .observe(on_click_select(*card)); + }); + } +} +fn sort_cards(cards: &mut Vec) { + cards.sort_by(|a, b| a.suit.cmp(&b.suit).then(a.rank.cmp(&b.rank))); +} + + +fn create_card_texture(images: &mut Assets, atlas: &SuitAtlas, sau_image: &SauImage, card: &Card) -> Handle { + let mut pixels = vec![0u8; CARD_TEXTURE_WIDTH * CARD_TEXTURE_HEIGHT * 4]; + let top_h = CARD_TEXTURE_HEIGHT / 2; + let border_gap = 9; + let card_radius = 10; + + // Initialize with transparent background + let transparent = [0, 0, 0, 0]; + for chunk in pixels.chunks_exact_mut(4) { + chunk.copy_from_slice(&transparent); + } + + let background = [255, 255, 255, 255]; + draw_rounded_rect_filled( + &mut pixels, + 0, + 0, + CARD_TEXTURE_WIDTH, + top_h, + card_radius, + background, + ); + + // Blit a suit/rank pattern (pips) from the atlas into the base texture + if let Some(atlas_img) = images.get(&atlas.texture) { + let dest_x = (CARD_TEXTURE_WIDTH.saturating_sub(SUIT_ICON_PX)) / 2; + let dest_y = top_h; + + // Build the pip layout for this card and blit it in one go + let pattern = pip_layout(card, dest_x as i32, dest_y as i32); + blit_pattern( + &mut pixels, + CARD_TEXTURE_WIDTH, + CARD_TEXTURE_HEIGHT, + atlas_img, + &pattern, + ); + } + + // Blit Sau image at the bottom for Ass cards + if card.rank == Rank::Ass && card.suit == Suit::Schell { + if let Some(sau_img) = images.get(&sau_image.texture) { + let sau_width = 94; + let sau_height = 86; + // Center horizontally, position at bottom of top half + let sau_x = (CARD_TEXTURE_WIDTH - sau_width) / 2; + let sau_y = top_h - sau_height; + blit_image(&mut pixels, CARD_TEXTURE_WIDTH, CARD_TEXTURE_HEIGHT, sau_img, sau_x, sau_y); + } + } + + // Draw a rounded rectangle border in the TOP half with 9px gap from card edge and 6px radius. + // This will be mirrored to the bottom half later. + let border_color = [45, 45, 45, 255]; + + let radius = card_radius - border_gap + 2; + + draw_rounded_rect_border( + &mut pixels, + border_gap, + border_gap, + CARD_TEXTURE_WIDTH - border_gap, + top_h, + radius, + border_color, + ); + + let rank_text = rank_label(card.rank); + + let ink = [15, 15, 15, 255]; + let white_bg = [255, 255, 255, 255]; + let rank_text_len = rank_text.chars().count(); + + // Draw rank labels centered on the vertical border with white background + let text_width = rank_text_len * GLYPH_STRIDE - 1; // -1 because last char has no trailing space + let bg_padding = 1; // padding used in draw_text_with_bg + let total_box_width = text_width + 2 * bg_padding; + let vertical_padding = 5; // padding from the corner vertically + + // Top-left corner label - centered on the left border line + let left_border_x = border_gap; + let label_x_left = left_border_x - (total_box_width / 2) + bg_padding; + let label_y = border_gap + radius + vertical_padding; + draw_text_with_bg(&mut pixels, label_x_left, label_y, rank_text, ink, white_bg); + + // Top-right corner label - centered on the right border line + let right_border_x = CARD_TEXTURE_WIDTH - border_gap - 1; + let label_x_right = right_border_x - (total_box_width / 2) + bg_padding; + draw_text_with_bg(&mut pixels, label_x_right, label_y, rank_text, ink, white_bg); + + // Mirror the entire top half of the card to the bottom half (rotated 180°) + mirror_top_half_to_bottom(&mut pixels, CARD_TEXTURE_WIDTH, CARD_TEXTURE_HEIGHT); + + // No outer border needed - the card has rounded corners with transparency outside + + let extent = Extent3d { + width: CARD_TEXTURE_WIDTH as u32, + height: CARD_TEXTURE_HEIGHT as u32, + depth_or_array_layers: 1, + }; + + let image = Image::new_fill( + extent, + TextureDimension::D2, + &pixels, + TextureFormat::Rgba8UnormSrgb, + RenderAssetUsages::default(), + ); + + images.add(image) +} + +// Describes a single blit operation from the atlas into the card texture. +// x,y are absolute pixel coordinates for the top-left of the 32x32 icon within the card texture. +// rotation: 0=0°, 1=90° CW, 2=180°, 3=270° CW +#[derive(Clone, Copy, Debug)] +struct AtlasBlit { + index: usize, + x: i32, + y: i32, + rotation: u8, // 0, 1, 2, or 3 for 0°, 90°, 180°, 270° +} + +// Apply a list of AtlasBlit operations in order. +fn blit_pattern( + dest_pixels: &mut [u8], + dest_w: usize, + dest_h: usize, + atlas_img: &Image, + pattern: &[AtlasBlit], +) { + for op in pattern { + // Skip negative origins; cast to usize only when non-negative + if op.x < 0 || op.y < 0 { continue; } + blit_atlas_icon_top_left( + dest_pixels, + dest_w, + dest_h, + atlas_img, + op.index, + op.x as usize, + op.y as usize, + op.rotation, + ); + } +} + +fn suit_to_atlas_index(suit: Suit) -> usize { + match suit { + Suit::Eichel => 0, + Suit::Gras => 1, + Suit::Herz => 2, + Suit::Schell => 3, + } +} + +fn pip_layout(card: &Card, dest_x: i32, dest_y: i32) -> Vec { + use Rank::*; + use Suit::*; + + let HORIZONTAL_SPACING = 29; + let CROWN_SPACING = 94; + + match (card.suit, card.rank) { + (Herz, Neun) => vec![ + AtlasBlit { index: 4, x: dest_x, y: dest_y - 46, rotation: 0 }, + AtlasBlit { index: 5, x: dest_x, y: dest_y - 65, rotation: 0 }, + AtlasBlit { index: 4, x: dest_x, y: dest_y - 84, rotation: 0 }, + + AtlasBlit { index: 2, x: dest_x - HORIZONTAL_SPACING, y: dest_y - 34, rotation: 0 }, + AtlasBlit { index: 2, x: dest_x - HORIZONTAL_SPACING, y: dest_y - 53, rotation: 0 }, + AtlasBlit { index: 2, x: dest_x - HORIZONTAL_SPACING, y: dest_y - 72, rotation: 0 }, + + AtlasBlit { index: 2, x: dest_x + HORIZONTAL_SPACING, y: dest_y - 34, rotation: 0 }, + AtlasBlit { index: 2, x: dest_x + HORIZONTAL_SPACING, y: dest_y - 53, rotation: 0 }, + AtlasBlit { index: 2, x: dest_x + HORIZONTAL_SPACING, y: dest_y - 72, rotation: 0 }, + ], + (Herz, Acht) => vec![ + AtlasBlit { index: 2, x: dest_x - HORIZONTAL_SPACING + 3, y: dest_y - 34, rotation: 0 }, + AtlasBlit { index: 2, x: dest_x - HORIZONTAL_SPACING + 3, y: dest_y - 50, rotation: 0 }, + AtlasBlit { index: 2, x: dest_x - HORIZONTAL_SPACING + 3, y: dest_y - 66, rotation: 0 }, + AtlasBlit { index: 2, x: dest_x - HORIZONTAL_SPACING + 3, y: dest_y - 82, rotation: 0 }, + + AtlasBlit { index: 2, x: dest_x + HORIZONTAL_SPACING - 3, y: dest_y - 34, rotation: 0 }, + AtlasBlit { index: 2, x: dest_x + HORIZONTAL_SPACING - 3, y: dest_y - 50, rotation: 0 }, + AtlasBlit { index: 2, x: dest_x + HORIZONTAL_SPACING - 3, y: dest_y - 66, rotation: 0 }, + AtlasBlit { index: 2, x: dest_x + HORIZONTAL_SPACING - 3, y: dest_y - 82, rotation: 0 }, + ], + (Herz, Sieben) => vec![ + AtlasBlit { index: 2, x: dest_x, y: dest_y - 84, rotation: 0 }, + + AtlasBlit { index: 2, x: dest_x - HORIZONTAL_SPACING, y: dest_y - 34, rotation: 0 }, + AtlasBlit { index: 2, x: dest_x - HORIZONTAL_SPACING, y: dest_y - 53, rotation: 0 }, + AtlasBlit { index: 2, x: dest_x - HORIZONTAL_SPACING, y: dest_y - 72, rotation: 0 }, + + AtlasBlit { index: 2, x: dest_x + HORIZONTAL_SPACING, y: dest_y - 34, rotation: 0 }, + AtlasBlit { index: 2, x: dest_x + HORIZONTAL_SPACING, y: dest_y - 53, rotation: 0 }, + AtlasBlit { index: 2, x: dest_x + HORIZONTAL_SPACING, y: dest_y - 72, rotation: 0 }, + ], + (Schell, Neun) => vec![ + AtlasBlit { index: 7, x: dest_x, y: dest_y - 46, rotation: 0 }, + AtlasBlit { index: 3, x: dest_x, y: dest_y - 46, rotation: 0 }, + AtlasBlit { index: 3, x: dest_x, y: dest_y - 65, rotation: 0 }, + AtlasBlit { index: 3, x: dest_x, y: dest_y - 84, rotation: 0 }, + + AtlasBlit { index: 7, x: dest_x - HORIZONTAL_SPACING, y: dest_y - 36, rotation: 0 }, + AtlasBlit { index: 3, x: dest_x - HORIZONTAL_SPACING, y: dest_y - 36, rotation: 0 }, + AtlasBlit { index: 3, x: dest_x - HORIZONTAL_SPACING, y: dest_y - 54, rotation: 0 }, + AtlasBlit { index: 3, x: dest_x - HORIZONTAL_SPACING, y: dest_y - 70, rotation: 0 }, + + AtlasBlit { index: 7, x: dest_x + HORIZONTAL_SPACING, y: dest_y - 36, rotation: 0 }, + AtlasBlit { index: 3, x: dest_x + HORIZONTAL_SPACING, y: dest_y - 36, rotation: 0 }, + AtlasBlit { index: 3, x: dest_x + HORIZONTAL_SPACING, y: dest_y - 54, rotation: 0 }, + AtlasBlit { index: 3, x: dest_x + HORIZONTAL_SPACING, y: dest_y - 70, rotation: 0 }, + ], + (Schell, Acht) => vec![ + AtlasBlit { index: 7, x: dest_x - HORIZONTAL_SPACING + 3, y: dest_y - 34, rotation: 0 }, + AtlasBlit { index: 3, x: dest_x - HORIZONTAL_SPACING + 3, y: dest_y - 34, rotation: 0 }, + AtlasBlit { index: 3, x: dest_x - HORIZONTAL_SPACING + 3, y: dest_y - 50, rotation: 0 }, + AtlasBlit { index: 3, x: dest_x - HORIZONTAL_SPACING + 3, y: dest_y - 66, rotation: 0 }, + AtlasBlit { index: 3, x: dest_x - HORIZONTAL_SPACING + 3, y: dest_y - 82, rotation: 0 }, + + AtlasBlit { index: 7, x: dest_x + HORIZONTAL_SPACING - 3, y: dest_y - 34, rotation: 0 }, + AtlasBlit { index: 3, x: dest_x + HORIZONTAL_SPACING - 3, y: dest_y - 34, rotation: 0 }, + AtlasBlit { index: 3, x: dest_x + HORIZONTAL_SPACING - 3, y: dest_y - 50, rotation: 0 }, + AtlasBlit { index: 3, x: dest_x + HORIZONTAL_SPACING - 3, y: dest_y - 66, rotation: 0 }, + AtlasBlit { index: 3, x: dest_x + HORIZONTAL_SPACING - 3, y: dest_y - 82, rotation: 0 }, + ], + (Schell, Sieben) => vec![ + AtlasBlit { index: 7, x: dest_x, y: dest_y - 84, rotation: 0 }, + AtlasBlit { index: 3, x: dest_x, y: dest_y - 84, rotation: 0 }, + + AtlasBlit { index: 7, x: dest_x - HORIZONTAL_SPACING, y: dest_y - 36, rotation: 0 }, + AtlasBlit { index: 3, x: dest_x - HORIZONTAL_SPACING, y: dest_y - 36, rotation: 0 }, + AtlasBlit { index: 3, x: dest_x - HORIZONTAL_SPACING, y: dest_y - 54, rotation: 0 }, + AtlasBlit { index: 3, x: dest_x - HORIZONTAL_SPACING, y: dest_y - 70, rotation: 0 }, + + AtlasBlit { index: 7, x: dest_x + HORIZONTAL_SPACING, y: dest_y - 36, rotation: 0 }, + AtlasBlit { index: 3, x: dest_x + HORIZONTAL_SPACING, y: dest_y - 36, rotation: 0 }, + AtlasBlit { index: 3, x: dest_x + HORIZONTAL_SPACING, y: dest_y - 54, rotation: 0 }, + AtlasBlit { index: 3, x: dest_x + HORIZONTAL_SPACING, y: dest_y - 70, rotation: 0 }, + ], + (Schell, Zehn) | (Herz, Zehn) => { + let suit = card.suit; + let id = suit_to_atlas_index(suit); + let mut blits = Vec::new(); + + let mut spacing = 16; + + // Right column + for i in 0..3 { + blits.push(AtlasBlit { + index: id, + x: dest_x + HORIZONTAL_SPACING, + y: dest_y - 36 - (i * spacing), + rotation: 0, + }); + + // Schell decor + if (i==0 && suit==Schell) { + blits.push(AtlasBlit { + index: 7, + x: dest_x + HORIZONTAL_SPACING, + y: dest_y - 36 - (i * spacing), + rotation: 0, + }); + } + } + + // Left column + for i in 0..3 { + blits.push(AtlasBlit { + index: id, + x: dest_x - HORIZONTAL_SPACING, + y: dest_y - 36 - (i * spacing), + rotation: 0, + }); + + // Schell decor + if (i==0 && suit==Schell) { + blits.push(AtlasBlit { + index: 7, + x: dest_x - HORIZONTAL_SPACING, + y: dest_y - 36 - (i * spacing), + rotation: 0, + }); + } + } + + let center_setoff = 29; + + // Center column + if suit == Schell { + // Schell pattern with decorative overlay on first pip + blits.push(AtlasBlit { index: 7, x: dest_x, y: dest_y - center_setoff, rotation: 0 }); + for i in 0..4 { + blits.push(AtlasBlit { + index: 3, + x: dest_x, + y: dest_y - center_setoff - (i * spacing), + rotation: 0, + }); + } + } else { + // Herz pattern (alternating heart types) + let indices = [5, 4, 5, 4]; + for i in 0..4 { + blits.push(AtlasBlit { + index: indices[i], + x: dest_x, + y: dest_y - 28 - (i as i32 * spacing), + rotation: 0, + }); + } + } + + + // Center bottom crown + blits.push(AtlasBlit { index: 6, x: dest_x, y: dest_y - CROWN_SPACING, rotation: 0 }); + + blits + }, + (Gras, Acht) | (Eichel, Acht) => { + let suit = card.suit; + let id = suit_to_atlas_index(suit); + let mut blits = Vec::new(); + + let spacing = if suit == Eichel { 17 } else { 16 }; + + // Right column + for i in 0..4 { + blits.push(AtlasBlit { + index: id, + x: dest_x + HORIZONTAL_SPACING, + y: dest_y - 32 - (i * spacing), + rotation: 3, + }); + } + + // Left column + for i in 0..4 { + blits.push(AtlasBlit { + index: id, + x: dest_x - HORIZONTAL_SPACING, + y: dest_y - 32 - (i * spacing), + rotation: 1, + }); + } + + blits + }, + (Gras, Zehn) | (Eichel, Zehn) => { + let suit = card.suit; + let id = suit_to_atlas_index(suit); + let mut blits = Vec::new(); + + let mut spacing = 13; + if suit == Eichel { + spacing = 14; + } + + // Right column + for i in 0..5 { + blits.push(AtlasBlit { + index: id, + x: dest_x + HORIZONTAL_SPACING, + y: dest_y - 32 - (i * spacing), + rotation: 3, + }); + } + + // Left column + for i in 0..5 { + blits.push(AtlasBlit { + index: id, + x: dest_x - HORIZONTAL_SPACING, + y: dest_y - 32 - (i * spacing), + rotation: 1, + }); + } + + // Center bottom crown + blits.push(AtlasBlit { index: 6, x: dest_x, y: dest_y - CROWN_SPACING, rotation: 0 }); + + blits + }, + (_, Koenig) | (_, Ober) => { + let id = suit_to_atlas_index(card.suit); + vec![ + AtlasBlit { index: id, x: dest_x - 28, y: dest_y - 82, rotation: 0 }, + ] + }, + (_, Unter) => { + let id = suit_to_atlas_index(card.suit); + vec![ + AtlasBlit { index: id, x: dest_x - 28, y: dest_y - 34, rotation: 0 }, + ] + }, + (Schell, Ass) | (Herz, Ass) => { + let id = if card.suit == Schell { 8 } else { 9 }; + vec![ + AtlasBlit { index: id, x: dest_x + 26, y: dest_y - 82, rotation: 0 }, + AtlasBlit { index: id, x: dest_x - 26, y: dest_y - 82, rotation: 1 }, + ] + }, + (Gras, Ass) | (Eichel, Ass) => { + let id = suit_to_atlas_index(card.suit); + vec![ + AtlasBlit { index: id, x: dest_x + 26, y: dest_y - 82, rotation: 3 }, + AtlasBlit { index: id, x: dest_x - 26, y: dest_y - 82, rotation: 1 }, + ] + }, + (_, _) => { + let id = suit_to_atlas_index(card.suit); + vec![ + AtlasBlit { index: id, x: dest_x, y: dest_y - 32, rotation: 0 }, + ] + }, + } +} + +fn blit_atlas_icon_top_left( + dest_pixels: &mut [u8], + dest_w: usize, + dest_h: usize, + atlas_img: &Image, + index: usize, + dest_x: usize, + dest_y: usize, + rotation: u8, +) { + // Compute source top-left in the atlas based on index and known grid + let col = index % ATLAS_COLS; + let row = index / ATLAS_COLS; + let src_x = col * SUIT_ICON_PX; + let src_y = row * SUIT_ICON_PX; + + let atlas_w = SUIT_ICON_PX * ATLAS_COLS; + let atlas_h = SUIT_ICON_PX * ATLAS_ROWS; + + // Clip to destination bounds + let max_w = SUIT_ICON_PX.min(dest_w.saturating_sub(dest_x)); + let max_h = SUIT_ICON_PX.min(dest_h.saturating_sub(dest_y)); + + if let Some(ref data) = atlas_img.data { + for y in 0..max_h { + for x in 0..max_w { + // Apply rotation transformation to get source coordinates + let (sx_offset, sy_offset) = match rotation { + 0 => (x, y), // 0°: no rotation + 1 => (SUIT_ICON_PX - 1 - y, x), // 90° CW + 2 => (SUIT_ICON_PX - 1 - x, SUIT_ICON_PX - 1 - y), // 180° + 3 => (y, SUIT_ICON_PX - 1 - x), // 270° CW (or 90° CCW) + _ => (x, y), // fallback + }; + + let sx = src_x + sx_offset; + let sy = src_y + sy_offset; + + if sx >= atlas_w || sy >= atlas_h { + continue; + } + + let dx = dest_x + x; + let dy = dest_y + y; + + let s_index = (sy * atlas_w + sx) * 4; + let d_index = (dy * dest_w + dx) * 4; + + if s_index + 4 <= data.len() && d_index + 4 <= dest_pixels.len() { + let a = data[s_index + 3]; + if a == 0 { continue; } + dest_pixels[d_index + 0] = data[s_index + 0]; + dest_pixels[d_index + 1] = data[s_index + 1]; + dest_pixels[d_index + 2] = data[s_index + 2]; + dest_pixels[d_index + 3] = 255; // opaque result + } + } + } + } +} + +// Blit a full image onto the card texture at the specified position +fn blit_image( + dest_pixels: &mut [u8], + dest_w: usize, + dest_h: usize, + src_img: &Image, + dest_x: usize, + dest_y: usize, +) { + if let Some(ref data) = src_img.data { + let src_w = src_img.width() as usize; + let src_h = src_img.height() as usize; + + for y in 0..src_h { + for x in 0..src_w { + let dx = dest_x + x; + let dy = dest_y + y; + + // Skip if out of bounds + if dx >= dest_w || dy >= dest_h { + continue; + } + + let s_index = (y * src_w + x) * 4; + let d_index = (dy * dest_w + dx) * 4; + + if s_index + 4 <= data.len() && d_index + 4 <= dest_pixels.len() { + let a = data[s_index + 3]; + if a == 0 { continue; } // Skip transparent pixels + + dest_pixels[d_index + 0] = data[s_index + 0]; + dest_pixels[d_index + 1] = data[s_index + 1]; + dest_pixels[d_index + 2] = data[s_index + 2]; + dest_pixels[d_index + 3] = 255; // opaque result + } + } + } + } +} + +fn draw_rounded_rect_filled( + pixels: &mut [u8], + x1: usize, + y1: usize, + x2: usize, + y2: usize, + radius: usize, + color: [u8; 4], +) { + let r = radius as i32; + + for y in y1..y2 { + for x in x1..x2 { + let mut inside = false; + + // Check if we're in the main rectangle body (not in TOP corner regions) + if x >= x1 + radius && x < x2.saturating_sub(radius) { + // Middle horizontal section - always inside + inside = true; + } else if y >= y1 + radius { + // Below the top corners - always inside (full width) + inside = true; + } else { + // We're in a TOP corner region - check distance from corner center + let (cx, cy) = if x < x1 + radius { + // Top-left corner + (x1 + radius, y1 + radius) + } else { + // Top-right corner + (x2.saturating_sub(radius + 1), y1 + radius) + }; + + let dx = x as i32 - cx as i32; + let dy = y as i32 - cy as i32; + let dist_sq = dx * dx + dy * dy; + + if dist_sq <= r * r { + inside = true; + } + } + + if inside { + set_pixel(pixels, x, y, color); + } + } + } +} + +fn draw_rounded_rect_border( + pixels: &mut [u8], + x1: usize, + y1: usize, + x2: usize, + y2: usize, + radius: usize, + color: [u8; 4], +) { + // Draw top horizontal line (excluding corners) + for x in (x1 + radius)..(x2.saturating_sub(radius)) { + set_pixel(pixels, x, y1, color); + } + + // NO bottom horizontal line - it will be mirrored from the top + + // Draw left vertical line (excluding top corner, extending to bottom edge) + for y in (y1 + radius)..y2 { + set_pixel(pixels, x1, y, color); + } + + // Draw right vertical line (excluding top corner, extending to bottom edge) + for y in (y1 + radius)..y2 { + set_pixel(pixels, x2.saturating_sub(1), y, color); + } + + // Draw only the two top rounded corners + draw_rounded_corner(pixels, x1 + radius, y1 + radius, radius, color, 0); // top-left + draw_rounded_corner(pixels, x2.saturating_sub(radius + 1), y1 + radius, radius, color, 1); // top-right +} + +fn draw_rounded_corner( + pixels: &mut [u8], + cx: usize, + cy: usize, + radius: usize, + color: [u8; 4], + quadrant: u8, +) { + let r = radius as i32; + for dy in -r..=r { + for dx in -r..=r { + let dist_sq = dx * dx + dy * dy; + let inner_r_sq = (r - 1) * (r - 1); + let outer_r_sq = r * r; + + // Only draw pixels on the circle edge (border) + if dist_sq >= inner_r_sq && dist_sq <= outer_r_sq { + let draw = match quadrant { + 0 => dx <= 0 && dy <= 0, // top-left + 1 => dx >= 0 && dy <= 0, // top-right + 2 => dx <= 0 && dy >= 0, // bottom-left + 3 => dx >= 0 && dy >= 0, // bottom-right + _ => false, + }; + + if draw { + let px = (cx as i32 + dx) as usize; + let py = (cy as i32 + dy) as usize; + set_pixel(pixels, px, py, color); + } + } + } + } +} + +fn draw_text(pixels: &mut [u8], start_x: usize, start_y: usize, text: &str, color: [u8; 4]) { + let mut x = start_x; + for ch in text.chars() { + if let Some(bitmap) = glyph_bitmap(ch) { + draw_glyph(pixels, x, start_y, bitmap, color); + } + x += GLYPH_STRIDE; + } +} + +fn draw_text_with_bg( + pixels: &mut [u8], + start_x: usize, + start_y: usize, + text: &str, + fg_color: [u8; 4], + bg_color: [u8; 4], +) { + let text_len = text.chars().count(); + let text_width = if text_len > 0 { text_len * GLYPH_STRIDE - 1 } else { 0 }; + let padding = 1; + + // Draw white background rectangle with padding + let bg_x = start_x.saturating_sub(padding); + let bg_y = start_y.saturating_sub(padding); + let bg_width = text_width + 2 * padding; + let bg_height = GLYPH_HEIGHT + 2 * padding; + + for y in bg_y..(bg_y + bg_height) { + for x in bg_x..(bg_x + bg_width) { + set_pixel(pixels, x, y, bg_color); + } + } + + // Draw the text on top + draw_text(pixels, start_x, start_y, text, fg_color); +} + +fn draw_glyph(pixels: &mut [u8], start_x: usize, start_y: usize, glyph: [u8; 7], color: [u8; 4]) { + for (row, pattern) in glyph.iter().enumerate() { + for col in 0..5 { + if (pattern >> (4 - col)) & 1 == 1 { + // Draw the pixel and one to the right for bold effect + set_pixel(pixels, start_x + col, start_y + row, color); + set_pixel(pixels, start_x + col + 1, start_y + row, color); + } + } + } +} + +fn set_pixel(pixels: &mut [u8], x: usize, y: usize, color: [u8; 4]) { + if x >= CARD_TEXTURE_WIDTH || y >= CARD_TEXTURE_HEIGHT { + return; + } + let index = (y * CARD_TEXTURE_WIDTH + x) * 4; + pixels[index..index + 4].copy_from_slice(&color); +} + +// Copy the top half of the image to the bottom half with a 180° rotation. +// For each pixel (x, y) in the top half, write it to (W-1-x, H-1-y). +fn mirror_top_half_to_bottom(pixels: &mut [u8], width: usize, height: usize) { + let half_h = height / 2; + for y in 0..half_h { + for x in 0..width { + let src_index = (y * width + x) * 4; + let mx = width - 1 - x; + let my = height - 1 - y; + let dst_index = (my * width + mx) * 4; + + // Read first to avoid overlapping mutable/immutable borrows + let rgba = [ + pixels[src_index], + pixels[src_index + 1], + pixels[src_index + 2], + pixels[src_index + 3], + ]; + pixels[dst_index] = rgba[0]; + pixels[dst_index + 1] = rgba[1]; + pixels[dst_index + 2] = rgba[2]; + pixels[dst_index + 3] = rgba[3]; + } + } +} + +fn glyph_bitmap(ch: char) -> Option<[u8; 7]> { + match ch { + '0' => Some([0b01110, 0b10001, 0b10001, 0b10001, 0b10001, 0b10001, 0b01110]), + '1' => Some([0b00100, 0b01100, 0b00100, 0b00100, 0b00100, 0b00100, 0b01110]), + '7' => Some([0b11111, 0b00001, 0b00010, 0b00100, 0b01000, 0b01000, 0b01000]), + '8' => Some([0b01110, 0b10001, 0b10001, 0b01110, 0b10001, 0b10001, 0b01110]), + '9' => Some([0b01110, 0b10001, 0b10001, 0b01111, 0b00001, 0b00010, 0b11100]), + 'A' => Some([0b01110, 0b10001, 0b10001, 0b11111, 0b10001, 0b10001, 0b10001]), + 'K' => Some([0b10001, 0b10010, 0b10100, 0b11000, 0b10100, 0b10010, 0b10001]), + 'O' => Some([0b01110, 0b10001, 0b10001, 0b10001, 0b10001, 0b10001, 0b01110]), + 'U' => Some([0b10001, 0b10001, 0b10001, 0b10001, 0b10001, 0b10001, 0b01110]), + _ => None, + } +} + +fn rank_label(rank: Rank) -> &'static str { + match rank { + Rank::Ass => "A", + Rank::Zehn => "10", + Rank::Koenig => "K", + Rank::Ober => "O", + Rank::Unter => "U", + Rank::Neun => "9", + Rank::Acht => "8", + Rank::Sieben => "7", + } +} + +fn on_hover( +) -> impl Fn( + On>, + Query<&mut Transform>, + Query<&Children>, + Query<(&mut Sprite, Option<&BaseCardSprite>)>, + Query<&ChildOf>, +) +{ + move |ev, mut q_transform, q_children, mut q_sprite, q_parent| { + // Determine the card parent entity from the event target + let mut parent_entity = ev.event_target(); + if let Ok(parent) = q_parent.get(parent_entity) { + parent_entity = parent.get(); + } + + // Scale the parent + if let Ok(mut transform) = q_transform.get_mut(parent_entity) { + transform.scale = Vec3::splat(1.1); + } + + // Tint only the base sprite child (marked with BaseCardSprite) + if let Ok(children) = q_children.get(parent_entity) { + for child in children.iter() { + if let Ok((mut sprite, maybe_base)) = q_sprite.get_mut(child) { + if maybe_base.is_some() { + sprite.color = Color::srgb(0.6, 0.6, 0.6); + } + } + } + } + } +} + +fn on_unhover( +) -> impl Fn( + On>, + Query<&mut Transform>, + Query<&Children>, + Query<(&mut Sprite, Option<&BaseCardSprite>)>, + Query<&ChildOf>, +) +{ + move |ev, mut q_transform, q_children, mut q_sprite, q_parent| { + // Determine the card parent entity from the event target + let mut parent_entity = ev.event_target(); + if let Ok(parent) = q_parent.get(parent_entity) { + parent_entity = parent.get(); + } + + // Reset parent scale + if let Ok(mut transform) = q_transform.get_mut(parent_entity) { + transform.scale = Vec3::ONE; + } + + // Reset tint on the base sprite child + if let Ok(children) = q_children.get(parent_entity) { + for child in children.iter() { + if let Ok((mut sprite, maybe_base)) = q_sprite.get_mut(child) { + if maybe_base.is_some() { + sprite.color = Color::WHITE; + } + } + } + } + } +} + +fn on_click_select(card: Card) -> impl Fn(On>, ResMut) { + move |_, mut clicked| { + println!("Clicked on card: {:?}", card); + clicked.0 = Some(format!("{} {}", card.suit, card.rank)); + } +} + +fn update_click_text(mut q: Query<&mut Text, With>, clicked: Res) { + if let Some(mut text) = q.iter_mut().next() { + if let Some(label) = &clicked.0 { + *text = Text::new(label.clone()); + } else { + *text = Text::new("click a card"); + } + } +} \ No newline at end of file