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.
'card(n,1)=index of card in deck'card(n,2)=visible on table? 1=yes, 0=no
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.
[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 arrayfor i =1to12
card(i+12,1)=card(i,1)+52nextRETURN[shuffleCards]'first set all cards as visible, card(n,2)=1for i =1to24
card(i,2)=1next
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.
'if card is not visible (has been removed), then waitif card(clickCard,2)=0thenwaitgosub[readValue]wait
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.
'remove cardcall RemoveCard hBox, card(clickCard,1)'set visible to 'off'
card(clickCard,2)=0
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 Lesson 1 for QCard DLL and WAV files needed for the demo code.
'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=nodim 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 usergosub[fillCardArray]'fill array with card valuesnomainwinWindowWidth=640:WindowHeight=480UpperLeftX=1:UpperLeftY=1menu#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,0,0,640,440open"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 dllopen"qcard32.dll"fordllas#qc
'initialize the deckCall 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=2for i =1to24'set status of all cards to 0, which is face downCall SetCardStatus card(i,1),0'deal cardsCall DealCard hBox,card(i,1),x,y
x=x+100if x>510then'move to next row
x=10
y=y+100endifplaywave"card.wav",sync
'pause 100 milliseconds between cardscall Pause 100scannextwait[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.selectcasecase my<=102'first row
y=2if mx<=90then clickCard=1:x=10if(mx>=110)and(mx<=190)then clickCard=2:x=110if(mx>=210)and(mx<=290)then clickCard=3:x=210if(mx>=310)and(mx<=390)then clickCard=4:x=310if(mx>=410)and(mx<=490)then clickCard=5:x=410if(mx>=510)and(mx<=590)then clickCard=6:x=510case(my>=102)and(my<202)'second row
y=102if mx<=90then clickCard=7:x=10if(mx>=110)and(mx<=190)then clickCard=8:x=110if(mx>=210)and(mx<=290)then clickCard=9:x=210if(mx>=310)and(mx<=390)then clickCard=10:x=310if(mx>=410)and(mx<=490)then clickCard=11:x=410if(mx>=510)and(mx<=590)then clickCard=12:x=510case(my>=202)and(my<302)'third row
y=202if mx<=90then clickCard=13:x=10if(mx>=110)and(mx<=190)then clickCard=14:x=110if(mx>=210)and(mx<=290)then clickCard=15:x=210if(mx>=310)and(mx<=390)then clickCard=16:x=310if(mx>=410)and(mx<=490)then clickCard=17:x=410if(mx>=510)and(mx<=590)then clickCard=18:x=510case(my>=302)and(my<402)'fourth row
y=302if mx<=90then clickCard=19:x=10if(mx>=110)and(mx<=190)then clickCard=20:x=110if(mx>=210)and(mx<=290)then clickCard=21:x=210if(mx>=310)and(mx<=390)then clickCard=22:x=310if(mx>=410)and(mx<=490)then clickCard=23:x=410if(mx>=510)and(mx<=590)then clickCard=24:x=510caseelse
clickCard=0endselectif clickCard=0thenwait'if card is not visible (has been removed), then waitif card(clickCard,2)=0thenwaitgosub[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 cardcall 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 designswait[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 arrayfor i =1to12
card(i+12,1)=card(i,1)+52nextRETURN[shuffleCards]'first set all cards as visible, card(n,2)=1for i =1to24
card(i,2)=1nextplaywave"shuffle.wav",async
'now shuffle cardsfor i =1to24
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 arraynextplaywave"shuffle.wav",sync
RETURN[quit]close#qc:close#1:end'''''''''''''''''''''subs and functions:Sub Pause ms
'pause ms number of millisecondscalldll#kernel32,"Sleep",_
ms aslong, re asvoidEndSubFunction GetCardSuit(nC)'returns 1=Clubs, 2=Diamonds, 3=Hearts, 4=Spades.calldll#qc,"GetCardSuit",nC aslong,_
GetCardSuit aslongEndFunctionFunction GetCardValue(nC)'ace=1,deuce=2....jack=11,queen=12,king=13calldll#qc,"GetCardValue",nC aslong,_
GetCardValue aslongEndFunctionSub InitializeDeck hndle
calldll#qc,"InitializeDeck",_
hndle asulong,r aslongEndSubSub 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=faceupcalldll#qc,"SetCardStatus",nC aslong,_
face aslong,r asvoidEndSubSub 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 usedcalldll#qc,"DealCard",hndle asulong,nC aslong,_
x aslong,y aslong,r asvoidEndSubSub SetCurrentBack nV
'nV can be 1,2,3,4,5,6 for 6 possible designscalldll#qc,"SetCurrentBack",nV aslong,r asvoidEndSubSub SetDefaultValues
'reset all card properties back to their default values.calldll#qc,"SetDefaultValues",r asvoidEndSubSub RemoveCard hndle,nC
'removes a card from screen that was'drawn with DealCard, replacing screen backgroundcalldll#qc,"RemoveCard",hndle asulong,_
nC aslong,r asvoidEndSub
QCard DLL Lesson 6
Lesson 5 Lesson 7-
QCard DLL Lesson 6 | Keeping Track of Cards on the Table | Checking to see if a card is still on the table. | Removing a card from the table. | DEMO
See 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.
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.
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.
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.
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 Lesson 1 for QCard DLL and WAV files needed for the demo code.QCard DLL Lesson 6 | Keeping Track of Cards on the Table | Checking to see if a card is still on the table. | Removing a card from the table. | DEMO
Lesson 5 Lesson 7