Spider: Reduce overdraw when drawing initial cards

This commit is contained in:
Jamie Mansfield 2021-07-15 15:25:54 +01:00 committed by Andreas Kling
parent c0bc884295
commit 0f9873475b
Notes: sideshowbarker 2024-07-18 08:58:34 +09:00

View File

@ -190,37 +190,6 @@ void Game::paint_event(GUI::PaintEvent& event)
painter.add_clip_rect(frame_inner_rect());
painter.add_clip_rect(event.rect());
if (m_new_game_animation) {
if (m_new_game_animation_delay < new_game_animation_delay) {
++m_new_game_animation_delay;
} else {
m_new_game_animation_delay = 0;
auto& current_pile = stack(piles.at(m_new_game_animation_pile));
// for first 4 piles, draw 6 cards
// for last 6 piles, draw 5 cards
size_t cards_to_draw = m_new_game_animation_pile < 4 ? 6 : 5;
if (current_pile.count() < (cards_to_draw - 1)) {
auto card = m_new_deck.take_last();
card->set_upside_down(true);
current_pile.push(card);
} else {
current_pile.push(m_new_deck.take_last());
++m_new_game_animation_pile;
}
if (m_new_game_animation_pile == piles.size()) {
VERIFY(m_new_deck.size() == 50);
while (!m_new_deck.is_empty())
stack(Stock).push(m_new_deck.take_last());
m_new_game_animation = false;
m_waiting_for_new_game = true;
stop_timer();
}
}
}
if (!m_focused_cards.is_empty()) {
for (auto& focused_card : m_focused_cards)
focused_card.clear(painter, s_background_color);
@ -355,7 +324,41 @@ void Game::mousemove_event(GUI::MouseEvent& event)
void Game::timer_event(Core::TimerEvent&)
{
if (m_new_game_animation) {
update();
if (m_new_game_animation_delay < new_game_animation_delay) {
++m_new_game_animation_delay;
} else {
m_new_game_animation_delay = 0;
auto& current_pile = stack(piles.at(m_new_game_animation_pile));
// for first 4 piles, draw 6 cards
// for last 6 piles, draw 5 cards
size_t cards_to_draw = m_new_game_animation_pile < 4 ? 6 : 5;
if (current_pile.count() < (cards_to_draw - 1)) {
auto card = m_new_deck.take_last();
card->set_upside_down(true);
current_pile.push(card);
} else {
current_pile.push(m_new_deck.take_last());
++m_new_game_animation_pile;
}
update(current_pile.bounding_box());
if (m_new_game_animation_pile == piles.size()) {
VERIFY(m_new_deck.size() == 50);
auto& stock_pile = stack(Stock);
while (!m_new_deck.is_empty())
stock_pile.push(m_new_deck.take_last());
update(stock_pile.bounding_box());
m_new_game_animation = false;
m_waiting_for_new_game = true;
stop_timer();
}
}
}
}