drawing works sometimes

This commit is contained in:
Nico
2025-08-08 13:57:05 +02:00
parent 686f6d8962
commit 1c2e6e5ca2
3 changed files with 104 additions and 77 deletions

View File

@@ -1,53 +1,86 @@
local love = require "love"
require "karten"
local love = require("love")
require("karten")
spielerHand = {}
PlayerHand = {}
DealerHand = {}
Deck = {}
function LoadBlackjack()
Deck = Karten:createDeck()
Karten:shuffleDeck(Deck)
DealInitialCards()
Cards = love.graphics.newImage("/cards_asset_pack/CuteCards.png")
DealerHandPosition = {
x = love.graphics.getWidth() / 2,
y = love.graphics.getHeight() / 4,
}
PlayerHandPosition = {
x = love.graphics.getWidth() / 2,
y = love.graphics.getHeight() / 4 * 2.5,
}
Deck = Karten:createDeck()
Karten:shuffleDeck(Deck)
DealInitialCards()
Cards = love.graphics.newImage("/cards_asset_pack/CuteCards.png")
end
function UpdateBlackjack(dt)
-- Hier können zukünftige Updates für Blackjack hinzugefügt werden
dt = dt * 1
end
function DrawBlackjack()
print(love.graphics:getWidth())
love.graphics.draw(Cards, love.graphics.getWidth() / 2 - 90 , 50, 0, 0.2)
-- love.graphics.print("Spieler Hand: " .. Karten:handValue(spielerHand), 50, 50)
-- love.graphics.print("Dealer Hand: " .. Karten:handValue(DealerHand), 50, 100)
-- love.graphics.print("Drücke 'H' für Hit oder 'S' für Stand", 50, 150)
for i, card in ipairs(PlayerHand) do
local suits = { ["Clubs"] = 0, ["Diamonds"] = 1, ["Spades"] = 2, ["Hearts"] = 3 }
local tileWidth = Cards:getWidth() / 15
local tileHeight = Cards:getHeight() / 4
local tileX = suits[card.suit]
local tileY = math.min(card.value - 2, 9)
love.graphics.draw(
Cards,
love.graphics.newQuad(tileX * tileWidth, tileY * tileHeight, tileWidth, tileHeight, Cards:getDimensions()),
PlayerHandPosition.x - tileWidth / 4,
PlayerHandPosition.y,
0,
0.5
)
end
for i, card in ipairs(DealerHand) do
local suits = { ["Clubs"] = 0, ["Diamonds"] = 1, ["Spades"] = 2, ["Hearts"] = 3 }
local tileWidth = Cards:getWidth() / 15
local tileHeight = Cards:getHeight() / 4
local tileX = suits[card.suit]
local tileY = math.min(card.value - 2, 9)
love.graphics.draw(
Cards,
love.graphics.newQuad(tileX * tileWidth, tileY * tileHeight, tileWidth, tileHeight, Cards:getDimensions()),
DealerHandPosition.x - tileWidth / 4,
DealerHandPosition.y,
0,
0.5
)
end
end
function HandleBlackjackInput(key)
if key == 'h' then
Karten:hit(spielerHand)
if Karten:handValue(spielerHand) > 21 then
love.graphics.print("Spieler hat verloren!", 50, 200)
end
elseif key == 's' then
while Karten:handValue(DealerHand) < 17 do
Karten:hit(DealerHand)
end
if Karten:handValue(DealerHand) > 21 then
love.graphics.print("Dealer hat verloren!", 50, 200)
elseif Karten:handValue(spielerHand) > Karten:handValue(DealerHand) then
love.graphics.print("Spieler gewinnt!", 50, 200)
else
love.graphics.print("Dealer gewinnt!", 50, 200)
end
end
if key == "h" then
Karten:hit(PlayerHand)
if Karten:handValue(PlayerHand) > 21 then
love.graphics.print("Spieler hat verloren!", 50, 200)
end
elseif key == "s" then
-- while Karten:handValue(DealerHand) < 17 do
Karten:hit(DealerHand)
-- end
-- if Karten:handValue(DealerHand) > 21 then
-- print("Dealer hat verloren!", 50, 200)
-- elseif Karten:handValue(PlayerHand) > Karten:handValue(DealerHand) then
-- print("Spieler gewinnt!", 50, 200)
-- else
-- print("Dealer gewinnt!", 50, 200)
-- end
end
end
function DealInitialCards()
for i = 1, 2 do
Karten:hit(spielerHand)
Karten:hit(DealerHand)
end
for i = 1, 2 do
Karten:hit(PlayerHand)
Karten:hit(DealerHand)
end
end

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@@ -1,56 +1,50 @@
local love = require "love"
local love = require("love")
Karten = {}
function Karten:createDeck()
local deck = {}
local suits = {"Clubs", "Diamonds", "Spades", "Hearts"}
local values = {2, 3, 4, 5, 6, 7, 8, 9, 10, 10, 10, 10, 11} -- 10, J, Q, K sind alle 10, A ist 11
for _, suit in ipairs(suits) do
for _, value in ipairs(values) do
table.insert(deck, {suit = suit, value = value})
end
end
local deck = {}
local suits = { "Clubs", "Diamonds", "Spades", "Hearts" }
local values = { 2, 3, 4, 5, 6, 7, 8, 9, 10, 10, 10, 10, 11 } -- 10, J, Q, K sind alle 10, A ist 11
for _, suit in ipairs(suits) do
for _, value in ipairs(values) do
table.insert(deck, { suit = suit, value = value })
end
end
TileMap = love.graphics.newImage("/cards_asset_pack/CuteCards.png")
return deck
TileMap = love.graphics.newImage("/cards_asset_pack/JustNormalCards.png")
return deck
end
function Karten:shuffleDeck(deck)
for i = #deck, 2, -1 do
local j = love.math.random(i)
deck[i], deck[j] = deck[j], deck[i]
end
for i = #deck, 2, -1 do
local j = love.math.random(i)
deck[i], deck[j] = deck[j], deck[i]
end
end
function Karten:handValue(hand)
local value = 0
local aces = 0
for _, card in ipairs(hand) do
value = value + card.value
if card.value == 11 then
aces = aces + 1
end
end
while value > 21 and aces > 0 do
value = value - 10
aces = aces - 1
end
return value
local value = 0
local aces = 0
for _, card in ipairs(hand) do
value = value + card.value
if card.value == 11 then
aces = aces + 1
end
end
while value > 21 and aces > 0 do
value = value - 10
aces = aces - 1
end
return value
end
function Karten:hit(x, y, hand)
if #Deck > 0 then
local card = table.remove(Deck)
table.insert(hand, card)
local suits = {["Clubs"] = 0, ["Diamonds"] = 1, ["Spades"] = 2, ["Hearts"] = 3}
local tileWidth = TileMap:getWidth() / 4
local tileHeight = TileMap:getHeight() / 13
local tileX = suits[card.suit]
local tileY = math.min(card.value - 2, 9)
love.graphics.draw(TileMap, love.graphics.newQuad(tileX * tileWidth, tileY * tileHeight, tileWidth, tileHeight, TileMap:getDimensions()), x, y)
end
function Karten:hit(hand)
if #Deck > 0 then
local card = table.remove(Deck)
table.insert(hand, card)
return card
end
end
return Karten