/* Draws a "splash screen" that is shown before the game is initialized. */ static void draw_splash_screen(void) { #if 0 card_t card = { ACE_HIGH, SPADES, 0 }; #endif ggz_debug(DBG_TABLE, "Drawing splash screen."); assert(!game_started && !table_ready); assert(table_buf); table_clear_table(FALSE); #if 0 /* This is temporarily disabled until I can figure out how to get it to work with the player list. */ draw_card(card, 0, (get_table_width() - CARDWIDTH) / 2, (get_table_height() - CARDHEIGHT) / 2, table_buf); #endif table_show_table(0, 0, get_table_width(), get_table_height()); }
void date_layer_update_callback(Layer *me, GContext* ctx) { draw_card(me, ctx, quick_itoa(current_placement.date_value)); }
void day_layer_update_callback(Layer *me, GContext* ctx) { draw_card(me, ctx, weekday_names[current_placement.day_index]); }
void turn_begin(player_t* player){ if(player->deck_of_cards.size > 0){ draw_card(&player->deck_of_cards,&player->hand.cards[player->hand.size++]); } }
Card::Card(short _id) { draw_card(_id); }
char draw_random_card(deck_struct *deck) { char idx = get_random_card(deck->remaining); return draw_card(deck, idx); }