import "scaling.asy" as scaling; import "suits.asy" as suits; import "numerals.asy" as numerals_paths; import "nobles.asy" as nobles; import "faces.asy" as general_faces; real corner_radius = width/12; path corner = arc(((width/2 - corner_radius), (height/2 - corner_radius)), corner_radius, 0, 90); path card = corner--reverse(reflect((0,0), (0,1))*corner)--rotate(180)*corner--reverse(reflect((0,0), (1,0))*corner)--cycle; real scpx = 0.2; real scpy = 0.35; transform placements[][] = { // 0 {}, // 1 { identity }, // 2 { shift(0,height*scpy), shift(0,-height*scpy)*rotate(180) }, // 3 { identity, shift(0,height*scpy), shift(0,-height*scpy)*rotate(180) }, // 4 { shift(width*scpx,height*scpy), shift(width*scpx,-height*scpy)*rotate(180), shift(-width*scpx,height*scpy), shift(-width*scpx,-height*scpy)*rotate(180) }, // 5 { identity, shift(width*scpx,height*scpy), shift(width*scpx,-height*scpy)*rotate(180), shift(-width*scpx,height*scpy), shift(-width*scpx,-height*scpy)*rotate(180) }, // 6 { shift(width*scpx,0), shift(-width*scpx,0), shift(width*scpx,height*scpy), shift(width*scpx,-height*scpy)*rotate(180), shift(-width*scpx,height*scpy), shift(-width*scpx,-height*scpy)*rotate(180) }, // The four face cards {}, {}, {}, {}, }; real scale_factor = 0.15; real one_scale_factor = 0.4; real numeral_scale_factor = 0.15; pair numeral_pos = (-width*0.38, height*0.4); real indicator_scale_factor = 0.1; pair indicator_pos = (-width*0.38, height*0.25); // note: if you bump this depth value to 4, you'll need to set // buf_size=5000000 so latex doesn't choke path[] recursive_card(int value, int suit, int depth=4, bool outermost=true) { path result[]; if (!outermost) { result.push(card); } path[] suit_icon; if (suit == CARDS) { if (depth == 0) { return result; } suit_icon = recursive_card(value, suit, depth - 1, false); } else { suit_icon = icons[suit]; } path[] indicator = shift(indicator_pos)*scale(indicator_scale_factor)*suit_icon; path[] numeral; path[] face; if (value == NOBLE) { numeral = noble_letters[suit]; face = noble_faces[suit]; } else { numeral = numerals[value]; face = faces[value]; } numeral = shift(numeral_pos)*scale(numeral_scale_factor)*numeral; result = result^^face^^indicator^^(rotate(180)*indicator)^^numeral^^(rotate(180)*numeral); real current_scale_factor = scale_factor; if (value == 1) { current_scale_factor = one_scale_factor; } for(int i = 0; i < placements[value].length; ++i) { result = result^^(placements[value][i]*scale(current_scale_factor)*suit_icon); } return result; }