bug: work with last column slot, not first
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dd19000089
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@ -130,8 +130,8 @@ bool GameState::moveColumnCardToFoundation(int columnId, PlayingCard::Suit found
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return false;
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return false;
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}
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}
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// We'll be moving the top card in the column (maybe)
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// We'll be moving the last card in the column (maybe)
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PlayingCard *cardToMove = m_columns[columnId].first()->card();
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PlayingCard *cardToMove = m_columns[columnId].last()->card();
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// Try moving the card into the foundation
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// Try moving the card into the foundation
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if (!tryMoveCardToFoundation(foundationId, cardToMove))
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if (!tryMoveCardToFoundation(foundationId, cardToMove))
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@ -139,7 +139,7 @@ bool GameState::moveColumnCardToFoundation(int columnId, PlayingCard::Suit found
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// We succeeded, the card is now in the appropriate foundation pile,
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// We succeeded, the card is now in the appropriate foundation pile,
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// let's remove the column slot.
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// let's remove the column slot.
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m_columns[columnId].removeFirst();
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m_columns[columnId].removeLast();
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ensureColumnRevealed(columnId);
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ensureColumnRevealed(columnId);
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emit columnsChanged();
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emit columnsChanged();
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@ -186,15 +186,15 @@ bool GameState::autoMoveColumnCard(int columnId)
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return false;
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return false;
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}
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}
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// We'll be moving the top card in the column (maybe)
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// We'll be moving the last card in the column (maybe)
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PlayingCard *cardToMove = m_columns[columnId].first()->card();
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PlayingCard *cardToMove = m_columns[columnId].last()->card();
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if (!tryAutoMoveCard(cardToMove))
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if (!tryAutoMoveCard(cardToMove))
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return false;
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return false;
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// We succeeded, the card is now in the appropriate foundation pile,
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// We succeeded, the card is now in the appropriate foundation pile,
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// let's remove the column slot.
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// let's remove the column slot.
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m_columns[columnId].removeFirst();
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m_columns[columnId].removeLast();
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ensureColumnRevealed(columnId);
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ensureColumnRevealed(columnId);
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emit columnsChanged();
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emit columnsChanged();
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@ -300,8 +300,8 @@ void GameState::ensureColumnRevealed(int columnId)
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if (m_columns[columnId].isEmpty())
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if (m_columns[columnId].isEmpty())
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return;
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return;
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// Get the top column slot
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// Get the last column slot
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ColumnSlot *col = m_columns[columnId].first();
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ColumnSlot *col = m_columns[columnId].last();
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// If it's already revealed, there's nothing to do
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// If it's already revealed, there's nothing to do
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if (col->isRevealed())
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if (col->isRevealed())
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