diff --git a/public/board.js b/public/board.js index 7e24484..a11d31a 100644 --- a/public/board.js +++ b/public/board.js @@ -32,7 +32,6 @@ class Board{ this.drawDeck(); this.drawDeckOpponent(); - this.drawPlayerNames('Nathan', 'Evil Nathan'); } @@ -78,7 +77,7 @@ class Board{ } drawDeckOpponent(){ // Opponent's Deck - let deckSprite = new Shape({ + clickableItems['deckOpponentSprite'] = new Shape({ name: 'deckOpponent', x: 40, y: 60, @@ -86,7 +85,7 @@ class Board{ height: cardHeight/2, fillStyle: "#FF0000" }); - deckSprite.draw(); + clickableItems['deckOpponentSprite'].draw(); let deckCounterSprite = new Shape({ shape: 'circle', name: 'deckCounterOpponent', @@ -128,22 +127,35 @@ let board = new Board; board.drawBoard(); -canvas.addEventListener('mousemove', function(event) { +canvas.addEventListener('click', function(event) { var x = event.pageX - canvasLeft, y = event.pageY - canvasTop; - console.log('X: '+x+' Y: '+y); - // Collision detection between clicked offset and clickableItems // https://stackoverflow.com/a/9880302 + + // # PLAYER DECK clickable = clickableItems['deckSprite']; - console.log(clickableItems['deckSprite']); + + // Want to loop clickables ideally, and call a function + // that's set to them for click, hover, etc. + + // For now this will be fine, as it functions + if ( + y > clickable.y && y < clickable.y + clickable.height + && x > clickable.x && x < clickable.x + clickable.width + ) { + console.log('click Event: '+clickable.name); + } + + // # OPPONENT DECK + clickable = clickableItems['deckOpponentSprite']; if ( y > clickable.y && y < clickable.y + clickable.height && x > clickable.x && x < clickable.x + clickable.width ) { - console.log('HUUUH'); + console.log('click Event: '+clickable.name); } }, false);