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@ -18,7 +18,7 @@ clickableItems['opponentHand'] = [];
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// Counters to keep track of players, and boardElements, may be changed in future
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// But once game starts, will be const anyway, so shouldn't need passing
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let players = 2; // Player, Opponent for now, but will be up to 6 players for 5v1 boss raids?
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let elements = ['deck','board','hand','mana','shield'];
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let elements = ['deck','board','hand','mana','shield', 'grave'];
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let elementsSizes = {}; // May need to have the base XY WH of board, hand, etc. stored for loop draw
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// Array of items, the 'Entity Manager' as such
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let item = [];
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@ -715,17 +715,17 @@ class Board{
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// If card on 'board' attacked
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// Compare attackingCard and defendingCard
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case 'board':
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let atkAttacker = cardData[itemAttacking].attack;
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let atkDefender = cardData[itemDefending].attack;
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let atkAttacker = cardData[itemAttacking];
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let atkDefender = cardData[itemDefending];
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// Does Attacker kill Defender
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if(atkDefender <= atkAttacker){
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// TODO:Send the item to grave, boardElement = 'grave'
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this.sendToGrave(itemDefending);
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}
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// Does Defender kill Attacker
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if(atkAttacker <= atkDefender){
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// TODO:Send the item to grave
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this.sendToGrave(itemAttacking);
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this.endAttackFor(itemAttacking);
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}else{
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// If not, end the attacker cards attack 'phase'
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@ -844,6 +844,13 @@ class Board{
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//addFromBoardElement(playerFrom, fromPosition, elementFrom, elementTo, toPosition=null, playerTo=null)
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this.addFromBoardElement(player[itemKey], listPosition[itemKey], boardElement[itemKey], 'hand', null, null);
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}
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sendToGrave(itemKey){
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console.log('SendToGrave: '+itemKey);
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//addFromBoardElement(playerFrom, fromPosition, elementFrom, elementTo, toPosition=null, playerTo=null)
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this.addFromBoardElement(player[itemKey], listPosition[itemKey], boardElement[itemKey], 'grave', null, null);
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}
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tapCard(itemKey){
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// Set the cardStatus to tapped
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cardStatus[itemKey] = 'tapped';
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