Add cardsToDraw loop to cardDraw methods

develop
Nathan Steel 1 year ago
parent dbb38b96b2
commit b6d92ce85e

@ -252,7 +252,9 @@ class Board{
drawCards(){} drawCards(){}
// Draw a card, traditional TCG // Draw a card, traditional TCG
drawACard(){ drawACard(cardsToDraw = 1){
// For loop so that animations will play each time (when they exist)
for(let draw = 0; draw < cardsToDraw; draw++){
if(playerHand.length >= maxHandSize){ if(playerHand.length >= maxHandSize){
alert('Hand full '+playerHand.length+'/'+maxHandSize); alert('Hand full '+playerHand.length+'/'+maxHandSize);
return 0; return 0;
@ -267,7 +269,9 @@ class Board{
playerHand.push(cardDrawn); playerHand.push(cardDrawn);
this.drawBoard(); this.drawBoard();
} }
drawACardOpponent(){ }
drawACardOpponent(cardsToDraw = 1){
for(let draw = 0; draw < cardsToDraw; draw++){
if(opponentHand.length >= maxHandSize){ if(opponentHand.length >= maxHandSize){
alert('Hand full '+opponentHand.length+'/'+maxHandSize); alert('Hand full '+opponentHand.length+'/'+maxHandSize);
return 0; return 0;
@ -281,6 +285,7 @@ class Board{
opponentHand.push(cardDrawn); opponentHand.push(cardDrawn);
this.drawBoard(); this.drawBoard();
} }
}
drawCardsOnBoard(){ drawCardsOnBoard(){
@ -423,6 +428,7 @@ let board = new Board;
board.playCardToBoardFromDeckOpponent(); board.playCardToBoardFromDeckOpponent();
board.drawBoard(); board.drawBoard();
board.drawACard(3);
canvas.addEventListener('click', function(event) { canvas.addEventListener('click', function(event) {
console.log('EVENT LISTENER'); console.log('EVENT LISTENER');

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