const ctx = canvas.getContext('2d'); const canvasLeft = canvas.offsetLeft + canvas.clientLeft; const canvasTop = canvas.offsetTop + canvas.clientTop; const cardWidth = 80; const cardHeight = 120; const cards = new Image(); const back = new Image(); let clickableItems = []; // Make all clickableItems sit in the same clickableItems array // Not needed in a child, as loops will be on arrays below clickableItems['board'] = []; clickableItems['hand'] = []; clickableItems['opponentHand'] = []; // TODO: Uniform the arrays to player and opponent/different playesr let playerHand = []; let opponentHand = []; let playerBoard = []; let opponentBoard = []; let playerDeck = []; let opponentDeck = []; let playerShield = []; let opponentShield = []; let deckCount = 60; let deckCountOpponent = 60; let cardsInOpponentsHand = 0; const maxHandSize = 4; const maxBoardSize = 3; const maxShield = 4; let inspectCard = null; let attackingCard = null; let gameWin = 0; // Gonna need lots of refactoring, and sorting class Board{ constructor(){ console.log('initBoard'); ctx.font = "12px Arial"; canvas.style.backgroundColor = 'rgb(143 153 150)'; cards.src = 'images/deck.svg'; back.src = 'images/uno.svg'; ctx.fillStyle = '#000'; } drawBoard(){ // Reset board ctx.clearRect(0, 0, canvas.width, canvas.height); // Room Name ctx.fillText(name, 0, 10); this.drawCardsOnBoard(); this.drawCardsOnBoardOpponent(); this.drawDeck(); this.drawDeckOpponent(); this.drawShield(); this.drawShieldOpponent(); this.drawHand(); this.drawOpponentHand(); this.drawPlayerNames('Nathan', 'Evil Nathan'); if(gameWin){ this.drawWin(); } this.drawInspectedCard(); } drawWin(){ var winBoard = new Shape({ name: name, x: 0, y: canvas.height/2 - (canvas.height/4)/2, width: canvas.width, height: canvas.height/4, fillStyle: '#CCC', strokeStyle: '#00EEAA' }); winBoard.draw(); ctx.fillStyle = '#000'; ctx.font = "bold 50pt Arial"; ctx.fillText('WINNER', 200, 300); ctx.font = "10pt Arial"; } drawPlayerNames(playerName, opponentName = false){ // Player Name ctx.fillText(playerName, 50, canvas.height - 50); // Opponent's Name if(!opponentName){ // Just clear the name }else{ ctx.fillText(opponentName, canvas.width - (ctx.measureText(opponentName).width + 50), 50); } } // Draw Invidual Cards, called by other deck stuff // Might be put into a card class, makes sense, eh. drawCard(array, arrayKey, name, positionX, positionY, width, height, fill, border){ // Card Colour //console.log('drawCard card: '+JSON.stringify(array[arrayKey])); let colourId = array[arrayKey].colour; if(colourId == 0){ fill = '#EEE' } else if(colourId == 1){ fill = '#0033EE' } var cardClickable = new Shape({ name: name, x: positionX, y: positionY, width: width, height: height, fillStyle: fill, strokeStyle: border }); array[arrayKey]['clickable'] = cardClickable; array[arrayKey]['clickable'].draw(); // Add image // half circle for unit Set start angle to 0 and end angle to Math.PI. // Ellipse for token (near full size) // Octagon for spell let cardImageContainer = new Shape({ shape: 'semi', name: 'cardImageContainer_'+name, x: positionX+height/3, y: positionY+width/2, width: width*.9, height: height*.9, fillStyle: "#BBB" }); cardImageContainer.draw(); // Add card name let fontSize = width/cardWidth*10; // 10 = baseFontSize of 10pt ctx.font = "bold "+fontSize+"pt Arial"; ctx.fillStyle = '#000'; ctx.fillText( array[arrayKey]['name'] , positionX + (ctx.measureText(array[arrayKey]['name']/2).width) - width/4 , positionY+height*.25 ); // Add card type ctx.fillText( array[arrayKey]['type'] , positionX + (ctx.measureText(array[arrayKey]['type']/2).width) - width/4 , positionY+height*.7 ); // Add text/effect area if(array[arrayKey]['effect'] !== null){ ctx.fillText( array[arrayKey]['effect'] , positionX + (ctx.measureText(array[arrayKey]['effect']/2).width) - width/4 , positionY+height*.8 ); } // Attack ctx.fillText( array[arrayKey]['atk'] , positionX + (ctx.measureText(array[arrayKey]['atk']).width) , positionY+height*.95 ); // Add cost ctx.fillText( array[arrayKey]['cost'] , positionX + (ctx.measureText(array[arrayKey]['cost']).width) , positionY+height*.1 ); // Unbold font for other draws ctx.font = "10pt Arial"; } drawDeck(){ // Deck clickableItems['deckSprite'] = new Shape({ name: 'deck', x: canvas.width-cardWidth*1.5-40, y: canvas.height-cardHeight*1.5-60, width: cardWidth*1.5, height: cardHeight*1.5, fillStyle: "#0000FF" }); //ctx.fillRect(canvas.width-cardWidth/2-60, canvas.height/2-cardHeight/4, cardWidth/2, cardHeight/2); clickableItems['deckSprite'].draw(); let deckCounterSprite = new Shape({ shape: 'circle', name: 'deckCounter', x: canvas.width-cardWidth*.6, y: canvas.height-cardHeight*.6, width: cardWidth*.375, height: cardHeight*.375, fillStyle: "#FFF" }); deckCounterSprite.draw(); // TODO: Center in the circle ctx.fillStyle = '#000'; ctx.fillText(playerDeck.length, canvas.width-cardWidth*.6 - (ctx.measureText(playerDeck.length).width) + 7, canvas.height-cardHeight*.6 + 5); } drawDeckOpponent(){ // Opponent's Deck clickableItems['deckOpponentSprite'] = new Shape({ name: 'deckOpponent', x: 40, y: 60, width: cardWidth*1.5, height: cardHeight*1.5, fillStyle: "#FF0000" }); clickableItems['deckOpponentSprite'].draw(); let deckCounterOpponentSprite = new Shape({ shape: 'circle', name: 'deckCounterOpponent', x: cardWidth*1.5+(cardWidth*.375), y: cardHeight*1.5+(cardHeight*.375), width: cardWidth*.375, height: cardHeight*.375, fillStyle: "#FFF" }); deckCounterOpponentSprite.draw(); ctx.fillStyle = '#000'; // TODO: Center in the circle ctx.fillText(opponentDeck.length, cardWidth*1.5 + (ctx.measureText(opponentDeck.length).width) + 10, cardHeight*1.9); } // Naming's getting awkward here... // Draw the cards in hand drawHand(){ // Player Hand/Cards in Hand for (let i = 0; i < playerHand.length; i++) { let name = 'cardInHand_'+(i+1); let cardPadding = 10; let fill = '#'+i+i+'FF00'; // TODO: fix positionX, actually have some maffs let positionX = canvas.width/2 - (cardWidth * (playerHand.length - (i+1)) - (cardPadding * (i+1))); let positionY = canvas.height-cardWidth*1.5-20; let width = cardWidth; let height = cardHeight; this.drawCard(playerHand, i, name, positionX, positionY, width, height, fill); } } drawOpponentHand(){ // Opponents Hand/Cards in Hand for (let i = 0; i < opponentHand.length; i++) { let name = 'cardInOpponentsHand_'+(i+1); let cardPadding = 10; let fill = '#'+i+i+'DD00'; // TODO: fix positionX, actually have some maffs let positionX = canvas.width/2 - (cardWidth * (opponentHand.length - (i+1)) - (cardPadding * (i+1))); let positionY = 20; let width = cardWidth; let height = cardHeight; this.drawCard(opponentHand, i, name, positionX, positionY, width, height, fill); } } drawCards(){} // Draw a card, traditional TCG 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){ alert('Hand full '+playerHand.length+'/'+maxHandSize); return 0; } // Random card from deck, remove from deck, add to hand let cardToDraw = Math.floor(Math.random() * deckCount); let cardDrawn = playerDeck[cardToDraw]; // Remove from deck playerDeck.splice(cardToDraw, 1); // Add to hand playerHand.push(cardDrawn); this.drawBoard(); } } drawACardOpponent(cardsToDraw = 1){ for(let draw = 0; draw < cardsToDraw; draw++){ if(opponentHand.length >= maxHandSize){ alert('Hand full '+opponentHand.length+'/'+maxHandSize); return 0; } // Random card from deck, remove from deck, add to hand let cardToDraw = Math.floor(Math.random() * deckCountOpponent); let cardDrawn = opponentDeck[cardToDraw]; // Remove from deck opponentDeck.splice(cardToDraw, 1); // Add to hand opponentHand.push(cardDrawn); this.drawBoard(); } } drawCardsOnBoard(){ // DUPE OF DRAW PLAYER HAND FOR NOW!!! for (let i = 0; i < playerBoard.length; i++) { let name = 'cardOnBoard_'+(i+1); let cardPadding = 10; let fill = '#'+i+i+'CC00'; // TODO: fix positionX, actually have some maffs let positionX = canvas.width/2 - (cardWidth * (playerBoard.length - (i+1)) - (cardPadding * (i+1))); let positionY = canvas.height - cardHeight-30-(cardHeight); let width = cardWidth; let height = cardHeight; let border = false; if(attackingCard !== null && playerBoard[i].name == attackingCard[0].name){ border = '#FF0000'; } this.drawCard(playerBoard, i, name, positionX, positionY, width, height, fill, border); } } drawCardsOnBoardOpponent(){ for (let i = 0; i < opponentBoard.length; i++) { let name = 'cardOnBoardOpponent_'+(i+1); let cardPadding = 10; let fill = '#'+i+i+'AA00'; // TODO: fix positionX, actually have some maffs let positionX = canvas.width/2 - (cardWidth * (opponentBoard.length - (i+1)) - (cardPadding * (i+1))); let positionY = cardHeight + 30; let width = cardWidth; let height = cardHeight; this.drawCard(opponentBoard, i, name, positionX, positionY, width, height, fill); } } // Currently only functionality in hand playCardToBoard(index){ // Get the card data let cardPlayed = playerHand[index]; // Check if there's space on board to play // TODO: Check this in back-end if(playerBoard.length >= maxBoardSize){ alert('No space on board to play card. '+playerBoard.length+'/'+maxBoardSize); return 0; } // Remove from hand playerHand.splice(index, 1); // Add to board playerBoard.push(cardPlayed); this.drawBoard(); } playCardToBoardFromDeckOpponent(){ // Random card from deck let cardToDraw = Math.floor(Math.random() * deckCount); let cardPlayed = opponentDeck[cardToDraw]; if(opponentBoard.length >= maxBoardSize){ alert('No space on board to play card. '+opponentBoard.length+'/'+maxBoardSize); return 0; } // Remove from deck opponentDeck.splice(cardToDraw, 1); // Add to board opponentBoard.push(cardPlayed); this.drawBoard(); } inspectOpponentBoard(index){ // Get the card data inspectCard = [opponentBoard, index]; this.drawBoard(); } drawInspectedCard(){ if(inspectCard != null){ let positionX = canvas.width/2 - cardWidth; let positionY = canvas.height/2 - cardHeight; let width = cardWidth*2; let height = cardHeight*2; this.drawCard(inspectCard[0], inspectCard[1], name, positionX, positionY, width, height, '#D1D100'); console.log('inspect'); } } // Selects the card that will be attacking // Stop other actions besides selecting opponent/opponent unit // Can cancel, will do later startAttack(index){ // Can probably combine attacking/inspect, and set another array element to 'attacking', 'inspecting', etc. attackingCard = [playerBoard[index], index]; this.drawBoard(); } // Do the attack makeAttack(index, array = null, name = null){ if(array == null){ array = opponentBoard; name = 'opponentBoard' } console.log(name); // If card attacked // Compare attackingCard and defendingCard let defendingCard = array[index]; // If hitting shield, don't calc combat damage if(name == 'opponentShield'){ // This should tap the card first, then after all shields // are tapped, THEN attacking destroys them array.splice(index, 1); opponentHand.push(array[index]); this.endAttack(); return 1; } if(defendingCard.atk <= attackingCard[0].atk){ array.splice(index, 1); // Need to push to grave, etc. here in future too } if(attackingCard[0].atk <= defendingCard.atk){ playerBoard.splice(attackingCard[1], 1); } console.log('attacking'); this.endAttack(); // If player attacked // Compare life/remove life cards 5/10/15,1/2/3? } endAttack(){ attackingCard = null; if(opponentShield.length <= 0){ gameWin = 1; } this.drawBoard(); } // Like everything else, need to consolidate into one function that // can work for both players, and even more for 2v2 3v1 combats, etc. playShield(shieldsToPlay = 4){ for(let shieldNo = 0; shieldNo < shieldsToPlay; shieldNo++){ if(playerShield.length >= maxShield){ alert('Shield zone full '+playerShield.length+'/'+maxShield); return 0; } // Random card from deck, remove from deck, add to hand let cardToDraw = Math.floor(Math.random() * deckCount); let cardDrawn = playerDeck[cardToDraw]; // Remove from deck playerDeck.splice(cardToDraw, 1); // Add to shield zone playerShield.push(cardDrawn); this.drawBoard(); } } playShieldOpponent(shieldsToPlay = 4){ for(let shieldNo = 0; shieldNo < shieldsToPlay; shieldNo++){ if(opponentShield.length >= maxShield){ alert('Shield zone full '+opponentShield.length+'/'+maxShield); return 0; } // Random card from deck, remove from deck, add to hand let cardToDraw = Math.floor(Math.random() * deckCount); let cardDrawn = opponentDeck[cardToDraw]; // Remove from deck opponentDeck.splice(cardToDraw, 1); // Add to shield zone opponentShield.push(cardDrawn); this.drawBoard(); } } drawShield(){ for (let i = 0; i < playerShield.length; i++) { let name = 'playerShield_'+(i+1); let shieldMargin = 10; let fromX = 60; let fromY = 300; let fill = '#'+i+i+'0000'; let cWidth = cardWidth*.8; let cHeight = cardHeight*.8; let split = 0; if(i>=2){ split = 1; } // i%2 0 = 0, 1 = 1, 2 = 0, 3 = 1 to prevent margin from X/Y axis, and just between cards let positionX = (fromX+((i%2)*shieldMargin)) +(i%2*cWidth); let positionY = canvas.height-fromY+(split*cHeight+(shieldMargin*split)); let width = cWidth; let height = cHeight; console.log('i: '+i+' X: '+positionX+' Y: '+positionY); this.drawCard(playerShield, i, name, positionX, positionY, width, height, fill); } } drawShieldOpponent(){ for (let i = 0; i < opponentShield.length; i++) { let name = 'opponentShield_'+(i+1); let shieldMargin = 10; let fromX = canvas.width-60; let fromY = 300; let fill = '#'+i+i+'0000'; let cWidth = cardWidth*.8; let cHeight = cardHeight*.8; let split = 0; if(i>=2){ split = 1; } // i%2 0 = 0, 1 = 1, 2 = 0, 3 = 1 to prevent margin from X/Y axis, and just between cards let positionX = (fromX+((i%2)*shieldMargin))+(i%2*cWidth)-(cWidth*2); let positionY = fromY+(split*cHeight+(shieldMargin*split))-(cHeight*2 + shieldMargin); let width = cWidth; let height = cHeight; console.log('i: '+i+' X: '+positionX+' Y: '+positionY); this.drawCard(opponentShield, i, name, positionX, positionY, width, height, fill); } } } // TEMP!! createDeckList(playerDeck, deckCount); createDeckList(opponentDeck, deckCountOpponent); // Run board commands here for testing let board = new Board; //board.initBoard(); // TEMP: Play a card on opponents board (from their deck) board.playCardToBoardFromDeckOpponent(); board.drawBoard(); board.playShield(4); board.playShieldOpponent(4); board.drawACard(3); canvas.addEventListener('click', function(event) { console.log('EVENT LISTENER'); console.log(''); // specialEvent used to prevent eventTriggers if something specific // is being done, attack needs to be made, inspecting card. // Prevents user from doing other actions until completed or cancelled event let specialEvent = false; if(inspectCard !== null || attackingCard !== null || gameWin){ specialEvent = true; } var x = event.pageX - canvasLeft, y = event.pageY - canvasTop; // Collision detection between clicked offset and clickableItems // https://stackoverflow.com/a/9880302 if(inspectCard !== null){ console.log(inspectCard); clickable = inspectCard[0][inspectCard[1]].clickable; console.log(clickable); if(clickableCheck(x,y,clickable)){ console.log('clicked inspect card'); }else{ console.log('not inspected card'); // Stop inspecting card if player clicks off it inspectCard = null; board.drawBoard(); } } // # PLAYER DECK clickable = clickableItems['deckSprite']; // Want to loop clickables ideally, and call a function // that's set to them for click, hover, etc. // TODO: potentially loop all clickables, and do a check on clickable.name to differ event handling per-item // For now this will be fine, as it functions if(clickableCheck(x,y,clickable) && !specialEvent){ board.drawACard(); } // # OPPONENT DECK clickable = clickableItems['deckOpponentSprite']; if(clickableCheck(x,y,clickable) && !specialEvent){ board.drawACardOpponent(); } // # PLAYER HAND playerHand.forEach(function(card, index){ let clickable = card.clickable; if(clickableCheck(x,y,clickable) && !specialEvent){ board.playCardToBoard(index); // This would actually fire off a socketIO doodad, that would then return // data, and redraw. But for now (UI test) // Add to board board.drawBoard(); } }); // # PLAYER BOARD playerBoard.forEach(function(card, index){ let clickable = card.clickable; if(clickableCheck(x,y,clickable)){ if(attackingCard !== null && card == attackingCard[0]){ board.endAttack(); } if(!specialEvent){ board.startAttack(index); } board.drawBoard(); } }); // # OPPONENT BOARD opponentBoard.forEach(function(card, index){ let clickable = card.clickable; if(clickableCheck(x,y,clickable)){ // Check if card if getting attacked if(attackingCard !== null){ board.makeAttack(index); } if(!specialEvent){ board.inspectOpponentBoard(index); } board.drawBoard(); } }); // # OPPONENT SHIELD opponentShield.forEach(function(card, index){ let clickable = card.clickable; if(clickableCheck(x,y,clickable)){ // Check if card if getting attacked if(attackingCard !== null){ board.makeAttack(index, opponentShield, 'opponentShield'); } board.drawBoard(); } }); }, false); function clickableCheck(x,y,clickable){ // Debug Stuff let debug = false if(debug){ console.log(clickable.y+' <'); console.log(y+ '<') console.log(clickable.y+clickable.height); } if( y > clickable.y && y < clickable.y + clickable.height && x > clickable.x && x < clickable.x + clickable.width) { return true; } return false; } // TEMP: Create a deck of X different cards that can be drawn/played // for UI development, will be done on server and not shown to clients function createDeckList(deck, deckCount){ for(let i = 0; i < deckCount; i++){ // Randomise colour let colour = Math.floor(Math.random() * 2); let effect = Math.floor(Math.random() * 5); if(effect == 0){ effect = 'effect here'; } else{ effect = null } deck.push({ 'name':'CardName '+(i+1) , 'cost':1 , 'atk':1 , 'def':1 , 'rarity': 'common' , 'effect':effect , 'type':'human' , 'colour':colour }); } }