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cardGame/public/board.js

393 lines
9.9 KiB
JavaScript

const ctx = canvas.getContext('2d');
const canvasLeft = canvas.offsetLeft + canvas.clientLeft;
const canvasTop = canvas.offsetTop + canvas.clientTop;
const cardWidth = 240;
const cardHeight = 360;
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 deckCount = 60;
let deckCountOpponent = 60;
let cardsInOpponentsHand = 0;
const maxHandSize = 4;
const maxBoardSize = 3;
// 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.drawHand();
this.drawOpponentHand();
this.drawPlayerNames('Nathan', 'Evil Nathan');
}
drawPlayerNames(playerName, opponentName = false){
// Player Name
ctx.fillText(playerName, 50, canvas.height - 110);
// Opponent's Name
if(!opponentName){
// Just clear the name
}else{
ctx.fillText(opponentName, canvas.width - (ctx.measureText(opponentName).width + 50), 110);
}
}
// 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){
var cardClickable = new Shape({
name: name,
x: positionX,
y: positionY,
width: width,
height: height,
fillStyle: fill
});
array[arrayKey]['clickable'] = cardClickable;
array[arrayKey]['clickable'].draw();
// Add card text
ctx.fillStyle = '#000';
ctx.fillText(
array[arrayKey]['name']
, positionX + (ctx.measureText(array[arrayKey]['name']/2).width)
, positionY+20
);
}
drawDeck(){
// Deck
clickableItems['deckSprite'] = new Shape({
name: 'deck',
x: canvas.width-cardWidth/2-40,
y: canvas.height-cardHeight/2-60,
width: cardWidth/2,
height: cardHeight/2,
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/5,
y: canvas.height-cardHeight/5,
width: cardWidth/8,
height: cardHeight/8,
fillStyle: "#FFF"
});
deckCounterSprite.draw();
// TODO: Center in the circle
ctx.fillStyle = '#000';
ctx.fillText(playerDeck.length, canvas.width-cardWidth/5 - (ctx.measureText(playerDeck.length).width) + 7, canvas.height-cardHeight/5 + 5);
}
drawDeckOpponent(){
// Opponent's Deck
clickableItems['deckOpponentSprite'] = new Shape({
name: 'deckOpponent',
x: 40,
y: 60,
width: cardWidth/2,
height: cardHeight/2,
fillStyle: "#FF0000"
});
clickableItems['deckOpponentSprite'].draw();
let deckCounterOpponentSprite = new Shape({
shape: 'circle',
name: 'deckCounterOpponent',
x: cardWidth/2+(cardWidth/8),
y: cardHeight/2+(cardHeight/8),
width: cardWidth/8,
height: cardHeight/8,
fillStyle: "#FFF"
});
deckCounterOpponentSprite.draw();
ctx.fillStyle = '#000';
// TODO: Center in the circle
ctx.fillText(opponentDeck.length, cardWidth/2 + (ctx.measureText(opponentDeck.length).width) + 10, cardHeight/1.58);
}
// 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/4 * 2) * (playerHand.length - (i+1)) - (cardPadding * (i+1)));
let positionY = canvas.height - cardHeight/2-20;
let width = cardWidth/2;
let height = cardHeight/2;
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/4 * 2) * (opponentHand.length - (i+1)) - (cardPadding * (i+1)));
let positionY = 20;
let width = cardWidth/2;
let height = cardHeight/2;
this.drawCard(opponentHand, i, name, positionX, positionY, width, height, fill);
}
}
drawCards(){}
// Draw a card, traditional TCG
drawACard(){
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(){
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/4 * 2) * (playerBoard.length - (i+1)) - (cardPadding * (i+1)));
let positionY = canvas.height - cardHeight/2-20-(cardHeight/2);
let width = cardWidth/2;
let height = cardHeight/2;
this.drawCard(playerBoard, i, name, positionX, positionY, width, height, fill);
}
}
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/4 * 2) * (opponentBoard.length - (i+1)) - (cardPadding * (i+1)));
let positionY = cardHeight/2;
let width = cardWidth/2;
let height = cardHeight/2;
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();
}
}
// 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();
canvas.addEventListener('click', function(event) {
var x = event.pageX - canvasLeft,
y = event.pageY - canvasTop;
// Collision detection between clicked offset and clickableItems
// https://stackoverflow.com/a/9880302
// # 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)){
board.drawACard();
}
// # OPPONENT DECK
clickable = clickableItems['deckOpponentSprite'];
if(clickableCheck(x,y,clickable)){
board.drawACardOpponent();
}
// # PLAYER HAND
playerHand.forEach(function(card, index){
let clickable = card.clickable;
if(clickableCheck(x,y,clickable)){
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();
}
});
}, 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++){
deck.push({'name':'CardName '+(i+1), 'cost':1, 'atk':1, 'def':1, 'rarity': 'common', 'effect':null, 'type':'human'});
}
}