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cardGame/public/debug.js

53 lines
1.5 KiB
JavaScript

// For front-end debugging
// Anything to be tested that would otherwise need server logs, etc.
// should go here
function debugEffect(){
let damageAmount = document.getElementById("effectDamageAmount").value;
if(damageAmount == ""){ damageAmount = null; }
let targetId = document.getElementById("effectTargetId").value;
if(targetId == ""){ targetId = null; }
let targetId2 = document.getElementById("effectTargetId2").value;
if(targetId2 == ""){ targetId2 = null; }
let targetPlayer = document.getElementById("effectTargetPlayer").value;
if(targetPlayer == ""){ targetPlayer = null; }
let effectAddRemove = document.getElementById("effectAddRemove").value;
if(effectAddRemove == ""){ effectAddRemove = null; }
let effect = document.getElementById("effect").value;
if(effect == ""){ effect = null; }
debugEffectFunction(damageAmount, targetId, targetId2, targetPlayer, effectAddRemove, effect);
}
function debugEffectFunction(damageAmount = null, targetId = null, targetId2 = null, targetPlayer = null, effectAddRemove = null, effect = null){
if(effect == 'hurt'){
hurt(damageAmount, targetId, targetPlayer);
}
if(effect == 'heal'){
heal(damageAmount, targetPlayer);
}
if(effect == 'flight'){
console.log(targetId+' Flight: '+flight[targetId]);
console.log(effectAddRemove);
if(effectAddRemove == 'remove'){
removeFlight(targetId);
}else{
giveFlight(targetId);
}
console.log(targetId+' Flight: '+flight[targetId]);
}
if(effect == 'equip'){}
}