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1251 lines
38 KiB
JavaScript
1251 lines
38 KiB
JavaScript
const ctx = canvas.getContext('2d');
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const canvasLeft = canvas.offsetLeft + canvas.clientLeft;
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const canvasTop = canvas.offsetTop + canvas.clientTop;
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const cardWidth = 80;
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const cardHeight = 120;
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const cards = new Image();
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const back = new Image();
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// TODO: Remove once decks are migrated to ECS
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let clickableItems = [];
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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', 'grave'];
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let elementsSizes = {}; // TODO: 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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let itemCount = 0;
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// Component 1: Where on the board, hand, deck, mana, shield, etc.
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// send back item, itemCount and individual comp. from server?
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let boardElement = {};
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let cardData = {};
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let position = {};
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let size = {};
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//let shape = {};
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let cardStatus = {}; // tapped, attacking, inspected, untargettable (TODO:maybe used this instead of inEvent later)
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let player = {};
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let listPosition = {};
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let inEvent = null;
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// TODO: Do something else ECSey, think most logic for this is about
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let playerDeck = [];
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let opponentDeck = [];
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// TODO: Re-implement, then remove existing code
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let playerMana = [];
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let playerHand = [];
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// To disable drawing each time something changes
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let drawEachEvent = true; // For disabling draw each time and only occuring where I want to test
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let yourPlayerId = 0; // To compare click events of your/opponents cards
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let viewingPlayerId = 0; // To show the board from your/opponent/teammates perspective, etc. without play permission
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let deckCount = 35;
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let deckCountOpponent = 35;
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const maxHandSize = 4;
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const maxBoardSize = 3;
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const maxShield = 4;
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// Gonna need lots of refactoring, and sorting
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class Board{
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constructor(){
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console.log('initBoard');
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ctx.font = "12px Arial";
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canvas.style.backgroundColor = 'rgb(143 153 150)';
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cards.src = 'images/deck.svg';
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back.src = 'images/uno.svg';
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ctx.fillStyle = '#000';
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}
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drawBoard(force = false){
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if(drawEachEvent == false && force == false){
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return 0;
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}
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// Reset board
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ctx.clearRect(0, 0, canvas.width, canvas.height);
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// Room Name
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ctx.fillText(name, 0, 10);
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this.drawDecks();
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this.drawPlayerNames('Nathan', 'Evil Nathan');
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this.drawCardsECS(); // Atop most everything atm for testing
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if(this.checkGameWin() == true){
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this.drawWin();
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}
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}
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checkGameWin(){
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// If opponent shield is 0 then you win TODO: Otherwincons, check w/l for each player
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if(this.remainingShieldCount(1) <= 0){return true;}
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return false;
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}
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drawWin(){
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var winBoard = new Shape({
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name: name,
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x: 0,
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y: canvas.height/2 - (canvas.height/4)/2,
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width: canvas.width,
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height: canvas.height/4,
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fillStyle: '#CCC',
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strokeStyle: '#00EEAA'
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});
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winBoard.draw();
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ctx.fillStyle = '#000';
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ctx.font = "bold 50pt Arial";
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ctx.fillText('WINNER', 200, 300);
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ctx.font = "10pt Arial";
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}
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drawPlayerNames(playerName, opponentName = false){
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// Player Name
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ctx.fillText(playerName, 50, canvas.height - 50);
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// Opponent's Name
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if(opponentName){
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ctx.fillText(opponentName, canvas.width - (ctx.measureText(opponentName).width + 50), 50);
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}
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}
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drawCardsECS(){
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// ALL NON DECK CARDS DO BE DRAWN IN SAME LOOP (ideally)
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// Loop all items
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for(let itemKey = 0; itemKey < item.length; itemKey++){
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// Loop each element, and player
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for(let elementCount in elements){
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// Don't draw deck TODO:/gy/void
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// TODO: Unless inspecting
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let element = elements[elementCount];
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if(element == 'deck'){
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continue;
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}
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// Draw Elements
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// Loop each item left, and draw if element is currently looped. board,mana,etc.
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if(itemKey in boardElement && boardElement[itemKey] == element){
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if(boardElement[itemKey] == 'board' && player[itemKey] == 0){
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console.log('PLAYER BOARD');
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}
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// Get the player the item belongs to
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let itemPlayer = player[itemKey];
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//console.log('Element: '+element+', Player: '+itemPlayer);
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calculateItemSizePosition(itemKey);
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this.printCardToCanvas(itemKey);
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}
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}
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}
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}
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printCardToCanvas(itemKey){
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// If the itemKey has cardData, position, size, and boardElement we can draw it
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// TODO: Add a check for error handling
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// Check status, and change border colour for display (for tapped atm)
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let border = null;
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if(cardStatus[itemKey] == 'tapped'){border = '#E0BC00';}
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if(cardStatus[itemKey] == 'attacking'){border = '#C92D22';}
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// Set the card 'cardboard' colour based on the card colour type
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let colourId = cardData[itemKey].colour;
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let fill = null;
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if(colourId == 0){ fill = '#EEE'; }
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else if(colourId == 1){ fill = '#0033EE'; }
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let name = itemKey; // Not needed really anymore, but keeping for now
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let positionX = position[itemKey][0];
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let positionY = position[itemKey][1];
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let width = size[itemKey][0];
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let height = size[itemKey][1];
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// Draw the card shape itself
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let shape = new Shape({
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name: name,
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x: positionX,
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y: positionY,
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width: width,
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height: height,
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fillStyle: fill,
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strokeStyle: border
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});
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shape.draw();
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this.printCardImage(itemKey);
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this.printCardDetails(itemKey);
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}
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printCardImage(itemKey){
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let name = itemKey; // Not needed really anymore, but keeping for now
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let positionX = position[itemKey][0];
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let positionY = position[itemKey][1];
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let width = size[itemKey][0];
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let height = size[itemKey][1];
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let fill = '#BBB';
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let shape = 'semi'; // Will be decided based on cardData.something? (for unit, spell, etc)
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// Add 'image' shape, will need to blitz sprite here in the future (based on cardData.id)
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let cardImageContainer = new Shape({
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shape: 'semi',
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name: 'cardImageContainer_'+name,
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x: positionX+height/3,
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y: positionY+width/2,
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width: width*.9,
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height: height*.9,
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fillStyle: fill
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});
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cardImageContainer.draw();
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// Draw the actual image too
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}
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printCardDetails(itemKey){
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let name = itemKey; // Not needed really anymore, but keeping for now
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let positionX = position[itemKey][0];
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let positionY = position[itemKey][1];
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let width = size[itemKey][0];
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let height = size[itemKey][1];
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// Add card name
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let fontSize = width/cardWidth*10; // 10 = baseFontSize of 10pt
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ctx.font = "bold "+fontSize+"pt Arial";
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ctx.fillStyle = '#000';
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ctx.fillText(
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cardData[itemKey]['name']
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, positionX + (ctx.measureText(cardData[itemKey]['name']/2).width) - width/4
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, positionY+height*.25
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);
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// Add card type
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ctx.fillText(
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cardData[itemKey]['type']
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, positionX + (ctx.measureText(cardData[itemKey]['type']/2).width) - width/4
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, positionY+height*.7
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);
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// Add text/effect area
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if(cardData[itemKey]['effect'] !== null){
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ctx.fillText(
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cardData[itemKey]['effect']
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, positionX + (ctx.measureText(cardData[itemKey]['effect']/2).width) - width/4
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, positionY+height*.8
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);
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}
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// Attack
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ctx.fillText(
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cardData[itemKey]['atk']
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, positionX + (ctx.measureText(cardData[itemKey]['atk']).width)
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, positionY+height*.95
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);
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// Add cost
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ctx.fillText(
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cardData[itemKey]['cost']
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, positionX + (ctx.measureText(cardData[itemKey]['cost']).width)
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, positionY+height*.1
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);
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// Unbold font for other draws
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ctx.font = "10pt Arial";
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}
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// Draw Invidual Cards, called by other deck stuff
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// Might be put into a card class, makes sense, eh.
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drawCard(array, arrayKey, name, positionX, positionY, width, height, fill, border){
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// Card Colour
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//console.log('drawCard card: '+JSON.stringify(array[arrayKey]));
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let colourId = array[arrayKey].colour;
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if(colourId == 0){ fill = '#EEE' }
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else if(colourId == 1){ fill = '#0033EE' }
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if(array[arrayKey].tapped){
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border = '#E0BC00';
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console.log('drawCard tapped');
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}
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var cardClickable = new Shape({
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name: name,
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x: positionX,
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y: positionY,
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width: width,
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height: height,
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fillStyle: fill,
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strokeStyle: border
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});
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array[arrayKey]['clickable'] = cardClickable;
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array[arrayKey]['clickable'].draw();
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// Add image
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// TODO:half circle for unit Set start angle to 0 and end angle to Math.PI.
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// TODO:Ellipse for token (near full size)
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// TODO:Octagon for spell
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let cardImageContainer = new Shape({
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shape: 'semi',
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name: 'cardImageContainer_'+name,
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x: positionX+height/3,
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y: positionY+width/2,
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width: width*.9,
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height: height*.9,
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fillStyle: "#BBB"
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});
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cardImageContainer.draw();
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// Add card name
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let fontSize = width/cardWidth*10; // 10 = baseFontSize of 10pt
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ctx.font = "bold "+fontSize+"pt Arial";
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ctx.fillStyle = '#000';
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ctx.fillText(
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array[arrayKey]['name']
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, positionX + (ctx.measureText(array[arrayKey]['name']/2).width) - width/4
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, positionY+height*.25
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);
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// Add card type
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ctx.fillText(
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array[arrayKey]['type']
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, positionX + (ctx.measureText(array[arrayKey]['type']/2).width) - width/4
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, positionY+height*.7
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);
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// Add text/effect area
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if(array[arrayKey]['effect'] !== null){
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ctx.fillText(
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array[arrayKey]['effect']
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, positionX + (ctx.measureText(array[arrayKey]['effect']/2).width) - width/4
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, positionY+height*.8
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);
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}
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// Attack
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ctx.fillText(
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array[arrayKey]['atk']
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, positionX + (ctx.measureText(array[arrayKey]['atk']).width)
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, positionY+height*.95
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);
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// Add cost
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ctx.fillText(
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array[arrayKey]['cost']
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, positionX + (ctx.measureText(array[arrayKey]['cost']).width)
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, positionY+height*.1
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);
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// Unbold font for other draws
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ctx.font = "10pt Arial";
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}
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drawDecks(){
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// Draw all decks belonging to players (currently 2, could be 3-5 in future, for PvE raids)
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// TODO: Probably add this as an item of boardElement 'realDeck', as 'deck' is cards in deck
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// actually, maybe change current 'deck' to 'inDeck', reads better
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let name = null;
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let countername = null;
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let x = null;
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let counterx = null;
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let y = null;
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let countery = null;
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let width = null;
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let counterwidth = null;
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let height = null;
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let counterheight = null;
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let fill = null;
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let counterfill = '#FFF';
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let textx = null;
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let texty = null;
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let deckLength = 0;
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for(let playerId = 0; playerId < players; playerId++){
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if(playerId == 0){
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// Deck
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name= 'deck';
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x= canvas.width-cardWidth*1.5-40;
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y= canvas.height-cardHeight*1.5-60;
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width= cardWidth*1.5;
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height= cardHeight*1.5;
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fill= "#0000FF";
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countername= 'deckCounter';
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counterx= canvas.width-cardWidth*.6;
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countery= canvas.height-cardHeight*.6;
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counterwidth= cardWidth*.375;
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counterheight= cardHeight*.375;
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// TODO: Center in the circle
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deckLength = getCurrentPositionAndLength('deck', 0)[1];
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textx = canvas.width-cardWidth*.6 - (ctx.measureText(deckLength).width) + 7;
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texty = canvas.height-cardHeight*.6 + 5;
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}
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if(playerId == 1){
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// Opponent's Deck
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name= 'deckOpponent';
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x= 40;
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y= 60;
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width= cardWidth*1.5;
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height= cardHeight*1.5;
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fill= "#FF0000";
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countername= 'deckCounterOpponent';
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counterx= cardWidth*1.5+(cardWidth*.375);
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countery= cardHeight*1.5+(cardHeight*.375);
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counterwidth= cardWidth*.375;
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counterheight= cardHeight*.375;
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counterfill= "#FFF";
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deckLength = getCurrentPositionAndLength('deck', 1)[1];
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textx=cardWidth*1.5 + (ctx.measureText(deckLength).width) + 10;
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texty=cardHeight*1.9;
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}
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// Actually draw the decks base on the size/position, etc.
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clickableItems[name+'Sprite'] = new Shape({
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name: name,
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x: x,
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y: y,
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width: width,
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height: height,
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fillStyle: fill
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});
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//ctx.fillRect(canvas.width-cardWidth/2-60, canvas.height/2-cardHeight/4, cardWidth/2, cardHeight/2);
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clickableItems[name+'Sprite'].draw();
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// Draw circle for deck count to sit in
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let deckCounterSprite = new Shape({
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shape: 'circle',
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name: countername,
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x: counterx,
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y: countery,
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width: counterwidth,
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height: counterheight,
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fillStyle: counterfill
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});
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deckCounterSprite.draw();
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// Draw deck count text
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// TODO: Center in the circle
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ctx.fillStyle = '#000';
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ctx.fillText(deckLength+1, textx, texty);
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}
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}
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addFromBoardElement(playerFrom, fromPosition, elementFrom, elementTo, toPosition=null, playerTo=null){
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// Move itemKey fromPosition in elementFrom to toPosition in elementTo
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// can also switch item between players (of from and to supplied)
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if(playerTo == null){
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playerTo = playerFrom;
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}
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// Loop all items, get the item with boardElement elementFrom and player playerFrom
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for(let itemKey = 0; itemKey < item.length; itemKey++){
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// Get the item from the element
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if(itemKey in boardElement && boardElement[itemKey] == elementFrom){
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// Check if item belongs to playerFrom
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if(itemKey in player && player[itemKey] == playerFrom){
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// Get item based on fromPosition listPosition
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if(listPosition[itemKey] == fromPosition){
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// Check if a toPostion supplied (likely won't be, dunno if I'll do this)
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if(toPosition == null){
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// Get the new position of item based on new boardElement
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toPosition = getCurrentPositionAndLength(elementTo, playerTo)[0]+1
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//console.log(toPosition);
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}
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//console.log('itemKey: '+itemKey+' fromPosition: '+fromPosition+' elementFrom: '+elementFrom+' elementTo: '+elementTo+' toPosition: '+toPosition+' playerFrom: '+playerFrom+' playerTo: '+playerTo);
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listPosition[itemKey] = toPosition;
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// Move from elementFrom to elementTo
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//console.log('elementTo: '+elementTo);
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//console.log(boardElement[itemKey]);
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boardElement[itemKey] = elementTo;
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//console.log(itemKey);
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//console.log(boardElement[itemKey]);
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// Move down(0) the positions of elementFrom, from fromPosition for player
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//console.log(JSON.stringify(boardElement));
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//console.log(JSON.stringify(listPosition));
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this.moveElementPositions(0, elementFrom, fromPosition, playerFrom);
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//console.log(JSON.stringify(boardElement));
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//console.log(JSON.stringify(listPosition));
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this.removeItemStatus(itemKey);
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this.drawBoard();
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return 1; // Got a loop that calls a loop, and checks the new values atm, so this keeps counting down
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}
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}
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}
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}
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}
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moveElementPositions(direction, elementFrom, fromPosition, playerFrom){
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// Move the positions directionally 1 for elementFrom from fromPosition
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//console.log(listPosition);
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//console.log('Direction: '+direction+' elementFrom: '+elementFrom+' fromPosition: '+fromPosition+' player: '+playerId);
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// Loop the elementFrom, and move positions for anything after
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// item taken from position 34, 35..60 need to be moved down to 34..59
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// For each item
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for(let itemKey = 0; itemKey < item.length; itemKey++){
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// If boardElement is elementFrom
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if(itemKey in boardElement && boardElement[itemKey] == elementFrom){
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// And from the playerFrom (id)
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if(itemKey in player && player[itemKey] == playerFrom){
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//console.log(elementFrom);
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//console.log(boardElement[itemKey]);
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//console.log(listPosition[itemKey]);
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//console.log(itemKey);
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if(listPosition[itemKey] > fromPosition){
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//console.log('position: '+listPosition[itemKey]+' fromPosition: '+fromPosition);
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// Move items up, i.e. added to top of deck
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if(direction){
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listPosition[itemKey]++;
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}
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// Move items down, i.e. taken from top of deck
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listPosition[itemKey]--;
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}
|
|
|
|
}
|
|
}
|
|
}
|
|
//console.log(listPosition);
|
|
|
|
}
|
|
// Draw a card, traditional TCG
|
|
drawACard(playerId, cardsToDraw = 1){
|
|
for(let draw = 0; draw < cardsToDraw; draw++){
|
|
// Move from player1, position 0 (top) of deck, to hand
|
|
|
|
// Check there's space in hand
|
|
let elementLength = getCurrentPositionAndLength('hand', playerId)[1];
|
|
if(elementLength >= maxHandSize){
|
|
alert('Hand full '+elementLength+'/'+maxHandSize);
|
|
return 0;
|
|
}
|
|
this.addFromBoardElement(playerId, 0, 'deck', 'hand', null, null);
|
|
}
|
|
}
|
|
|
|
// Currently only functionality in hand
|
|
playCardToBoard(positionFrom, fromElement, toElement, fromPlayer, toPlayer = null, cardsToPlay = 1){
|
|
|
|
// TODO: if from hand, use mana according to the card cost + mana types
|
|
if(toPlayer === null){
|
|
toPlayer = fromPlayer;
|
|
}
|
|
|
|
// Loop probably not needed, but may be for eg. 'play X cards from top of deck'
|
|
for(let play = 0; play < cardsToPlay; play++){
|
|
// Check there's space on board TODO: change to locationTo
|
|
// TODO: Normalise this for all element/player combos
|
|
let elementLength = getCurrentPositionAndLength(toElement, toPlayer)[1];
|
|
// TODO: Compare against the maxSize for the boardElement
|
|
// this is fine(ish) for now, as just using hand
|
|
if(elementLength >= maxHandSize){
|
|
alert('Board full '+elementLength+'/'+maxHandSize);
|
|
return 0;
|
|
}
|
|
// When done remove false &&
|
|
// TODO: Rewrite for ECS
|
|
// Mana cost required and mana tapping for playing a card from hand, etc
|
|
if(false && cardPlayed.cost > playerMana.length){
|
|
alert('Not enough mana');
|
|
return 0;
|
|
}
|
|
|
|
// Move from player0, position 0 (top) of deck, to hand, to pos(null/auto) for toPlayer
|
|
this.addFromBoardElement(fromPlayer, positionFrom, fromElement, toElement, null, toPlayer);
|
|
}
|
|
|
|
|
|
// Needs doing for playing cards from hand
|
|
if(false){
|
|
let manaUsed = [];
|
|
|
|
if(cardPlayed.cost > playerMana.length){
|
|
alert('Not enough mana');
|
|
return 0;
|
|
}else{
|
|
let canPlay = false;
|
|
let needsMana = 1;
|
|
let usedMana = 0;
|
|
playerMana.forEach(function(manaCard, key){
|
|
if(cardPlayed.colour == manaCard.colour && manaCard.tapped == false && needsMana > usedMana){
|
|
console.log(manaCard);
|
|
// Needs changing for multiple colour usage
|
|
// 2 red, 1 red + 1 blue, etc.
|
|
// Currently only gets one mana of the cards colour
|
|
manaUsed.push(key);
|
|
usedMana++;
|
|
canPlay = true;
|
|
}
|
|
});
|
|
|
|
if(!canPlay){
|
|
alert('Mana conditions not met, right click hand unit to play as mana');
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
// Tap mana to be used
|
|
manaUsed.forEach(function(cardKey, key){
|
|
playerMana[cardKey].tapped = true;
|
|
});
|
|
|
|
}
|
|
|
|
this.drawBoard();
|
|
}
|
|
inspectCard(cardToInspect){
|
|
// Set inspectedCard (for now) to the card itemKey
|
|
inEvent = ['inspect', cardToInspect];
|
|
this.drawBoard();
|
|
}
|
|
cancelInspect(){
|
|
if(inEvent && inEvent[0] == 'inspect'){
|
|
inEvent = null;
|
|
this.drawBoard();
|
|
}
|
|
}
|
|
|
|
startAttack(itemAttacking){
|
|
// Selects the card that will be attacking
|
|
// Rename to attack intent?
|
|
|
|
// Do error/legal checks here
|
|
if(cardStatus[itemAttacking] == 'tapped'){
|
|
alert('Cannot attack, as tapped');
|
|
return false;
|
|
}
|
|
// Set event
|
|
inEvent = ['attack', itemAttacking];
|
|
// Set the status of card to attacking for drawing.
|
|
// TODO:In future this may be what's used for check (or other in case you can attack with multiple units at once)
|
|
cardStatus[itemAttacking] = 'attacking';
|
|
|
|
this.drawBoard();
|
|
}
|
|
// Do the attack
|
|
makeAttack(itemDefending, itemAttacking = null){
|
|
// TODO: Check if mana owner has any 'block', etc. first, then prevent if so
|
|
|
|
// If itemAttacking not defined, use the item from inEvent
|
|
if(itemAttacking == null){
|
|
itemAttacking = inEvent[1];
|
|
}
|
|
|
|
if(cardStatus[itemAttacking] == 'tapped'){
|
|
alert('Cannot attack, as tapped');
|
|
return false;
|
|
}
|
|
|
|
switch (boardElement[itemDefending]) {
|
|
// If card on 'board' attacked
|
|
// Compare attackingCard and defendingCard
|
|
case 'board':
|
|
let atkAttacker = cardData[itemAttacking];
|
|
let atkDefender = cardData[itemDefending];
|
|
|
|
// Does Attacker kill Defender
|
|
if(atkDefender <= atkAttacker){
|
|
this.sendToGrave(itemDefending);
|
|
}
|
|
|
|
// Does Defender kill Attacker
|
|
if(atkAttacker <= atkDefender){
|
|
this.sendToGrave(itemAttacking);
|
|
this.endAttackFor(itemAttacking);
|
|
}else{
|
|
// If not, end the attacker cards attack 'phase'
|
|
this.endAttackFor(itemAttacking);
|
|
}
|
|
|
|
break;
|
|
|
|
case 'shield':
|
|
// If the shield is tapped 'destroy' it
|
|
if(cardStatus[itemDefending] == 'tapped'){
|
|
// Remove from shield, add to hand
|
|
// Untap, add to hand (when moving item between status, ANY ITEM. remove status)
|
|
this.destroyShield(itemDefending);
|
|
}
|
|
else{
|
|
this.tapCard(itemDefending);
|
|
}
|
|
// End the attacker card attack 'phase'
|
|
this.endAttackFor(itemAttacking);
|
|
|
|
break;
|
|
}
|
|
|
|
|
|
this.drawBoard();
|
|
}
|
|
endAttackFor(itemAttacking){
|
|
// Tap the card (this would check if after attack cards taps or not.
|
|
this.tapCard(itemAttacking);
|
|
|
|
// If the item attacking was from the 'attack' event, remove the event
|
|
if(itemAttacking == inEvent[1]){
|
|
inEvent = null;
|
|
}
|
|
}
|
|
cancelAttackFor(itemAttacking){
|
|
if(itemAttacking != inEvent[1]){
|
|
return false;
|
|
}
|
|
|
|
// If the card to attack is from inEvent of 'attack', remove it and its cardStatus
|
|
cardStatus[itemAttacking] = null;
|
|
inEvent = null;
|
|
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(fromPosition, fromElement, playerId, cardsToPlay = 1){
|
|
for(let shieldNo = 0; shieldNo < cardsToPlay; shieldNo++){
|
|
// Check there's space for shield TODO: change to locationTo
|
|
// TODO: Normalise this for all element/player combos
|
|
let elementLength = getCurrentPositionAndLength('shield', playerId)[1];
|
|
if(elementLength >= maxShield){
|
|
alert('Shield full '+elementLength+'/'+maxShield);
|
|
// Kill loop if there's too many shiled already, no need re-notifying
|
|
return 0;
|
|
}
|
|
|
|
// Move from player, position 0 (top) of deck, to hand (next available position)
|
|
this.addFromBoardElement(playerId, fromPosition, fromElement, 'shield', null, null);
|
|
}
|
|
}
|
|
|
|
playMana(fromPosition, fromElement, cardsToPlay = 1){
|
|
// Move from player0, fromPosition of hand (for now), to mana
|
|
// TODO: FOR ALL addFromBoardElements, if 'fromPosition' not passed get the
|
|
// fromPosition and boardElementFrom from the itemId (will need to change to pass this)
|
|
this.addFromBoardElement(0, fromPosition, fromElement, 'mana', null, null);
|
|
}
|
|
|
|
// HELPER METHODS, to simplify code-base for me in the future
|
|
destroyShield(itemKey){
|
|
// Adds from 'shield' to 'hand' boardElement
|
|
// Sets the listPosition to the next in line for new boardElement
|
|
// Changes the listPosition of each item in previous boardElement
|
|
// All for same player, although below playerFrom/playerTo can be set to switch between players
|
|
|
|
// TODO:Check if shield can be destroyed (instantly, i.e. poisontouch, or some mechanic/spell akin)
|
|
|
|
// Check the shield is not tapped, if not can't be destroyed
|
|
if(!this.isTapped(itemKey)){
|
|
alert('Shield not tapped, cannot be destroyed');
|
|
return false;
|
|
}
|
|
// Check if all other shields are tapped before destroying the shield
|
|
// TODO: Normalise the loop!!!
|
|
// Think this can be done by looping what's needed, then returning itemKeys in array for each
|
|
// item that hits criteria, then looping that new array and applying logic?
|
|
|
|
// Loop all items, get the item with boardElement elementFrom and player playerFrom
|
|
for(let itemKey = 0; itemKey < item.length; itemKey++){
|
|
// Get the item from the element
|
|
if(itemKey in boardElement && boardElement[itemKey] == 'shield'){
|
|
// Check each shield on the board of the owner of shield being attacked
|
|
if(itemKey in player && player[itemKey] == player[itemKey]){
|
|
// If ANY of their shields are untapped, you can't destroy target
|
|
if(cardStatus[itemKey] != 'tapped'){
|
|
alert('There is an untapped shield, cannot destroy target');
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Shield is now destroyed, move it from shield to owners hand (for the catchup mechanic)
|
|
//addFromBoardElement(playerFrom, fromPosition, elementFrom, elementTo, toPosition=null, playerTo=null)
|
|
this.addFromBoardElement(player[itemKey], listPosition[itemKey], boardElement[itemKey], 'hand', null, null);
|
|
return true;
|
|
}
|
|
|
|
sendToGrave(itemKey){
|
|
console.log('SendToGrave: '+itemKey);
|
|
//addFromBoardElement(playerFrom, fromPosition, elementFrom, elementTo, toPosition=null, playerTo=null)
|
|
this.addFromBoardElement(player[itemKey], listPosition[itemKey], boardElement[itemKey], 'grave', null, null);
|
|
}
|
|
|
|
tapCard(itemKey){
|
|
// Set the cardStatus to tapped
|
|
cardStatus[itemKey] = 'tapped';
|
|
// Do any other 'on tap' effects, etc. in the future
|
|
}
|
|
untapCard(itemKey){
|
|
cardStatus[itemKey] = null;
|
|
// Do any other 'on tap' effects, etc. in the future
|
|
}
|
|
remainingShieldCount(playerId){
|
|
return getCurrentPositionAndLength('shield', playerId)[1];
|
|
}
|
|
removeItemStatus(itemKey){
|
|
// TODO: Remove status of card, and do/don't do effect depending on locationTo/locationFrom?
|
|
cardStatus[itemKey] = null;
|
|
}
|
|
isTapped(itemKey){
|
|
if(cardStatus[itemKey] == 'tapped'){ return true; }
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// TODO: TEMP!! Replace soon
|
|
createDeckList(playerDeck, deckCount, 0);
|
|
createDeckList(opponentDeck, deckCountOpponent, 1);
|
|
|
|
// Run board commands here for testing
|
|
let board = new Board;
|
|
|
|
// Play 4 shield from top (0) of each players deck
|
|
for(let currentPlayer = 0; currentPlayer <= players-1; currentPlayer++){
|
|
board.playShield(0, 'deck', currentPlayer, 4);
|
|
}
|
|
|
|
board.drawBoard(true);
|
|
|
|
|
|
// Right Click, Rightclick, rightclick, right click
|
|
canvas.addEventListener('contextmenu', function(event) {
|
|
event.preventDefault();
|
|
|
|
var x = event.pageX - canvasLeft,
|
|
y = event.pageY - canvasTop;
|
|
|
|
for(let itemKey = 0; itemKey < item.length; itemKey++){
|
|
|
|
if(elements[itemKey] == 'deck'){
|
|
continue;
|
|
}
|
|
|
|
// Check the item has a size and position
|
|
if(itemKey in size && itemKey in position){
|
|
// Compare the event XY position to the item
|
|
if(clickableCheck(x,y,false,itemKey)){
|
|
// Only want to happen once (for now)
|
|
// Maybe in future add to hand would trigger another event if there's an effect?
|
|
|
|
// Check the location of element
|
|
switch(boardElement[itemKey]){
|
|
// Check item location, and trigger events based on it
|
|
case 'board':
|
|
// TODO: If the current event is attack, right clicking same item in event
|
|
// will end the attack event
|
|
// If there's an attack event, target other cards
|
|
// If there is an event, the event is attack event, and the item currently loop
|
|
// is the same one as currently in the event
|
|
if(inEvent && inEvent[0] == 'attack' && itemKey == inEvent[1]){
|
|
board.cancelAttackFor(itemKey);
|
|
}
|
|
board.drawBoard();
|
|
break;
|
|
case 'hand':
|
|
// Can be played as mana (right click for now)
|
|
// Play item from boardElement hand. To boardElement mana (explanitory)
|
|
board.playMana(listPosition[itemKey], 'hand');
|
|
board.drawBoard();
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Return false to prevent context opening:
|
|
// https://stackoverflow.com/a/4236294
|
|
return false;
|
|
|
|
}, false);
|
|
|
|
// Left Click, Leftclick, leftclick, left click
|
|
canvas.addEventListener('click', function(event) {
|
|
|
|
var x = event.pageX - canvasLeft,
|
|
y = event.pageY - canvasTop;
|
|
|
|
|
|
// Check clicks against itemKey position+size
|
|
// Will be the new way
|
|
// TODO:Maybe write this into a function? If XY WH is hit return true, and the itemKey
|
|
// then it can be re-used in contextclick, hover, etc without rewrite
|
|
//console.log('X: '+x+' Y: '+y);
|
|
for(let itemKey = 0; itemKey < item.length; itemKey++){
|
|
|
|
if(elements[itemKey] == 'deck'){
|
|
continue;
|
|
}
|
|
|
|
// Check the item has a size and position
|
|
if(itemKey in size && itemKey in position){
|
|
// Compare the event XY position to the item
|
|
if(clickableCheck(x,y,false,itemKey)){
|
|
// Only want to happen once (for now)
|
|
// Maybe in future add to hand would trigger another event if there's an effect?
|
|
|
|
// Get the playerId of who the item belongs to
|
|
// TODO: Some other playerId may be needed to for 'mind control' cards
|
|
let playerId = player[itemKey];
|
|
|
|
// Check the location of element
|
|
switch(boardElement[itemKey]){
|
|
// Check item location, and trigger events based on it
|
|
// TODO: Change inEvent locations, and checks elsewhere?
|
|
// TODO: Make existing mechanics ECSey
|
|
case 'board':
|
|
// player/opponentBoard not seperated, as want to have
|
|
// each player able to have effects, etc. to make others attack
|
|
// etc.
|
|
|
|
// yourPlayerId in for now to prevent using opponents card
|
|
// TODO:the cards may be used to attack, there will be another
|
|
// check like 'canUseOpponentsBoard' or something
|
|
if(!inEvent && cardStatus[itemKey] != 'tapped' && playerId == yourPlayerId){
|
|
board.startAttack(itemKey);
|
|
break;
|
|
}
|
|
// opponentBoard
|
|
// If there's an attack event, target other cards
|
|
// Again yourPlayerId check for now, this time so your can't hit your own
|
|
if(inEvent && inEvent[0] == 'attack' && inEvent[1] != itemKey && playerId != yourPlayerId){
|
|
// Make attack on the card clicked, with card in inEvent[1]
|
|
board.makeAttack(itemKey);
|
|
break;
|
|
}
|
|
|
|
// If no event, and clicked an TODO:OPPONENT CARD (for now)
|
|
// Wants to be on option on r/l click maybe
|
|
// left click inspects then you choose play from there?
|
|
// inspect the card (zoom in on it)
|
|
if(!inEvent && playerId != yourPlayerId){
|
|
board.inspectCard(itemKey);
|
|
break;
|
|
}
|
|
else if(inEvent && inEvent[0] == 'inspect' && inEvent[1] == itemKey){
|
|
board.cancelInspect();
|
|
break;
|
|
}
|
|
|
|
break;
|
|
case 'hand':
|
|
// TODO: Ensure it can be played
|
|
board.playCardToBoard(listPosition[itemKey], 'hand', 'board', playerId, playerId, 1);
|
|
break;
|
|
case 'shield':
|
|
// If you have an attack, and click opponent shield,
|
|
// destroy (unless they can block, etc.)
|
|
if(inEvent && inEvent[0] == 'attack' && inEvent[1] != itemKey){
|
|
board.makeAttack(itemKey);
|
|
}
|
|
break;
|
|
}
|
|
board.drawBoard();
|
|
}
|
|
}
|
|
}
|
|
|
|
// Decks kept as-is for now
|
|
// TODO: boardElement realDeck, or smth and add these to the loop
|
|
// # PLAYER DECK
|
|
clickable = clickableItems['deckSprite'];
|
|
if(clickableCheck(x,y,clickable) && !inEvent){
|
|
board.drawACard(0);
|
|
}
|
|
|
|
// TODO:
|
|
// # OPPONENT DECK
|
|
clickable = clickableItems['deckOpponentSprite'];
|
|
if(clickableCheck(x,y,clickable) && !inEvent){
|
|
board.drawACard(1);
|
|
}
|
|
|
|
}, false);
|
|
|
|
function clickableCheck(x,y,clickable=false,itemKey=false){
|
|
// Collision detection between clicked offset and clickableItems
|
|
// https://stackoverflow.com/a/9880302
|
|
|
|
// Temp solution to add the check while the old way also exists
|
|
// simultaneously. It works, so that's nice
|
|
if(clickable === false && itemKey !== false){
|
|
clickable = {};
|
|
//console.log(clickable);
|
|
//console.log(itemKey);
|
|
clickable.x = position[itemKey][0];
|
|
clickable.y = position[itemKey][1];
|
|
clickable.width = size[itemKey][0];
|
|
clickable.height = size[itemKey][1];
|
|
//console.log(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
|
|
// TODO: Randomly create a deck from objects stored in file (for now) then DB
|
|
// 3 of each card max, and likely one colour too for time being
|
|
function createDeckList(deck, deckCount, playerId){
|
|
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 }
|
|
|
|
item.push(itemCount);
|
|
boardElement[itemCount] = 'deck';
|
|
cardData[itemCount] = {
|
|
'name':'CardName '+(i+1)
|
|
, 'cost':1
|
|
, 'atk':1
|
|
, 'def':1
|
|
, 'rarity': 'common'
|
|
, 'effect':effect
|
|
, 'type':'human'
|
|
, 'colour':colour
|
|
, 'tapped':false
|
|
};
|
|
player[itemCount] = playerId;
|
|
listPosition[itemCount] = i;
|
|
// Previous iteration, kept to prevent errors for now
|
|
deck.push(cardData[itemCount]);
|
|
|
|
itemCount++;
|
|
}
|
|
|
|
//TODO: shuffleDeck(0); Make shuffleDeck work, and call after created the deck (for now)
|
|
}
|
|
|
|
function shuffleDeck(playerId){
|
|
let tempDeck = [];
|
|
for(let itemKey = 0; itemKey < item.length; itemKey++){
|
|
// Check if item is in deck
|
|
// 'key' in 'object'
|
|
if(itemKey in boardElement && boardElement[itemKey] == 'deck'){
|
|
// Check if item belongs to opponent
|
|
if(itemKey in player && player[itemKey] == playerId){
|
|
// This will shuffle, but not from OG deck state.
|
|
// Will need to get the listPosition and order by that first
|
|
//console.log(itemKey);
|
|
tempDeck.push(itemKey);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Temporary shuffle until algo selected/written
|
|
let id, shuffledPile, i;
|
|
console.log(tempDeck.length);
|
|
for (i = tempDeck.length - 1; i > 0; i--) {
|
|
id = Math.floor(Math.random() * (i + 1));
|
|
//shuffledPile = tempDeck[i];
|
|
//tempDeck[i] = tempDeck[id];
|
|
//tempDeck[id] = shuffledPile;
|
|
|
|
// Change the position within the deck
|
|
listPosition[tempDeck[id]] = i;
|
|
}
|
|
|
|
}
|
|
|
|
function untapZone(elementFrom, playerFrom){
|
|
// TODO: Currently copy of the loop. Make the loop multi-purpose without needing to dupe the layers
|
|
// of the loop (THIS APPLIES FOR ALL USES OF THE LOOP!!)
|
|
for(let itemKey = 0; itemKey < item.length; itemKey++){
|
|
// Get the item from the element
|
|
if(itemKey in boardElement && boardElement[itemKey] == elementFrom){
|
|
// Check if item belongs to playerFrom
|
|
if(itemKey in player && player[itemKey] == playerFrom){
|
|
// Just basic, if tapped, untap logic
|
|
// See why the loop shouldn't need re-adding each time?
|
|
if(cardStatus[itemKey] == 'tapped'){
|
|
board.untapCard(itemKey);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
board.drawBoard();
|
|
}
|
|
function untapAllZones(currentPlayer = null){
|
|
if(currentPlayer === null){
|
|
currentPlayer = 0;
|
|
}
|
|
for(let currentPlayer = 0; currentPlayer <= players-1; currentPlayer++){
|
|
let elements = ['deck','board','hand','mana','shield', 'grave'];
|
|
// Loop all the elements, and utap each card in the zone
|
|
for(let element = 0; element < elements.length; element++){
|
|
untapZone(elements[element], currentPlayer);
|
|
}
|
|
|
|
}
|
|
}
|
|
function getCurrentPositionAndLength(elementName, playerId){
|
|
|
|
let highestListPosition = 0;
|
|
let length = 0;
|
|
// Loop all the items
|
|
// Think making the for loop, and the if into something to be called that fires functions would be smart?
|
|
for(let itemKey = 0; itemKey < item.length; itemKey++){
|
|
// Check the item is the correct boardElement
|
|
// 'key' in 'object'
|
|
if(itemKey in boardElement && boardElement[itemKey] == elementName){
|
|
// Check if item belongs to the player
|
|
if(itemKey in player && player[itemKey] == playerId){
|
|
|
|
if(listPosition[itemKey]){
|
|
if(listPosition[itemKey] >= highestListPosition){
|
|
highestListPosition = listPosition[itemKey];
|
|
length++;
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
return [highestListPosition, length];
|
|
|
|
}
|
|
|
|
function calculateItemSizePosition(itemKey){
|
|
|
|
// Calc position and size of the item
|
|
// Used for drawing and interacting
|
|
|
|
// TODO: Make better calculations and positions for here (also rescaling in future)
|
|
// TODO: Maybe instead of checking each player/element combo in if, do some fancy loop?
|
|
|
|
let itemPlayer = player[itemKey];
|
|
let itemElement = boardElement[itemKey];
|
|
|
|
let itemListPositionLength = getCurrentPositionAndLength(itemElement, itemPlayer);
|
|
let itemListPositionNext = itemListPositionLength[0];
|
|
let itemListLength = itemListPositionLength[1];
|
|
|
|
let cardMargin = 10;
|
|
let positionX = 0;
|
|
let positionY = 0;
|
|
let width = 0;
|
|
let height = 0;
|
|
|
|
let i = listPosition[itemKey];
|
|
//console.log('cardName: '+cardData[itemKey].name+' listPosition/i: '+i);
|
|
|
|
if(itemPlayer == 1 && itemElement == 'board'){
|
|
positionX = canvas.width/2 - (cardWidth * (itemListLength - i) - (cardMargin * i));
|
|
positionY = cardHeight + 30;
|
|
width = cardWidth;
|
|
height = cardHeight;
|
|
}
|
|
if(itemPlayer == 1 && itemElement == 'hand'){
|
|
positionX = canvas.width/2 - (cardWidth * (itemListLength - (i+1)) - (cardMargin * (i+1)));
|
|
positionY = 20;
|
|
width = cardWidth;
|
|
height = cardHeight;
|
|
}
|
|
if(itemPlayer == 1 && itemElement == 'mana'){
|
|
// TODO: Opponent Mana
|
|
}
|
|
if(itemPlayer == 1 && itemElement == 'shield'){
|
|
let fromX = canvas.width-60;
|
|
let fromY = 300;
|
|
let cWidth = cardWidth*.8;
|
|
let cHeight = cardHeight*.8;
|
|
let split = 0;
|
|
// i-1 here as it's based on 0 being start, like array.
|
|
// If there's 2 in a row, split onto next row
|
|
// TODO: Not sure if I want to start elements at 1 (for clienty) or 0 (for programmy)
|
|
if(i-1>=2){ split = 1; }
|
|
|
|
// i%2 0 = 0, 1 = 1, 2 = 0, 3 = 1 to prevent margin from X/Y axis, and just between cards
|
|
positionX = (fromX+((i%2)*cardMargin))+(i%2*cWidth)-(cWidth*2);
|
|
positionY = fromY+(split*cHeight+(cardMargin*split))-(cHeight*2 + cardMargin);
|
|
width = cWidth;
|
|
height = cHeight;
|
|
|
|
}
|
|
if(itemPlayer == 0 && itemElement == 'board'){
|
|
positionX = canvas.width/2 - (cardWidth * (itemListLength - (i+1)) - (cardMargin * (i+1)));
|
|
positionY = canvas.height - cardHeight-30-(cardHeight);
|
|
width = cardWidth;
|
|
height = cardHeight;
|
|
}
|
|
if(itemPlayer == 0 && itemElement == 'hand'){
|
|
positionX = canvas.width/2 - (cardWidth * (itemListLength - (i+1)) - (cardMargin * (i+1)));
|
|
positionY = canvas.height-cardWidth*1.5-20;
|
|
width = cardWidth;
|
|
height = cardHeight;
|
|
}
|
|
if(itemPlayer == 0 && itemElement == 'mana'){
|
|
let fromX = 60;
|
|
let fromY = 60;
|
|
let cWidth = cardWidth*.5;
|
|
let cHeight = cardHeight*.5;
|
|
|
|
positionX = (fromX+cardMargin)+(i*cWidth-cardMargin);
|
|
positionY = canvas.height-fromY;
|
|
width = cWidth;
|
|
height = cHeight;
|
|
}
|
|
if(itemPlayer == 0 && itemElement == 'shield'){
|
|
let fromX = 60;
|
|
let fromY = 300;
|
|
let cWidth = cardWidth*.8;
|
|
let cHeight = cardHeight*.8;
|
|
let split = 0;
|
|
// i-1 here as it's based on 0 being start, like array.
|
|
// TODO: Not sure if I want to start elements at 1 (for clienty) or 0 (for programmy)
|
|
if(i-1>=2){ split = 1; }
|
|
|
|
positionX = (fromX+((i%2)*cardMargin)) +(i%2*cWidth);
|
|
positionY = canvas.height-fromY+(split*cHeight+(cardMargin*split));
|
|
width = cWidth;
|
|
height = cHeight;
|
|
}
|
|
|
|
// Inspected Card
|
|
// TODO: May need to make a new itemKey for inspectedCard to loop through
|
|
if(inEvent && inEvent[0] == 'inspect' && inEvent[1] == itemKey){
|
|
positionX = canvas.width/2 - cardWidth;
|
|
positionY = canvas.height/2 - cardHeight;
|
|
width = cardWidth*2;
|
|
height = cardHeight*2;
|
|
}
|
|
|
|
//console.log('cardName: '+cardData[itemKey].name+', i/listPosition: '+i+', listPosition Length: '+itemListLength);
|
|
|
|
// Set the size/position of the item
|
|
size[itemKey] = [width, height];
|
|
position[itemKey] = [positionX,positionY];
|
|
|
|
}
|
|
|