You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
cardGame/public/board.js

1354 lines
43 KiB
JavaScript

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();
// Counters to keep track of players, and boardElements, may be changed in future
// But once game starts, will be const anyway, so shouldn't need passing
let players = 2; // Player, Opponent for now, but will be up to 6 players for 5v1 boss raids?
let elements = ['realDeck', 'deck','board','hand','mana','shield', 'grave'];
let elementsSizes = {}; // TODO: May need to have the base XY WH of board, hand, etc. stored for loop draw
// Array of items, the 'Entity Manager' as such
let item = [];
let itemCount = 0;
// Component 1: Where on the board, hand, deck, mana, shield, etc.
// send back item, itemCount and individual comp. from server?
let boardElement = {};
let cardData = {};
let position = {};
let size = {};
//let shape = {};
let cardStatus = {}; // tapped, attacking, inspected, untargettable (TODO:maybe used this instead of inEvent later)
let player = {};
let listPosition = {};
let inEvent = null;
// TODO: Do something else ECSey, think most logic for this is about
let playerDeck = [];
let opponentDeck = [];
// TODO: Re-implement, then remove existing code
let playerMana = [];
let playerHand = [];
// To disable drawing each time something changes
let drawEachEvent = true; // For disabling draw each time and only occuring where I want to test
let yourPlayerId = 0; // To compare click events of your/opponents cards
let viewingPlayerId = 0; // To show the board from your/opponent/teammates perspective, etc. without play permission
let deckCount = 35;
let deckCountOpponent = 35;
const maxHandSize = 4;
const maxBoardSize = 3;
const maxShield = 4;
// 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(force = false){
if(drawEachEvent == false && force == false){
return 0;
}
// Reset board
ctx.clearRect(0, 0, canvas.width, canvas.height);
// Room Name
ctx.fillText(name, 0, 10);
this.drawPlayerNames('Nathan', 'Evil Nathan');
this.drawCardsECS(); // Atop most everything atm for testing
if(this.checkGameWin() == true){
this.drawWin();
}
}
checkGameWin(){
// If opponent shield is 0 then you win TODO: Otherwincons, check w/l for each player
if(this.remainingShieldCount(1) <= 0){return true;}
return false;
}
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){
ctx.fillText(opponentName, canvas.width - (ctx.measureText(opponentName).width + 50), 50);
}
}
drawCardsECS(){
// ALL NON DECK CARDS DO BE DRAWN IN SAME LOOP (ideally)
// Loop all items
for(let itemKey = 0; itemKey < item.length; itemKey++){
// Loop each element, and player
for(let elementCount in elements){
// Don't draw deck TODO:/gy/void
// TODO: Unless inspecting
let element = elements[elementCount];
if(element == 'deck'){
continue;
}
// Draw Elements
// Loop each item left, and draw if element is currently looped. board,mana,etc.
if(itemKey in boardElement && boardElement[itemKey] == element){
if(boardElement[itemKey] == 'board' && player[itemKey] == 0){
console.log('PLAYER BOARD');
}
// Get the player the item belongs to
let itemPlayer = player[itemKey];
//console.log('Element: '+element+', Player: '+itemPlayer);
calculateItemSizePosition(itemKey);
this.printCardToCanvas(itemKey);
}
}
}
}
printCardToCanvas(itemKey){
// If the itemKey has cardData, position, size, and boardElement we can draw it
// TODO: Add a check for error handling
// Check status, and change border colour for display (for tapped atm)
let border = null;
if(cardStatus[itemKey] == 'tapped'){border = '#E0BC00';}
if(cardStatus[itemKey] == 'attacking'){border = '#C92D22';}
// Set the card 'cardboard' colour based on the card colour type
let fill = null;
if(boardElement[itemKey] != 'realDeck'){ // TODO: Change these to isset checks instead...
let colourId = cardData[itemKey].colour;
if(colourId == 0){ fill = '#EEE'; }
else if(colourId == 1){ fill = '#0033EE'; }
else if(colourId == 2){ fill = '#ED344A'; }
}else{
fill = '#B0B0B0';
}
let name = itemKey; // Not needed really anymore, but keeping for now
let positionX = position[itemKey][0];
let positionY = position[itemKey][1];
let width = size[itemKey][0];
let height = size[itemKey][1];
// Draw the card shape itself
let shape = new Shape({
name: name,
x: positionX,
y: positionY,
width: width,
height: height,
fillStyle: fill,
strokeStyle: border
});
shape.draw();
if(boardElement[itemKey] != 'realDeck'){ // TODO: isset, or differ between types
this.printCardImage(itemKey);
this.printCardDetails(itemKey);
}else{
// TODO: For realDeck only atm, also janked in. Seperate this...
let counterx= positionX;
let countery= positionY;
let counterwidth= cardWidth*.375;
let counterheight= cardHeight*.375;
// TODO: Center in the circle
let deckLength = getCurrentPositionAndLength('deck', player[itemKey])[1];
let textx=positionX - (ctx.measureText(deckLength).width/2);
let texty=positionY + (ctx.measureText(deckLength).width/2);
// Draw circle for deck count to sit in
let deckCounterSprite = new Shape({
shape: 'circle',
name: 'deckCountererer',
x: counterx,
y: countery,
width: counterwidth,
height: counterheight,
fillStyle: '#DCDCDC'
});
deckCounterSprite.draw();
// Draw deck count text
ctx.fillStyle = '#000';
ctx.fillText(deckLength, textx, texty);
}
}
printCardImage(itemKey){
let name = itemKey; // Not needed really anymore, but keeping for now
let positionX = position[itemKey][0];
let positionY = position[itemKey][1];
let width = size[itemKey][0];
let height = size[itemKey][1];
let fill = '#BBB';
let shape = 'semi'; // Will be decided based on cardData.something? (for unit, spell, etc)
// Add 'image' shape, will need to blitz sprite here in the future (based on cardData.id)
let cardImageContainer = new Shape({
shape: 'semi',
name: 'cardImageContainer_'+name,
x: positionX+height/3,
y: positionY+width/2,
width: width*.9,
height: height*.9,
fillStyle: fill
});
cardImageContainer.draw();
// Draw the actual image too
}
printCardDetails(itemKey){
let name = itemKey; // Not needed really anymore, but keeping for now
let positionX = position[itemKey][0];
let positionY = position[itemKey][1];
let width = size[itemKey][0];
let height = size[itemKey][1];
// Add card name
let fontSize = width/cardWidth*10; // 10 = baseFontSize of 10pt
ctx.font = "bold "+fontSize+"pt Arial";
ctx.fillStyle = '#000';
ctx.fillText(
cardData[itemKey]['name']
, positionX + (ctx.measureText(cardData[itemKey]['name']/2).width) - width/4
, positionY+height*.25
);
// Add card type
ctx.fillText(
cardData[itemKey]['type']
, positionX + (ctx.measureText(cardData[itemKey]['type']/2).width) - width/4
, positionY+height*.7
);
// Add text/effect area
if(cardData[itemKey]['effect'] !== null){
ctx.fillText(
cardData[itemKey]['effect']
, positionX + (ctx.measureText(cardData[itemKey]['effect']/2).width) - width/4
, positionY+height*.8
);
}
// Attack
ctx.fillText(
cardData[itemKey]['atk']
, positionX + (ctx.measureText(cardData[itemKey]['atk']).width)
, positionY+height*.95
);
// Add cost
ctx.fillText(
cardData[itemKey]['cost']
, positionX + (ctx.measureText(cardData[itemKey]['cost']).width)
, positionY+height*.1
);
// Unbold font for other draws
ctx.font = "10pt Arial";
}
// 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' }
if(array[arrayKey].tapped){
border = '#E0BC00';
console.log('drawCard tapped');
}
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
// TODO:half circle for unit Set start angle to 0 and end angle to Math.PI.
// TODO:Ellipse for token (near full size)
// TODO: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";
}
// boardElement, cardData?, position?, size?, cardStatus, player, listPosition
getItems(boardElementId = null, playerId = null, cardStatusId = null, listPositionId = null){
// So, the intent here is to normalise my nested loop I keep duping (parts of)
// This will recieve each piece of content that can be stored in each ECS element
// Then will loop each individually, setting a new array to be returned
// This new array will then be used for tapping, untapping, moving positions, etc.
// This is the 'core' of the loop, as it'll keep changing what's in it, removing
// elements at each step. I.e. Will check boardElement for 'mana', removing all other boardElements
// Then with just the 'mana' elements will check the player. OR can return all mana, OR all player items
let newItems = [];
let tempArray = [];
// Set to all items in itemArray to start
newItems = item;
//let elements = ['deck','board','hand','mana','shield', 'grave'];
// Stuff to be looped, and compared
//let boardElement = {};
//let cardData = {};
//let position = {};
//let size = {};
//let cardStatus = {}; // tapped, attacking, inspected, untargettable (TODO:maybe used this instead of inEvent later)
//let player = {};
//let listPosition = {};
// These have been re-ordered to try to minise looping
// Example, player in theory halfs the cards instantly, whereas boardElement deck, may do little
// boardElement often will be better though, but???
// PLAYER
if(playerId !== null){
for(let newItem = 0; newItem < newItems.length; newItem++){
let itemKey = newItems[newItem];
// If the playerId of item shares the passed playerId
if(playerId == player[itemKey]){
tempArray.push(newItems[newItem]);
}
}
// Set newItems to what remains in tempArray
newItems = tempArray;
}
// Reset tempArray so it can be reused
tempArray = [];
// CARD STATUS
if(cardStatusId !== null){
for(let newItem = 0; newItem < newItems.length; newItem++){
let itemKey = newItems[newItem];
// If the playerId of item shares the passed playerId
if(cardStatusId == cardStatus[itemKey]){
tempArray.push(newItems[newItem]);
}
}
// Set newItems to what remains in tempArray
newItems = tempArray;
}
// Reset tempArray so it can be reused
tempArray = [];
// LIST POSITION
if(listPositionId !== null){
for(let newItem = 0; newItem < newItems.length; newItem++){
let itemKey = newItems[newItem];
// If the playerId of item shares the passed playerId
if(listPositionId == listPosition[itemKey]){
tempArray.push(newItems[newItem]);
}
}
// Set newItems to what remains in tempArray
newItems = tempArray;
}
// Reset tempArray so it can be reused
tempArray = [];
// BOARD ELEMENT
// Loop items for boardElement of elementType passed
// Only do the loop if the element type was passed too, no reason to waste resources
if(boardElementId !== null){
for(let newItem = 0; newItem < newItems.length; newItem++){
// Add the itemKey to tempArray
// itemKey can be different to the array's elementId, and we want the original itemKey,
// not the new elementId, as that would then add the wrong item
// Set the itemKey, so things make sense
let itemKey = newItems[newItem]; //newItems[0] could be itemKey 12, so want the content
// If the boardElement of item shares the passed boardElement add it to current return
if(boardElementId == boardElement[itemKey]){
tempArray.push(newItems[newItem]);
}
}
// Set newItems to what remains in tempArray
newItems = tempArray;
}
// Reset tempArray so it can be reused
tempArray = [];
return newItems;
// TODO: May look at restructuring this again. Maybe one loop with each check against
// the element data passed. Depends on which seems fastest, may do a compare on a large
// dataset to see
// TODO: ALSO in different func, Something like x.element.player.status to return the itemKey?
}
addFromBoardElement(playerFrom, fromPosition, elementFrom, elementTo, toPosition=null, playerTo=null){
// Move itemKey fromPosition in elementFrom to toPosition in elementTo
// can also switch item between players (of from and to supplied)
if(playerTo == null){
playerTo = playerFrom;
}
// Check if there's more than 1 thing add that position (something's gone wrong somewhere)
let items = this.getItems(elementFrom, playerFrom, null, fromPosition);
if(board.getItems(elementFrom, playerFrom, null, fromPosition).length > 1){
alert('ERROR: There are more than 1 card being added');
}
// First (and only) item returned is the key thins should be done with
let itemKey = items[0];
if(listPosition[itemKey] == fromPosition){
// Check if a toPostion supplied
if(toPosition == null){
// Get the new position of item based on new boardElement
toPosition = getCurrentPositionAndLength(elementTo, playerTo)[0]+1
}
//console.log('itemKey: '+itemKey+' fromPosition: '+fromPosition+' elementFrom: '+elementFrom+' elementTo: '+elementTo+' toPosition: '+toPosition+' playerFrom: '+playerFrom+' playerTo: '+playerTo);
// Move item to it's new position
listPosition[itemKey] = toPosition;
// Move item to it's new element
boardElement[itemKey] = elementTo;
// Move down(0) the positions of elementFrom, from fromPosition for player
this.moveElementPositions(0, elementFrom, fromPosition, playerFrom);
this.removeItemStatus(itemKey);
this.drawBoard();
return 1; // Got a loop that calls a loop, and checks the new values atm, so this keeps counting down
}
}
moveElementPositions(direction, elementFrom, fromPosition, playerFrom){
// Move the positions directionally 1 for elementFrom from fromPosition
//console.log(listPosition);
//console.log('Direction: '+direction+' elementFrom: '+elementFrom+' fromPosition: '+fromPosition+' player: '+playerId);
// Loop the elementFrom, and move positions for anything after
// item taken from position 34, 35..60 need to be moved down to 34..59
let items = this.getItems(elementFrom, playerFrom, null, null);
for(let item = 0; item < items.length; item++){
let itemKey = items[item];
if(listPosition[itemKey] > fromPosition){
// Move items up, i.e. added to top of deck
if(direction){
listPosition[itemKey]++;
}
// Move items down, i.e. taken from top of deck
listPosition[itemKey]--;
}
}
}
// 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, 1, '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 the board/mana zone/shield/etc
if(!this.hasSpaceInBoardElement(toElement, toPlayer)){
alert('No space in element');
return false;
}
let itemKey = this.getItemKey(fromElement, positionFrom, fromPlayer);
console.log(itemKey);
console.log(positionFrom);
switch(fromElement){
case 'hand':
// Mana cost required and mana tapping for playing a card from hand, etc
// The player casting/summoning should pay, ofc
let canPayMana = this.canPayMana(itemKey, fromPlayer);
if(canPayMana !== true){
alert(canPayMana);
return false;
}else{
// Tap mana and play TODO: TEMP SOLUTION
// TODO: May want to make this recursive, it's better and less bulky
// but still lots of dupe code
let items = this.getItems('mana', fromPlayer, null, null);
for(let item = 0; item < items.length; item++){
let mana = items[item];
// For now just tapping the first untapped mana
// TODO: Tap mana of correct colour (also allow player to select in fut)
if(!this.isTapped(mana) && cardData[mana].colour == cardData[itemKey].colour){
this.tapCard(mana);
break; // Temp TODO: Tap each mana needed until manacost/colours are met, also TODO: allow user to target own mana OR use non-multitypes first (not implemented yet)
}else{
continue;
}
}
}
}
// Move from player0, position 0 (top) of deck, to hand, to pos(null/auto) for toPlayer
this.addFromBoardElement(fromPlayer, positionFrom, fromElement, toElement, null, toPlayer);
}
this.drawBoard();
}
getItemKey(boardElementId, listPositionId, playerFrom){
let itemKey = this.getItems(boardElementId, playerFrom, null, listPositionId);
if(itemKey.length < 1){
alert('Could not find key');
return false;
}
if(itemKey.length > 1){
alert('Found more than one key');
return false
}
// Return first index of array, aka the itemKey
return itemKey[0];
}
hasSpaceInBoardElement(toElement, toPlayer){
let elementLength = getCurrentPositionAndLength(toElement, toPlayer)[1];
if(elementLength >= maxHandSize){
alert('Board full '+elementLength+'/'+maxHandSize);
return false;
}
return true;
}
canPayMana(itemToPlay, playerId){
// Check player has enough mana
if(this.getItems('mana', playerId, null, null).length < cardData[itemToPlay].cost){
return 'Not enough mana';
}
// TODO: Check mana colours are available to play, then tap them
// TODO: Multicolours, and X of same colour checks
let manaUsed = [];
// For now, until adding colour, and other attributes to ECS modal
let manaColourRequired = cardData[itemToPlay].colour;
console.log(manaColourRequired);
let items = this.getItems('mana', player[itemToPlay], null, null);
for(let item = 0; item < items.length; item++){
let itemKey = items[item];
if(cardData[itemKey].colour == manaColourRequired && !this.isTapped(itemKey)){
manaUsed.push(itemKey); // This would be how I'd loop for X colour, or multi
console.log(manaUsed);
return true;
}
}
return 'Do not have correct mana requirements';
}
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, fromPlayer, 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)
console.log('playMana('+fromPosition+','+fromElement+','+cardsToPlay+')');
this.addFromBoardElement(fromPlayer, 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;
}
// Get all shields, that belong to the player whose shield was targetted.
// Check if they're all tapped before destroying the target
let items = this.getItems('shield', player[itemKey], null, null);
for(let item = 0; item < items.length; item++){
let itemKey = items[item];
// 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)
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;
}
}
// Run board commands here for testing
let board = new Board;
// TODO: TEMP!! Replace soon
createDeck();
//createDeckList(playerDeck, deckCount, 0);
//createDeckList(opponentDeck, deckCountOpponent, 1);
// Play 4 shield from top (0) of each players deck
for(let currentPlayer = 0; currentPlayer <= players-1; currentPlayer++){
board.playShield(1, '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;
console.log('RIGHT CLICK X: '+x+' Y: '+y);
for(let itemKey = 0; itemKey < item.length; itemKey++){
if(elements[itemKey] == 'deck'){
continue;
}
// TODO: Normalise this too, may need to change how size+position work?
// 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?
// Player the item belongs to, not who's doing the action
let playerId = player[itemKey];
// 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);
}
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', playerId);
break;
default:
break;
}
board.drawBoard();
return true;
}
}
}
// 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('LEFT CLICK X: '+x+' Y: '+y);
// TODO: Normalise this too
for(let itemKey = 0; itemKey < item.length; itemKey++){
if(boardElement[itemKey] == 'deck'){
continue;
}else{
//printECSData([itemKey]);
}
// 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 'realDeck':
board.drawACard(playerId, 1);
break;
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;
default:
break;
}
board.drawBoard();
return true;
}
}
}
}, 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;
}
function createDeck(){
// Create a 'realDeck' element for each player
for(let i = 0; i < players; i++){
item.push(itemCount);
boardElement[itemCount] = 'realDeck';
player[itemCount] = i;
// TODO: Added these in to prevent error
// In future want to remove, and add isset checks for non-used data
cardStatus[itemCount] = null;
listPosition[itemCount] = null;
itemCount++;
}
// Loop again and create the deckLists
for(let i = 0; i < players; i++){
createDeckList(i);
}
}
// TODO: USE DATABASE FOR THIS!!!
function createDeckList(playerId){
// TODO:Create the deckList by loading the deckDB
// For now pulling from a deckList array that uses a cardArray
let deckList = null;
if(playerId == 0){ deckList = deckListPlayer; }
if(playerId == 1){ deckList = deckListOpponent; }
for(let deckItem = 0; deckItem < deckList.length; deckItem++){
// Create new item for ECS
item.push(itemCount);
// Set card data for new item
// Use the ID from the deckList of player, and return the card of that ID from cardList/DB
cardData[itemCount] = cardArray[deckList[deckItem]];
// Set to base position of 'deck'
boardElement[itemCount] = 'deck';
// Set Attack, ManaCost, ManaColours TODO: When these are implemented seperately
// Set the player
player[itemCount] = playerId;
// Set the position in the deck (as was added), will be shuffled on game start
listPosition[itemCount] = deckItem+1;
// Increment the itemCount to prevent overwriting stuff
itemCount++;
}
let cardsInDeck = board.getItems(null, playerId);
shuffleDeck(playerId);
}
function shuffleDeck(playerId){
// Create a tempDeck array of same length of the player deck
let deckLength = getCurrentPositionAndLength('deck', playerId)[1];
let tempDeck = Array.from(Array(deckLength).keys())
// Loop the tempDeck and shuffle
// https://stackoverflow.com/a/73603221
for(let i = 0; i < deckLength; i++){
// picks the random number between 0 and length of the deck
let shuffle = Math.floor(Math.random() * (tempDeck.length));
// swap the current listPosition with a random one with the deck count
[ tempDeck[i], tempDeck[shuffle] ] = [ tempDeck[shuffle], tempDeck[i] ];
}
// For each item in the actual deck, set the listPosition to the random number from tempDeck
let items = board.getItems('deck', playerId, null, null);
for(let item = 0; item < items.length; item++){
let itemKey = items[item];
//console.log('ITEM KEY: '+itemKey);
//console.log('OLD LIST POSITION: '+listPosition[itemKey]);
listPosition[itemKey] = tempDeck[item];
//console.log('NEW LIST POSITION: '+listPosition[itemKey]);
}
}
function untapZone(elementFrom, playerFrom){
let items = board.getItems(elementFrom, playerFrom, null, null);
for(let item = 0; item < items.length; item++){
let itemKey = items[item];
if(board.isTapped(itemKey)){ 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;
let items = board.getItems(elementName, playerId, null, null);
for(let item = 0; item < items.length; item++){
let itemKey = items[item];
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 == 'realDeck'){
positionX = 40;
positionY = 60;
width = cardWidth*1.5;
height = cardHeight*1.5;
}
if(itemPlayer == 0 && itemElement == 'realDeck'){
positionX = canvas.width-cardWidth*1.5-40;
positionY = canvas.height-cardHeight*1.5-60;
width = cardWidth*1.5;
height = cardHeight*1.5;
}
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];
}
// For checking data without needing to change the codebase with logs
function getItemsAndPrintFrontEnd(){
let boardElementId = document.getElementById("boardElementId").value;
if(boardElementId == ""){ boardElementId = null; }
let playerId = document.getElementById("playerId").value;
if(playerId == ""){ playerId = null; }
let cardStatusId = document.getElementById("cardStatusId").value;
if(cardStatusId == ""){ cardStatusId = null; }
let listPositionId = document.getElementById("listPositionId").value;
if(listPositionId == ""){ listPositionId = null; }
getItemsAndPrint(boardElementId, playerId, cardStatusId, listPositionId);
}
function getItemsAndPrint(boardElementId = null, playerId = null, cardStatusId = null, listPositionId = null){
let items = board.getItems(boardElementId, playerId, cardStatusId, listPositionId);
console.log('----- Items -----');
printECSData(items);
console.log('Items array length: '+items.length);
}
function printECSData(items){
for(let item = 0; item < items.length; item++){
let itemKey = items[item];
console.log(
'boardElement: '+boardElement[itemKey]+"\n"+
'cardData: '+cardData[itemKey]+"\n"+
'position: '+position[itemKey]+"\n"+
'size: '+size[itemKey]+"\n"+
'cardStatus: '+cardStatus[itemKey]+"\n"+
'player: '+player[itemKey]+"\n"+
'listPosition: '+listPosition[itemKey]
);
}
}
function echoCards(){
console.log(cardArray);
}
function echoCardsInDeck(playerId){
// Get all the cards that belong to player
let cardsInDeck = board.getItems(null, playerId);
let deckList = [];
for(let i = 0; i < cardsInDeck.length; i++){
// If it's a card TODO: Change this to check 'card' from some ECS element
if(cardData[i] !== null && cardData[i] !== undefined){
deckList.push(cardData[i]);
}
}
console.log(deckList);
}