feat: Add card locking mechanism with play/cancel buttons and hand management
- Implemented card locking functionality that prevents cards from being dragged after clicking - Added visual feedback for locked cards (raised position) - Created Play and Cancel buttons above locked cards to confirm or revert actions - Implemented game logic for moving cards to player field and returning them to hand - Enhanced user interaction with proper button handling and state management - Updated card display system to handle repositioning of remaining hand cards after interactions
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7d82c10713
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@ -4,6 +4,8 @@
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<meta charset="UTF-8">
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>Phaser 3 Card Battle Game</title>
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<title>Phaser 3 Card Battle Game</title>
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<!-- Prevent favicon.ico request that causes errors -->
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<link rel="icon" href="data:;base64,iVBORw0KGgoAAAANSUhEUgAAAAEAAAABCAYAAAAfFcSJAAAADUlEQVR42mNkYPhfDwAChgGA60e6kgAAAABJRU5ErkJggg==" />
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<style>
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<style>
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body {
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body {
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margin: 0;
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margin: 0;
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168
src/main.js
168
src/main.js
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@ -239,13 +239,30 @@ function addInteractiveCard(card, xPosition, yPosition, width, height) {
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hitArea.on('pointerout', () => {
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hitArea.on('pointerout', () => {
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// Return the card to its original position
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// Return the card to its original position
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if (card.sprite) {
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if (card.sprite && !card.isLocked) {
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card.sprite.setY(originalY);
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card.sprite.setY(originalY);
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}
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}
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if (card.text) {
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if (card.text && !card.isLocked) {
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card.text.setY(originalY - 20);
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card.text.setY(originalY - 20);
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}
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}
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});
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});
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// Add click event to lock the card in place
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hitArea.on('pointerdown', () => {
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// Lock the card in its current position
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card.isLocked = true;
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// Remove hover effects while locked
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if (card.sprite) {
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card.sprite.setY(originalY - 30); // Keep it raised up when locked
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}
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if (card.text) {
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card.text.setY(originalY - 50);
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}
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// Create Play and Cancel buttons above the card
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createCardButtons.call(this, card, xPosition, originalY - 30);
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});
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}
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}
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/**
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/**
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@ -255,6 +272,153 @@ function update() {
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// Game logic updates go here
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// Game logic updates go here
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}
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}
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/**
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* Create Play and Cancel buttons for a locked card
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*/
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function createCardButtons(card, xPosition, yPosition) {
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const buttonWidth = 60;
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const buttonHeight = 30;
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const spacing = 10;
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// Position the buttons above the card (at yPosition - 40)
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const playButtonX = xPosition - buttonWidth - spacing / 2; // Left of card
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const cancelButtonX = xPosition + buttonWidth + spacing / 2; // Right of card
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const buttonY = yPosition - 40;
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// Create Play button
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const playButton = this.add.rectangle(playButtonX, buttonY, buttonWidth, buttonHeight, 0x00ff00); // Green color
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playButton.setOrigin(0.5);
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playButton.setInteractive();
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// Add text to the Play button
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const playText = this.add.text(playButtonX, buttonY, 'Play', {
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fontSize: '14px',
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fill: '#ffffff'
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});
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playText.setOrigin(0.5);
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// Create Cancel button
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const cancelButton = this.add.rectangle(cancelButtonX, buttonY, buttonWidth, buttonHeight, 0xff0000); // Red color
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cancelButton.setOrigin(0.5);
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cancelButton.setInteractive();
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// Add text to the Cancel button
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const cancelText = this.add.text(cancelButtonX, buttonY, 'Cancel', {
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fontSize: '14px',
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fill: '#ffffff'
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});
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cancelText.setOrigin(0.5);
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// Store references to buttons in the card object
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card.playButton = playButton;
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card.cancelButton = cancelButton;
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card.playButtonText = playText;
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card.cancelButtonText = cancelText;
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// Add click events for the buttons
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playButton.on('pointerdown', () => {
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// Move the card to the player's field (center of screen)
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moveCardToField.call(this, card);
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// Remove buttons and unlock the card
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removeCardButtons(card);
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});
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cancelButton.on('pointerdown', () => {
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// Return card to original position in hand
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returnCardToHand.call(this, card);
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// Remove buttons and unlock the card
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removeCardButtons(card);
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});
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}
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/**
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* Move a card to the player's field (center of screen)
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*/
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function moveCardToField(card) {
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// For now, we'll just remove it from hand and add it to field
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// In a real implementation this would involve more complex logic
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const index = this.gameState.playerHand.indexOf(card);
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if (index > -1) {
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this.gameState.playerHand.splice(index, 1);
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this.gameState.playerField.push(card);
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}
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// Remove the card from display
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if (card.sprite) {
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card.sprite.destroy();
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}
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if (card.text) {
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card.text.destroy();
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}
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// Re-display the player's hand to update positions of remaining cards
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// Clear existing hand display first by removing all sprites and texts
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this.gameState.playerHand.forEach(handCard => {
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if (handCard.sprite) {
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handCard.sprite.destroy();
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}
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if (handCard.text) {
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handCard.text.destroy();
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}
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});
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// Redisplay the updated player's hand at the bottom of the screen
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displayPlayerHand.call(this);
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}
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/**
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* Return a locked card to its original position in the player's hand
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*/
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function returnCardToHand(card) {
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// Reset the locked state
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card.isLocked = false;
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// Remove buttons and text references from the card object
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if (card.playButton) {
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card.playButton.destroy();
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card.playButtonText.destroy();
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}
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if (card.cancelButton) {
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card.cancelButton.destroy();
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card.cancelButtonText.destroy();
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}
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// Reset positions to original hand position
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const yPosition = 850; // Original hand position at bottom of screen
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const originalY = yPosition;
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if (card.sprite) {
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card.sprite.setY(originalY);
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}
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if (card.text) {
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card.text.setY(originalY - 20);
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}
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}
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/**
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* Remove buttons from a locked card
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*/
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function removeCardButtons(card) {
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// Reset the locked state
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card.isLocked = false;
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// Destroy button elements if they exist
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if (card.playButton) {
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card.playButton.destroy();
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card.playButtonText.destroy();
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delete card.playButton;
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delete card.playButtonText;
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}
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if (card.cancelButton) {
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card.cancelButton.destroy();
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card.cancelButtonText.destroy();
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delete card.cancelButton;
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delete card.cancelButtonText;
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}
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}
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/**
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/**
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* Initialize the game when the page loads
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* Initialize the game when the page loads
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*/
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*/
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