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2 Commits
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8e8bc514ad
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8e8bc514ad | |
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282c30eba4 |
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@ -4,6 +4,8 @@
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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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<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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body {
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margin: 0;
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@ -27,7 +29,10 @@
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<!-- Load Phaser 3 from CDN -->
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<script src="https://cdn.jsdelivr.net/npm/phaser@3.70.0/dist/phaser.min.js"></script>
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<!-- Card data scripts -->
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<script src="src/card-data.js"></script>
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<!-- Game script -->
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<script src="src/main.js" type="module"></script>
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<script src="src/main.js"></script>
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</body>
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</html>
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@ -0,0 +1,61 @@
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// Card data definitions for different decks
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// Each deck contains 10 cards with attack, shield, health and required-army-size attributes
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// Deck 1 - Player's default deck (will be assigned to player)
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window.deck1 = [
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{ id: 1, number: 1, type: 'creature', attack: Math.floor(Math.random() * 5) + 1, shield: Math.floor(Math.random() * 5) + 1, health: Math.floor(Math.random() * 5) + 1, requiredArmySize: 1 },
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{ id: 2, number: 2, type: 'creature', attack: Math.floor(Math.random() * 5) + 1, shield: Math.floor(Math.random() * 5) + 1, health: Math.floor(Math.random() * 5) + 1, requiredArmySize: 1 },
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{ id: 3, number: 3, type: 'creature', attack: Math.floor(Math.random() * 5) + 1, shield: Math.floor(Math.random() * 5) + 1, health: Math.floor(Math.random() * 5) + 1, requiredArmySize: 1 },
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{ id: 4, number: 4, type: 'creature', attack: Math.floor(Math.random() * 5) + 1, shield: Math.floor(Math.random() * 5) + 1, health: Math.floor(Math.random() * 5) + 1, requiredArmySize: 1 },
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{ id: 5, number: 5, type: 'creature', attack: Math.floor(Math.random() * 5) + 1, shield: Math.floor(Math.random() * 5) + 1, health: Math.floor(Math.random() * 5) + 1, requiredArmySize: 1 },
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{ id: 6, number: 6, type: 'creature', attack: Math.floor(Math.random() * 5) + 1, shield: Math.floor(Math.random() * 5) + 1, health: Math.floor(Math.random() * 5) + 1, requiredArmySize: 1 },
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{ id: 7, number: 7, type: 'creature', attack: Math.floor(Math.random() * 5) + 1, shield: Math.floor(Math.random() * 5) + 1, health: Math.floor(Math.random() * 5) + 1, requiredArmySize: 1 },
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{ id: 8, number: 8, type: 'creature', attack: Math.floor(Math.random() * 5) + 1, shield: Math.floor(Math.random() * 5) + 1, health: Math.floor(Math.random() * 5) + 1, requiredArmySize: 1 },
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{ id: 9, number: 9, type: 'creature', attack: Math.floor(Math.random() * 5) + 1, shield: Math.floor(Math.random() * 5) + 1, health: Math.floor(Math.random() * 5) + 1, requiredArmySize: 1 },
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{ id: 10, number: 10, type: 'creature', attack: Math.floor(Math.random() * 5) + 1, shield: Math.floor(Math.random() * 5) + 1, health: Math.floor(Math.random() * 5) + 1, requiredArmySize: 1 }
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];
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// Deck 2 - Warrior deck
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window.deck2 = [
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{ id: 1, number: 1, type: 'creature', attack: Math.floor(Math.random() * 5) + 1, shield: Math.floor(Math.random() * 5) + 1, health: Math.floor(Math.random() * 5) + 1, requiredArmySize: 1 },
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{ id: 2, number: 2, type: 'creature', attack: Math.floor(Math.random() * 5) + 1, shield: Math.floor(Math.random() * 5) + 1, health: Math.floor(Math.random() * 5) + 1, requiredArmySize: 1 },
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{ id: 3, number: 3, type: 'creature', attack: Math.floor(Math.random() * 5) + 1, shield: Math.floor(Math.random() * 5) + 1, health: Math.floor(Math.random() * 5) + 1, requiredArmySize: 1 },
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{ id: 4, number: 4, type: 'creature', attack: Math.floor(Math.random() * 5) + 1, shield: Math.floor(Math.random() * 5) + 1, health: Math.floor(Math.random() * 5) + 1, requiredArmySize: 1 },
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{ id: 5, number: 5, type: 'creature', attack: Math.floor(Math.random() * 5) + 1, shield: Math.floor(Math.random() * 5) + 1, health: Math.floor(Math.random() * 5) + 1, requiredArmySize: 1 },
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{ id: 6, number: 6, type: 'creature', attack: Math.floor(Math.random() * 5) + 1, shield: Math.floor(Math.random() * 5) + 1, health: Math.floor(Math.random() * 5) + 1, requiredArmySize: 1 },
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{ id: 7, number: 7, type: 'creature', attack: Math.floor(Math.random() * 5) + 1, shield: Math.floor(Math.random() * 5) + 1, health: Math.floor(Math.random() * 5) + 1, requiredArmySize: 1 },
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{ id: 8, number: 8, type: 'creature', attack: Math.floor(Math.random() * 5) + 1, shield: Math.floor(Math.random() * 5) + 1, health: Math.floor(Math.random() * 5) + 1, requiredArmySize: 1 },
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{ id: 9, number: 9, type: 'creature', attack: Math.floor(Math.random() * 5) + 1, shield: Math.floor(Math.random() * 5) + 1, health: Math.floor(Math.random() * 5) + 1, requiredArmySize: 1 },
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{ id: 10, number: 10, type: 'creature', attack: Math.floor(Math.random() * 5) + 1, shield: Math.floor(Math.random() * 5) + 1, health: Math.floor(Math.random() * 5) + 1, requiredArmySize: 1 }
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];
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// Deck 3 - Mage deck
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window.deck3 = [
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{ id: 1, number: 1, type: 'creature', attack: Math.floor(Math.random() * 5) + 1, shield: Math.floor(Math.random() * 5) + 1, health: Math.floor(Math.random() * 5) + 1, requiredArmySize: 1 },
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{ id: 2, number: 2, type: 'creature', attack: Math.floor(Math.random() * 5) + 1, shield: Math.floor(Math.random() * 5) + 1, health: Math.floor(Math.random() * 5) + 1, requiredArmySize: 1 },
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{ id: 3, number: 3, type: 'creature', attack: Math.floor(Math.random() * 5) + 1, shield: Math.floor(Math.random() * 5) + 1, health: Math.floor(Math.random() * 5) + 1, requiredArmySize: 1 },
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{ id: 4, number: 4, type: 'creature', attack: Math.floor(Math.random() * 5) + 1, shield: Math.floor(Math.random() * 5) + 1, health: Math.floor(Math.random() * 5) + 1, requiredArmySize: 1 },
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{ id: 5, number: 5, type: 'creature', attack: Math.floor(Math.random() * 5) + 1, shield: Math.floor(Math.random() * 5) + 1, health: Math.floor(Math.random() * 5) + 1, requiredArmySize: 1 },
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{ id: 6, number: 6, type: 'creature', attack: Math.floor(Math.random() * 5) + 1, shield: Math.floor(Math.random() * 5) + 1, health: Math.floor(Math.random() * 5) + 1, requiredArmySize: 1 },
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{ id: 7, number: 7, type: 'creature', attack: Math.floor(Math.random() * 5) + 1, shield: Math.floor(Math.random() * 5) + 1, health: Math.floor(Math.random() * 5) + 1, requiredArmySize: 1 },
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{ id: 8, number: 8, type: 'creature', attack: Math.floor(Math.random() * 5) + 1, shield: Math.floor(Math.random() * 5) + 1, health: Math.floor(Math.random() * 5) + 1, requiredArmySize: 1 },
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{ id: 9, number: 9, type: 'creature', attack: Math.floor(Math.random() * 5) + 1, shield: Math.floor(Math.random() * 5) + 1, health: Math.floor(Math.random() * 5) + 1, requiredArmySize: 1 },
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{ id: 10, number: 10, type: 'creature', attack: Math.floor(Math.random() * 5) + 1, shield: Math.floor(Math.random() * 5) + 1, health: Math.floor(Math.random() * 5) + 1, requiredArmySize: 1 }
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];
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// Deck 4 - Archer deck
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window.deck4 = [
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{ id: 1, number: 1, type: 'creature', attack: Math.floor(Math.random() * 5) + 1, shield: Math.floor(Math.random() * 5) + 1, health: Math.floor(Math.random() * 5) + 1, requiredArmySize: 1 },
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{ id: 2, number: 2, type: 'creature', attack: Math.floor(Math.random() * 5) + 1, shield: Math.floor(Math.random() * 5) + 1, health: Math.floor(Math.random() * 5) + 1, requiredArmySize: 1 },
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{ id: 3, number: 3, type: 'creature', attack: Math.floor(Math.random() * 5) + 1, shield: Math.floor(Math.random() * 5) + 1, health: Math.floor(Math.random() * 5) + 1, requiredArmySize: 1 },
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{ id: 4, number: 4, type: 'creature', attack: Math.floor(Math.random() * 5) + 1, shield: Math.floor(Math.random() * 5) + 1, health: Math.floor(Math.random() * 5) + 1, requiredArmySize: 1 },
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{ id: 5, number: 5, type: 'creature', attack: Math.floor(Math.random() * 5) + 1, shield: Math.floor(Math.random() * 5) + 1, health: Math.floor(Math.random() * 5) + 1, requiredArmySize: 1 },
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{ id: 6, number: 6, type: 'creature', attack: Math.floor(Math.random() * 5) + 1, shield: Math.floor(Math.random() * 5) + 1, health: Math.floor(Math.random() * 5) + 1, requiredArmySize: 1 },
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{ id: 7, number: 7, type: 'creature', attack: Math.floor(Math.random() * 5) + 1, shield: Math.floor(Math.random() * 5) + 1, health: Math.floor(Math.random() * 5) + 1, requiredArmySize: 1 },
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{ id: 8, number: 8, type: 'creature', attack: Math.floor(Math.random() * 5) + 1, shield: Math.floor(Math.random() * 5) + 1, health: Math.floor(Math.random() * 5) + 1, requiredArmySize: 1 },
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{ id: 9, number: 9, type: 'creature', attack: Math.floor(Math.random() * 5) + 1, shield: Math.floor(Math.random() * 5) + 1, health: Math.floor(Math.random() * 5) + 1, requiredArmySize: 1 },
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{ id: 10, number: 10, type: 'creature', attack: Math.floor(Math.random() * 5) + 1, shield: Math.floor(Math.random() * 5) + 1, health: Math.floor(Math.random() * 5) + 1, requiredArmySize: 1 }
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];
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// Make all decks available globally for the game
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window.allDecks = [window.deck1, window.deck2, window.deck3, window.deck4];
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181
src/main.js
181
src/main.js
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@ -141,17 +141,8 @@ function create() {
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currentPlayer: 'player'
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};
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// Create a 10-card deck with numbers 1-10
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this.gameState.playerDeck = [];
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for (let i = 1; i <= 10; i++) {
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this.gameState.playerDeck.push({
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id: i,
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number: i,
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type: 'creature', // placeholder type
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attack: Math.floor(Math.random() * 5) + 1, // random attack value
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health: Math.floor(Math.random() * 5) + 1 // random health value
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});
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}
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// Assign the first deck (deck1) to the player
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this.gameState.playerDeck = [...window.deck1];
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// Shuffle the deck using Fisher-Yates algorithm (using Phaser's scope)
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shuffleDeck(this.gameState.playerDeck);
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@ -239,13 +230,30 @@ function addInteractiveCard(card, xPosition, yPosition, width, height) {
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hitArea.on('pointerout', () => {
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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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}
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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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}
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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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@ -255,6 +263,153 @@ function update() {
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// Game logic updates go here
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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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* Initialize the game when the page loads
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*/
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Loading…
Reference in New Issue