662 lines
22 KiB
JavaScript
662 lines
22 KiB
JavaScript
// Phaser is loaded from CDN, so we don't need to import it as a module
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/**
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* Main game configuration and initialization
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*/
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const config = {
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type: Phaser.AUTO,
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width: 1600,
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height: 900,
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parent: 'game-container',
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scene: {
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preload: preload,
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create: create,
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update: update
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},
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scale: {
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mode: Phaser.Scale.FIT,
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autoCenter: Phaser.Scale.CENTER_BOTH
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},
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physics: {
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default: 'arcade',
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arcade: {
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gravity: { y: 0 },
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debug: false
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}
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}
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};
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/**
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* Game instance
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*/
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let game;
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/**
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* Preload function - load all assets before the game starts
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*/
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function preload() {
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console.log('Preloading game assets...');
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// Create a simple loading bar
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const progressBar = this.add.graphics();
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const progressBox = this.add.graphics();
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progressBox.fillStyle(0x242424, 0.8);
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progressBox.fillRect(700, 430, 200, 50);
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const width = this.cameras.main.width;
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const height = this.cameras.main.height;
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const loadingText = this.make.text({
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x: width / 2,
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y: height / 2 - 50,
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text: 'Loading...',
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style: {
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font: '20px monospace',
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fill: '#ffffff'
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}
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});
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loadingText.setOrigin(0.5, 0.5);
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const percentText = this.make.text({
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x: width / 2,
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y: height / 2 - 5,
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text: '0%',
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style: {
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font: '18px monospace',
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fill: '#ffffff'
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}
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});
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percentText.setOrigin(0.5, 0.5);
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const assetText = this.make.text({
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x: width / 2,
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y: height / 2 + 50,
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text: '',
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style: {
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font: '18px monospace',
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fill: '#ffffff'
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}
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});
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assetText.setOrigin(0.5, 0.5);
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// Update loading progress
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this.load.on('progress', (value) => {
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percentText.setText(parseInt(value * 100) + '%');
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progressBar.clear();
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progressBar.fillStyle(0xffffff, 1);
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progressBar.fillRect(700, 430, 200 * value, 50);
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});
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this.load.on('fileprogress', (file) => {
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assetText.setText('Loading asset: ' + file.key);
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});
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this.load.on('complete', () => {
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progressBar.destroy();
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progressBox.destroy();
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loadingText.destroy();
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percentText.destroy();
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assetText.destroy();
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});
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}
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/**
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* Create function - setup the game world and initial state
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*/
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function create() {
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console.log('Creating game scene...');
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// Set background color
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this.cameras.main.setBackgroundColor('#2d5a8c');
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// Add a simple title text
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const title = this.add.text(800, 100, 'Deck Building Card Battle', {
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fontSize: '32px',
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fill: '#ffffff',
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align: 'center'
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});
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title.setOrigin(0.5);
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// Add player and opponent rows for cards in center of screen
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// Player row at bottom (closest to player)
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const playerRow = this.add.rectangle(800, 600, 1400, 120, 0x3a7c2d);
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playerRow.setOrigin(0.5);
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// Opponent row at top (closest to opponent)
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const opponentRow = this.add.rectangle(800, 300, 1400, 120, 0x3a7c2d);
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opponentRow.setOrigin(0.5);
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// Add some instructions
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const instructions = this.add.text(800, 850, 'Use mouse to play cards and build your deck', {
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fontSize: '16px',
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fill: '#ffffff',
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align: 'center'
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});
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instructions.setOrigin(0.5);
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// Initialize game state
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this.gameState = {
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playerDeck: [],
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opponentDeck: [],
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playerHand: [],
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opponentHand: [],
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playerField: [],
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opponentField: [],
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selectedCard: null,
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turnPhase: 'draw', // Possible phases: draw, player_play, cpu_play
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currentPlayer: 'player'
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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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// Assign deck2 to the opponent
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this.gameState.opponentDeck = [...window.deck2];
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// Shuffle both decks using Fisher-Yates algorithm (using Phaser's scope)
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shuffleDeck(this.gameState.playerDeck);
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shuffleDeck(this.gameState.opponentDeck);
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// Deal 3 cards to player's hand
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this.gameState.playerHand = this.gameState.playerDeck.splice(0, 3);
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// Deal 3 cards to opponent's hand
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this.gameState.opponentHand = this.gameState.opponentDeck.splice(0, 3);
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// Display the player's hand at the bottom of the screen
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displayPlayerHand.call(this);
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// Display the opponent's hand at the top of the screen (face down)
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displayOpponentHand.call(this);
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// Set initial turn phase to player play
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this.gameState.turnPhase = 'player_play';
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console.log('Game scene created successfully');
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}
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/**
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* Shuffle an array using Fisher-Yates algorithm
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*/
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function shuffleDeck(deck) {
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for (let i = deck.length - 1; i > 0; i--) {
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const j = Math.floor(Math.random() * (i + 1));
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[deck[i], deck[j]] = [deck[j], deck[i]];
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}
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}
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/**
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* Display the player's hand at the bottom of the screen
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*/
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function displayPlayerHand() {
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const cardWidth = 100;
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const cardHeight = 140;
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const spacing = 20;
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// Calculate total width needed for all cards
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const totalWidth = (this.gameState.playerHand.length * cardWidth) + ((this.gameState.playerHand.length - 1) * spacing);
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// Starting x position to center the hand
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const startX = (1600 - totalWidth) / 2;
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// Position cards at the bottom of the screen
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const yPosition = 850;
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this.gameState.playerHand.forEach((card, index) => {
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const xPosition = startX + (index * (cardWidth + spacing));
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// Create a simple card placeholder with number
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const cardSprite = this.add.rectangle(xPosition, yPosition, cardWidth, cardHeight, 0x8B4513);
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cardSprite.setOrigin(0.5);
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// Add the number to the card
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const numberText = this.add.text(xPosition, yPosition - 20, `${card.number}`, {
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fontSize: '24px',
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fill: '#ffffff'
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});
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numberText.setOrigin(0.5);
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// Display attack in upper left corner
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const attackText = this.add.text(xPosition - 40, yPosition - 50, `A:${card.attack}`, {
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fontSize: '16px',
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fill: '#ffffff'
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});
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attackText.setOrigin(0.5);
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// Display shield in lower left corner
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const shieldText = this.add.text(xPosition - 40, yPosition + 50, `S:${card.shield}`, {
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fontSize: '16px',
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fill: '#ffffff'
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});
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shieldText.setOrigin(0.5);
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// Display health in lower right corner
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const healthText = this.add.text(xPosition + 40, yPosition + 50, `H:${card.health}`, {
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fontSize: '16px',
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fill: '#ffffff'
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});
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healthText.setOrigin(0.5);
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// Store references to stat texts with sprite reference
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card.attackText = attackText;
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card.shieldText = shieldText;
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card.healthText = healthText;
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// Store card data with sprite reference
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card.sprite = cardSprite;
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card.text = numberText;
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// Add hover events for the card
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addInteractiveCard.call(this, card, xPosition, yPosition, cardWidth, cardHeight);
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});
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}
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/**
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* Display the opponent's hand at the top of the screen (face down)
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*/
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function displayOpponentHand() {
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const cardWidth = 100;
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const cardHeight = 140;
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const spacing = 20;
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// Calculate total width needed for all cards
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const totalWidth = (this.gameState.opponentHand.length * cardWidth) + ((this.gameState.opponentHand.length - 1) * spacing);
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// Starting x position to center the hand
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const startX = (1600 - totalWidth) / 2;
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// Position cards at the top of the screen (opponent's row)
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const yPosition = 350; // Slightly below opponentRow rectangle (which is at y=300)
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this.gameState.opponentHand.forEach((card, index) => {
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const xPosition = startX + (index * (cardWidth + spacing));
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// Create a simple card placeholder - face down (gray color)
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const cardSprite = this.add.rectangle(xPosition, yPosition, cardWidth, cardHeight, 0x808080); // Gray color for face-down cards
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cardSprite.setOrigin(0.5);
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// Add the number to the card (face down - show only number)
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const numberText = this.add.text(xPosition, yPosition - 20, `${card.number}`, {
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fontSize: '24px',
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fill: '#ffffff'
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});
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numberText.setOrigin(0.5);
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// For face-down cards, we don't display attack/shield/health values
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// Store references to sprite with no stat texts for opponent's hand
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card.sprite = cardSprite;
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card.text = numberText;
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});
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}
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/**
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* Make a single card interactive with hover effects and turn-based control
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*/
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function addInteractiveCard(card, xPosition, yPosition, width, height) {
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const originalY = yPosition;
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// Create a transparent hit area for the card that matches its dimensions
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const hitArea = this.add.rectangle(xPosition, yPosition + 70, width - 10, height - 10);
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hitArea.setOrigin(0.5);
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hitArea.setInteractive();
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// Add event listeners for hover effects
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hitArea.on('pointerover', () => {
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// Only allow hover effects if it's the player's turn and phase
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if (this.gameState.currentPlayer !== 'player' || this.gameState.turnPhase !== 'player_play') {
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return;
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}
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// Only allow hover effects if the card is in hand (not already on field)
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const isInHand = this.gameState.playerHand.includes(card);
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if (isInHand && !card.isLocked) {
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// Raise the card up to full view (move it up by 30 pixels)
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if (card.sprite) {
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card.sprite.setY(originalY - 30);
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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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// Move stat texts with the card
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if (card.attackText) {
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card.attackText.setY(originalY - 80);
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}
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if (card.shieldText) {
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card.shieldText.setY(originalY + 20);
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}
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if (card.healthText) {
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card.healthText.setY(originalY + 20);
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}
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}
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});
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hitArea.on('pointerout', () => {
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// Only allow hover effects if it's the player's turn and phase
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if (this.gameState.currentPlayer !== 'player' || this.gameState.turnPhase !== 'player_play') {
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return;
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}
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// Only allow hover effects if the card is in hand (not already on field)
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const isInHand = this.gameState.playerHand.includes(card);
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if (isInHand && !card.isLocked) {
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// Return the card to its original position
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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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// Return stat texts to original positions
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if (card.attackText) {
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card.attackText.setY(originalY - 50);
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}
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if (card.shieldText) {
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card.shieldText.setY(originalY + 50);
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}
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if (card.healthText) {
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card.healthText.setY(originalY + 50);
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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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// Only allow clicking if it's the player's turn and phase
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if (this.gameState.currentPlayer !== 'player' || this.gameState.turnPhase !== 'player_play') {
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return;
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}
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// Only allow clicking if the card is in hand (not already on field)
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const isInHand = this.gameState.playerHand.includes(card);
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if (isInHand) {
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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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* Update function - called every frame
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*/
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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 (player row on far right)
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*/
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function moveCardToField(card) {
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// Remove it from hand and add it to field
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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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// Calculate starting position for the animation (right side of screen)
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const startX = 1600 + 50; // Start just off-screen to the right
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const startY = 600; // Player field y-position (bottom row)
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// Calculate target x position based on how many cards are already in the field
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// Cards stack from right to left with each card being 120px wide + 20px spacing
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const cardWidth = 100;
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const spacing = 20;
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const currentFieldCount = this.gameState.playerField.length - 1; // -1 because we just added the new card
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const targetX = 1600 - (cardWidth + spacing) * currentFieldCount - (cardWidth / 2); // Position from right edge
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// Animate the card moving from right to left towards its final position in player field
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this.tweens.add({
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targets: [card.sprite, card.text, card.attackText, card.shieldText, card.healthText],
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x: targetX,
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y: startY,
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duration: 500, // 500ms animation time
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ease: 'Power2'
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});
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// Set the current player to CPU after playing a card
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this.gameState.currentPlayer = 'cpu';
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// Re-display the player's hand to update positions of remaining cards after animation completes
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setTimeout(() => {
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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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}, 500); // Wait for animation to complete before updating hand
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// After a short delay, have CPU play a card automatically (if available)
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setTimeout(() => {
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cpuPlayCard.call(this);
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}, 1000); // Small delay before CPU plays card
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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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|
/**
|
|
* Remove buttons from a locked card
|
|
*/
|
|
function removeCardButtons(card) {
|
|
// Reset the locked state
|
|
card.isLocked = false;
|
|
|
|
// Destroy button elements if they exist
|
|
if (card.playButton) {
|
|
card.playButton.destroy();
|
|
card.playButtonText.destroy();
|
|
delete card.playButton;
|
|
delete card.playButtonText;
|
|
}
|
|
if (card.cancelButton) {
|
|
card.cancelButton.destroy();
|
|
card.cancelButtonText.destroy();
|
|
delete card.cancelButton;
|
|
delete card.cancelButtonText;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* CPU plays a random card from its hand
|
|
*/
|
|
function cpuPlayCard() {
|
|
// Only play a card if it's the CPU's turn and they have cards in hand
|
|
if (this.gameState.currentPlayer !== 'cpu' || this.gameState.opponentHand.length === 0) {
|
|
return;
|
|
}
|
|
|
|
// Select a random card from opponent's hand
|
|
const randomIndex = Math.floor(Math.random() * this.gameState.opponentHand.length);
|
|
const card = this.gameState.opponentHand[randomIndex];
|
|
|
|
// Remove it from hand and add it to field
|
|
this.gameState.opponentHand.splice(randomIndex, 1);
|
|
this.gameState.opponentField.push(card);
|
|
|
|
// Calculate starting position for the animation (left side of screen)
|
|
const startX = -50; // Start just off-screen to the left
|
|
const startY = 300; // Opponent field y-position (top row)
|
|
|
|
// Calculate target x position based on how many cards are already in the field
|
|
// Cards stack from left to right with each card being 120px wide + 20px spacing
|
|
const cardWidth = 100;
|
|
const spacing = 20;
|
|
const currentFieldCount = this.gameState.opponentField.length - 1; // -1 because we just added the new card
|
|
const targetX = (cardWidth + spacing) * currentFieldCount + (cardWidth / 2); // Position from left edge
|
|
|
|
// For CPU cards in field, show full stats (not face-down)
|
|
const cpuCardSprite = this.add.rectangle(targetX, startY, cardWidth, 140, 0x8B4513); // Brown color for card background
|
|
cpuCardSprite.setOrigin(0.5);
|
|
|
|
// Add the number to the CPU's played card (showing full stats)
|
|
const numberText = this.add.text(targetX, startY - 20, `${card.number}`, {
|
|
fontSize: '24px',
|
|
fill: '#ffffff'
|
|
});
|
|
numberText.setOrigin(0.5);
|
|
|
|
// Display attack in upper left corner for CPU card
|
|
const attackText = this.add.text(targetX - 40, startY - 50, `A:${card.attack}`, {
|
|
fontSize: '16px',
|
|
fill: '#ffffff'
|
|
});
|
|
attackText.setOrigin(0.5);
|
|
|
|
// Display shield in lower left corner for CPU card
|
|
const shieldText = this.add.text(targetX - 40, startY + 50, `S:${card.shield}`, {
|
|
fontSize: '16px',
|
|
fill: '#ffffff'
|
|
});
|
|
shieldText.setOrigin(0.5);
|
|
|
|
// Display health in lower right corner for CPU card
|
|
const healthText = this.add.text(targetX + 40, startY + 50, `H:${card.health}`, {
|
|
fontSize: '16px',
|
|
fill: '#ffffff'
|
|
});
|
|
healthText.setOrigin(0.5);
|
|
|
|
// Animate the card moving from left to right towards its final position in opponent field
|
|
this.tweens.add({
|
|
targets: [cpuCardSprite, numberText, attackText, shieldText, healthText],
|
|
x: targetX,
|
|
y: startY,
|
|
duration: 500, // 500ms animation time
|
|
ease: 'Power2'
|
|
});
|
|
|
|
// Update the card's sprite and text references to point to the new elements for CPU field display
|
|
card.sprite = cpuCardSprite;
|
|
card.text = numberText;
|
|
card.attackText = attackText;
|
|
card.shieldText = shieldText;
|
|
card.healthText = healthText;
|
|
|
|
// After a short delay, return to player's turn (or end game if needed)
|
|
setTimeout(() => {
|
|
this.gameState.currentPlayer = 'player';
|
|
|
|
// Redisplay the opponent's hand at the top of the screen - now only cards that remain in hand
|
|
displayOpponentHand.call(this);
|
|
}, 1000); // Wait for animation to complete before returning to player turn
|
|
}
|
|
|
|
/**
|
|
* Initialize the game when the page loads
|
|
*/
|
|
document.addEventListener('DOMContentLoaded', () => {
|
|
console.log('Initializing Phaser 3 card battle game...');
|
|
|
|
// Create the game instance
|
|
game = new Phaser.Game(config);
|
|
|
|
console.log('Phaser 3 card battle game initialized');
|
|
});
|
|
|
|
// Export for potential module usage (not needed when using CDN)
|
|
// export { config, game };
|