CardBattle/src/main.js

644 lines
21 KiB
JavaScript

// Phaser is loaded from CDN, so we don't need to import it as a module
/**
* Main game configuration and initialization
*/
const config = {
type: Phaser.AUTO,
width: 1600,
height: 900,
parent: 'game-container',
scene: {
preload: preload,
create: create,
update: update
},
scale: {
mode: Phaser.Scale.FIT,
autoCenter: Phaser.Scale.CENTER_BOTH
},
physics: {
default: 'arcade',
arcade: {
gravity: { y: 0 },
debug: false
}
}
};
/**
* Game instance
*/
let game;
/**
* Preload function - load all assets before the game starts
*/
function preload() {
console.log('Preloading game assets...');
// Create a simple loading bar
const progressBar = this.add.graphics();
const progressBox = this.add.graphics();
progressBox.fillStyle(0x242424, 0.8);
progressBox.fillRect(700, 430, 200, 50);
const width = this.cameras.main.width;
const height = this.cameras.main.height;
const loadingText = this.make.text({
x: width / 2,
y: height / 2 - 50,
text: 'Loading...',
style: {
font: '20px monospace',
fill: '#ffffff'
}
});
loadingText.setOrigin(0.5, 0.5);
const percentText = this.make.text({
x: width / 2,
y: height / 2 - 5,
text: '0%',
style: {
font: '18px monospace',
fill: '#ffffff'
}
});
percentText.setOrigin(0.5, 0.5);
const assetText = this.make.text({
x: width / 2,
y: height / 2 + 50,
text: '',
style: {
font: '18px monospace',
fill: '#ffffff'
}
});
assetText.setOrigin(0.5, 0.5);
// Update loading progress
this.load.on('progress', (value) => {
percentText.setText(parseInt(value * 100) + '%');
progressBar.clear();
progressBar.fillStyle(0xffffff, 1);
progressBar.fillRect(700, 430, 200 * value, 50);
});
this.load.on('fileprogress', (file) => {
assetText.setText('Loading asset: ' + file.key);
});
this.load.on('complete', () => {
progressBar.destroy();
progressBox.destroy();
loadingText.destroy();
percentText.destroy();
assetText.destroy();
});
}
/**
* Create function - setup the game world and initial state
*/
function create() {
console.log('Creating game scene...');
// Set background color
this.cameras.main.setBackgroundColor('#2d5a8c');
// Add a simple title text
const title = this.add.text(800, 100, 'Deck Building Card Battle', {
fontSize: '32px',
fill: '#ffffff',
align: 'center'
});
title.setOrigin(0.5);
// Add player and opponent rows for cards in center of screen
// Player row at bottom (closest to player)
const playerRow = this.add.rectangle(800, 600, 1400, 120, 0x3a7c2d);
playerRow.setOrigin(0.5);
// Opponent row at top (closest to opponent)
const opponentRow = this.add.rectangle(800, 300, 1400, 120, 0x3a7c2d);
opponentRow.setOrigin(0.5);
// Add some instructions
const instructions = this.add.text(800, 850, 'Use mouse to play cards and build your deck', {
fontSize: '16px',
fill: '#ffffff',
align: 'center'
});
instructions.setOrigin(0.5);
// Initialize game state
this.gameState = {
playerDeck: [],
opponentDeck: [],
playerHand: [],
opponentHand: [],
playerField: [],
opponentField: [],
selectedCard: null,
turnPhase: 'draw',
currentPlayer: 'player'
};
// Assign the first deck (deck1) to the player
this.gameState.playerDeck = [...window.deck1];
// Assign deck2 to the opponent
this.gameState.opponentDeck = [...window.deck2];
// Shuffle both decks using Fisher-Yates algorithm (using Phaser's scope)
shuffleDeck(this.gameState.playerDeck);
shuffleDeck(this.gameState.opponentDeck);
// Deal 3 cards to player's hand
this.gameState.playerHand = this.gameState.playerDeck.splice(0, 3);
// Deal 3 cards to opponent's hand
this.gameState.opponentHand = this.gameState.opponentDeck.splice(0, 3);
// Display the player's hand at the bottom of the screen
displayPlayerHand.call(this);
// Display the opponent's hand at the top of the screen (face down)
displayOpponentHand.call(this);
console.log('Game scene created successfully');
}
/**
* Shuffle an array using Fisher-Yates algorithm
*/
function shuffleDeck(deck) {
for (let i = deck.length - 1; i > 0; i--) {
const j = Math.floor(Math.random() * (i + 1));
[deck[i], deck[j]] = [deck[j], deck[i]];
}
}
/**
* Display the player's hand at the bottom of the screen
*/
function displayPlayerHand() {
const cardWidth = 100;
const cardHeight = 140;
const spacing = 20;
// Calculate total width needed for all cards
const totalWidth = (this.gameState.playerHand.length * cardWidth) + ((this.gameState.playerHand.length - 1) * spacing);
// Starting x position to center the hand
const startX = (1600 - totalWidth) / 2;
// Position cards at the bottom of the screen
const yPosition = 850;
this.gameState.playerHand.forEach((card, index) => {
const xPosition = startX + (index * (cardWidth + spacing));
// Create a simple card placeholder with number
const cardSprite = this.add.rectangle(xPosition, yPosition, cardWidth, cardHeight, 0x8B4513);
cardSprite.setOrigin(0.5);
// Add the number to the card
const numberText = this.add.text(xPosition, yPosition - 20, `${card.number}`, {
fontSize: '24px',
fill: '#ffffff'
});
numberText.setOrigin(0.5);
// Display attack in upper left corner
const attackText = this.add.text(xPosition - 40, yPosition - 50, `A:${card.attack}`, {
fontSize: '16px',
fill: '#ffffff'
});
attackText.setOrigin(0.5);
// Display shield in lower left corner
const shieldText = this.add.text(xPosition - 40, yPosition + 50, `S:${card.shield}`, {
fontSize: '16px',
fill: '#ffffff'
});
shieldText.setOrigin(0.5);
// Display health in lower right corner
const healthText = this.add.text(xPosition + 40, yPosition + 50, `H:${card.health}`, {
fontSize: '16px',
fill: '#ffffff'
});
healthText.setOrigin(0.5);
// Store references to stat texts with sprite reference
card.attackText = attackText;
card.shieldText = shieldText;
card.healthText = healthText;
// Store card data with sprite reference
card.sprite = cardSprite;
card.text = numberText;
// Add hover events for the card
addInteractiveCard.call(this, card, xPosition, yPosition, cardWidth, cardHeight);
});
}
/**
* Display the opponent's hand at the top of the screen (face down)
*/
function displayOpponentHand() {
const cardWidth = 100;
const cardHeight = 140;
const spacing = 20;
// Calculate total width needed for all cards
const totalWidth = (this.gameState.opponentHand.length * cardWidth) + ((this.gameState.opponentHand.length - 1) * spacing);
// Starting x position to center the hand
const startX = (1600 - totalWidth) / 2;
// Position cards at the top of the screen (opponent's row)
const yPosition = 350; // Slightly below opponentRow rectangle (which is at y=300)
this.gameState.opponentHand.forEach((card, index) => {
const xPosition = startX + (index * (cardWidth + spacing));
// Create a simple card placeholder - face down (gray color)
const cardSprite = this.add.rectangle(xPosition, yPosition, cardWidth, cardHeight, 0x808080); // Gray color for face-down cards
cardSprite.setOrigin(0.5);
// Add the number to the card (face down - show only number)
const numberText = this.add.text(xPosition, yPosition - 20, `${card.number}`, {
fontSize: '24px',
fill: '#ffffff'
});
numberText.setOrigin(0.5);
// For face-down cards, we don't display attack/shield/health values
// Store references to sprite with no stat texts for opponent's hand
card.sprite = cardSprite;
card.text = numberText;
});
}
/**
* Make a single card interactive with hover effects
*/
function addInteractiveCard(card, xPosition, yPosition, width, height) {
const originalY = yPosition;
// Create a transparent hit area for the card that matches its dimensions
const hitArea = this.add.rectangle(xPosition, yPosition + 70, width - 10, height - 10);
hitArea.setOrigin(0.5);
hitArea.setInteractive();
// Add event listeners for hover effects
hitArea.on('pointerover', () => {
// Only allow hover effects if the card is in hand (not already on field)
const isInHand = this.gameState.playerHand.includes(card);
if (isInHand && !card.isLocked) {
// Raise the card up to full view (move it up by 30 pixels)
if (card.sprite) {
card.sprite.setY(originalY - 30);
}
if (card.text) {
card.text.setY(originalY - 50);
}
// Move stat texts with the card
if (card.attackText) {
card.attackText.setY(originalY - 80);
}
if (card.shieldText) {
card.shieldText.setY(originalY + 20);
}
if (card.healthText) {
card.healthText.setY(originalY + 20);
}
}
});
hitArea.on('pointerout', () => {
// Only allow hover effects if the card is in hand (not already on field)
const isInHand = this.gameState.playerHand.includes(card);
if (isInHand && !card.isLocked) {
// Return the card to its original position
if (card.sprite) {
card.sprite.setY(originalY);
}
if (card.text) {
card.text.setY(originalY - 20);
}
// Return stat texts to original positions
if (card.attackText) {
card.attackText.setY(originalY - 50);
}
if (card.shieldText) {
card.shieldText.setY(originalY + 50);
}
if (card.healthText) {
card.healthText.setY(originalY + 50);
}
}
});
// Add click event to lock the card in place
hitArea.on('pointerdown', () => {
// Only allow clicking if the card is in hand (not already on field)
const isInHand = this.gameState.playerHand.includes(card);
if (isInHand) {
// Lock the card in its current position
card.isLocked = true;
// Remove hover effects while locked
if (card.sprite) {
card.sprite.setY(originalY - 30); // Keep it raised up when locked
}
if (card.text) {
card.text.setY(originalY - 50);
}
// Create Play and Cancel buttons above the card
createCardButtons.call(this, card, xPosition, originalY - 30);
}
});
}
/**
* Update function - called every frame
*/
function update() {
// Game logic updates go here
}
/**
* Create Play and Cancel buttons for a locked card
*/
function createCardButtons(card, xPosition, yPosition) {
const buttonWidth = 60;
const buttonHeight = 30;
const spacing = 10;
// Position the buttons above the card (at yPosition - 40)
const playButtonX = xPosition - buttonWidth - spacing / 2; // Left of card
const cancelButtonX = xPosition + buttonWidth + spacing / 2; // Right of card
const buttonY = yPosition - 40;
// Create Play button
const playButton = this.add.rectangle(playButtonX, buttonY, buttonWidth, buttonHeight, 0x00ff00); // Green color
playButton.setOrigin(0.5);
playButton.setInteractive();
// Add text to the Play button
const playText = this.add.text(playButtonX, buttonY, 'Play', {
fontSize: '14px',
fill: '#ffffff'
});
playText.setOrigin(0.5);
// Create Cancel button
const cancelButton = this.add.rectangle(cancelButtonX, buttonY, buttonWidth, buttonHeight, 0xff0000); // Red color
cancelButton.setOrigin(0.5);
cancelButton.setInteractive();
// Add text to the Cancel button
const cancelText = this.add.text(cancelButtonX, buttonY, 'Cancel', {
fontSize: '14px',
fill: '#ffffff'
});
cancelText.setOrigin(0.5);
// Store references to buttons in the card object
card.playButton = playButton;
card.cancelButton = cancelButton;
card.playButtonText = playText;
card.cancelButtonText = cancelText;
// Add click events for the buttons
playButton.on('pointerdown', () => {
// Move the card to the player's field (center of screen)
moveCardToField.call(this, card);
// Remove buttons and unlock the card
removeCardButtons(card);
});
cancelButton.on('pointerdown', () => {
// Return card to original position in hand
returnCardToHand.call(this, card);
// Remove buttons and unlock the card
removeCardButtons(card);
});
}
/**
* Move a card to the player's field (player row on far right)
*/
function moveCardToField(card) {
// Remove it from hand and add it to field
const index = this.gameState.playerHand.indexOf(card);
if (index > -1) {
this.gameState.playerHand.splice(index, 1);
this.gameState.playerField.push(card);
}
// Calculate starting position for the animation (right side of screen)
const startX = 1600 + 50; // Start just off-screen to the right
const startY = 600; // Player field y-position (bottom row)
// Calculate target x position based on how many cards are already in the field
// Cards stack from right to left with each card being 120px wide + 20px spacing
const cardWidth = 100;
const spacing = 20;
const currentFieldCount = this.gameState.playerField.length - 1; // -1 because we just added the new card
const targetX = 1600 - (cardWidth + spacing) * currentFieldCount - (cardWidth / 2); // Position from right edge
// Animate the card moving from right to left towards its final position in player field
this.tweens.add({
targets: [card.sprite, card.text, card.attackText, card.shieldText, card.healthText],
x: targetX,
y: startY,
duration: 500, // 500ms animation time
ease: 'Power2'
});
// Set the current player to CPU after playing a card
this.gameState.currentPlayer = 'cpu';
// Re-display the player's hand to update positions of remaining cards after animation completes
setTimeout(() => {
// Clear existing hand display first by removing all sprites and texts
this.gameState.playerHand.forEach(handCard => {
if (handCard.sprite) {
handCard.sprite.destroy();
}
if (handCard.text) {
handCard.text.destroy();
}
});
// Redisplay the updated player's hand at the bottom of the screen
displayPlayerHand.call(this);
}, 500); // Wait for animation to complete before updating hand
// After a short delay, have CPU play a card automatically (if available)
setTimeout(() => {
cpuPlayCard.call(this);
}, 1000); // Small delay before CPU plays card
}
/**
* Return a locked card to its original position in the player's hand
*/
function returnCardToHand(card) {
// Reset the locked state
card.isLocked = false;
// Remove buttons and text references from the card object
if (card.playButton) {
card.playButton.destroy();
card.playButtonText.destroy();
}
if (card.cancelButton) {
card.cancelButton.destroy();
card.cancelButtonText.destroy();
}
// Reset positions to original hand position
const yPosition = 850; // Original hand position at bottom of screen
const originalY = yPosition;
if (card.sprite) {
card.sprite.setY(originalY);
}
if (card.text) {
card.text.setY(originalY - 20);
}
}
/**
* 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 };