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main.js
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import element_cards from "./cards.js";
// console.log(element_cards);
// let body = document.getElementsByTagName("body");
// body[0].style.opacity = 1;
/* -----game start winodow----- */
// function start_Window() {
// document.getElementById("start_window").style.opacity = 1;
// }
// start_Window();
/*expanding window------
let expander = document.getElementById("expand_window");
expander.addEventListener("click", () => {
expander.classList.toggle("expand");
let clickDisable = document.getElementsByClassName("click-disable");
clickDisable[0].classList.toggle("blocker");
});*/
// const game_start = () => {
// document.getElementById("start_window").style.opacity = 0;
// setTimeout(() => {
// document
// .getElementById("start_window_container")
// .setAttribute("hidden", "true");
// document.getElementById("gameplay_area").removeAttribute("hidden");
// }, 3000);
// setTimeout(() => {
// document.getElementById("gameplay_area").style.opacity = 1;
// }, 3000);
// };
// let start_btn = document.getElementById("start_button");
// start_btn.onclick = game_start;
/* -----End game start window ----- */
/* -----global constants----- */
const player = {
power: 1,
health: 10,
defense: 0,
conditions: [],
actions: 3,
deck: [],
hand: [],
discard: [],
};
const encounters = {
type: ["minion", "elite", "boss", "event"],
deck: [],
active: {},
victory: false,
skip: true,
};
const combat = {
player_turns: 0,
enemy_turns: 0,
};
/* -----End global constants----- */
/* -----create enemy----- */
function create_enemy(type) {
let enemy = {};
switch (type) {
case "minion":
enemy = {
type: "minion",
name: "minion",
power: 1,
health: 10,
health_current: 10,
conditions: [],
image: "./minion.png",
};
break;
case "elite":
enemy = {
type: "elite",
name: "elite",
power: 2,
health: 20,
health_current: 20,
conditions: [],
image: "./elite.png",
};
break;
case "boss":
enemy = {
type: "boss",
name: "boss",
power: 3,
health: 30,
health_current: 30,
conditions: [],
image: "./boss.png",
};
break;
}
return enemy;
}
/* -----End create enemy----- */
/* -----create encounter deck ----- */
function create_encounter_deck() {
let list = [0, 0, 3, 1, 0, 0, 3, 1, 0, 0, 3, 2];
let new_encounter = [];
let enemy;
for (let i = 0; i < list.length; i++) {
let type_index = list[i];
let new_encounter_type = encounters.type[type_index];
if (new_encounter_type == "minion") {
enemy = create_enemy("minion");
new_encounter.push(enemy);
} else if (new_encounter_type == "elite") {
enemy = create_enemy("elite");
new_encounter.push(enemy);
} else if (new_encounter_type == "boss") {
enemy = create_enemy("boss");
new_encounter.push(enemy);
} else {
new_encounter.push({ type: "event", name: new_encounter_type });
}
}
encounters.deck.push(new_encounter);
document.getElementById(
"encounter_deck_count"
).innerText = `Encounter Deck [${encounters.deck[0].length}]`;
/* temp for testing */
let btn = document.getElementById("encounter_button");
btn.onclick = draw_encounter;
/* end temp for testing */
}
create_encounter_deck();
/* -----End create encounter deck ----- */
/* -----player stats ----- */
function player_stats() {
action_points(0);
create_image("./attack.png", "stat_icon", "player_power", "player_stats");
create_image("./health.png", "stat_icon", "player_health", "player_stats");
document.getElementById("player_power_text").innerText = ": " + player.power;
document.getElementById("player_health_text").innerText =
": " + player.health;
}
/* -----End player stats ----- */
/* -----draw encounter ----- */
function draw_encounter() {
if (encounters.deck[0].length > 0) {
/* temp for testing */
if (encounters.skip == false) {
encounters.skip = true;
} else {
encounters.skip = false;
}
/* End temp for testing */
if (encounters.victory == true || encounters.skip == true) {
clear_encounter();
} else {
encounters.active = encounters.deck[0].splice(0, 1);
document.getElementById("encounter_box").innerHTML =
encounters.active[0].name;
document.getElementById(
"encounter_deck_count"
).innerText = `Encounter Deck [${encounters.deck[0].length}]`;
if (encounters.active[0].type != "event") {
combat_encounter_UI();
} else {
/* TEMP EVENT CODE */
console.log("!!--temp event code--!!");
create_image(
"./utility.png",
"event_class",
"event_name",
"encounter_box"
);
/* END TEMP EVENT CODE */
}
}
} else {
console.log("!!NO MORE ENCOUNTERS!!");
}
}
/* -----End draw encounter ----- */
/* -----comabat encounter UI----- */
function combat_encounter_UI() {
let name = encounters.active[0]["name"];
let power = encounters.active[0]["power"];
let health = encounters.active[0]["health"];
let image = encounters.active[0]["image"];
create_image(image, "enemy", name, "encounter_box");
create_image("./attack.png", "stat_icon", "power_stat", "enemy_stats");
create_image("./health.png", "stat_icon", "health_stat", "enemy_stats");
document.getElementById("power_stat_text").innerText = ": " + power;
document.getElementById("health_stat_text").innerText = ": " + health;
player_stats();
}
/* -----End comabat encounter UI----- */
/* -----create image div ----- */
function create_image(image_src, class_name, id_name, parent_id) {
let div = document.createElement("div");
div.setAttribute("id", id_name);
div.setAttribute("class", class_name);
let elem = document.createElement("img");
elem.setAttribute("src", image_src);
let p = document.createElement("p");
let p_id = id_name + "_text";
p.setAttribute("id", p_id);
div.appendChild(elem);
div.appendChild(p);
document.getElementById(parent_id).appendChild(div);
}
/* -----End create image div ----- */
/* -----clear encounter ------ */
function clear_encounter() {
let clear_power = document.getElementById("power_stat");
let clear_health = document.getElementById("health_stat");
let clear_enemy = document.getElementsByClassName("enemy");
let clear_player_health = document.getElementById("player_health");
let clear_player_power = document.getElementById("player_power");
let clear_player_defense = document.getElementById("player_defense");
let clear_event = document.getElementById("event_name");
if (encounters.active.length != 0) {
if (encounters.active[0]["type"] != "event") {
for (let x = 0; x < clear_enemy.length; x++) {
clear_enemy[x].remove();
}
clear_player_health.remove();
clear_player_power.remove();
clear_power.remove();
clear_health.remove();
if (player.defense > 0) {
clear_player_defense.remove();
}
console.log("clear_encounter: IF: enemy defeated");
encounters.active[0].health_current = encounters.active[0].health;
encounters.active = [];
} else {
clear_event.remove();
console.log("clear_encounter: IF: ELSE: Event completed");
encounters.active = [];
}
}
encounters.victory = false;
}
/* -----End clear encounter ------ */
/* -----create starting deck -----*/
function create_starting_deck() {
let starting_deck = [];
let list_of_elements = ["fire", "ice", "lightning", "wind", "earth", "water"];
for (let index = 0; index < list_of_elements.length; index++) {
let element_name = list_of_elements[index];
let card = element_cards[element_name];
for (var key in card) {
if (card[key] == undefined) {
let trash = [];
index -= 1;
trash.push(card);
card = false;
}
}
if (card) {
let new_id = Math.random();
for (let i = 0; i < 3; i++) {
let new_card = Object.assign({}, card);
new_card.id = new_id + i;
starting_deck.push(new_card);
}
}
}
shuffleArray(starting_deck);
player.deck = starting_deck;
}
create_starting_deck();
// console.log(player.deck);
/* -----End create starting deck -----*/
/* -----shuffle function ----- */
function shuffleArray(array) {
for (let i = array.length - 1; i > 0; i--) {
const j = Math.floor(Math.random() * (i + 1));
[array[i], array[j]] = [array[j], array[i]];
}
}
/* ------End shuffle function ----- */
/*----- update draw pile -----*/
function update_draw_pile_count() {
let draw_pile_count = player.deck.length;
document.getElementById(
"player_deck_count"
).innerText = `Player Deck [${draw_pile_count}]`;
}
update_draw_pile_count();
/* -----End update draw pile -----*/
/* ----- draw check -----*/
function draw_check(num) {
if (player.deck.length < num) {
let cards_remaining = player.deck.splice(0, player.deck.length);
let return_discard = player.discard.splice(0, player.discard.length);
return_discard.forEach((card) => {
player.deck.push(card);
shuffleArray(player.deck);
});
update_discard_pile_count();
let remaining_draw = num - cards_remaining.length;
let draw_cards = player.deck.splice(0, remaining_draw);
cards_remaining.forEach((card) => {
draw_cards.push(card);
});
draw(num, draw_cards);
} else {
let draw_cards = player.deck.splice(0, num);
draw(num, draw_cards);
}
}
/* -----End draw check ----- */
/* ------Draw cards------ */
function draw(num, splice) {
for (let index = 0; index < num; index++) {
let card = splice[index];
// console.log(card);
let id = `in_hand_${index}`;
document.getElementById(id).innerHTML = `${card.name}`;
let action_type = check_active_type();
let action_image = `${action_type}.png`;
create_image(action_image, "card_image", card.name + "_card_image", id);
}
splice.forEach((card) => {
player.hand.push(card);
});
update_draw_pile_count();
}
/* ------End Draw cards------ */
/* ------ check active card type ------ */
function check_active_type() {
let active = document.getElementsByClassName("action_button active");
let active_type = "";
if (!!active[0]) {
var active_id = active[0].id;
}
if (active_id == "attack_button") {
active_type = "attack";
return active_type;
} else if (active_id == "defense_button") {
active_type = "defense";
return active_type;
} else if (active_id == "utility_button") {
active_type = "utility";
return active_type;
} else {
console.log(
"check_active_type: !No active button will default to attack type!"
);
active_type = "attack";
return active_type;
}
}
/* ------ End check active card type ------ */
/* -----discard ----- */
function discard(discarded) {
let cards = discarded.length;
let multi_discard = [];
if (cards > 1) {
for (let i = 0; i < cards; i++) {
if (discarded[i].name !== "discarded") {
if (discarded[i].name !== "card_played") {
console.log(discarded[i].name);
let spliced = player.hand.splice(i, 1, { name: "discarded" });
multi_discard.push(spliced[0]);
}
}
}
player.discard.push(...multi_discard);
multi_discard = [];
player.hand = [];
update_discard_pile_count();
} else {
if (discarded[0].name !== "card_played") {
player.discard.push(discarded[0]);
update_discard_pile_count();
}
}
}
function update_discard_pile_count() {
let player_discard = player.discard;
document.getElementById(
"player_discard"
).innerText = `Discard [ ${player_discard.length} ]`;
}
/* -----End discard ----- */
/* -----action points ----- */
function action_points(num) {
player.actions += num;
if (player.actions < 0) {
player.actions = 0;
}
document.getElementById("actions").innerText = player.actions;
}
/*----- End action points ----- */
/* -----play card -----*/
function play_card(name, id) {
let hand_id_index = id.replace("in_hand_", "");
let player_hand = player.hand;
if (player_hand.length > 0 && player.actions <= 0) {
console.log("play_card: out of actions!");
return;
}
let card_played = player.hand.splice(hand_id_index, 1, {
name: "card_played",
});
let card_power = card_played[0].power;
if (card_power == NaN) {
console.log("!!-----card_power WAS NaN-----!!");
card_power = 1;
}
if (encounters.active[0] && encounters.active[0].type != "event") {
let card_type = check_active_type();
if (
card_type == "attack" &&
document.getElementById(id).innerText != "!! CARD PLAYED !!"
) {
let damage_amount = damage(
"health_stat_text",
encounters.active[0].health_current,
card_power,
card_played[0],
encounters.active[0]
);
encounters.active[0].health_current -= damage_amount;
} else if (card_type == "defense") {
defense(card_played[0].defense.stack);
} else if (card_type == "utility") {
/*!!!!!!!!! add code for utility !!!!!!!!!!!*/
console.log("!!!!!!NEED TO ADD UTILITY CODE!!!!");
return;
}
document.getElementById(id).innerText = "!! CARD PLAYED !!";
discard(card_played);
}
if (encounters.active[0] && encounters.active[0].health_current <= 0) {
console.log("play_card: !enemy defeated! time for rewards!");
rewards(encounters.active[0].type);
encounters.victory = true;
clear_encounter();
}
if (player.actions <= 0) {
console.log("play_card: out of actions!");
end_turn_button();
}
}
/* ------END play card------- */
/* ----test conditions application------ */
function condition_check(card, target) {
console.log(card);
console.log(target);
let all_conditions = target.conditions;
console.log(all_conditions);
let additional_damage = 0;
if (all_conditions.length > 0) {
for (let i = 0; i < all_conditions.length; i++) {
if (card.attack.condition.type == target.conditions[i].type) {
additional_damage += target.conditions[i].stack;
target.conditions[i].stack += 1;
}
}
} else {
create_image(
card.attack.condition.image,
"stat_icon",
"enemy_condition_icon",
"enemy_conditions"
);
let apply_condition = card.attack.condition;
target.conditions.push(apply_condition);
document.getElementById("enemy_condition_icon_text").innerText =
": " + target.conditions[0].stack;
}
return additional_damage;
}
/* ----End test conditions application------ */
/* ------damage to enemy ------ */
function damage(target_id, target_health, amount, card, target) {
let damage = amount;
damage += condition_check(card, target); //test condition application
let remaining_health = target_health - damage;
document.getElementById(target_id).innerText = ": " + remaining_health;
action_points(-1);
return damage;
}
/* ------End damage to enemy ------ */
/* -----player defense ----- */
function defense(amount) {
player.defense += amount;
let clear_player_defense = document.getElementById("player_defense");
if (player.defense < 0) {
player.defense = 0;
clear_player_defense.remove();
} else if (player.defense > 1) {
document.getElementById("player_defense_text").innerText =
": " + player.defense;
action_points(-1);
} else {
create_image(
"./defense.png",
"stat_icon",
"player_defense",
"player_stats"
);
document.getElementById("player_defense_text").innerText =
": " + player.defense;
action_points(-1);
}
if (player.defense <= 0) {
player.defense = 0;
clear_player_defense.remove();
}
}
/* -----End player defense ----- */
/* -----Turn End----- */
function end_turn() {
let in_hand_cards = document.getElementsByClassName("in_hand_card");
let player_hand = player.hand;
for (let i = 0; i < in_hand_cards.length; i++) {
let card = in_hand_cards.item(i);
for (let j = 0; j < player_hand.length; j++) {
if (player_hand[j].name == card.innerText) {
document.getElementById(card.id).innerHTML = "discarded";
}
}
}
discard(player.hand);
combat.player_turns++;
turns();
}
/* -----End Turn End----- */
/* ------ Button for Turn end------- */
function end_turn_button() {
let div = document.createElement("div");
div.setAttribute("id", "end_turn_div");
let btn = document.createElement("button");
btn.setAttribute("id", "end_turn");
btn.setAttribute("class", "button");
btn.setAttribute("type", "button");
btn.onclick = end_turn;
btn.innerText = "End Turn";
div.appendChild(btn);
document.getElementById("player_discard").appendChild(div);
return;
}
/* ------END Button for Turn end------- */
/* -----Turn start alert ----- */
function turns() {
if (combat.player_turns > combat.enemy_turns) {
fade("popup");
console.log("turns: start enemy turn");
enemy_turn();
} else {
fade("popup");
action_points(3);
console.log("turns: start player turn");
}
}
/* -----End Turn start alert ----- */
/* ------enemy turn ------ */
function enemy_turn() {
let damage_to_player = encounters.active[0]["power"];
let power_points = encounters.active[0]["power"];
if (player.health > 0 && player.defense <= 0) {
for (let point = 0; point < power_points; point++) {
player.health -= damage_to_player;
}
document.getElementById("player_health_text").innerText =
": " + player.health;
} else if (player.defense > 0) {
player.defense -= damage_to_player;
document.getElementById("player_defense_text").innerText =
": " + player.defense;
if (player.defense <= 0) {
player.health += player.defense;
document.getElementById("player_health_text").innerText =
": " + player.health;
document.getElementById("player_defense").remove();
player.defense = 0;
}
}
if (player.health <= 0) {
console.log("enemy_turn: !--Player is dead--! do the dead code here");
}
combat.enemy_turns++;
turns();
}
/* ------End enemy turn ------ */
/* ------Rewards ------ */
function rewards(encounter_type) {
if (encounter_type == "minion") {
console.log("rewards: do minion reward stuff here");
} else if (encounter_type == "elite") {
console.log("rewards: do Elite reward stuff here");
} else if (encounter_type == "boss") {
console.log("rewards: do BOSS reward stuff here");
} else {
console.log("rewards: do Event stuff here");
}
}
/* ------End Rewards ------ */
/* -----add card to player deck ------ */
function add_card_reward(select_quantity, from_amount) {
let cards = [];
// create reward window
let div = document.createElement("div");
div.setAttribute("id", "add_card_modal");
div.setAttribute("class", "modal");
//create h1 title
let h1 = document.createElement("h1");
h1.setAttribute("id", "add_card_title");
h1.innerHTML = "Choose one card!";
//add container for cards
var div2 = document.createElement("div");
div2.setAttribute("id", "add_card_container");
// create cards
//create close modal button
let btn = document.createElement("button");
btn.innerHTML = "Close Reward Window";
btn.setAttribute("id", "close_modal");
btn.setAttribute("type", "button");
btn.setAttribute("class", "test_button");
//arrange elements
div.insertBefore(h1, div2.nextSibling);
div.insertBefore(div2, btn.nextSibling);
div.appendChild(btn);
// create cards to choose
for (let i = 0; i < from_amount; i++) {
let list_of_elements = [
"Fire",
"Ice",
"Lightning",
"Wind",
"Earth",
"Water",
];
let utility_types = ["draw", "discard", "heal"];
let random_utility = Math.floor(Math.random() * utility_types.length - 1);
let random_card = Math.floor(Math.random() * list_of_elements.length - 1);
let new_card = {};
new_card["id"] = i + 1;
new_card["name"] = list_of_elements[random_card];
new_card["rarity"] = "common";
new_card["power"] = 1;
new_card["damage"] = 1;
new_card["defense"] = 1;
new_card["utility"] = [utility_types[random_utility]];
// logic to get rid of undefined returns - probably due to a delay in generating new card
if (!new_card["name"]) {
i -= 1;
} else {
cards.push(new_card);
let card = document.createElement("div");
card.setAttribute("class", "in_hand_card");
card.setAttribute("id", new_card["name"]);
card.innerHTML = new_card["name"];
div2.appendChild(card);
}
}
//add to page
document.getElementById("backdrop").appendChild(div);
document.getElementById("add_card_modal").style.opacity = 1;
document.getElementById("close_modal").onclick = close;
return;
}
/* -----End card to player deck ------ */
function close() {
let modal = document.getElementById("add_card_modal");
modal.remove();
}
// create element div css is set to opacity 0 and transition time set
// function to change opacity to 1
// timeout to close must include transition time
/* -----create popup window ------ */
function modal(element_id, message) {
let div = document.createElement("div");
let h1 = document.createElement("h1");
h1.innerHTML = message;
div.setAttribute("id", element_id);
div.setAttribute("class", "modal");
div.appendChild(h1);
document.getElementById("backdrop").appendChild(div);
return;
}
/* -----End create popup window ----- */
/* ------fade in/out popup window ----- */
function fade(element_id) {
if (!document.getElementById(element_id)) {
modal(element_id, " modal text");
} else {
console.log("fade: already created!");
}
let opacity = document.getElementById(element_id).style.opacity;
if (opacity == 0) {
setTimeout(() => {
document.getElementById(element_id).style.opacity = 1;
}, 1);
} else {
document.getElementById(element_id).style.opacity = 0;
let window = document.getElementById(element_id);
if (window) {
setTimeout(() => {
document.getElementById(element_id).remove();
}, 1000);
}
}
}
/* -----End fade in/out popup window ----- */
/* ------mouse click and tag console log------- */
document.onmousedown = function (e) {
let target_class = e.target.className;
let target_name = e.target.innerHTML;
let target_id = e.target.id;
if (
target_class == "in_hand_card" ||
target_class == "in_hand_card highlight"
) {
highlight(target_name, target_id);
// play_card(target_name, target_id);
} else if (
target_class == "action_button" ||
target_class == "action_button active"
) {
set_active(target_id);
} else if (target_id == "popup") {
fade("popup");
} else if (target_id == "draw_button") {
draw_check(5);
} else {
console.log("document.onmousedown: mouseclick");
}
};
/*-----End mouse click and tag console log -----*/
/* ------highlight card ------ */
function highlight(name, id) {
let selected = document.getElementById(id).classList;
if (selected.contains("highlight")) {
document.getElementById(id).classList.remove("highlight");
toggle_play_card_button();
} else {
document.getElementById(id).classList.add("highlight");
toggle_play_card_button();
}
}
/* ------End highlight card ------ */
/* ------ play highlighted card button------- */
function toggle_play_card_button() {
let check_highlight = document.getElementsByClassName("highlight");
let check_button = document.getElementById("play_card_button");
if (check_highlight.length == 1 && !check_button) {
let btn = document.createElement("button");
btn.setAttribute("id", "play_card_button");
btn.setAttribute("type", "button");
btn.onclick = play_cards_button;
btn.innerText = "Play Card";
document.getElementById("player_hand").appendChild(btn);
} else if (check_highlight.length > 1) {
} else if (check_button && check_highlight.length < 1) {
document.getElementById("play_card_button").remove();
}
}
/* ------END play highlighted card button------- */
/* -----play_cards_button----- */
function play_cards_button() {
let highlighted_cards = document.getElementsByClassName("highlight");
for (let card = 0; card < highlighted_cards.length; card++) {
let card_id = highlighted_cards[card]["id"];
let card_name = highlighted_cards[card]["innerText"];
if (!!card_name || !!card_id) {
card -= 1;
}
play_card(card_name, card_id);
document.getElementById(card_id).classList.remove("highlight");
}
document.getElementById("play_card_button").remove();
}
/* -----End play_cards_button----- */
/* -----set active class to button ----- */
function set_active(target) {
let other_buttons = document.getElementsByClassName("action_button active");
for (let i = 0; i < other_buttons.length; i++) {
other_buttons[i].classList.remove("active");
}
let set_active = document.getElementById(target);
set_active.classList.toggle("active");
hand_action_type();
}
/* -----End set active class to button ----- */
/* -----change action type of cards in hand ------ */
function hand_action_type() {
let image = document.getElementsByClassName("card_image");
for (let i = 0; i < image.length; i++) {
if (!!image) {
let active = check_active_type();
let new_source = active + ".png";
image[i].children[0].src = new_source;
}
}
return;
}
/* -----END change action type of cards in hand ------ */
/* ------ TEST ------ */
var test_button = document.createElement("button");
test_button.setAttribute("type", "button");
test_button.setAttribute("class", "test_button");
test_button.setAttribute("id", "test_button");
test_button.innerText = "Test Button";
test_button.onclick = test;
document.getElementById("player_actions").appendChild(test_button);
function test() {
console.log("!!-----Test-----!!");
// end_turn();
// add_card_reward(0, 3);
console.log(player.deck);
// console.log(player.hand);
// console.log(player.discard);
// console.log(encounters.active);
// console.log(encounters.active[0]);
// console.log(encounters.deck);
return;
}
/* ------ End TEST ------ */
/* add event listener mouse enter to all elements with same class name */
// const select_card = document.getElementsByClassName("in_hand_card");
// for (let i = 0; i < select_card.length; i++) {
// select_card[i].addEventListener(
// "mouseenter",
// (event) => {
// // highlight the mouseenter target
// event.target.style.color = "purple";
// console.log("!mouse enter!");
// // reset the color after a short delay
// setTimeout(() => {
// event.target.style.color = "";
// }, 500);
// },
// false
// );
// }