Files
cardconjurer/data/life/life.js
2019-08-10 12:03:28 -07:00

194 lines
6.9 KiB
JavaScript

//============================================//
// Card Conjurer, by Kyle Burton //
//============================================//
//define variables
var playerCount, startingLifeTotal, firstPlayerWide = false, lastPlayerWide = false, playerList = [], rowHeight = 0, columnWidth = 0, rowCount = 0
//This function sets everything up
function fullscreen() {
//Full screen!
grid = document.getElementById("mainGrid")
if (grid.requestFullscreen) {
alert("regular")
grid.requestFullscreen()
} else if (grid.mozRequestFullScreen) {
alert("moz")
grid.mozRequestFullScreen()
} else if (grid.webkitRequestFullscreen) {
alert("webkit")
grid.webkitRequestFullscreen()
} else if (grid.msRequestFullscreen) {
alert("ms")
grid.msRequestFullscreen()
} else {
alert("none")
document.getElementById("return").classList.add("permaHidden")
document.getElementById("mainGrid").classList.add("fullscreenUnavailable")
}
}
function startGame() {
fullscreen()
document.getElementById("return").classList.remove("hidden")
//hide the settings and grab player count and starting life total
document.getElementById("settings").classList.add("hidden")
playerCount = parseInt(document.getElementById("inputPlayerCount").value)
startingLifeTotal = parseInt(document.getElementById("inputStartingLife").value)
//determine the layout based on player count
if (playerCount % 2 == 0) {
if (playerCount >= 6) {
firstPlayerWide = true
lastPlayerWide = true
}
} else {
lastPlayerWide = true
}
//Make all the player boxes
for (var i = 1; i <= playerCount; i ++) {
//determine if the current box is rotated or widened
var rotation, wide = false
var orientationIndexAdjust = 0
if (firstPlayerWide) {
orientationIndexAdjust += 1
}
if (i == 1 && firstPlayerWide) {
rotation = 180
} else if (i == playerCount && lastPlayerWide) {
rotation = 0
} else if ((i + orientationIndexAdjust) % 2 == 0) {
rotation = 270
} else {
rotation = 90
}
if ((i == 1 && firstPlayerWide) || (i == playerCount && lastPlayerWide)) {wide = true}
playerList[i - 1] = new playerBox(i, rotation, wide)
}
//Determine the grid size
columnWidth = screen.width / 2 - 2
rowCount = (playerCount - playerCount % 2) / 2 + 1
if (playerCount == 2 || playerCount == 4) {
rowCount -= 1
}
rowHeight = screen.height / rowCount - 2
//Now that all the player boxes are made, they must be configured
for (var i = 1; i <= playerCount; i++) {
configurePlayerBox(i)
}
//Set up the clock!
setInterval(function() {
for (var i = 1; i <= playerCount; i++) {
if (playerList[i - 1].canvas.customVarMouseDown != "false") {
playerList[i - 1].canvas.customVarMouseDelay += 1
if (playerList[i - 1].canvas.customVarMouseDelay > 5) {
if (playerList[i - 1].canvas.customVarMouseDown == "up") {
playerList[i - 1].life += 1
} else {
playerList[i - 1].life -= 1
}
if (playerList[i - 1].canvas.customVarMouseDelay > 50) {
if (playerList[i - 1].canvas.customVarMouseDown == "up") {
playerList[i - 1].life += 4
} else {
playerList[i - 1].life -= 4
}
}
}
}
var context = playerList[i - 1].canvas.customVarContext
context.textBaseline = "middle"
var tempFontSize = 100
context.font = "100pt belerenbsc"
var currentLife = playerList[context.customVarCanvas.customVarID - 1].life
context.fillStyle = "#222"
var tempCanvasHeight = context.customVarCanvas.height, tempCanvasWidth = context.customVarCanvas.width
if (playerList[context.customVarCanvas.customVarID - 1].rotation == 90 || playerList[context.customVarCanvas.customVarID - 1].rotation == 270) {
tempCanvasHeight = tempCanvasWidth
tempCanvasWidth = context.customVarCanvas.height
}
context.fillRect(tempCanvasWidth / -2, tempCanvasHeight / -2, tempCanvasWidth, tempCanvasHeight)
context.fillStyle = "#eee"
while (context.measureText(currentLife).width >= tempCanvasWidth) {
tempFontSize -= 1
context.font = tempFontSize + "pt belerenbsc"
}
var horizontalShift = -1 * parseInt(context.measureText(currentLife).width) / 2
context.fillText(currentLife, horizontalShift, 0)
}
}, 100)
}
function playerBox(playerBoxID, canvasRotation, wide) {
this.id = playerBoxID
this.rotation = canvasRotation
this.life = startingLifeTotal
this.canvas = document.createElement("canvas")
this.canvas.customVarMouseDown = "false"
this.canvas.customVarMouseDelay = 0
this.canvas.customVarID = playerBoxID
this.canvas.customVarContext = this.canvas.getContext("2d")
this.canvas.customVarContext.customVarCanvas = this.canvas
this.canvas.classList.add("playerBox")
if (wide) {
this.canvas.classList.add("widePlayerBox")
}
document.getElementById("mainGrid").appendChild(this.canvas)
this.canvas.addEventListener("mousedown", function() {
mouseDownPlayerBox(this, event.clientX, event.clientY)
})
document.addEventListener("mouseup", function() {
mouseUpPlayerBox(this)
})
}
function configurePlayerBox(playerBoxID) {
var currentPlayer = playerList[playerBoxID - 1]
var context = currentPlayer.canvas.customVarContext
currentPlayer.canvas.width = columnWidth
if (playerList[playerBoxID - 1].canvas.classList.contains("widePlayerBox")) {
currentPlayer.canvas.width = columnWidth * 2 + 2
}
currentPlayer.canvas.height = rowHeight
context.translate(currentPlayer.canvas.width / 2, currentPlayer.canvas.height / 2)
context.rotate(Math.PI / 180 * currentPlayer.rotation)
}
function mouseDownPlayerBox(canvas, clickX = 0, clickY = 0) {
if (clickX > 0 && clickY > 0) {
var playerBoxBounds = canvas.getBoundingClientRect()
if (playerList[canvas.customVarID - 1].rotation == 0) {
if (clickX > playerBoxBounds.width / 2 + playerBoxBounds.x) {
canvas.customVarMouseDown = "up"
playerList[canvas.customVarID - 1].life += 1
} else {
canvas.customVarMouseDown = "down"
playerList[canvas.customVarID - 1].life -= 1
}
} else if (playerList[canvas.customVarID - 1].rotation == 90) {
if (clickY > playerBoxBounds.height / 2 + playerBoxBounds.y) {
canvas.customVarMouseDown = "up"
playerList[canvas.customVarID - 1].life += 1
} else {
canvas.customVarMouseDown = "down"
playerList[canvas.customVarID - 1].life -= 1
}
} else if (playerList[canvas.customVarID - 1].rotation == 180) {
if (clickX > playerBoxBounds.width / 2 + playerBoxBounds.x) {
canvas.customVarMouseDown = "down"
playerList[canvas.customVarID - 1].life -= 1
} else {
canvas.customVarMouseDown = "up"
playerList[canvas.customVarID - 1].life += 1
}
} else {
if (clickY > playerBoxBounds.height / 2 + playerBoxBounds.y) {
canvas.customVarMouseDown = "down"
playerList[canvas.customVarID - 1].life -= 1
} else {
canvas.customVarMouseDown = "up"
playerList[canvas.customVarID - 1].life += 1
}
}
}
}
function mouseUpPlayerBox() {
for (var i = 1; i <= playerCount; i++) {
playerList[i - 1].canvas.customVarMouseDown = "false"
playerList[i - 1].canvas.customVarMouseDelay = 0
}
}