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path: root/html/cards/index.html
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<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>Cards</title>
    <style>
        body {
            margin: 0;
            padding: 0;
        }

        canvas {
            display: block;
        }
    </style>
</head>
<body>
    <canvas id="cards"></canvas>
    <script>
        // Constants
        const CARD_WIDTH = 100;
        const CARD_HEIGHT = 150;
        const PADDING = 10;
        const SUITS = ['❤️', '♦️', '♣️', '♠️'];
        const VALUES = ['2', '3', '4', '5', '6', '7', '8', '9', '10', 'J', 'Q', 'K', 'A'];
        const CARD_BACK_COLOR = '#0066cc';
        const PATTERN_SIZE = 10;

        // Canvas setup
        const canvas = document.getElementById('cards');
        const ctx = canvas.getContext('2d');
        canvas.width = window.innerWidth;
        canvas.height = window.innerHeight;

        // Pure functions
        const shuffle = array => [...array]
            .reduce((acc, _, i) => {
                const j = Math.floor(Math.random() * (i + 1));
                [acc[i], acc[j]] = [acc[j], acc[i]];
                return acc;
            }, [...array]);

        const createDeck = () => 
            SUITS.flatMap(suit => VALUES.map(value => ({ suit, value })));

        const createCard = (x, y, cardData) => ({
            x: x + 20,
            y: y + 20,
            card: cardData,
            isFaceUp: false  // Cards start face down
        });

        const isPointInCard = (x, y, card) =>
            x >= card.x &&
            x <= card.x + CARD_WIDTH &&
            y >= card.y &&
            y <= card.y + CARD_HEIGHT;

        // Rendering functions
        const clearCanvas = () => {
            ctx.fillStyle = 'beige';
            ctx.fillRect(0, 0, canvas.width, canvas.height);
        };

        const renderCardBack = card => {
            // Draw blue background
            ctx.fillStyle = CARD_BACK_COLOR;
            ctx.fillRect(card.x, card.y, CARD_WIDTH, CARD_HEIGHT);
            
            // Draw checkered pattern
            ctx.strokeStyle = '#003366';
            for (let i = 0; i < CARD_WIDTH; i += PATTERN_SIZE) {
                for (let j = 0; j < CARD_HEIGHT; j += PATTERN_SIZE) {
                    if ((i + j) % (PATTERN_SIZE * 2) === 0) {
                        ctx.fillStyle = '#0055aa';
                        ctx.fillRect(card.x + i, card.y + j, PATTERN_SIZE, PATTERN_SIZE);
                    }
                }
            }
            
            // Draw border
            ctx.strokeStyle = 'black';
            ctx.strokeRect(card.x, card.y, CARD_WIDTH, CARD_HEIGHT);
        };

        const renderCardFront = card => {
            ctx.fillStyle = 'white';
            ctx.fillRect(card.x, card.y, CARD_WIDTH, CARD_HEIGHT);
            ctx.fillStyle = 'black';
            ctx.font = '20px Arial';
            ctx.strokeRect(card.x, card.y, CARD_WIDTH, CARD_HEIGHT);
            ctx.fillText(card.card.value, card.x + 10, card.y + 30);
            ctx.fillText(card.card.suit, card.x + 10, card.y + 60);
        };

        const renderCard = card => {
            if (card.isFaceUp) {
                renderCardFront(card);
            } else {
                renderCardBack(card);
            }
        };

        const renderAllCards = cards => {
            clearCanvas();
            cards.forEach(renderCard);
        };

        // State management
        const gameState = {
            cards: [],
            draggingCard: null,
            deck: shuffle(createDeck()),
            stackPosition: {
                x: 0,
                y: 0
            }
        };

        // Add function to get top card
        const getTopStackCard = () => {
            return gameState.cards.find(card => 
                card.x === gameState.stackPosition.x && 
                card.y === gameState.stackPosition.y
            );
        };

        // Event handlers
        const handleMouseMove = e => {
            if (!gameState.draggingCard) return;

            const rect = canvas.getBoundingClientRect();
            gameState.draggingCard.x = e.clientX - rect.left;
            gameState.draggingCard.y = e.clientY - rect.top;

            renderAllCards(gameState.cards);
        };

        const handleMouseUp = () => {
            gameState.draggingCard = null;
            document.removeEventListener('mousemove', handleMouseMove);
            document.removeEventListener('mouseup', handleMouseUp);
        };

        // Add this function to distribute cards evenly with overlap
        const distributeCards = () => {
            const totalCards = gameState.cards.length;
            const cols = Math.floor((canvas.width - 20) / (CARD_WIDTH / 2)); // Allow overlap by halving the width and accounting for border
            const rows = Math.ceil(totalCards / cols); // Calculate number of rows

            const cardWidthWithPadding = CARD_WIDTH / 2; // Allow overlap
            const cardHeightWithPadding = CARD_HEIGHT / 2; // Allow overlap

            // Calculate starting positions
            const startX = 20 + (canvas.width - (cols * cardWidthWithPadding)) / 2; // Start from 20 pixels from the left
            const startY = 20 + (canvas.height - (rows * cardHeightWithPadding)) / 2; // Start from 20 pixels from the top

            // Distribute cards
            gameState.cards.forEach((card, index) => {
                const row = Math.floor(index / cols);
                const col = index % cols;
                card.x = startX + col * cardWidthWithPadding + (Math.random() * 20 - 10); // Random offset for overlap
                card.y = startY + row * cardHeightWithPadding + (Math.random() * 20 - 10); // Random offset for overlap
                card.isFaceUp = true; // Flip cards face up when distributed
            });

            renderAllCards(gameState.cards);
        };

        // Update handleMouseDown to include double-click detection
        let lastClickTime = 0;
        const handleMouseDown = e => {
            const rect = canvas.getBoundingClientRect();
            const x = e.clientX - rect.left;
            const y = e.clientY - rect.top;

            // Handle right click for card flipping
            if (e.button === 2) { // Right click
                e.preventDefault();
                const clickedCard = gameState.cards.find(card => 
                    isPointInCard(x, y, card) && 
                    (card.x !== gameState.stackPosition.x || card.y !== gameState.stackPosition.y)
                );
                if (clickedCard) {
                    clickedCard.isFaceUp = !clickedCard.isFaceUp;
                    renderAllCards(gameState.cards);
                }
                return;
            }

            // Check for double-click
            const currentTime = new Date().getTime();
            if (currentTime - lastClickTime < 300) { // 300 ms for double-click
                distributeCards(); // Show all cards when double-clicked
                lastClickTime = 0; // Reset last click time
                return;
            }
            lastClickTime = currentTime;

            // Find any clicked card
            const clickedCard = gameState.cards.find(card => isPointInCard(x, y, card));
            
            if (clickedCard) {
                // If it's a card in the stack, handle drawing it
                if (clickedCard.x === gameState.stackPosition.x && 
                    clickedCard.y === gameState.stackPosition.y) {
                    clickedCard.isFaceUp = true;
                }
                
                // Allow dragging regardless of where the card is
                gameState.draggingCard = clickedCard;
                document.addEventListener('mousemove', handleMouseMove);
                document.addEventListener('mouseup', handleMouseUp);
            }
        };

        // Initialize game
        const initializeGame = () => {
            // Create a full deck of cards
            gameState.deck = shuffle(createDeck()); // Ensure we have a full deck
            gameState.cards = gameState.deck.map(cardData => createCard(0, 0, cardData)); // Create cards with initial position (0, 0)

            // Draw cards in a pile with their reverse side showing
            gameState.cards.forEach((card, index) => {
                card.x = 20; // Pile at 20 pixels from the left
                card.y = 20 + index * 5; // Stack cards with a slight offset for visibility
            });

            clearCanvas();
            renderAllCards(gameState.cards);
            
            // Add event listeners
            canvas.addEventListener('mousedown', handleMouseDown);
            canvas.addEventListener('contextmenu', e => e.preventDefault());
        };

        // Start the game
        initializeGame();

        // Clean up on window unload
        window.addEventListener('unload', () => {
            canvas.removeEventListener('mousedown', handleMouseDown);
            canvas.removeEventListener('contextmenu', e => e.preventDefault());
        });
    </script>
</body>
</html>