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/**
* @typedef {Object} Card
* @property {number} x
* @property {number} y
* @property {CardData} card
* @property {boolean} isFaceUp
*/
/**
* @typedef {Object} CardData
* @property {string} suit
* @property {string} value
*/
/**
* @typedef {Object} GameState
* @property {Card[]} cards
* @property {Card|null} draggingCard
* @property {CardData[]} deck
* @property {{x: number, y: number}} stackPosition
*/
// 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 PATTERN_SIZE = 10;
const INITIAL_CARD_X = 20;
const INITIAL_CARD_Y = 20;
const FONT_SIZE = '34px "pokemon-font", monospace';
const CARD_BORDER_COLOR = '#000000';
const CARD_FACE_COLOR = '#FFFFFF';
// 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 => {
const result = [...array];
for (let i = result.length - 1; i > 0; i--) {
const j = Math.floor(Math.random() * (i + 1));
[result[i], result[j]] = [result[j], result[i]];
}
return result;
};
const createDeck = () => SUITS.flatMap(suit => VALUES.map(value => ({ suit, value })));
// Create a more functional card factory
const createCard = (x, y, cardData) => Object.freeze({
x: x + PADDING,
y: y + PADDING,
card: Object.freeze({ ...cardData }),
isFaceUp: false
});
// Function to check if a point is within a card
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 drawCardBack = card => {
ctx.fillRect(card.x, card.y, CARD_WIDTH, CARD_HEIGHT);
drawRetroPattern(card);
ctx.strokeStyle = CARD_BORDER_COLOR;
ctx.strokeRect(card.x, card.y, CARD_WIDTH, CARD_HEIGHT);
};
const drawRetroPattern = card => {
const checkeredSize = 10; // Size of each square in the checkered pattern
for (let i = 0; i < CARD_WIDTH; i += checkeredSize) {
for (let j = 0; j < CARD_HEIGHT; j += checkeredSize) {
// Alternate colors for the checkered pattern
ctx.fillStyle = (Math.floor(i / checkeredSize) + Math.floor(j / checkeredSize)) % 2 === 0 ? '#FF9900' : '#FFCC00';
ctx.fillRect(card.x + i, card.y + j, checkeredSize, checkeredSize);
}
}
};
const drawCardFront = card => {
ctx.fillStyle = CARD_FACE_COLOR;
ctx.fillRect(card.x, card.y, CARD_WIDTH, CARD_HEIGHT);
ctx.fillStyle = CARD_BORDER_COLOR;
ctx.font = FONT_SIZE;
ctx.strokeRect(card.x, card.y, CARD_WIDTH, CARD_HEIGHT);
// Draw value and suit with a retro font style
drawCardValue(card.card.value, card.x + 12, card.y + 42, 'left');
drawCardSuit(card.card.suit, card.x + CARD_WIDTH / 2, card.y + CARD_HEIGHT / 2 + 20);
};
const drawCardValue = (value, x, y, alignment) => {
ctx.textAlign = alignment;
ctx.fillStyle = CARD_BORDER_COLOR;
ctx.fillText(value, x, y);
};
const drawCardSuit = (suit, x, y) => {
ctx.textAlign = 'center';
ctx.fillStyle = CARD_BORDER_COLOR;
ctx.fillText(suit, x, y);
};
const renderCard = card => {
card.isFaceUp ? drawCardFront(card) : drawCardBack(card);
};
const renderAllCards = cards => {
clearCanvas();
cards.forEach(renderCard); // Renders cards in the order they are in the array
};
// State management
let gameState;
const initializeGameState = () => ({
cards: [],
draggingCard: null,
deck: shuffle(createDeck()),
stackPosition: { x: 0, y: 0 }
});
const initializeGame = () => {
try {
gameState = initializeGameState();
gameState.cards = gameState.deck.map((cardData, index) =>
createCard(INITIAL_CARD_X, INITIAL_CARD_Y + index * 5, cardData)
);
clearCanvas();
renderAllCards(gameState.cards);
setupEventListeners();
} catch (error) {
console.error('Failed to initialize game:', error);
alert('Failed to initialize game. Please refresh the page.');
}
};
const setupEventListeners = () => {
canvas.addEventListener('mousedown', handleMouseDown);
canvas.addEventListener('contextmenu', e => e.preventDefault());
document.addEventListener('keydown', e => {
if (e.key === 'q') handleResetGame();
});
};
// Event handlers
const handleMouseMove = e => {
if (!gameState.draggingCard) return;
const rect = canvas.getBoundingClientRect();
const newX = e.clientX - rect.left - dragOffset.x;
const newY = e.clientY - rect.top - dragOffset.y;
// Update the card's position immutably
const updatedCard = moveCard(gameState.draggingCard, newX, newY);
gameState.cards = gameState.cards.map(card =>
card === gameState.draggingCard ? updatedCard : card
);
gameState.draggingCard = updatedCard;
renderAllCards(gameState.cards);
};
const handleMouseUp = e => {
if (!gameState.draggingCard) {
const rect = canvas.getBoundingClientRect();
const x = e.clientX - rect.left;
const y = e.clientY - rect.top;
// Check if a card was clicked
const clickedCard = gameState.cards.slice().reverse().find(card => isPointInCard(x, y, card));
if (clickedCard) {
// Move the clicked card to the top of the stack
gameState.cards = gameState.cards.filter(card => card !== clickedCard);
gameState.cards.push(clickedCard);
renderAllCards(gameState.cards); // Re-render all cards
}
}
gameState.draggingCard = null;
document.removeEventListener('mousemove', handleMouseMove);
document.removeEventListener('mouseup', handleMouseUp);
};
let dragOffset = { x: 0, y: 0 }; // To store the offset of the click position
const findClickedCard = (x, y, cards) =>
cards.slice().reverse().find(card => isPointInCard(x, y, card));
const moveCardToTop = (targetCard, cards) => [
...cards.filter(card => card !== targetCard),
targetCard
];
const handleMouseDown = e => {
const rect = canvas.getBoundingClientRect();
const x = e.clientX - rect.left;
const y = e.clientY - rect.top;
if (e.button === 2) {
e.preventDefault();
const clickedCard = findClickedCard(x, y, gameState.cards);
if (clickedCard) {
const updatedCard = toggleCardFace(clickedCard);
gameState.cards = gameState.cards.map(card =>
card === clickedCard ? updatedCard : card
);
renderAllCards(gameState.cards);
}
return;
}
const clickedCard = findClickedCard(x, y, gameState.cards);
if (clickedCard) {
gameState.draggingCard = clickedCard;
dragOffset = {
x: x - clickedCard.x,
y: y - clickedCard.y
};
gameState.cards = moveCardToTop(clickedCard, gameState.cards);
document.addEventListener('mousemove', handleMouseMove);
document.addEventListener('mouseup', handleMouseUp);
}
};
// Add this function to handle the reset confirmation
const handleResetGame = () => {
if (confirm("Would you like to reset the cards?")) {
initializeGame(); // Reset the game state
}
};
const moveCard = (card, newX, newY) => ({
...card,
x: newX,
y: newY
});
const toggleCardFace = card => ({
...card,
isFaceUp: !card.isFaceUp
});
// Start the game
initializeGame();
// Clean up on window unload
window.addEventListener('unload', () => {
canvas.removeEventListener('mousedown', handleMouseDown);
canvas.removeEventListener('contextmenu', e => e.preventDefault());
});
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