feature: added game room, card manipulation (dragging, stacking, tapping)

This commit is contained in:
Muhammad Sabeeh 2025-06-19 02:38:59 -04:00
parent 91448e21b1
commit d089e0709a
2 changed files with 395 additions and 2 deletions

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@ -1,3 +1,396 @@
<template>
<p>HELLO</p>
</template>
<div class="game">
<div class="play-area-container">
<div>
<!-- This div is a container for the main play area -->
<div class="play-view-area">
<!-- Render stacks of cards -->
<div v-for="(stack, index) in cardStacks" :key="index" class="card-stack">
<!-- Cards in stack rendering is handled below, this is commented out old version -->
<!-- <div
v-for="(card, i) in stack"
:key="card.id"
class="card"
:style="cardStyle(card, i)"
@mousedown="startDrag(card, $event)"
@dblclick="toggleTap(card)"
>
{{ card.name }}
</div> -->
</div>
</div>
<div class="play-area">
<div class="bg-black" ref="playArea" style="height: 100%">
<div v-for="(stack, index) in cardStacks" :key="index" class="card-stack">
<div
v-for="(card, i) in stack"
:key="card.id"
class="card"
:style="cardStyle(card, i)"
@mousedown="startDrag(card, $event)"
@dblclick="toggleTap(card)"
@mouseover="card.peek = true"
@mouseleave="card.peek = false"
>
{{ card.name }}
</div>
</div>
<div
class="bg-yellow absolute"
ref="drawArea"
style="overflow-x: scroll; height: 20%; width: 100%; bottom: 0;"
></div>
</div>
<!-- For each stack in computed cardStacks, render each card -->
</div>
</div>
<div class="bg-green flex justify-center items-center">
<!-- Show enlarged "peeked" cards here -->
<div
v-for="card in peekedCards"
:key="card.id"
class="card"
:style="{ position: 'relative', width: '200px', height: '260px', zIndex: 100 }"
>
<div class="text-center">{{ card.name }}</div>
<div class="text-center" style="font-size: 12px; color: #666">Peeked</div>
</div>
</div>
</div>
<div class="controls">
<button @click="addCard()">Add Card P1</button>
<button @click="clearBoard">Clear</button>
</div>
</div>
</template>
<script setup lang="ts">
import { ref, computed } from 'vue';
import type { CSSProperties } from 'vue';
// Define the Card interface, which describes the shape of a card object
interface Card {
id: number;
name: string;
x: number; // x-coordinate on the board grid
y: number; // y-coordinate on the board grid
tapped: boolean; // whether the card is tapped (rotated 90 degrees)
peek?: boolean; // optional: if the card is currently being peeked (hovered)
}
// Constants defining card size in pixels
const CARD_WIDTH = 60;
const CARD_HEIGHT = 90;
// Reactive state holding all cards
const cards = ref<Card[]>([]);
// Currently dragged card (or null if none)
const dragging = ref<Card | null>(null);
// Offset between mouse pointer and card top-left when dragging starts
const offset = ref({ x: 0, y: 0 });
// Unique ID counter for cards
const cardId = ref(1);
// Reference to the play area DOM element (used for boundary calculations)
const playArea = ref<HTMLElement | null>(null);
const drawArea = ref<HTMLElement | null>(null);
// Computed array of cards currently peeked (hovered)
const peekedCards = computed(() => cards.value.filter((c) => c.peek));
// The array of cards being dragged together (stack)
const draggedStack = ref<Card[]>([]);
/**
* Add a new card at a random but grid-aligned position.
* The math:
* - Random x between 100 and 300 px (100 + random*200)
* - Divided by CARD_WIDTH (60) to snap to grid, rounded
* - Multiplied back by CARD_WIDTH for exact grid alignment
* Similar for y, but with CARD_HEIGHT (90).
*/
const addCard = () => {
if (!drawArea.value || !playArea.value) return;
const drawAreaRect = drawArea.value.getBoundingClientRect();
const playAreaRect = playArea.value.getBoundingClientRect();
// Calculate drawArea's top-left relative to playArea
const drawAreaLeftRel =
Math.round((drawAreaRect.left - playAreaRect.left) / CARD_WIDTH) * CARD_WIDTH;
const drawAreaTopRel =
Math.round((drawAreaRect.top - playAreaRect.top) / CARD_HEIGHT) * CARD_HEIGHT;
// Find how many cards already exist horizontally in the drawArea
const cardsInDrawArea = cards.value.filter(
(card) =>
card.y === drawAreaTopRel && // same y line (same row)
card.x >= drawAreaLeftRel &&
card.x < drawAreaLeftRel + drawAreaRect.width,
);
// Position new card horizontally next to existing cards in drawArea
const newX = drawAreaLeftRel + cardsInDrawArea.length * CARD_WIDTH;
const newY = drawAreaTopRel;
cards.value.push({
id: cardId.value,
name: 'Card ' + cardId.value,
x: newX,
y: newY,
tapped: false,
});
cardId.value++;
};
/**
* Clear the board by removing all cards.
*/
const clearBoard = () => {
cards.value = [];
};
/**
* Called when user starts dragging a card.
* - Prevents multiple drag initiations.
* - Calculates offset between mouse and card position (for smooth drag).
* - Finds all cards stacked at the same (x, y) to drag the entire stack.
* - Checks if the dragged card is topmost in that stack.
* - If yes, drag whole stack.
* - Otherwise, drag only the selected card.
* - Adds mousemove and mouseup event listeners for dragging.
*/
const startDrag = (card: Card, e: MouseEvent) => {
if (dragging.value) return;
dragging.value = card;
offset.value = {
x: e.clientX - card.x,
y: e.clientY - card.y,
};
// Get all cards at the same position (stack)
const stack = cards.value.filter((c) => c.x === card.x && c.y === card.y);
// The last card in the stack array is the top visually
const topCard = stack[stack.length - 1];
if (card.id === topCard?.id) {
// Drag entire stack if card is top card
draggedStack.value = stack;
} else {
// Drag only the single card otherwise
draggedStack.value = [card];
}
window.addEventListener('mousemove', dragMove);
window.addEventListener('mouseup', stopDrag);
};
/**
* Handles the mousemove event during dragging.
* - Calculates new position relative to play area boundaries.
* - Snaps the position to the grid by rounding to nearest CARD_WIDTH/HEIGHT multiple.
* - Ensures cards stay inside play area.
* - Moves all cards in draggedStack by the calculated delta.
*/
const dragMove = (e: MouseEvent) => {
if (!dragging.value || !playArea.value) return;
// Get play area bounding rectangle for constraints
const rect = playArea.value.getBoundingClientRect();
// Calculate new X and Y by subtracting the offset
let newX = e.clientX - offset.value.x;
let newY = e.clientY - offset.value.y;
// Snap newX and newY to the grid
newX = Math.round(newX / CARD_WIDTH) * CARD_WIDTH;
newY = Math.round(newY / CARD_HEIGHT) * CARD_HEIGHT;
// Clamp newX and newY so cards do not go out of play area
newX = Math.max(0, Math.min(newX, rect.width - CARD_WIDTH));
newY = Math.max(0, Math.min(newY, rect.height - CARD_HEIGHT));
// Calculate how far the cards moved (delta)
const dx = newX - dragging.value.x;
const dy = newY - dragging.value.y;
// Move all cards in the dragged stack by the delta
for (const c of draggedStack.value) {
c.x += dx;
c.y += dy;
}
};
/**
* Called when dragging stops (mouse up).
* - Removes dragged cards from the current array.
* - Inserts dragged cards back either at the position of the stack at new location,
* or at the end if no stack exists there.
* - Clears dragging state and removes event listeners.
*/
const stopDrag = () => {
if (!dragging.value) return;
const draggedCards = draggedStack.value;
// Remove dragged cards from original cards array
for (const card of draggedCards) {
const index = cards.value.findIndex((c) => c.id === card.id);
if (index !== -1) {
cards.value.splice(index, 1);
}
}
// Find if there's an existing stack at the new position
const insertIndex = cards.value.findIndex(
(c) => c.x === dragging.value!.x && c.y === dragging.value!.y,
);
if (insertIndex === -1) {
// If no stack exists, add dragged cards at the end
cards.value.push(...draggedCards);
} else {
// Insert dragged cards before the existing stack to keep them visually below
cards.value.splice(insertIndex, 0, ...draggedCards);
}
// Reset drag state
dragging.value = null;
draggedStack.value = [];
// Remove event listeners
window.removeEventListener('mousemove', dragMove);
window.removeEventListener('mouseup', stopDrag);
};
/**
* Toggles the tapped (rotated) state for all cards in the same stack.
* - When a card is double-clicked, find all cards stacked with it.
* - If the card is tapped, untap all cards in stack.
* - Otherwise, tap all cards in stack.
*/
const toggleTap = (card: Card) => {
// Find all cards at same position
const sameStack = cards.value.filter((c) => c.x === card.x && c.y === card.y);
// If tapped, untap; if untapped, tap
const shouldTap = !card.tapped;
// Set tapped state for entire stack
for (const c of sameStack) {
c.tapped = shouldTap;
}
};
/**
* Groups cards into stacks by their (x,y) position.
* Returns an array of stacks, each stack is an array of cards.
*/
const cardStacks = computed(() => {
const groups: Record<string, Card[]> = {};
for (const card of cards.value) {
// Use x,y as unique key for group
const key = `${card.x},${card.y}`;
if (!groups[key]) groups[key] = [];
groups[key].push(card);
}
// Return all groups as array of stacks
return Object.values(groups);
});
/**
* Generates CSS styles for each card based on its position and index in stack.
* - Cards are absolutely positioned based on their x,y grid coordinates.
* - Each subsequent card in a stack is offset by 12px down and right to create stacking effect.
* - Tapped cards are rotated 90 degrees.
* - zIndex increases with stack index to render top cards above bottom ones.
*/
const cardStyle = (card: Card, index: number): CSSProperties => ({
position: 'absolute',
top: `${card.y + index * 12}px`, // Vertical position + offset per card in stack
left: `${card.x + index * 12}px`, // Horizontal position + offset per card in stack
transform: card.tapped ? 'rotate(90deg)' : 'none', // Rotate if tapped
transition: 'transform 0.2s ease', // Smooth rotation transition
zIndex: 10 + index, // Higher index cards appear on top
backgroundImage: 'url(/mtgCardBack.jpg)', // Background image for card
backgroundSize: '100% 100%',
});
</script>
<style scoped>
/* Main container for the entire game, flex column fills viewport height */
.game {
display: flex;
flex-direction: column;
height: 100vh;
}
/* Control buttons container */
.controls {
padding: 10px;
background: #eee;
gap: 10px;
}
/* Play area where cards are rendered */
.play-area {
height: 50%;
width: 50%;
background: #4a5568;
position: absolute;
bottom: 0;
overflow: hidden; /* prevent overflow outside play area */
}
/* Upper play view area (red background) */
.play-view-area {
background: red;
position: absolute;
width: 50%;
height: 50%;
overflow: hidden;
top: 0;
}
/* Container for play area and other UI elements */
.play-area-container {
position: relative;
display: grid;
grid-template-columns: 1fr 1fr;
width: 100%;
height: 100%;
overflow: hidden;
}
/* Each card stack container is absolutely positioned */
.card-stack {
position: absolute;
}
/* Styles for each card */
.card {
width: 60px; /* matches CARD_WIDTH */
height: 90px; /* matches CARD_HEIGHT */
background: #edf2f7;
border: 1px solid #2d3748;
border-radius: 4px;
text-align: center;
line-height: 90px; /* vertically center card name */
user-select: none; /* disable text selection */
cursor: grab;
font-size: 10px;
box-shadow: 0 2px 4px rgba(0, 0, 0, 0.2);
}
</style>