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feature: added game room, card manipulation (dragging, stacking, tapping)
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2 changed files with 395 additions and 2 deletions
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webclientvue/public/mtgCardBack.jpg
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webclientvue/public/mtgCardBack.jpg
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After Width: | Height: | Size: 118 KiB |
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@ -1,3 +1,396 @@
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<template>
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<p>HELLO</p>
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</template>
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<div class="game">
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<div class="play-area-container">
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<div>
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<!-- This div is a container for the main play area -->
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<div class="play-view-area">
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<!-- Render stacks of cards -->
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<div v-for="(stack, index) in cardStacks" :key="index" class="card-stack">
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<!-- Cards in stack rendering is handled below, this is commented out old version -->
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<!-- <div
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v-for="(card, i) in stack"
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:key="card.id"
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class="card"
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:style="cardStyle(card, i)"
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@mousedown="startDrag(card, $event)"
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@dblclick="toggleTap(card)"
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>
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{{ card.name }}
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</div> -->
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</div>
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</div>
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<div class="play-area">
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<div class="bg-black" ref="playArea" style="height: 100%">
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<div v-for="(stack, index) in cardStacks" :key="index" class="card-stack">
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<div
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v-for="(card, i) in stack"
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:key="card.id"
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class="card"
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:style="cardStyle(card, i)"
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@mousedown="startDrag(card, $event)"
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@dblclick="toggleTap(card)"
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@mouseover="card.peek = true"
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@mouseleave="card.peek = false"
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>
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{{ card.name }}
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</div>
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</div>
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<div
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class="bg-yellow absolute"
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ref="drawArea"
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style="overflow-x: scroll; height: 20%; width: 100%; bottom: 0;"
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></div>
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</div>
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<!-- For each stack in computed cardStacks, render each card -->
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</div>
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</div>
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<div class="bg-green flex justify-center items-center">
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<!-- Show enlarged "peeked" cards here -->
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<div
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v-for="card in peekedCards"
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:key="card.id"
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class="card"
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:style="{ position: 'relative', width: '200px', height: '260px', zIndex: 100 }"
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>
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<div class="text-center">{{ card.name }}</div>
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<div class="text-center" style="font-size: 12px; color: #666">Peeked</div>
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</div>
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</div>
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</div>
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<div class="controls">
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<button @click="addCard()">Add Card P1</button>
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<button @click="clearBoard">Clear</button>
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</div>
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</div>
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</template>
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<script setup lang="ts">
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import { ref, computed } from 'vue';
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import type { CSSProperties } from 'vue';
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// Define the Card interface, which describes the shape of a card object
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interface Card {
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id: number;
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name: string;
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x: number; // x-coordinate on the board grid
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y: number; // y-coordinate on the board grid
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tapped: boolean; // whether the card is tapped (rotated 90 degrees)
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peek?: boolean; // optional: if the card is currently being peeked (hovered)
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}
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// Constants defining card size in pixels
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const CARD_WIDTH = 60;
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const CARD_HEIGHT = 90;
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// Reactive state holding all cards
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const cards = ref<Card[]>([]);
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// Currently dragged card (or null if none)
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const dragging = ref<Card | null>(null);
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// Offset between mouse pointer and card top-left when dragging starts
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const offset = ref({ x: 0, y: 0 });
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// Unique ID counter for cards
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const cardId = ref(1);
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// Reference to the play area DOM element (used for boundary calculations)
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const playArea = ref<HTMLElement | null>(null);
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const drawArea = ref<HTMLElement | null>(null);
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// Computed array of cards currently peeked (hovered)
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const peekedCards = computed(() => cards.value.filter((c) => c.peek));
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// The array of cards being dragged together (stack)
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const draggedStack = ref<Card[]>([]);
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/**
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* Add a new card at a random but grid-aligned position.
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* The math:
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* - Random x between 100 and 300 px (100 + random*200)
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* - Divided by CARD_WIDTH (60) to snap to grid, rounded
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* - Multiplied back by CARD_WIDTH for exact grid alignment
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* Similar for y, but with CARD_HEIGHT (90).
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*/
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const addCard = () => {
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if (!drawArea.value || !playArea.value) return;
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const drawAreaRect = drawArea.value.getBoundingClientRect();
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const playAreaRect = playArea.value.getBoundingClientRect();
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// Calculate drawArea's top-left relative to playArea
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const drawAreaLeftRel =
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Math.round((drawAreaRect.left - playAreaRect.left) / CARD_WIDTH) * CARD_WIDTH;
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const drawAreaTopRel =
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Math.round((drawAreaRect.top - playAreaRect.top) / CARD_HEIGHT) * CARD_HEIGHT;
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// Find how many cards already exist horizontally in the drawArea
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const cardsInDrawArea = cards.value.filter(
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(card) =>
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card.y === drawAreaTopRel && // same y line (same row)
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card.x >= drawAreaLeftRel &&
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card.x < drawAreaLeftRel + drawAreaRect.width,
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);
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// Position new card horizontally next to existing cards in drawArea
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const newX = drawAreaLeftRel + cardsInDrawArea.length * CARD_WIDTH;
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const newY = drawAreaTopRel;
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cards.value.push({
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id: cardId.value,
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name: 'Card ' + cardId.value,
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x: newX,
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y: newY,
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tapped: false,
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});
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cardId.value++;
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};
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/**
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* Clear the board by removing all cards.
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*/
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const clearBoard = () => {
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cards.value = [];
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};
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/**
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* Called when user starts dragging a card.
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* - Prevents multiple drag initiations.
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* - Calculates offset between mouse and card position (for smooth drag).
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* - Finds all cards stacked at the same (x, y) to drag the entire stack.
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* - Checks if the dragged card is topmost in that stack.
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* - If yes, drag whole stack.
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* - Otherwise, drag only the selected card.
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* - Adds mousemove and mouseup event listeners for dragging.
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*/
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const startDrag = (card: Card, e: MouseEvent) => {
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if (dragging.value) return;
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dragging.value = card;
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offset.value = {
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x: e.clientX - card.x,
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y: e.clientY - card.y,
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};
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// Get all cards at the same position (stack)
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const stack = cards.value.filter((c) => c.x === card.x && c.y === card.y);
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// The last card in the stack array is the top visually
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const topCard = stack[stack.length - 1];
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if (card.id === topCard?.id) {
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// Drag entire stack if card is top card
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draggedStack.value = stack;
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} else {
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// Drag only the single card otherwise
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draggedStack.value = [card];
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}
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window.addEventListener('mousemove', dragMove);
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window.addEventListener('mouseup', stopDrag);
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};
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/**
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* Handles the mousemove event during dragging.
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* - Calculates new position relative to play area boundaries.
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* - Snaps the position to the grid by rounding to nearest CARD_WIDTH/HEIGHT multiple.
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* - Ensures cards stay inside play area.
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* - Moves all cards in draggedStack by the calculated delta.
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*/
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const dragMove = (e: MouseEvent) => {
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if (!dragging.value || !playArea.value) return;
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// Get play area bounding rectangle for constraints
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const rect = playArea.value.getBoundingClientRect();
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// Calculate new X and Y by subtracting the offset
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let newX = e.clientX - offset.value.x;
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let newY = e.clientY - offset.value.y;
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// Snap newX and newY to the grid
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newX = Math.round(newX / CARD_WIDTH) * CARD_WIDTH;
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newY = Math.round(newY / CARD_HEIGHT) * CARD_HEIGHT;
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// Clamp newX and newY so cards do not go out of play area
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newX = Math.max(0, Math.min(newX, rect.width - CARD_WIDTH));
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newY = Math.max(0, Math.min(newY, rect.height - CARD_HEIGHT));
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// Calculate how far the cards moved (delta)
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const dx = newX - dragging.value.x;
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const dy = newY - dragging.value.y;
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// Move all cards in the dragged stack by the delta
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for (const c of draggedStack.value) {
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c.x += dx;
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c.y += dy;
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}
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};
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/**
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* Called when dragging stops (mouse up).
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* - Removes dragged cards from the current array.
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* - Inserts dragged cards back either at the position of the stack at new location,
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* or at the end if no stack exists there.
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* - Clears dragging state and removes event listeners.
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*/
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const stopDrag = () => {
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if (!dragging.value) return;
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const draggedCards = draggedStack.value;
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// Remove dragged cards from original cards array
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for (const card of draggedCards) {
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const index = cards.value.findIndex((c) => c.id === card.id);
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if (index !== -1) {
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cards.value.splice(index, 1);
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}
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}
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// Find if there's an existing stack at the new position
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const insertIndex = cards.value.findIndex(
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(c) => c.x === dragging.value!.x && c.y === dragging.value!.y,
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);
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if (insertIndex === -1) {
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// If no stack exists, add dragged cards at the end
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cards.value.push(...draggedCards);
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} else {
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// Insert dragged cards before the existing stack to keep them visually below
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cards.value.splice(insertIndex, 0, ...draggedCards);
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}
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// Reset drag state
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dragging.value = null;
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draggedStack.value = [];
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// Remove event listeners
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window.removeEventListener('mousemove', dragMove);
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window.removeEventListener('mouseup', stopDrag);
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};
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/**
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* Toggles the tapped (rotated) state for all cards in the same stack.
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* - When a card is double-clicked, find all cards stacked with it.
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* - If the card is tapped, untap all cards in stack.
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* - Otherwise, tap all cards in stack.
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*/
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const toggleTap = (card: Card) => {
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// Find all cards at same position
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const sameStack = cards.value.filter((c) => c.x === card.x && c.y === card.y);
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// If tapped, untap; if untapped, tap
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const shouldTap = !card.tapped;
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// Set tapped state for entire stack
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for (const c of sameStack) {
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c.tapped = shouldTap;
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}
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};
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/**
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* Groups cards into stacks by their (x,y) position.
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* Returns an array of stacks, each stack is an array of cards.
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*/
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const cardStacks = computed(() => {
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const groups: Record<string, Card[]> = {};
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for (const card of cards.value) {
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// Use x,y as unique key for group
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const key = `${card.x},${card.y}`;
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if (!groups[key]) groups[key] = [];
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groups[key].push(card);
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}
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// Return all groups as array of stacks
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return Object.values(groups);
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});
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/**
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* Generates CSS styles for each card based on its position and index in stack.
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* - Cards are absolutely positioned based on their x,y grid coordinates.
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* - Each subsequent card in a stack is offset by 12px down and right to create stacking effect.
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* - Tapped cards are rotated 90 degrees.
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* - zIndex increases with stack index to render top cards above bottom ones.
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*/
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const cardStyle = (card: Card, index: number): CSSProperties => ({
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position: 'absolute',
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top: `${card.y + index * 12}px`, // Vertical position + offset per card in stack
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left: `${card.x + index * 12}px`, // Horizontal position + offset per card in stack
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transform: card.tapped ? 'rotate(90deg)' : 'none', // Rotate if tapped
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transition: 'transform 0.2s ease', // Smooth rotation transition
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zIndex: 10 + index, // Higher index cards appear on top
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backgroundImage: 'url(/mtgCardBack.jpg)', // Background image for card
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backgroundSize: '100% 100%',
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});
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</script>
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<style scoped>
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/* Main container for the entire game, flex column fills viewport height */
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.game {
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display: flex;
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flex-direction: column;
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height: 100vh;
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}
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/* Control buttons container */
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.controls {
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padding: 10px;
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background: #eee;
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gap: 10px;
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}
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/* Play area where cards are rendered */
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.play-area {
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height: 50%;
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width: 50%;
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background: #4a5568;
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position: absolute;
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bottom: 0;
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overflow: hidden; /* prevent overflow outside play area */
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}
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/* Upper play view area (red background) */
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.play-view-area {
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background: red;
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position: absolute;
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width: 50%;
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height: 50%;
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overflow: hidden;
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top: 0;
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}
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/* Container for play area and other UI elements */
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.play-area-container {
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position: relative;
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display: grid;
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grid-template-columns: 1fr 1fr;
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width: 100%;
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height: 100%;
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overflow: hidden;
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}
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/* Each card stack container is absolutely positioned */
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.card-stack {
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position: absolute;
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}
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/* Styles for each card */
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.card {
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width: 60px; /* matches CARD_WIDTH */
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height: 90px; /* matches CARD_HEIGHT */
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background: #edf2f7;
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border: 1px solid #2d3748;
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border-radius: 4px;
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text-align: center;
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line-height: 90px; /* vertically center card name */
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user-select: none; /* disable text selection */
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cursor: grab;
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font-size: 10px;
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box-shadow: 0 2px 4px rgba(0, 0, 0, 0.2);
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}
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</style>
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