Upload index.html with huggingface_hub
Browse files- index.html +241 -18
index.html
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| 1 |
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<!DOCTYPE html>
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<html>
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<head>
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<meta charset="UTF-8">
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<title>Alchemy Card Game</title>
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<style>
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* { margin: 0; padding: 0; box-sizing: border-box; }
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body {
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background: #0a0a2a;
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overflow: hidden;
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}
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#game-container {
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width: 100vw;
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height: 100vh;
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display: flex;
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justify-content: center;
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align-items: center;
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}
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canvas {
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background: #1a1a3a;
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box-shadow: 0 0 30px rgba(0,0,0,0.5);
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}
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</style>
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</head>
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<body>
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<div id="game-container">
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<canvas id="gameCanvas"></canvas>
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</div>
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<script>
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class Card {
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constructor(element, rarity) {
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this.element = element;
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this.rarity = rarity;
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this.x = 0;
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this.y = 0;
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this.targetX = 0;
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this.targetY = 0;
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this.width = 100;
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this.height = 150;
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this.selected = false;
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this.isMoving = false;
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this.speed = 0.1;
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}
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move() {
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if (this.x !== this.targetX || this.y !== this.targetY) {
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this.isMoving = true;
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this.x += (this.targetX - this.x) * this.speed;
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this.y += (this.targetY - this.y) * this.speed;
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if (Math.abs(this.x - this.targetX) < 0.1 && Math.abs(this.y - this.targetY) < 0.1) {
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this.x = this.targetX;
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this.y = this.targetY;
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this.isMoving = false;
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}
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}
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}
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draw(ctx) {
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ctx.save();
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// Card shadow
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ctx.shadowColor = 'rgba(0,0,0,0.5)';
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ctx.shadowBlur = 10;
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ctx.shadowOffsetX = 5;
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ctx.shadowOffsetY = 5;
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// Card background
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const gradient = ctx.createLinearGradient(this.x, this.y, this.x + this.width, this.y + this.height);
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gradient.addColorStop(0, this.element.color);
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gradient.addColorStop(1, this.adjustColor(this.element.color, -30));
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ctx.fillStyle = gradient;
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ctx.strokeStyle = this.selected ? '#ffff00' : this.rarity.color;
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ctx.lineWidth = this.selected ? 3 : 2;
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// Card shape with rounded corners
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this.roundRect(ctx, this.x, this.y, this.width, this.height, 10);
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ctx.fill();
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ctx.stroke();
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// Remove shadow for text
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ctx.shadowColor = 'transparent';
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// Element symbol
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ctx.font = '40px Arial';
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ctx.textAlign = 'center';
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ctx.fillStyle = '#ffffff';
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ctx.fillText(this.element.symbol, this.x + this.width/2, this.y + this.height/2);
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// Card details
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ctx.font = '14px Arial';
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ctx.fillStyle = '#ffffff';
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ctx.fillText(this.element.name, this.x + this.width/2, this.y + this.height - 40);
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ctx.fillText(this.rarity.name, this.x + this.width/2, this.y + this.height - 20);
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ctx.restore();
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}
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roundRect(ctx, x, y, width, height, radius) {
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ctx.beginPath();
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ctx.moveTo(x + radius, y);
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ctx.arcTo(x + width, y, x + width, y + height, radius);
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ctx.arcTo(x + width, y + height, x, y + height, radius);
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ctx.arcTo(x, y + height, x, y, radius);
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ctx.arcTo(x, y, x + width, y, radius);
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ctx.closePath();
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}
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adjustColor(color, amount) {
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return '#' + color.replace(/^#/, '').replace(/../g, color =>
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('0' + Math.min(255, Math.max(0, parseInt(color, 16) + amount))
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.toString(16)).substr(-2));
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}
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}
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class Game {
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constructor() {
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this.canvas = document.getElementById('gameCanvas');
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this.ctx = this.canvas.getContext('2d');
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this.canvas.width = 1200;
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this.canvas.height = 800;
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this.cards = [];
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this.selectedCards = [];
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this.elements = {
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FIRE: {name: 'Fire', color: '#ff4400', symbol: '🔥'},
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WATER: {name: 'Water', color: '#0088ff', symbol: '💧'},
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EARTH: {name: 'Earth', color: '#884400', symbol: '🌎'},
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AIR: {name: 'Air', color: '#aaaaff', symbol: '💨'},
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METAL: {name: 'Metal', color: '#cccccc', symbol: '⚒️'},
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MERCURY: {name: 'Mercury', color: '#88ccff', symbol: '☿'},
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SULFUR: {name: 'Sulfur', color: '#ffff00', symbol: '🟡'},
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SALT: {name: 'Salt', color: '#ffffff', symbol: '🧂'}
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};
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this.rarities = {
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COMMON: {name: 'Common', color: '#ffffff', multiplier: 1},
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RARE: {name: 'Rare', color: '#0088ff', multiplier: 1.5},
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EPIC: {name: 'Epic', color: '#aa00ff', multiplier: 2},
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LEGENDARY: {name: 'Legendary', color: '#ffaa00', multiplier: 3}
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};
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this.initializeCards();
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this.bindEvents();
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this.gameLoop();
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}
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initializeCards() {
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let index = 0;
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for (let element in this.elements) {
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for (let rarity in this.rarities) {
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const card = new Card(this.elements[element], this.rarities[rarity]);
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card.x = 50 + (index % 8) * 120;
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card.y = 50 + Math.floor(index / 8) * 170;
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card.targetX = card.x;
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card.targetY = card.y;
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this.cards.push(card);
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index++;
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}
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}
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}
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+
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bindEvents() {
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this.canvas.addEventListener('click', (e) => {
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const rect = this.canvas.getBoundingClientRect();
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const mouseX = e.clientX - rect.left;
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const mouseY = e.clientY - rect.top;
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this.handleCardClick(mouseX, mouseY);
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});
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}
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handleCardClick(mouseX, mouseY) {
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this.cards.forEach(card => {
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if (mouseX > card.x && mouseX < card.x + card.width &&
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mouseY > card.y && mouseY < card.y + card.height) {
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if (!card.selected && !card.isMoving) {
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this.selectCard(card);
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}
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}
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});
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}
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| 185 |
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| 186 |
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selectCard(card) {
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if (this.selectedCards.length < 3) {
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card.selected = true;
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this.selectedCards.push(card);
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| 191 |
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// Move card to bottom center
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const centerX = this.canvas.width / 2;
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const bottomY = this.canvas.height - 200;
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const spacing = 120;
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const startX = centerX - ((this.selectedCards.length - 1) * spacing / 2);
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this.selectedCards.forEach((selectedCard, index) => {
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selectedCard.targetX = startX + (index * spacing);
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selectedCard.targetY = bottomY;
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});
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if (this.selectedCards.length === 3) {
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setTimeout(() => this.combineCards(), 1000);
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}
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}
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}
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combineCards() {
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// Add combination animation here
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| 210 |
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this.selectedCards.forEach(card => {
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card.selected = false;
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| 212 |
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card.targetX = card.x;
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| 213 |
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card.targetY = card.y;
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});
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this.selectedCards = [];
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| 216 |
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}
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| 217 |
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update() {
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this.cards.forEach(card => card.move());
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}
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| 221 |
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draw() {
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this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
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| 224 |
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// Draw non-selected cards first
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| 226 |
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this.cards.filter(card => !card.selected).forEach(card => card.draw(this.ctx));
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| 227 |
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// Draw selected cards on top
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| 229 |
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this.cards.filter(card => card.selected).forEach(card => card.draw(this.ctx));
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}
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gameLoop() {
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this.update();
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this.draw();
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requestAnimationFrame(() => this.gameLoop());
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}
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}
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| 238 |
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| 239 |
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window.onload = () => new Game();
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| 240 |
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</script>
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| 241 |
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</body>
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</html>
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