This commit is contained in:
lunaticbum 2025-09-03 18:38:06 +09:00
parent 903292b246
commit 2987825cb2
2 changed files with 336 additions and 482 deletions

View File

@ -12,17 +12,18 @@ import kotlin.random.Random
data class SpiderGame( data class SpiderGame(
@Id @Id
val id: String? = null, val id: String? = null,
val cards: List<SpiderCard>, val tableau: List<List<SpiderCard>>,
val stock: List<SpiderCard>,
val foundation: List<List<SpiderCard>>,
val moves: Int, val moves: Int,
val isCompleted: Boolean, val isCompleted: Boolean,
val timestamp: Long = System.currentTimeMillis() val timestamp: Long = System.currentTimeMillis()
) )
data class SpiderCard( data class SpiderCard(
val suit: String, // 스페이드, 하트, 클로버, 다이아 val suit: String,
val rank: Int, // 1(A), 2, ..., 13(K) val rank: Int,
var isFaceUp: Boolean, // 앞면인지 뒷면인지 var isFaceUp: Boolean,
var stack: String // 어느 더미에 속하는지 (ex: 'tableau-1', 'stock', 'foundation')
) )
interface SpiderGameRepository : ReactiveMongoRepository<SpiderGame, String> { interface SpiderGameRepository : ReactiveMongoRepository<SpiderGame, String> {
@ -33,150 +34,100 @@ interface SpiderGameRepository : ReactiveMongoRepository<SpiderGame, String> {
class SpiderService(private val spiderGameRepository: SpiderGameRepository, class SpiderService(private val spiderGameRepository: SpiderGameRepository,
private val spiderRankRepository: SpiderRankRepository ) { private val spiderRankRepository: SpiderRankRepository ) {
// 🔴 수정: 무늬 수(numSuits)와 카드 수 문자열(numCards)을 인자로 받습니다. private fun createDeck(numSuits: Int): List<SpiderCard> {
fun newGame(numSuits: Int, numCards: String): Mono<SpiderGame> { val allSuits = listOf("spade", "heart", "club", "diamond")
// numCards 문자열 "4,5"를 List<Int> [4, 5]로 파싱합니다. val suits = allSuits.take(numSuits)
val deck = mutableListOf<SpiderCard>()
val setsPerSuit = 8 / numSuits
repeat(setsPerSuit) {
for (suit in suits) {
for (rank in 1..13) {
deck.add(SpiderCard(suit, rank, isFaceUp = false))
}
}
}
return deck
}
private fun dealCards(shuffledCards: List<SpiderCard>, numCards: String): Pair<List<List<SpiderCard>>, List<SpiderCard>> {
val initialCards = numCards.split(",").map { it.trim().toInt() } val initialCards = numCards.split(",").map { it.trim().toInt() }
val cardsPerStack = listOf( val cardsPerStack = listOf(
initialCards[0], initialCards[0], initialCards[0], initialCards[0], initialCards[0], initialCards[0], initialCards[0], initialCards[0],
initialCards[1], initialCards[1], initialCards[1], initialCards[1], initialCards[1], initialCards[1] initialCards[1], initialCards[1], initialCards[1], initialCards[1], initialCards[1], initialCards[1]
) )
val cards = shuffledCards.toMutableList()
val tableau = mutableListOf<MutableList<SpiderCard>>()
cardsPerStack.forEach { num ->
val stack = mutableListOf<SpiderCard>()
repeat(num) {
val card = cards.removeFirst()
card.isFaceUp = (it == num - 1)
stack.add(card)
}
tableau.add(stack)
}
return Pair(tableau, cards)
}
fun newGame(numSuits: Int, numCards: String): Mono<SpiderGame> {
val allCards = createDeck(numSuits) val allCards = createDeck(numSuits)
val shuffledCards = allCards.shuffled(Random) val shuffledCards = allCards.shuffled(Random)
val (tableau, stock) = dealCards(shuffledCards, numCards)
val initialGame = SpiderGame( val initialGame = SpiderGame(
id = null, id = null,
cards = dealCards(shuffledCards, cardsPerStack), tableau = tableau,
stock = stock,
foundation = emptyList(),
moves = 0, moves = 0,
isCompleted = false isCompleted = false
) )
return spiderGameRepository.save(initialGame) return spiderGameRepository.save(initialGame)
} }
// 🔴 수정: 무늬 수를 인자로 받는 createDeck 함수 fun getGame(id: String): Mono<SpiderGame> {
private fun createDeck(numSuits: Int): List<SpiderCard> { return spiderGameRepository.findById(id)
val allSuits = listOf("spade", "heart", "club", "diamond")
val suits = allSuits.take(numSuits)
val deck = mutableListOf<SpiderCard>()
val setsPerSuit = 8 / numSuits // 각 무늬별로 생성해야 할 세트 수 계산
repeat(setsPerSuit) { // 각 무늬별로 필요한 세트 수만큼 반복
for (suit in suits) {
for (rank in 1..13) {
deck.add(SpiderCard(suit, rank, isFaceUp = false, stack = "stock"))
}
}
}
return deck
} }
// 🔴 수정: 스택별 카드 수를 인자로 받는 dealCards 함수 fun updateGame(game: SpiderGame): Mono<SpiderGame> {
private fun dealCards(shuffledCards: List<SpiderCard>, cardsPerStack: List<Int>): List<SpiderCard> { return spiderGameRepository.save(game)
val cards = shuffledCards.toMutableList()
val tableauCards = mutableListOf<SpiderCard>()
cardsPerStack.forEachIndexed { i, numCards ->
repeat(numCards) {
val card = cards.removeFirst()
card.stack = "tableau-${i + 1}"
card.isFaceUp = (it == numCards - 1)
tableauCards.add(card)
}
}
cards.forEach { it.stack = "stock" }
return tableauCards + cards
}
private fun createDeck(): List<SpiderCard> {
val suits = listOf("spade", "heart", "club", "diamond")
val deck = mutableListOf<SpiderCard>()
repeat(2) {
for (suit in suits) {
for (rank in 1..13) {
deck.add(SpiderCard(suit, rank, isFaceUp = false, stack = "stock"))
}
}
}
return deck
}
private fun dealCards(shuffledCards: List<SpiderCard>): List<SpiderCard> {
val cards = shuffledCards.toMutableList()
val tableauCards = mutableListOf<SpiderCard>()
for (i in 0 until 10) {
val numCards = if (i < 4) 5 else 4
repeat(numCards) {
val card = cards.removeFirst()
card.stack = "tableau-${i + 1}"
card.isFaceUp = (it == numCards - 1)
tableauCards.add(card)
}
}
cards.forEach { it.stack = "stock" }
return tableauCards + cards
} }
fun dealCardsFromStock(gameId: String): Mono<SpiderGame> { fun dealCardsFromStock(gameId: String): Mono<SpiderGame> {
return spiderGameRepository.findById(gameId) return spiderGameRepository.findById(gameId)
.flatMap { game -> .flatMap { game ->
val stockCards = game.cards.filter { it.stack == "stock" } val stockCards = game.stock.toMutableList()
if (stockCards.size >= 10) { if (stockCards.size >= 10) {
// A map to hold the updated cards
val updatedCards = game.cards.toMutableList()
// Take 10 cards from the stock
val cardsToDeal = stockCards.take(10) val cardsToDeal = stockCards.take(10)
val updatedTableau = game.tableau.toMutableList()
val remainingStock = stockCards.drop(10)
// Update their stack and face-up status updatedTableau.forEachIndexed { index, stack ->
cardsToDeal.forEachIndexed { index, card -> val cardToDeal = cardsToDeal[index]
val targetStack = "tableau-${index + 1}" cardToDeal.isFaceUp = true
val originalCard = updatedCards.find { it == card } (stack as MutableList).add(cardToDeal)
if (originalCard != null) {
originalCard.stack = targetStack
originalCard.isFaceUp = true
}
} }
// Update the game and save it val updatedGame = game.copy(
val updatedGame = game.copy(cards = updatedCards, moves = game.moves + 1) tableau = updatedTableau,
stock = remainingStock,
moves = game.moves + 1
)
spiderGameRepository.save(updatedGame) spiderGameRepository.save(updatedGame)
} else { } else {
// No more cards to deal
Mono.error(IllegalArgumentException("No more cards in stock.")) Mono.error(IllegalArgumentException("No more cards in stock."))
} }
} }
} }
fun updateGame(game: SpiderGame): Mono<SpiderGame> { // 🔴 추가: 랭킹 등록 함수
// ... 카드 이동, 묶음 제거 등 실제 게임 로직 구현 ...
return spiderGameRepository.save(game)
}
fun getGame(id: String): Mono<SpiderGame> {
return spiderGameRepository.findById(id)
}
// 게임 완료 후 랭킹 등록
fun registerRank(rank: SpiderRank): Mono<SpiderRank> { fun registerRank(rank: SpiderRank): Mono<SpiderRank> {
// 게임의 유효성 검증 로직 (선택적): return spiderRankRepository.save(rank)
// 해당 gameId가 실제로 존재하는지, 게임이 완료 상태인지 확인 가능
return spiderGameRepository.findById(rank.gameId)
.flatMap { game ->
if (game.isCompleted) {
spiderRankRepository.save(rank)
} else {
Mono.error(IllegalArgumentException("게임이 완료되지 않았습니다."))
}
}
.switchIfEmpty(Mono.error(IllegalArgumentException("존재하지 않는 게임 ID입니다.")))
} }
// 게임 ID별 랭킹 조회 // 🔴 추가: 랭킹 조회 함수
fun getRanksByGameId(gameId: String): Flux<SpiderRank> { fun getRanksByGameId(gameId: String): Flux<SpiderRank> {
return spiderRankRepository.findByGameIdOrderByMovesAscCompletionTimeAsc(gameId) return spiderRankRepository.findByGameIdOrderByMovesAscCompletionTimeAsc(gameId)
} }
@ -186,17 +137,13 @@ class SpiderService(private val spiderGameRepository: SpiderGameRepository,
data class SpiderRank( data class SpiderRank(
@Id @Id
val id: String? = null, val id: String? = null,
val gameId: String, // 어떤 게임의 기록인지 val gameId: String,
val playerName: String, // 플레이어 이름 val playerName: String,
val moves: Int, // 이동 횟수 (낮을수록 좋은 기록) val moves: Int,
val completionTime: Long, // 완료 시간 (낮을수록 좋은 기록) val completionTime: Long,
val timestamp: Long = System.currentTimeMillis() val timestamp: Long = System.currentTimeMillis()
) )
interface SpiderRankRepository : ReactiveMongoRepository<SpiderRank, String> { interface SpiderRankRepository : ReactiveMongoRepository<SpiderRank, String> {
// gameId를 기준으로 랭킹을 가져오는 메서드
// moves와 completionTime이 낮을수록 높은 순위이므로, 두 필드로 정렬하여 반환합니다.
fun findByGameIdOrderByMovesAscCompletionTimeAsc(gameId: String): Flux<SpiderRank> fun findByGameIdOrderByMovesAscCompletionTimeAsc(gameId: String): Flux<SpiderRank>
} }

View File

@ -15,7 +15,7 @@ document.addEventListener('DOMContentLoaded', () => {
let isAnimating = false; let isAnimating = false;
let isDragging = false; let isDragging = false;
let draggedCards = []; // 🔴 드래그 중인 카드 묶음 (배열) let draggedCards = [];
let dragOffsetX = 0; let dragOffsetX = 0;
let dragOffsetY = 0; let dragOffsetY = 0;
let lastTapTime = 0; let lastTapTime = 0;
@ -26,16 +26,57 @@ document.addEventListener('DOMContentLoaded', () => {
let dimOpacity = 0; let dimOpacity = 0;
let shakenCard = null; let shakenCard = null;
// 카드 뒷면 이미지 로드
const cardBackImage = new Image(); const cardBackImage = new Image();
cardBackImage.src = '../assets/css/images/card-back.png'; cardBackImage.src = '../assets/css/images/card-back.png';
let assetsLoaded = false; let assetsLoaded = false;
cardBackImage.onload = () => { cardBackImage.onload = () => {
assetsLoaded = true; assetsLoaded = true;
startNewGame(); updateCardCountOptions();
}; };
const suitCountSelect = document.getElementById('suitCountSelect');
const cardCountSelect = document.getElementById('cardCountSelect');
const startButton = document.getElementById('startButton');
// 🔴 수정: 난이도별 카드 분배 옵션을 세분화
const cardDistributionOptions = {
'1': [ // 1 무늬: 맞출 확률이 매우 높으므로 쉬운 난이도만 제공
{ value: '3,3', text: '쉬움 (총 30장)' },
{ value: '4,3', text: '보통 (총 34장)' },
{ value: '5,4', text: '어려움 (총 44장)' }
],
'2': [ // 2 무늬: 난이도가 높아져 4단계까지 제공
{ value: '3,3', text: '쉬움 (총 30장)' },
{ value: '4,3', text: '보통 (총 34장)' },
{ value: '5,4', text: '어려움 (총 44장)' },
{ value: '5,5', text: '매우 어려움 (총 50장)' }
],
'4': [ // 4 무늬: 가장 어려우므로 쉬움 난이도는 제외하고 제공
{ value: '4,3', text: '보통 (총 34장)' },
{ value: '5,4', text: '어려움 (총 44장)' },
{ value: '5,5', text: '매우 어려움 (총 50장)' },
{ value: '6,6', text: '극악 (총 60장)' }
]
};
/**
* 무늬 선택에 따라 카드 옵션을 업데이트하는 함수
*/
function updateCardCountOptions() {
const selectedSuits = suitCountSelect.value;
const options = cardDistributionOptions[selectedSuits] || [];
cardCountSelect.innerHTML = '';
options.forEach(option => {
const newOption = document.createElement('option');
newOption.value = option.value;
newOption.textContent = option.text;
cardCountSelect.appendChild(newOption);
});
}
// Canvas 크기 조절 // Canvas 크기 조절
function resizeCanvas() { function resizeCanvas() {
canvas.width = window.innerWidth * 0.9; canvas.width = window.innerWidth * 0.9;
@ -48,76 +89,13 @@ document.addEventListener('DOMContentLoaded', () => {
resizeCanvas(); resizeCanvas();
// === 2. 렌더링 및 게임 루프 === // === 2. 렌더링 및 게임 루프 ===
/**
* 🔴 추가: 스톡 더미와 파운데이션 영역을 그리는 로직
*/
function drawStockAndFoundation(cards) {
const stockCards = cards.filter(card => card.stack === 'stock');
const foundationCards = cards.filter(card => card.stack.startsWith('foundation'));
// 스톡 더미 그리기 (오른쪽 아래)
const stockX = canvas.width - cardWidth * 1.5;
const stockY = canvas.height - cardHeight * 1.5;
// 카드가 10장 이상 있을 때만 스톡 더미를 표시
if (stockCards.length > 0) {
ctx.drawImage(cardBackImage, stockX, stockY, cardWidth, cardHeight);
}
// 파운데이션 영역 그리기 (왼쪽 아래)
const foundationY = canvas.height - cardHeight * 1.5;
const foundationStacks = foundationCards.reduce((acc, card) => {
const stackId = card.stack;
if (!acc[stackId]) acc[stackId] = [];
acc[stackId].push(card);
return acc;
}, {});
Object.keys(foundationStacks).forEach((stackId, index) => {
const stackCards = foundationStacks[stackId];
const foundationX = cardWidth * 0.5 + index * (cardWidth + 10);
if (stackCards.length > 0) {
// 완성된 스택의 맨 위 카드만 그리기
const topCard = stackCards[stackCards.length - 1];
drawSingleCard(topCard, foundationX, foundationY);
}
});
}
/**
* 🔴 추가: 단일 카드를 그리는 헬퍼 함수
*/
function drawSingleCard(card, x, y) {
if (card.isFaceUp) {
ctx.fillStyle = '#ffffff';
ctx.fillRect(x, y, cardWidth, cardHeight);
ctx.strokeStyle = '#333333';
ctx.strokeRect(x, y, cardWidth, cardHeight);
const isRed = (card.suit === 'heart' || card.suit === 'diamond');
ctx.fillStyle = isRed ? '#ff0000' : '#000000';
ctx.font = `${cardWidth * 0.25}px Arial`;
ctx.fillText(getRankText(card.rank), x + cardWidth * 0.1, y + cardHeight * 0.25);
ctx.fillText(getSuitSymbol(card.suit), x + cardWidth * 0.1, y + cardHeight * 0.5);
} else {
ctx.drawImage(cardBackImage, x, y, cardWidth, cardHeight);
}
}
function draw() { function draw() {
ctx.clearRect(0, 0, canvas.width, canvas.height); ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.fillStyle = '#008000'; ctx.fillStyle = '#008000';
ctx.fillRect(0, 0, canvas.width, canvas.height); ctx.fillRect(0, 0, canvas.width, canvas.height);
if (currentGame && assetsLoaded) { if (currentGame && assetsLoaded) {
// 테이블로 스택을 그립니다. drawGame(currentGame);
drawTableauCards(currentGame.cards);
// 추가: 스톡과 파운데이션을 그립니다.
drawStockAndFoundation(currentGame.cards);
if (animatedCard) drawAnimatedCard(); if (animatedCard) drawAnimatedCard();
if (shakeOffset !== 0) drawShakingCard(); if (shakeOffset !== 0) drawShakingCard();
@ -128,33 +106,34 @@ document.addEventListener('DOMContentLoaded', () => {
} }
/** /**
* 테이블로 스택의 카드들을 그리는 로직 (기존 drawCards 함수명 변경) * 🔴 수정: 새로운 데이터 구조에 맞게 게임 전체를 그리는 함수
*/ */
function drawTableauCards(cards) { function drawGame(game) {
const startX = (canvas.width - cardWidth * 10 - (cardWidth * 0.5 * 9)) / 2; const startX = (canvas.width - cardWidth * 10 - (cardWidth * 0.5 * 9)) / 2;
const startY = cardHeight * 0.5; const startY = cardHeight * 0.5;
for (let i = 0; i < 10; i++) { // 테이블로 스택 그리기
const stackCards = cards.filter(card => card.stack === `tableau-${i + 1}`); game.tableau.forEach((stack, stackIndex) => {
stackCards.forEach((card, index) => { stack.forEach((card, cardIndex) => {
if (isDragging && draggedCards.some(dc => dc.suit === card.suit && dc.rank === card.rank && dc.stack === card.stack)) { // 드래그 중인 카드는 숨김
if (isDragging && draggedCards.includes(card)) {
return; return;
} }
const x = startX + stackIndex * (cardWidth + cardWidth * 0.5);
const x = startX + i * (cardWidth + cardWidth * 0.5); const y = startY + cardIndex * cardOverlapY;
const y = startY + index * cardOverlapY;
drawSingleCard(card, x, y); drawSingleCard(card, x, y);
}); });
} });
// 드래그 중인 카드 묶음 그리기
if (isDragging && draggedCards.length > 0) { if (isDragging && draggedCards.length > 0) {
drawDraggedCards(draggedCards); drawDraggedCards(draggedCards);
} }
// 스톡과 파운데이션 그리기
drawStockAndFoundation(game.stock, game.foundation);
} }
/** /**
* 드래그 중인 카드 묶음을 그리는 함수 * 드래그 중인 카드 묶음을 그리는 함수
*/ */
@ -176,6 +155,28 @@ document.addEventListener('DOMContentLoaded', () => {
}); });
} }
/**
* 단일 카드를 그리는 헬퍼 함수
*/
function drawSingleCard(card, x, y) {
if (card.isFaceUp) {
ctx.fillStyle = '#ffffff';
ctx.fillRect(x, y, cardWidth, cardHeight);
ctx.strokeStyle = '#333333';
ctx.strokeRect(x, y, cardWidth, cardHeight);
const isRed = (card.suit === 'heart' || card.suit === 'diamond');
ctx.fillStyle = isRed ? '#ff0000' : '#000000';
ctx.font = `${cardWidth * 0.25}px Arial`;
// 🔴 수정: 텍스트의 Y 좌표를 위로 올립니다.
ctx.fillText(getRankText(card.rank), x + cardWidth * 0.1, y + cardHeight * 0.15);
ctx.fillText(getSuitSymbol(card.suit), x + cardWidth * 0.1, y + cardHeight * 0.4);
} else {
ctx.drawImage(cardBackImage, x, y, cardWidth, cardHeight);
}
}
/** /**
* 이동 애니메이션 중인 카드를 그리는 로직 * 이동 애니메이션 중인 카드를 그리는 로직
*/ */
@ -232,6 +233,27 @@ document.addEventListener('DOMContentLoaded', () => {
ctx.fillRect(0, 0, canvas.width, canvas.height); ctx.fillRect(0, 0, canvas.width, canvas.height);
} }
/**
* 🔴 추가: 스톡 더미와 파운데이션 영역을 그리는 로직
*/
function drawStockAndFoundation(stock, foundation) {
const stockX = canvas.width - cardWidth * 1.5;
const stockY = canvas.height - cardHeight * 1.5;
if (stock.length > 0) {
ctx.drawImage(cardBackImage, stockX, stockY, cardWidth, cardHeight);
}
const foundationY = canvas.height - cardHeight * 1.5;
foundation.forEach((stack, index) => {
const foundationX = cardWidth * 0.5 + index * (cardWidth + 10);
if (stack.length > 0) {
const topCard = stack[stack.length - 1];
drawSingleCard(topCard, foundationX, foundationY);
}
});
}
// === 3. 이벤트 리스너 연결 === // === 3. 이벤트 리스너 연결 ===
canvas.addEventListener('mousedown', handlePointerDown); canvas.addEventListener('mousedown', handlePointerDown);
canvas.addEventListener('mousemove', handlePointerMove); canvas.addEventListener('mousemove', handlePointerMove);
@ -241,6 +263,9 @@ document.addEventListener('DOMContentLoaded', () => {
canvas.addEventListener('touchend', handlePointerUp); canvas.addEventListener('touchend', handlePointerUp);
canvas.addEventListener('dblclick', handleDoubleClick); canvas.addEventListener('dblclick', handleDoubleClick);
suitCountSelect.addEventListener('change', updateCardCountOptions);
startButton.addEventListener('click', startNewGame);
function getCanvasCoordinates(event) { function getCanvasCoordinates(event) {
const rect = canvas.getBoundingClientRect(); const rect = canvas.getBoundingClientRect();
const clientX = event.touches ? event.touches[0].clientX : event.clientX; const clientX = event.touches ? event.touches[0].clientX : event.clientX;
@ -251,69 +276,43 @@ document.addEventListener('DOMContentLoaded', () => {
}; };
} }
function findCardAt(x, y, cards) { /**
* 🔴 수정: 새로운 데이터 구조를 사용하도록 findCardAt 함수 변경
*/
function findCardAt(x, y) {
const startX = (canvas.width - cardWidth * 10 - (cardWidth * 0.5 * 9)) / 2; const startX = (canvas.width - cardWidth * 10 - (cardWidth * 0.5 * 9)) / 2;
const startY = cardHeight * 0.5; const startY = cardHeight * 0.5;
// 원본 배열의 참조를 유지하면서 복사본을 만들어 정렬 for (let stackIndex = 9; stackIndex >= 0; stackIndex--) {
const sortedCards = cards.slice().sort((a, b) => { const stackCards = currentGame.tableau[stackIndex];
const stackA = parseInt(a.stack.split('-')[1]) || 0; for (let cardIndex = stackCards.length - 1; cardIndex >= 0; cardIndex--) {
const stackB = parseInt(b.stack.split('-')[1]) || 0; const card = stackCards[cardIndex];
if (stackA !== stackB) return stackB - stackA;
const indexA = cards.filter(c => c.stack === a.stack).indexOf(a);
const indexB = cards.filter(c => c.stack === b.stack).indexOf(b);
return indexB - indexA;
});
for (const card of sortedCards) {
if (!card.isFaceUp) continue; if (!card.isFaceUp) continue;
const stackIndex = (parseInt(card.stack.split('-')[1]) || 1) - 1;
const cardIndexInStack = cards.filter(c => c.stack === card.stack).indexOf(card);
const cardX = startX + stackIndex * (cardWidth + cardWidth * 0.5);
const cardY = startY + cardIndexInStack * cardOverlapY;
// 드래그 가능한 카드 묶음의 첫 번째 카드만 선택 가능하도록 높이 범위를 수정 const cardX = startX + stackIndex * (cardWidth + cardWidth * 0.5);
const stackCards = cards.filter(c => c.stack === card.stack); const cardY = startY + cardIndex * cardOverlapY;
const lastCardInStack = stackCards[stackCards.length - 1]; const touchHeight = (cardIndex === stackCards.length - 1) ? cardHeight : cardOverlapY;
const isFirstCardOfMovableStack = (card.suit === lastCardInStack.suit && card.rank === lastCardInStack.rank);
const touchHeight = isFirstCardOfMovableStack ? cardHeight : cardOverlapY;
if (x >= cardX && x <= cardX + cardWidth && y >= cardY && y <= cardY + touchHeight) { if (x >= cardX && x <= cardX + cardWidth && y >= cardY && y <= cardY + touchHeight) {
return card; return { card, stackIndex, cardIndex };
} }
} }
return null;
}
function findStackAt(x, y) {
const startX = (canvas.width - cardWidth * 10 - (cardWidth * 0.5 * 9)) / 2;
const startY = cardHeight * 0.5;
for (let i = 0; i < 10; i++) {
const stackX = startX + i * (cardWidth + cardWidth * 0.5);
const stackCards = currentGame.cards.filter(card => card.stack === `tableau-${i + 1}`);
const lastCardIndex = stackCards.length > 0 ? stackCards.length - 1 : -1;
const stackY = lastCardIndex >= 0 ? startY + lastCardIndex * cardOverlapY : startY;
const stackHeight = lastCardIndex >= 0 ? cardHeight : cardHeight + (15 * cardOverlapY);
if (x >= stackX && x <= stackX + cardWidth && y >= stackY && y <= stackY + stackHeight) {
return `tableau-${i + 1}`;
}
} }
return null; return null;
} }
/** /**
* 🔴 수정: 클릭된 카드 아래의 묶음을 반환 * 🔴 수정: 클릭된 카드 아래의 묶음을 반환 (새로운 데이터 구조용)
*/ */
function getCardStackForMove(card) { function getCardStackForMove(cardData, stackIndex) {
const stack = currentGame.cards.filter(c => c.stack === card.stack); const stack = currentGame.tableau[stackIndex];
const startIndex = stack.findIndex(c => c.suit === card.suit && c.rank === card.rank); const startIndex = stack.findIndex(c => c.suit === cardData.suit && c.rank === cardData.rank);
if (startIndex === -1) return null; if (startIndex === -1 || !cardData.isFaceUp) return null;
const movableStack = stack.slice(startIndex); const movableStack = stack.slice(startIndex);
for (let i = 0; i < movableStack.length - 1; i++) { for (let i = 0; i < movableStack.length - 1; i++) {
if (movableStack[i].suit !== movableStack[i+1].suit || movableStack[i].rank !== movableStack[i+1].rank + 1) { // 🔴 수정: 랭크와 무늬를 모두 확인하여 유효한 묶음인지 체크
if (movableStack[i].rank !== movableStack[i+1].rank + 1 || movableStack[i].suit !== movableStack[i+1].suit) {
return null; return null;
} }
} }
@ -321,8 +320,16 @@ document.addEventListener('DOMContentLoaded', () => {
} }
function handlePointerDown(event) { function handlePointerDown(event) {
if (isAnimating) return; // 🔴 로그 추가: 이 로그가 찍히는지 확인하세요.
console.log('--- handlePointerDown 실행 ---');
if (isAnimating) {
console.log('애니메이션 중이므로 드래그 시작 불가.');
return;
}
const coords = getCanvasCoordinates(event); const coords = getCanvasCoordinates(event);
const clickedCardData = findCardAt(coords.x, coords.y);
// 🔴 추가: 스톡 더미 클릭 감지 // 🔴 추가: 스톡 더미 클릭 감지
const stockX = canvas.width - cardWidth * 1.5; const stockX = canvas.width - cardWidth * 1.5;
@ -333,13 +340,14 @@ document.addEventListener('DOMContentLoaded', () => {
return; return;
} }
const clickedCard = findCardAt(coords.x, coords.y, currentGame.cards); if (clickedCardData) {
if (clickedCard) { const { card, stackIndex } = clickedCardData;
const movableStack = getCardStackForMove(clickedCard); const movableStack = getCardStackForMove(card, stackIndex);
if (movableStack) { if (movableStack) {
isDragging = true; isDragging = true;
draggedCards = movableStack; draggedCards = movableStack;
const cardPos = getCardPosition(clickedCard); draggedCards.sourceStackIndex = stackIndex; // 드래그 시작 스택 인덱스 저장
const cardPos = getCardPosition(card, stackIndex);
dragOffsetX = coords.x - cardPos.x; dragOffsetX = coords.x - cardPos.x;
dragOffsetY = coords.y - cardPos.y; dragOffsetY = coords.y - cardPos.y;
} }
@ -360,11 +368,27 @@ document.addEventListener('DOMContentLoaded', () => {
isDragging = false; isDragging = false;
const coords = getCanvasCoordinates(event); const coords = getCanvasCoordinates(event);
const dropTargetStackId = findStackAt(coords.x, coords.y); const dropTargetStackId = findStackAt(coords.x, coords.y);
const sourceStackIndex = draggedCards.sourceStackIndex;
// 🔴 로그 추가: 드래그가 끝났을 때의 상태를 확인
console.log('--- 드래그 종료 ---');
console.log('드래그된 카드 묶음:', draggedCards.map(c => `${getRankText(c.rank)} of ${c.suit}`));
console.log('드롭 대상 스택 ID:', dropTargetStackId);
console.log('------------------');
if (dropTargetStackId) { if (dropTargetStackId) {
const isValid = isValidMove(draggedCards, dropTargetStackId); const destinationStackIndex = (parseInt(dropTargetStackId.split('-')[1]) || 1) - 1;
const isValid = isValidMove(draggedCards, destinationStackIndex);
// 🔴 로그 추가: isValidMove가 실행될 때의 정보를 확인
console.log('isValidMove 체크 시작');
console.log('대상 스택의 맨 위 카드:', currentGame.tableau[destinationStackIndex].length > 0 ? currentGame.tableau[destinationStackIndex][currentGame.tableau[destinationStackIndex].length - 1] : '없음');
console.log('이동할 묶음의 첫 카드:', draggedCards[0]);
console.log('결과:', isValid);
console.log('------------------');
if (isValid) { if (isValid) {
moveCardLocally(draggedCards, dropTargetStackId); moveCardLocally(draggedCards, sourceStackIndex, destinationStackIndex);
updateGameOnServer(currentGame); updateGameOnServer(currentGame);
} else { } else {
draggedCards.forEach(card => { draggedCards.forEach(card => {
@ -383,140 +407,64 @@ document.addEventListener('DOMContentLoaded', () => {
} }
function handleStockClick() { function handleStockClick() {
if (isAnimating || isDragging) return; if (!currentGame || isAnimating) return;
dealFromStock(); dealFromStock();
} }
// src/main/resources/static/js/spider.js
function getBestMoveForStack(cardsToMove) {
if (cardsToMove.length === 0) return null;
const firstCardToMove = cardsToMove[0];
for (let i = 1; i <= 10; i++) {
const destStackId = `tableau-${i}`;
if (destStackId === firstCardToMove.stack) continue;
const destStackCards = currentGame.cards.filter(c => c.stack === destStackId);
// 목적지 스택이 비어있는 경우
if (destStackCards.length === 0) {
// 킹(K)은 빈 공간으로 이동 가능하지만, 여기서는 모든 카드에 대해 허용
return destStackId;
}
const destTopCard = destStackCards[destStackCards.length - 1];
// 이동하려는 카드 묶음의 첫 번째 카드 랭크가 목적지 스택의 맨 위 카드 랭크보다 정확히 1 작으면 유효
if (firstCardToMove.rank === destTopCard.rank - 1) {
// 첫 번째 유효한 이동 장소를 반환
return destStackId;
}
}
return null; // 유효한 이동 장소를 찾지 못함
}
function handleDoubleClick(event) { function handleDoubleClick(event) {
// 오타 수정: Date.Now() -> Date.now()
const now = Date.now();
const timeSinceLastTap = now - lastTapTime;
if (timeSinceLastTap < 300 && timeSinceLastTap > 0) {
const coords = getCanvasCoordinates(event); const coords = getCanvasCoordinates(event);
const clickedCard = findCardAt(coords.x, coords.y, currentGame.cards); const clickedCardData = findCardAt(coords.x, coords.y);
if (clickedCardData) {
const { card, stackIndex } = clickedCardData;
const movableStack = getCardStackForMove(card, stackIndex);
if (clickedCard) {
// 클릭된 카드가 이동 가능한 묶음의 시작점인지 확인
const movableStack = getCardStackForMove(clickedCard);
if (movableStack) { if (movableStack) {
// 이동 가능한 묶음에 대해 최적의 목적지 스택을 찾음
const destinationStackId = getBestMoveForStack(movableStack); const destinationStackId = getBestMoveForStack(movableStack);
if (destinationStackId) { if (destinationStackId) {
animateCardMove(movableStack, destinationStackId); const destinationStackIndex = (parseInt(destinationStackId.split('-')[1]) || 1) - 1;
// TODO: 애니메이션 완료 후 moveCardLocally 호출 moveCardLocally(movableStack, stackIndex, destinationStackIndex);
updateGameOnServer(currentGame);
} else { } else {
animateInvalidMove(clickedCard); animateInvalidMove(card);
} }
} else { } else {
animateInvalidMove(clickedCard); animateInvalidMove(card);
} }
} }
} }
lastTapTime = now;
}
// === 4. 게임 로직 및 애니메이션 === // === 4. 게임 로직 및 애니메이션 ===
function getBestMove(cardData) { function getBestMoveForStack(cardsToMove) {
let bestDestination = null; if (cardsToMove.length === 0) return null;
let bestScore = -1; const firstCardToMove = cardsToMove[0];
for (let i = 1; i <= 10; i++) { for (let i = 0; i < 10; i++) {
const destStackId = `tableau-${i}`; const destStackId = `tableau-${i + 1}`;
if (destStackId === cardData.stack) continue; const destStackCards = currentGame.tableau[i];
const destStackCards = currentGame.cards.filter(c => c.stack === destStackId); if (destStackCards.length === 0) {
const destTopCard = destStackCards.length > 0 ? destStackCards[destStackCards.length - 1] : null; if (firstCardToMove.rank === 13) {
return destStackId;
if (destTopCard) {
const isRankConsecutive = (destTopCard.rank === cardData.rank + 1);
if (isRankConsecutive) {
const isSuitMatch = (destTopCard.suit === cardData.suit);
if (isSuitMatch) {
bestDestination = destStackId;
bestScore = 2;
}
if (bestScore < 2) {
bestDestination = destStackId;
bestScore = 1;
} }
} }
} else {
if (bestScore < 0) { const destTopCard = destStackCards[destStackCards.length - 1];
bestDestination = destStackId;
bestScore = 0; if (firstCardToMove.rank === destTopCard.rank - 1) {
return destStackId;
} }
} }
} return null;
return bestDestination;
} }
/** function isValidMove(cardsToMove, destinationStackIndex) {
* 🔴 수정: 카드 묶음을 이동시키는 로직 (완전한 구현)
*/
function moveCardLocally(cardsToMove, destinationStackId) {
const oldStackId = cardsToMove[0].stack;
// 1. 드래그된 카드 묶음의 stack 속성을 업데이트
cardsToMove.forEach(card => {
card.stack = destinationStackId;
delete card.x; // 드래그 시 추가된 임시 속성 제거
delete card.y;
});
// 2. 기존 게임 상태에서 드래그된 카드를 제거 (참조를 유지하면서)
currentGame.cards = currentGame.cards.filter(card => !cardsToMove.includes(card));
// 3. 업데이트된 카드 묶음을 다시 게임 상태에 추가
currentGame.cards = currentGame.cards.concat(cardsToMove);
// 4. 이전 스택의 마지막 카드 뒤집기
const oldStackCards = currentGame.cards.filter(c => c.stack === oldStackId);
if (oldStackCards.length > 0) {
const lastCardInOldStack = oldStackCards[oldStackCards.length - 1];
lastCardInOldStack.isFaceUp = true;
}
currentGame.moves++;
}
/**
* 🔴 수정: 이동 가능 여부를 확인하는 함수
*/
function isValidMove(cardsToMove, destinationStackId) {
if (cardsToMove.length === 0) return false; if (cardsToMove.length === 0) return false;
const firstCardToMove = cardsToMove[0]; const firstCardToMove = cardsToMove[0];
const destStackCards = currentGame.cards.filter(c => c.stack === destinationStackId); const destStackCards = currentGame.tableau[destinationStackIndex];
if (destStackCards.length === 0) { if (destStackCards.length === 0) {
return true; return true;
@ -529,70 +477,61 @@ document.addEventListener('DOMContentLoaded', () => {
return false; return false;
} }
/**
* 🔴 수정: moveCardLocally 함수를 새로운 데이터 구조에 맞게 변경
*/
function moveCardLocally(cardsToMove, sourceStackIndex, destinationStackIndex) {
// 이동할 카드들을 소스 스택에서 제거
const sourceStack = currentGame.tableau[sourceStackIndex];
const newSourceStack = sourceStack.slice(0, sourceStack.length - cardsToMove.length);
// 대상 스택에 카드들을 추가
const destinationStack = currentGame.tableau[destinationStackIndex];
const newDestinationStack = [...destinationStack, ...cardsToMove];
// 게임 상태 업데이트
const newTableau = [...currentGame.tableau];
newTableau[sourceStackIndex] = newSourceStack;
newTableau[destinationStackIndex] = newDestinationStack;
// 이전 스택의 마지막 카드 뒤집기
if (newSourceStack.length > 0) {
newSourceStack[newSourceStack.length - 1].isFaceUp = true;
}
// 서버에 보낼 데이터 구조 업데이트
currentGame.tableau = newTableau;
currentGame.moves++;
}
function animateCardMove(cardsToMove, destinationStackId) { function animateCardMove(cardsToMove, destinationStackId) {
isAnimating = true; isAnimating = true;
animationProgress = 0; animationProgress = 0;
// 묶음의 각 카드에 대해 애니메이션 시작/끝 위치 계산 const startPos = getCardPosition(cardsToMove[0], draggedCards.sourceStackIndex);
const animatedCards = cardsToMove.map(card => { const endPos = getCardDestinationPosition(cardsToMove, destinationStackId);
const startPos = getCardPosition(card);
const endPos = getCardDestinationPosition(card, destinationStackId); animatedCard = {
return { cards: cardsToMove,
card: card,
startX: startPos.x, startX: startPos.x,
startY: startPos.y, startY: startPos.y,
endX: endPos.x, endX: endPos.x,
endY: endPos.y, endY: endPos.y,
destinationStack: destinationStackId destinationStack: destinationStackId
}; };
});
// 애니메이션 루프
function updateAnimation() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
draw(); // 현재 게임 상태 그리기
animatedCards.forEach((animCard, index) => {
const startX = animCard.startX + (animCard.endX - animCard.startX) * animationProgress;
const startY = animCard.startY + (animCard.endY - animCard.startY) * animationProgress + index * cardOverlapY;
ctx.fillStyle = '#ffffff';
ctx.fillRect(startX, startY, cardWidth, cardHeight);
ctx.strokeStyle = '#333333';
ctx.strokeRect(startX, startY, cardWidth, cardHeight);
const isRed = (animCard.card.suit === 'heart' || animCard.card.suit === 'diamond');
ctx.fillStyle = isRed ? '#ff0000' : '#000000';
ctx.font = `${cardWidth * 0.25}px Arial`;
ctx.fillText(getRankText(animCard.card.rank), startX + cardWidth * 0.1, startY + cardHeight * 0.25);
ctx.fillText(getSuitSymbol(animCard.card.suit), startX + cardWidth * 0.1, startY + cardHeight * 0.5);
});
animationProgress += 0.05;
if (animationProgress >= 1) {
// 애니메이션 완료 후 실제 게임 로직 처리
moveCardLocally(cardsToMove, destinationStackId);
updateGameOnServer(currentGame);
isAnimating = false;
} else {
requestAnimationFrame(updateAnimation);
}
}
updateAnimation();
} }
function animateInvalidMove(card) { function animateInvalidMove(card) {
let shakeStartTime = Date.Now(); let shakeStartTime = Date.now();
const shakeDuration = 500; const shakeDuration = 500;
shakenCard = { shakenCard = {
card: card, card: card,
originalX: getCardPosition(card).x, originalX: getCardPosition(card, findStackIndexForCard(card)).x,
originalY: getCardPosition(card).y originalY: getCardPosition(card, findStackIndexForCard(card)).y
}; };
function updateShake() { function updateShake() {
const elapsedTime = Date.Now() - shakeStartTime; const elapsedTime = Date.now() - shakeStartTime;
if (elapsedTime > shakeDuration) { if (elapsedTime > shakeDuration) {
shakeOffset = 0; shakeOffset = 0;
dimOpacity = 0; dimOpacity = 0;
@ -643,22 +582,49 @@ document.addEventListener('DOMContentLoaded', () => {
// === 5. 헬퍼 함수 === // === 5. 헬퍼 함수 ===
function getCardPosition(card) { function findStackAt(x, y) {
const startX = (canvas.width - cardWidth * 10 - (cardWidth * 0.5 * 9)) / 2; const startX = (canvas.width - cardWidth * 10 - (cardWidth * 0.5 * 9)) / 2;
const startY = cardHeight * 0.5; const startY = cardHeight * 0.5;
const stackIndex = (parseInt(card.stack.split('-')[1]) || 1) - 1;
const cardIndexInStack = currentGame.cards.filter(c => c.stack === card.stack).indexOf(card); for (let i = 0; i < 10; i++) {
const stackX = startX + i * (cardWidth + cardWidth * 0.5);
const stackCards = currentGame.tableau[i];
const lastCardIndex = stackCards.length > 0 ? stackCards.length - 1 : -1;
const stackY = lastCardIndex >= 0 ? startY + lastCardIndex * cardOverlapY : startY;
const stackHeight = lastCardIndex >= 0 ? cardHeight : cardHeight + (15 * cardOverlapY);
if (x >= stackX && x <= stackX + cardWidth && y >= stackY && y <= stackY + stackHeight) {
return `tableau-${i + 1}`;
}
}
return null;
}
function findStackIndexForCard(card) {
for(let i = 0; i < currentGame.tableau.length; i++) {
if (currentGame.tableau[i].includes(card)) {
return i;
}
}
return -1;
}
function getCardPosition(card, stackIndex) {
const startX = (canvas.width - cardWidth * 10 - (cardWidth * 0.5 * 9)) / 2;
const startY = cardHeight * 0.5;
const stackCards = currentGame.tableau[stackIndex];
const cardIndexInStack = stackCards.findIndex(c => c.suit === card.suit && c.rank === card.rank);
const x = startX + stackIndex * (cardWidth + cardWidth * 0.5); const x = startX + stackIndex * (cardWidth + cardWidth * 0.5);
const y = startY + cardIndexInStack * cardOverlapY; const y = startY + cardIndexInStack * cardOverlapY;
return { x, y }; return { x, y };
} }
function getCardDestinationPosition(card, destinationStackId) { function getCardDestinationPosition(cardsToMove, destinationStackId) {
const startX = (canvas.width - cardWidth * 10 - (cardWidth * 0.5 * 9)) / 2; const startX = (canvas.width - cardWidth * 10 - (cardWidth * 0.5 * 9)) / 2;
const startY = cardHeight * 0.5; const startY = cardHeight * 0.5;
const destStackCards = currentGame.cards.filter(c => c.stack === destinationStackId); const destStackIndex = (parseInt(destinationStackId.split('-')[1]) || 1) - 1;
const stackIndex = (parseInt(destinationStackId.split('-')[1]) || 1) - 1; const destStackCards = currentGame.tableau[destStackIndex];
const x = startX + stackIndex * (cardWidth + cardWidth * 0.5); const x = startX + destStackIndex * (cardWidth + cardWidth * 0.5);
const y = startY + destStackCards.length * cardOverlapY; const y = startY + destStackCards.length * cardOverlapY;
return { x, y }; return { x, y };
} }
@ -678,70 +644,11 @@ document.addEventListener('DOMContentLoaded', () => {
if (suit === 'diamond') return '♦️'; if (suit === 'diamond') return '♦️';
} }
// UI 요소에 대한 참조를 추가합니다.
const suitCountSelect = document.getElementById('suitCountSelect');
const cardCountSelect = document.getElementById('cardCountSelect');
const startButton = document.getElementById('startButton');
// 시작 버튼에 이벤트 리스너 추가
startButton.addEventListener('click', startNewGame);
// 🔴 수정: 무늬 수에 따른 카드 분배 옵션 정의
const cardDistributionOptions = {
'1': [ // 1 무늬: 맞출 확률이 매우 높으므로 쉬운 난이도만 제공
{ value: '3,3', text: '쉬움 (총 30장)' },
{ value: '4,3', text: '보통 (총 34장)' },
{ value: '5,4', text: '어려움 (총 44장)' }
],
'2': [ // 2 무늬: 난이도가 높아져 4단계까지 제공
{ value: '3,3', text: '쉬움 (총 30장)' },
{ value: '4,3', text: '보통 (총 34장)' },
{ value: '5,4', text: '어려움 (총 44장)' },
{ value: '5,5', text: '매우 어려움 (총 50장)' }
],
'4': [ // 4 무늬: 가장 어려우므로 쉬움 난이도는 제외하고 제공
{ value: '4,3', text: '보통 (총 34장)' },
{ value: '5,4', text: '어려움 (총 44장)' },
{ value: '5,5', text: '매우 어려움 (총 50장)' },
{ value: '6,6', text: '극악 (총 60장)' }
]
};
/**
* 무늬 선택에 따라 카드 옵션을 업데이트하는 함수
*/
function updateCardCountOptions() {
const selectedSuits = suitCountSelect.value;
const options = cardDistributionOptions[selectedSuits] || [];
// 기존 옵션 제거
cardCountSelect.innerHTML = '';
// 새 옵션 추가
options.forEach(option => {
const newOption = document.createElement('option');
newOption.value = option.value;
newOption.textContent = option.text;
cardCountSelect.appendChild(newOption);
});
}
// 무늬 수 선택 변경 시 옵션 업데이트
suitCountSelect.addEventListener('change', updateCardCountOptions);
// 페이지 로드 시 초기 옵션 설정
updateCardCountOptions();
// 시작 버튼에 이벤트 리스너 추가
startButton.addEventListener('click', startNewGame);
async function startNewGame() { async function startNewGame() {
if (!assetsLoaded) return; if (!assetsLoaded) return;
const numSuits = suitCountSelect.value; const numSuits = suitCountSelect.value;
const numCards = cardCountSelect.value; // "3,4" 또는 "4,5" 등 문자열로 가져옵니다. const numCards = cardCountSelect.value;
try { try {
// API 요청 URL에 두 가지 파라미터를 모두 포함시킵니다.
const response = await fetch(`${API_BASE_URL}/new?numSuits=${numSuits}&numCards=${numCards}`); const response = await fetch(`${API_BASE_URL}/new?numSuits=${numSuits}&numCards=${numCards}`);
currentGame = await response.json(); currentGame = await response.json();
draw(); draw();
@ -750,5 +657,5 @@ document.addEventListener('DOMContentLoaded', () => {
} }
} }
startNewGame(); updateCardCountOptions();
}); });