const { Game, events } = require('uno-game-engine')
let game = new Game(["player1", "player2", "player3", "player4"]) // this also accepts an actual player objects array. but you need to create it yourself
game.eventManager.addEvent(new events.PlayerChangeEvent((oldPlayer, newPlayer) => {
// do something with it
console.log(`It is now ${newPlayer.name}'s turn`)
}))
game.start()
// playing cards
let cardToPlay = game.currentPlayer.hand.getCard("RED", "FIVE") // assuming the current player has a red five in their hand
let success = game.play(game.currentPlayer, cardToPlay) // returns true if the card was played, false if it was not
//drawing cards. all functions below return true if they succeed
// draws one card for the current player
game.draw(game.currentPlayer)
// draws five cards for "player3"
game.draw(game.getPlayerByName("player3"), 5)
// draw three cards for player with id 2. (default starts at 0 and increments by 1)
game.draw(game.getPlayerById(2),3)
const { Game, Config } = require('uno-game-engine')
let config = new Config()
config.setDefaultRotation("CW") // CCW (counter clock wise) or CW (clock wise)
.setInitialCards(7) // how many cards each player starts with
.setPlayersPerDeck(4) // how many players per deck of cards
//(if more players are present, another deck (to draw from) will be created)
let game = new Game(["player1", "player2", "player3", "player4"], config)
// alternatively you can do this:
game = new Game(["player1", "player2", "..."], new Config().setInitialCards(7).setPlayersPerDeck(4))
const { Game, events } = require('uno-game-engine')
let game = new Game(["Player 1", "Player 2"])
game.eventManager.addEvent(new events.PlayerPlayEvent((player, card) => {
console.log(`${player} played ${card}`)
}))
game.eventManager.addEvent(new events.PlayerChangeEvent((oldPlayer, newPlayer) => {
console.log(`It is now ${newPlayer}'s turn`)
}))
game.eventManager.addEvent(new events.PlayerDrawEvent((player, cards) => {
console.log(`${player} drew ${cards.length} cards`)
}))
// manually fire an event
game.eventManager.fireEvent(events.PlayerChangeEvent.fire(game.currentPlayer, game.getNextPlayer()))
// making own events
let Event = events.Event // sadly you need this
class MyEvent extends Event {
/**
* i recommend doing this. but is it NOT required
* @param {(something: number, somethingElse: string) => any} callback
* @param {boolean} once
*/
constructor(callback, once = false) {
super(callback, "myEvent", once)
}
/**
* i also recommend doing this
* @param {number} something
* @param {string} somethingElse
* @returns
*/
static fire(something, somethingElse) {
return new events.FireEvent("myEvent", something, somethingElse)
}
}
// using own events
game.eventManager.addEvent(new MyEvent((something, somethingElse) => {
// do something with it
console.log(`something: ${something}, somethingElse: ${somethingElse}`)
}))
// fireing the event
game.eventManager.fireEvent(MyEvent.fire(1, "hello"))