After creating <canvas>-based versions of Klondike and FreeCell, I decided that they didn't provide enough
player feedback. Double-clicking a card to play on a foundation immediately displayed the card at the target location,
with no animation indicating the action. Similarly when turning cards from a talon -> waste pile. The lack of animation
wasn't quite so bad when dropping cards, since the cards were usually so close to the target location, it was more
obvious when they "snapped" into place. However, more animation directing the player's attention is always nice.
Since I didn't use a pre-existing game framework for the <canvas>-rendering, I would have had to write an animation
engine, which I am too lazy to do. I also have a strong case of NIH when
working on personal projects, so decided to try the challenge of rewriting the card game engine using the DOM, such that I
could use 3D transforms and transitions (for "free"). The final confirmation that I would go ahead with this rewrite was
when I discovered I could still create the "card waterfall" effect: by having a <canvas> background, animating a single
card element (with an <img> to represent the card face) and drawing the trail by using the <img> as a data source for context.drawImage.
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HTML/CSS/JS version of the solitaire variation FreeCell
endemic/freecell
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HTML/CSS/JS version of the solitaire variation FreeCell
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