gold rush equipment

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Alberto Xamin 2021-06-16 18:14:01 +02:00
parent 3e9e1d5d35
commit 7a1a2c64d5
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@ -12,7 +12,7 @@
<span v-for="(n, i) in (max_lives-lives)" v-bind:key="`${i}-sk`" :alt="i">💀</span> <span v-for="(n, i) in (max_lives-lives)" v-bind:key="`${i}-sk`" :alt="i">💀</span>
</transition-group> </transition-group>
<transition-group v-if="lives > 0 || is_ghost" name="list" tag="div" style="margin: 0 0 0 10pt; display:flex;"> <transition-group v-if="lives > 0 || is_ghost" name="list" tag="div" style="margin: 0 0 0 10pt; display:flex;">
<Card v-for="card in equipment" v-bind:key="card.name+card.number" :card="card" <Card v-for="card in equipmentComputed" v-bind:key="card.name+card.number" :card="card"
@pointerenter.native="setDesc(card)" @pointerleave.native="desc=''" @pointerenter.native="setDesc(card)" @pointerleave.native="desc=''"
@click.native="play_card(card, true)" :class="{'cant-play':((eventCard && eventCard.name == 'Lazo') || !card.can_be_used_now)}"/> @click.native="play_card(card, true)" :class="{'cant-play':((eventCard && eventCard.name == 'Lazo') || !card.can_be_used_now)}"/>
</transition-group> </transition-group>
@ -83,6 +83,7 @@ export default {
character: null, character: null,
availableCharacters: [], availableCharacters: [],
equipment: [], equipment: [],
gold_rush_equipment: [],
hand: [], hand: [],
lives: 0, lives: 0,
max_lives: 0, max_lives: 0,
@ -139,6 +140,7 @@ export default {
this.character.is_character = true this.character.is_character = true
this.hand = self.hand this.hand = self.hand
this.equipment = self.equipment this.equipment = self.equipment
this.gold_rush_equipment = self.gold_rush_equipment
this.lives = self.lives this.lives = self.lives
this.max_lives = self.max_lives this.max_lives = self.max_lives
this.has_played_bang = self.has_played_bang this.has_played_bang = self.has_played_bang
@ -258,6 +260,12 @@ export default {
}) })
return cc return cc
}, },
equipmentComputed() {
let eq = []
this.equipment.forEach(x => eq.push(x));
this.gold_rush_equipment.forEach(x => eq.push(x));
return eq
},
handComputed() { handComputed() {
return this.hand.map(x => { return this.hand.map(x => {
let cantBePlayed = false let cantBePlayed = false