
Interface and screens · TCG Card Shop Simulator · read from a local copy
The board's interface
The board has a screen group and a user interface group of its own.
A match in TCG Card Shop Simulator is played through an interface of its own: health and shield are drawn as sprites and text, the deck and discard pile are counted, attack is shown per element, the areas glow when they can be chosen, the hand slides with its own limits, and ending a turn has its own button and tooltips.
What the game establishes
- The board has a screen group and a user interface group of its own. (checked against the game's own files)
- It animates its setup and damage to the monsters and to the shield. (checked against the game's own files)
- Health is a sprite and a border sprite, with opponent colours and lists for flipping and hiding the opponent's parts. (checked against the game's own files)
- The deck and the discard pile are counted in text. (checked against the game's own files)
- Health, shield health and a freeze counter each have text, with groups for the shield and the counter. (checked against the game's own files)
- Attack is shown per element, with lists for base and boosted attack power. (checked against the game's own files)
- Element areas have a glow animation and a selection glow animation. (checked against the game's own files)
- Turn selection has its own group and area animation with two first-and-second lists and an empty button area. (checked against the game's own files)
- The play-card button groups and the selection glow are instantiated from parents and a prefab. (checked against the game's own files)
- The hand can slide, with a slider group, range distance and index maximum, a spread amount, a slide limit with a minimum and maximum count, scroll speeds and an inverted-wheel option. (checked against the game's own files)
- Ending a turn has a button, a controller button and mouse and gamepad tooltips, and the discard area has a controller button. (checked against the game's own files)
- There are groups for a card that cannot evolve and for one with no play effect, and the playmat background can be darkened. (checked against the game's own files)
- It can follow the mouse. (checked against the game's own files)
- The board carries a group that offsets the opponent's health display. (checked against the game's own files)
- It keeps a list of frozen slots in the element areas. (checked against the game's own files)
- Looking at a card and triggering an effect have screens of their own, each with its own card interface element and animation. (checked against the game's own files)
- The end of a game has a conversation screen of its own, with a gift image, a customer line and separate lists of lines for winning and losing. (checked against the game's own files)
- The game ships a shield icon of its own for the protections it shows on the board. (checked against the game's own files)
In play
The board is not played through the shop's menus. A match has a screen group and a user interface group of its own, which is why the table can show a great deal without the rest of the shop's screens being involved.
It animates its own states. There is an animation for setting up and separate ones for damage to the monsters and for damage to the shield, so being hit is shown rather than only counted.
Health is drawn twice over. There is a health sprite and a border sprite, with colours of their own for the opponent's side, along with lists for flipping and hiding the opponent's parts, which is how the other side of the table can be presented rather than mirrored.
The piles are counted in words. There is text for the number of cards in the deck and text for the discard pile, so what is left is readable without counting a stack by eye.
Health and protections have their own readouts. There is text for health, for shield health and for a freeze counter, with groups for the shield and the counter, which is why a protected creature reads differently from a healthy one.
Attack is shown per element. There is a list of attack figures for the element areas, alongside the lists of base attack power and boosted attack power, so a total can be read as the parts it is made of.
The areas advertise themselves. There are animations for an element area glowing and for it glowing when it is selected, which is how the board shows where a card may be played.
Choosing who goes is its own display. There is a turn-select group with an animation for the areas and two lists that split the first and second choice, along with an empty button area, so the opening of a match is a screen rather than a prompt.
The buttons are built rather than fixed. The play-card groups and the selection glow are attached to parents and instantiated from a group and a prefab, which is why the board can grow a row of controls as the hand grows.
The hand slides. There is a slider group for the horizontal layout, a range distance and a maximum index for the slider, an amount the cards spread by, a slide limit with a smallest and a largest count, a scroll speed and a multiplier for it, a flag for whether sliding is allowed at all and an option to invert the mouse wheel.
Ending a turn is its own control. There is a button for it, a controller button for it, and tooltips for both a mouse and a pad, and the discard area has a controller button of its own, so the two things you do most often are always reachable.
The end of a game is a screen as well. When a match finishes the board hands over to a conversation with a gift image, a line from the customer and separate lists of lines for a win and for a loss, which is why the result is staged rather than announced.
The protections have a picture of their own. The board's shield readout uses an icon the game draws, a green shield with a darker inner shield, so a protected creature can be marked rather than only counted.
Reading a card is its own screen. There is a screen for a card's information and a screen for triggering an effect, and each brings a card element and an animation of its own, so looking something up does not disturb the board underneath.
It also says what a card cannot do. There are groups for a card that cannot evolve and for one with no play effect, and the mat behind the board can be darkened, so the interface can step back when the table should be the picture.
What this entry does not tell you: how much health anything has, how many cards a hand holds, or what any attack figure is. We have not verified those numbers, so we do not print them.
Related
Cards and rarityThe state of a game of cardsThe board holds a position list for the deck, the discard pile, the element areas, the guardian row and the hand.
Cards and rarityThe rules of the card gameThe card game ships with a rulebook screen of its own.Version and sources
A local copy of the game, read only. The grounding for each fact is listed on the technical reference pages; nothing here is estimated. Documented build: no version stated by this build.