
Cards and rarity · TCG Card Shop Simulator · read from a local copy
The state of a game of cards
The board holds a position list for the deck, the discard pile, the element areas, the guardian row and the hand.
A game in TCG Card Shop Simulator keeps its own board: positions for the deck, the discard pile, the element areas, the guardian row and the hand, lists of the cards in each of those places, three separate attack totals, the card you are hovering or dragging, and a flag for a turn that is waiting to resolve.
What the game establishes
- The board holds a position list for the deck, the discard pile, the element areas, the guardian row and the hand. (checked against the game's own files)
- It keeps card lists for all cards, the deck, the discard pile, the guardians, the hand and the element areas. (checked against the game's own files)
- The deck is split into a top list and a bottom list. (checked against the game's own files)
- It tracks a selected, a dragging and a hovered card, and a list of cards shown in the centre. (checked against the game's own files)
- The hovered element area is tracked by index. (checked against the game's own files)
- Attack is kept as a base total with an element boost and a card boost. (checked against the game's own files)
- The board keeps its own setup and deck data lists. (checked against the game's own files)
- Resolving an action has a selected list, a valid list and a waiting flag. (checked against the game's own files)
- A resolution can avoid repeating a monster kind, with a list to check and a list of kinds selected. (checked against the game's own files)
- The board carries an element attack animation list and effects for damage, evolution, a frozen counter, a frozen area and a shuffle. (checked against the game's own files)
- It remembers the last discarded cards and the monsters standing in the element areas. (checked against the game's own files)
- The same board can be machine-controlled, with lists of the monster kinds in hand and the kinds to get or hold. (checked against the game's own files)
- A set has a player flag, a deck index, references to the table game and board interface, and the playmat and deckbox meshes with their parents. (checked against the game's own files)
- There are separate positions for the deck's start and end, the discard's start and end, a card being searched for, a card searched out of the discard pile and a card shown before it goes to the bottom. (checked against the game's own files)
- The board has an animation of its own and a place to spawn a card into. (checked against the game's own files)
- It draws a fake visual of the deck and keeps a parent for the card being held. (checked against the game's own files)
- It has a group of guardian positions, a position for the card shown in the centre, checkers on the left and the right, and a place items spawn. (checked against the game's own files)
- The card game manager keeps lists for copying a deck out as text and for pasting card data back in, with a test string and a test paste list of its own. (checked against the game's own files)
- The build ships a freeze icon of its own for the frozen state on the board. (checked against the game's own files)
In play
A match is a set of places and lists rather than a score kept elsewhere. The game prepares a position for every place a card can be: the deck, the discard pile, the element areas, the guardian row and the hand, and it keeps a list of cards for each of them.
The deck is split in two. There is a list for the cards at the top of the deck and another for the cards at the bottom, which is how a card can be sent under the deck rather than only on top of it.
It follows what you are doing with your hands. There is a current selected card, a card being dragged and a card being hovered, along with a list for what is being shown in the centre of the board.
It also knows where you are pointing. The element area you are hovering over is tracked by its index, which is why a card can be aimed at one of the areas rather than the whole board.
Attack is kept in three totals. There is the base attack, a boost from the elements involved and a boost from cards, so what a card does can be worked out from separate parts instead of one number that changes unpredictably.
The board keeps its own data. There are setup and deck data lists of its own, which is how a match can be built from the game's card data rather than from whatever happens to be on the shelf.
Resolving an action is a state. There is a list of the cards selected for a resolution and a list of the cards that are valid for it, along with a flag for a turn that is waiting, so the board can pause rather than guess.
A resolution can also be told not to repeat a kind of monster, which is why there is a list to check against and a list of the kinds already chosen.
The board carries its effects. There is an animation list for a card's element attack, along with effects for damage, for an evolution, for a frozen counter exploding, for a frozen area exploding and for a shuffle, so what happens is drawn rather than only recorded.
It remembers the last thing thrown away. There is a list of the cards discarded most recently, which is what lets a discarded card be referred to after it has left play.
A deck can leave the game and come back. The card game manager keeps a list of decks copied out as text and a list of card data pasted back in, with a test string and a test paste list of its own, which is why a deck can be shared as text rather than only played.
The same board can be played by the computer. It knows whether it is the one being played by the machine, and it keeps lists of the kinds of monster in its hand and of which kinds it wants to get or to keep, so an opponent uses the same structure as you.
Each set knows where it belongs. There is a player flag, an index for its deck, and references to the table game and the board interface, along with the meshes for the playmat and the deckbox and the points a card is searched for or placed at.
A frozen card is marked. The build ships a freeze icon of its own, which is the picture behind the freeze counters and the frozen element areas the board plays its effects from.
What this entry does not tell you: how many cards a deck holds, what any card's attack is, or how the machine decides its move. We have not verified those numbers, so we do not print them.
Related
Cards and rarityThe card game you can playPlayable card sets are defined by the game.
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.