this is for creating a game architecture for a hobby indie game.

HTML canvas project. 

I need to build "component system." for cards

Need high-level plan for designing interactive cards using an Object-Oriented approach 


Guide:
---

### High-Level Architecture: Separation of Concerns

To manage this complexity, we need to separate the game into distinct roles:

1.  **Card Definitions (Data):** Pure data defining what a card *is* (its name, duration, costs, and outcomes).
2.  **The `Card` Class (Component Logic & Rendering):** A template that takes the definition and manages its own lifecycle, appearance, interactions, and internal state (e.g., timers, visual flags).
3.  **Game State (Global Model):** Holds global data like resources, logs, and the list of currently active cards.
4.  **Game Manager (Orchestrator):** Handles spawning cards, cleaning up destroyed cards, managing global resources, and mediating communication between cards and the game state.

---

### Phase 1: The `Card` Class (The Component)

This class will be the blueprint for every card in your game. It needs properties to track its state and methods to handle its lifecycle.

#### 1.A: Essential Properties (The State)

Each instance of a `Card` needs to track its own status:

```javascript
class Card {
    constructor(definition, gameManager, position) {
        // --- Data from Definition ---
        this.id = definition.id;
        this.name = definition.name;
        this.duration = definition.duration || 0;
        this.effects = definition.effects; // What happens when it finishes

        // --- Positional Data ---
        this.x = position.x;
        this.y = position.y;
        this.width = 200; // Standard card width
        this.height = 100; // Standard card height

        // --- Internal State Management ---
        this.state = 'IDLE'; // 'IDLE', 'RUNNING', 'COMPLETED', 'DESTROYED'
        this.isNew = true; // For the initial border highlight
        this.isHovered = false;
        this.timer = 0; // Current progress of the timer

        // --- External References ---
        this.gameManager = gameManager; // Reference to communicate outwards
    }
    // ... methods follow ...
}
```

#### 1.B: Essential Methods (The Lifecycle & Behavior)

These methods control how the card behaves during the game loop.

**1. `update(deltaTime)`:**
This is where time-based logic happens.

*   If `state === 'RUNNING'`, increment `this.timer` by `deltaTime`.
*   Check if `this.timer >= this.duration`.
*   If the timer finishes, change `this.state = 'COMPLETED'` and call a completion handler.

**2. `draw(ctx)`:**
Handles all visual rendering.

*   Draws the background rectangle.
*   Draws text (name, description).
*   **Visual States:**
    *   If `this.isNew === true`, draw a bright attention border.
    *   If `this.state === 'RUNNING'`, draw a progress bar based on `this.timer / this.duration`.
    *   If `this.isHovered === true`, maybe slightly change the background color or draw a tooltip/popup nearby.

**3. `onClick(mouseX, mouseY)`:**
Handles user interaction.

*   Check if the click was inside the card bounds (you already have `isInsideRect`).
*   *Example:* If `this.state === 'IDLE'`, change it to `this.state = 'RUNNING'`.
*   *Advanced:* You can define sub-regions within the card (e.g., a "Cancel" button vs. a "Start" button) and check which subsection was clicked.

**4. `onHover(mouseX, mouseY)`:**
Handles mouseovers.

*   Set `this.isHovered = true`.
*   **Requirement:** "on first mouseover loses border": If `this.isNew === true`, set `this.isNew = false`.

**5. `onComplete()`:**
Triggered by `update()` when the timer finishes.

*   This is crucial: The card itself shouldn't directly modify the global state or spawn other cards. Instead, it notifies the `GameManager`.
*   `this.gameManager.handleCardEvent('COMPLETED', this.effects);`

---

### Phase 2: Card Definitions (The Data)

Keep the game logic data separate from the class implementation. This makes it easy to add new cards.

```javascript
const CARD_DEFINITIONS = {
    'card1_intro': {
        id: 'card1_intro',
        name: "Start the Adventure",
        duration: 5000, // 5 seconds
        effects: {
            log: "Adventure started!",
            spawn: ['card2_explore', 'card3_rest', 'card4_mine'],
        }
    },
    'card4_mine': {
        id: 'card4_mine',
        name: "Mine Resource 1",
        duration: 10000, // 10 seconds
        costsWhileRunning: { resource1: 1 }, // Costs 1 resource per second (handled by manager)
        effects: {
            log: "Mining complete.",
            gain: { resource1: 50 }
        }
    }
    // ... card2_explore, card3_rest ...
};
```

---

### Phase 3: The Game Manager (The Orchestrator)

The `GameManager` holds everything together. It runs the main loop, manages the active cards, and executes the effects.

```javascript
class GameManager {
    constructor(ctx) {
        this.ctx = ctx;
        this.activeCards = [];
        this.gameState = {
            resources: { resource1: 100 },
        };
    }

    // 1. Spawning Cards
    spawnCard(cardId, position) {
        const definition = CARD_DEFINITIONS[cardId];
        if (definition) {
            const newCard = new Card(definition, this, position);
            this.activeCards.push(newCard);
        }
    }

    // 2. The Main Game Loop
    update(deltaTime) {
        this.activeCards.forEach(card => card.update(deltaTime));

        // Handle continuous costs (like Card4 draining Resource1)
        this.activeCards.forEach(card => {
            if (card.state === 'RUNNING' && card.definition.costsWhileRunning) {
                // Deduct resources based on deltaTime...
            }
        });

        // Clean up destroyed cards
        this.activeCards = this.activeCards.filter(card => card.state !== 'DESTROYED');
    }

    draw() {
        this.activeCards.forEach(card => card.draw(this.ctx));
    }

    // 3. Handling Input
    handleMouseClick(mousePos) {
        // Iterate backwards so top cards are clicked first
        for (let i = this.activeCards.length - 1; i >= 0; i--) {
            const card = this.activeCards[i];
            if (isInsideRect(mousePos, card)) {
                card.onClick(mousePos);
                break; // Only click the top-most card
            }
        }
    }

    handleMouseMove(mousePos) {
        this.activeCards.forEach(card => {
            if (isInsideRect(mousePos, card)) {
                card.onHover(mousePos);
            } else {
                card.isHovered = false;
            }
        });
    }

    // 4. The Central Communication Hub (The most important part)
    handleCardEvent(eventType, effects) {
        if (eventType === 'COMPLETED') {
            // Apply effects defined in the card data
            
            if (effects.log) {
                setLogMessage(effects.log); // Your footer log function
            }

            if (effects.gain) {
                // Update global resources
                this.gameState.resources.resource1 += effects.gain.resource1 || 0;
            }

            if (effects.spawn) {
                effects.spawn.forEach(cardId => {
                    // Determine where to spawn the new card (e.g., in Column 2)
                    const spawnPosition = this.findNextAvailableSpot(); 
                    this.spawnCard(cardId, spawnPosition);
                });
            }
        }
    }
}
```

### Summary of the Plan: How it fits together

Let's revisit your example scenario using this architecture:

**Scenario: Card1 Lifecycle**

1.  **Start:** `GameManager` calls `spawnCard('card1_intro', {x: 50, y: 50})`. A new `Card` is created with `isNew = true`.
2.  **Display:** `GameManager.draw()` calls `card1.draw()`. It sees `isNew = true` and draws the attention border.
3.  **Hover:** User moves mouse over. `GameManager.handleMouseMove()` calls `card1.onHover()`. Card1 sets `isNew = false`.
4.  **Click:** User clicks. `GameManager.handleMouseClick()` calls `card1.onClick()`. Card1 sets `state = 'RUNNING'`.
5.  **Timer:** In the game loop, `GameManager.update()` calls `card1.update(deltaTime)`. `card1.timer` increases. `card1.draw()` renders the progress bar.
6.  **Finish:** After 5 seconds, `card1.update()` sees the timer is done. It sets `state = 'DESTROYED'` and calls `this.gameManager.handleCardEvent('COMPLETED', this.effects)`.
7.  **Orchestration:** The `GameManager` receives the event. It looks at the effects:
    *   Logs "Adventure started!".
    *   Calls `spawnCard('card2_explore')`, `spawnCard('card3_rest')`, `spawnCard('card4_mine')`.
8.  **Cleanup:** In the next `update` cycle, `GameManager` removes the destroyed Card1 from `activeCards`.



I need to dive deeper into the high level vioe of defining and handling card effects.

I suspect that the most common effects would be:
spawn - card spawns another card (or cards)
log - card produces log message
gain - card changes the amount of resources
cooldown - card goes into cooldown

There will be cards that have limited mumber of uses (each time the card triggers it spawns a card with a counter 1 lower and after the last time it does not spawn any)

Maybe some other effects, I am not sure for now. (any suggestions?)


Some cards will modify the main gameState object (move story along, set a flag, change some behaviour for future runs, trigger achievement, etc. 
What would be the best way to implement it?


Will I need to have some queue of effects? I think there is almost no chance that two cards will trigger at the same time, but maybe some cards will have many effects. (considering, but I want to keep it simple)