Timing and animation changes for a more natural feeling game with CPU opps.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
adlee-was-taken
2026-01-31 12:22:54 -05:00
parent 6950769bc3
commit 7b64b8c17c
5 changed files with 715 additions and 224 deletions

View File

@@ -11,16 +11,23 @@ class AnimationQueue {
this.processing = false;
this.animationInProgress = false;
// Timing configuration (ms)
// Rhythm: action → settle → action → breathe
// Timing configuration (ms) - use centralized TIMING config
const T = window.TIMING || {};
this.timing = {
flipDuration: 540, // Must match CSS .card-inner transition (0.54s)
moveDuration: 270,
pauseAfterFlip: 144, // Brief settle after flip before move
pauseAfterDiscard: 550, // Let discard land + pulse (400ms) + settle
pauseBeforeNewCard: 150, // Anticipation before new card moves in
pauseAfterSwapComplete: 400, // Breathing room after swap completes
pauseBetweenAnimations: 90
flipDuration: T.card?.flip || 540,
moveDuration: T.card?.move || 270,
cardLift: T.card?.lift || 100,
pauseAfterFlip: T.pause?.afterFlip || 144,
pauseAfterDiscard: T.pause?.afterDiscard || 550,
pauseBeforeNewCard: T.pause?.beforeNewCard || 150,
pauseAfterSwapComplete: T.pause?.afterSwapComplete || 400,
pauseBetweenAnimations: T.pause?.betweenAnimations || 90,
pauseBeforeFlip: T.pause?.beforeFlip || 50,
// Beat timing
beatBase: T.beat?.base || 1000,
beatVariance: T.beat?.variance || 200,
fadeOut: T.beat?.fadeOut || 300,
fadeIn: T.beat?.fadeIn || 300,
};
}
@@ -124,7 +131,7 @@ class AnimationQueue {
// Animate the flip
this.playSound('flip');
await this.delay(50); // Brief pause before flip
await this.delay(this.timing.pauseBeforeFlip);
// Remove flipped to trigger animation to front
inner.classList.remove('flipped');
@@ -136,11 +143,10 @@ class AnimationQueue {
animCard.remove();
}
// Animate a card swap (hand card to discard, drawn card to hand)
// Animate a card swap - smooth continuous motion
async animateSwap(movement) {
const { playerId, position, oldCard, newCard } = movement;
// Get positions
const slotRect = this.getSlotRect(playerId, position);
const discardRect = this.getLocationRect('discard');
const holdingRect = this.getLocationRect('holding');
@@ -149,67 +155,54 @@ class AnimationQueue {
return;
}
// Create a temporary card element for the animation
const animCard = this.createAnimCard();
this.cardManager.cardLayer.appendChild(animCard);
// Create animation cards
const handCard = this.createAnimCard();
this.cardManager.cardLayer.appendChild(handCard);
this.setCardPosition(handCard, slotRect);
// Position at slot
this.setCardPosition(animCard, slotRect);
const handInner = handCard.querySelector('.card-inner');
const handFront = handCard.querySelector('.card-face-front');
// Start face down (showing back)
const inner = animCard.querySelector('.card-inner');
const front = animCard.querySelector('.card-face-front');
inner.classList.add('flipped');
const heldCard = this.createAnimCard();
this.cardManager.cardLayer.appendChild(heldCard);
this.setCardPosition(heldCard, holdingRect || discardRect);
// Step 1: If card was face down, flip to reveal it
this.setCardFront(front, oldCard);
const heldInner = heldCard.querySelector('.card-inner');
const heldFront = heldCard.querySelector('.card-face-front');
// Set up initial state
this.setCardFront(handFront, oldCard);
if (!oldCard.face_up) {
handInner.classList.add('flipped');
}
this.setCardFront(heldFront, newCard);
heldInner.classList.remove('flipped');
// Step 1: If face-down, flip to reveal
if (!oldCard.face_up) {
this.playSound('flip');
inner.classList.remove('flipped');
handInner.classList.remove('flipped');
await this.delay(this.timing.flipDuration);
await this.delay(this.timing.pauseAfterFlip);
} else {
// Already face up, just show it immediately
inner.classList.remove('flipped');
}
// Step 2: Move card to discard pile
// Step 2: Quick crossfade swap
handCard.classList.add('fade-out');
heldCard.classList.add('fade-out');
await this.delay(150);
this.setCardPosition(handCard, discardRect);
this.setCardPosition(heldCard, slotRect);
this.playSound('card');
animCard.classList.add('moving');
this.setCardPosition(animCard, discardRect);
await this.delay(this.timing.moveDuration);
animCard.classList.remove('moving');
handCard.classList.remove('fade-out');
heldCard.classList.remove('fade-out');
handCard.classList.add('fade-in');
heldCard.classList.add('fade-in');
await this.delay(150);
// Let discard land and pulse settle
await this.delay(this.timing.pauseAfterDiscard);
// Step 3: Create second card for the new card coming into hand
const newAnimCard = this.createAnimCard();
this.cardManager.cardLayer.appendChild(newAnimCard);
// New card starts at holding/discard position
this.setCardPosition(newAnimCard, holdingRect || discardRect);
const newInner = newAnimCard.querySelector('.card-inner');
const newFront = newAnimCard.querySelector('.card-face-front');
// Show new card (it's face up from the drawn card)
this.setCardFront(newFront, newCard);
newInner.classList.remove('flipped');
// Brief anticipation before new card moves
await this.delay(this.timing.pauseBeforeNewCard);
// Step 4: Move new card to the hand slot
this.playSound('card');
newAnimCard.classList.add('moving');
this.setCardPosition(newAnimCard, slotRect);
await this.delay(this.timing.moveDuration);
newAnimCard.classList.remove('moving');
// Breathing room after swap completes
await this.delay(this.timing.pauseAfterSwapComplete);
animCard.remove();
newAnimCard.remove();
// Clean up
handCard.remove();
heldCard.remove();
}
// Create a temporary animation card element
@@ -337,22 +330,47 @@ class AnimationQueue {
animCard.remove();
}
// Animate drawing from discard
// Animate drawing from discard - show card lifting and moving to holding position
async animateDrawDiscard(movement) {
const { playerId } = movement;
// Discard to holding is mostly visual feedback
// The card "lifts" slightly
const { card } = movement;
const discardRect = this.getLocationRect('discard');
const holdingRect = this.getLocationRect('holding');
if (!discardRect || !holdingRect) return;
// Just play sound - visual handled by CSS :holding state
this.playSound('card');
// Create animation card at discard position (face UP - visible card)
const animCard = this.createAnimCard();
this.cardManager.cardLayer.appendChild(animCard);
this.setCardPosition(animCard, discardRect);
const inner = animCard.querySelector('.card-inner');
const front = animCard.querySelector('.card-face-front');
// Show the card face (discard is always visible)
if (card) {
this.setCardFront(front, card);
}
inner.classList.remove('flipped'); // Face up
// Lift effect before moving - card rises slightly
animCard.style.transform = 'translateY(-8px) scale(1.05)';
animCard.style.transition = `transform ${this.timing.cardLift}ms ease-out`;
await this.delay(this.timing.cardLift);
// Move to holding position
this.playSound('card');
animCard.classList.add('moving');
animCard.style.transform = '';
this.setCardPosition(animCard, holdingRect);
await this.delay(this.timing.moveDuration);
animCard.classList.remove('moving');
// Brief settle before state updates
await this.delay(this.timing.pauseBeforeNewCard);
// Clean up - renderGame will show the holding card state
animCard.remove();
}
// Check if animations are currently playing