Add client-side card reveal before swap and YOUR TURN badge update

Reveal face-down cards briefly (1s) before swap completes, using
client-side state diffing instead of a separate server message.
Local player reveals use existing card data; opponent reveals use
server-sent card_revealed as a fallback. Defers incoming game_state
updates during the reveal window to prevent overwrites.

Also update YOUR TURN badge to cyan with suit symbols.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
adlee-was-taken 2026-02-25 23:35:49 -05:00
parent 215849703c
commit 7f0f580631
2 changed files with 104 additions and 12 deletions

View File

@ -130,6 +130,9 @@ class GameScreen(Screen):
self._term_width: int = 80
self._swap_flash: dict[str, int] = {} # player_id -> position of last swap
self._discard_flash: bool = False # discard pile just changed
self._pending_reveal: dict | None = None # server-sent reveal for opponents
self._reveal_active: bool = False # reveal animation in progress
self._deferred_state: GameState | None = None # queued state during reveal
self._term_height: int = 24
def compose(self) -> ComposeResult:
@ -170,10 +173,64 @@ class GameScreen(Screen):
state_data = data.get("game_state", data)
old_state = self._state
new_state = GameState.from_dict(state_data)
self._detect_swaps(old_state, new_state)
self._state = new_state
reveal = self._detect_swaps(old_state, new_state)
if reveal:
# Briefly show the old face-down card before applying new state
self._show_reveal_then_update(reveal, new_state)
elif self._reveal_active:
# A reveal is showing — queue this state for after it finishes
self._deferred_state = new_state
else:
self._state = new_state
self._full_refresh()
def _show_reveal_then_update(
self,
reveal: dict,
new_state: GameState,
) -> None:
"""Show the old card face-up for 1s, then apply the new state."""
from tui_client.models import CardData
player_id = reveal["player_id"]
position = reveal["position"]
old_card_data = reveal["card"]
# Modify current state to show old card face-up
for p in self._state.players:
if p.id == player_id and position < len(p.cards):
p.cards[position] = CardData(
suit=old_card_data.get("suit"),
rank=old_card_data.get("rank"),
face_up=True,
deck_id=old_card_data.get("deck_id"),
)
break
self._reveal_active = True
self._deferred_state = new_state
self._full_refresh()
# After 1 second, apply the real new state
def apply_new():
self._reveal_active = False
state = self._deferred_state
self._deferred_state = None
if state:
self._state = state
self._full_refresh()
self.set_timer(1.0, apply_new)
def _handle_card_revealed(self, data: dict) -> None:
"""Server sent old card data for an opponent's face-down swap."""
# Store the reveal data so next game_state can use it
self._pending_reveal = {
"player_id": data.get("player_id"),
"position": data.get("position", 0),
"card": data.get("card", {}),
}
def _handle_your_turn(self, data: dict) -> None:
self._awaiting_flip = False
self._refresh_action_bar()
@ -458,10 +515,17 @@ class GameScreen(Screen):
# Swap/discard detection
# ------------------------------------------------------------------
def _detect_swaps(self, old: GameState, new: GameState) -> None:
"""Compare old and new state to find which card positions changed."""
def _detect_swaps(self, old: GameState, new: GameState) -> dict | None:
"""Compare old and new state to find which card positions changed.
Returns reveal info dict if a face-down card was swapped, else None.
"""
reveal = None
if not old or not new or not old.players or not new.players:
return
return None
# Only reveal during active play, not initial flip or round end
reveal_eligible = old.phase in ("playing", "final_turn")
old_map = {p.id: p for p in old.players}
for np in new.players:
@ -469,12 +533,30 @@ class GameScreen(Screen):
if not op:
continue
for i, (oc, nc) in enumerate(zip(op.cards, np.cards)):
# Card changed: was face-down and now face-up with different rank,
# or rank/suit changed
if oc.rank != nc.rank or oc.suit != nc.suit:
if nc.face_up:
self._swap_flash[np.id] = i
break
# Card changed: rank/suit differ and new card is face-up
if (oc.rank != nc.rank or oc.suit != nc.suit) and nc.face_up:
self._swap_flash[np.id] = i
# Was old card face-down? If we have its data, reveal it
if reveal_eligible and not oc.face_up and oc.rank and oc.suit:
# Local player — we know face-down card values
reveal = {
"player_id": np.id,
"position": i,
"card": {"rank": oc.rank, "suit": oc.suit, "deck_id": oc.deck_id},
}
elif reveal_eligible and not oc.face_up and self._pending_reveal:
# Opponent — use server-sent reveal data
pr = self._pending_reveal
if pr.get("player_id") == np.id and pr.get("position") == i:
reveal = {
"player_id": np.id,
"position": i,
"card": pr["card"],
}
break
self._pending_reveal = None
# Detect discard change (new discard top differs from old)
if old.discard_top and new.discard_top:
@ -488,6 +570,8 @@ class GameScreen(Screen):
if self._swap_flash or self._discard_flash:
self.set_timer(1.0, self._clear_flash)
return reveal
def _clear_flash(self) -> None:
"""Clear swap/discard flash highlights and re-render."""
self._swap_flash.clear()

View File

@ -50,7 +50,15 @@ class StatusBarWidget(Static):
# Turn info (skip during initial flip - it's misleading)
if state.current_player_id and state.players and state.phase != "initial_flip":
if state.current_player_id == self._player_id:
parts.append("[bold #ffffff on #2e7d32] YOUR TURN [/bold #ffffff on #2e7d32]")
parts.append(
"[on #00bcd4]"
" [bold #000000]♣[/bold #000000]"
"[bold #cc0000]♦[/bold #cc0000]"
" [bold #000000]YOUR TURN![/bold #000000] "
"[bold #000000]♠[/bold #000000]"
"[bold #cc0000]♥[/bold #cc0000]"
" [/on #00bcd4]"
)
else:
for p in state.players:
if p.id == state.current_player_id: