Add animation system documentation and project context
- client/ANIMATIONS.md: Full documentation of the CardAnimations API, timing config, CSS rules, and common patterns - CLAUDE.md: Project context for AI assistants with architecture overview and development guidelines Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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CLAUDE.md
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CLAUDE.md
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# Golf Card Game - Project Context
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A real-time multiplayer 6-card Golf card game with CPU opponents and smooth anime.js animations.
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## Quick Start
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```bash
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# Install dependencies
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pip install -r server/requirements.txt
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# Run the server
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python server/main.py
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# Visit http://localhost:5000
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```
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## Architecture
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```
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golfgame/
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├── server/ # Python FastAPI backend
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│ ├── main.py # HTTP routes, WebSocket handling
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│ ├── game.py # Game logic, state machine
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│ └── ai.py # CPU opponent AI with timing/personality
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│
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├── client/ # Vanilla JS frontend
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│ ├── app.js # Main game controller
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│ ├── card-animations.js # Unified anime.js animation system
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│ ├── card-manager.js # DOM management for cards
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│ ├── animation-queue.js # Animation sequencing
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│ ├── timing-config.js # Centralized timing configuration
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│ ├── state-differ.js # Diff game state for animations
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│ ├── style.css # Styles (NO card transitions)
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│ └── ANIMATIONS.md # Animation system documentation
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│
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└── docs/v3/ # Feature planning documents
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```
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## Key Technical Decisions
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### Animation System
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**All card animations use anime.js.** No CSS transitions on card elements.
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- See `client/ANIMATIONS.md` for full documentation
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- `CardAnimations` class in `card-animations.js` handles everything
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- Timing configured in `timing-config.js`
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### State Management
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- Server is source of truth
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- Client receives full game state on each update
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- `state-differ.js` computes diffs to trigger appropriate animations
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- `isDrawAnimating` flag prevents UI updates during animations
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### CPU Players
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- AI logic in `server/ai.py`
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- Configurable timing delays for natural feel
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- Multiple personality types affect decision-making
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## Common Development Tasks
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### Adjusting Animation Speed
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Edit `timing-config.js` - all timings are centralized there.
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### Adding New Animations
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1. Add method to `CardAnimations` class in `card-animations.js`
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2. Use anime.js, not CSS transitions
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3. Track in `activeAnimations` Map for cancellation support
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4. Add timing config to `timing-config.js` if needed
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### Debugging Animations
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```javascript
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// Check what's animating
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console.log(window.cardAnimations.activeAnimations);
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// Force cleanup
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window.cardAnimations.cancelAll();
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// Check timing config
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console.log(window.TIMING);
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```
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### Testing CPU Behavior
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Adjust delays in `server/ai.py` `CPU_TIMING` dict.
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## Important Patterns
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### No CSS Transitions on Cards
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Cards animate via anime.js only. The following should NOT have `transition`:
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- `.card`, `.card-inner`
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- `.real-card`, `.swap-card`
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- `.held-card-floating`
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### Animation Overlays
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Complex animations create temporary overlay elements:
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1. Create `.draw-anim-card` positioned over source
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2. Hide original card
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3. Animate overlay
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4. Remove overlay, reveal updated card
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### Fire-and-Forget for Opponents
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Opponent animations don't block - no callbacks needed:
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```javascript
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cardAnimations.animateOpponentFlip(cardElement, cardData);
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```
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## Dependencies
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### Server
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- FastAPI
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- uvicorn
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- websockets
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### Client
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- anime.js (animations)
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- No other frameworks
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## Game Rules Reference
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- 6 cards per player in 2x3 grid
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- Lower score wins
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- Matching columns cancel out (0 points)
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- Jokers are -2 points
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- Kings are 0 points
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- Game ends when a player flips all cards
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client/ANIMATIONS.md
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# Card Animation System
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This document describes the unified animation system for the Golf card game client.
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## Architecture
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**All card animations use anime.js.** There are no CSS transitions on card elements.
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| What | How |
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|------|-----|
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| Card movements | anime.js |
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| Card flips | anime.js |
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| Swap animations | anime.js |
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| Pulse/glow effects | anime.js |
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| Hover states | CSS `:hover` only |
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| Show/hide | CSS `.hidden` class only |
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### Why anime.js?
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- Consistent timing and easing across all animations
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- Coordinated multi-element sequences via timelines
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- Proper animation cancellation via `activeAnimations` tracking
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- No conflicts between CSS and JS animation systems
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---
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## Core Files
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| File | Purpose |
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|------|---------|
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| `card-animations.js` | Unified `CardAnimations` class - all animation logic |
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| `timing-config.js` | Centralized timing/easing configuration |
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| `style.css` | Static styles only (no transitions on cards) |
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---
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## CardAnimations Class API
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Global instance available at `window.cardAnimations`.
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### Draw Animations
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```javascript
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// Draw from deck - lift, move to hold area, flip to reveal
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cardAnimations.animateDrawDeck(cardData, onComplete)
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// Draw from discard - quick grab, no flip
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cardAnimations.animateDrawDiscard(cardData, onComplete)
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// For opponent draw-then-discard - deck to discard with flip
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cardAnimations.animateDeckToDiscard(card, onComplete)
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```
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### Flip Animations
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```javascript
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// Generic flip animation on any card element
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cardAnimations.animateFlip(element, cardData, onComplete)
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// Initial flip at game start (local player)
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cardAnimations.animateInitialFlip(cardElement, cardData, onComplete)
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// Opponent card flip (fire-and-forget)
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cardAnimations.animateOpponentFlip(cardElement, cardData, rotation)
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```
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### Swap Animations
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```javascript
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// Player swaps drawn card with hand card
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cardAnimations.animateSwap(position, oldCard, newCard, handCardElement, onComplete)
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// Opponent swap (fire-and-forget)
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cardAnimations.animateOpponentSwap(playerId, position, discardCard, sourceCardElement, rotation, wasFaceUp)
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```
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### Discard Animations
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```javascript
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// Animate held card swooping to discard pile
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cardAnimations.animateDiscard(heldCardElement, targetCard, onComplete)
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```
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### Ambient Effects (Looping)
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```javascript
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// "Your turn to draw" shake effect
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cardAnimations.startTurnPulse(element)
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cardAnimations.stopTurnPulse(element)
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// CPU thinking glow
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cardAnimations.startCpuThinking(element)
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cardAnimations.stopCpuThinking(element)
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// Initial flip phase - clickable cards glow
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cardAnimations.startInitialFlipPulse(element)
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cardAnimations.stopInitialFlipPulse(element)
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cardAnimations.stopAllInitialFlipPulses()
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```
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### One-Shot Effects
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```javascript
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// Pulse when card lands on discard
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cardAnimations.pulseDiscard()
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// Pulse effect on face-up swap
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cardAnimations.pulseSwap(element)
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// Pop-in when element appears (use sparingly)
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cardAnimations.popIn(element)
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// Gold ring expanding effect before draw
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cardAnimations.startDrawPulse(element)
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```
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### Utility Methods
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```javascript
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// Check if animation is in progress
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cardAnimations.isBusy()
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// Cancel all running animations
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cardAnimations.cancel()
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cardAnimations.cancelAll()
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// Clean up animation elements
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cardAnimations.cleanup()
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```
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---
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## Animation Overlay Pattern
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For complex animations (flips, swaps), the system:
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1. Creates a temporary overlay element (`.draw-anim-card`)
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2. Positions it exactly over the source card
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3. Hides the original card (`opacity: 0` or `.swap-out`)
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4. Animates the overlay
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5. Removes overlay and reveals updated original card
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This ensures smooth animations without modifying the DOM structure of game cards.
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---
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## Timing Configuration
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All timing values are in `timing-config.js` and exposed as `window.TIMING`.
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### Key Durations
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| Animation | Duration | Notes |
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|-----------|----------|-------|
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| Flip | 245ms | 3D rotateY animation |
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| Deck lift | 63ms | Before moving to hold |
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| Deck move | 105ms | To hold position |
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| Discard lift | 25ms | Quick grab |
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| Discard move | 76ms | To hold position |
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| Swap pulse | 400ms | Scale + brightness |
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| Turn shake | 400ms | Every 3 seconds |
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### Easing Functions
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```javascript
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window.TIMING.anime.easing = {
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flip: 'easeInOutQuad', // Smooth acceleration/deceleration
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move: 'easeOutCubic', // Fast start, gentle settle
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lift: 'easeOutQuad', // Quick lift
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pulse: 'easeInOutSine', // Smooth oscillation
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}
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```
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---
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## CSS Rules
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### What CSS Does
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- Static card appearance (colors, borders, sizing)
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- Layout and positioning
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- Hover states (`:hover` scale/shadow)
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- Show/hide via `.hidden` class
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### What CSS Does NOT Do
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- No `transition` on any card element
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- No `@keyframes` for card animations
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- No `.flipped`, `.moving`, `.flipping` transition triggers
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### Important Classes
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| Class | Purpose |
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|-------|---------|
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| `.draw-anim-card` | Temporary overlay during animation |
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| `.draw-anim-inner` | 3D flip container |
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| `.swap-out` | Hides original during swap animation |
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| `.hidden` | Opacity 0, no display change |
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| `.draw-pulse` | Gold ring expanding effect |
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---
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## Common Patterns
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### Preventing Premature UI Updates
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The `isDrawAnimating` flag in `app.js` prevents the held card from appearing before the draw animation completes:
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```javascript
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// In renderGame()
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if (!this.isDrawAnimating && /* other conditions */) {
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// Show held card
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}
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```
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### Animation Sequencing
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Use anime.js timelines for coordinated sequences:
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```javascript
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const timeline = anime.timeline({
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easing: 'easeOutQuad',
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complete: () => { /* cleanup */ }
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});
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timeline.add({ targets: el, translateY: -15, duration: 100 });
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timeline.add({ targets: el, left: x, top: y, duration: 200 });
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timeline.add({ targets: inner, rotateY: 0, duration: 245 });
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```
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### Fire-and-Forget Animations
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For opponent/CPU animations that don't block game flow:
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```javascript
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// No onComplete callback needed
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cardAnimations.animateOpponentFlip(cardElement, cardData);
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```
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---
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## Debugging
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### Check Active Animations
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```javascript
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console.log(window.cardAnimations.activeAnimations);
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```
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### Force Cleanup
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```javascript
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window.cardAnimations.cancelAll();
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```
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### Animation Not Working?
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1. Check that anime.js is loaded before card-animations.js
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2. Verify element exists and is visible
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3. Check for CSS transitions that might conflict
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4. Look for errors in console
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