Fix swap animation stutter and remove 1s server-side dead delay
- Remove unused card_revealed broadcast + 1s asyncio.sleep in swap handler (client never handled this message, causing pure dead wait before game_state) - Defer swap-out (opacity:0) on hand cards to onStart callback so overlay covers the card before hiding it — eliminates visual gap for all players - Defer heldCardFloating visibility hide to onStart — held card stays visible until animation overlay replaces it - Thread onStart callback through animateUnifiedSwap → _runUnifiedSwap Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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5408867921
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@ -81,6 +81,7 @@ class GolfGame {
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this.initCardTooltips();
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this.bindEvents();
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this.initMobileDetection();
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this.initDesktopScorecard();
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this.checkUrlParams();
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}
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@ -111,9 +112,11 @@ class GolfGame {
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this.isMobile = e.matches;
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document.body.classList.toggle('mobile-portrait', e.matches);
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setAppHeight();
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// Close any open drawers on layout change
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// Close any open drawers/overlays on layout change
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if (!e.matches) {
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this.closeDrawers();
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} else {
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this.closeDesktopScorecard();
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}
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};
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mql.addEventListener('change', update);
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@ -154,6 +157,31 @@ class GolfGame {
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if (bottomBar) bottomBar.classList.remove('hidden');
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}
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initDesktopScorecard() {
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if (!this.desktopScorecardBtn) return;
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this.desktopScorecardBtn.addEventListener('click', () => {
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const isOpen = this.desktopScorecardOverlay.classList.contains('open');
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if (isOpen) {
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this.closeDesktopScorecard();
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} else {
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this.desktopScorecardOverlay.classList.add('open');
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this.desktopScorecardBtn.classList.add('active');
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this.desktopScorecardBackdrop.classList.add('visible');
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}
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});
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this.desktopScorecardBackdrop.addEventListener('click', () => {
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this.closeDesktopScorecard();
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});
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}
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closeDesktopScorecard() {
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if (this.desktopScorecardOverlay) this.desktopScorecardOverlay.classList.remove('open');
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if (this.desktopScorecardBtn) this.desktopScorecardBtn.classList.remove('active');
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if (this.desktopScorecardBackdrop) this.desktopScorecardBackdrop.classList.remove('visible');
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}
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initAudio() {
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// Initialize audio context on first user interaction
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const initCtx = () => {
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@ -544,6 +572,13 @@ class GolfGame {
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this.gameUsername = document.getElementById('game-username');
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this.gameLogoutBtn = document.getElementById('game-logout-btn');
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this.authBar = document.getElementById('auth-bar');
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// Desktop scorecard overlay elements
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this.desktopScorecardBtn = document.getElementById('desktop-scorecard-btn');
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this.desktopScorecardOverlay = document.getElementById('desktop-scorecard-overlay');
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this.desktopScorecardBackdrop = document.getElementById('desktop-scorecard-backdrop');
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this.desktopStandingsList = document.getElementById('desktop-standings-list');
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this.desktopScoreTable = document.getElementById('desktop-score-table')?.querySelector('tbody');
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}
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bindEvents() {
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@ -1464,12 +1499,8 @@ class GolfGame {
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this.swapAnimationCardEl = handCardEl;
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this.swapAnimationHandCardEl = handCardEl;
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// Hide originals and UI during animation
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handCardEl.classList.add('swap-out');
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// Hide discard button during animation (held card hidden later by onStart)
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this.discardBtn.classList.add('hidden');
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if (this.heldCardFloating) {
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this.heldCardFloating.style.visibility = 'hidden';
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}
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// Store drawn card data before clearing
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const drawnCardData = this.drawnCard;
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@ -1492,6 +1523,12 @@ class GolfGame {
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{
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rotation: 0,
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wasHandFaceDown: false,
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onStart: () => {
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handCardEl.classList.add('swap-out');
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if (this.heldCardFloating) {
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this.heldCardFloating.style.visibility = 'hidden';
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}
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},
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onComplete: () => {
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handCardEl.classList.remove('swap-out');
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if (this.heldCardFloating) {
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@ -1555,6 +1592,12 @@ class GolfGame {
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{
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rotation: 0,
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wasHandFaceDown: true,
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onStart: () => {
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if (handCardEl) handCardEl.classList.add('swap-out');
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if (this.heldCardFloating) {
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this.heldCardFloating.style.visibility = 'hidden';
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}
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},
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onComplete: () => {
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if (handCardEl) handCardEl.classList.remove('swap-out');
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if (this.heldCardFloating) {
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@ -2887,9 +2930,6 @@ class GolfGame {
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return;
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}
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// Hide the source card during animation
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sourceCardEl.classList.add('swap-out');
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// Use unified swap animation
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if (window.cardAnimations) {
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const heldRect = window.cardAnimations.getHoldingRect();
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@ -2902,6 +2942,9 @@ class GolfGame {
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{
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rotation: sourceRotation,
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wasHandFaceDown: !wasFaceUp,
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onStart: () => {
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sourceCardEl.classList.add('swap-out');
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},
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onComplete: () => {
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if (sourceCardEl) sourceCardEl.classList.remove('swap-out');
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this.opponentSwapAnimation = null;
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@ -4347,6 +4390,11 @@ class GolfGame {
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`;
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this.scoreTable.appendChild(tr);
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});
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// Mirror to desktop overlay
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if (this.desktopScoreTable) {
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this.desktopScoreTable.innerHTML = this.scoreTable.innerHTML;
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}
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}
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updateStandings() {
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@ -4384,7 +4432,7 @@ class GolfGame {
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return `<div class="rank-row ${holesRank === 0 && p.rounds_won > 0 ? 'leader' : ''}"><span class="rank-pos">${medal}</span><span class="rank-name">${name}</span><span class="rank-val">${p.rounds_won} wins</span></div>`;
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}).join('');
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this.standingsList.innerHTML = `
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const standingsContent = `
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<div class="standings-section">
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<div class="standings-title">By Score</div>
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${pointsHtml}
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@ -4394,6 +4442,10 @@ class GolfGame {
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${holesHtml}
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</div>
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`;
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this.standingsList.innerHTML = standingsContent;
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if (this.desktopStandingsList) {
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this.desktopStandingsList.innerHTML = standingsContent;
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}
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}
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renderCard(card, clickable, selected) {
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@ -4473,6 +4525,11 @@ class GolfGame {
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this.scoreTable.appendChild(tr);
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});
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// Mirror to desktop overlay
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if (this.desktopScoreTable) {
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this.desktopScoreTable.innerHTML = this.scoreTable.innerHTML;
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}
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// Show rankings announcement only for final results
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const existingAnnouncement = document.getElementById('rankings-announcement');
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if (existingAnnouncement) existingAnnouncement.remove();
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@ -1105,7 +1105,7 @@ class CardAnimations {
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// heldRect: position of the held card (or null to use default holding position)
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// options: { rotation, wasHandFaceDown, onComplete }
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animateUnifiedSwap(handCardData, heldCardData, handRect, heldRect, options = {}) {
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const { rotation = 0, wasHandFaceDown = false, onComplete } = options;
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const { rotation = 0, wasHandFaceDown = false, onComplete, onStart } = options;
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const T = window.TIMING?.swap || { lift: 100, arc: 320, settle: 100 };
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const discardRect = this.getDiscardRect();
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@ -1137,15 +1137,15 @@ class CardAnimations {
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delete el.dataset.animating;
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el.remove();
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});
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this._runUnifiedSwap(handCardData, heldCardData, handRect, heldRect, discardRect, T, rotation, wasHandFaceDown, onComplete);
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this._runUnifiedSwap(handCardData, heldCardData, handRect, heldRect, discardRect, T, rotation, wasHandFaceDown, onComplete, onStart);
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}, 350);
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return;
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}
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this._runUnifiedSwap(handCardData, heldCardData, handRect, heldRect, discardRect, T, rotation, wasHandFaceDown, onComplete);
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this._runUnifiedSwap(handCardData, heldCardData, handRect, heldRect, discardRect, T, rotation, wasHandFaceDown, onComplete, onStart);
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}
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_runUnifiedSwap(handCardData, heldCardData, handRect, heldRect, discardRect, T, rotation, wasHandFaceDown, onComplete) {
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_runUnifiedSwap(handCardData, heldCardData, handRect, heldRect, discardRect, T, rotation, wasHandFaceDown, onComplete, onStart) {
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// Create the two traveling cards
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const travelingHand = this.createCardFromData(handCardData, handRect, rotation);
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const travelingHeld = this.createCardFromData(heldCardData, heldRect, 0);
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@ -1154,6 +1154,9 @@ class CardAnimations {
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document.body.appendChild(travelingHand);
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document.body.appendChild(travelingHeld);
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// Now that overlays cover the originals, hide them
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if (onStart) onStart();
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this.playSound('card');
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// If hand card was face-down, flip it first
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@ -313,22 +313,6 @@ async def handle_swap(data: dict, ctx: ConnectionContext, *, broadcast_game_stat
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reason=f"swapped {drawn_card.rank.value} into position {position}, replaced {old_rank}",
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)
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# Broadcast reveal of old face-down card before state update
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if old_card_data:
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reveal_msg = {
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"type": "card_revealed",
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"player_id": ctx.player_id,
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"position": position,
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"card": old_card_data,
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}
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for pid, p in ctx.current_room.players.items():
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if not p.is_cpu and p.websocket:
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try:
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await p.websocket.send_json(reveal_msg)
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except Exception:
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pass
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await asyncio.sleep(1.0)
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await broadcast_game_state(ctx.current_room)
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await asyncio.sleep(1.0)
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check_and_run_cpu_turn(ctx.current_room)
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