golfgame/client/animation-queue.js
adlee-was-taken 7b64b8c17c Timing and animation changes for a more natural feeling game with CPU opps.
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-31 12:22:54 -05:00

396 lines
13 KiB
JavaScript

// AnimationQueue - Sequences card animations properly
// Ensures animations play in order without overlap
class AnimationQueue {
constructor(cardManager, getSlotRect, getLocationRect, playSound) {
this.cardManager = cardManager;
this.getSlotRect = getSlotRect; // Function to get slot position
this.getLocationRect = getLocationRect; // Function to get deck/discard position
this.playSound = playSound || (() => {}); // Sound callback
this.queue = [];
this.processing = false;
this.animationInProgress = false;
// Timing configuration (ms) - use centralized TIMING config
const T = window.TIMING || {};
this.timing = {
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,
};
}
// Add movements to the queue and start processing
async enqueue(movements, onComplete) {
if (!movements || movements.length === 0) {
if (onComplete) onComplete();
return;
}
// Add completion callback to last movement
const movementsWithCallback = movements.map((m, i) => ({
...m,
onComplete: i === movements.length - 1 ? onComplete : null
}));
this.queue.push(...movementsWithCallback);
if (!this.processing) {
await this.processQueue();
}
}
// Process queued animations one at a time
async processQueue() {
if (this.processing) return;
this.processing = true;
this.animationInProgress = true;
while (this.queue.length > 0) {
const movement = this.queue.shift();
try {
await this.animate(movement);
} catch (e) {
console.error('Animation error:', e);
}
// Callback after last movement
if (movement.onComplete) {
movement.onComplete();
}
// Pause between animations
if (this.queue.length > 0) {
await this.delay(this.timing.pauseBetweenAnimations);
}
}
this.processing = false;
this.animationInProgress = false;
}
// Route to appropriate animation
async animate(movement) {
switch (movement.type) {
case 'flip':
await this.animateFlip(movement);
break;
case 'swap':
await this.animateSwap(movement);
break;
case 'discard':
await this.animateDiscard(movement);
break;
case 'draw-deck':
await this.animateDrawDeck(movement);
break;
case 'draw-discard':
await this.animateDrawDiscard(movement);
break;
}
}
// Animate a card flip
async animateFlip(movement) {
const { playerId, position, faceUp, card } = movement;
// Get slot position
const slotRect = this.getSlotRect(playerId, position);
if (!slotRect || slotRect.width === 0 || slotRect.height === 0) {
return;
}
// Create animation card at slot position
const animCard = this.createAnimCard();
this.cardManager.cardLayer.appendChild(animCard);
this.setCardPosition(animCard, slotRect);
const inner = animCard.querySelector('.card-inner');
const front = animCard.querySelector('.card-face-front');
// Set up what we're flipping to (front face)
this.setCardFront(front, card);
// Start face down (flipped = showing back)
inner.classList.add('flipped');
// Force a reflow to ensure the initial state is applied
animCard.offsetHeight;
// Animate the flip
this.playSound('flip');
await this.delay(this.timing.pauseBeforeFlip);
// Remove flipped to trigger animation to front
inner.classList.remove('flipped');
await this.delay(this.timing.flipDuration);
await this.delay(this.timing.pauseAfterFlip);
// Clean up
animCard.remove();
}
// Animate a card swap - smooth continuous motion
async animateSwap(movement) {
const { playerId, position, oldCard, newCard } = movement;
const slotRect = this.getSlotRect(playerId, position);
const discardRect = this.getLocationRect('discard');
const holdingRect = this.getLocationRect('holding');
if (!slotRect || !discardRect || slotRect.width === 0) {
return;
}
// Create animation cards
const handCard = this.createAnimCard();
this.cardManager.cardLayer.appendChild(handCard);
this.setCardPosition(handCard, slotRect);
const handInner = handCard.querySelector('.card-inner');
const handFront = handCard.querySelector('.card-face-front');
const heldCard = this.createAnimCard();
this.cardManager.cardLayer.appendChild(heldCard);
this.setCardPosition(heldCard, holdingRect || discardRect);
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');
handInner.classList.remove('flipped');
await this.delay(this.timing.flipDuration);
}
// 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');
handCard.classList.remove('fade-out');
heldCard.classList.remove('fade-out');
handCard.classList.add('fade-in');
heldCard.classList.add('fade-in');
await this.delay(150);
// Clean up
handCard.remove();
heldCard.remove();
}
// Create a temporary animation card element
createAnimCard() {
const card = document.createElement('div');
card.className = 'real-card anim-card';
card.innerHTML = `
<div class="card-inner">
<div class="card-face card-face-front"></div>
<div class="card-face card-face-back"><span>?</span></div>
</div>
`;
return card;
}
// Set card position
setCardPosition(card, rect) {
card.style.left = `${rect.left}px`;
card.style.top = `${rect.top}px`;
card.style.width = `${rect.width}px`;
card.style.height = `${rect.height}px`;
}
// Set card front content
setCardFront(frontEl, cardData) {
frontEl.className = 'card-face card-face-front';
if (!cardData) return;
if (cardData.rank === '★') {
frontEl.classList.add('joker');
const jokerIcon = cardData.suit === 'hearts' ? '🐉' : '👹';
frontEl.innerHTML = `<span class="joker-icon">${jokerIcon}</span><span class="joker-label">Joker</span>`;
} else {
const isRed = cardData.suit === 'hearts' || cardData.suit === 'diamonds';
frontEl.classList.add(isRed ? 'red' : 'black');
const suitSymbol = this.getSuitSymbol(cardData.suit);
frontEl.innerHTML = `${cardData.rank}<br>${suitSymbol}`;
}
}
getSuitSymbol(suit) {
const symbols = { hearts: '♥', diamonds: '♦', clubs: '♣', spades: '♠' };
return symbols[suit] || '';
}
// Animate discarding a card (from hand to discard pile) - called for other players
async animateDiscard(movement) {
const { card, fromPlayerId, fromPosition } = movement;
// If no specific position, animate from opponent's area
const discardRect = this.getLocationRect('discard');
if (!discardRect) return;
let startRect;
if (fromPosition !== null && fromPosition !== undefined) {
startRect = this.getSlotRect(fromPlayerId, fromPosition);
}
// Fallback: use discard position offset upward
if (!startRect) {
startRect = {
left: discardRect.left,
top: discardRect.top - 80,
width: discardRect.width,
height: discardRect.height
};
}
// Create animation card
const animCard = this.createAnimCard();
this.cardManager.cardLayer.appendChild(animCard);
this.setCardPosition(animCard, startRect);
const inner = animCard.querySelector('.card-inner');
const front = animCard.querySelector('.card-face-front');
// Show the card that was discarded
this.setCardFront(front, card);
inner.classList.remove('flipped');
// Move to discard
this.playSound('card');
animCard.classList.add('moving');
this.setCardPosition(animCard, discardRect);
await this.delay(this.timing.moveDuration);
animCard.classList.remove('moving');
// Same timing as player swap - let discard land and pulse settle
await this.delay(this.timing.pauseAfterDiscard);
// Clean up
animCard.remove();
}
// Animate drawing from deck
async animateDrawDeck(movement) {
const { playerId } = movement;
const deckRect = this.getLocationRect('deck');
const holdingRect = this.getLocationRect('holding');
if (!deckRect || !holdingRect) return;
// Create animation card at deck position (face down)
const animCard = this.createAnimCard();
this.cardManager.cardLayer.appendChild(animCard);
this.setCardPosition(animCard, deckRect);
const inner = animCard.querySelector('.card-inner');
inner.classList.add('flipped'); // Show back
// Move to holding position
this.playSound('card');
animCard.classList.add('moving');
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();
}
// Animate drawing from discard - show card lifting and moving to holding position
async animateDrawDiscard(movement) {
const { card } = movement;
const discardRect = this.getLocationRect('discard');
const holdingRect = this.getLocationRect('holding');
if (!discardRect || !holdingRect) return;
// 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
isAnimating() {
return this.animationInProgress;
}
// Clear the queue (for interruption)
clear() {
this.queue = [];
}
// Utility delay
delay(ms) {
return new Promise(resolve => setTimeout(resolve, ms));
}
}
// Export for use in app.js
if (typeof module !== 'undefined' && module.exports) {
module.exports = AnimationQueue;
}