- Add AI decision safety checks documentation - Add simulation testing commands - Update architecture with services/, stores/, and new files - Add PostgreSQL to dependencies Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
6.8 KiB
Golf Card Game - Project Context
A real-time multiplayer 6-card Golf card game with CPU opponents and smooth anime.js animations.
Quick Start
# Install dependencies
pip install -r server/requirements.txt
# Run the server
python server/main.py
# Visit http://localhost:5000
Architecture
golfgame/
├── server/ # Python FastAPI backend
│ ├── main.py # HTTP routes, WebSocket handling
│ ├── game.py # Game logic, state machine
│ ├── ai.py # CPU opponent AI with timing/personality
│ ├── simulate.py # AI simulation runner with stats
│ ├── game_analyzer.py # Query tools for game analysis
│ ├── stores/
│ │ └── event_store.py # PostgreSQL event sourcing
│ └── services/
│ └── game_logger.py # Game move logging to PostgreSQL
│
├── client/ # Vanilla JS frontend
│ ├── app.js # Main game controller
│ ├── card-animations.js # Unified anime.js animation system
│ ├── card-manager.js # DOM management for cards
│ ├── animation-queue.js # Animation sequencing
│ ├── timing-config.js # Centralized timing configuration
│ ├── state-differ.js # Diff game state for animations
│ ├── style.css # Styles (NO card transitions)
│ └── ANIMATIONS.md # Animation system documentation
│
└── docs/
├── v2/ # V2 feature docs (event sourcing, auth, etc.)
└── v3/ # V3 feature planning documents
Key Technical Decisions
Animation System
When to use anime.js vs CSS:
- Anime.js (CardAnimations): Card movements, flips, swaps, draws - anything involving card elements
- CSS keyframes/transitions: Simple UI feedback (button hover, badge entrance, status message fades) - non-card elements
General rule: If it moves a card, use anime.js. If it's UI chrome, CSS is fine.
- See
client/ANIMATIONS.mdfor full documentation CardAnimationsclass incard-animations.jshandles everything- Timing configured in
timing-config.js
State Management
- Server is source of truth
- Client receives full game state on each update
state-differ.jscomputes diffs to trigger appropriate animations
Animation Race Condition Flags
Several flags in app.js prevent renderGame() from updating the discard pile during animations:
| Flag | Purpose |
|---|---|
isDrawAnimating |
Local or opponent draw animation in progress |
localDiscardAnimating |
Local player discarding drawn card |
opponentDiscardAnimating |
Opponent discarding without swap |
opponentSwapAnimation |
Opponent swap animation in progress |
dealAnimationInProgress |
Deal animation running (suppresses flip prompts) |
Critical: These flags must be cleared in ALL code paths (success, error, fallback). Failure to clear causes UI to freeze.
Clear flags when:
- Animation completes (callback)
- New animation starts (clear stale flags)
your_turnmessage received (safety clear)- Error/fallback paths
CPU Players
- AI logic in
server/ai.py - Configurable timing delays for natural feel
- Multiple personality types affect decision-making (pair hunters, aggressive, conservative, etc.)
AI Decision Safety Checks:
- Never swap high cards (8+) into unknown positions (expected value ~4.5)
- Unpredictability has value threshold (7) to prevent obviously bad random plays
- Comeback bonus only applies to cards < 8
- Denial logic skips hidden positions for 8+ cards
Testing AI with simulations:
# Run 500 games and check dumb move rate
python server/simulate.py 500
# Detailed single game output
python server/simulate.py 1 --detailed
# Compare rule presets
python server/simulate.py 100 --compare
Common Development Tasks
Adjusting Animation Speed
Edit timing-config.js - all timings are centralized there.
Adding New Animations
- Add method to
CardAnimationsclass incard-animations.js - Use anime.js, not CSS transitions
- Track in
activeAnimationsMap for cancellation support - Add timing config to
timing-config.jsif needed
Debugging Animations
// Check what's animating
console.log(window.cardAnimations.activeAnimations);
// Force cleanup
window.cardAnimations.cancelAll();
// Check timing config
console.log(window.TIMING);
Testing CPU Behavior
Adjust delays in server/ai.py CPU_TIMING dict.
Important Patterns
No CSS Transitions on Cards
Cards animate via anime.js only. The following should NOT have transition (especially on transform):
.card,.card-inner.real-card,.swap-card.held-card-floating
Card hover effects are handled by CardAnimations.hoverIn()/hoverOut() methods.
CSS may still use box-shadow transitions for hover glow effects.
State Differ Logic (triggerAnimationsForStateChange)
The state differ in app.js detects what changed between game states:
STEP 1: Draw Detection
- Detects when
drawn_cardgoes from null to something - Triggers draw animation (from deck or discard)
- Sets
isDrawAnimatingflag
STEP 2: Discard/Swap Detection
- Detects when
discard_topchanges and it was another player's turn - Triggers swap or discard animation
- Important: Skip STEP 2 if STEP 1 detected a draw from discard (the discard change was from REMOVING a card, not adding one)
Animation Overlays
Complex animations create temporary overlay elements:
- Create
.draw-anim-cardpositioned over source - Hide original card (or set
opacity: 0on discard pile during draw-from-discard) - Animate overlay
- Remove overlay, reveal updated card, restore visibility
Fire-and-Forget for Opponents
Opponent animations don't block - no callbacks needed:
cardAnimations.animateOpponentFlip(cardElement, cardData);
Common Animation Pitfalls
Card position before append: Always set left/top styles BEFORE appending overlay cards to body, otherwise they flash at (0,0).
Deal animation source: Use getDeckRect() for deal animations, not getDealerRect(). The dealer rect returns the whole player area, causing cards to animate at wrong size.
Element rects during hidden: visibility: hidden still allows getBoundingClientRect() to work. display: none does not.
Dependencies
Server
- FastAPI
- uvicorn
- websockets
- asyncpg (PostgreSQL async driver)
- PostgreSQL database
Client
- anime.js (animations)
- No other frameworks
Game Rules Reference
- 6 cards per player in 2x3 grid
- Lower score wins
- Matching columns cancel out (0 points)
- Jokers are -2 points
- Kings are 0 points
- Game ends when a player flips all cards