- Extract WebSocket handlers from main.py into handlers.py - Add V3 feature docs (dealer rotation, dealing animation, round end reveal, column pair celebration, final turn urgency, opponent thinking, score tallying, card hover/selection, knock early drama, column pair indicator, swap animation improvements, draw source distinction, card value tooltips, active rules context, discard pile history, realistic card sounds) - Add V3 refactoring docs (ai.py, main.py/game.py, misc improvements) - Add installation guide with Docker, systemd, and nginx setup - Add helper scripts (install.sh, dev-server.sh, docker-build.sh) - Add animation flow diagrams documentation - Add test files for handlers, rooms, and V3 features - Add e2e test specs for V3 features - Update README with complete project structure and current tech stack - Update CLAUDE.md with full architecture tree and server layer descriptions - Update .env.example to reflect PostgreSQL (remove SQLite references) - Update .gitignore to exclude virtualenv files, .claude/, and .db files - Remove tracked virtualenv files (bin/, lib64, pyvenv.cfg) - Remove obsolete game_log.py (SQLite) and games.db Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
15 KiB
V3-03: Round End Dramatic Reveal
Overview
When a round ends, all face-down cards must be revealed for scoring. In physical games, this is a dramatic moment - each player flips their hidden cards one at a time while others watch. Currently, all cards flip simultaneously which lacks drama.
Dependencies: None Dependents: V3_07 (Score Tallying can follow the reveal)
Goals
- Reveal cards sequentially, one player at a time
- Within each player, reveal cards with slight stagger
- Pause briefly between players for dramatic effect
- Start with the player who triggered final turn (the "knocker")
- End with visible score tally moment
- Play flip sounds for each reveal
Current State
When round ends, the server sends a round_over message and clients receive a game_state update where all cards are now face_up: true. The state differ detects the changes but doesn't sequence the animations - they happen together.
From showScoreboard() in app.js:
showScoreboard(scores, isFinal, rankings) {
// Cards are already revealed by state update
// Scoreboard appears immediately
}
Design
Reveal Sequence
1. Round ends - "Hole Complete!" message
2. VOLUNTARY FLIP WINDOW (4 seconds):
- Players can tap their own face-down cards to peek/flip
- Countdown timer shows remaining time
- "Tap to reveal your cards" prompt
3. AUTO-REVEAL (after timeout or all flipped):
- Knocker's cards reveal first (they went out)
- For each other player (clockwise from knocker):
a. Player area highlights
b. Face-down cards flip with stagger (100ms between)
c. Brief pause to see the reveal (400ms)
4. Score tallying animation (see V3_07)
5. Scoreboard appears
Voluntary Flip Window
Before the dramatic reveal sequence, players get a chance to flip their own hidden cards:
- Duration: 4 seconds (configurable)
- Purpose: Let players see their own cards before everyone else does
- UI: Countdown timer, "Tap your cards to reveal" message
- Skip: If all players flip their cards, proceed immediately
Visual Flow
Timeline:
0ms - Round ends, pause
500ms - Knocker highlight, first card flips
600ms - Knocker second card flips (if any)
700ms - Knocker third card flips (if any)
1100ms - Pause to see knocker's hand
1500ms - Player 2 highlight
1600ms - Player 2 cards flip...
...continue for all players...
Final - Scoreboard appears
Timing Configuration
// In timing-config.js
reveal: {
voluntaryWindow: 4000, // Time for players to flip their own cards
initialPause: 500, // Pause before auto-reveals start
cardStagger: 100, // Between cards in same hand
playerPause: 400, // Pause after each player's reveal
highlightDuration: 200, // Player area highlight fade-in
}
Implementation
Approach: Intercept State Update
Instead of letting renderGame() show all cards instantly, intercept the round_over state and run a reveal sequence.
// In handleMessage, game_state case:
case 'game_state':
const oldState = this.gameState;
const newState = data.game_state;
// Check for round end transition
const roundJustEnded = oldState?.phase !== 'round_over' &&
newState.phase === 'round_over';
if (roundJustEnded) {
// Don't update state yet - run reveal animation first
this.runRoundEndReveal(oldState, newState, () => {
this.gameState = newState;
this.renderGame();
});
return;
}
// Normal state update
this.gameState = newState;
this.renderGame();
break;
Voluntary Flip Window Implementation
async runVoluntaryFlipWindow(oldState, newState) {
const T = window.TIMING?.reveal || {};
const windowDuration = T.voluntaryWindow || 4000;
// Find which of MY cards need flipping
const myOldCards = oldState?.players?.find(p => p.id === this.playerId)?.cards || [];
const myNewCards = newState?.players?.find(p => p.id === this.playerId)?.cards || [];
const myHiddenPositions = [];
for (let i = 0; i < 6; i++) {
if (!myOldCards[i]?.face_up && myNewCards[i]?.face_up) {
myHiddenPositions.push(i);
}
}
// If I have no hidden cards, skip window
if (myHiddenPositions.length === 0) {
return;
}
// Show prompt and countdown
this.showRevealPrompt(windowDuration);
// Enable clicking on my hidden cards
this.voluntaryFlipMode = true;
this.voluntaryFlipPositions = new Set(myHiddenPositions);
this.renderGame(); // Re-render to make cards clickable
// Wait for timeout or all cards flipped
return new Promise(resolve => {
const checkComplete = () => {
if (this.voluntaryFlipPositions.size === 0) {
this.hideRevealPrompt();
this.voluntaryFlipMode = false;
resolve();
}
};
// Set up interval to check completion
const checkInterval = setInterval(checkComplete, 100);
// Timeout after window duration
setTimeout(() => {
clearInterval(checkInterval);
this.hideRevealPrompt();
this.voluntaryFlipMode = false;
resolve();
}, windowDuration);
});
}
showRevealPrompt(duration) {
// Create countdown overlay
const overlay = document.createElement('div');
overlay.id = 'reveal-prompt';
overlay.className = 'reveal-prompt';
overlay.innerHTML = `
<div class="reveal-prompt-text">Tap your cards to reveal</div>
<div class="reveal-prompt-countdown">${Math.ceil(duration / 1000)}</div>
`;
document.body.appendChild(overlay);
// Countdown timer
const countdownEl = overlay.querySelector('.reveal-prompt-countdown');
let remaining = duration;
this.countdownInterval = setInterval(() => {
remaining -= 100;
countdownEl.textContent = Math.ceil(remaining / 1000);
if (remaining <= 0) {
clearInterval(this.countdownInterval);
}
}, 100);
}
hideRevealPrompt() {
clearInterval(this.countdownInterval);
const overlay = document.getElementById('reveal-prompt');
if (overlay) {
overlay.classList.add('fading');
setTimeout(() => overlay.remove(), 300);
}
}
// Modify handleCardClick to handle voluntary flips
handleCardClick(position) {
// ... existing code ...
// Voluntary flip during reveal window
if (this.voluntaryFlipMode && this.voluntaryFlipPositions?.has(position)) {
const myData = this.getMyPlayerData();
const card = myData?.cards[position];
if (card) {
this.playSound('flip');
this.fireLocalFlipAnimation(position, card);
this.voluntaryFlipPositions.delete(position);
// Update local state to show card flipped
this.locallyFlippedCards.add(position);
this.renderGame();
}
return;
}
// ... rest of existing code ...
}
Reveal Animation Method
async runRoundEndReveal(oldState, newState, onComplete) {
const T = window.TIMING?.reveal || {};
// STEP 1: Voluntary flip window - let players peek at their own cards
this.setStatus('Reveal your hidden cards!', 'reveal-window');
await this.runVoluntaryFlipWindow(oldState, newState);
// STEP 2: Auto-reveal remaining hidden cards
// Recalculate what needs flipping (some may have been voluntarily revealed)
const revealsByPlayer = this.getCardsToReveal(oldState, newState);
// Get reveal order: knocker first, then clockwise
const knockerId = newState.finisher_id;
const revealOrder = this.getRevealOrder(newState.players, knockerId);
// Initial dramatic pause before auto-reveals
this.setStatus('Revealing cards...', 'reveal');
await this.delay(T.initialPause || 500);
// Reveal each player's cards
for (const player of revealOrder) {
const cardsToFlip = revealsByPlayer.get(player.id) || [];
if (cardsToFlip.length === 0) continue;
// Highlight player area
this.highlightPlayerArea(player.id, true);
await this.delay(T.highlightDuration || 200);
// Flip each card with stagger
for (const { position, card } of cardsToFlip) {
this.animateRevealFlip(player.id, position, card);
await this.delay(T.cardStagger || 100);
}
// Wait for last flip to complete + pause
await this.delay(400 + (T.playerPause || 400));
// Remove highlight
this.highlightPlayerArea(player.id, false);
}
// All revealed
onComplete();
}
getCardsToReveal(oldState, newState) {
const reveals = new Map();
for (const newPlayer of newState.players) {
const oldPlayer = oldState.players.find(p => p.id === newPlayer.id);
if (!oldPlayer) continue;
const cardsToFlip = [];
for (let i = 0; i < 6; i++) {
const wasHidden = !oldPlayer.cards[i]?.face_up;
const nowVisible = newPlayer.cards[i]?.face_up;
if (wasHidden && nowVisible) {
cardsToFlip.push({
position: i,
card: newPlayer.cards[i]
});
}
}
if (cardsToFlip.length > 0) {
reveals.set(newPlayer.id, cardsToFlip);
}
}
return reveals;
}
getRevealOrder(players, knockerId) {
// Knocker first
const knocker = players.find(p => p.id === knockerId);
const others = players.filter(p => p.id !== knockerId);
// Others in clockwise order (already sorted by player_order)
if (knocker) {
return [knocker, ...others];
}
return others;
}
highlightPlayerArea(playerId, highlight) {
if (playerId === this.playerId) {
this.playerArea.classList.toggle('revealing', highlight);
} else {
const area = this.opponentsRow.querySelector(
`.opponent-area[data-player-id="${playerId}"]`
);
if (area) {
area.classList.toggle('revealing', highlight);
}
}
}
animateRevealFlip(playerId, position, cardData) {
// Reuse existing flip animation
if (playerId === this.playerId) {
this.fireLocalFlipAnimation(position, cardData);
} else {
this.fireFlipAnimation(playerId, position, cardData);
}
}
CSS for Reveal Prompt and Highlights
/* Voluntary reveal prompt */
.reveal-prompt {
position: fixed;
top: 20%;
left: 50%;
transform: translateX(-50%);
background: linear-gradient(135deg, #f4a460 0%, #d4845a 100%);
color: white;
padding: 15px 30px;
border-radius: 12px;
text-align: center;
z-index: 200;
box-shadow: 0 4px 20px rgba(0, 0, 0, 0.3);
animation: prompt-entrance 0.3s ease-out;
}
.reveal-prompt.fading {
animation: prompt-fade 0.3s ease-out forwards;
}
@keyframes prompt-entrance {
0% { transform: translateX(-50%) translateY(-20px); opacity: 0; }
100% { transform: translateX(-50%) translateY(0); opacity: 1; }
}
@keyframes prompt-fade {
0% { opacity: 1; }
100% { opacity: 0; }
}
.reveal-prompt-text {
font-size: 1.1em;
margin-bottom: 8px;
}
.reveal-prompt-countdown {
font-size: 2em;
font-weight: bold;
}
/* Cards clickable during voluntary reveal */
.player-area.voluntary-flip .card.can-flip {
cursor: pointer;
animation: flip-hint 0.8s ease-in-out infinite;
}
@keyframes flip-hint {
0%, 100% { transform: scale(1); }
50% { transform: scale(1.03); }
}
/* Player area highlight during reveal */
.player-area.revealing,
.opponent-area.revealing {
animation: reveal-highlight 0.3s ease-out;
}
@keyframes reveal-highlight {
0% {
box-shadow: 0 0 0 0 rgba(244, 164, 96, 0);
}
50% {
box-shadow: 0 0 20px 10px rgba(244, 164, 96, 0.4);
}
100% {
box-shadow: 0 0 10px 5px rgba(244, 164, 96, 0.2);
}
}
/* Keep highlight while revealing */
.player-area.revealing,
.opponent-area.revealing {
box-shadow: 0 0 10px 5px rgba(244, 164, 96, 0.2);
}
Special Cases
All Cards Already Face-Up
If a player has no face-down cards (they knocked or flipped everything):
- Skip their reveal in the sequence
- Don't highlight their area
Player Disconnected
If a player left before round end:
- Their cards still need to reveal for scoring
- Handle missing player areas gracefully
Single Player (Debug/Test)
If only one player remains:
- Still do the reveal animation for their cards
- Feels consistent
Quick Mode (Future)
Consider a setting to skip reveal animation:
if (this.settings.quickMode) {
this.gameState = newState;
this.renderGame();
return;
}
Timing Tuning
The reveal should feel dramatic but not tedious:
| Scenario | Cards to Reveal | Approximate Duration |
|---|---|---|
| 2 players, 2 hidden each | 4 cards | ~2 seconds |
| 4 players, 3 hidden each | 12 cards | ~4 seconds |
| 6 players, 4 hidden each | 24 cards | ~7 seconds |
If too slow, reduce:
cardStagger: 100ms → 60msplayerPause: 400ms → 250ms
Test Scenarios
- Normal round end - Knocker reveals first, others follow
- Knocker has no hidden cards - Skip knocker, start with next player
- All players have hidden cards - Full reveal sequence
- Some players have no hidden cards - Skip them gracefully
- Player disconnected - Handle gracefully
- 2-player game - Both players reveal in order
- Quick succession - Multiple round ends don't overlap
Acceptance Criteria
- Voluntary flip window: 4-second window for players to flip their own cards
- Countdown timer shows remaining time
- Players can tap their face-down cards to reveal early
- Auto-reveal starts after timeout (or if all cards flipped)
- Cards reveal sequentially during auto-reveal, not all at once
- Knocker (finisher) reveals first
- Other players reveal clockwise after knocker
- Cards within a hand have slight stagger
- Pause between players for drama
- Player area highlights during their reveal
- Flip sound plays for each card
- Reveal completes before scoreboard appears
- Handles players with no hidden cards
- Animation can be interrupted if needed
Implementation Order
- Add reveal timing to
timing-config.js - Add
data-player-idto opponent areas (if not done in V3_02) - Implement
getCardsToReveal()method - Implement
getRevealOrder()method - Implement
highlightPlayerArea()method - Implement
runRoundEndReveal()method - Intercept round_over state transition
- Add reveal highlight CSS
- Test with various player counts and card states
- Tune timing for best dramatic effect
Notes for Agent
- Use
window.cardAnimations.animateFlip()oranimateOpponentFlip()for reveals - The existing CardAnimations class has all flip animation methods ready
- Don't forget to set
finisher_idin game state (server may already do this) - The reveal order should match the physical clockwise order
- Consider: Add a "drum roll" sound before reveals? (Nice to have)
- The scoreboard should NOT appear until all reveals complete
- State update is deferred until animation completes - ensure no race conditions
- All animations use anime.js timelines internally - no CSS keyframes needed