golfgame/client/app.js
Aaron D. Lee c912a56c2d Early Knock house rule and improved error handling.
- Add Early Knock variant: flip all remaining cards (≤2) to go out early
- Update RULES.md with comprehensive documentation for all new variants
- Shorten flip mode dropdown descriptions for cleaner UI
- Add try-catch and optional chaining in startGame() for robustness
- Add WebSocket connection error feedback with reject sound
- AI awareness for Early Knock decisions

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-26 22:23:12 -05:00

2261 lines
93 KiB
JavaScript

// Golf Card Game - Client Application
class GolfGame {
constructor() {
this.ws = null;
this.playerId = null;
this.roomCode = null;
this.isHost = false;
this.gameState = null;
this.drawnCard = null;
this.selectedCards = [];
this.waitingForFlip = false;
this.currentPlayers = [];
this.allProfiles = [];
this.soundEnabled = true;
this.audioCtx = null;
// Swap animation state
this.swapAnimationInProgress = false;
this.swapAnimationCardEl = null;
this.swapAnimationFront = null;
this.pendingGameState = null;
// Track cards we've locally flipped (for immediate feedback during selection)
this.locallyFlippedCards = new Set();
// Animation lock - prevent overlapping animations on same elements
this.animatingPositions = new Set();
// Track round winners for visual highlight
this.roundWinnerNames = new Set();
this.initElements();
this.initAudio();
this.bindEvents();
}
initAudio() {
// Initialize audio context on first user interaction
const initCtx = () => {
if (!this.audioCtx) {
this.audioCtx = new (window.AudioContext || window.webkitAudioContext)();
}
document.removeEventListener('click', initCtx);
};
document.addEventListener('click', initCtx);
}
playSound(type = 'click') {
if (!this.soundEnabled || !this.audioCtx) return;
const ctx = this.audioCtx;
const oscillator = ctx.createOscillator();
const gainNode = ctx.createGain();
oscillator.connect(gainNode);
gainNode.connect(ctx.destination);
if (type === 'click') {
oscillator.frequency.setValueAtTime(600, ctx.currentTime);
oscillator.frequency.exponentialRampToValueAtTime(200, ctx.currentTime + 0.05);
gainNode.gain.setValueAtTime(0.1, ctx.currentTime);
gainNode.gain.exponentialRampToValueAtTime(0.01, ctx.currentTime + 0.05);
oscillator.start(ctx.currentTime);
oscillator.stop(ctx.currentTime + 0.05);
} else if (type === 'card') {
oscillator.frequency.setValueAtTime(800, ctx.currentTime);
oscillator.frequency.exponentialRampToValueAtTime(400, ctx.currentTime + 0.08);
gainNode.gain.setValueAtTime(0.08, ctx.currentTime);
gainNode.gain.exponentialRampToValueAtTime(0.01, ctx.currentTime + 0.08);
oscillator.start(ctx.currentTime);
oscillator.stop(ctx.currentTime + 0.08);
} else if (type === 'success') {
oscillator.frequency.setValueAtTime(400, ctx.currentTime);
oscillator.frequency.setValueAtTime(600, ctx.currentTime + 0.1);
gainNode.gain.setValueAtTime(0.1, ctx.currentTime);
gainNode.gain.exponentialRampToValueAtTime(0.01, ctx.currentTime + 0.2);
oscillator.start(ctx.currentTime);
oscillator.stop(ctx.currentTime + 0.2);
} else if (type === 'flip') {
// Sharp quick click for card flips
oscillator.type = 'square';
oscillator.frequency.setValueAtTime(1800, ctx.currentTime);
oscillator.frequency.exponentialRampToValueAtTime(600, ctx.currentTime + 0.02);
gainNode.gain.setValueAtTime(0.12, ctx.currentTime);
gainNode.gain.exponentialRampToValueAtTime(0.001, ctx.currentTime + 0.025);
oscillator.start(ctx.currentTime);
oscillator.stop(ctx.currentTime + 0.025);
} else if (type === 'shuffle') {
// Multiple quick sounds to simulate shuffling
for (let i = 0; i < 8; i++) {
const osc = ctx.createOscillator();
const gain = ctx.createGain();
osc.connect(gain);
gain.connect(ctx.destination);
osc.type = 'square';
const time = ctx.currentTime + i * 0.06;
osc.frequency.setValueAtTime(200 + Math.random() * 400, time);
gain.gain.setValueAtTime(0.03, time);
gain.gain.exponentialRampToValueAtTime(0.001, time + 0.05);
osc.start(time);
osc.stop(time + 0.05);
}
return; // Early return since we don't use the main oscillator
} else if (type === 'reject') {
// Low buzz for rejected action
oscillator.type = 'sawtooth';
oscillator.frequency.setValueAtTime(150, ctx.currentTime);
oscillator.frequency.setValueAtTime(100, ctx.currentTime + 0.08);
gainNode.gain.setValueAtTime(0.08, ctx.currentTime);
gainNode.gain.exponentialRampToValueAtTime(0.01, ctx.currentTime + 0.12);
oscillator.start(ctx.currentTime);
oscillator.stop(ctx.currentTime + 0.12);
}
}
toggleSound() {
this.soundEnabled = !this.soundEnabled;
this.muteBtn.textContent = this.soundEnabled ? '🔊' : '🔇';
this.playSound('click');
}
delay(ms) {
return new Promise(resolve => setTimeout(resolve, ms));
}
initElements() {
// Screens
this.lobbyScreen = document.getElementById('lobby-screen');
this.waitingScreen = document.getElementById('waiting-screen');
this.gameScreen = document.getElementById('game-screen');
// Lobby elements
this.playerNameInput = document.getElementById('player-name');
this.roomCodeInput = document.getElementById('room-code');
this.createRoomBtn = document.getElementById('create-room-btn');
this.joinRoomBtn = document.getElementById('join-room-btn');
this.lobbyError = document.getElementById('lobby-error');
// Waiting room elements
this.displayRoomCode = document.getElementById('display-room-code');
this.copyRoomCodeBtn = document.getElementById('copy-room-code');
this.playersList = document.getElementById('players-list');
this.hostSettings = document.getElementById('host-settings');
this.waitingMessage = document.getElementById('waiting-message');
this.numDecksSelect = document.getElementById('num-decks');
this.deckRecommendation = document.getElementById('deck-recommendation');
this.numRoundsSelect = document.getElementById('num-rounds');
this.initialFlipsSelect = document.getElementById('initial-flips');
this.flipModeSelect = document.getElementById('flip-mode');
this.knockPenaltyCheckbox = document.getElementById('knock-penalty');
// Rules screen elements
this.rulesScreen = document.getElementById('rules-screen');
this.rulesBtn = document.getElementById('rules-btn');
this.rulesBackBtn = document.getElementById('rules-back-btn');
// House Rules - Point Modifiers
this.superKingsCheckbox = document.getElementById('super-kings');
this.tenPennyCheckbox = document.getElementById('ten-penny');
// House Rules - Bonuses/Penalties
this.knockBonusCheckbox = document.getElementById('knock-bonus');
this.underdogBonusCheckbox = document.getElementById('underdog-bonus');
this.tiedShameCheckbox = document.getElementById('tied-shame');
this.blackjackCheckbox = document.getElementById('blackjack');
this.wolfpackCheckbox = document.getElementById('wolfpack');
// House Rules - New Variants
this.flipAsActionCheckbox = document.getElementById('flip-as-action');
this.fourOfAKindCheckbox = document.getElementById('four-of-a-kind');
this.negativePairsCheckbox = document.getElementById('negative-pairs-keep-value');
this.oneEyedJacksCheckbox = document.getElementById('one-eyed-jacks');
this.knockEarlyCheckbox = document.getElementById('knock-early');
this.wolfpackComboNote = document.getElementById('wolfpack-combo-note');
this.startGameBtn = document.getElementById('start-game-btn');
this.leaveRoomBtn = document.getElementById('leave-room-btn');
this.addCpuBtn = document.getElementById('add-cpu-btn');
this.removeCpuBtn = document.getElementById('remove-cpu-btn');
this.cpuSelectModal = document.getElementById('cpu-select-modal');
this.cpuProfilesGrid = document.getElementById('cpu-profiles-grid');
this.cancelCpuBtn = document.getElementById('cancel-cpu-btn');
this.addSelectedCpusBtn = document.getElementById('add-selected-cpus-btn');
// Game elements
this.currentRoundSpan = document.getElementById('current-round');
this.totalRoundsSpan = document.getElementById('total-rounds');
this.statusMessage = document.getElementById('status-message');
this.playerHeader = document.getElementById('player-header');
this.yourScore = document.getElementById('your-score');
this.muteBtn = document.getElementById('mute-btn');
this.opponentsRow = document.getElementById('opponents-row');
this.deck = document.getElementById('deck');
this.discard = document.getElementById('discard');
this.discardContent = document.getElementById('discard-content');
this.discardBtn = document.getElementById('discard-btn');
this.skipFlipBtn = document.getElementById('skip-flip-btn');
this.knockEarlyBtn = document.getElementById('knock-early-btn');
this.playerCards = document.getElementById('player-cards');
this.playerArea = this.playerCards.closest('.player-area');
this.swapAnimation = document.getElementById('swap-animation');
this.swapCardFromHand = document.getElementById('swap-card-from-hand');
this.scoreboard = document.getElementById('scoreboard');
this.scoreTable = document.getElementById('score-table').querySelector('tbody');
this.standingsList = document.getElementById('standings-list');
this.gameButtons = document.getElementById('game-buttons');
this.nextRoundBtn = document.getElementById('next-round-btn');
this.newGameBtn = document.getElementById('new-game-btn');
this.leaveGameBtn = document.getElementById('leave-game-btn');
this.activeRulesBar = document.getElementById('active-rules-bar');
this.activeRulesList = document.getElementById('active-rules-list');
this.finalTurnBadge = document.getElementById('final-turn-badge');
}
bindEvents() {
this.createRoomBtn.addEventListener('click', () => { this.playSound('click'); this.createRoom(); });
this.joinRoomBtn.addEventListener('click', () => { this.playSound('click'); this.joinRoom(); });
this.startGameBtn.addEventListener('click', () => { this.playSound('success'); this.startGame(); });
this.leaveRoomBtn.addEventListener('click', () => { this.playSound('click'); this.leaveRoom(); });
this.deck.addEventListener('click', () => { this.drawFromDeck(); });
this.discard.addEventListener('click', () => { this.drawFromDiscard(); });
this.discardBtn.addEventListener('click', () => { this.playSound('card'); this.discardDrawn(); });
this.skipFlipBtn.addEventListener('click', () => { this.playSound('click'); this.skipFlip(); });
this.knockEarlyBtn.addEventListener('click', () => { this.playSound('success'); this.knockEarly(); });
this.nextRoundBtn.addEventListener('click', () => { this.playSound('click'); this.nextRound(); });
this.newGameBtn.addEventListener('click', () => { this.playSound('click'); this.newGame(); });
this.addCpuBtn.addEventListener('click', () => { this.playSound('click'); this.showCpuSelect(); });
this.removeCpuBtn.addEventListener('click', () => { this.playSound('click'); this.removeCpu(); });
this.cancelCpuBtn.addEventListener('click', () => { this.playSound('click'); this.hideCpuSelect(); });
this.addSelectedCpusBtn.addEventListener('click', () => { this.playSound('success'); this.addSelectedCpus(); });
this.muteBtn.addEventListener('click', () => this.toggleSound());
this.leaveGameBtn.addEventListener('click', () => { this.playSound('click'); this.leaveGame(); });
// Copy room code to clipboard
this.copyRoomCodeBtn.addEventListener('click', () => {
this.playSound('click');
this.copyRoomCode();
});
// Enter key handlers
this.playerNameInput.addEventListener('keypress', (e) => {
if (e.key === 'Enter') this.createRoomBtn.click();
});
this.roomCodeInput.addEventListener('keypress', (e) => {
if (e.key === 'Enter') this.joinRoomBtn.click();
});
// Auto-uppercase room code
this.roomCodeInput.addEventListener('input', (e) => {
e.target.value = e.target.value.toUpperCase();
});
// Update deck recommendation when deck selection changes
this.numDecksSelect.addEventListener('change', () => {
const playerCount = this.currentPlayers ? this.currentPlayers.length : 0;
this.updateDeckRecommendation(playerCount);
});
// Show combo note when wolfpack + four-of-a-kind are both selected
const updateWolfpackCombo = () => {
if (this.wolfpackCheckbox.checked && this.fourOfAKindCheckbox.checked) {
this.wolfpackComboNote.classList.remove('hidden');
} else {
this.wolfpackComboNote.classList.add('hidden');
}
};
this.wolfpackCheckbox.addEventListener('change', updateWolfpackCombo);
this.fourOfAKindCheckbox.addEventListener('change', updateWolfpackCombo);
// Toggle scoreboard collapse on mobile
const scoreboardTitle = this.scoreboard.querySelector('h4');
if (scoreboardTitle) {
scoreboardTitle.addEventListener('click', () => {
if (window.innerWidth <= 700) {
this.scoreboard.classList.toggle('collapsed');
}
});
}
// Rules screen navigation
if (this.rulesBtn) {
this.rulesBtn.addEventListener('click', () => {
this.playSound('click');
this.showRulesScreen();
});
}
if (this.rulesBackBtn) {
this.rulesBackBtn.addEventListener('click', () => {
this.playSound('click');
this.showLobby();
});
}
}
showRulesScreen(scrollToSection = null) {
this.showScreen(this.rulesScreen);
if (scrollToSection) {
const section = document.getElementById(scrollToSection);
if (section) {
section.scrollIntoView({ behavior: 'smooth' });
}
}
}
connect() {
const protocol = window.location.protocol === 'https:' ? 'wss:' : 'ws:';
const host = window.location.host || 'localhost:8000';
const wsUrl = `${protocol}//${host}/ws`;
this.ws = new WebSocket(wsUrl);
this.ws.onopen = () => {
console.log('Connected to server');
};
this.ws.onmessage = (event) => {
const data = JSON.parse(event.data);
this.handleMessage(data);
};
this.ws.onclose = () => {
console.log('Disconnected from server');
this.showError('Connection lost. Please refresh the page.');
};
this.ws.onerror = (error) => {
console.error('WebSocket error:', error);
this.showError('Connection error. Please try again.');
};
}
send(message) {
if (this.ws && this.ws.readyState === WebSocket.OPEN) {
this.ws.send(JSON.stringify(message));
} else {
console.error('WebSocket not ready, cannot send:', message.type);
this.showError('Connection lost. Please refresh.');
}
}
handleMessage(data) {
console.log('Received:', data);
switch (data.type) {
case 'room_created':
this.playerId = data.player_id;
this.roomCode = data.room_code;
this.isHost = true;
this.showWaitingRoom();
break;
case 'room_joined':
this.playerId = data.player_id;
this.roomCode = data.room_code;
this.isHost = false;
this.showWaitingRoom();
break;
case 'player_joined':
this.updatePlayersList(data.players);
this.currentPlayers = data.players;
break;
case 'cpu_profiles':
this.allProfiles = data.profiles;
this.renderCpuSelect();
break;
case 'player_left':
this.updatePlayersList(data.players);
this.currentPlayers = data.players;
break;
case 'game_started':
case 'round_started':
// Clear any countdown from previous hole
this.clearNextHoleCountdown();
this.nextRoundBtn.classList.remove('waiting');
// Clear round winner highlights
this.roundWinnerNames = new Set();
this.gameState = data.game_state;
// Deep copy for previousState to avoid reference issues
this.previousState = JSON.parse(JSON.stringify(data.game_state));
// Reset tracking for new round
this.locallyFlippedCards = new Set();
this.animatingPositions = new Set();
this.playSound('shuffle');
this.showGameScreen();
this.renderGame();
break;
case 'game_state':
// State updates are instant, animations are fire-and-forget
// Exception: Local player's swap animation defers state until complete
// If local swap animation is running, defer this state update
if (this.swapAnimationInProgress) {
this.updateSwapAnimation(data.game_state.discard_top);
this.pendingGameState = data.game_state;
break;
}
const oldState = this.gameState;
const newState = data.game_state;
// Update state FIRST (always)
this.gameState = newState;
// Clear local flip tracking if server confirmed our flips
if (!newState.waiting_for_initial_flip && oldState?.waiting_for_initial_flip) {
this.locallyFlippedCards = new Set();
}
// Detect and fire animations (non-blocking, errors shouldn't break game)
try {
this.triggerAnimationsForStateChange(oldState, newState);
} catch (e) {
console.error('Animation error:', e);
}
// Render immediately with new state
this.renderGame();
break;
case 'your_turn':
// Build toast based on available actions
const canFlip = this.gameState && this.gameState.flip_as_action;
let canKnock = false;
if (this.gameState && this.gameState.knock_early) {
const myData = this.gameState.players.find(p => p.id === this.playerId);
const faceDownCount = myData ? myData.cards.filter(c => !c.face_up).length : 0;
canKnock = faceDownCount >= 1 && faceDownCount <= 2;
}
if (canFlip && canKnock) {
this.showToast('Your turn! Draw, flip, or knock', 'your-turn');
} else if (canFlip) {
this.showToast('Your turn! Draw or flip a card', 'your-turn');
} else if (canKnock) {
this.showToast('Your turn! Draw or knock', 'your-turn');
} else {
this.showToast('Your turn! Draw a card', 'your-turn');
}
break;
case 'card_drawn':
this.drawnCard = data.card;
this.showDrawnCard();
this.showToast('Swap with a card or discard', '', 3000);
break;
case 'can_flip':
this.waitingForFlip = true;
this.flipIsOptional = data.optional || false;
if (this.flipIsOptional) {
this.showToast('Flip a card or skip', '', 3000);
} else {
this.showToast('Flip a face-down card', '', 3000);
}
this.renderGame();
break;
case 'round_over':
this.showScoreboard(data.scores, false, data.rankings);
break;
case 'game_over':
this.showScoreboard(data.final_scores, true, data.rankings);
break;
case 'game_ended':
// Host ended the game or player was kicked
this.ws.close();
this.showLobby();
if (data.reason) {
this.showError(data.reason);
}
break;
case 'error':
this.showError(data.message);
break;
}
}
// Room Actions
createRoom() {
const name = this.playerNameInput.value.trim() || 'Player';
this.connect();
this.ws.onopen = () => {
this.send({ type: 'create_room', player_name: name });
};
}
joinRoom() {
const name = this.playerNameInput.value.trim() || 'Player';
const code = this.roomCodeInput.value.trim().toUpperCase();
if (code.length !== 4) {
this.showError('Please enter a 4-letter room code');
return;
}
this.connect();
this.ws.onopen = () => {
this.send({ type: 'join_room', room_code: code, player_name: name });
};
}
leaveRoom() {
this.send({ type: 'leave_room' });
this.ws.close();
this.showLobby();
}
copyRoomCode() {
if (!this.roomCode) return;
navigator.clipboard.writeText(this.roomCode).then(() => {
// Show brief visual feedback
const originalText = this.copyRoomCodeBtn.textContent;
this.copyRoomCodeBtn.textContent = '✓';
setTimeout(() => {
this.copyRoomCodeBtn.textContent = originalText;
}, 1500);
}).catch(err => {
console.error('Failed to copy room code:', err);
// Fallback: select the text for manual copy
const range = document.createRange();
range.selectNode(this.displayRoomCode);
window.getSelection().removeAllRanges();
window.getSelection().addRange(range);
});
}
startGame() {
try {
const decks = parseInt(this.numDecksSelect.value);
const rounds = parseInt(this.numRoundsSelect.value);
const initial_flips = parseInt(this.initialFlipsSelect.value);
// Standard options
const flip_mode = this.flipModeSelect.value; // "never", "always", or "endgame"
const knock_penalty = this.knockPenaltyCheckbox?.checked || false;
// Joker mode (radio buttons)
const jokerRadio = document.querySelector('input[name="joker-mode"]:checked');
const joker_mode = jokerRadio ? jokerRadio.value : 'none';
const use_jokers = joker_mode !== 'none';
const lucky_swing = joker_mode === 'lucky-swing';
const eagle_eye = joker_mode === 'eagle-eye';
// House Rules - Point Modifiers
const super_kings = this.superKingsCheckbox?.checked || false;
const ten_penny = this.tenPennyCheckbox?.checked || false;
// House Rules - Bonuses/Penalties
const knock_bonus = this.knockBonusCheckbox?.checked || false;
const underdog_bonus = this.underdogBonusCheckbox?.checked || false;
const tied_shame = this.tiedShameCheckbox?.checked || false;
const blackjack = this.blackjackCheckbox?.checked || false;
const wolfpack = this.wolfpackCheckbox?.checked || false;
// House Rules - New Variants
const flip_as_action = this.flipAsActionCheckbox?.checked || false;
const four_of_a_kind = this.fourOfAKindCheckbox?.checked || false;
const negative_pairs_keep_value = this.negativePairsCheckbox?.checked || false;
const one_eyed_jacks = this.oneEyedJacksCheckbox?.checked || false;
const knock_early = this.knockEarlyCheckbox?.checked || false;
this.send({
type: 'start_game',
decks,
rounds,
initial_flips,
flip_mode,
knock_penalty,
use_jokers,
lucky_swing,
super_kings,
ten_penny,
knock_bonus,
underdog_bonus,
tied_shame,
blackjack,
eagle_eye,
wolfpack,
flip_as_action,
four_of_a_kind,
negative_pairs_keep_value,
one_eyed_jacks,
knock_early
});
} catch (error) {
console.error('Error starting game:', error);
this.showError('Error starting game. Please refresh.');
}
}
showCpuSelect() {
// Request available profiles from server
this.selectedCpus = new Set();
this.send({ type: 'get_cpu_profiles' });
this.cpuSelectModal.classList.remove('hidden');
}
hideCpuSelect() {
this.cpuSelectModal.classList.add('hidden');
this.selectedCpus = new Set();
}
renderCpuSelect() {
if (!this.allProfiles) return;
// Get names of CPUs already in the game
const usedNames = new Set(
(this.currentPlayers || [])
.filter(p => p.is_cpu)
.map(p => p.name)
);
this.cpuProfilesGrid.innerHTML = '';
this.allProfiles.forEach(profile => {
const div = document.createElement('div');
const isUsed = usedNames.has(profile.name);
const isSelected = this.selectedCpus && this.selectedCpus.has(profile.name);
div.className = 'profile-card' + (isUsed ? ' unavailable' : '') + (isSelected ? ' selected' : '');
const avatar = this.getCpuAvatar(profile.name);
const checkbox = isUsed ? '' : `<div class="profile-checkbox">${isSelected ? '✓' : ''}</div>`;
div.innerHTML = `
${checkbox}
<div class="profile-avatar">${avatar}</div>
<div class="profile-name">${profile.name}</div>
<div class="profile-style">${profile.style}</div>
${isUsed ? '<div class="profile-in-game">In Game</div>' : ''}
`;
if (!isUsed) {
div.addEventListener('click', () => this.toggleCpuSelection(profile.name));
}
this.cpuProfilesGrid.appendChild(div);
});
this.updateAddCpuButton();
}
getCpuAvatar(name) {
const avatars = {
'Sofia': `<svg viewBox="0 0 40 40"><path d="M8 19 Q8 5 20 5 Q32 5 32 19 L32 29 Q28 31 26 27 L26 19 M8 19 L8 29 Q12 31 14 27 L14 19" fill="#c44d00"/><circle cx="20" cy="19" r="9" fill="#e8b4b8"/><circle cx="17" cy="18" r="1.5" fill="#333"/><circle cx="23" cy="18" r="1.5" fill="#333"/><path d="M17 22 Q20 24 23 22" stroke="#333" fill="none" stroke-width="1.2"/><path d="M11 10 Q15 7 20 9 Q25 7 29 10 Q25 13 20 12 Q15 13 11 10" fill="#c44d00"/></svg>`,
'Maya': `<svg viewBox="0 0 40 40"><circle cx="20" cy="19" r="9" fill="#d4a574"/><circle cx="17" cy="17" r="1.5" fill="#333"/><circle cx="23" cy="17" r="1.5" fill="#333"/><path d="M16 22 L24 22" stroke="#333" stroke-width="1.5"/><path d="M11 15 Q11 8 20 8 Q29 8 29 15" fill="#5c4033"/><ellipse cx="32" cy="17" rx="4" ry="6" fill="#5c4033"/><circle cx="30" cy="15" r="2" fill="#e91e63"/></svg>`,
'Priya': `<svg viewBox="0 0 40 40"><circle cx="20" cy="21" r="9" fill="#c4956a"/><path d="M12 15 Q12 8 20 8 Q28 8 28 15" fill="#111"/><path d="M12 14 Q10 16 11 20" stroke="#111" stroke-width="2" fill="none"/><path d="M28 14 Q30 16 29 20" stroke="#111" stroke-width="2" fill="none"/><circle cx="17" cy="20" r="1.5" fill="#333"/><circle cx="23" cy="20" r="1.5" fill="#333"/><path d="M17 25 Q20 27 23 25" stroke="#333" fill="none" stroke-width="1.2"/><circle cx="20" cy="17" r="1" fill="#e74c3c"/></svg>`,
'Marcus': `<svg viewBox="0 0 40 40"><circle cx="20" cy="21" r="10" fill="#a67c52"/><circle cx="17" cy="19" r="2" fill="#333"/><circle cx="23" cy="19" r="2" fill="#333"/><path d="M16 25 Q20 27 24 25" stroke="#333" fill="none" stroke-width="1.5"/><rect x="10" y="8" width="20" height="6" rx="2" fill="#333"/></svg>`,
'Kenji': `<svg viewBox="0 0 40 40"><circle cx="20" cy="20" r="10" fill="#f0d5a8"/><circle cx="17" cy="18" r="2" fill="#333"/><circle cx="23" cy="18" r="2" fill="#333"/><path d="M17 23 L23 23" stroke="#333" stroke-width="1.5"/><path d="M10 16 Q10 8 20 8 Q30 8 30 16 L28 14 L26 16 L24 13 L22 16 L20 12 L18 16 L16 13 L14 16 L12 14 Z" fill="#1a1a1a"/></svg>`,
'Diego': `<svg viewBox="0 0 40 40"><circle cx="20" cy="20" r="10" fill="#c9a86c"/><circle cx="17" cy="18" r="2" fill="#333"/><circle cx="23" cy="18" r="2" fill="#333"/><path d="M15 23 Q20 28 25 23" stroke="#333" fill="none" stroke-width="1.5"/><path d="M10 14 Q15 9 20 12 Q25 9 30 14" stroke="#2c1810" fill="none" stroke-width="3"/><rect x="17" y="26" width="6" height="4" rx="1" fill="#4a3728"/></svg>`,
'River': `<svg viewBox="0 0 40 40"><circle cx="20" cy="21" r="9" fill="#e0c8a8"/><path d="M10 19 Q10 11 20 11 Q30 11 30 19" fill="#7c5e3c"/><circle cx="17" cy="20" r="1.5" fill="#333"/><circle cx="23" cy="20" r="1.5" fill="#333"/><path d="M17 24 Q20 26 23 24" stroke="#333" fill="none" stroke-width="1.2"/><path d="M6 17 Q6 9 20 9 Q34 9 34 17" stroke="#333" stroke-width="2" fill="none"/><ellipse cx="6" cy="21" rx="4" ry="5" fill="#222"/><ellipse cx="34" cy="21" rx="4" ry="5" fill="#222"/><ellipse cx="6" cy="21" rx="2.5" ry="3.5" fill="#444"/><ellipse cx="34" cy="21" rx="2.5" ry="3.5" fill="#444"/></svg>`,
'Sage': `<svg viewBox="0 0 40 40"><circle cx="20" cy="26" r="10" fill="#d4b896"/><circle cx="17" cy="24" r="2" fill="#333"/><circle cx="23" cy="24" r="2" fill="#333"/><path d="M17 30 L23 28" stroke="#333" stroke-width="1.5"/><path d="M8 18 L20 1 L32 18 Z" fill="#3a3a80"/><ellipse cx="20" cy="18" rx="14" ry="4" fill="#3a3a80"/><circle cx="16" cy="12" r="1" fill="#ffd700"/><circle cx="24" cy="8" r="1.2" fill="#ffd700"/></svg>`
};
return avatars[name] || `<svg viewBox="0 0 40 40"><circle cx="20" cy="16" r="10" fill="#ccc"/><circle cx="17" cy="14" r="2" fill="#333"/><circle cx="23" cy="14" r="2" fill="#333"/></svg>`;
}
toggleCpuSelection(profileName) {
if (!this.selectedCpus) this.selectedCpus = new Set();
if (this.selectedCpus.has(profileName)) {
this.selectedCpus.delete(profileName);
} else {
this.selectedCpus.add(profileName);
}
this.renderCpuSelect();
}
updateAddCpuButton() {
const count = this.selectedCpus ? this.selectedCpus.size : 0;
this.addSelectedCpusBtn.textContent = count > 0 ? `Add ${count} CPU${count > 1 ? 's' : ''}` : 'Add';
this.addSelectedCpusBtn.disabled = count === 0;
}
addSelectedCpus() {
if (!this.selectedCpus || this.selectedCpus.size === 0) return;
this.selectedCpus.forEach(profileName => {
this.send({ type: 'add_cpu', profile_name: profileName });
});
this.hideCpuSelect();
}
removeCpu() {
this.send({ type: 'remove_cpu' });
}
// Game Actions
drawFromDeck() {
if (!this.isMyTurn() || this.drawnCard || this.gameState.has_drawn_card) {
if (this.gameState && !this.gameState.waiting_for_initial_flip) {
this.playSound('reject');
}
return;
}
if (this.gameState.waiting_for_initial_flip) return;
this.playSound('card');
this.send({ type: 'draw', source: 'deck' });
}
drawFromDiscard() {
if (!this.isMyTurn() || this.drawnCard || this.gameState.has_drawn_card) {
if (this.gameState && !this.gameState.waiting_for_initial_flip) {
this.playSound('reject');
}
return;
}
if (this.gameState.waiting_for_initial_flip) return;
if (!this.gameState.discard_top) return;
this.playSound('card');
this.send({ type: 'draw', source: 'discard' });
}
discardDrawn() {
if (!this.drawnCard) return;
this.send({ type: 'discard' });
this.drawnCard = null;
this.hideDrawnCard();
this.hideToast();
}
swapCard(position) {
if (!this.drawnCard) return;
this.send({ type: 'swap', position });
this.drawnCard = null;
this.hideDrawnCard();
}
// Animate player swapping drawn card with a card in their hand
animateSwap(position) {
const cardElements = this.playerCards.querySelectorAll('.card');
const handCardEl = cardElements[position];
if (!handCardEl) {
this.swapCard(position);
return;
}
// Check if card is already face-up
const myData = this.getMyPlayerData();
const card = myData?.cards[position];
const isAlreadyFaceUp = card?.face_up;
// Get positions
const handRect = handCardEl.getBoundingClientRect();
const discardRect = this.discard.getBoundingClientRect();
// Set up the animated card at hand position
const swapCard = this.swapCardFromHand;
const swapCardFront = swapCard.querySelector('.swap-card-front');
const swapCardInner = swapCard.querySelector('.swap-card-inner');
// Position at the hand card location
swapCard.style.left = handRect.left + 'px';
swapCard.style.top = handRect.top + 'px';
swapCard.style.width = handRect.width + 'px';
swapCard.style.height = handRect.height + 'px';
// Reset state
swapCard.classList.remove('flipping', 'moving');
swapCardFront.innerHTML = '';
swapCardFront.className = 'swap-card-front';
if (isAlreadyFaceUp && card) {
// FACE-UP CARD: Show card content immediately, then slide to discard
if (card.rank === '★') {
swapCardFront.classList.add('joker');
const jokerIcon = card.suit === 'hearts' ? '🐉' : '👹';
swapCardFront.innerHTML = `<span class="joker-icon">${jokerIcon}</span><span class="joker-label">Joker</span>`;
} else {
swapCardFront.classList.add(card.suit === 'hearts' || card.suit === 'diamonds' ? 'red' : 'black');
const suitSymbol = { hearts: '♥', diamonds: '♦', clubs: '♣', spades: '♠' }[card.suit];
swapCardFront.innerHTML = `${card.rank}<br>${suitSymbol}`;
}
swapCard.classList.add('flipping'); // Show front immediately
// Hide the actual hand card and discard
handCardEl.classList.add('swap-out');
this.discard.classList.add('swap-to-hand');
this.swapAnimation.classList.remove('hidden');
// Mark animating
this.swapAnimationInProgress = true;
this.swapAnimationCardEl = handCardEl;
this.swapAnimationContentSet = true;
// Send swap
this.send({ type: 'swap', position });
this.drawnCard = null;
// Slide to discard
setTimeout(() => {
swapCard.classList.add('moving');
swapCard.style.left = discardRect.left + 'px';
swapCard.style.top = discardRect.top + 'px';
}, 50);
// Complete
setTimeout(() => {
this.swapAnimation.classList.add('hidden');
swapCard.classList.remove('flipping', 'moving');
handCardEl.classList.remove('swap-out');
this.discard.classList.remove('swap-to-hand');
this.swapAnimationInProgress = false;
this.hideDrawnCard();
if (this.pendingGameState) {
this.gameState = this.pendingGameState;
this.pendingGameState = null;
this.renderGame();
}
}, 500);
} else {
// FACE-DOWN CARD: Just slide card-back to discard (no flip mid-air)
// The new card will appear instantly when state updates
// Don't use overlay for face-down - just send swap and let state handle it
// This avoids the clunky "flip to empty front" issue
this.swapAnimationInProgress = true;
this.swapAnimationCardEl = handCardEl;
this.swapAnimationContentSet = false;
// Send swap
this.send({ type: 'swap', position });
this.drawnCard = null;
// Brief visual feedback - hide drawn card area
this.discard.classList.add('swap-to-hand');
handCardEl.classList.add('swap-out');
// Short timeout then let state update handle it
setTimeout(() => {
this.discard.classList.remove('swap-to-hand');
handCardEl.classList.remove('swap-out');
this.swapAnimationInProgress = false;
this.hideDrawnCard();
if (this.pendingGameState) {
this.gameState = this.pendingGameState;
this.pendingGameState = null;
this.renderGame();
}
}, 300);
}
}
// Update the animated card with actual card content when server responds
updateSwapAnimation(card) {
if (!this.swapAnimationFront || !card) return;
// Skip if we already set the content (face-up card swap)
if (this.swapAnimationContentSet) return;
// Set card color class
this.swapAnimationFront.className = 'swap-card-front';
if (card.rank === '★') {
this.swapAnimationFront.classList.add('joker');
const jokerIcon = card.suit === 'hearts' ? '🐉' : '👹';
this.swapAnimationFront.innerHTML = `<span class="joker-icon">${jokerIcon}</span><span class="joker-label">Joker</span>`;
} else {
if (card.suit === 'hearts' || card.suit === 'diamonds') {
this.swapAnimationFront.classList.add('red');
} else {
this.swapAnimationFront.classList.add('black');
}
this.swapAnimationFront.innerHTML = `${card.rank}<br>${this.getSuitSymbol(card.suit)}`;
}
}
flipCard(position) {
this.send({ type: 'flip_card', position });
this.waitingForFlip = false;
this.flipIsOptional = false;
}
skipFlip() {
if (!this.flipIsOptional) return;
this.send({ type: 'skip_flip' });
this.waitingForFlip = false;
this.flipIsOptional = false;
this.hideToast();
}
knockEarly() {
// Flip all remaining face-down cards to go out early
if (!this.gameState || !this.gameState.knock_early) return;
this.send({ type: 'knock_early' });
this.hideToast();
}
// Fire-and-forget animation triggers based on state changes
triggerAnimationsForStateChange(oldState, newState) {
if (!oldState) return;
// Check for discard pile changes
const newDiscard = newState.discard_top;
const oldDiscard = oldState.discard_top;
const discardChanged = newDiscard && (!oldDiscard ||
newDiscard.rank !== oldDiscard.rank ||
newDiscard.suit !== oldDiscard.suit);
const previousPlayerId = oldState.current_player_id;
const wasOtherPlayer = previousPlayerId && previousPlayerId !== this.playerId;
// Detect which pile opponent drew from and pulse it
if (wasOtherPlayer && discardChanged) {
const oldPlayer = oldState.players.find(p => p.id === previousPlayerId);
const newPlayer = newState.players.find(p => p.id === previousPlayerId);
if (oldPlayer && newPlayer && oldDiscard) {
// Check if any of their cards now matches the old discard top
// This means they took from discard pile
let tookFromDiscard = false;
for (let i = 0; i < 6; i++) {
const newCard = newPlayer.cards[i];
if (newCard?.face_up &&
newCard.rank === oldDiscard.rank &&
newCard.suit === oldDiscard.suit) {
tookFromDiscard = true;
break;
}
}
// Pulse the appropriate pile
this.pulseDrawPile(tookFromDiscard ? 'discard' : 'deck');
} else {
// No old discard or couldn't detect - assume deck
this.pulseDrawPile('deck');
}
}
if (discardChanged && wasOtherPlayer) {
// Check if the previous player actually SWAPPED (has a new face-up card)
// vs just discarding the drawn card (no hand change)
const oldPlayer = oldState.players.find(p => p.id === previousPlayerId);
const newPlayer = newState.players.find(p => p.id === previousPlayerId);
if (oldPlayer && newPlayer) {
// Find the position that changed
// Could be: face-down -> face-up (new reveal)
// Or: different card at same position (replaced visible card)
let swappedPosition = -1;
for (let i = 0; i < 6; i++) {
const oldCard = oldPlayer.cards[i];
const newCard = newPlayer.cards[i];
const wasUp = oldCard?.face_up;
const isUp = newCard?.face_up;
// Case 1: face-down became face-up
if (!wasUp && isUp) {
swappedPosition = i;
break;
}
// Case 2: both face-up but different card (rank or suit changed)
if (wasUp && isUp && oldCard.rank && newCard.rank) {
if (oldCard.rank !== newCard.rank || oldCard.suit !== newCard.suit) {
swappedPosition = i;
break;
}
}
}
if (swappedPosition >= 0) {
// Player swapped - animate from the actual position that changed
this.fireSwapAnimation(previousPlayerId, newDiscard, swappedPosition);
} else {
// Player drew and discarded without swapping
// Animate card going from deck area to discard
this.fireDiscardAnimation(newDiscard);
}
}
}
// Note: We don't separately animate card flips for swaps anymore
// The swap animation handles showing the card at the correct position
}
// Flash animation on deck or discard pile to show where opponent drew from
pulseDrawPile(source) {
const pile = source === 'discard' ? this.discard : this.deck;
pile.classList.remove('draw-pulse');
// Trigger reflow to restart animation
void pile.offsetWidth;
pile.classList.add('draw-pulse');
// Remove class after animation completes
setTimeout(() => pile.classList.remove('draw-pulse'), 400);
}
// Fire animation for discard without swap (card goes deck -> discard)
fireDiscardAnimation(discardCard) {
const deckRect = this.deck.getBoundingClientRect();
const discardRect = this.discard.getBoundingClientRect();
const swapCard = this.swapCardFromHand;
const swapCardFront = swapCard.querySelector('.swap-card-front');
// Start at deck position
swapCard.style.left = deckRect.left + 'px';
swapCard.style.top = deckRect.top + 'px';
swapCard.style.width = deckRect.width + 'px';
swapCard.style.height = deckRect.height + 'px';
swapCard.classList.remove('flipping', 'moving');
// Set card content
swapCardFront.className = 'swap-card-front';
if (discardCard.rank === '★') {
swapCardFront.classList.add('joker');
const jokerIcon = discardCard.suit === 'hearts' ? '🐉' : '👹';
swapCardFront.innerHTML = `<span class="joker-icon">${jokerIcon}</span><span class="joker-label">Joker</span>`;
} else {
swapCardFront.classList.add(discardCard.suit === 'hearts' || discardCard.suit === 'diamonds' ? 'red' : 'black');
swapCardFront.innerHTML = `${discardCard.rank}<br>${this.getSuitSymbol(discardCard.suit)}`;
}
this.swapAnimation.classList.remove('hidden');
// Flip to reveal card
setTimeout(() => {
swapCard.classList.add('flipping');
this.playSound('flip');
}, 50);
// Move to discard
setTimeout(() => {
swapCard.classList.add('moving');
swapCard.style.left = discardRect.left + 'px';
swapCard.style.top = discardRect.top + 'px';
}, 400);
// Complete
setTimeout(() => {
this.swapAnimation.classList.add('hidden');
swapCard.classList.remove('flipping', 'moving');
}, 800);
}
// Get rotation angle from an element's computed transform
getElementRotation(element) {
if (!element) return 0;
const style = window.getComputedStyle(element);
const transform = style.transform;
if (!transform || transform === 'none') return 0;
// Parse rotation from transform matrix
const values = transform.split('(')[1]?.split(')')[0]?.split(',');
if (values && values.length >= 2) {
const a = parseFloat(values[0]);
const b = parseFloat(values[1]);
return Math.round(Math.atan2(b, a) * (180 / Math.PI));
}
return 0;
}
// Fire a swap animation (non-blocking)
fireSwapAnimation(playerId, discardCard, position) {
// Find source position - the actual card that was swapped
const opponentAreas = this.opponentsRow.querySelectorAll('.opponent-area');
let sourceRect = null;
let sourceCardEl = null;
let sourceRotation = 0;
for (const area of opponentAreas) {
const nameEl = area.querySelector('h4');
const player = this.gameState?.players.find(p => p.id === playerId);
if (nameEl && player && nameEl.textContent.includes(player.name)) {
const cards = area.querySelectorAll('.card');
if (cards.length > position && position >= 0) {
sourceCardEl = cards[position];
sourceRect = sourceCardEl.getBoundingClientRect();
// Get rotation from the opponent area (parent has the arch rotation)
sourceRotation = this.getElementRotation(area);
}
break;
}
}
if (!sourceRect) {
const discardRect = this.discard.getBoundingClientRect();
sourceRect = { left: discardRect.left, top: discardRect.top - 100, width: discardRect.width, height: discardRect.height };
}
const discardRect = this.discard.getBoundingClientRect();
const swapCard = this.swapCardFromHand;
const swapCardFront = swapCard.querySelector('.swap-card-front');
const swapCardInner = swapCard.querySelector('.swap-card-inner');
swapCard.style.left = sourceRect.left + 'px';
swapCard.style.top = sourceRect.top + 'px';
swapCard.style.width = sourceRect.width + 'px';
swapCard.style.height = sourceRect.height + 'px';
swapCard.classList.remove('flipping', 'moving');
// Apply source rotation to match the arch layout
swapCard.style.transform = `rotate(${sourceRotation}deg)`;
// Set card content
swapCardFront.className = 'swap-card-front';
if (discardCard.rank === '★') {
swapCardFront.classList.add('joker');
const jokerIcon = discardCard.suit === 'hearts' ? '🐉' : '👹';
swapCardFront.innerHTML = `<span class="joker-icon">${jokerIcon}</span><span class="joker-label">Joker</span>`;
} else {
swapCardFront.classList.add(discardCard.suit === 'hearts' || discardCard.suit === 'diamonds' ? 'red' : 'black');
swapCardFront.innerHTML = `${discardCard.rank}<br>${this.getSuitSymbol(discardCard.suit)}`;
}
if (sourceCardEl) sourceCardEl.classList.add('swap-out');
this.swapAnimation.classList.remove('hidden');
// Timing: flip takes ~400ms, then move takes ~400ms
setTimeout(() => {
swapCard.classList.add('flipping');
this.playSound('flip');
}, 50);
setTimeout(() => {
// Start move AFTER flip completes - also animate rotation back to 0
swapCard.classList.add('moving');
swapCard.style.left = discardRect.left + 'px';
swapCard.style.top = discardRect.top + 'px';
swapCard.style.transform = 'rotate(0deg)';
}, 500);
setTimeout(() => {
this.swapAnimation.classList.add('hidden');
swapCard.classList.remove('flipping', 'moving');
swapCard.style.transform = '';
if (sourceCardEl) sourceCardEl.classList.remove('swap-out');
}, 1000);
}
// Fire a flip animation for local player's card (non-blocking)
fireLocalFlipAnimation(position, cardData) {
const key = `local-${position}`;
if (this.animatingPositions.has(key)) return;
this.animatingPositions.add(key);
const cardElements = this.playerCards.querySelectorAll('.card');
const cardEl = cardElements[position];
if (!cardEl) {
this.animatingPositions.delete(key);
return;
}
const cardRect = cardEl.getBoundingClientRect();
const swapCard = this.swapCardFromHand;
const swapCardFront = swapCard.querySelector('.swap-card-front');
swapCard.style.left = cardRect.left + 'px';
swapCard.style.top = cardRect.top + 'px';
swapCard.style.width = cardRect.width + 'px';
swapCard.style.height = cardRect.height + 'px';
swapCard.classList.remove('flipping', 'moving');
// Set card content
swapCardFront.className = 'swap-card-front';
if (cardData.rank === '★') {
swapCardFront.classList.add('joker');
const jokerIcon = cardData.suit === 'hearts' ? '🐉' : '👹';
swapCardFront.innerHTML = `<span class="joker-icon">${jokerIcon}</span><span class="joker-label">Joker</span>`;
} else {
swapCardFront.classList.add(cardData.suit === 'hearts' || cardData.suit === 'diamonds' ? 'red' : 'black');
const suitSymbol = { hearts: '♥', diamonds: '♦', clubs: '♣', spades: '♠' }[cardData.suit];
swapCardFront.innerHTML = `${cardData.rank}<br>${suitSymbol}`;
}
cardEl.classList.add('swap-out');
this.swapAnimation.classList.remove('hidden');
setTimeout(() => {
swapCard.classList.add('flipping');
this.playSound('flip');
}, 50);
setTimeout(() => {
this.swapAnimation.classList.add('hidden');
swapCard.classList.remove('flipping');
cardEl.classList.remove('swap-out');
this.animatingPositions.delete(key);
}, 450);
}
// Fire a flip animation for opponent card (non-blocking)
fireFlipAnimation(playerId, position, cardData) {
// Skip if already animating this position
const key = `${playerId}-${position}`;
if (this.animatingPositions.has(key)) return;
this.animatingPositions.add(key);
// Find the card element and parent area (for rotation)
const opponentAreas = this.opponentsRow.querySelectorAll('.opponent-area');
let cardEl = null;
let sourceRotation = 0;
for (const area of opponentAreas) {
const nameEl = area.querySelector('h4');
const player = this.gameState?.players.find(p => p.id === playerId);
if (nameEl && player && nameEl.textContent.includes(player.name)) {
const cards = area.querySelectorAll('.card');
cardEl = cards[position];
sourceRotation = this.getElementRotation(area);
break;
}
}
if (!cardEl) {
this.animatingPositions.delete(key);
return;
}
const cardRect = cardEl.getBoundingClientRect();
const swapCard = this.swapCardFromHand;
const swapCardFront = swapCard.querySelector('.swap-card-front');
swapCard.style.left = cardRect.left + 'px';
swapCard.style.top = cardRect.top + 'px';
swapCard.style.width = cardRect.width + 'px';
swapCard.style.height = cardRect.height + 'px';
swapCard.classList.remove('flipping', 'moving');
// Apply rotation to match the arch layout
swapCard.style.transform = `rotate(${sourceRotation}deg)`;
// Set card content
swapCardFront.className = 'swap-card-front';
if (cardData.rank === '★') {
swapCardFront.classList.add('joker');
const jokerIcon = cardData.suit === 'hearts' ? '🐉' : '👹';
swapCardFront.innerHTML = `<span class="joker-icon">${jokerIcon}</span><span class="joker-label">Joker</span>`;
} else {
swapCardFront.classList.add(cardData.suit === 'hearts' || cardData.suit === 'diamonds' ? 'red' : 'black');
const suitSymbol = { hearts: '♥', diamonds: '♦', clubs: '♣', spades: '♠' }[cardData.suit];
swapCardFront.innerHTML = `${cardData.rank}<br>${suitSymbol}`;
}
cardEl.classList.add('swap-out');
this.swapAnimation.classList.remove('hidden');
setTimeout(() => {
swapCard.classList.add('flipping');
this.playSound('flip');
}, 50);
setTimeout(() => {
this.swapAnimation.classList.add('hidden');
swapCard.classList.remove('flipping');
swapCard.style.transform = '';
cardEl.classList.remove('swap-out');
this.animatingPositions.delete(key);
}, 450);
}
handleCardClick(position) {
const myData = this.getMyPlayerData();
if (!myData) return;
const card = myData.cards[position];
// Check for flip-as-action: can flip face-down card instead of drawing
const canFlipAsAction = this.gameState.flip_as_action &&
this.isMyTurn() &&
!this.drawnCard &&
!this.gameState.has_drawn_card &&
!card.face_up &&
!this.gameState.waiting_for_initial_flip;
if (canFlipAsAction) {
this.playSound('flip');
this.fireLocalFlipAnimation(position, card);
this.send({ type: 'flip_as_action', position });
this.hideToast();
return;
}
// Check if action is allowed - if not, play reject sound
const canAct = this.gameState.waiting_for_initial_flip ||
this.drawnCard ||
this.waitingForFlip;
if (!canAct) {
this.playSound('reject');
return;
}
// Initial flip phase
if (this.gameState.waiting_for_initial_flip) {
if (card.face_up) return;
if (this.locallyFlippedCards.has(position)) return;
const requiredFlips = this.gameState.initial_flips || 2;
// Track locally and animate immediately
this.locallyFlippedCards.add(position);
this.selectedCards.push(position);
// Fire flip animation (non-blocking)
this.fireLocalFlipAnimation(position, card);
// Re-render to show flipped state
this.renderGame();
if (this.selectedCards.length === requiredFlips) {
this.send({ type: 'flip_initial', positions: this.selectedCards });
this.selectedCards = [];
this.hideToast();
} else {
const remaining = requiredFlips - this.selectedCards.length;
this.showToast(`Select ${remaining} more card${remaining > 1 ? 's' : ''} to flip`, '', 5000);
}
return;
}
// Swap with drawn card
if (this.drawnCard) {
this.animateSwap(position);
this.hideToast();
return;
}
// Flip after discarding from deck (flip_on_discard variant)
if (this.waitingForFlip && !card.face_up) {
// Animate immediately, then send to server
this.fireLocalFlipAnimation(position, card);
this.flipCard(position);
this.hideToast();
return;
}
}
nextRound() {
this.clearNextHoleCountdown();
this.send({ type: 'next_round' });
this.gameButtons.classList.add('hidden');
this.nextRoundBtn.classList.remove('waiting');
}
newGame() {
this.leaveRoom();
}
leaveGame() {
if (this.isHost) {
// Host ending game affects everyone
if (confirm('End game for all players?')) {
this.send({ type: 'end_game' });
}
} else {
// Regular player just leaves
if (confirm('Leave this game?')) {
this.send({ type: 'leave_game' });
this.ws.close();
this.showLobby();
}
}
}
// UI Helpers
showScreen(screen) {
this.lobbyScreen.classList.remove('active');
this.waitingScreen.classList.remove('active');
this.gameScreen.classList.remove('active');
if (this.rulesScreen) {
this.rulesScreen.classList.remove('active');
}
screen.classList.add('active');
}
showLobby() {
this.showScreen(this.lobbyScreen);
this.lobbyError.textContent = '';
this.roomCode = null;
this.playerId = null;
this.isHost = false;
this.gameState = null;
this.previousState = null;
}
showWaitingRoom() {
this.showScreen(this.waitingScreen);
this.displayRoomCode.textContent = this.roomCode;
if (this.isHost) {
this.hostSettings.classList.remove('hidden');
this.waitingMessage.classList.add('hidden');
} else {
this.hostSettings.classList.add('hidden');
this.waitingMessage.classList.remove('hidden');
}
}
showGameScreen() {
this.showScreen(this.gameScreen);
this.gameButtons.classList.add('hidden');
this.drawnCard = null;
this.selectedCards = [];
this.waitingForFlip = false;
this.previousState = null;
// Update leave button text based on role
this.leaveGameBtn.textContent = this.isHost ? 'End Game' : 'Leave';
// Update active rules bar
this.updateActiveRulesBar();
}
updateActiveRulesBar() {
if (!this.gameState) {
this.activeRulesBar.classList.add('hidden');
return;
}
const rules = this.gameState.active_rules || [];
if (rules.length === 0) {
// Show "Standard Rules" when no variants selected
this.activeRulesList.innerHTML = '<span class="rule-tag standard">Standard</span>';
} else if (rules.length <= 2) {
// Show all rules if 2 or fewer
this.activeRulesList.innerHTML = rules
.map(rule => `<span class="rule-tag">${rule}</span>`)
.join('');
} else {
// Show first 2 rules + "+N more" with tooltip
const displayed = rules.slice(0, 2);
const hidden = rules.slice(2);
const moreCount = hidden.length;
const tooltip = hidden.join(', ');
this.activeRulesList.innerHTML = displayed
.map(rule => `<span class="rule-tag">${rule}</span>`)
.join('') +
`<span class="rule-tag rule-more" title="${tooltip}">+${moreCount} more</span>`;
}
this.activeRulesBar.classList.remove('hidden');
}
showError(message) {
this.lobbyError.textContent = message;
this.playSound('reject');
console.error('Game error:', message);
}
updatePlayersList(players) {
this.playersList.innerHTML = '';
players.forEach(player => {
const li = document.createElement('li');
let badges = '';
if (player.is_host) badges += '<span class="host-badge">HOST</span>';
if (player.is_cpu) badges += '<span class="cpu-badge">CPU</span>';
let nameDisplay = player.name;
if (player.style) {
nameDisplay += ` <span class="cpu-style">(${player.style})</span>`;
}
li.innerHTML = `
<span>${nameDisplay}</span>
<span>${badges}</span>
`;
if (player.id === this.playerId) {
li.style.background = 'rgba(244, 164, 96, 0.3)';
}
this.playersList.appendChild(li);
if (player.id === this.playerId && player.is_host) {
this.isHost = true;
this.hostSettings.classList.remove('hidden');
this.waitingMessage.classList.add('hidden');
}
});
// Auto-select 2 decks when reaching 4+ players (host only)
const prevCount = this.currentPlayers ? this.currentPlayers.length : 0;
if (this.isHost && prevCount < 4 && players.length >= 4) {
this.numDecksSelect.value = '2';
}
// Update deck recommendation visibility
this.updateDeckRecommendation(players.length);
}
updateDeckRecommendation(playerCount) {
if (!this.isHost || !this.deckRecommendation) return;
const decks = parseInt(this.numDecksSelect.value);
// Show recommendation if 4+ players and only 1 deck selected
if (playerCount >= 4 && decks < 2) {
this.deckRecommendation.classList.remove('hidden');
} else {
this.deckRecommendation.classList.add('hidden');
}
}
isMyTurn() {
return this.gameState && this.gameState.current_player_id === this.playerId;
}
getMyPlayerData() {
if (!this.gameState) return null;
return this.gameState.players.find(p => p.id === this.playerId);
}
setStatus(message, type = '') {
this.statusMessage.textContent = message;
this.statusMessage.className = 'status-message' + (type ? ' ' + type : '');
}
showToast(message, type = '', duration = 2500) {
// For compatibility - just set the status message
this.setStatus(message, type);
}
hideToast() {
// Restore default status based on game state
this.updateStatusFromGameState();
}
updateStatusFromGameState() {
if (!this.gameState) {
this.setStatus('');
this.finalTurnBadge.classList.add('hidden');
return;
}
const isFinalTurn = this.gameState.phase === 'final_turn';
const currentPlayer = this.gameState.players.find(p => p.id === this.gameState.current_player_id);
// Show/hide final turn badge separately
if (isFinalTurn) {
this.finalTurnBadge.classList.remove('hidden');
} else {
this.finalTurnBadge.classList.add('hidden');
}
if (currentPlayer && currentPlayer.id !== this.playerId) {
this.setStatus(`${currentPlayer.name}'s turn`);
} else if (this.isMyTurn()) {
if (!this.drawnCard && !this.gameState.has_drawn_card) {
// Build status message based on available actions
let options = ['draw'];
if (this.gameState.flip_as_action) options.push('flip');
// Check knock early eligibility
const myData = this.gameState.players.find(p => p.id === this.playerId);
const faceDownCount = myData ? myData.cards.filter(c => !c.face_up).length : 0;
if (this.gameState.knock_early && faceDownCount >= 1 && faceDownCount <= 2) {
options.push('knock');
}
if (options.length === 1) {
this.setStatus('Your turn - draw a card', 'your-turn');
} else {
this.setStatus(`Your turn - ${options.join('/')}`, 'your-turn');
}
} else {
this.setStatus('Your turn - draw a card', 'your-turn');
}
} else {
this.setStatus('');
}
}
showDrawnCard() {
// Show drawn card in the discard pile position, highlighted
const card = this.drawnCard;
this.discard.className = 'card card-front holding';
if (card.rank === '★') {
this.discard.classList.add('joker');
} else if (this.isRedSuit(card.suit)) {
this.discard.classList.add('red');
} else {
this.discard.classList.add('black');
}
// Render card directly without checking face_up (drawn card is always visible to drawer)
if (card.rank === '★') {
const jokerIcon = card.suit === 'hearts' ? '🐉' : '👹';
this.discardContent.innerHTML = `<span class="joker-icon">${jokerIcon}</span><span class="joker-label">Joker</span>`;
} else {
this.discardContent.innerHTML = `${card.rank}<br>${this.getSuitSymbol(card.suit)}`;
}
this.discardBtn.classList.remove('hidden');
}
hideDrawnCard() {
// Restore discard pile to show actual top card (handled by renderGame)
this.discard.classList.remove('holding');
this.discardBtn.classList.add('hidden');
}
isRedSuit(suit) {
return suit === 'hearts' || suit === 'diamonds';
}
calculateShowingScore(cards) {
if (!cards || cards.length !== 6) return 0;
// Use card values from server (includes house rules) or defaults
const cardValues = this.gameState?.card_values || {
'A': 1, '2': -2, '3': 3, '4': 4, '5': 5, '6': 6, '7': 7,
'8': 8, '9': 9, '10': 10, 'J': 10, 'Q': 10, 'K': 0, '★': -2
};
const getCardValue = (card) => {
if (!card.face_up) return 0;
return cardValues[card.rank] ?? 0;
};
// Check for column pairs (cards in same column cancel out if matching)
let total = 0;
for (let col = 0; col < 3; col++) {
const topCard = cards[col];
const bottomCard = cards[col + 3];
const topUp = topCard.face_up;
const bottomUp = bottomCard.face_up;
// If both face up and matching rank, they cancel (score 0)
if (topUp && bottomUp && topCard.rank === bottomCard.rank) {
// Matching pair = 0 points for both
continue;
}
// Otherwise add individual values
total += getCardValue(topCard);
total += getCardValue(bottomCard);
}
return total;
}
getSuitSymbol(suit) {
const symbols = {
hearts: '♥',
diamonds: '♦',
clubs: '♣',
spades: '♠'
};
return symbols[suit] || '';
}
renderCardContent(card) {
if (!card || !card.face_up) return '';
// Jokers - use suit to determine icon (hearts = dragon, spades = oni)
if (card.rank === '★') {
const jokerIcon = card.suit === 'hearts' ? '🐉' : '👹';
return `<span class="joker-icon">${jokerIcon}</span><span class="joker-label">Joker</span>`;
}
return `${card.rank}<br>${this.getSuitSymbol(card.suit)}`;
}
renderGame() {
if (!this.gameState) return;
// Update header
this.currentRoundSpan.textContent = this.gameState.current_round;
this.totalRoundsSpan.textContent = this.gameState.total_rounds;
// Show/hide final turn badge
const isFinalTurn = this.gameState.phase === 'final_turn';
if (isFinalTurn) {
this.finalTurnBadge.classList.remove('hidden');
} else {
this.finalTurnBadge.classList.add('hidden');
}
// Toggle not-my-turn class to disable hover effects when it's not player's turn
const isMyTurn = this.isMyTurn();
this.gameScreen.classList.toggle('not-my-turn', !isMyTurn);
// Update status message (handled by specific actions, but set default here)
const currentPlayer = this.gameState.players.find(p => p.id === this.gameState.current_player_id);
if (currentPlayer && currentPlayer.id !== this.playerId) {
this.setStatus(`${currentPlayer.name}'s turn`);
}
// Update player header (name + score like opponents)
const me = this.gameState.players.find(p => p.id === this.playerId);
if (me) {
// Calculate visible score from face-up cards
const showingScore = this.calculateShowingScore(me.cards);
this.yourScore.textContent = showingScore;
// Check if player won the round
const isRoundWinner = this.roundWinnerNames.has(me.name);
this.playerArea.classList.toggle('round-winner', isRoundWinner);
// Update player name in header (truncate if needed)
const displayName = me.name.length > 12 ? me.name.substring(0, 11) + '…' : me.name;
const checkmark = me.all_face_up ? ' ✓' : '';
// Update player name span with crown if winner
const playerNameSpan = this.playerHeader.querySelector('.player-name');
const crownHtml = isRoundWinner ? '<span class="winner-crown">👑</span>' : '';
playerNameSpan.innerHTML = crownHtml + displayName + checkmark;
}
// Update discard pile (skip if holding a drawn card)
if (!this.drawnCard) {
if (this.gameState.discard_top) {
const discardCard = this.gameState.discard_top;
const cardKey = `${discardCard.rank}-${discardCard.suit}`;
// Animate if discard changed
if (this.lastDiscardKey && this.lastDiscardKey !== cardKey) {
this.discard.classList.add('card-flip-in');
setTimeout(() => this.discard.classList.remove('card-flip-in'), 400);
}
this.lastDiscardKey = cardKey;
this.discard.classList.add('has-card', 'card-front');
this.discard.classList.remove('card-back', 'red', 'black', 'joker', 'holding');
if (discardCard.rank === '★') {
this.discard.classList.add('joker');
} else if (this.isRedSuit(discardCard.suit)) {
this.discard.classList.add('red');
} else {
this.discard.classList.add('black');
}
this.discardContent.innerHTML = this.renderCardContent(discardCard);
} else {
this.discard.classList.remove('has-card', 'card-front', 'red', 'black', 'joker', 'holding');
this.discardContent.innerHTML = '';
this.lastDiscardKey = null;
}
this.discardBtn.classList.add('hidden');
}
// Update deck/discard clickability and visual state
const hasDrawn = this.drawnCard || this.gameState.has_drawn_card;
const canDraw = this.isMyTurn() && !hasDrawn && !this.gameState.waiting_for_initial_flip;
this.deck.classList.toggle('clickable', canDraw);
this.deck.classList.toggle('disabled', hasDrawn);
this.discard.classList.toggle('clickable', canDraw && this.gameState.discard_top);
// Don't show disabled state when we're holding a drawn card (it's displayed in discard position)
this.discard.classList.toggle('disabled', hasDrawn && !this.drawnCard);
// Render opponents in a single row
const opponents = this.gameState.players.filter(p => p.id !== this.playerId);
this.opponentsRow.innerHTML = '';
opponents.forEach((player) => {
const div = document.createElement('div');
div.className = 'opponent-area';
if (player.id === this.gameState.current_player_id) {
div.classList.add('current-turn');
}
const isRoundWinner = this.roundWinnerNames.has(player.name);
if (isRoundWinner) {
div.classList.add('round-winner');
}
const displayName = player.name.length > 12 ? player.name.substring(0, 11) + '…' : player.name;
const showingScore = this.calculateShowingScore(player.cards);
const crownHtml = isRoundWinner ? '<span class="winner-crown">👑</span>' : '';
div.innerHTML = `
<h4>${crownHtml}${displayName}${player.all_face_up ? ' ✓' : ''}<span class="opponent-showing">${showingScore}</span></h4>
<div class="card-grid">
${player.cards.map(card => this.renderCard(card, false, false)).join('')}
</div>
`;
this.opponentsRow.appendChild(div);
});
// Render player's cards
const myData = this.getMyPlayerData();
if (myData) {
this.playerCards.innerHTML = '';
myData.cards.forEach((card, index) => {
// Check if this card was locally flipped (immediate feedback)
const isLocallyFlipped = this.locallyFlippedCards.has(index);
// Create a display card that shows face-up if locally flipped
const displayCard = isLocallyFlipped
? { ...card, face_up: true }
: card;
const isClickable = (
(this.gameState.waiting_for_initial_flip && !card.face_up && !isLocallyFlipped) ||
(this.drawnCard) ||
(this.waitingForFlip && !card.face_up)
);
const isSelected = this.selectedCards.includes(index);
const cardEl = document.createElement('div');
cardEl.innerHTML = this.renderCard(displayCard, isClickable, isSelected);
cardEl.firstChild.addEventListener('click', () => this.handleCardClick(index));
this.playerCards.appendChild(cardEl.firstChild);
});
}
// Show flip prompt for initial flip
// Show flip prompt during initial flip phase
if (this.gameState.waiting_for_initial_flip) {
const requiredFlips = this.gameState.initial_flips || 2;
const flippedCount = this.locallyFlippedCards.size;
const remaining = requiredFlips - flippedCount;
if (remaining > 0) {
this.setStatus(`Select ${remaining} card${remaining > 1 ? 's' : ''} to flip`, 'your-turn');
}
}
// Disable discard button if can't discard (must_swap_discard rule)
if (this.drawnCard && !this.gameState.can_discard) {
this.discardBtn.disabled = true;
this.discardBtn.classList.add('disabled');
} else {
this.discardBtn.disabled = false;
this.discardBtn.classList.remove('disabled');
}
// Show/hide skip flip button (only when flip is optional in endgame mode)
if (this.waitingForFlip && this.flipIsOptional) {
this.skipFlipBtn.classList.remove('hidden');
} else {
this.skipFlipBtn.classList.add('hidden');
}
// Show/hide knock early button (when knock_early rule is enabled)
// Conditions: rule enabled, my turn, no drawn card, have 1-2 face-down cards
const canKnockEarly = this.gameState.knock_early &&
this.isMyTurn() &&
!this.drawnCard &&
!this.gameState.has_drawn_card &&
!this.gameState.waiting_for_initial_flip;
if (canKnockEarly) {
// Count face-down cards for current player
const myData = this.gameState.players.find(p => p.id === this.playerId);
const faceDownCount = myData ? myData.cards.filter(c => !c.face_up).length : 0;
if (faceDownCount >= 1 && faceDownCount <= 2) {
this.knockEarlyBtn.classList.remove('hidden');
} else {
this.knockEarlyBtn.classList.add('hidden');
}
} else {
this.knockEarlyBtn.classList.add('hidden');
}
// Update scoreboard panel
this.updateScorePanel();
}
updateScorePanel() {
if (!this.gameState) return;
// Update standings (left panel)
this.updateStandings();
// Update score table (right panel)
this.scoreTable.innerHTML = '';
this.gameState.players.forEach(player => {
const tr = document.createElement('tr');
// Highlight current player
if (player.id === this.gameState.current_player_id) {
tr.classList.add('current-player');
}
// Truncate long names
const displayName = player.name.length > 12
? player.name.substring(0, 11) + '…'
: player.name;
const roundScore = player.score !== null ? player.score : '-';
const roundsWon = player.rounds_won || 0;
tr.innerHTML = `
<td>${displayName}</td>
<td>${roundScore}</td>
<td>${player.total_score}</td>
<td>${roundsWon}</td>
`;
this.scoreTable.appendChild(tr);
});
}
updateStandings() {
if (!this.gameState || !this.standingsList) return;
// Sort by total points (lowest wins) - top 4
const byPoints = [...this.gameState.players].sort((a, b) => a.total_score - b.total_score).slice(0, 4);
// Sort by holes won (most wins) - top 4
const byHoles = [...this.gameState.players].sort((a, b) => b.rounds_won - a.rounds_won).slice(0, 4);
// Build points ranking
let pointsRank = 0;
let prevPoints = null;
const pointsHtml = byPoints.map((p, i) => {
if (p.total_score !== prevPoints) {
pointsRank = i;
prevPoints = p.total_score;
}
const medal = pointsRank === 0 ? '🥇' : pointsRank === 1 ? '🥈' : pointsRank === 2 ? '🥉' : '4.';
const name = p.name.length > 8 ? p.name.substring(0, 7) + '…' : p.name;
return `<div class="rank-row ${pointsRank === 0 ? 'leader' : ''}"><span class="rank-pos">${medal}</span><span class="rank-name">${name}</span><span class="rank-val">${p.total_score} pts</span></div>`;
}).join('');
// Build holes won ranking
let holesRank = 0;
let prevHoles = null;
const holesHtml = byHoles.map((p, i) => {
if (p.rounds_won !== prevHoles) {
holesRank = i;
prevHoles = p.rounds_won;
}
const medal = p.rounds_won === 0 ? '-' :
holesRank === 0 ? '🥇' : holesRank === 1 ? '🥈' : holesRank === 2 ? '🥉' : '4.';
const name = p.name.length > 8 ? p.name.substring(0, 7) + '…' : p.name;
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>`;
}).join('');
this.standingsList.innerHTML = `
<div class="standings-section">
<div class="standings-title">By Score</div>
${pointsHtml}
</div>
<div class="standings-section">
<div class="standings-title">By Holes</div>
${holesHtml}
</div>
`;
}
renderCard(card, clickable, selected) {
let classes = 'card';
let content = '';
if (card.face_up) {
classes += ' card-front';
if (card.rank === '★') {
classes += ' joker';
} else if (this.isRedSuit(card.suit)) {
classes += ' red';
} else {
classes += ' black';
}
content = this.renderCardContent(card);
} else {
classes += ' card-back';
}
if (clickable) classes += ' clickable';
if (selected) classes += ' selected';
return `<div class="${classes}">${content}</div>`;
}
showScoreboard(scores, isFinal, rankings) {
this.scoreTable.innerHTML = '';
// Clear the final turn badge and status message
this.finalTurnBadge.classList.add('hidden');
if (isFinal) {
this.setStatus('Game Over!');
} else {
this.setStatus('Hole complete');
}
// Find round winner(s) - lowest round score (not total)
const roundScores = scores.map(s => s.score);
const minRoundScore = Math.min(...roundScores);
this.roundWinnerNames = new Set(
scores.filter(s => s.score === minRoundScore).map(s => s.name)
);
// Re-render to show winner highlights
this.renderGame();
const minScore = Math.min(...scores.map(s => s.total || s.score || 0));
scores.forEach(score => {
const tr = document.createElement('tr');
const total = score.total !== undefined ? score.total : score.score;
const roundScore = score.score !== undefined ? score.score : '-';
const roundsWon = score.rounds_won || 0;
// Truncate long names
const displayName = score.name.length > 12
? score.name.substring(0, 11) + '…'
: score.name;
if (total === minScore) {
tr.classList.add('winner');
}
tr.innerHTML = `
<td>${displayName}</td>
<td>${roundScore}</td>
<td>${total}</td>
<td>${roundsWon}</td>
`;
this.scoreTable.appendChild(tr);
});
// Show rankings announcement only for final results
const existingAnnouncement = document.getElementById('rankings-announcement');
if (existingAnnouncement) existingAnnouncement.remove();
if (isFinal) {
// Show big final results modal instead of side panel stuff
this.showFinalResultsModal(rankings, scores);
return;
}
// Show game buttons
this.gameButtons.classList.remove('hidden');
this.newGameBtn.classList.add('hidden');
this.nextRoundBtn.classList.remove('hidden');
// Start countdown for next hole
this.startNextHoleCountdown();
}
startNextHoleCountdown() {
// Clear any existing countdown
if (this.nextHoleCountdownInterval) {
clearInterval(this.nextHoleCountdownInterval);
}
const COUNTDOWN_SECONDS = 15;
let remaining = COUNTDOWN_SECONDS;
const updateButton = () => {
if (this.isHost) {
this.nextRoundBtn.textContent = `Next Hole (${remaining}s)`;
this.nextRoundBtn.disabled = false;
} else {
this.nextRoundBtn.textContent = `Next hole in ${remaining}s...`;
this.nextRoundBtn.disabled = true;
this.nextRoundBtn.classList.add('waiting');
}
};
updateButton();
this.nextHoleCountdownInterval = setInterval(() => {
remaining--;
if (remaining <= 0) {
clearInterval(this.nextHoleCountdownInterval);
this.nextHoleCountdownInterval = null;
// Auto-advance if host
if (this.isHost) {
this.nextRound();
} else {
this.nextRoundBtn.textContent = 'Waiting for host...';
}
} else {
updateButton();
}
}, 1000);
}
clearNextHoleCountdown() {
if (this.nextHoleCountdownInterval) {
clearInterval(this.nextHoleCountdownInterval);
this.nextHoleCountdownInterval = null;
}
}
showRankingsAnnouncement(rankings, isFinal) {
// Remove existing announcement if any
const existing = document.getElementById('rankings-announcement');
if (existing) existing.remove();
const existingVictory = document.getElementById('double-victory-banner');
if (existingVictory) existingVictory.remove();
if (!rankings) return;
const announcement = document.createElement('div');
announcement.id = 'rankings-announcement';
announcement.className = 'rankings-announcement';
const title = isFinal ? 'Final Results' : 'Current Standings';
// Check for double victory (same player leads both categories) - only at game end
const pointsLeader = rankings.by_points[0];
const holesLeader = rankings.by_holes_won[0];
const isDoubleVictory = isFinal && pointsLeader && holesLeader &&
pointsLeader.name === holesLeader.name &&
holesLeader.rounds_won > 0;
// Build points ranking (lowest wins) with tie handling
let pointsRank = 0;
let prevPoints = null;
const pointsHtml = rankings.by_points.map((p, i) => {
if (p.total !== prevPoints) {
pointsRank = i;
prevPoints = p.total;
}
const medal = pointsRank === 0 ? '🥇' : pointsRank === 1 ? '🥈' : pointsRank === 2 ? '🥉' : `${pointsRank + 1}.`;
const name = p.name.length > 12 ? p.name.substring(0, 11) + '…' : p.name;
return `<div class="rank-row ${pointsRank === 0 ? 'leader' : ''}"><span class="rank-pos">${medal}</span><span class="rank-name">${name}</span><span class="rank-val">${p.total} pts</span></div>`;
}).join('');
// Build holes won ranking (most wins) with tie handling
let holesRank = 0;
let prevHoles = null;
const holesHtml = rankings.by_holes_won.map((p, i) => {
if (p.rounds_won !== prevHoles) {
holesRank = i;
prevHoles = p.rounds_won;
}
// No medal for 0 wins
const medal = p.rounds_won === 0 ? '-' :
holesRank === 0 ? '🥇' : holesRank === 1 ? '🥈' : holesRank === 2 ? '🥉' : `${holesRank + 1}.`;
const name = p.name.length > 12 ? p.name.substring(0, 11) + '…' : p.name;
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>`;
}).join('');
// If double victory, show banner above the left panel (standings)
if (isDoubleVictory) {
const victoryBanner = document.createElement('div');
victoryBanner.id = 'double-victory-banner';
victoryBanner.className = 'double-victory';
victoryBanner.textContent = `DOUBLE VICTORY! ${pointsLeader.name}`;
const standingsPanel = document.getElementById('standings-panel');
if (standingsPanel) {
standingsPanel.insertBefore(victoryBanner, standingsPanel.firstChild);
}
}
announcement.innerHTML = `
<h3>${title}</h3>
<div class="rankings-columns">
<div class="ranking-section">
<h4>Points (Low Wins)</h4>
${pointsHtml}
</div>
<div class="ranking-section">
<h4>Holes Won</h4>
${holesHtml}
</div>
</div>
`;
// Insert before the scoreboard
this.scoreboard.insertBefore(announcement, this.scoreboard.firstChild);
}
showFinalResultsModal(rankings, scores) {
// Hide side panels
const standingsPanel = document.getElementById('standings-panel');
const scoreboard = document.getElementById('scoreboard');
if (standingsPanel) standingsPanel.classList.add('hidden');
if (scoreboard) scoreboard.classList.add('hidden');
// Remove existing modal if any
const existing = document.getElementById('final-results-modal');
if (existing) existing.remove();
// Determine winners
const pointsLeader = rankings.by_points[0];
const holesLeader = rankings.by_holes_won[0];
const isDoubleVictory = pointsLeader && holesLeader &&
pointsLeader.name === holesLeader.name &&
holesLeader.rounds_won > 0;
// Build points ranking
let pointsRank = 0;
let prevPoints = null;
const pointsHtml = rankings.by_points.map((p, i) => {
if (p.total !== prevPoints) {
pointsRank = i;
prevPoints = p.total;
}
const medal = pointsRank === 0 ? '🥇' : pointsRank === 1 ? '🥈' : pointsRank === 2 ? '🥉' : `${pointsRank + 1}.`;
return `<div class="final-rank-row ${pointsRank === 0 ? 'winner' : ''}"><span class="rank-pos">${medal}</span><span class="rank-name">${p.name}</span><span class="rank-val">${p.total} pts</span></div>`;
}).join('');
// Build holes ranking
let holesRank = 0;
let prevHoles = null;
const holesHtml = rankings.by_holes_won.map((p, i) => {
if (p.rounds_won !== prevHoles) {
holesRank = i;
prevHoles = p.rounds_won;
}
const medal = p.rounds_won === 0 ? '-' :
holesRank === 0 ? '🥇' : holesRank === 1 ? '🥈' : holesRank === 2 ? '🥉' : `${holesRank + 1}.`;
return `<div class="final-rank-row ${holesRank === 0 && p.rounds_won > 0 ? 'winner' : ''}"><span class="rank-pos">${medal}</span><span class="rank-name">${p.name}</span><span class="rank-val">${p.rounds_won} wins</span></div>`;
}).join('');
// Build share text
const shareText = this.buildShareText(rankings, isDoubleVictory);
// Create modal
const modal = document.createElement('div');
modal.id = 'final-results-modal';
modal.className = 'final-results-modal';
modal.innerHTML = `
<div class="final-results-content">
<h2>🏌️ Final Results</h2>
${isDoubleVictory ? `<div class="double-victory-banner">🏆 DOUBLE VICTORY: ${pointsLeader.name} 🏆</div>` : ''}
<div class="final-rankings">
<div class="final-ranking-section">
<h3>By Points (Low Wins)</h3>
${pointsHtml}
</div>
<div class="final-ranking-section">
<h3>By Holes Won</h3>
${holesHtml}
</div>
</div>
<div class="final-actions">
<button class="btn btn-primary" id="share-results-btn">📋 Copy Results</button>
<button class="btn btn-secondary" id="close-results-btn">New Game</button>
</div>
</div>
`;
document.body.appendChild(modal);
// Bind button events
document.getElementById('share-results-btn').addEventListener('click', () => {
navigator.clipboard.writeText(shareText).then(() => {
const btn = document.getElementById('share-results-btn');
btn.textContent = '✓ Copied!';
setTimeout(() => btn.textContent = '📋 Copy Results', 2000);
});
});
document.getElementById('close-results-btn').addEventListener('click', () => {
modal.remove();
this.leaveRoom();
});
}
buildShareText(rankings, isDoubleVictory) {
let text = '🏌️ Golf Card Game Results\n';
text += '═══════════════════════\n\n';
if (isDoubleVictory) {
text += `🏆 DOUBLE VICTORY: ${rankings.by_points[0].name}!\n\n`;
}
text += '📊 By Points (Low Wins):\n';
rankings.by_points.forEach((p, i) => {
const medal = i === 0 ? '🥇' : i === 1 ? '🥈' : i === 2 ? '🥉' : `${i + 1}.`;
text += `${medal} ${p.name}: ${p.total} pts\n`;
});
text += '\n⛳ By Holes Won:\n';
rankings.by_holes_won.forEach((p, i) => {
const medal = p.rounds_won === 0 ? '-' : i === 0 ? '🥇' : i === 1 ? '🥈' : i === 2 ? '🥉' : `${i + 1}.`;
text += `${medal} ${p.name}: ${p.rounds_won} wins\n`;
});
text += '\nPlayed at golf.game';
return text;
}
}
// Initialize game when page loads
document.addEventListener('DOMContentLoaded', () => {
window.game = new GolfGame();
});