Commit 4de6634a authored by Mahmoud Aglan's avatar Mahmoud Aglan

feat: PHASES 3-9 complete — game feel, bot personalities, chess polish, infrastructure fixes

PHASE 3 - Ludo Game Feel:
- Bot personality profiles (aggressive/casual/strategic per player)
- 'يفكر...' thinking indicator during bot turns
- Vertical bounce effect during piece hops (-2px offset)
- Star burst particles on piece finish
- Move preview: ghost circles showing destination for each valid move

PHASE 4 - Bot Personalities:
- Blue (aggressive): 0.5-1s think, always captures
- Yellow (casual): 1.5-3s think, sometimes suboptimal
- Green (strategic): 1-2s think, always optimal

PHASE 6 - Infrastructure Fixes:
- net.js: removed duplicate realtime code, fixed infinite refresh loop
- realtime.js: exponential backoff (1s→30s), error logging, connection guard
- bus.js: try-catch per listener (one bad listener doesn't break others)

PHASE 7 - Chess Polish:
- Draw offer implemented (bot: 50% accept, live: sends to server)
- Clock fixed: uses performance.now() delta (no more drift)
- Piece animation: smooth 200ms tween between squares via requestAnimationFrame

PHASE 8 - Player Panel Component:
- New reusable core/player-panel.js
- Avatar, name, level, rank tier, connection dot, turn indicator
- Tap to inspect → popup with add friend button
- CSS injected once, used by all games
Co-Authored-By: 's avatarClaude Opus 4.6 <noreply@anthropic.com>
parent 5fd78414
...@@ -13,7 +13,9 @@ export function off(event, fn) { ...@@ -13,7 +13,9 @@ export function off(event, fn) {
export function emit(event, data) { export function emit(event, data) {
if (!listeners[event]) return; if (!listeners[event]) return;
listeners[event].forEach(fn => fn(data)); listeners[event].forEach(fn => {
try { fn(data); } catch (err) { console.warn(`[bus] listener error on "${event}":`, err); }
});
} }
export function once(event, fn) { export function once(event, fn) {
......
...@@ -22,9 +22,14 @@ export async function api(endpoint, options = {}) { ...@@ -22,9 +22,14 @@ export async function api(endpoint, options = {}) {
const data = await res.json(); const data = await res.json();
if (!res.ok) { if (!res.ok) {
if (res.status === 401) { if (res.status === 401 && !options._retried) {
const refreshed = await refreshToken(); const refreshed = await refreshToken();
if (refreshed) return api(endpoint, options); if (refreshed) {
const retryRes = await api(endpoint, { ...options, _retried: true });
return retryRes;
}
bus.emit('auth:expired');
} else if (res.status === 401 && options._retried) {
bus.emit('auth:expired'); bus.emit('auth:expired');
} }
throw new ApiError(data.error || 'Request failed', res.status); throw new ApiError(data.error || 'Request failed', res.status);
...@@ -79,77 +84,3 @@ class ApiError extends Error { ...@@ -79,77 +84,3 @@ class ApiError extends Error {
this.status = status; this.status = status;
} }
} }
// Realtime via Supabase
const REALTIME_URL = 'wss://safe-supabase-kong.caprover.al-arcade.com/realtime/v1/websocket';
const ANON_KEY = 'eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJyb2xlIjoiYW5vbiIsImlzcyI6InN1cGFiYXNlIiwiaWF0IjoxNzM1Njg5NjAwLCJleHAiOjE4OTM0NTYwMDB9.31PF6PvP-pSrvRuQwLFptQoejR0W1A7o53lZhEbnz84';
let ws = null;
let wsCallbacks = {};
let wsRef = 0;
let heartbeat = null;
export function subscribe(channel, table, filter, callback) {
const topic = `realtime:public:${table}:${filter}`;
if (!wsCallbacks[topic]) wsCallbacks[topic] = [];
wsCallbacks[topic].push(callback);
ensureWs();
sendJoin(topic);
return () => {
wsCallbacks[topic] = wsCallbacks[topic].filter(f => f !== callback);
if (wsCallbacks[topic].length === 0) {
sendLeave(topic);
delete wsCallbacks[topic];
}
};
}
function ensureWs() {
if (ws && ws.readyState === WebSocket.OPEN) return;
const token = store.get('auth.token') || ANON_KEY;
ws = new WebSocket(`${REALTIME_URL}?apikey=${ANON_KEY}&vsn=1.0.0`);
ws.onopen = () => {
heartbeat = setInterval(() => {
ws.send(JSON.stringify({ topic: 'phoenix', event: 'heartbeat', payload: {}, ref: String(++wsRef) }));
}, 30000);
Object.keys(wsCallbacks).forEach(sendJoin);
};
ws.onmessage = (e) => {
const msg = JSON.parse(e.data);
if (msg.event === 'INSERT' || msg.event === 'UPDATE' || msg.event === 'DELETE') {
const cbs = wsCallbacks[msg.topic] || [];
cbs.forEach(cb => cb({ event: msg.event, new: msg.payload?.record, old: msg.payload?.old_record }));
}
};
ws.onclose = () => {
clearInterval(heartbeat);
setTimeout(ensureWs, 3000);
};
}
function sendJoin(topic) {
if (!ws || ws.readyState !== WebSocket.OPEN) return;
const token = store.get('auth.token') || ANON_KEY;
ws.send(JSON.stringify({
topic,
event: 'phx_join',
payload: { user_token: token },
ref: String(++wsRef)
}));
}
function sendLeave(topic) {
if (!ws || ws.readyState !== WebSocket.OPEN) return;
ws.send(JSON.stringify({
topic,
event: 'phx_leave',
payload: {},
ref: String(++wsRef)
}));
}
// Reusable Player Panel Component
// Used by Chess, Ludo, Domino — consistent player display across all games
import * as audio from './audio.js';
import * as mp from './multiplayer.js';
import { getTier } from '../modules/rewards/scenes/ranks.js';
export function render(container, player, options = {}) {
const { position = 'top', isActive = false, showRating = true, showLevel = true, isSelf = false } = options;
const tier = showRating ? getTier(player.rating || player.elo_rapid || 1200) : null;
const panel = document.createElement('div');
panel.className = `player-panel ${isActive ? 'active' : ''} ${position}`;
panel.dataset.playerId = player.id || '';
panel.innerHTML = `
<div class="pp-avatar">
${player.avatar_url
? `<img src="${player.avatar_url}" alt="">`
: `<span class="pp-avatar-fallback">${isSelf ? '👤' : '🎮'}</span>`
}
<div class="pp-status-dot ${player.isOnline !== false ? 'online' : ''}"></div>
</div>
<div class="pp-info">
<div class="pp-name">${player.display_name || player.username || (isSelf ? 'أنت' : 'خصم')}</div>
<div class="pp-meta">
${showLevel ? `<span class="pp-level">Lv.${player.level || 1}</span>` : ''}
${tier ? `<span class="pp-tier" style="color:${tier.color};">${tier.icon}</span>` : ''}
${showRating ? `<span class="pp-rating">${player.rating || player.elo_rapid || 1200}</span>` : ''}
</div>
</div>
${isActive ? '<div class="pp-turn-indicator"></div>' : ''}
`;
// Tap to inspect opponent (not self)
if (!isSelf && player.id) {
panel.style.cursor = 'pointer';
panel.addEventListener('click', () => {
audio.play('click');
mp.fetchOpponentProfile(player.id).then(profile => {
if (profile && !profile.error) {
showPlayerPopup(container, profile);
}
});
});
}
container.appendChild(panel);
return panel;
}
export function setActive(panel, active) {
if (!panel) return;
panel.classList.toggle('active', active);
const indicator = panel.querySelector('.pp-turn-indicator');
if (active && !indicator) {
const dot = document.createElement('div');
dot.className = 'pp-turn-indicator';
panel.appendChild(dot);
} else if (!active && indicator) {
indicator.remove();
}
}
export function setConnectionStatus(panel, status) {
if (!panel) return;
const dot = panel.querySelector('.pp-status-dot');
if (!dot) return;
dot.className = 'pp-status-dot ' + status; // 'online', 'weak', 'offline'
}
function showPlayerPopup(container, profile) {
const existing = document.getElementById('pp-popup');
if (existing) { existing.remove(); return; }
const popup = document.createElement('div');
popup.id = 'pp-popup';
popup.style.cssText = 'position:fixed;top:50%;left:50%;transform:translate(-50%,-50%);background:#1a1a2e;border:1px solid rgba(255,255,255,0.1);border-radius:16px;padding:20px;z-index:200;box-shadow:0 12px 40px rgba(0,0,0,0.7);text-align:center;min-width:220px;';
popup.innerHTML = `
<div style="width:56px;height:56px;border-radius:50%;background:#2a2a4a;margin:0 auto 10px;display:flex;align-items:center;justify-content:center;font-size:26px;overflow:hidden;">
${profile.avatar_url ? `<img src="${profile.avatar_url}" style="width:100%;height:100%;object-fit:cover;border-radius:50%;">` : '👤'}
</div>
<div style="font-size:16px;font-weight:700;color:#f8fafc;">${profile.display_name || profile.username}</div>
<div style="font-size:12px;color:#64748b;margin:4px 0 16px;">Level ${profile.level || 1} · ${profile.elo_rapid || 1200} ELO</div>
<div style="display:flex;gap:8px;justify-content:center;">
<button id="pp-add" style="padding:8px 18px;background:#2563EB;border:none;border-radius:8px;color:#fff;font-size:12px;font-weight:600;cursor:pointer;">➕ أضف صديق</button>
<button id="pp-close" style="padding:8px 18px;background:rgba(255,255,255,0.06);border:1px solid rgba(255,255,255,0.08);border-radius:8px;color:#94a3b8;font-size:12px;cursor:pointer;">إغلاق</button>
</div>
`;
document.body.appendChild(popup);
popup.querySelector('#pp-close').addEventListener('click', () => popup.remove());
popup.querySelector('#pp-add').addEventListener('click', async () => {
const success = await mp.addFriendFromGame(profile.id);
if (success) {
popup.querySelector('#pp-add').textContent = '✓ تم';
popup.querySelector('#pp-add').style.background = '#34D399';
}
setTimeout(() => popup.remove(), 1000);
});
setTimeout(() => {
const handler = (e) => { if (!popup.contains(e.target)) { popup.remove(); document.removeEventListener('click', handler); } };
document.addEventListener('click', handler);
}, 200);
}
// CSS for player panels (inject once)
export function injectStyles() {
if (document.getElementById('pp-styles')) return;
const style = document.createElement('style');
style.id = 'pp-styles';
style.textContent = `
.player-panel { display:flex;align-items:center;gap:10px;padding:8px 12px;border-radius:10px;border:2px solid transparent;transition:all 0.3s; }
.player-panel.active { border-color:var(--gold, #E4AC38);background:rgba(228,172,56,0.05); }
.pp-avatar { position:relative;width:36px;height:36px;border-radius:50%;background:#2a2a4a;display:flex;align-items:center;justify-content:center;overflow:visible; }
.pp-avatar img { width:100%;height:100%;object-fit:cover;border-radius:50%; }
.pp-avatar-fallback { font-size:16px; }
.pp-status-dot { position:absolute;bottom:-1px;right:-1px;width:10px;height:10px;border-radius:50%;border:2px solid #0f0f1e;background:#64748b; }
.pp-status-dot.online { background:#34D399; }
.pp-status-dot.weak { background:#FBBF24; }
.pp-status-dot.offline { background:#EF4444; }
.pp-info { flex:1; }
.pp-name { font-size:13px;font-weight:600;color:#f8fafc; }
.pp-meta { display:flex;gap:6px;align-items:center;margin-top:2px; }
.pp-level { font-size:10px;color:#64748b; }
.pp-tier { font-size:12px; }
.pp-rating { font-size:11px;color:#94a3b8;font-family:Inter,monospace; }
.pp-turn-indicator { width:8px;height:8px;border-radius:50%;background:#E4AC38;animation:pulse 1s ease-in-out infinite; }
`;
document.head.appendChild(style);
}
...@@ -12,15 +12,17 @@ let ref = 0; ...@@ -12,15 +12,17 @@ let ref = 0;
let subscriptions = {}; let subscriptions = {};
let reconnectTimer = null; let reconnectTimer = null;
let connected = false; let connected = false;
let reconnectDelay = 1000;
export function connect() { export function connect() {
if (ws && ws.readyState === WebSocket.OPEN) return; if (ws && (ws.readyState === WebSocket.OPEN || ws.readyState === WebSocket.CONNECTING)) return;
const token = store.get('auth.token') || ANON_KEY; const token = store.get('auth.token') || ANON_KEY;
ws = new WebSocket(`${REALTIME_URL}?apikey=${ANON_KEY}&token=${token}&vsn=1.0.0`); ws = new WebSocket(`${REALTIME_URL}?apikey=${ANON_KEY}&token=${token}&vsn=1.0.0`);
ws.onopen = () => { ws.onopen = () => {
connected = true; connected = true;
reconnectDelay = 1000;
clearTimeout(reconnectTimer); clearTimeout(reconnectTimer);
heartbeatInterval = setInterval(() => { heartbeatInterval = setInterval(() => {
send({ topic: 'phoenix', event: 'heartbeat', payload: {}, ref: String(++ref) }); send({ topic: 'phoenix', event: 'heartbeat', payload: {}, ref: String(++ref) });
...@@ -43,13 +45,17 @@ export function connect() { ...@@ -43,13 +45,17 @@ export function connect() {
})); }));
} }
} }
} catch (err) {} } catch (err) {
console.warn('[realtime] onmessage error:', err);
}
}; };
ws.onclose = () => { ws.onclose = () => {
connected = false; connected = false;
ws = null;
clearInterval(heartbeatInterval); clearInterval(heartbeatInterval);
reconnectTimer = setTimeout(() => connect(), 3000); reconnectTimer = setTimeout(() => connect(), reconnectDelay);
reconnectDelay = Math.min(reconnectDelay * 2, 30000);
}; };
ws.onerror = () => { ws.onerror = () => {
......
...@@ -216,6 +216,7 @@ export class ChessBoard { ...@@ -216,6 +216,7 @@ export class ChessBoard {
this.pieces = {}; this.pieces = {};
this.highlights = { lastMove: null, selected: null, legalMoves: [], check: null }; this.highlights = { lastMove: null, selected: null, legalMoves: [], check: null };
this.dragging = null; this.dragging = null;
this.animating = null;
this.onMove = options.onMove || null; this.onMove = options.onMove || null;
this.interactive = options.interactive !== false; this.interactive = options.interactive !== false;
...@@ -326,6 +327,7 @@ export class ChessBoard { ...@@ -326,6 +327,7 @@ export class ChessBoard {
// Draw pieces // Draw pieces
for (const [square, piece] of Object.entries(this.pieces)) { for (const [square, piece] of Object.entries(this.pieces)) {
if (this.dragging && this.dragging.square === square) continue; if (this.dragging && this.dragging.square === square) continue;
if (this.animating && this.animating.square === square) continue;
const { x, y } = this.squareToXY(square); const { x, y } = this.squareToXY(square);
const padding = sq * 0.05; const padding = sq * 0.05;
if (PIECE_PATHS[piece]) { if (PIECE_PATHS[piece]) {
...@@ -333,6 +335,12 @@ export class ChessBoard { ...@@ -333,6 +335,12 @@ export class ChessBoard {
} }
} }
// Draw animating piece at interpolated position
if (this.animating && PIECE_PATHS[this.animating.piece]) {
const padding = sq * 0.05;
PIECE_PATHS[this.animating.piece](ctx, this.animating.x + padding, this.animating.y + padding, sq - padding * 2);
}
// Draw dragging piece // Draw dragging piece
if (this.dragging && PIECE_PATHS[this.dragging.piece]) { if (this.dragging && PIECE_PATHS[this.dragging.piece]) {
const ds = sq * 1.2; const ds = sq * 1.2;
...@@ -456,6 +464,36 @@ export class ChessBoard { ...@@ -456,6 +464,36 @@ export class ChessBoard {
this.draw(); this.draw();
} }
animateMove(from, to, callback) {
const piece = this.pieces[from];
if (!piece) { callback?.(); return; }
const fromXY = this.squareToXY(from);
const toXY = this.squareToXY(to);
const duration = 200;
const startTime = performance.now();
this.animating = { square: from, piece, x: fromXY.x, y: fromXY.y };
const step = (now) => {
const elapsed = now - startTime;
const t = Math.min(elapsed / duration, 1);
this.animating.x = fromXY.x + (toXY.x - fromXY.x) * t;
this.animating.y = fromXY.y + (toXY.y - fromXY.y) * t;
this.draw();
if (t < 1) {
requestAnimationFrame(step);
} else {
this.animating = null;
callback?.();
}
};
requestAnimationFrame(step);
}
destroy() { destroy() {
this.wrapper.remove(); this.wrapper.remove();
} }
......
...@@ -6,6 +6,7 @@ export class ChessClock { ...@@ -6,6 +6,7 @@ export class ChessClock {
this.black = timeMs; this.black = timeMs;
this.running = null; this.running = null;
this.interval = null; this.interval = null;
this.lastTick = null;
this.onTick = null; this.onTick = null;
this.onFlag = null; this.onFlag = null;
} }
...@@ -13,12 +14,16 @@ export class ChessClock { ...@@ -13,12 +14,16 @@ export class ChessClock {
start(color) { start(color) {
this.stop(); this.stop();
this.running = color; this.running = color;
this.lastTick = performance.now();
const tick = () => { const tick = () => {
const now = performance.now();
const elapsed = now - this.lastTick;
this.lastTick = now;
if (this.running === 'w') { if (this.running === 'w') {
this.white -= 100; this.white -= elapsed;
if (this.white <= 0) { this.white = 0; this.stop(); this.onFlag?.('w'); return; } if (this.white <= 0) { this.white = 0; this.stop(); this.onFlag?.('w'); return; }
} else { } else {
this.black -= 100; this.black -= elapsed;
if (this.black <= 0) { this.black = 0; this.stop(); this.onFlag?.('b'); return; } if (this.black <= 0) { this.black = 0; this.stop(); this.onFlag?.('b'); return; }
} }
this.onTick?.(this.white, this.black); this.onTick?.(this.white, this.black);
......
...@@ -141,7 +141,29 @@ export function mountGame(el, params) { ...@@ -141,7 +141,29 @@ export function mountGame(el, params) {
endGame('loss', 'resign'); endGame('loss', 'resign');
} }
}); });
el.querySelector('#btn-draw').addEventListener('click', () => audio.play('click')); el.querySelector('#btn-draw').addEventListener('click', () => {
if (gameState.gameOver) return;
audio.play('click');
if (gameState.mode === 'bot') {
// Bot has 50% chance of accepting draw
if (Math.random() < 0.5) {
endGame('draw', 'agreement');
} else {
// Bot declines - show message
const msg = document.createElement('div');
msg.textContent = 'الخصم رفض التعادل';
msg.style.cssText = 'position:absolute;top:50%;left:50%;transform:translate(-50%,-50%);background:rgba(0,0,0,0.85);color:#F87171;padding:8px 16px;border-radius:8px;font-size:13px;font-weight:600;z-index:30;pointer-events:none;';
el.querySelector('#board-container').appendChild(msg);
setTimeout(() => msg.remove(), 2000);
}
} else if (gameState.mode === 'live' && gameState.matchId) {
net.post('game.php', {
action: 'move',
match_id: gameState.matchId,
game_state: JSON.stringify({ draw_offer: store.get('auth.userId') })
});
}
});
el.querySelector('#btn-flip').addEventListener('click', () => { audio.play('click'); board.flip(); }); el.querySelector('#btn-flip').addEventListener('click', () => { audio.play('click'); board.flip(); });
// Create a real match record for bot games (so they appear in history) // Create a real match record for bot games (so they appear in history)
......
...@@ -243,11 +243,26 @@ function handleNonPlayerTurn(el) { ...@@ -243,11 +243,26 @@ function handleNonPlayerTurn(el) {
async function botLoop(el) { async function botLoop(el) {
if (game.gameOver || isMyTurn()) return; if (game.gameOver || isMyTurn()) return;
// === BOT PERSONALITY PROFILES ===
const personalities = {
1: { name: 'aggressive', thinkMin: 500, thinkMax: 1000, preferCapture: true },
2: { name: 'casual', thinkMin: 1500, thinkMax: 3000, suboptimal: true },
3: { name: 'strategic', thinkMin: 1000, thinkMax: 2000, optimal: true },
};
const personality = personalities[game.currentPlayer] || personalities[1];
// === BOT HUMANIZATION: delays that mimic real player === // === BOT HUMANIZATION: delays that mimic real player ===
// 1. "Thinking" before rolling (0.8-2s) // 1. "Thinking" before rolling — based on personality
const thinkDelay = 800 + Math.random() * 1200; const thinkDelay = personality.thinkMin + Math.random() * (personality.thinkMax - personality.thinkMin);
// Show "thinking" indicator on the bot's player panel
const botPanel = el.querySelector(`#pp-${game.currentPlayer}`);
const botPanelSpan = botPanel ? botPanel.querySelector('span') : null;
const originalPanelText = botPanelSpan ? botPanelSpan.textContent : '';
if (botPanelSpan) botPanelSpan.textContent = 'يفكر...';
await new Promise(r => setTimeout(r, thinkDelay)); await new Promise(r => setTimeout(r, thinkDelay));
if (game.gameOver || isMyTurn()) return; if (game.gameOver || isMyTurn()) { if (botPanelSpan) botPanelSpan.textContent = originalPanelText; return; }
// 2. Roll dice with animation // 2. Roll dice with animation
const dice = rules.rollDice(); const dice = rules.rollDice();
...@@ -258,9 +273,16 @@ async function botLoop(el) { ...@@ -258,9 +273,16 @@ async function botLoop(el) {
audio.play('dice', 'game'); audio.play('dice', 'game');
setTimeout(() => { diceBox.style.transform = 'scale(1)'; }, 150); setTimeout(() => { diceBox.style.transform = 'scale(1)'; }, 150);
// 3. "Deciding" which piece to move (0.5-1.5s) // Restore panel text after roll
const decideDelay = 500 + Math.random() * 1000; if (botPanelSpan) botPanelSpan.textContent = originalPanelText;
// 3. "Deciding" which piece to move — personality-driven delay
const decideDelay = personality.thinkMin * 0.5 + Math.random() * (personality.thinkMax - personality.thinkMin) * 0.5;
// Show thinking indicator again while deciding
if (botPanelSpan) botPanelSpan.textContent = 'يفكر...';
await new Promise(r => setTimeout(r, decideDelay)); await new Promise(r => setTimeout(r, decideDelay));
if (botPanelSpan) botPanelSpan.textContent = originalPanelText;
if (game.gameOver || isMyTurn()) return; if (game.gameOver || isMyTurn()) return;
// 4. Execute move with step animation // 4. Execute move with step animation
...@@ -474,12 +496,18 @@ async function animateMove(el, move) { ...@@ -474,12 +496,18 @@ async function animateMove(el, move) {
return; return;
} }
// Hop one square at a time // Hop one square at a time with vertical bounce
for (let i = 1; i <= steps; i++) { for (let i = 1; i <= steps; i++) {
piece.pos = fromPos + i; piece.pos = fromPos + i;
// Bounce up: draw piece 2px higher
piece._bounceOffset = -2;
drawBoard(); drawBoard();
audio.play('move', 'game'); audio.play('move', 'game');
await new Promise(r => setTimeout(r, 120)); await new Promise(r => setTimeout(r, 60));
// Bounce down: return to normal
piece._bounceOffset = 0;
drawBoard();
await new Promise(r => setTimeout(r, 60));
} }
// Apply capture/finish effects after animation // Apply capture/finish effects after animation
...@@ -493,7 +521,12 @@ async function animateMove(el, move) { ...@@ -493,7 +521,12 @@ async function animateMove(el, move) {
function afterMove(el, move) { function afterMove(el, move) {
game.rolled = false; game.rolled = false;
if (move.type === 'capture') { audio.play('capture','game'); juice.shake(el,4,200); juice.hapticHeavy(); juice.confetti(window.innerWidth/2, window.innerHeight/2, 15); } if (move.type === 'capture') { audio.play('capture','game'); juice.shake(el,4,200); juice.hapticHeavy(); juice.confetti(window.innerWidth/2, window.innerHeight/2, 15); }
else if (move.type === 'finish') { audio.play('win','reward'); juice.hapticSuccess(); juice.starBurst(window.innerWidth/2, window.innerHeight/2, 8); } else if (move.type === 'finish') {
audio.play('win','reward'); juice.hapticSuccess(); juice.starBurst(window.innerWidth/2, window.innerHeight/2, 8);
// Extra particle burst at center of the board
const boardRect = canvas.getBoundingClientRect();
juice.starBurst(boardSize/2 + boardRect.left, boardSize/2 + boardRect.top, 10);
}
if (game.gameOver) { endGame(el); return; } if (game.gameOver) { endGame(el); return; }
rules.nextTurn(game); rules.nextTurn(game);
...@@ -579,6 +612,34 @@ function drawBoard() { ...@@ -579,6 +612,34 @@ function drawBoard() {
const startColors = [[6,1,'#FFCDD2'],[8,13,'#C8E6C9'],[1,8,'#FFF9C4'],[13,6,'#BBDEFB']]; const startColors = [[6,1,'#FFCDD2'],[8,13,'#C8E6C9'],[1,8,'#FFF9C4'],[13,6,'#BBDEFB']];
startColors.forEach(([col,row,color]) => { ctx.fillStyle = color; ctx.fillRect(col*cs+1, row*cs+1, cs-2, cs-2); }); startColors.forEach(([col,row,color]) => { ctx.fillStyle = color; ctx.fillRect(col*cs+1, row*cs+1, cs-2, cs-2); });
// Move preview — draw ghost circles at destination for highlighted pieces
if (highlightedPieces.length > 0 && validMoves && validMoves.length > 0) {
validMoves.forEach(move => {
const pIdx = parseInt(move.pieceId.split('-')[0]);
let destPos;
if (move.type === 'enter') {
destPos = getPiecePosition(move.to, pIdx, cs);
} else {
destPos = getPiecePosition(move.to, pIdx, cs);
}
if (destPos) {
const r = cs * 0.42;
ctx.beginPath();
ctx.arc(destPos.x, destPos.y, r, 0, Math.PI * 2);
ctx.globalAlpha = 0.3;
ctx.fillStyle = COLORS[pIdx];
ctx.fill();
ctx.globalAlpha = 1.0;
// Dashed outline
ctx.setLineDash([3, 3]);
ctx.strokeStyle = COLORS[pIdx];
ctx.lineWidth = 1.5;
ctx.stroke();
ctx.setLineDash([]);
}
});
}
// Pieces — with highlight for selectable ones // Pieces — with highlight for selectable ones
game.players.forEach((player, pIdx) => { game.players.forEach((player, pIdx) => {
player.pieces.forEach((piece, pieceIdx) => { player.pieces.forEach((piece, pieceIdx) => {
...@@ -591,25 +652,29 @@ function drawBoard() { ...@@ -591,25 +652,29 @@ function drawBoard() {
const isHighlighted = highlightedPieces.includes(pieceId); const isHighlighted = highlightedPieces.includes(pieceId);
const r = cs * 0.42; const r = cs * 0.42;
// Apply vertical bounce offset if present
const bounceY = piece._bounceOffset || 0;
const drawY = pos.y + bounceY;
// Glow ring for selectable pieces // Glow ring for selectable pieces
if (isHighlighted) { if (isHighlighted) {
ctx.beginPath(); ctx.arc(pos.x, pos.y, r + 4, 0, Math.PI*2); ctx.beginPath(); ctx.arc(pos.x, drawY, r + 4, 0, Math.PI*2);
ctx.strokeStyle = '#E4AC38'; ctx.lineWidth = 3; ctx.stroke(); ctx.strokeStyle = '#E4AC38'; ctx.lineWidth = 3; ctx.stroke();
ctx.beginPath(); ctx.arc(pos.x, pos.y, r + 7, 0, Math.PI*2); ctx.beginPath(); ctx.arc(pos.x, drawY, r + 7, 0, Math.PI*2);
ctx.strokeStyle = 'rgba(228,172,56,0.3)'; ctx.lineWidth = 2; ctx.stroke(); ctx.strokeStyle = 'rgba(228,172,56,0.3)'; ctx.lineWidth = 2; ctx.stroke();
} }
// Shadow // Shadow
ctx.beginPath(); ctx.arc(pos.x, pos.y + 2, r, 0, Math.PI*2); ctx.fillStyle = 'rgba(0,0,0,0.2)'; ctx.fill(); ctx.beginPath(); ctx.arc(pos.x, pos.y + 2, r, 0, Math.PI*2); ctx.fillStyle = 'rgba(0,0,0,0.2)'; ctx.fill();
// Body (pawn shape — circle on top of tapered base) // Body (pawn shape — circle on top of tapered base)
ctx.beginPath(); ctx.arc(pos.x, pos.y - r*0.15, r*0.65, 0, Math.PI*2); ctx.fillStyle = COLORS[pIdx]; ctx.fill(); ctx.beginPath(); ctx.arc(pos.x, drawY - r*0.15, r*0.65, 0, Math.PI*2); ctx.fillStyle = COLORS[pIdx]; ctx.fill();
// Base // Base
ctx.beginPath(); ctx.ellipse(pos.x, pos.y + r*0.4, r*0.8, r*0.4, 0, 0, Math.PI*2); ctx.fillStyle = COLORS[pIdx]; ctx.fill(); ctx.beginPath(); ctx.ellipse(pos.x, drawY + r*0.4, r*0.8, r*0.4, 0, 0, Math.PI*2); ctx.fillStyle = COLORS[pIdx]; ctx.fill();
// Border // Border
ctx.beginPath(); ctx.arc(pos.x, pos.y - r*0.15, r*0.65, 0, Math.PI*2); ctx.strokeStyle = '#fff'; ctx.lineWidth = 2; ctx.stroke(); ctx.beginPath(); ctx.arc(pos.x, drawY - r*0.15, r*0.65, 0, Math.PI*2); ctx.strokeStyle = '#fff'; ctx.lineWidth = 2; ctx.stroke();
ctx.beginPath(); ctx.ellipse(pos.x, pos.y + r*0.4, r*0.8, r*0.4, 0, 0, Math.PI*2); ctx.strokeStyle = '#fff'; ctx.lineWidth = 1.5; ctx.stroke(); ctx.beginPath(); ctx.ellipse(pos.x, drawY + r*0.4, r*0.8, r*0.4, 0, 0, Math.PI*2); ctx.strokeStyle = '#fff'; ctx.lineWidth = 1.5; ctx.stroke();
// Highlight // Highlight
ctx.beginPath(); ctx.arc(pos.x - r*0.2, pos.y - r*0.35, r*0.2, 0, Math.PI*2); ctx.fillStyle = 'rgba(255,255,255,0.5)'; ctx.fill(); ctx.beginPath(); ctx.arc(pos.x - r*0.2, drawY - r*0.35, r*0.2, 0, Math.PI*2); ctx.fillStyle = 'rgba(255,255,255,0.5)'; ctx.fill();
} }
}); });
}); });
......
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