fix(web): browser game UX pass — shake feedback, timer, stock count, HUD
- game.js fully rewritten: correct coordinate system (PAD baked into PILE_ORIGIN), undo driven by undo_stack_len, flashIllegal shake with --card-tx CSS variable, game timer, stock count HUD, URL seed persist, foundation suit hints, auto-complete step loop - game.html: adds hud-timer, hud-stock, win-time elements - game.css: @keyframes illegal-shake, .slot-hint, overflow-x on main - solitaire_wasm: adds undo_stack_len to GameSnapshot Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -83,6 +83,7 @@ main {
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justify-content: center;
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align-items: flex-start;
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padding: 20px;
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overflow-x: auto;
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}
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#board {
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@@ -237,3 +238,30 @@ main {
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padding: 12px 32px;
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font-size: 16px;
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}
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/* ── Illegal-move shake ──────────────────────────────────────────────────── */
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@keyframes illegal-shake {
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0% { transform: var(--card-tx) translateX(0); }
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20% { transform: var(--card-tx) translateX(-6px); }
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40% { transform: var(--card-tx) translateX(6px); }
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60% { transform: var(--card-tx) translateX(-4px); }
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80% { transform: var(--card-tx) translateX(4px); }
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100% { transform: var(--card-tx) translateX(0); }
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}
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.card.illegal {
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animation: illegal-shake 320ms ease;
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}
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/* ── Foundation slot suit hints ──────────────────────────────────────────── */
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.slot-hint {
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position: absolute;
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top: 50%; left: 50%;
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transform: translate(-50%, -50%);
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font-size: 26px;
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color: rgba(255,255,255,0.18);
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pointer-events: none;
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}
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@@ -15,6 +15,8 @@
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<div class="hud-center">
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<span id="hud-score">Score: 0</span>
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<span id="hud-moves">Moves: 0</span>
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<span id="hud-timer">0:00</span>
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<span id="hud-stock">Stock: 24</span>
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</div>
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<div class="hud-right">
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<button id="btn-undo" title="Undo (Z)">↩ Undo</button>
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@@ -34,6 +36,7 @@
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<div class="win-title">You Won!</div>
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<div id="win-score" class="win-score"></div>
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<div id="win-moves" class="win-detail"></div>
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<div id="win-time" class="win-detail"></div>
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<button id="btn-win-new">Play Again ↺</button>
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</div>
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</div>
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+191
-218
@@ -12,22 +12,20 @@
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import init, { SolitaireGame } from "/web/pkg/solitaire_wasm.js";
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// ── Layout constants (must match game.css --card-w / --card-h / --gap) ──────
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const CARD_W = 80;
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const CARD_H = 112;
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const GAP = 12;
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const PAD = 20; // board padding
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const FAN = 28; // vertical offset per fanned tableau card
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const WASTE_FAN = 18; // horizontal offset for draw-3 waste fan
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// ── Layout constants (must match game.css --card-w / --card-h / --gap / --pad)
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const CARD_W = 80;
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const CARD_H = 112;
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const GAP = 12;
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const PAD = 20; // board inner padding — cards start at (PAD, PAD)
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const FAN = 28; // vertical offset per fanned tableau card
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const WASTE_FAN = 18; // horizontal offset for draw-3 waste fan
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// Top-row Y origin (relative to board interior = after padding).
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const TOP_Y = 0;
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const BOTTOM_Y = CARD_H + 28; // tableau row
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// Pile origins in board-element coordinates (include PAD so (0,0) = board edge).
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const TOP_Y = PAD;
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const BOTTOM_Y = PAD + CARD_H + 28;
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const colX = (c) => c * (CARD_W + GAP);
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const colX = (c) => PAD + c * (CARD_W + GAP);
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// Absolute position of each pile's origin (top-left of its slot),
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// relative to the board's padded interior (0, 0).
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const PILE_ORIGIN = {
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stock: { x: colX(0), y: TOP_Y },
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waste: { x: colX(1), y: TOP_Y },
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@@ -44,35 +42,43 @@ const PILE_ORIGIN = {
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"tableau-6": { x: colX(6), y: BOTTOM_Y },
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};
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// Foundation suit hints shown when the slot is empty.
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const FOUND_SUIT_HINT = ["♠", "♥", "♦", "♣"];
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const SUIT_GLYPH = { clubs: "♣", diamonds: "♦", hearts: "♥", spades: "♠" };
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const RANK_LABELS = ["","A","2","3","4","5","6","7","8","9","10","J","Q","K"];
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const RED_SUITS = new Set(["diamonds", "hearts"]);
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// ── State ────────────────────────────────────────────────────────────────────
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let game = null;
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let snap = null; // last rendered GameSnapshot
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let game = null;
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let snap = null; // last rendered GameSnapshot
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let drawThree = false;
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// Persistent card → DOM element map (keyed by card.id).
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// Persistent card-id → DOM element map.
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const cardEls = new Map();
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// Drag state
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let drag = null;
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// drag = {
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// fromPile: string,
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// fromIndex: number, // index of bottom card of the dragged run in its pile
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// cardIds: number[], // ids of cards being dragged (bottom → top)
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// startX: number, startY: number, // pointer start (board-relative)
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// offsetX: number, offsetY: number, // cursor offset within the grabbed card
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// fromIndex: number, // index of bottom dragged card in its pile
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// cardIds: number[], // ids bottom→top
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// startX: number, startY: number, // board-relative pointer start
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// }
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// Auto-complete timer handle
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// Timer
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let timerInterval = null;
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let elapsedSecs = 0;
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// Auto-complete
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let acTimer = null;
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// ── DOM refs ─────────────────────────────────────────────────────────────────
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const board = document.getElementById("board");
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const hudScore = document.getElementById("hud-score");
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const hudMoves = document.getElementById("hud-moves");
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const hudTimer = document.getElementById("hud-timer");
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const hudStock = document.getElementById("hud-stock");
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const hudSeed = document.getElementById("hud-seed");
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const btnUndo = document.getElementById("btn-undo");
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const btnNew = document.getElementById("btn-new");
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@@ -80,16 +86,16 @@ const chkDraw3 = document.getElementById("chk-draw3");
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const winOverlay = document.getElementById("win-overlay");
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const winScore = document.getElementById("win-score");
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const winMoves = document.getElementById("win-moves");
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const winTime = document.getElementById("win-time");
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const btnWinNew = document.getElementById("btn-win-new");
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// ── Bootstrap ────────────────────────────────────────────────────────────────
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async function bootstrap() {
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await init();
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// Seed from URL param ?seed=N, otherwise random.
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const params = new URLSearchParams(window.location.search);
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const params = new URLSearchParams(window.location.search);
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const urlSeed = params.has("seed") ? Number(params.get("seed")) : randomSeed();
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drawThree = params.has("draw3");
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drawThree = params.has("draw3");
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chkDraw3.checked = drawThree;
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buildSlots();
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@@ -98,107 +104,135 @@ async function bootstrap() {
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}
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function randomSeed() {
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// Math.random gives a float in [0,1); multiply to get a large integer.
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return Math.floor(Math.random() * 9007199254740991);
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}
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function startGame(seed) {
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if (acTimer) { clearInterval(acTimer); acTimer = null; }
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if (acTimer) { clearInterval(acTimer); acTimer = null; }
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if (timerInterval) { clearInterval(timerInterval); timerInterval = null; }
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elapsedSecs = 0;
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updateTimerDisplay();
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game = new SolitaireGame(seed, drawThree);
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snap = game.state();
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hudSeed.textContent = `seed ${Math.round(game.seed())}`;
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const displaySeed = Math.round(game.seed());
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hudSeed.textContent = `seed ${displaySeed}`;
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winOverlay.classList.add("hidden");
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cardEls.clear();
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board.querySelectorAll(".card").forEach(el => el.remove());
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board.querySelectorAll(".card, .recycle-label").forEach(el => el.remove());
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// Persist seed in URL so the game can be shared / refreshed.
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const url = new URL(window.location);
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url.searchParams.set("seed", displaySeed);
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if (drawThree) url.searchParams.set("draw3", "");
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else url.searchParams.delete("draw3");
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history.replaceState(null, "", url);
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render(snap);
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startTimer();
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}
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// ── Slot placeholders ────────────────────────────────────────────────────────
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// ── Timer ────────────────────────────────────────────────────────────────────
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function startTimer() {
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timerInterval = setInterval(() => {
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elapsedSecs++;
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updateTimerDisplay();
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}, 1000);
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}
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function stopTimer() {
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if (timerInterval) { clearInterval(timerInterval); timerInterval = null; }
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}
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function updateTimerDisplay() {
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const m = Math.floor(elapsedSecs / 60);
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const s = elapsedSecs % 60;
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if (hudTimer) hudTimer.textContent = `${m}:${s.toString().padStart(2, "0")}`;
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}
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// ── Slot placeholders ─────────────────────────────────────────────────────────
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function buildSlots() {
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for (const [pile, origin] of Object.entries(PILE_ORIGIN)) {
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const el = document.createElement("div");
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el.className = "slot";
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el.dataset.pile = pile;
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el.style.transform = `translate(${origin.x}px, ${origin.y}px)`;
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if (pile.startsWith("foundation-")) {
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const slot = parseInt(pile.split("-")[1]);
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const hint = document.createElement("div");
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hint.className = "slot-hint";
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hint.textContent = FOUND_SUIT_HINT[slot];
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el.appendChild(hint);
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}
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board.appendChild(el);
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}
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}
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// ── Card position math ────────────────────────────────────────────────────────
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function cardPos(pileName, indexInPile, pileLength, pileCards) {
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function cardPos(pileName, indexInPile, pileLength) {
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const origin = PILE_ORIGIN[pileName];
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let x = origin.x;
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let y = origin.y;
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if (pileName === "waste" && drawThree && pileLength >= 2) {
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// Show top-3 of waste fanned horizontally.
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const fanStart = Math.max(0, pileLength - 3);
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const fanPos = indexInPile - fanStart;
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if (fanPos >= 0) {
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x += fanPos * WASTE_FAN;
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} else {
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// Cards below the fan window are stacked at origin.
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}
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if (fanPos > 0) x += fanPos * WASTE_FAN;
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} else if (pileName.startsWith("tableau-")) {
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y += indexInPile * FAN;
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}
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// Stock, foundations: stack (no offset).
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return { x, y };
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}
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// Z-index: higher index in pile = drawn on top.
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function cardZ(pileName, indexInPile, total) {
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if (pileName === "stock") return 10 + indexInPile;
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if (pileName === "waste") return 10 + indexInPile;
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if (pileName.startsWith("found")) return 10 + indexInPile;
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function cardZ(pileName, indexInPile) {
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return 10 + indexInPile;
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}
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// ── Renderer ─────────────────────────────────────────────────────────────────
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// ── Renderer ──────────────────────────────────────────────────────────────────
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function render(s) {
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snap = s;
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// Update HUD
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hudScore.textContent = `Score: ${s.score}`;
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hudMoves.textContent = `Moves: ${s.move_count}`;
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btnUndo.disabled = s.move_count === 0;
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hudStock.textContent = `Stock: ${s.stock.length}`;
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btnUndo.disabled = s.undo_stack_len === 0;
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// Collect all cards visible in this snapshot, keyed by id → {pile, idx}.
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const visible = new Map();
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const addPile = (pileName, cards) => {
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cards.forEach((c, i) => visible.set(c.id, { pile: pileName, idx: i, card: c, total: cards.length }));
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};
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addPile("stock", s.stock);
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addPile("waste", s.waste);
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const addPile = (name, cards) =>
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cards.forEach((c, i) => visible.set(c.id, { pile: name, idx: i, card: c, total: cards.length }));
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addPile("stock", s.stock);
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addPile("waste", s.waste);
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s.foundations.forEach((f, i) => addPile(`foundation-${i}`, f));
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s.tableaus.forEach((t, i) => addPile(`tableau-${i}`, t));
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// Create or update card elements.
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for (const [id, info] of visible) {
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let el = cardEls.get(id);
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if (!el) {
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el = createCardEl(info.card);
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el = document.createElement("div");
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el.dataset.cardId = id;
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cardEls.set(id, el);
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board.appendChild(el);
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}
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updateCardEl(el, info.card, info.pile, info.idx, info.total, s);
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updateCardEl(el, info.card, info.pile, info.idx, info.total);
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}
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// Remove cards no longer in the snapshot (shouldn't happen in solitaire
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// but guards against stale state after undo).
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for (const [id, el] of cardEls) {
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if (!visible.has(id)) {
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el.remove();
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cardEls.delete(id);
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}
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if (!visible.has(id)) { el.remove(); cardEls.delete(id); }
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}
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// Update slot drop-active highlights (cleared on every render).
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board.querySelectorAll(".slot.drop-active").forEach(el => el.classList.remove("drop-active"));
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board.querySelectorAll(".card.drop-target").forEach(el => el.classList.remove("drop-target"));
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// Foundation suit hints: hide when pile has cards.
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s.foundations.forEach((f, i) => {
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const slotEl = board.querySelector(`.slot[data-pile="foundation-${i}"]`);
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if (slotEl) {
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const hint = slotEl.querySelector(".slot-hint");
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if (hint) hint.style.visibility = f.length > 0 ? "hidden" : "";
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}
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});
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// Show recycle indicator on empty stock.
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// Recycle indicator on empty stock.
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let recycleEl = board.querySelector(".recycle-label");
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if (s.stock.length === 0 && s.waste.length > 0) {
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if (!recycleEl) {
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@@ -208,52 +242,41 @@ function render(s) {
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board.appendChild(recycleEl);
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}
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const o = PILE_ORIGIN.stock;
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recycleEl.style.left = `${o.x + CARD_W / 2}px`;
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recycleEl.style.top = `${o.y + CARD_H / 2}px`;
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recycleEl.style.transform = `translate(${o.x + CARD_W / 2}px, ${o.y + CARD_H / 2}px)`;
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} else if (recycleEl) {
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recycleEl.remove();
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}
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// Trigger auto-complete if applicable.
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// Clear drag highlights left from pointer-move.
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board.querySelectorAll(".slot.drop-active").forEach(e => e.classList.remove("drop-active"));
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board.querySelectorAll(".card.drop-target").forEach(e => e.classList.remove("drop-target"));
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if (s.is_auto_completable && !s.is_won && !acTimer) {
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acTimer = setInterval(doAutoCompleteStep, 400);
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acTimer = setInterval(doAutoCompleteStep, 380);
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}
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if (s.is_won) {
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stopTimer();
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if (acTimer) { clearInterval(acTimer); acTimer = null; }
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showWin(s);
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}
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}
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function createCardEl(card) {
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const el = document.createElement("div");
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el.dataset.cardId = card.id;
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return el;
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}
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function updateCardEl(el, card, pileName, idx, total, s) {
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const pos = cardPos(pileName, idx, total, null);
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const z = cardZ(pileName, idx, total);
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function updateCardEl(el, card, pileName, idx, total) {
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const pos = cardPos(pileName, idx, total);
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el.style.transform = `translate(${pos.x}px, ${pos.y}px)`;
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el.style.zIndex = z;
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const isTop = idx === total - 1;
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el.style.zIndex = cardZ(pileName, idx);
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if (!card.face_up) {
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el.className = "card face-down";
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if (pileName === "stock") el.classList.add("stock-card");
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el.innerHTML = "";
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el.innerHTML = "";
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} else {
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const isRed = RED_SUITS.has(card.suit);
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el.className = `card ${isRed ? "red" : "black"}`;
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if (pileName === "stock") el.classList.add("stock-card");
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const rankLabel = RANK_LABELS[card.rank];
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const suit = SUIT_GLYPH[card.suit];
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el.innerHTML = `
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<div class="corner top">${rankLabel}<br>${suit}</div>
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<div class="center">${suit}</div>
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<div class="corner bottom">${rankLabel}<br>${suit}</div>`;
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const r = RANK_LABELS[card.rank];
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const s = SUIT_GLYPH[card.suit];
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el.innerHTML = `<div class="corner top">${r}<br>${s}</div>
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<div class="center">${s}</div>
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<div class="corner bottom">${r}<br>${s}</div>`;
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}
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}
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@@ -261,28 +284,39 @@ function updateCardEl(el, card, pileName, idx, total, s) {
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function showWin(s) {
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winScore.textContent = `Score: ${s.score}`;
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winMoves.textContent = `${s.move_count} moves`;
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const m = Math.floor(elapsedSecs / 60);
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const sec = elapsedSecs % 60;
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if (winTime) winTime.textContent = `${m}:${sec.toString().padStart(2, "0")}`;
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winOverlay.classList.remove("hidden");
|
||||
}
|
||||
|
||||
// ── Auto-complete ─────────────────────────────────────────────────────────────
|
||||
function doAutoCompleteStep() {
|
||||
if (!game || !snap || !snap.is_auto_completable) {
|
||||
clearInterval(acTimer);
|
||||
acTimer = null;
|
||||
return;
|
||||
if (!game || !snap?.is_auto_completable) {
|
||||
clearInterval(acTimer); acTimer = null; return;
|
||||
}
|
||||
const result = game.auto_complete_step();
|
||||
if (result && result.ok) {
|
||||
render(result.snapshot);
|
||||
} else {
|
||||
clearInterval(acTimer);
|
||||
acTimer = null;
|
||||
if (result?.ok) render(result.snapshot);
|
||||
else { clearInterval(acTimer); acTimer = null; }
|
||||
}
|
||||
|
||||
// ── Illegal move flash ────────────────────────────────────────────────────────
|
||||
function flashIllegal(cardIds) {
|
||||
for (const id of cardIds) {
|
||||
const el = cardEls.get(id);
|
||||
if (!el) continue;
|
||||
// Store current translate so the shake keyframe can reference it.
|
||||
el.style.setProperty("--card-tx", el.style.transform || "translate(0,0)");
|
||||
el.classList.add("illegal");
|
||||
el.addEventListener("animationend", () => {
|
||||
el.classList.remove("illegal");
|
||||
el.style.removeProperty("--card-tx");
|
||||
}, { once: true });
|
||||
}
|
||||
}
|
||||
|
||||
// ── Input handling ────────────────────────────────────────────────────────────
|
||||
// ── Input ─────────────────────────────────────────────────────────────────────
|
||||
function attachHandlers() {
|
||||
// Buttons
|
||||
btnUndo.addEventListener("click", () => {
|
||||
const r = game.undo();
|
||||
if (r.ok) render(r.snapshot);
|
||||
@@ -294,39 +328,29 @@ function attachHandlers() {
|
||||
startGame(randomSeed());
|
||||
});
|
||||
|
||||
// Keyboard shortcuts
|
||||
document.addEventListener("keydown", (e) => {
|
||||
if (e.key === "z" || e.key === "Z") {
|
||||
const r = game.undo();
|
||||
if (r.ok) render(r.snapshot);
|
||||
}
|
||||
if (e.key === "n" || e.key === "N") {
|
||||
startGame(randomSeed());
|
||||
}
|
||||
if (e.target.tagName === "INPUT") return;
|
||||
if (e.key === "z" || e.key === "Z") { const r = game.undo(); if (r.ok) render(r.snapshot); }
|
||||
if (e.key === "n" || e.key === "N") startGame(randomSeed());
|
||||
});
|
||||
|
||||
// Board pointer events (handles both mouse and touch via PointerEvents API)
|
||||
board.addEventListener("pointerdown", onPointerDown);
|
||||
board.addEventListener("pointermove", onPointerMove);
|
||||
board.addEventListener("pointerup", onPointerUp);
|
||||
board.addEventListener("pointerdown", onPointerDown);
|
||||
board.addEventListener("pointermove", onPointerMove);
|
||||
board.addEventListener("pointerup", onPointerUp);
|
||||
board.addEventListener("pointercancel", onPointerCancel);
|
||||
board.addEventListener("click", onBoardClick);
|
||||
board.addEventListener("dblclick", onBoardDblClick);
|
||||
board.addEventListener("click", onBoardClick);
|
||||
board.addEventListener("dblclick", onBoardDblClick);
|
||||
}
|
||||
|
||||
// ── Coordinate helpers ────────────────────────────────────────────────────────
|
||||
// Returns cursor position in board-element coordinates
|
||||
// (0,0 = board element top-left corner, which is the padding edge).
|
||||
function boardRelative(clientX, clientY) {
|
||||
const rect = board.getBoundingClientRect();
|
||||
// Subtract board padding to get interior coordinates.
|
||||
return {
|
||||
x: clientX - rect.left - PAD,
|
||||
y: clientY - rect.top - PAD,
|
||||
};
|
||||
return { x: clientX - rect.left, y: clientY - rect.top };
|
||||
}
|
||||
|
||||
function hitTestCard(bx, by) {
|
||||
// Walk all visible piles, find the topmost card at (bx, by).
|
||||
// Returns { pileName, cardIndex, cardId } or null.
|
||||
const pileOrder = [
|
||||
"waste",
|
||||
"foundation-0","foundation-1","foundation-2","foundation-3",
|
||||
@@ -334,21 +358,19 @@ function hitTestCard(bx, by) {
|
||||
"stock",
|
||||
];
|
||||
|
||||
let best = null;
|
||||
let bestZ = -1;
|
||||
let best = null, bestZ = -1;
|
||||
|
||||
for (const pileName of pileOrder) {
|
||||
const cards = getPileCards(pileName);
|
||||
if (!cards) continue;
|
||||
|
||||
for (let i = 0; i < cards.length; i++) {
|
||||
const pos = cardPos(pileName, i, cards.length, cards);
|
||||
const pos = cardPos(pileName, i, cards.length);
|
||||
if (bx >= pos.x && bx <= pos.x + CARD_W &&
|
||||
by >= pos.y && by <= pos.y + CARD_H) {
|
||||
const z = cardZ(pileName, i, cards.length);
|
||||
const z = cardZ(pileName, i);
|
||||
if (z > bestZ) {
|
||||
bestZ = z;
|
||||
best = { pileName, cardIndex: i, cardId: cards[i].id, card: cards[i] };
|
||||
best = { pileName, cardIndex: i, card: cards[i] };
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -360,83 +382,53 @@ function getPileCards(pileName) {
|
||||
if (!snap) return null;
|
||||
if (pileName === "stock") return snap.stock;
|
||||
if (pileName === "waste") return snap.waste;
|
||||
if (pileName.startsWith("foundation-")) {
|
||||
const slot = parseInt(pileName.split("-")[1]);
|
||||
return snap.foundations[slot];
|
||||
}
|
||||
if (pileName.startsWith("tableau-")) {
|
||||
const col = parseInt(pileName.split("-")[1]);
|
||||
return snap.tableaus[col];
|
||||
}
|
||||
if (pileName.startsWith("foundation-")) return snap.foundations[parseInt(pileName.split("-")[1])];
|
||||
if (pileName.startsWith("tableau-")) return snap.tableaus [parseInt(pileName.split("-")[1])];
|
||||
return null;
|
||||
}
|
||||
|
||||
function hitTestSlot(bx, by) {
|
||||
// Returns the pile name whose slot rect contains (bx, by), favouring
|
||||
// tableau column slots over top-row slots when both overlap.
|
||||
for (const [pile, origin] of Object.entries(PILE_ORIGIN)) {
|
||||
if (bx >= origin.x && bx <= origin.x + CARD_W &&
|
||||
by >= origin.y && by <= origin.y + CARD_H) {
|
||||
return pile;
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
// For a tableau pile, hit-test for drop: the drop zone extends to the last
|
||||
// card's bottom edge (or the slot if empty).
|
||||
// Drop-target: tableau has tall hit areas; foundations use their slot box.
|
||||
function findDropTarget(bx, by) {
|
||||
// Check tableau columns first (they have tall hit areas).
|
||||
for (let c = 0; c < 7; c++) {
|
||||
const pile = `tableau-${c}`;
|
||||
const cards = snap.tableaus[c];
|
||||
const origin = PILE_ORIGIN[pile];
|
||||
// Top boundary: origin.y. Bottom boundary: last card bottom or empty slot.
|
||||
const pile = `tableau-${c}`;
|
||||
const cards = snap.tableaus[c];
|
||||
const origin = PILE_ORIGIN[pile];
|
||||
const bottomY = cards.length > 0
|
||||
? origin.y + (cards.length - 1) * FAN + CARD_H
|
||||
: origin.y + CARD_H;
|
||||
if (bx >= origin.x && bx <= origin.x + CARD_W &&
|
||||
by >= origin.y && by <= bottomY) {
|
||||
if (bx >= origin.x && bx <= origin.x + CARD_W && by >= origin.y && by <= bottomY)
|
||||
return pile;
|
||||
}
|
||||
}
|
||||
// Foundation slots (top row).
|
||||
for (let s = 0; s < 4; s++) {
|
||||
const pile = `foundation-${s}`;
|
||||
const pile = `foundation-${s}`;
|
||||
const origin = PILE_ORIGIN[pile];
|
||||
if (bx >= origin.x && bx <= origin.x + CARD_W &&
|
||||
by >= origin.y && by <= origin.y + CARD_H) {
|
||||
by >= origin.y && by <= origin.y + CARD_H)
|
||||
return pile;
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
// ── Pointer event handlers ────────────────────────────────────────────────────
|
||||
// ── Pointer handlers ──────────────────────────────────────────────────────────
|
||||
function onPointerDown(e) {
|
||||
if (e.button !== 0 && e.pointerType === "mouse") return;
|
||||
if (drag) return; // ignore second finger
|
||||
if (drag) return;
|
||||
|
||||
const { x: bx, y: by } = boardRelative(e.clientX, e.clientY);
|
||||
const hit = hitTestCard(bx, by);
|
||||
if (!hit) return;
|
||||
if (!hit.card.face_up) return; // can't drag face-down cards
|
||||
if (!hit || !hit.card.face_up) return;
|
||||
|
||||
const cards = getPileCards(hit.pileName);
|
||||
if (!cards) return;
|
||||
|
||||
// For tableau, allow dragging a run from any face-up card.
|
||||
// For waste/foundation, only the top card.
|
||||
let fromIndex = hit.cardIndex;
|
||||
if (!hit.pileName.startsWith("tableau-")) {
|
||||
fromIndex = cards.length - 1; // only top card
|
||||
fromIndex = cards.length - 1;
|
||||
if (hit.cardIndex !== fromIndex) return;
|
||||
}
|
||||
|
||||
const draggedCards = cards.slice(fromIndex);
|
||||
if (draggedCards.some(c => !c.face_up)) return; // face-down in run — blocked
|
||||
|
||||
const cardOriginPos = cardPos(hit.pileName, fromIndex, cards.length, cards);
|
||||
if (draggedCards.some(c => !c.face_up)) return;
|
||||
|
||||
drag = {
|
||||
fromPile: hit.pileName,
|
||||
@@ -444,17 +436,11 @@ function onPointerDown(e) {
|
||||
cardIds: draggedCards.map(c => c.id),
|
||||
startX: bx,
|
||||
startY: by,
|
||||
offsetX: bx - cardOriginPos.x,
|
||||
offsetY: by - cardOriginPos.y,
|
||||
};
|
||||
|
||||
// Lift the dragged cards visually.
|
||||
drag.cardIds.forEach((id, i) => {
|
||||
const el = cardEls.get(id);
|
||||
if (el) {
|
||||
el.classList.add("selected");
|
||||
el.style.zIndex = 500 + i;
|
||||
}
|
||||
if (el) { el.classList.add("selected"); el.style.zIndex = 500 + i; }
|
||||
});
|
||||
|
||||
board.setPointerCapture(e.pointerId);
|
||||
@@ -471,21 +457,21 @@ function onPointerMove(e) {
|
||||
drag.cardIds.forEach((id, i) => {
|
||||
const el = cardEls.get(id);
|
||||
if (!el) return;
|
||||
const basePos = cardPos(drag.fromPile, drag.fromIndex + i, (cards ? cards.length : 1), null);
|
||||
el.style.transform = `translate(${basePos.x + dx}px, ${basePos.y + dy}px)`;
|
||||
const base = cardPos(drag.fromPile, drag.fromIndex + i, cards ? cards.length : 1);
|
||||
el.style.transform = `translate(${base.x + dx}px, ${base.y + dy}px)`;
|
||||
});
|
||||
|
||||
// Highlight drop target.
|
||||
board.querySelectorAll(".slot.drop-active").forEach(el => el.classList.remove("drop-active"));
|
||||
board.querySelectorAll(".card.drop-target").forEach(el => el.classList.remove("drop-target"));
|
||||
board.querySelectorAll(".slot.drop-active").forEach(e => e.classList.remove("drop-active"));
|
||||
board.querySelectorAll(".card.drop-target").forEach(e => e.classList.remove("drop-target"));
|
||||
const targetPile = findDropTarget(bx, by);
|
||||
if (targetPile) {
|
||||
const slotEl = board.querySelector(`.slot[data-pile="${targetPile}"]`);
|
||||
if (slotEl) slotEl.classList.add("drop-active");
|
||||
const targetCards = getPileCards(targetPile);
|
||||
if (targetCards && targetCards.length > 0) {
|
||||
const topCard = cardEls.get(targetCards[targetCards.length - 1].id);
|
||||
if (topCard) topCard.classList.add("drop-target");
|
||||
if (targetCards?.length > 0) {
|
||||
const topEl = cardEls.get(targetCards[targetCards.length - 1].id);
|
||||
if (topEl) topEl.classList.add("drop-target");
|
||||
}
|
||||
}
|
||||
|
||||
@@ -494,58 +480,47 @@ function onPointerMove(e) {
|
||||
|
||||
function onPointerUp(e) {
|
||||
if (!drag) return;
|
||||
board.querySelectorAll(".slot.drop-active").forEach(el => el.classList.remove("drop-active"));
|
||||
board.querySelectorAll(".card.drop-target").forEach(el => el.classList.remove("drop-target"));
|
||||
board.querySelectorAll(".slot.drop-active").forEach(e => e.classList.remove("drop-active"));
|
||||
board.querySelectorAll(".card.drop-target").forEach(e => e.classList.remove("drop-target"));
|
||||
|
||||
const { x: bx, y: by } = boardRelative(e.clientX, e.clientY);
|
||||
const targetPile = findDropTarget(bx, by);
|
||||
|
||||
let moved = false;
|
||||
if (targetPile && targetPile !== drag.fromPile) {
|
||||
const count = drag.cardIds.length;
|
||||
const r = game.move_cards(drag.fromPile, targetPile, count);
|
||||
const r = game.move_cards(drag.fromPile, targetPile, drag.cardIds.length);
|
||||
if (r.ok) {
|
||||
render(r.snapshot);
|
||||
moved = true;
|
||||
drag.cardIds.forEach(id => cardEls.get(id)?.classList.remove("selected"));
|
||||
render(r.snapshot);
|
||||
} else {
|
||||
flashIllegal(drag.cardIds);
|
||||
}
|
||||
}
|
||||
|
||||
if (!moved) {
|
||||
// Snap cards back to their original positions.
|
||||
drag.cardIds.forEach(id => {
|
||||
const el = cardEls.get(id);
|
||||
if (el) el.classList.remove("selected");
|
||||
});
|
||||
render(snap); // re-render restores transforms
|
||||
drag.cardIds.forEach(id => cardEls.get(id)?.classList.remove("selected"));
|
||||
render(snap); // snap cards back to their pre-drag positions
|
||||
}
|
||||
|
||||
drag = null;
|
||||
}
|
||||
|
||||
function onPointerCancel() {
|
||||
if (drag) {
|
||||
drag.cardIds.forEach(id => {
|
||||
const el = cardEls.get(id);
|
||||
if (el) el.classList.remove("selected");
|
||||
});
|
||||
render(snap);
|
||||
drag = null;
|
||||
}
|
||||
if (!drag) return;
|
||||
drag.cardIds.forEach(id => cardEls.get(id)?.classList.remove("selected"));
|
||||
render(snap);
|
||||
drag = null;
|
||||
}
|
||||
|
||||
// ── Click handlers ────────────────────────────────────────────────────────────
|
||||
// ── Click / dblclick ──────────────────────────────────────────────────────────
|
||||
function onBoardClick(e) {
|
||||
if (drag) return; // swallowed by pointer-up
|
||||
|
||||
if (drag) return;
|
||||
const { x: bx, y: by } = boardRelative(e.clientX, e.clientY);
|
||||
|
||||
// Stock click → draw.
|
||||
const stockOrigin = PILE_ORIGIN.stock;
|
||||
if (bx >= stockOrigin.x && bx <= stockOrigin.x + CARD_W &&
|
||||
by >= stockOrigin.y && by <= stockOrigin.y + CARD_H) {
|
||||
const stock = PILE_ORIGIN.stock;
|
||||
if (bx >= stock.x && bx <= stock.x + CARD_W && by >= stock.y && by <= stock.y + CARD_H) {
|
||||
const r = game.draw();
|
||||
if (r.ok) render(r.snapshot);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -554,11 +529,9 @@ function onBoardDblClick(e) {
|
||||
const hit = hitTestCard(bx, by);
|
||||
if (!hit || !hit.card.face_up) return;
|
||||
|
||||
// Only try to move the top card of its pile.
|
||||
const cards = getPileCards(hit.pileName);
|
||||
if (!cards || hit.cardIndex !== cards.length - 1) return;
|
||||
|
||||
// Try each foundation slot.
|
||||
for (let s = 0; s < 4; s++) {
|
||||
const r = game.move_cards(hit.pileName, `foundation-${s}`, 1);
|
||||
if (r.ok) { render(r.snapshot); return; }
|
||||
|
||||
Binary file not shown.
Reference in New Issue
Block a user