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:
funman300
2026-05-13 10:27:05 -07:00
parent 1e6d153cd0
commit 0ebe87a411
5 changed files with 225 additions and 218 deletions
+28
View File
@@ -83,6 +83,7 @@ main {
justify-content: center;
align-items: flex-start;
padding: 20px;
overflow-x: auto;
}
#board {
@@ -237,3 +238,30 @@ main {
padding: 12px 32px;
font-size: 16px;
}
/* ── Illegal-move shake ──────────────────────────────────────────────────── */
@keyframes illegal-shake {
0% { transform: var(--card-tx) translateX(0); }
20% { transform: var(--card-tx) translateX(-6px); }
40% { transform: var(--card-tx) translateX(6px); }
60% { transform: var(--card-tx) translateX(-4px); }
80% { transform: var(--card-tx) translateX(4px); }
100% { transform: var(--card-tx) translateX(0); }
}
.card.illegal {
animation: illegal-shake 320ms ease;
}
/* ── Foundation slot suit hints ──────────────────────────────────────────── */
.slot-hint {
position: absolute;
top: 50%; left: 50%;
transform: translate(-50%, -50%);
font-size: 26px;
color: rgba(255,255,255,0.18);
pointer-events: none;
}
+3
View File
@@ -15,6 +15,8 @@
<div class="hud-center">
<span id="hud-score">Score: 0</span>
<span id="hud-moves">Moves: 0</span>
<span id="hud-timer">0:00</span>
<span id="hud-stock">Stock: 24</span>
</div>
<div class="hud-right">
<button id="btn-undo" title="Undo (Z)">↩ Undo</button>
@@ -34,6 +36,7 @@
<div class="win-title">You Won!</div>
<div id="win-score" class="win-score"></div>
<div id="win-moves" class="win-detail"></div>
<div id="win-time" class="win-detail"></div>
<button id="btn-win-new">Play Again ↺</button>
</div>
</div>
+191 -218
View File
@@ -12,22 +12,20 @@
import init, { SolitaireGame } from "/web/pkg/solitaire_wasm.js";
// ── Layout constants (must match game.css --card-w / --card-h / --gap) ──────
const CARD_W = 80;
const CARD_H = 112;
const GAP = 12;
const PAD = 20; // board padding
const FAN = 28; // vertical offset per fanned tableau card
const WASTE_FAN = 18; // horizontal offset for draw-3 waste fan
// ── Layout constants (must match game.css --card-w / --card-h / --gap / --pad)
const CARD_W = 80;
const CARD_H = 112;
const GAP = 12;
const PAD = 20; // board inner padding — cards start at (PAD, PAD)
const FAN = 28; // vertical offset per fanned tableau card
const WASTE_FAN = 18; // horizontal offset for draw-3 waste fan
// Top-row Y origin (relative to board interior = after padding).
const TOP_Y = 0;
const BOTTOM_Y = CARD_H + 28; // tableau row
// Pile origins in board-element coordinates (include PAD so (0,0) = board edge).
const TOP_Y = PAD;
const BOTTOM_Y = PAD + CARD_H + 28;
const colX = (c) => c * (CARD_W + GAP);
const colX = (c) => PAD + c * (CARD_W + GAP);
// Absolute position of each pile's origin (top-left of its slot),
// relative to the board's padded interior (0, 0).
const PILE_ORIGIN = {
stock: { x: colX(0), y: TOP_Y },
waste: { x: colX(1), y: TOP_Y },
@@ -44,35 +42,43 @@ const PILE_ORIGIN = {
"tableau-6": { x: colX(6), y: BOTTOM_Y },
};
// Foundation suit hints shown when the slot is empty.
const FOUND_SUIT_HINT = ["♠", "♥", "♦", "♣"];
const SUIT_GLYPH = { clubs: "♣", diamonds: "♦", hearts: "♥", spades: "♠" };
const RANK_LABELS = ["","A","2","3","4","5","6","7","8","9","10","J","Q","K"];
const RED_SUITS = new Set(["diamonds", "hearts"]);
// ── State ────────────────────────────────────────────────────────────────────
let game = null;
let snap = null; // last rendered GameSnapshot
let game = null;
let snap = null; // last rendered GameSnapshot
let drawThree = false;
// Persistent card → DOM element map (keyed by card.id).
// Persistent card-id → DOM element map.
const cardEls = new Map();
// Drag state
let drag = null;
// drag = {
// fromPile: string,
// fromIndex: number, // index of bottom card of the dragged run in its pile
// cardIds: number[], // ids of cards being dragged (bottomtop)
// startX: number, startY: number, // pointer start (board-relative)
// offsetX: number, offsetY: number, // cursor offset within the grabbed card
// fromIndex: number, // index of bottom dragged card in its pile
// cardIds: number[], // ids bottomtop
// startX: number, startY: number, // board-relative pointer start
// }
// Auto-complete timer handle
// Timer
let timerInterval = null;
let elapsedSecs = 0;
// Auto-complete
let acTimer = null;
// ── DOM refs ─────────────────────────────────────────────────────────────────
const board = document.getElementById("board");
const hudScore = document.getElementById("hud-score");
const hudMoves = document.getElementById("hud-moves");
const hudTimer = document.getElementById("hud-timer");
const hudStock = document.getElementById("hud-stock");
const hudSeed = document.getElementById("hud-seed");
const btnUndo = document.getElementById("btn-undo");
const btnNew = document.getElementById("btn-new");
@@ -80,16 +86,16 @@ const chkDraw3 = document.getElementById("chk-draw3");
const winOverlay = document.getElementById("win-overlay");
const winScore = document.getElementById("win-score");
const winMoves = document.getElementById("win-moves");
const winTime = document.getElementById("win-time");
const btnWinNew = document.getElementById("btn-win-new");
// ── Bootstrap ────────────────────────────────────────────────────────────────
async function bootstrap() {
await init();
// Seed from URL param ?seed=N, otherwise random.
const params = new URLSearchParams(window.location.search);
const params = new URLSearchParams(window.location.search);
const urlSeed = params.has("seed") ? Number(params.get("seed")) : randomSeed();
drawThree = params.has("draw3");
drawThree = params.has("draw3");
chkDraw3.checked = drawThree;
buildSlots();
@@ -98,107 +104,135 @@ async function bootstrap() {
}
function randomSeed() {
// Math.random gives a float in [0,1); multiply to get a large integer.
return Math.floor(Math.random() * 9007199254740991);
}
function startGame(seed) {
if (acTimer) { clearInterval(acTimer); acTimer = null; }
if (acTimer) { clearInterval(acTimer); acTimer = null; }
if (timerInterval) { clearInterval(timerInterval); timerInterval = null; }
elapsedSecs = 0;
updateTimerDisplay();
game = new SolitaireGame(seed, drawThree);
snap = game.state();
hudSeed.textContent = `seed ${Math.round(game.seed())}`;
const displaySeed = Math.round(game.seed());
hudSeed.textContent = `seed ${displaySeed}`;
winOverlay.classList.add("hidden");
cardEls.clear();
board.querySelectorAll(".card").forEach(el => el.remove());
board.querySelectorAll(".card, .recycle-label").forEach(el => el.remove());
// Persist seed in URL so the game can be shared / refreshed.
const url = new URL(window.location);
url.searchParams.set("seed", displaySeed);
if (drawThree) url.searchParams.set("draw3", "");
else url.searchParams.delete("draw3");
history.replaceState(null, "", url);
render(snap);
startTimer();
}
// ── Slot placeholders ────────────────────────────────────────────────────────
// ── Timer ────────────────────────────────────────────────────────────────────
function startTimer() {
timerInterval = setInterval(() => {
elapsedSecs++;
updateTimerDisplay();
}, 1000);
}
function stopTimer() {
if (timerInterval) { clearInterval(timerInterval); timerInterval = null; }
}
function updateTimerDisplay() {
const m = Math.floor(elapsedSecs / 60);
const s = elapsedSecs % 60;
if (hudTimer) hudTimer.textContent = `${m}:${s.toString().padStart(2, "0")}`;
}
// ── Slot placeholders ─────────────────────────────────────────────────────────
function buildSlots() {
for (const [pile, origin] of Object.entries(PILE_ORIGIN)) {
const el = document.createElement("div");
el.className = "slot";
el.dataset.pile = pile;
el.style.transform = `translate(${origin.x}px, ${origin.y}px)`;
if (pile.startsWith("foundation-")) {
const slot = parseInt(pile.split("-")[1]);
const hint = document.createElement("div");
hint.className = "slot-hint";
hint.textContent = FOUND_SUIT_HINT[slot];
el.appendChild(hint);
}
board.appendChild(el);
}
}
// ── Card position math ────────────────────────────────────────────────────────
function cardPos(pileName, indexInPile, pileLength, pileCards) {
function cardPos(pileName, indexInPile, pileLength) {
const origin = PILE_ORIGIN[pileName];
let x = origin.x;
let y = origin.y;
if (pileName === "waste" && drawThree && pileLength >= 2) {
// Show top-3 of waste fanned horizontally.
const fanStart = Math.max(0, pileLength - 3);
const fanPos = indexInPile - fanStart;
if (fanPos >= 0) {
x += fanPos * WASTE_FAN;
} else {
// Cards below the fan window are stacked at origin.
}
if (fanPos > 0) x += fanPos * WASTE_FAN;
} else if (pileName.startsWith("tableau-")) {
y += indexInPile * FAN;
}
// Stock, foundations: stack (no offset).
return { x, y };
}
// Z-index: higher index in pile = drawn on top.
function cardZ(pileName, indexInPile, total) {
if (pileName === "stock") return 10 + indexInPile;
if (pileName === "waste") return 10 + indexInPile;
if (pileName.startsWith("found")) return 10 + indexInPile;
function cardZ(pileName, indexInPile) {
return 10 + indexInPile;
}
// ── Renderer ─────────────────────────────────────────────────────────────────
// ── Renderer ─────────────────────────────────────────────────────────────────
function render(s) {
snap = s;
// Update HUD
hudScore.textContent = `Score: ${s.score}`;
hudMoves.textContent = `Moves: ${s.move_count}`;
btnUndo.disabled = s.move_count === 0;
hudStock.textContent = `Stock: ${s.stock.length}`;
btnUndo.disabled = s.undo_stack_len === 0;
// Collect all cards visible in this snapshot, keyed by id → {pile, idx}.
const visible = new Map();
const addPile = (pileName, cards) => {
cards.forEach((c, i) => visible.set(c.id, { pile: pileName, idx: i, card: c, total: cards.length }));
};
addPile("stock", s.stock);
addPile("waste", s.waste);
const addPile = (name, cards) =>
cards.forEach((c, i) => visible.set(c.id, { pile: name, idx: i, card: c, total: cards.length }));
addPile("stock", s.stock);
addPile("waste", s.waste);
s.foundations.forEach((f, i) => addPile(`foundation-${i}`, f));
s.tableaus.forEach((t, i) => addPile(`tableau-${i}`, t));
// Create or update card elements.
for (const [id, info] of visible) {
let el = cardEls.get(id);
if (!el) {
el = createCardEl(info.card);
el = document.createElement("div");
el.dataset.cardId = id;
cardEls.set(id, el);
board.appendChild(el);
}
updateCardEl(el, info.card, info.pile, info.idx, info.total, s);
updateCardEl(el, info.card, info.pile, info.idx, info.total);
}
// Remove cards no longer in the snapshot (shouldn't happen in solitaire
// but guards against stale state after undo).
for (const [id, el] of cardEls) {
if (!visible.has(id)) {
el.remove();
cardEls.delete(id);
}
if (!visible.has(id)) { el.remove(); cardEls.delete(id); }
}
// Update slot drop-active highlights (cleared on every render).
board.querySelectorAll(".slot.drop-active").forEach(el => el.classList.remove("drop-active"));
board.querySelectorAll(".card.drop-target").forEach(el => el.classList.remove("drop-target"));
// Foundation suit hints: hide when pile has cards.
s.foundations.forEach((f, i) => {
const slotEl = board.querySelector(`.slot[data-pile="foundation-${i}"]`);
if (slotEl) {
const hint = slotEl.querySelector(".slot-hint");
if (hint) hint.style.visibility = f.length > 0 ? "hidden" : "";
}
});
// Show recycle indicator on empty stock.
// Recycle indicator on empty stock.
let recycleEl = board.querySelector(".recycle-label");
if (s.stock.length === 0 && s.waste.length > 0) {
if (!recycleEl) {
@@ -208,52 +242,41 @@ function render(s) {
board.appendChild(recycleEl);
}
const o = PILE_ORIGIN.stock;
recycleEl.style.left = `${o.x + CARD_W / 2}px`;
recycleEl.style.top = `${o.y + CARD_H / 2}px`;
recycleEl.style.transform = `translate(${o.x + CARD_W / 2}px, ${o.y + CARD_H / 2}px)`;
} else if (recycleEl) {
recycleEl.remove();
}
// Trigger auto-complete if applicable.
// Clear drag highlights left from pointer-move.
board.querySelectorAll(".slot.drop-active").forEach(e => e.classList.remove("drop-active"));
board.querySelectorAll(".card.drop-target").forEach(e => e.classList.remove("drop-target"));
if (s.is_auto_completable && !s.is_won && !acTimer) {
acTimer = setInterval(doAutoCompleteStep, 400);
acTimer = setInterval(doAutoCompleteStep, 380);
}
if (s.is_won) {
stopTimer();
if (acTimer) { clearInterval(acTimer); acTimer = null; }
showWin(s);
}
}
function createCardEl(card) {
const el = document.createElement("div");
el.dataset.cardId = card.id;
return el;
}
function updateCardEl(el, card, pileName, idx, total, s) {
const pos = cardPos(pileName, idx, total, null);
const z = cardZ(pileName, idx, total);
function updateCardEl(el, card, pileName, idx, total) {
const pos = cardPos(pileName, idx, total);
el.style.transform = `translate(${pos.x}px, ${pos.y}px)`;
el.style.zIndex = z;
const isTop = idx === total - 1;
el.style.zIndex = cardZ(pileName, idx);
if (!card.face_up) {
el.className = "card face-down";
if (pileName === "stock") el.classList.add("stock-card");
el.innerHTML = "";
el.innerHTML = "";
} else {
const isRed = RED_SUITS.has(card.suit);
el.className = `card ${isRed ? "red" : "black"}`;
if (pileName === "stock") el.classList.add("stock-card");
const rankLabel = RANK_LABELS[card.rank];
const suit = SUIT_GLYPH[card.suit];
el.innerHTML = `
<div class="corner top">${rankLabel}<br>${suit}</div>
<div class="center">${suit}</div>
<div class="corner bottom">${rankLabel}<br>${suit}</div>`;
const r = RANK_LABELS[card.rank];
const s = SUIT_GLYPH[card.suit];
el.innerHTML = `<div class="corner top">${r}<br>${s}</div>
<div class="center">${s}</div>
<div class="corner bottom">${r}<br>${s}</div>`;
}
}
@@ -261,28 +284,39 @@ function updateCardEl(el, card, pileName, idx, total, s) {
function showWin(s) {
winScore.textContent = `Score: ${s.score}`;
winMoves.textContent = `${s.move_count} moves`;
const m = Math.floor(elapsedSecs / 60);
const sec = elapsedSecs % 60;
if (winTime) winTime.textContent = `${m}:${sec.toString().padStart(2, "0")}`;
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; }
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