feat(wasm): playable browser game at /play

Add `SolitaireGame` WASM binding to `solitaire_wasm` exposing draw(),
move_cards(), undo(), auto_complete_step(), and state() — all backed by
the real solitaire_core rules engine.

Add /play route to solitaire_server serving a full vanilla-JS
interactive Klondike game (game.html / game.css / game.js). Features:
drag-and-drop card moves (mouse + touch via PointerEvents), click stock
to draw, double-click card to auto-move to foundation, undo, draw-1/3
toggle, new game, auto-complete animation, win overlay, seed display.
Rebuild solitaire_wasm.js + solitaire_wasm_bg.wasm.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
funman300
2026-05-13 09:42:56 -07:00
parent af5ac68947
commit 1e6d153cd0
7 changed files with 1158 additions and 1 deletions
+4
View File
@@ -205,6 +205,10 @@ fn build_router_inner(state: AppState, rate_limit: bool) -> Router {
"/replays/{id}",
get(|| async { Html(include_str!("../web/index.html")) }),
)
.route(
"/play",
get(|| async { Html(include_str!("../web/game.html")) }),
)
.nest_service("/web", ServeDir::new("solitaire_server/web"));
Router::new()
+239
View File
@@ -0,0 +1,239 @@
/* Solitaire Quest — interactive game page.
Palette and card styles mirror replay.css; adds drag, selection,
HUD, and win-overlay layers. */
:root {
--bg: #0f0a1f;
--felt: #0f4c30;
--panel: #1a0f2e;
--panel-hi: #2d1b69;
--text: #f5f0ff;
--text-muted: #b5a8d5;
--accent: #ffd23f;
--red: #cc3344;
--black: #1a0f2e;
--card-bg: #ffffff;
--card-border: #ccc;
--card-w: 80px;
--card-h: 112px;
--gap: 12px;
--fan: 28px;
}
* { box-sizing: border-box; margin: 0; padding: 0; }
body {
font-family: -apple-system, BlinkMacSystemFont, "Segoe UI", Helvetica, Arial, sans-serif;
background: var(--bg);
color: var(--text);
min-height: 100vh;
display: flex;
flex-direction: column;
user-select: none;
}
/* ── Header / HUD ────────────────────────────────────────────────────── */
header {
display: flex;
align-items: center;
justify-content: space-between;
padding: 10px 20px;
border-bottom: 1px solid rgba(255,255,255,0.07);
gap: 12px;
flex-wrap: wrap;
}
.hud-left { display: flex; align-items: center; gap: 12px; }
.hud-center { display: flex; gap: 20px; font-size: 14px; font-weight: 600; }
.hud-right { display: flex; align-items: center; gap: 10px; }
.logo { font-size: 16px; font-weight: 700; }
.muted { color: var(--text-muted); font-size: 12px; }
button {
background: var(--panel-hi);
color: var(--text);
border: 1px solid rgba(255,255,255,0.12);
border-radius: 6px;
padding: 6px 14px;
cursor: pointer;
font-size: 13px;
font-family: inherit;
transition: background 120ms;
}
button:hover { background: var(--accent); color: var(--black); }
button:disabled { opacity: 0.4; cursor: default; }
.toggle-label {
display: flex;
align-items: center;
gap: 6px;
font-size: 13px;
cursor: pointer;
color: var(--text-muted);
}
.toggle-label:hover { color: var(--text); }
/* ── Board ───────────────────────────────────────────────────────────── */
main {
flex: 1;
display: flex;
justify-content: center;
align-items: flex-start;
padding: 20px;
}
#board {
position: relative;
background: var(--felt);
border-radius: 12px;
padding: 20px;
/* 7 columns wide */
width: calc(7 * var(--card-w) + 6 * var(--gap) + 40px);
/* top row + generous fan budget for a 13-card column */
height: calc(var(--card-h) + 28px + var(--card-h) + 12 * var(--fan) + 40px);
cursor: default;
}
/* Empty-pile slot markers */
.slot {
position: absolute;
width: var(--card-w);
height: var(--card-h);
border: 2px dashed rgba(255,255,255,0.15);
border-radius: 8px;
}
.slot.drop-active {
border-color: var(--accent);
background: rgba(255, 210, 63, 0.08);
}
/* ── Cards ───────────────────────────────────────────────────────────── */
.card {
position: absolute;
top: 0; left: 0;
width: var(--card-w);
height: var(--card-h);
background: var(--card-bg);
border: 1px solid var(--card-border);
border-radius: 6px;
box-shadow: 0 2px 5px rgba(0,0,0,0.35);
padding: 4px 6px;
font-weight: 600;
line-height: 1;
cursor: grab;
transition: transform 260ms cubic-bezier(0.22, 1, 0.36, 1),
opacity 200ms ease,
box-shadow 120ms ease;
will-change: transform;
}
.card:active { cursor: grabbing; }
.card.face-down {
background:
repeating-linear-gradient(
45deg,
#482f97 0, #482f97 6px,
#2d1b69 6px, #2d1b69 12px
);
color: transparent;
border-color: #4a3a8a;
cursor: default;
}
.card .corner {
position: absolute;
font-size: 14px;
line-height: 1.1;
text-align: center;
}
.card .corner.top { top: 4px; left: 6px; }
.card .corner.bottom { bottom: 4px; right: 6px; transform: rotate(180deg); }
.card.red { color: var(--red); }
.card.black { color: var(--black); }
.card .center {
position: absolute;
top: 50%; left: 50%;
transform: translate(-50%, -50%);
font-size: 28px;
}
/* Stock pile: pointer cursor since it's a click target, not draggable */
.card.stock-card { cursor: pointer; }
/* Selected / being-dragged state */
.card.selected {
box-shadow: 0 0 0 2px var(--accent), 0 4px 12px rgba(0,0,0,0.5);
z-index: 200;
transition: none; /* snap instantly while dragging */
}
/* Drop-target highlight on cards (top of a tableau column) */
.card.drop-target {
box-shadow: 0 0 0 2px var(--accent), 0 4px 12px rgba(0,0,0,0.5);
}
/* Recycle indicator on empty stock */
.recycle-label {
position: absolute;
top: 50%; left: 50%;
transform: translate(-50%, -50%);
font-size: 26px;
color: rgba(255,255,255,0.3);
pointer-events: none;
}
/* ── Win overlay ─────────────────────────────────────────────────────── */
#win-overlay {
position: fixed;
inset: 0;
background: rgba(10, 5, 20, 0.75);
display: flex;
align-items: center;
justify-content: center;
z-index: 1000;
}
#win-overlay.hidden { display: none; }
.win-card {
background: var(--panel);
border: 1px solid rgba(255,255,255,0.12);
border-radius: 16px;
padding: 40px 48px;
text-align: center;
display: flex;
flex-direction: column;
gap: 16px;
box-shadow: 0 20px 60px rgba(0,0,0,0.6);
}
.win-title {
font-size: 36px;
font-weight: 700;
color: var(--accent);
}
.win-score {
font-size: 24px;
font-weight: 600;
}
.win-detail {
font-size: 14px;
color: var(--text-muted);
}
#btn-win-new {
margin-top: 8px;
padding: 12px 32px;
font-size: 16px;
}
+43
View File
@@ -0,0 +1,43 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Solitaire Quest — Play</title>
<link rel="stylesheet" href="/web/game.css">
</head>
<body>
<header>
<div class="hud-left">
<span class="logo">Solitaire Quest</span>
<span id="hud-seed" class="muted"></span>
</div>
<div class="hud-center">
<span id="hud-score">Score: 0</span>
<span id="hud-moves">Moves: 0</span>
</div>
<div class="hud-right">
<button id="btn-undo" title="Undo (Z)">↩ Undo</button>
<button id="btn-new" title="New game">↺ New</button>
<label class="toggle-label" title="Draw one or three cards">
<input type="checkbox" id="chk-draw3"> Draw 3
</label>
</div>
</header>
<main>
<section id="board"></section>
</main>
<div id="win-overlay" class="hidden">
<div class="win-card">
<div class="win-title">You Won!</div>
<div id="win-score" class="win-score"></div>
<div id="win-moves" class="win-detail"></div>
<button id="btn-win-new">Play Again ↺</button>
</div>
</div>
<script type="module" src="/web/game.js"></script>
</body>
</html>
+569
View File
@@ -0,0 +1,569 @@
// Solitaire Quest — interactive browser game.
//
// Architecture:
// - `SolitaireGame` (Rust/WASM via solitaire_core) owns all rule logic.
// - This file owns the DOM renderer, drag-and-drop input, and the game loop.
// - Cards are persistent DOM elements keyed by `card.id`; positions are
// updated via `transform: translate(...)` so the browser can animate
// flights on the compositor thread.
//
// Pile name convention (mirrors solitaire_wasm::SolitaireGame::move_cards):
// "stock" | "waste" | "foundation-0".."foundation-3" | "tableau-0".."tableau-6"
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
// Top-row Y origin (relative to board interior = after padding).
const TOP_Y = 0;
const BOTTOM_Y = CARD_H + 28; // tableau row
const colX = (c) => 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 },
"foundation-0": { x: colX(3), y: TOP_Y },
"foundation-1": { x: colX(4), y: TOP_Y },
"foundation-2": { x: colX(5), y: TOP_Y },
"foundation-3": { x: colX(6), y: TOP_Y },
"tableau-0": { x: colX(0), y: BOTTOM_Y },
"tableau-1": { x: colX(1), y: BOTTOM_Y },
"tableau-2": { x: colX(2), y: BOTTOM_Y },
"tableau-3": { x: colX(3), y: BOTTOM_Y },
"tableau-4": { x: colX(4), y: BOTTOM_Y },
"tableau-5": { x: colX(5), y: BOTTOM_Y },
"tableau-6": { x: colX(6), y: BOTTOM_Y },
};
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 drawThree = false;
// Persistent card → DOM element map (keyed by card.id).
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 (bottom → top)
// startX: number, startY: number, // pointer start (board-relative)
// offsetX: number, offsetY: number, // cursor offset within the grabbed card
// }
// Auto-complete timer handle
let acTimer = null;
// ── DOM refs ─────────────────────────────────────────────────────────────────
const board = document.getElementById("board");
const hudScore = document.getElementById("hud-score");
const hudMoves = document.getElementById("hud-moves");
const hudSeed = document.getElementById("hud-seed");
const btnUndo = document.getElementById("btn-undo");
const btnNew = document.getElementById("btn-new");
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 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 urlSeed = params.has("seed") ? Number(params.get("seed")) : randomSeed();
drawThree = params.has("draw3");
chkDraw3.checked = drawThree;
buildSlots();
startGame(urlSeed);
attachHandlers();
}
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; }
game = new SolitaireGame(seed, drawThree);
snap = game.state();
hudSeed.textContent = `seed ${Math.round(game.seed())}`;
winOverlay.classList.add("hidden");
cardEls.clear();
board.querySelectorAll(".card").forEach(el => el.remove());
render(snap);
}
// ── Slot placeholders ────────────────────────────────────────────────────────
function buildSlots() {
for (const [pile, origin] of Object.entries(PILE_ORIGIN)) {
const el = document.createElement("div");
el.className = "slot";
el.dataset.pile = pile;
el.style.transform = `translate(${origin.x}px, ${origin.y}px)`;
board.appendChild(el);
}
}
// ── Card position math ────────────────────────────────────────────────────────
function cardPos(pileName, indexInPile, pileLength, pileCards) {
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.
}
} 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;
return 10 + indexInPile;
}
// ── Renderer ─────────────────────────────────────────────────────────────────
function render(s) {
snap = s;
// Update HUD
hudScore.textContent = `Score: ${s.score}`;
hudMoves.textContent = `Moves: ${s.move_count}`;
btnUndo.disabled = s.move_count === 0;
// Collect all cards visible in this snapshot, keyed by id → {pile, idx}.
const visible = new Map();
const addPile = (pileName, cards) => {
cards.forEach((c, i) => visible.set(c.id, { pile: pileName, idx: i, card: c, total: cards.length }));
};
addPile("stock", s.stock);
addPile("waste", s.waste);
s.foundations.forEach((f, i) => addPile(`foundation-${i}`, f));
s.tableaus.forEach((t, i) => addPile(`tableau-${i}`, t));
// Create or update card elements.
for (const [id, info] of visible) {
let el = cardEls.get(id);
if (!el) {
el = createCardEl(info.card);
cardEls.set(id, el);
board.appendChild(el);
}
updateCardEl(el, info.card, info.pile, info.idx, info.total, s);
}
// Remove cards no longer in the snapshot (shouldn't happen in solitaire
// but guards against stale state after undo).
for (const [id, el] of cardEls) {
if (!visible.has(id)) {
el.remove();
cardEls.delete(id);
}
}
// Update slot drop-active highlights (cleared on every render).
board.querySelectorAll(".slot.drop-active").forEach(el => el.classList.remove("drop-active"));
board.querySelectorAll(".card.drop-target").forEach(el => el.classList.remove("drop-target"));
// Show recycle indicator on empty stock.
let recycleEl = board.querySelector(".recycle-label");
if (s.stock.length === 0 && s.waste.length > 0) {
if (!recycleEl) {
recycleEl = document.createElement("div");
recycleEl.className = "recycle-label";
recycleEl.textContent = "↺";
board.appendChild(recycleEl);
}
const o = PILE_ORIGIN.stock;
recycleEl.style.left = `${o.x + CARD_W / 2}px`;
recycleEl.style.top = `${o.y + CARD_H / 2}px`;
} else if (recycleEl) {
recycleEl.remove();
}
// Trigger auto-complete if applicable.
if (s.is_auto_completable && !s.is_won && !acTimer) {
acTimer = setInterval(doAutoCompleteStep, 400);
}
if (s.is_won) {
if (acTimer) { clearInterval(acTimer); acTimer = null; }
showWin(s);
}
}
function createCardEl(card) {
const el = document.createElement("div");
el.dataset.cardId = card.id;
return el;
}
function updateCardEl(el, card, pileName, idx, total, s) {
const pos = cardPos(pileName, idx, total, null);
const z = cardZ(pileName, idx, total);
el.style.transform = `translate(${pos.x}px, ${pos.y}px)`;
el.style.zIndex = z;
const isTop = idx === total - 1;
if (!card.face_up) {
el.className = "card face-down";
if (pileName === "stock") el.classList.add("stock-card");
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>`;
}
}
// ── Win overlay ───────────────────────────────────────────────────────────────
function showWin(s) {
winScore.textContent = `Score: ${s.score}`;
winMoves.textContent = `${s.move_count} moves`;
winOverlay.classList.remove("hidden");
}
// ── Auto-complete ─────────────────────────────────────────────────────────────
function doAutoCompleteStep() {
if (!game || !snap || !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;
}
}
// ── Input handling ────────────────────────────────────────────────────────────
function attachHandlers() {
// Buttons
btnUndo.addEventListener("click", () => {
const r = game.undo();
if (r.ok) render(r.snapshot);
});
btnNew.addEventListener("click", () => startGame(randomSeed()));
btnWinNew.addEventListener("click", () => startGame(randomSeed()));
chkDraw3.addEventListener("change", () => {
drawThree = chkDraw3.checked;
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());
}
});
// 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("pointercancel", onPointerCancel);
board.addEventListener("click", onBoardClick);
board.addEventListener("dblclick", onBoardDblClick);
}
// ── Coordinate helpers ────────────────────────────────────────────────────────
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,
};
}
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",
"tableau-0","tableau-1","tableau-2","tableau-3","tableau-4","tableau-5","tableau-6",
"stock",
];
let best = null;
let 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);
if (bx >= pos.x && bx <= pos.x + CARD_W &&
by >= pos.y && by <= pos.y + CARD_H) {
const z = cardZ(pileName, i, cards.length);
if (z > bestZ) {
bestZ = z;
best = { pileName, cardIndex: i, cardId: cards[i].id, card: cards[i] };
}
}
}
}
return best;
}
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];
}
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).
function findDropTarget(bx, by) {
// Check tableau columns first (they have tall hit areas).
for (let c = 0; c < 7; c++) {
const pile = `tableau-${c}`;
const cards = snap.tableaus[c];
const origin = PILE_ORIGIN[pile];
// Top boundary: origin.y. Bottom boundary: last card bottom or empty slot.
const bottomY = cards.length > 0
? origin.y + (cards.length - 1) * FAN + CARD_H
: origin.y + CARD_H;
if (bx >= origin.x && bx <= origin.x + CARD_W &&
by >= origin.y && by <= bottomY) {
return pile;
}
}
// Foundation slots (top row).
for (let s = 0; s < 4; s++) {
const pile = `foundation-${s}`;
const origin = PILE_ORIGIN[pile];
if (bx >= origin.x && bx <= origin.x + CARD_W &&
by >= origin.y && by <= origin.y + CARD_H) {
return pile;
}
}
return null;
}
// ── Pointer event handlers ────────────────────────────────────────────────────
function onPointerDown(e) {
if (e.button !== 0 && e.pointerType === "mouse") return;
if (drag) return; // ignore second finger
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
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
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);
drag = {
fromPile: hit.pileName,
fromIndex,
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;
}
});
board.setPointerCapture(e.pointerId);
e.preventDefault();
}
function onPointerMove(e) {
if (!drag) return;
const { x: bx, y: by } = boardRelative(e.clientX, e.clientY);
const dx = bx - drag.startX;
const dy = by - drag.startY;
const cards = getPileCards(drag.fromPile);
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, ${basePos.y + dy}px)`;
});
// Highlight drop target.
board.querySelectorAll(".slot.drop-active").forEach(el => el.classList.remove("drop-active"));
board.querySelectorAll(".card.drop-target").forEach(el => el.classList.remove("drop-target"));
const targetPile = findDropTarget(bx, by);
if (targetPile) {
const slotEl = board.querySelector(`.slot[data-pile="${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");
}
}
e.preventDefault();
}
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"));
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);
if (r.ok) {
render(r.snapshot);
moved = true;
}
}
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 = null;
}
function onPointerCancel() {
if (drag) {
drag.cardIds.forEach(id => {
const el = cardEls.get(id);
if (el) el.classList.remove("selected");
});
render(snap);
drag = null;
}
}
// ── Click handlers ────────────────────────────────────────────────────────────
function onBoardClick(e) {
if (drag) return; // swallowed by pointer-up
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 r = game.draw();
if (r.ok) render(r.snapshot);
return;
}
}
function onBoardDblClick(e) {
const { x: bx, y: by } = boardRelative(e.clientX, e.clientY);
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; }
}
}
// ── Start ─────────────────────────────────────────────────────────────────────
bootstrap().catch(console.error);
+100
View File
@@ -71,6 +71,103 @@ export class ReplayPlayer {
}
}
if (Symbol.dispose) ReplayPlayer.prototype[Symbol.dispose] = ReplayPlayer.prototype.free;
/**
* Interactive Klondike game backed by the real `solitaire_core` rules engine.
*
* Construct with `new(seed, draw_three)`, then call `draw()`, `move_cards()`,
* `undo()`, `auto_complete_step()` to advance the game. `state()` returns the
* full pile snapshot at any time without mutating state.
*/
export class SolitaireGame {
__destroy_into_raw() {
const ptr = this.__wbg_ptr;
this.__wbg_ptr = 0;
SolitaireGameFinalization.unregister(this);
return ptr;
}
free() {
const ptr = this.__destroy_into_raw();
wasm.__wbg_solitairegame_free(ptr, 0);
}
/**
* Apply one auto-complete move (only valid when `is_auto_completable`).
* Returns the post-move snapshot or `null` when auto-complete is unavailable.
* @returns {any}
*/
auto_complete_step() {
const ret = wasm.solitairegame_auto_complete_step(this.__wbg_ptr);
return ret;
}
/**
* Draw from stock to waste (or recycle waste → stock when stock is empty).
* Returns `{ok, error?, snapshot?}`.
* @returns {any}
*/
draw() {
const ret = wasm.solitairegame_draw(this.__wbg_ptr);
return ret;
}
/**
* Move `count` cards from pile `from` to pile `to`.
*
* Pile names: `"stock"`, `"waste"`, `"foundation-0"` .. `"foundation-3"`,
* `"tableau-0"` .. `"tableau-6"`.
*
* Returns `{ok, error?, snapshot?}`.
* @param {string} from
* @param {string} to
* @param {number} count
* @returns {any}
*/
move_cards(from, to, count) {
const ptr0 = passStringToWasm0(from, wasm.__wbindgen_malloc, wasm.__wbindgen_realloc);
const len0 = WASM_VECTOR_LEN;
const ptr1 = passStringToWasm0(to, wasm.__wbindgen_malloc, wasm.__wbindgen_realloc);
const len1 = WASM_VECTOR_LEN;
const ret = wasm.solitairegame_move_cards(this.__wbg_ptr, ptr0, len0, ptr1, len1, count);
return ret;
}
/**
* Create a new DrawOne or DrawThree Classic game from the given seed.
*
* `seed` is a JS `number` (f64); values up to 2^53 are represented exactly.
* Pass `Date.now()` or a random integer from JS for variety.
* @param {number} seed
* @param {boolean} draw_three
*/
constructor(seed, draw_three) {
const ret = wasm.solitairegame_new(seed, draw_three);
this.__wbg_ptr = ret;
SolitaireGameFinalization.register(this, this.__wbg_ptr, this);
return this;
}
/**
* The seed used to deal this game.
* @returns {number}
*/
seed() {
const ret = wasm.solitairegame_seed(this.__wbg_ptr);
return ret;
}
/**
* Full pile snapshot as a JS object.
* @returns {any}
*/
state() {
const ret = wasm.solitairegame_state(this.__wbg_ptr);
return ret;
}
/**
* Undo the last move. Returns `{ok, error?, snapshot?}`.
* @returns {any}
*/
undo() {
const ret = wasm.solitairegame_undo(this.__wbg_ptr);
return ret;
}
}
if (Symbol.dispose) SolitaireGame.prototype[Symbol.dispose] = SolitaireGame.prototype.free;
function __wbg_get_imports() {
const import0 = {
__proto__: null,
@@ -151,6 +248,9 @@ function __wbg_get_imports() {
const ReplayPlayerFinalization = (typeof FinalizationRegistry === 'undefined')
? { register: () => {}, unregister: () => {} }
: new FinalizationRegistry(ptr => wasm.__wbg_replayplayer_free(ptr, 1));
const SolitaireGameFinalization = (typeof FinalizationRegistry === 'undefined')
? { register: () => {}, unregister: () => {} }
: new FinalizationRegistry(ptr => wasm.__wbg_solitairegame_free(ptr, 1));
let cachedDataViewMemory0 = null;
function getDataViewMemory0() {
Binary file not shown.
+203 -1
View File
@@ -1,4 +1,4 @@
//! WebAssembly bindings for browser-side replay playback.
//! WebAssembly bindings for browser-side replay playback and interactive gameplay.
//!
//! The web replay player at `<server>/replays/<id>` fetches a [`Replay`]
//! JSON via `GET /api/replays/:id`, hands it to [`ReplayPlayer::new`],
@@ -222,6 +222,208 @@ impl ReplayPlayer {
}
}
// ---------------------------------------------------------------------------
// Interactive game surface
// ---------------------------------------------------------------------------
/// Full snapshot of a live `SolitaireGame` for the JS renderer.
#[derive(Debug, Clone, Serialize)]
pub struct GameSnapshot {
pub score: i32,
pub move_count: u32,
pub is_won: bool,
pub is_auto_completable: bool,
pub undo_count: u32,
pub stock: Vec<CardSnapshot>,
pub waste: Vec<CardSnapshot>,
pub foundations: [Vec<CardSnapshot>; 4],
pub tableaus: [Vec<CardSnapshot>; 7],
}
/// Result returned to JS from every mutating game action.
#[derive(Debug, Clone, Serialize)]
pub struct ActionResult {
pub ok: bool,
#[serde(skip_serializing_if = "Option::is_none")]
pub error: Option<String>,
#[serde(skip_serializing_if = "Option::is_none")]
pub snapshot: Option<GameSnapshot>,
}
/// Interactive Klondike game backed by the real `solitaire_core` rules engine.
///
/// Construct with `new(seed, draw_three)`, then call `draw()`, `move_cards()`,
/// `undo()`, `auto_complete_step()` to advance the game. `state()` returns the
/// full pile snapshot at any time without mutating state.
#[wasm_bindgen]
pub struct SolitaireGame {
game: GameState,
}
impl SolitaireGame {
fn snap(&self) -> GameSnapshot {
let cards = |t: PileType| -> Vec<CardSnapshot> {
self.game
.piles
.get(&t)
.map(|p| p.cards.iter().map(CardSnapshot::from).collect())
.unwrap_or_default()
};
GameSnapshot {
score: self.game.score,
move_count: self.game.move_count,
is_won: self.game.is_won,
is_auto_completable: self.game.is_auto_completable,
undo_count: self.game.undo_count,
stock: cards(PileType::Stock),
waste: cards(PileType::Waste),
foundations: [
cards(PileType::Foundation(0)),
cards(PileType::Foundation(1)),
cards(PileType::Foundation(2)),
cards(PileType::Foundation(3)),
],
tableaus: [
cards(PileType::Tableau(0)),
cards(PileType::Tableau(1)),
cards(PileType::Tableau(2)),
cards(PileType::Tableau(3)),
cards(PileType::Tableau(4)),
cards(PileType::Tableau(5)),
cards(PileType::Tableau(6)),
],
}
}
fn pile_from_str(s: &str) -> Result<PileType, String> {
match s {
"stock" => Ok(PileType::Stock),
"waste" => Ok(PileType::Waste),
_ if s.starts_with("foundation-") => {
let slot: u8 = s["foundation-".len()..]
.parse()
.map_err(|_| format!("bad pile: {s}"))?;
if slot >= 4 {
return Err(format!("foundation slot out of range: {slot}"));
}
Ok(PileType::Foundation(slot))
}
_ if s.starts_with("tableau-") => {
let col: usize = s["tableau-".len()..]
.parse()
.map_err(|_| format!("bad pile: {s}"))?;
if col >= 7 {
return Err(format!("tableau col out of range: {col}"));
}
Ok(PileType::Tableau(col))
}
_ => Err(format!("unknown pile: {s}")),
}
}
fn ok_js(&self) -> JsValue {
serde_wasm_bindgen::to_value(&ActionResult {
ok: true,
error: None,
snapshot: Some(self.snap()),
})
.unwrap_or(JsValue::NULL)
}
fn err_js(msg: impl std::fmt::Display) -> JsValue {
serde_wasm_bindgen::to_value(&ActionResult {
ok: false,
error: Some(msg.to_string()),
snapshot: None,
})
.unwrap_or(JsValue::NULL)
}
}
#[wasm_bindgen]
impl SolitaireGame {
/// Create a new DrawOne or DrawThree Classic game from the given seed.
///
/// `seed` is a JS `number` (f64); values up to 2^53 are represented exactly.
/// Pass `Date.now()` or a random integer from JS for variety.
#[wasm_bindgen(constructor)]
pub fn new(seed: f64, draw_three: bool) -> SolitaireGame {
#[cfg(feature = "console_error_panic_hook")]
console_error_panic_hook::set_once();
let dm = if draw_three {
DrawMode::DrawThree
} else {
DrawMode::DrawOne
};
SolitaireGame {
game: GameState::new_with_mode(seed as u64, dm, GameMode::Classic),
}
}
/// Full pile snapshot as a JS object.
pub fn state(&self) -> JsValue {
serde_wasm_bindgen::to_value(&self.snap()).unwrap_or(JsValue::NULL)
}
/// The seed used to deal this game.
pub fn seed(&self) -> f64 {
self.game.seed as f64
}
/// Draw from stock to waste (or recycle waste → stock when stock is empty).
/// Returns `{ok, error?, snapshot?}`.
pub fn draw(&mut self) -> JsValue {
match self.game.draw() {
Ok(()) => self.ok_js(),
Err(e) => Self::err_js(e),
}
}
/// Move `count` cards from pile `from` to pile `to`.
///
/// Pile names: `"stock"`, `"waste"`, `"foundation-0"` .. `"foundation-3"`,
/// `"tableau-0"` .. `"tableau-6"`.
///
/// Returns `{ok, error?, snapshot?}`.
pub fn move_cards(&mut self, from: &str, to: &str, count: usize) -> JsValue {
let from_pile = match Self::pile_from_str(from) {
Ok(p) => p,
Err(e) => return Self::err_js(e),
};
let to_pile = match Self::pile_from_str(to) {
Ok(p) => p,
Err(e) => return Self::err_js(e),
};
match self.game.move_cards(from_pile, to_pile, count) {
Ok(()) => self.ok_js(),
Err(e) => Self::err_js(e),
}
}
/// Undo the last move. Returns `{ok, error?, snapshot?}`.
pub fn undo(&mut self) -> JsValue {
match self.game.undo() {
Ok(()) => self.ok_js(),
Err(e) => Self::err_js(e),
}
}
/// Apply one auto-complete move (only valid when `is_auto_completable`).
/// Returns the post-move snapshot or `null` when auto-complete is unavailable.
pub fn auto_complete_step(&mut self) -> JsValue {
if !self.game.is_auto_completable {
return JsValue::NULL;
}
match self.game.next_auto_complete_move() {
Some((from, to)) => {
let _ = self.game.move_cards(from, to, 1);
self.ok_js()
}
None => JsValue::NULL,
}
}
}
#[cfg(test)]
mod tests {
use super::*;