fix: per-player phase state so 2nd player can still play after 1st played
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@@ -30,6 +30,7 @@ export class GameScene extends Phaser.Scene {
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this.handCards = []
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this.selectedCard = null
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this.resolveObjects = []
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this._canPlay = false // true uniquement quand c'est la phase 'selecting' locale
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}
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create() {
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@@ -164,7 +165,10 @@ export class GameScene extends Phaser.Scene {
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}
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_playSelectedCard() {
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if (!this.selectedCard || this.store.phase !== 'selecting') return
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if (!this.selectedCard || !this._canPlay) return
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// Bloquer immédiatement pour éviter le double clic
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this._canPlay = false
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this.socket.emit('play-card', {
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roomId: this.roomId,
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@@ -286,6 +290,7 @@ export class GameScene extends Phaser.Scene {
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this.turnText.setText(`Tour ${state.currentTurn} / ${state.maxTurns}`)
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if (state.phase === 'selecting') {
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this._canPlay = true
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this.resolveObjects.forEach(o => o.destroy())
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this.resolveObjects = []
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this.phaseText.setText('Sélectionnez une carte')
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@@ -293,8 +298,13 @@ export class GameScene extends Phaser.Scene {
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}
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if (state.phase === 'waiting') {
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this._canPlay = false
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this.phaseText.setText('En attente des autres joueurs...')
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}
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if (state.phase === 'resolve' || state.phase === 'end') {
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this._canPlay = false
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}
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})
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this.socket.on('round-result', ({ playedCards, attrResults }) => {
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