feat: draw one card after each turn with slide-in animation
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@@ -363,7 +363,12 @@ export class GameScene extends Phaser.Scene {
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if (this.playSlots.length !== state.players.length) {
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this._buildSlots(state.players.length)
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}
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this._buildHand(state.hand)
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// Si ce n'est pas le premier tour, animer la pioche avant d'afficher la main
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if (state.currentTurn > 1) {
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this._animateDraw(state.hand)
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} else {
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this._buildHand(state.hand)
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}
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}
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if (state.phase === 'waiting') {
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@@ -391,6 +396,76 @@ export class GameScene extends Phaser.Scene {
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})
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}
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// ─── Animation pioche ────────────────────────────────────────────────────────
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/**
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* Affiche d'abord les cartes déjà en main, puis fait tomber la nouvelle
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* (toujours la dernière du tableau, ajoutée par nextTurn côté serveur)
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*/
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_animateDraw(cards) {
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const { width, height } = this.scale
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// Afficher immédiatement les cartes déjà en main (toutes sauf la dernière)
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const existing = cards.slice(0, -1)
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const newCard = cards[cards.length - 1]
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this._buildHand(existing)
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if (!newCard) return
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// Calculer la position finale de la nouvelle carte dans la main complète
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const handY = height - BOTTOM_MARGIN - 110
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const spacing = Math.min(150, (width * 0.85) / cards.length)
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const totalW = spacing * (cards.length - 1)
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const startX = width / 2 - totalW / 2
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const finalX = startX + (cards.length - 1) * spacing
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// Créer la carte hors écran (au-dessus)
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const card = new CardObject(this, finalX, -200, newCard)
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card.setDepth(50)
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card.on('select', this._onCardSelected, this)
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card.setAlpha(0)
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// Animation : fade + slide vers la position finale
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this.tweens.add({
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targets: card,
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y: handY,
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alpha: 1,
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duration: 400,
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ease: 'Back.Out',
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delay: 100,
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onComplete: () => {
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card._baseY = handY
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card.setDepth(0)
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this.handCards.push(card)
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// Recalculer le spacing de toutes les cartes maintenant qu'on en a une de plus
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this._repositionHand()
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}
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})
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}
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/** Repositionne toutes les cartes en main avec le bon espacement */
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_repositionHand() {
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const { width, height } = this.scale
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const handY = height - BOTTOM_MARGIN - 110
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const n = this.handCards.length
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const spacing = Math.min(150, (width * 0.85) / n)
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const totalW = spacing * (n - 1)
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const startX = width / 2 - totalW / 2
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this.handCards.forEach((card, i) => {
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const targetX = startX + i * spacing
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card._baseY = handY
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this.tweens.add({
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targets: card,
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x: targetX,
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y: handY,
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duration: 250,
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ease: 'Power2'
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})
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})
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}
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// ─── Utilitaires ─────────────────────────────────────────────────────────────
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_darken(hex, factor) {
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+17
-6
@@ -37,7 +37,8 @@ class Room {
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name,
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teamIndex: this.players.length,
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gauges: { food: 0, war: 0, health: 0, diplo: 0 },
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hand: []
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hand: [],
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deck: [] // cartes restantes à piocher
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})
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return true
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}
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@@ -49,9 +50,10 @@ class Room {
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// ─── Démarrage ──────────────────────────────────────────────────────────────
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startGame() {
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const hands = dealHands(this.players.length, HAND_SIZE)
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const dealt = dealHands(this.players.length, HAND_SIZE)
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this.players.forEach((p, i) => {
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p.hand = hands[i]
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p.hand = dealt[i].hand
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p.deck = dealt[i].deck
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p.gauges = { food: 0, war: 0, health: 0, diplo: 0 }
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})
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this.currentTurn = 1
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@@ -144,6 +146,13 @@ class Room {
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// ─── Tour suivant ────────────────────────────────────────────────────────────
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nextTurn() {
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// Chaque joueur pioche une carte depuis son deck personnel
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this.players.forEach(p => {
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if (p.deck.length > 0) {
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p.hand.push(p.deck.shift())
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}
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})
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this.currentTurn++
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if (this.isGameOver()) {
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this.phase = 'end'
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@@ -153,8 +162,9 @@ class Room {
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}
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isGameOver() {
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const allEmpty = this.players.every(p => p.hand.length === 0)
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return allEmpty || this.currentTurn >= this.maxTurns
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// Partie terminée quand plus personne n'a de carte en main ET plus de deck
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const allEmpty = this.players.every(p => p.hand.length === 0 && p.deck.length === 0)
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return allEmpty || this.currentTurn > this.maxTurns
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}
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// ─── Données publiques ───────────────────────────────────────────────────────
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@@ -165,7 +175,8 @@ class Room {
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teamIndex: p.teamIndex,
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gauges: { ...p.gauges },
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score: ATTRS.reduce((sum, a) => sum + p.gauges[a], 0),
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handSize: p.hand.length
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handSize: p.hand.length,
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deckSize: p.deck.length
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}))
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}
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@@ -165,13 +165,19 @@ function shuffle(arr) {
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return a
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}
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/**
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* Pour chaque joueur : retourne { hand, deck } (hand = les N premières cartes, deck = le reste)
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*/
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function dealHands(playerCount, handSize = 4) {
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const hands = []
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const result = []
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for (let i = 0; i < playerCount; i++) {
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const deck = shuffle(getDeckForTeam(i))
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hands.push(deck.slice(0, handSize))
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result.push({
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hand: deck.slice(0, handSize),
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deck: deck.slice(handSize) // cartes restantes à piocher
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})
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}
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return hands
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return result
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}
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module.exports = { CHARACTERS, TEAM_COLORS, ATTR_COLORS, getDeckForTeam, dealHands }
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