Compare commits
2 Commits
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| 5899ea0b89 | |||
| 1ee963ce2e |
@@ -32,6 +32,7 @@ htmlcov/
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# IDE and editor files
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# IDE and editor files
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.idea/
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.idea/
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.vscode/
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.vscode/
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.codex/
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*.swp
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*.swp
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*.swo
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*.swo
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@@ -1,81 +0,0 @@
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# Texas Hold X 回放视图设计方案
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## 目标
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构建一个与核心游戏服务和 Agent 解耦的独立 Web 服务,用于读取游戏详情 JSON 并以动画方式回放 Texas Hold'em 对局。它可以部署在任意能运行 Python 标准库 HTTP 服务的环境中,不要求核心服务增加前端路由,也不改变 Human HTTP Agent / AI HTTP Agent 协议。
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## 架构
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新增 `texas_holdem_replay` 包:
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- `texas_holdem_replay.server`:标准库 HTTP 服务,负责托管静态前端文件,并提供 `/api/fetch-game` 抓取代理。
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- `texas_holdem_replay/static/index.html`:独立页面入口。
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- `texas_holdem_replay/static/styles.css`:像素风牌桌、卡牌、座位和响应式布局。
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- `texas_holdem_replay/static/app.js`:数据归一化、手牌时间轴生成、动画播放、上传 JSON、手动抓取和自动轮询。
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运行方式:
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```bash
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python -m texas_holdem_replay.server --host 127.0.0.1 --port 8088
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```
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也可以通过安装后的脚本启动:
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```bash
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texas-holdem-replay --host 127.0.0.1 --port 8088
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```
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## 数据输入
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视图支持三种输入方式:
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1. 填写核心游戏服务地址和 `game_id`,点击“获取”。
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前端请求自身的 `/api/fetch-game?base_url=...&game_id=...`,由回放服务去访问核心服务的 `/games/{game_id}`,避免浏览器跨域限制。
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2. 上传静态 JSON 文件。
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文件在浏览器本地解析,不依赖核心服务。
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3. 开启自动获取。
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按指定秒数轮询同一个核心服务和 `game_id`,用于观察正在运行的游戏快照。新快照会先尝试和当前回放位置合并;如果当前手牌追加了 action、showdown 或 award,回放会接续到新增 frame,而不是重头播放。
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`/api/fetch-game` 也支持传入完整 `url`,便于未来接入网关或静态 JSON 服务。
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## 数据模型与归一化
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当前游戏详情返回结构包含:
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- `players`:玩家最终状态。
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- `hands`:历史手牌列表。
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- 每手 `actions`:行动记录,包含 `street`、`player_id`、`action`、`amount`、行动后 `street_bet` 和 `stack`。
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- `awards`:底池分配。
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- `showdown_hands`:摊牌玩家手牌。
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前端不会依赖核心服务内部对象,只读取 JSON 字段并做归一化:
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- 根据 `players` 和 `actions` 得到座位顺序。
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- 从 `starting_stack` 开始,按历史 `actions.stack` 和 `awards` 推演每手牌开始时的筹码。
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- 每手牌生成一组离散 frame:开局、跨街发公共牌、玩家行动、摊牌、结算。
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- 每个 frame 都有稳定 key。上传 JSON、手动获取和自动获取都会复用同一套合并逻辑:同一 `game_id` 且能找到当前手牌时,保留当前 frame;如果用户停在最新进度末尾,且当前手牌或后续手牌出现新增 frame,则从当前位置接续播放增量。用户正在查看历史手牌时,不会被新轮询强制跳走。
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- 非 showdown 玩家手牌显示卡背。
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- 已预留 `hand.hole_cards[player_id]` 和 `hand.private_hands[player_id]` 兼容点,后续核心服务返回非 showdown 手牌时可直接展示。
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## 动画与交互
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牌桌采用卡通像素风格:
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- 椭圆绿色牌桌、木质像素边框、像素筹码状态条。
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- 玩家围绕牌桌分布,当前行动玩家高亮并显示冒泡文字。
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- 公共牌按 flop / turn / river 分阶段发出。
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- 动作之间默认保留约 1.1-1.5 秒间隔,用户可用“节奏”滑杆调慢或调快。
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- 支持上一帧、下一帧、播放/暂停、重置、选择指定手牌。
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## 响应式设计
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桌面端为三栏布局:数据控制、牌桌、事件日志。中等屏幕下事件日志下移,手机和平板窄屏下改为单列,牌桌高度固定到可观看的移动端比例,座位尺寸通过 CSS clamp 控制,避免文字和控件溢出。
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## 解耦边界
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回放服务只消费核心服务的公开 HTTP JSON,不导入 `texas_holdem.engine`、`service` 或 Agent 代码,也不要求游戏服务开放 CORS。未来可以单独部署在 CDN + 轻量代理、容器或任意 Python 运行环境中。
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## 后续适配
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- 核心服务返回非 showdown 玩家手牌后,只需要让每手 JSON 包含 `hole_cards` 或 `private_hands` 映射,前端现有归一化会优先读取。
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- 如果服务端未来提供增量事件流,可以在 `app.js` 增加一个 source adapter,把事件流转成同样的 frame 列表,动画层无需重写。
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@@ -9,10 +9,6 @@ dependencies = []
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texas-holdem-server = "texas_holdem.server:main"
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texas-holdem-server = "texas_holdem.server:main"
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texas-holdem-human = "texas_holdem.human_client:main"
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texas-holdem-human = "texas_holdem.human_client:main"
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texas-holdem-ai = "texas_holdem.ai_client:main"
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texas-holdem-ai = "texas_holdem.ai_client:main"
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texas-holdem-replay = "texas_holdem_replay.server:main"
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[tool.setuptools.package-data]
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texas_holdem_replay = ["static/*"]
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[tool.pytest.ini_options]
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[tool.pytest.ini_options]
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testpaths = ["tests"]
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testpaths = ["tests"]
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@@ -1,28 +0,0 @@
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from __future__ import annotations
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import unittest
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from texas_holdem_replay.server import build_game_url
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class ReplayServerTests(unittest.TestCase):
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def test_build_game_url_from_base_and_game_id(self) -> None:
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self.assertEqual(
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build_game_url({"base_url": ["http://127.0.0.1:8000/"], "game_id": ["game 1"]}),
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"http://127.0.0.1:8000/games/game%201",
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)
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def test_build_game_url_accepts_full_url(self) -> None:
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self.assertEqual(
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build_game_url({"url": ["https://example.test/games/demo"]}),
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"https://example.test/games/demo",
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)
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def test_build_game_url_rejects_non_http_url(self) -> None:
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with self.assertRaises(ValueError):
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build_game_url({"url": ["file:///tmp/game.json"]})
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if __name__ == "__main__":
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unittest.main()
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@@ -1,2 +0,0 @@
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"""Standalone web replay viewer for Texas Hold X game snapshots."""
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@@ -1,153 +0,0 @@
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from __future__ import annotations
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import argparse
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import json
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import mimetypes
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from http import HTTPStatus
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from http.server import BaseHTTPRequestHandler, ThreadingHTTPServer
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from pathlib import Path
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from typing import Any
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from urllib.error import HTTPError, URLError
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from urllib.parse import quote, unquote, urlparse, parse_qs
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from urllib.request import Request, urlopen
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STATIC_DIR = Path(__file__).with_name("static")
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def build_game_url(query: dict[str, list[str]]) -> str:
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raw_url = _first(query, "url")
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if raw_url:
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return _validate_http_url(raw_url)
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base_url = _first(query, "base_url")
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game_id = _first(query, "game_id")
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if not base_url or not game_id:
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raise ValueError("provide either url or both base_url and game_id")
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base = _validate_http_url(base_url).rstrip("/")
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safe_game_id = quote(game_id.strip("/"), safe="")
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return f"{base}/games/{safe_game_id}"
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class ReplayRequestHandler(BaseHTTPRequestHandler):
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server_version = "TexasHoldemReplay/0.1"
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def do_GET(self) -> None:
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parsed = urlparse(self.path)
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if parsed.path == "/api/health":
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self._json({"ok": True, "service": "texas-holdem-replay"})
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return
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if parsed.path == "/api/fetch-game":
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self._handle_fetch_game(parsed.query)
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return
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self._serve_static(parsed.path)
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def do_OPTIONS(self) -> None:
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self.send_response(HTTPStatus.NO_CONTENT)
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self._cors_headers()
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self.end_headers()
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def log_message(self, format: str, *args: Any) -> None:
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return
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def _handle_fetch_game(self, raw_query: str) -> None:
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query = parse_qs(raw_query)
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try:
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target = build_game_url(query)
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timeout = float(_first(query, "timeout") or 8)
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request = Request(target, headers={"Accept": "application/json"})
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with urlopen(request, timeout=max(1, min(timeout, 30))) as response:
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payload = response.read()
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content_type = response.headers.get("Content-Type", "")
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try:
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data = json.loads(payload.decode("utf-8"))
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except json.JSONDecodeError as exc:
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raise ValueError("target did not return valid JSON") from exc
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if not isinstance(data, dict):
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raise ValueError("target JSON must be an object")
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self._json({"source": target, "content_type": content_type, "game": data})
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except HTTPError as exc:
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body = exc.read().decode("utf-8", errors="replace")[:600]
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self._json(
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{"error": f"upstream returned HTTP {exc.code}", "detail": body},
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HTTPStatus.BAD_GATEWAY,
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)
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except (URLError, TimeoutError) as exc:
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self._json({"error": "failed to reach upstream", "detail": str(exc)}, HTTPStatus.BAD_GATEWAY)
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except ValueError as exc:
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self._json({"error": str(exc)}, HTTPStatus.BAD_REQUEST)
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def _serve_static(self, raw_path: str) -> None:
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relative = unquote(raw_path.lstrip("/")) or "index.html"
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if relative.endswith("/"):
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relative += "index.html"
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candidate = (STATIC_DIR / relative).resolve()
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root = STATIC_DIR.resolve()
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if root not in candidate.parents and candidate != root:
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self._json({"error": "not found"}, HTTPStatus.NOT_FOUND)
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return
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if not candidate.is_file():
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candidate = STATIC_DIR / "index.html"
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body = candidate.read_bytes()
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content_type = mimetypes.guess_type(candidate.name)[0] or "application/octet-stream"
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self.send_response(HTTPStatus.OK)
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self._cors_headers()
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self.send_header("Content-Type", content_type)
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self.send_header("Cache-Control", "no-store" if candidate.name == "index.html" else "public, max-age=60")
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self.send_header("Content-Length", str(len(body)))
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self.end_headers()
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self.wfile.write(body)
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def _json(self, payload: dict[str, Any], status: HTTPStatus = HTTPStatus.OK) -> None:
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body = json.dumps(payload, ensure_ascii=False).encode("utf-8")
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self.send_response(status)
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self._cors_headers()
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self.send_header("Content-Type", "application/json; charset=utf-8")
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self.send_header("Content-Length", str(len(body)))
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self.end_headers()
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self.wfile.write(body)
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def _cors_headers(self) -> None:
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self.send_header("Access-Control-Allow-Origin", "*")
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self.send_header("Access-Control-Allow-Methods", "GET, OPTIONS")
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self.send_header("Access-Control-Allow-Headers", "Content-Type")
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def create_server(host: str, port: int) -> ThreadingHTTPServer:
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return ThreadingHTTPServer((host, port), ReplayRequestHandler)
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def main() -> None:
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parser = argparse.ArgumentParser(description="Run the standalone Texas Hold X replay web viewer.")
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parser.add_argument("--host", default="127.0.0.1")
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parser.add_argument("--port", default=8088, type=int)
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args = parser.parse_args()
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server = create_server(args.host, args.port)
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print(f"Texas Hold X replay viewer listening on http://{args.host}:{args.port}")
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try:
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server.serve_forever()
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except KeyboardInterrupt:
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pass
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finally:
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server.server_close()
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def _first(query: dict[str, list[str]], key: str) -> str | None:
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values = query.get(key)
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if not values:
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return None
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value = values[0].strip()
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return value or None
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def _validate_http_url(value: str) -> str:
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parsed = urlparse(value.strip())
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if parsed.scheme not in {"http", "https"} or not parsed.netloc:
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raise ValueError("url must be an absolute http(s) URL")
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return value.strip()
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if __name__ == "__main__":
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main()
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@@ -1,832 +0,0 @@
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// =============================================================================
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// Texas Hold X Replay — viewer logic
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// -----------------------------------------------------------------------------
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// Architecture overview:
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// * `state` — single mutable runtime store; never read directly by render
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// helpers, instead passed via the active frame snapshot.
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// * `el` — cached DOM references (set once on load, not per render).
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// * Frames — pre-computed, immutable per-hand snapshots produced by
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// buildFrames(). Each frame carries the full visual state
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// (board cards, pot, players, active speaker, action kind),
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// making renderFrame() a pure function of state.frameIndex.
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// * Avatars — pixel-art sprites styled in CSS via 8x8 box-shadow grids.
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// Per-player palette is derived deterministically from
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// player_id so the same player always looks identical.
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// * Animation — seat sprites get a transient `act-${kind}` class that maps
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// to an avatar @keyframes animation in styles.css.
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// =============================================================================
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const state = {
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game: null,
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hands: [],
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currentHandIndex: 0,
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frames: [],
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frameIndex: 0,
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playing: false,
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||||||
timer: null,
|
|
||||||
pollTimer: null,
|
|
||||||
source: "",
|
|
||||||
};
|
|
||||||
|
|
||||||
const el = {
|
|
||||||
subtitle: document.querySelector("#subtitle"),
|
|
||||||
sourceBadge: document.querySelector("#sourceBadge"),
|
|
||||||
pollBadge: document.querySelector("#pollBadge"),
|
|
||||||
serverUrl: document.querySelector("#serverUrl"),
|
|
||||||
gameId: document.querySelector("#gameId"),
|
|
||||||
fetchBtn: document.querySelector("#fetchBtn"),
|
|
||||||
fileInput: document.querySelector("#fileInput"),
|
|
||||||
autoPoll: document.querySelector("#autoPoll"),
|
|
||||||
pollSeconds: document.querySelector("#pollSeconds"),
|
|
||||||
handSelect: document.querySelector("#handSelect"),
|
|
||||||
pace: document.querySelector("#pace"),
|
|
||||||
prevBtn: document.querySelector("#prevBtn"),
|
|
||||||
playBtn: document.querySelector("#playBtn"),
|
|
||||||
nextBtn: document.querySelector("#nextBtn"),
|
|
||||||
resetBtn: document.querySelector("#resetBtn"),
|
|
||||||
progressBar: document.querySelector("#progressBar"),
|
|
||||||
gameStatus: document.querySelector("#gameStatus"),
|
|
||||||
playerCount: document.querySelector("#playerCount"),
|
|
||||||
handCount: document.querySelector("#handCount"),
|
|
||||||
blindLevel: document.querySelector("#blindLevel"),
|
|
||||||
handBadge: document.querySelector("#handBadge"),
|
|
||||||
streetLabel: document.querySelector("#streetLabel"),
|
|
||||||
potLabel: document.querySelector("#potLabel"),
|
|
||||||
boardCards: document.querySelector("#boardCards"),
|
|
||||||
tableMessage: document.querySelector("#tableMessage"),
|
|
||||||
seatLayer: document.querySelector("#seatLayer"),
|
|
||||||
eventLog: document.querySelector("#eventLog"),
|
|
||||||
};
|
|
||||||
|
|
||||||
// ---------------------------------------------------------------------------
|
|
||||||
// Static label tables. Kept module-scope so render functions are fully pure.
|
|
||||||
// ---------------------------------------------------------------------------
|
|
||||||
const STREET_LABELS = {
|
|
||||||
setup: "准备",
|
|
||||||
preflop: "翻牌前",
|
|
||||||
flop: "翻牌",
|
|
||||||
turn: "转牌",
|
|
||||||
river: "河牌",
|
|
||||||
showdown: "摊牌",
|
|
||||||
awards: "结算",
|
|
||||||
};
|
|
||||||
|
|
||||||
const ACTION_LABELS = {
|
|
||||||
small_blind: "小盲",
|
|
||||||
big_blind: "大盲",
|
|
||||||
fold: "弃牌",
|
|
||||||
check: "过牌",
|
|
||||||
call: "跟注",
|
|
||||||
bet: "下注",
|
|
||||||
raise: "加注",
|
|
||||||
all_in: "全下",
|
|
||||||
award: "赢得",
|
|
||||||
showdown: "亮牌",
|
|
||||||
deal: "发牌",
|
|
||||||
};
|
|
||||||
|
|
||||||
// Bubble color category — bucket many actions into a few visual classes.
|
|
||||||
// (The .speech.kind-* CSS classes paint distinct backgrounds for fold/
|
|
||||||
// call/check/bet/raise/all_in/award. Blinds are rendered as bet-style.)
|
|
||||||
|
|
||||||
// ---------------------------------------------------------------------------
|
|
||||||
// Pixel avatar palette — picked from a small 8-bit-friendly set so every
|
|
||||||
// player is visually distinct. Derivation is deterministic via FNV-1a over
|
|
||||||
// player_id, so a given player always renders with the same colors across
|
|
||||||
// frames and hands.
|
|
||||||
// ---------------------------------------------------------------------------
|
|
||||||
const AVATAR_PALETTE = {
|
|
||||||
skin: ["#f7c98a", "#e2a96b", "#c98c5a", "#8b5a3c", "#f2d4ad"],
|
|
||||||
hair: ["#2a1e16", "#5b3a23", "#a85d2a", "#d8a13a", "#7a3b8e", "#3a4d8a", "#b9362f"],
|
|
||||||
shirt: ["#c44c4c", "#3a7fbf", "#3a9b62", "#b87a1f", "#7a3b8e", "#2a3a5a", "#d8a13a"],
|
|
||||||
};
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Hash a string into a non-negative 32-bit integer using FNV-1a.
|
|
||||||
* Used to deterministically pick avatar palette entries from player_id.
|
|
||||||
*/
|
|
||||||
function fnv1a(value) {
|
|
||||||
let hash = 0x811c9dc5;
|
|
||||||
const text = String(value);
|
|
||||||
for (let i = 0; i < text.length; i += 1) {
|
|
||||||
hash ^= text.charCodeAt(i);
|
|
||||||
hash = Math.imul(hash, 0x01000193) >>> 0;
|
|
||||||
}
|
|
||||||
return hash >>> 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Pick a deterministic avatar palette for the given player_id.
|
|
||||||
* Returns an object with { skin, hair, shirt } CSS colors.
|
|
||||||
*/
|
|
||||||
function avatarPalette(playerId) {
|
|
||||||
const hash = fnv1a(playerId);
|
|
||||||
const pickFrom = (list, salt) => list[(hash >>> salt) % list.length];
|
|
||||||
return {
|
|
||||||
skin: pickFrom(AVATAR_PALETTE.skin, 0),
|
|
||||||
hair: pickFrom(AVATAR_PALETTE.hair, 5),
|
|
||||||
shirt: pickFrom(AVATAR_PALETTE.shirt, 11),
|
|
||||||
};
|
|
||||||
}
|
|
||||||
|
|
||||||
// 8x8 sprite map for the player portrait.
|
|
||||||
// . = transparent / dark frame backdrop
|
|
||||||
// H = hair S = skin E = eye M = mouth (red) T = shirt body
|
|
||||||
// Two side hair pixels on rows 2-3 give a cohesive helmet shape; row 5 mouth
|
|
||||||
// adds personality. Row 7 is full shirt body so the avatar reads as a bust.
|
|
||||||
const AVATAR_SPRITE = [
|
|
||||||
".HHHHHH.",
|
|
||||||
"HHHHHHHH",
|
|
||||||
"HSSSSSSH",
|
|
||||||
".SESSESS",
|
|
||||||
".SSSSSS.",
|
|
||||||
".SSMMSS.",
|
|
||||||
".TTTTTT.",
|
|
||||||
"TTTTTTTT",
|
|
||||||
];
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Build an inline SVG string for a pixel-art avatar using the player's
|
|
||||||
* deterministic palette. Each filled cell becomes a 1x1 <rect> in an 8x8
|
|
||||||
* viewBox; SVG `shape-rendering="crispEdges"` keeps the squares sharp.
|
|
||||||
*/
|
|
||||||
function avatarSvg(playerId) {
|
|
||||||
const palette = avatarPalette(playerId);
|
|
||||||
const colors = {
|
|
||||||
H: palette.hair,
|
|
||||||
S: palette.skin,
|
|
||||||
E: "#1c0e08",
|
|
||||||
M: "#b9362f",
|
|
||||||
T: palette.shirt,
|
|
||||||
};
|
|
||||||
let rects = "";
|
|
||||||
for (let y = 0; y < AVATAR_SPRITE.length; y += 1) {
|
|
||||||
const row = AVATAR_SPRITE[y];
|
|
||||||
for (let x = 0; x < row.length; x += 1) {
|
|
||||||
const ch = row[x];
|
|
||||||
const fill = colors[ch];
|
|
||||||
if (!fill) continue;
|
|
||||||
rects += `<rect x="${x}" y="${y}" width="1" height="1" fill="${fill}"/>`;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
return `<svg viewBox="0 0 8 8" preserveAspectRatio="xMidYMid meet" xmlns="http://www.w3.org/2000/svg" shape-rendering="crispEdges">${rects}</svg>`;
|
|
||||||
}
|
|
||||||
|
|
||||||
// ---------------------------------------------------------------------------
|
|
||||||
// Card rendering helpers.
|
|
||||||
// ---------------------------------------------------------------------------
|
|
||||||
function cardParts(raw) {
|
|
||||||
if (!raw || raw === "back") return { rank: "", suit: "", red: false, back: true };
|
|
||||||
const suitCode = raw.slice(-1).toLowerCase();
|
|
||||||
const rank = raw.slice(0, -1).toUpperCase();
|
|
||||||
const suits = { h: "♥", d: "♦", c: "♣", s: "♠" };
|
|
||||||
return {
|
|
||||||
rank,
|
|
||||||
suit: suits[suitCode] || suitCode,
|
|
||||||
red: suitCode === "h" || suitCode === "d",
|
|
||||||
back: false,
|
|
||||||
};
|
|
||||||
}
|
|
||||||
|
|
||||||
function renderCard(raw) {
|
|
||||||
const parts = cardParts(raw);
|
|
||||||
const card = document.createElement("div");
|
|
||||||
card.className = `card${parts.red ? " red" : ""}${parts.back ? " back" : ""}`;
|
|
||||||
if (!parts.back) {
|
|
||||||
card.innerHTML = `<span class="rank">${parts.rank}</span><span class="suit">${parts.suit}</span><span class="rank bottom">${parts.rank}</span>`;
|
|
||||||
}
|
|
||||||
return card;
|
|
||||||
}
|
|
||||||
|
|
||||||
function money(value) {
|
|
||||||
return Number(value || 0).toLocaleString("en-US");
|
|
||||||
}
|
|
||||||
|
|
||||||
// ---------------------------------------------------------------------------
|
|
||||||
// Game normalization: hydrate the raw JSON into a uniform shape with
|
|
||||||
// player list and per-hand starting stacks.
|
|
||||||
// ---------------------------------------------------------------------------
|
|
||||||
function uniquePlayers(game) {
|
|
||||||
const byId = new Map();
|
|
||||||
for (const player of game.players || []) {
|
|
||||||
byId.set(player.player_id, {
|
|
||||||
player_id: player.player_id,
|
|
||||||
name: player.name || player.player_id,
|
|
||||||
seat: Number(player.seat || 0),
|
|
||||||
stack: Number(player.stack || 0),
|
|
||||||
});
|
|
||||||
}
|
|
||||||
for (const hand of game.hands || []) {
|
|
||||||
for (const action of hand.actions || []) {
|
|
||||||
if (!byId.has(action.player_id)) {
|
|
||||||
byId.set(action.player_id, {
|
|
||||||
player_id: action.player_id,
|
|
||||||
name: action.player_id,
|
|
||||||
seat: byId.size,
|
|
||||||
stack: Number(game.starting_stack || 0),
|
|
||||||
});
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
return Array.from(byId.values()).sort((a, b) => a.seat - b.seat);
|
|
||||||
}
|
|
||||||
|
|
||||||
function inferHandStarts(game) {
|
|
||||||
const players = uniquePlayers(game);
|
|
||||||
const stacks = new Map(players.map((player) => [player.player_id, Number(game.starting_stack || player.stack || 0)]));
|
|
||||||
const starts = new Map();
|
|
||||||
for (const hand of game.hands || []) {
|
|
||||||
starts.set(hand.hand_number, new Map(stacks));
|
|
||||||
for (const action of hand.actions || []) {
|
|
||||||
if (stacks.has(action.player_id)) stacks.set(action.player_id, Number(action.stack || 0));
|
|
||||||
}
|
|
||||||
for (const award of hand.awards || []) {
|
|
||||||
const winners = award.winners || [];
|
|
||||||
const share = winners.length ? Math.floor(Number(award.amount || 0) / winners.length) : 0;
|
|
||||||
for (const winner of winners) stacks.set(winner, Number(stacks.get(winner) || 0) + share);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
return starts;
|
|
||||||
}
|
|
||||||
|
|
||||||
function normalizeGame(raw) {
|
|
||||||
const game = raw.game && raw.game.hands ? raw.game : raw;
|
|
||||||
if (!game || !Array.isArray(game.hands)) throw new Error("JSON 中未找到 hands 数组");
|
|
||||||
const players = uniquePlayers(game);
|
|
||||||
const starts = inferHandStarts(game);
|
|
||||||
const hands = game.hands.map((hand) => ({ ...hand, startingStacks: starts.get(hand.hand_number) || new Map() }));
|
|
||||||
return { ...game, players, hands };
|
|
||||||
}
|
|
||||||
|
|
||||||
function clonePlayersForHand(game, hand) {
|
|
||||||
return game.players.map((player) => ({
|
|
||||||
...player,
|
|
||||||
stack: Number(hand.startingStacks.get(player.player_id) ?? game.starting_stack ?? player.stack ?? 0),
|
|
||||||
folded: false,
|
|
||||||
all_in: false,
|
|
||||||
in_hand: Number(hand.startingStacks.get(player.player_id) ?? game.starting_stack ?? player.stack ?? 0) > 0,
|
|
||||||
street_bet: 0,
|
|
||||||
total_bet: 0,
|
|
||||||
hole_cards: [],
|
|
||||||
}));
|
|
||||||
}
|
|
||||||
|
|
||||||
// ---------------------------------------------------------------------------
|
|
||||||
// Frame builder — converts a hand's chronological action list into a list of
|
|
||||||
// fully-resolved frame snapshots. Each frame is independent and renderable.
|
|
||||||
// ---------------------------------------------------------------------------
|
|
||||||
function buildFrames(game, hand) {
|
|
||||||
const players = clonePlayersForHand(game, hand);
|
|
||||||
const byId = new Map(players.map((player) => [player.player_id, player]));
|
|
||||||
const frames = [];
|
|
||||||
const pot = { value: 0 };
|
|
||||||
let street = "preflop";
|
|
||||||
let boardCount = 0;
|
|
||||||
|
|
||||||
// `actionKind` is what drives the seat sprite animation classes. It maps
|
|
||||||
// the raw action verb (fold/call/raise/...) onto a CSS animation token.
|
|
||||||
const snapshot = (type, message, activePlayerId = null, key = `${type}:${frames.length}`, extras = {}) => ({
|
|
||||||
key: `hand:${hand.hand_number}:${key}`,
|
|
||||||
type,
|
|
||||||
message,
|
|
||||||
activePlayerId,
|
|
||||||
street,
|
|
||||||
pot: pot.value,
|
|
||||||
board: (hand.board || []).slice(0, boardCount),
|
|
||||||
players: players.map((player) => ({ ...player, hole_cards: [...player.hole_cards] })),
|
|
||||||
...extras,
|
|
||||||
});
|
|
||||||
|
|
||||||
frames.push(snapshot("setup", `第 ${hand.hand_number} 手牌开始`, null, "setup"));
|
|
||||||
|
|
||||||
const revealStreet = (nextStreet) => {
|
|
||||||
const counts = { flop: 3, turn: 4, river: 5 };
|
|
||||||
const nextCount = counts[nextStreet] || boardCount;
|
|
||||||
for (const player of players) player.street_bet = 0;
|
|
||||||
if (nextCount > boardCount) {
|
|
||||||
street = nextStreet;
|
|
||||||
boardCount = Math.min(nextCount, (hand.board || []).length);
|
|
||||||
frames.push(snapshot("deal", `${STREET_LABELS[nextStreet]}发出`, null, `deal:${nextStreet}:${boardCount}`));
|
|
||||||
} else {
|
|
||||||
street = nextStreet;
|
|
||||||
}
|
|
||||||
};
|
|
||||||
|
|
||||||
for (const [actionIndex, action] of (hand.actions || []).entries()) {
|
|
||||||
if (action.street !== street && action.street !== "preflop") revealStreet(action.street);
|
|
||||||
const player = byId.get(action.player_id);
|
|
||||||
if (!player) continue;
|
|
||||||
const previousTotal = Number(player.total_bet || 0);
|
|
||||||
player.street_bet = Number(action.street_bet || 0);
|
|
||||||
player.stack = Number(action.stack || 0);
|
|
||||||
if (action.action === "fold") player.folded = true;
|
|
||||||
if (action.action === "all_in" || player.stack === 0) player.all_in = true;
|
|
||||||
player.total_bet = previousTotal + Math.max(0, Number(action.amount || 0));
|
|
||||||
pot.value += Math.max(0, Number(action.amount || 0));
|
|
||||||
frames.push(snapshot(
|
|
||||||
"action",
|
|
||||||
actionText(action),
|
|
||||||
action.player_id,
|
|
||||||
actionKey(action, actionIndex),
|
|
||||||
{ actionKind: action.action, bubbleText: bubbleTextFor(action) },
|
|
||||||
));
|
|
||||||
}
|
|
||||||
|
|
||||||
if ((hand.board || []).length > boardCount) {
|
|
||||||
for (const nextStreet of ["flop", "turn", "river"]) {
|
|
||||||
if (({ flop: 3, turn: 4, river: 5 }[nextStreet] || 0) > boardCount) revealStreet(nextStreet);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
const shown = hand.showdown_hands || {};
|
|
||||||
for (const [playerId, cards] of Object.entries(shown)) {
|
|
||||||
const player = byId.get(playerId);
|
|
||||||
if (player) player.hole_cards = cards;
|
|
||||||
}
|
|
||||||
if (Object.keys(shown).length) {
|
|
||||||
street = "showdown";
|
|
||||||
frames.push(snapshot("showdown", "摊牌亮牌", null, `showdown:${Object.keys(shown).sort().join(",")}`));
|
|
||||||
}
|
|
||||||
|
|
||||||
street = "awards";
|
|
||||||
for (const [awardIndex, award] of (hand.awards || []).entries()) {
|
|
||||||
const winners = award.winners || [];
|
|
||||||
const share = winners.length ? Math.floor(Number(award.amount || 0) / winners.length) : 0;
|
|
||||||
const remainder = winners.length ? Number(award.amount || 0) % winners.length : 0;
|
|
||||||
winners.forEach((winnerId, index) => {
|
|
||||||
const player = byId.get(winnerId);
|
|
||||||
if (player) player.stack += share + (index < remainder ? 1 : 0);
|
|
||||||
});
|
|
||||||
pot.value = Math.max(0, pot.value - Number(award.amount || 0));
|
|
||||||
frames.push(snapshot(
|
|
||||||
"award",
|
|
||||||
awardText(award),
|
|
||||||
winners[0] || null,
|
|
||||||
awardKey(award, awardIndex),
|
|
||||||
{ actionKind: "award", bubbleText: `赢得 ${money(award.amount)}` },
|
|
||||||
));
|
|
||||||
}
|
|
||||||
|
|
||||||
if (frames.length === 1) frames.push(snapshot("empty", "这手牌没有可回放动作", null, "empty"));
|
|
||||||
return frames;
|
|
||||||
}
|
|
||||||
|
|
||||||
function actionKey(action, index) {
|
|
||||||
return [
|
|
||||||
"action", index, action.street, action.player_id, action.action,
|
|
||||||
Number(action.amount || 0), Number(action.street_bet || 0), Number(action.stack || 0),
|
|
||||||
].join(":");
|
|
||||||
}
|
|
||||||
|
|
||||||
function awardKey(award, index) {
|
|
||||||
return [
|
|
||||||
"award", index, Number(award.amount || 0),
|
|
||||||
(award.winners || []).join(","),
|
|
||||||
award.hand_value?.name || "",
|
|
||||||
].join(":");
|
|
||||||
}
|
|
||||||
|
|
||||||
function actionText(action) {
|
|
||||||
const label = ACTION_LABELS[action.action] || action.action;
|
|
||||||
if (["check", "fold"].includes(action.action)) return `${action.player_id} ${label}`;
|
|
||||||
return `${action.player_id} ${label} ${money(action.amount)}`;
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Build a SHORT speech-bubble label (player_id is implicit since the bubble
|
|
||||||
* already points at the seat). Keeps text readable inside narrow bubbles.
|
|
||||||
*/
|
|
||||||
function bubbleTextFor(action) {
|
|
||||||
const label = ACTION_LABELS[action.action] || action.action;
|
|
||||||
if (["check", "fold"].includes(action.action)) return label;
|
|
||||||
return `${label} ${money(action.amount)}`;
|
|
||||||
}
|
|
||||||
|
|
||||||
function awardText(award) {
|
|
||||||
const winners = (award.winners || []).join(", ");
|
|
||||||
const handName = award.hand_value?.name ? ` · ${award.hand_value.name}` : "";
|
|
||||||
return `${winners} 赢得 ${money(award.amount)}${handName}`;
|
|
||||||
}
|
|
||||||
|
|
||||||
// ---------------------------------------------------------------------------
|
|
||||||
// Seat layout — six radial presets, with mobile fallback.
|
|
||||||
// Returned (x, y) values are percentages relative to the poker-table box
|
|
||||||
// (NOT the felt-shell). The poker-table reserves vertical padding so the
|
|
||||||
// top/bottom seats and their bubbles never overlap the table headers.
|
|
||||||
// ---------------------------------------------------------------------------
|
|
||||||
function seatPosition(index, count) {
|
|
||||||
const mobile = window.matchMedia("(max-width: 760px)").matches;
|
|
||||||
const presets = mobile ? mobileSeatPreset(count) : desktopSeatPreset(count);
|
|
||||||
if (presets[index]) return presets[index];
|
|
||||||
const radiusX = mobile ? 36 : 39;
|
|
||||||
const radiusY = mobile ? 41 : 39;
|
|
||||||
const start = -90;
|
|
||||||
const angle = (start + index * (360 / Math.max(count, 1))) * Math.PI / 180;
|
|
||||||
return {
|
|
||||||
x: 50 + Math.cos(angle) * radiusX,
|
|
||||||
y: 50 + Math.sin(angle) * radiusY,
|
|
||||||
};
|
|
||||||
}
|
|
||||||
|
|
||||||
// Coordinates expressed in percent of the poker-table box (which already
|
|
||||||
// includes vertical padding around the felt). `y < ~25` lands above the
|
|
||||||
// felt (top rail), `y > ~75` lands below the felt (bottom rail).
|
|
||||||
function desktopSeatPreset(count) {
|
|
||||||
const presets = {
|
|
||||||
2: [{ x: 50, y: 18 }, { x: 50, y: 82 }],
|
|
||||||
3: [{ x: 50, y: 18 }, { x: 80, y: 72 }, { x: 20, y: 72 }],
|
|
||||||
4: [{ x: 50, y: 18 }, { x: 84, y: 60 }, { x: 50, y: 84 }, { x: 16, y: 60 }],
|
|
||||||
5: [{ x: 50, y: 18 }, { x: 84, y: 44 }, { x: 72, y: 84 }, { x: 28, y: 84 }, { x: 16, y: 44 }],
|
|
||||||
6: [{ x: 50, y: 18 }, { x: 82, y: 33 }, { x: 82, y: 70 }, { x: 50, y: 86 }, { x: 18, y: 70 }, { x: 18, y: 33 }],
|
|
||||||
};
|
|
||||||
return presets[count] || [];
|
|
||||||
}
|
|
||||||
|
|
||||||
function mobileSeatPreset(count) {
|
|
||||||
const presets = {
|
|
||||||
2: [{ x: 50, y: 16 }, { x: 50, y: 84 }],
|
|
||||||
3: [{ x: 50, y: 15 }, { x: 80, y: 78 }, { x: 20, y: 78 }],
|
|
||||||
4: [{ x: 50, y: 14 }, { x: 83, y: 60 }, { x: 50, y: 86 }, { x: 17, y: 60 }],
|
|
||||||
};
|
|
||||||
return presets[count] || [];
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Map a seat coordinate to a `seat-top|bottom|left|right|mid` zone class.
|
|
||||||
* The CSS uses this to flip the speech bubble below the seat for top-rail
|
|
||||||
* seats so it never extends outside the visible table area.
|
|
||||||
*/
|
|
||||||
function seatZone(pos) {
|
|
||||||
if (pos.y < 32) return "seat-top";
|
|
||||||
if (pos.y > 70) return "seat-bottom";
|
|
||||||
if (pos.x < 34) return "seat-left";
|
|
||||||
if (pos.x > 66) return "seat-right";
|
|
||||||
return "seat-mid";
|
|
||||||
}
|
|
||||||
|
|
||||||
// ---------------------------------------------------------------------------
|
|
||||||
// DOM rendering: assemble a single seat element from a frame's player snapshot.
|
|
||||||
// Extracted into its own function so renderFrame stays declarative.
|
|
||||||
// ---------------------------------------------------------------------------
|
|
||||||
function renderSeat(player, position, frame, hand) {
|
|
||||||
const zone = seatZone(position);
|
|
||||||
const isActive = player.player_id === frame.activePlayerId;
|
|
||||||
const isDealer = player.seat === hand.button_seat;
|
|
||||||
const isCurrentActor = isActive && (frame.type === "action" || frame.type === "award");
|
|
||||||
|
|
||||||
const seat = document.createElement("div");
|
|
||||||
seat.className = [
|
|
||||||
"seat",
|
|
||||||
zone,
|
|
||||||
isActive ? "active" : "",
|
|
||||||
player.folded ? "folded" : "",
|
|
||||||
isDealer ? "dealer-seat" : "",
|
|
||||||
// The transient act-* class is what triggers the avatar's reaction
|
|
||||||
// animation (shake/nod/fold/cheer). Only apply on the actor's frame.
|
|
||||||
isCurrentActor && frame.actionKind ? `act-${frame.actionKind}` : "",
|
|
||||||
].filter(Boolean).join(" ");
|
|
||||||
seat.style.setProperty("--x", `${position.x}%`);
|
|
||||||
seat.style.setProperty("--y", `${position.y}%`);
|
|
||||||
|
|
||||||
// Speech bubble — shown on the active player's action/award frames using
|
|
||||||
// a SHORT label (e.g. "加注 50") so it fits the small bubble width.
|
|
||||||
const bubbleHtml = (isCurrentActor && frame.bubbleText)
|
|
||||||
? `<div class="speech kind-${frame.actionKind || "info"}">${escapeHtml(frame.bubbleText)}</div>`
|
|
||||||
: "";
|
|
||||||
|
|
||||||
// Avatar — inline SVG pixel-art sprite, deterministic per player_id so
|
|
||||||
// the same player keeps a stable look across hands.
|
|
||||||
const avatarMarkup = `<div class="avatar" aria-hidden="true">${avatarSvg(player.player_id)}</div>`;
|
|
||||||
|
|
||||||
seat.innerHTML = `
|
|
||||||
${bubbleHtml}
|
|
||||||
<div class="player-box">
|
|
||||||
<div class="player-head">
|
|
||||||
${avatarMarkup}
|
|
||||||
<span class="player-name">${escapeHtml(player.name || player.player_id)}</span>
|
|
||||||
<span class="dealer">D</span>
|
|
||||||
</div>
|
|
||||||
<div class="player-meta">
|
|
||||||
<span class="stack">Stack ${money(player.stack)}</span>
|
|
||||||
<span class="bet">${player.folded ? "Folded" : player.all_in ? "All In" : player.street_bet ? `Bet ${money(player.street_bet)}` : ""}</span>
|
|
||||||
</div>
|
|
||||||
</div>
|
|
||||||
`;
|
|
||||||
|
|
||||||
// Hole cards live inside the player-box so they share its layout flow.
|
|
||||||
const hole = document.createElement("div");
|
|
||||||
hole.className = "card-row hole-cards";
|
|
||||||
for (const card of knownCardsForPlayer(player, hand, frame)) hole.appendChild(renderCard(card));
|
|
||||||
seat.querySelector(".player-box").appendChild(hole);
|
|
||||||
|
|
||||||
return seat;
|
|
||||||
}
|
|
||||||
|
|
||||||
function renderFrame() {
|
|
||||||
const hand = state.hands[state.currentHandIndex];
|
|
||||||
const frame = state.frames[state.frameIndex];
|
|
||||||
const game = state.game;
|
|
||||||
const hasData = Boolean(game && hand && frame);
|
|
||||||
|
|
||||||
el.handBadge.textContent = hasData ? `Hand ${hand.hand_number}` : "Hand -";
|
|
||||||
el.streetLabel.textContent = hasData ? (STREET_LABELS[frame.street] || frame.street) : "未加载";
|
|
||||||
el.potLabel.textContent = hasData ? `Pot ${money(frame.pot)}` : "Pot 0";
|
|
||||||
el.tableMessage.textContent = hasData ? frame.message : "上传 JSON 或从游戏服务获取快照";
|
|
||||||
el.tableMessage.style.display = hasData ? "" : "block";
|
|
||||||
el.progressBar.style.width = hasData ? `${((state.frameIndex + 1) / state.frames.length) * 100}%` : "0";
|
|
||||||
|
|
||||||
el.boardCards.replaceChildren();
|
|
||||||
for (const card of hasData ? frame.board : []) el.boardCards.appendChild(renderCard(card));
|
|
||||||
|
|
||||||
el.seatLayer.replaceChildren();
|
|
||||||
if (hasData) {
|
|
||||||
frame.players.forEach((player, index) => {
|
|
||||||
const position = seatPosition(index, frame.players.length);
|
|
||||||
el.seatLayer.appendChild(renderSeat(player, position, frame, hand));
|
|
||||||
});
|
|
||||||
}
|
|
||||||
|
|
||||||
renderLog();
|
|
||||||
syncControls();
|
|
||||||
}
|
|
||||||
|
|
||||||
function knownCardsForPlayer(player, hand, frame) {
|
|
||||||
const futureHoleCards = hand.hole_cards?.[player.player_id] || hand.private_hands?.[player.player_id];
|
|
||||||
const canRevealShowdown = ["showdown", "awards"].includes(frame.street) || ["showdown", "award"].includes(frame.type);
|
|
||||||
const showdownCards = canRevealShowdown ? hand.showdown_hands?.[player.player_id] : null;
|
|
||||||
const shown = futureHoleCards || showdownCards || player.hole_cards;
|
|
||||||
if (shown && shown.length) return shown;
|
|
||||||
if (!player.in_hand && !player.folded) return [];
|
|
||||||
return ["back", "back"];
|
|
||||||
}
|
|
||||||
|
|
||||||
// ---------------------------------------------------------------------------
|
|
||||||
// Event log — one line per visible event, with auto-scroll keeping the
|
|
||||||
// current item in view. Items past the current frame index are dimmed via
|
|
||||||
// the `.past` class.
|
|
||||||
// ---------------------------------------------------------------------------
|
|
||||||
function renderLog() {
|
|
||||||
const hand = state.hands[state.currentHandIndex];
|
|
||||||
el.eventLog.replaceChildren();
|
|
||||||
if (!hand) return;
|
|
||||||
const events = [
|
|
||||||
{ text: `第 ${hand.hand_number} 手牌开始`, kind: "setup" },
|
|
||||||
...(hand.actions || []).map((action) => ({ text: actionText(action), kind: "action" })),
|
|
||||||
...(hand.awards || []).map((award) => ({ text: awardText(award), kind: "award" })),
|
|
||||||
];
|
|
||||||
let currentLi = null;
|
|
||||||
events.forEach((event, index) => {
|
|
||||||
const li = document.createElement("li");
|
|
||||||
li.textContent = `${index + 1}. ${event.text}`;
|
|
||||||
if (index < state.frameIndex) li.classList.add("past");
|
|
||||||
if (index === state.frameIndex) {
|
|
||||||
li.classList.add("current");
|
|
||||||
currentLi = li;
|
|
||||||
}
|
|
||||||
el.eventLog.appendChild(li);
|
|
||||||
});
|
|
||||||
// Keep the focused event visible without yanking the page when an event
|
|
||||||
// is already in view.
|
|
||||||
if (currentLi) {
|
|
||||||
currentLi.scrollIntoView({ block: "nearest", behavior: "smooth" });
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
function syncControls() {
|
|
||||||
const loaded = Boolean(state.game);
|
|
||||||
const hasPreviousFrame = state.frameIndex > 0 || state.currentHandIndex > 0;
|
|
||||||
const hasNextFrame = state.frameIndex < state.frames.length - 1 || state.currentHandIndex < state.hands.length - 1;
|
|
||||||
el.playBtn.disabled = !loaded;
|
|
||||||
el.prevBtn.disabled = !loaded || !hasPreviousFrame;
|
|
||||||
el.nextBtn.disabled = !loaded || !hasNextFrame;
|
|
||||||
el.resetBtn.disabled = !loaded;
|
|
||||||
el.playBtn.textContent = state.playing ? "Ⅱ" : "▶";
|
|
||||||
}
|
|
||||||
|
|
||||||
// ---------------------------------------------------------------------------
|
|
||||||
// Game lifecycle: load / merge / select hand / step / play.
|
|
||||||
// ---------------------------------------------------------------------------
|
|
||||||
function loadGame(raw, source, options = {}) {
|
|
||||||
const nextGame = normalizeGame(raw);
|
|
||||||
const wasPlaying = state.playing;
|
|
||||||
const mergeResult = options.allowMerge !== false ? mergeGame(nextGame) : { merged: false, advanced: false };
|
|
||||||
if (!mergeResult.merged) {
|
|
||||||
pause();
|
|
||||||
state.game = nextGame;
|
|
||||||
state.hands = state.game.hands;
|
|
||||||
state.currentHandIndex = Math.max(0, state.hands.length - 1);
|
|
||||||
state.frames = buildFrames(state.game, state.hands[state.currentHandIndex]);
|
|
||||||
state.frameIndex = 0;
|
|
||||||
}
|
|
||||||
state.source = source;
|
|
||||||
el.sourceBadge.textContent = source;
|
|
||||||
el.subtitle.textContent = `${state.game.game_id || "未命名游戏"} · ${state.hands.length} hands`;
|
|
||||||
renderSummary();
|
|
||||||
populateHands();
|
|
||||||
el.handSelect.value = String(state.currentHandIndex);
|
|
||||||
renderFrame();
|
|
||||||
if (mergeResult.merged && (wasPlaying || mergeResult.advanced)) play();
|
|
||||||
}
|
|
||||||
|
|
||||||
function mergeGame(nextGame) {
|
|
||||||
if (!state.game || state.game.game_id !== nextGame.game_id) return { merged: false, advanced: false };
|
|
||||||
const currentHand = state.hands[state.currentHandIndex];
|
|
||||||
const nextHandIndex = nextGame.hands.findIndex((hand) => hand.hand_number === currentHand?.hand_number);
|
|
||||||
if (nextHandIndex < 0) return { merged: false, advanced: false };
|
|
||||||
|
|
||||||
const oldFrame = state.frames[state.frameIndex];
|
|
||||||
const nextFrames = buildFrames(nextGame, nextGame.hands[nextHandIndex]);
|
|
||||||
const oldKeyIndex = oldFrame ? nextFrames.findIndex((frame) => frame.key === oldFrame.key) : -1;
|
|
||||||
const atKnownFrame = oldKeyIndex >= 0;
|
|
||||||
const wasAtTail = state.frameIndex >= state.frames.length - 1;
|
|
||||||
const hadNewFramesOnCurrentHand = nextFrames.length > state.frames.length;
|
|
||||||
const currentWasLatestHand = state.currentHandIndex >= state.hands.length - 1;
|
|
||||||
const hasNewLaterHandFromCurrent = currentWasLatestHand && nextGame.hands.length > state.hands.length;
|
|
||||||
let advanced = false;
|
|
||||||
|
|
||||||
state.game = nextGame;
|
|
||||||
state.hands = nextGame.hands;
|
|
||||||
state.currentHandIndex = nextHandIndex;
|
|
||||||
state.frames = nextFrames;
|
|
||||||
|
|
||||||
if (atKnownFrame) {
|
|
||||||
advanced = shouldStepIntoIncrement(wasAtTail, hadNewFramesOnCurrentHand, hasNewLaterHandFromCurrent);
|
|
||||||
state.frameIndex = advanced
|
|
||||||
? Math.min(oldKeyIndex + 1, nextFrames.length - 1)
|
|
||||||
: oldKeyIndex;
|
|
||||||
} else {
|
|
||||||
state.frameIndex = Math.min(state.frameIndex, nextFrames.length - 1);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (state.frameIndex >= state.frames.length - 1 && hasNewLaterHandFromCurrent) {
|
|
||||||
state.currentHandIndex += 1;
|
|
||||||
state.frames = buildFrames(state.game, state.hands[state.currentHandIndex]);
|
|
||||||
state.frameIndex = 0;
|
|
||||||
advanced = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
return { merged: true, advanced };
|
|
||||||
}
|
|
||||||
|
|
||||||
function shouldStepIntoIncrement(wasAtTail, hadNewFramesOnCurrentHand, hasLaterHands) {
|
|
||||||
return wasAtTail && (hadNewFramesOnCurrentHand || hasLaterHands);
|
|
||||||
}
|
|
||||||
|
|
||||||
function renderSummary() {
|
|
||||||
const game = state.game;
|
|
||||||
const hand = state.hands[state.currentHandIndex];
|
|
||||||
const blinds = hand?.blinds || game;
|
|
||||||
el.gameStatus.textContent = game?.status || "-";
|
|
||||||
el.playerCount.textContent = game?.players?.length ?? "-";
|
|
||||||
el.handCount.textContent = game?.hands?.length ?? "-";
|
|
||||||
el.blindLevel.textContent = game ? `${money(blinds.small_blind)} / ${money(blinds.big_blind)}` : "-";
|
|
||||||
}
|
|
||||||
|
|
||||||
function populateHands() {
|
|
||||||
el.handSelect.replaceChildren();
|
|
||||||
state.hands.forEach((hand, index) => {
|
|
||||||
const option = document.createElement("option");
|
|
||||||
option.value = String(index);
|
|
||||||
option.textContent = `Hand ${hand.hand_number} · ${hand.actions?.length || 0} actions`;
|
|
||||||
el.handSelect.appendChild(option);
|
|
||||||
});
|
|
||||||
}
|
|
||||||
|
|
||||||
function selectHand(index) {
|
|
||||||
pause();
|
|
||||||
state.currentHandIndex = Math.max(0, Math.min(index, state.hands.length - 1));
|
|
||||||
state.frames = buildFrames(state.game, state.hands[state.currentHandIndex]);
|
|
||||||
state.frameIndex = 0;
|
|
||||||
el.handSelect.value = String(state.currentHandIndex);
|
|
||||||
renderSummary();
|
|
||||||
renderFrame();
|
|
||||||
}
|
|
||||||
|
|
||||||
function nextFrame() {
|
|
||||||
if (!state.frames.length) return;
|
|
||||||
if (state.frameIndex < state.frames.length - 1) {
|
|
||||||
state.frameIndex += 1;
|
|
||||||
renderFrame();
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
if (state.currentHandIndex < state.hands.length - 1) {
|
|
||||||
state.currentHandIndex += 1;
|
|
||||||
state.frames = buildFrames(state.game, state.hands[state.currentHandIndex]);
|
|
||||||
state.frameIndex = 0;
|
|
||||||
el.handSelect.value = String(state.currentHandIndex);
|
|
||||||
renderSummary();
|
|
||||||
renderFrame();
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
pause();
|
|
||||||
}
|
|
||||||
|
|
||||||
function prevFrame() {
|
|
||||||
pause();
|
|
||||||
if (state.frameIndex === 0 && state.currentHandIndex > 0) {
|
|
||||||
state.currentHandIndex -= 1;
|
|
||||||
state.frames = buildFrames(state.game, state.hands[state.currentHandIndex]);
|
|
||||||
state.frameIndex = state.frames.length - 1;
|
|
||||||
el.handSelect.value = String(state.currentHandIndex);
|
|
||||||
renderSummary();
|
|
||||||
renderFrame();
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
state.frameIndex = Math.max(0, state.frameIndex - 1);
|
|
||||||
renderFrame();
|
|
||||||
}
|
|
||||||
|
|
||||||
function play() {
|
|
||||||
if (!state.game || state.playing) return;
|
|
||||||
state.playing = true;
|
|
||||||
tick();
|
|
||||||
renderFrame();
|
|
||||||
}
|
|
||||||
|
|
||||||
function pause() {
|
|
||||||
state.playing = false;
|
|
||||||
if (state.timer) window.clearTimeout(state.timer);
|
|
||||||
state.timer = null;
|
|
||||||
syncControls();
|
|
||||||
}
|
|
||||||
|
|
||||||
function tick() {
|
|
||||||
if (!state.playing) return;
|
|
||||||
const frame = state.frames[state.frameIndex];
|
|
||||||
const baseDelay = frame?.type === "deal" || frame?.type === "award" ? 1500 : 1150;
|
|
||||||
const delay = baseDelay * Number(el.pace.value || 1);
|
|
||||||
state.timer = window.setTimeout(() => {
|
|
||||||
nextFrame();
|
|
||||||
tick();
|
|
||||||
}, delay);
|
|
||||||
}
|
|
||||||
|
|
||||||
// ---------------------------------------------------------------------------
|
|
||||||
// Network / file I/O.
|
|
||||||
// ---------------------------------------------------------------------------
|
|
||||||
async function fetchFromServer() {
|
|
||||||
const base = el.serverUrl.value.trim();
|
|
||||||
const gameId = el.gameId.value.trim();
|
|
||||||
if (!base || !gameId) throw new Error("请填写游戏服务地址和 Game ID");
|
|
||||||
const url = `/api/fetch-game?${new URLSearchParams({ base_url: base, game_id: gameId })}`;
|
|
||||||
const response = await fetch(url);
|
|
||||||
const payload = await response.json();
|
|
||||||
if (!response.ok) throw new Error(payload.error || "获取失败");
|
|
||||||
loadGame(payload.game, `Server · ${gameId}`);
|
|
||||||
}
|
|
||||||
|
|
||||||
function setAutoPoll(enabled) {
|
|
||||||
if (state.pollTimer) window.clearInterval(state.pollTimer);
|
|
||||||
state.pollTimer = null;
|
|
||||||
el.pollBadge.textContent = enabled ? `Auto ${el.pollSeconds.value}s` : "Auto Off";
|
|
||||||
if (!enabled) return;
|
|
||||||
const interval = Math.max(5, Number(el.pollSeconds.value || 12)) * 1000;
|
|
||||||
state.pollTimer = window.setInterval(() => {
|
|
||||||
fetchFromServer().catch((error) => showMessage(error.message));
|
|
||||||
}, interval);
|
|
||||||
}
|
|
||||||
|
|
||||||
function showMessage(message) {
|
|
||||||
el.tableMessage.textContent = message;
|
|
||||||
el.sourceBadge.textContent = "Error";
|
|
||||||
}
|
|
||||||
|
|
||||||
function escapeHtml(value) {
|
|
||||||
return String(value)
|
|
||||||
.replaceAll("&", "&")
|
|
||||||
.replaceAll("<", "<")
|
|
||||||
.replaceAll(">", ">")
|
|
||||||
.replaceAll('"', """)
|
|
||||||
.replaceAll("'", "'");
|
|
||||||
}
|
|
||||||
|
|
||||||
// ---------------------------------------------------------------------------
|
|
||||||
// Wiring.
|
|
||||||
// ---------------------------------------------------------------------------
|
|
||||||
el.fetchBtn.addEventListener("click", () => {
|
|
||||||
fetchFromServer().catch((error) => showMessage(error.message));
|
|
||||||
});
|
|
||||||
|
|
||||||
el.fileInput.addEventListener("change", async (event) => {
|
|
||||||
const file = event.target.files?.[0];
|
|
||||||
if (!file) return;
|
|
||||||
try {
|
|
||||||
const raw = JSON.parse(await file.text());
|
|
||||||
loadGame(raw, `File · ${file.name}`);
|
|
||||||
} catch (error) {
|
|
||||||
showMessage(error.message);
|
|
||||||
} finally {
|
|
||||||
event.target.value = "";
|
|
||||||
}
|
|
||||||
});
|
|
||||||
|
|
||||||
el.autoPoll.addEventListener("change", () => setAutoPoll(el.autoPoll.checked));
|
|
||||||
el.pollSeconds.addEventListener("change", () => setAutoPoll(el.autoPoll.checked));
|
|
||||||
el.handSelect.addEventListener("change", () => selectHand(Number(el.handSelect.value)));
|
|
||||||
el.playBtn.addEventListener("click", () => state.playing ? pause() : play());
|
|
||||||
el.nextBtn.addEventListener("click", () => nextFrame());
|
|
||||||
el.prevBtn.addEventListener("click", () => prevFrame());
|
|
||||||
el.resetBtn.addEventListener("click", () => selectHand(state.currentHandIndex));
|
|
||||||
window.addEventListener("resize", () => renderFrame());
|
|
||||||
|
|
||||||
syncControls();
|
|
||||||
@@ -1,132 +0,0 @@
|
|||||||
<!doctype html>
|
|
||||||
<html lang="zh-CN">
|
|
||||||
<head>
|
|
||||||
<meta charset="utf-8" />
|
|
||||||
<meta name="viewport" content="width=device-width, initial-scale=1" />
|
|
||||||
<title>Texas Hold X Replay</title>
|
|
||||||
<link rel="stylesheet" href="/styles.css" />
|
|
||||||
</head>
|
|
||||||
<body>
|
|
||||||
<div class="app-shell">
|
|
||||||
<header class="topbar">
|
|
||||||
<div class="brand-lockup">
|
|
||||||
<div class="chip-mark" aria-hidden="true">TX</div>
|
|
||||||
<div class="brand-meta">
|
|
||||||
<h1>Texas Hold X Replay</h1>
|
|
||||||
<p id="subtitle">等待加载游戏数据</p>
|
|
||||||
</div>
|
|
||||||
</div>
|
|
||||||
<div class="status-strip" aria-live="polite">
|
|
||||||
<span id="sourceBadge" class="badge badge-gold">No Data</span>
|
|
||||||
<span id="pollBadge" class="badge badge-blue">Auto Off</span>
|
|
||||||
</div>
|
|
||||||
</header>
|
|
||||||
|
|
||||||
<main class="layout-grid">
|
|
||||||
<!-- Stage zone: pure visualization (table, seats, animations).
|
|
||||||
Placed first in DOM so mobile/tablet layouts keep it on top. -->
|
|
||||||
<section class="stage-zone" aria-label="牌桌动画回放">
|
|
||||||
<div class="stage-head">
|
|
||||||
<div class="stage-head-left">
|
|
||||||
<span id="handBadge" class="badge badge-gold">Hand -</span>
|
|
||||||
<strong id="streetLabel">未加载</strong>
|
|
||||||
</div>
|
|
||||||
<div class="stage-head-right">
|
|
||||||
<span id="potLabel" class="badge badge-gold">Pot 0</span>
|
|
||||||
</div>
|
|
||||||
</div>
|
|
||||||
<div id="table" class="poker-table">
|
|
||||||
<!-- felt-shell encapsulates the rounded green felt with overflow:hidden,
|
|
||||||
so player speech bubbles drawn in seat-layer can overflow freely
|
|
||||||
above and below the table without being clipped. -->
|
|
||||||
<div class="felt-shell" aria-hidden="true">
|
|
||||||
<div class="felt-rail"></div>
|
|
||||||
<div class="felt-surface">
|
|
||||||
<div class="felt-grid"></div>
|
|
||||||
<div class="felt-glow"></div>
|
|
||||||
<div class="felt-mark">TX</div>
|
|
||||||
</div>
|
|
||||||
</div>
|
|
||||||
<div class="community-area">
|
|
||||||
<div id="boardCards" class="card-row board"></div>
|
|
||||||
<div id="tableMessage" class="table-message">上传 JSON 或从游戏服务获取快照</div>
|
|
||||||
</div>
|
|
||||||
<div id="seatLayer" class="seat-layer"></div>
|
|
||||||
</div>
|
|
||||||
</section>
|
|
||||||
|
|
||||||
<!-- Interaction zone: data source + replay controls + summary. -->
|
|
||||||
<section class="control-panel" aria-label="数据与播放控制">
|
|
||||||
<div class="panel-section">
|
|
||||||
<h2>数据源</h2>
|
|
||||||
<label>
|
|
||||||
<span>游戏服务</span>
|
|
||||||
<input id="serverUrl" type="url" value="http://127.0.0.1:8000" placeholder="http://127.0.0.1:8000" />
|
|
||||||
</label>
|
|
||||||
<label>
|
|
||||||
<span>Game ID</span>
|
|
||||||
<input id="gameId" type="text" value="game1" placeholder="game1" />
|
|
||||||
</label>
|
|
||||||
<div class="button-row">
|
|
||||||
<button id="fetchBtn" class="primary-btn" type="button">获取</button>
|
|
||||||
<label class="file-btn">
|
|
||||||
上传 JSON
|
|
||||||
<input id="fileInput" type="file" accept="application/json,.json" />
|
|
||||||
</label>
|
|
||||||
</div>
|
|
||||||
<div class="auto-grid">
|
|
||||||
<label class="toggle-line">
|
|
||||||
<input id="autoPoll" type="checkbox" />
|
|
||||||
<span>自动获取</span>
|
|
||||||
</label>
|
|
||||||
<label>
|
|
||||||
<span>间隔秒</span>
|
|
||||||
<input id="pollSeconds" type="number" min="5" max="300" value="12" />
|
|
||||||
</label>
|
|
||||||
</div>
|
|
||||||
</div>
|
|
||||||
|
|
||||||
<div class="panel-section">
|
|
||||||
<h2>回放</h2>
|
|
||||||
<label>
|
|
||||||
<span>手牌</span>
|
|
||||||
<select id="handSelect"></select>
|
|
||||||
</label>
|
|
||||||
<label>
|
|
||||||
<span>节奏</span>
|
|
||||||
<input id="pace" type="range" min="0.75" max="1.8" step="0.05" value="1" />
|
|
||||||
</label>
|
|
||||||
<div class="transport-row">
|
|
||||||
<button id="prevBtn" type="button" title="上一帧">◀</button>
|
|
||||||
<button id="playBtn" class="primary-btn" type="button" title="播放/暂停">▶</button>
|
|
||||||
<button id="nextBtn" type="button" title="下一帧">▶</button>
|
|
||||||
<button id="resetBtn" type="button" title="重置">↺</button>
|
|
||||||
</div>
|
|
||||||
<div class="progress-wrap">
|
|
||||||
<div id="progressBar"></div>
|
|
||||||
</div>
|
|
||||||
</div>
|
|
||||||
|
|
||||||
<div class="panel-section dense">
|
|
||||||
<h2>牌局摘要</h2>
|
|
||||||
<dl class="stat-list">
|
|
||||||
<div><dt>状态</dt><dd id="gameStatus">-</dd></div>
|
|
||||||
<div><dt>玩家</dt><dd id="playerCount">-</dd></div>
|
|
||||||
<div><dt>总手数</dt><dd id="handCount">-</dd></div>
|
|
||||||
<div><dt>盲注</dt><dd id="blindLevel">-</dd></div>
|
|
||||||
</dl>
|
|
||||||
</div>
|
|
||||||
</section>
|
|
||||||
|
|
||||||
<aside class="event-panel" aria-label="事件日志">
|
|
||||||
<div class="panel-section">
|
|
||||||
<h2>事件</h2>
|
|
||||||
<ol id="eventLog" class="event-log"></ol>
|
|
||||||
</div>
|
|
||||||
</aside>
|
|
||||||
</main>
|
|
||||||
</div>
|
|
||||||
|
|
||||||
<script src="/app.js" type="module"></script>
|
|
||||||
</body>
|
|
||||||
</html>
|
|
||||||
@@ -1,735 +0,0 @@
|
|||||||
/* =========================================================================
|
|
||||||
Texas Hold X Replay — Pixel-art skin & responsive layout
|
|
||||||
-------------------------------------------------------------------------
|
|
||||||
Design goals:
|
|
||||||
1. Stage zone (table + seats + animations) is visually isolated from the
|
|
||||||
interaction zone (controls + event log). Each zone has independent
|
|
||||||
overflow rules so speech bubbles never get clipped.
|
|
||||||
2. Pixel-art aesthetic: hard edges, stepped shadows (no blur), 8-bit
|
|
||||||
palette, monospace typography.
|
|
||||||
3. Three responsive breakpoints (desktop 3-col → tablet 2-col → mobile
|
|
||||||
stacked) — see media queries at the bottom of this file.
|
|
||||||
========================================================================= */
|
|
||||||
|
|
||||||
:root {
|
|
||||||
color-scheme: dark;
|
|
||||||
|
|
||||||
/* Palette — keep limited and high-contrast for that 8-bit look. */
|
|
||||||
--ink: #f7efd2;
|
|
||||||
--ink-dim: #c8b98a;
|
|
||||||
--muted: #8e8466;
|
|
||||||
--panel: #221a17;
|
|
||||||
--panel-2: #2d231f;
|
|
||||||
--panel-3: #3a2c25;
|
|
||||||
--line: #5d4638;
|
|
||||||
--line-soft: #3b2c25;
|
|
||||||
|
|
||||||
/* Felt greens. */
|
|
||||||
--felt: #1d8a5f;
|
|
||||||
--felt-dark: #0c4a37;
|
|
||||||
--felt-light: #4ec089;
|
|
||||||
--felt-rail: #6c3a20;
|
|
||||||
--felt-rail-dark: #3a1d10;
|
|
||||||
|
|
||||||
/* Accents. */
|
|
||||||
--gold: #f0b64d;
|
|
||||||
--gold-dark: #b87a1f;
|
|
||||||
--red: #e24b4b;
|
|
||||||
--blue: #53a6de;
|
|
||||||
--green: #63cb73;
|
|
||||||
--purple: #b773d3;
|
|
||||||
|
|
||||||
--shadow: rgba(8, 6, 5, 0.55);
|
|
||||||
--pixel: 3px;
|
|
||||||
|
|
||||||
/* Seat sizing scales with the stage width via container query fallback
|
|
||||||
(clamp on viewport). */
|
|
||||||
--seat-size: clamp(96px, 13vw, 138px);
|
|
||||||
--avatar-size: 44px;
|
|
||||||
}
|
|
||||||
|
|
||||||
* { box-sizing: border-box; }
|
|
||||||
|
|
||||||
body {
|
|
||||||
min-height: 100vh;
|
|
||||||
margin: 0;
|
|
||||||
color: var(--ink);
|
|
||||||
/* Pixel-art monospace stack — keeps numerals crisp & blocky. */
|
|
||||||
font-family: "Courier New", "Lucida Console", "Press Start 2P", monospace;
|
|
||||||
font-size: 13px;
|
|
||||||
letter-spacing: 0.2px;
|
|
||||||
background:
|
|
||||||
/* Tiny noise made from offset diagonals for that CRT pixel-grid feel. */
|
|
||||||
linear-gradient(45deg, rgba(255,255,255,0.025) 25%, transparent 25%) 0 0 / 8px 8px,
|
|
||||||
linear-gradient(135deg, rgba(255,255,255,0.025) 25%, transparent 25%) 0 0 / 8px 8px,
|
|
||||||
radial-gradient(ellipse at 50% 0%, #2a1f1a 0%, #14100e 60%, #0d0a08 100%);
|
|
||||||
image-rendering: pixelated;
|
|
||||||
-webkit-font-smoothing: none;
|
|
||||||
-moz-osx-font-smoothing: grayscale;
|
|
||||||
}
|
|
||||||
|
|
||||||
button, input, select { font: inherit; }
|
|
||||||
|
|
||||||
/* ---------- Buttons (chunky pixel "press" feel) ---------- */
|
|
||||||
button, .file-btn {
|
|
||||||
min-height: 42px;
|
|
||||||
border: var(--pixel) solid #17100d;
|
|
||||||
color: var(--ink);
|
|
||||||
background: #3a2b24;
|
|
||||||
box-shadow:
|
|
||||||
inset -3px -3px 0 rgba(0,0,0,0.35),
|
|
||||||
inset 3px 3px 0 rgba(255,255,255,0.08),
|
|
||||||
0 4px 0 #120d0b;
|
|
||||||
cursor: pointer;
|
|
||||||
transition: transform 90ms steps(2), filter 90ms steps(2);
|
|
||||||
}
|
|
||||||
button:hover, .file-btn:hover { filter: brightness(1.12); }
|
|
||||||
button:active, .file-btn:active {
|
|
||||||
transform: translateY(3px);
|
|
||||||
box-shadow:
|
|
||||||
inset -3px -3px 0 rgba(0,0,0,0.35),
|
|
||||||
inset 3px 3px 0 rgba(255,255,255,0.08),
|
|
||||||
0 1px 0 #120d0b;
|
|
||||||
}
|
|
||||||
button:disabled { opacity: 0.4; cursor: not-allowed; }
|
|
||||||
|
|
||||||
input, select {
|
|
||||||
width: 100%;
|
|
||||||
min-height: 40px;
|
|
||||||
border: 2px solid var(--line);
|
|
||||||
border-radius: 0;
|
|
||||||
color: var(--ink);
|
|
||||||
background: #15110f;
|
|
||||||
padding: 9px 10px;
|
|
||||||
outline: none;
|
|
||||||
}
|
|
||||||
input:focus, select:focus { border-color: var(--gold); }
|
|
||||||
|
|
||||||
/* ---------- Shell / Topbar ---------- */
|
|
||||||
.app-shell {
|
|
||||||
width: min(1640px, 100%);
|
|
||||||
margin: 0 auto;
|
|
||||||
padding: 18px;
|
|
||||||
}
|
|
||||||
|
|
||||||
.topbar {
|
|
||||||
display: flex;
|
|
||||||
justify-content: space-between;
|
|
||||||
align-items: center;
|
|
||||||
gap: 16px;
|
|
||||||
padding: 14px 16px;
|
|
||||||
border: var(--pixel) solid #49382e;
|
|
||||||
background:
|
|
||||||
linear-gradient(180deg, #322620 0%, #1f1715 100%);
|
|
||||||
box-shadow: 0 8px 0 #0d0908, 0 18px 34px var(--shadow);
|
|
||||||
}
|
|
||||||
|
|
||||||
.brand-lockup { display: flex; gap: 14px; align-items: center; min-width: 0; }
|
|
||||||
.brand-meta { min-width: 0; }
|
|
||||||
|
|
||||||
.chip-mark {
|
|
||||||
display: grid;
|
|
||||||
place-items: center;
|
|
||||||
width: 58px;
|
|
||||||
height: 58px;
|
|
||||||
flex: 0 0 auto;
|
|
||||||
border: 4px dashed #fff4bc;
|
|
||||||
border-radius: 50%;
|
|
||||||
color: #20130b;
|
|
||||||
background: radial-gradient(circle, #ffe28a 0 42%, #c73f3d 43% 100%);
|
|
||||||
font-weight: 900;
|
|
||||||
text-shadow: 1px 1px 0 rgba(255,255,255,0.45);
|
|
||||||
/* Slow 8-bit chip rotation when idle for a touch of life. */
|
|
||||||
animation: chipSpin 6s linear infinite;
|
|
||||||
}
|
|
||||||
|
|
||||||
h1, h2, p { margin: 0; }
|
|
||||||
h1 { font-size: clamp(18px, 2.3vw, 28px); }
|
|
||||||
h2 { margin-bottom: 12px; color: var(--gold); font-size: 15px; }
|
|
||||||
|
|
||||||
#subtitle { margin-top: 5px; color: var(--ink-dim); font-size: 12px; }
|
|
||||||
|
|
||||||
.status-strip {
|
|
||||||
display: flex;
|
|
||||||
flex-wrap: wrap;
|
|
||||||
justify-content: flex-end;
|
|
||||||
gap: 8px;
|
|
||||||
}
|
|
||||||
|
|
||||||
/* Generic pixel "tag" badge — shared by status, hand, pot, etc. */
|
|
||||||
.badge {
|
|
||||||
display: inline-block;
|
|
||||||
border: 2px solid #16100d;
|
|
||||||
padding: 7px 10px;
|
|
||||||
color: #1b120c;
|
|
||||||
font-weight: 700;
|
|
||||||
white-space: nowrap;
|
|
||||||
box-shadow: inset -2px -2px 0 rgba(0,0,0,0.18);
|
|
||||||
}
|
|
||||||
.badge-gold { background: var(--gold); }
|
|
||||||
.badge-blue { background: var(--blue); color: #0f1c2e; }
|
|
||||||
|
|
||||||
/* ---------- Layout Grid ---------- */
|
|
||||||
/* Desktop: stage in middle, controls left, events right. The stage column
|
|
||||||
is the dominant area (1.4fr) so the table breathes. */
|
|
||||||
.layout-grid {
|
|
||||||
display: grid;
|
|
||||||
grid-template-columns: minmax(260px, 320px) minmax(0, 1.4fr) minmax(280px, 340px);
|
|
||||||
grid-template-areas: "controls stage events";
|
|
||||||
gap: 16px;
|
|
||||||
margin-top: 18px;
|
|
||||||
align-items: start;
|
|
||||||
}
|
|
||||||
.control-panel { grid-area: controls; display: grid; gap: 14px; }
|
|
||||||
.stage-zone { grid-area: stage; min-width: 0; }
|
|
||||||
.event-panel { grid-area: events; display: grid; gap: 14px; }
|
|
||||||
|
|
||||||
/* ---------- Panel sections (the chunky bordered cards) ---------- */
|
|
||||||
.panel-section {
|
|
||||||
border: var(--pixel) solid #49382e;
|
|
||||||
background: linear-gradient(180deg, var(--panel-2), var(--panel));
|
|
||||||
padding: 14px;
|
|
||||||
box-shadow: 0 7px 0 #0e0a08, 0 14px 26px var(--shadow);
|
|
||||||
}
|
|
||||||
.panel-section label {
|
|
||||||
display: grid;
|
|
||||||
gap: 6px;
|
|
||||||
margin-bottom: 10px;
|
|
||||||
color: var(--ink-dim);
|
|
||||||
font-size: 12px;
|
|
||||||
}
|
|
||||||
|
|
||||||
.button-row, .transport-row, .auto-grid { display: grid; gap: 9px; }
|
|
||||||
.button-row { grid-template-columns: 1fr 1fr; }
|
|
||||||
.transport-row { grid-template-columns: repeat(4, minmax(42px, 1fr)); }
|
|
||||||
.auto-grid { grid-template-columns: 1fr 86px; align-items: end; }
|
|
||||||
|
|
||||||
.toggle-line { display: flex !important; flex-direction: row; align-items: center; min-height: 40px; }
|
|
||||||
.toggle-line input { width: auto; min-height: auto; accent-color: var(--gold); }
|
|
||||||
|
|
||||||
.primary-btn { color: #1b120c; background: var(--gold); }
|
|
||||||
|
|
||||||
.file-btn {
|
|
||||||
display: grid; place-items: center; text-align: center;
|
|
||||||
position: relative; overflow: hidden;
|
|
||||||
}
|
|
||||||
.file-btn input { position: absolute; inset: 0; opacity: 0; cursor: pointer; }
|
|
||||||
|
|
||||||
.progress-wrap {
|
|
||||||
height: 12px; margin-top: 14px;
|
|
||||||
border: 2px solid #120d0b; background: #14100e;
|
|
||||||
}
|
|
||||||
#progressBar {
|
|
||||||
width: 0; height: 100%;
|
|
||||||
background: linear-gradient(90deg, var(--red), var(--gold), var(--green));
|
|
||||||
transition: width 220ms linear;
|
|
||||||
}
|
|
||||||
|
|
||||||
.stat-list { display: grid; gap: 8px; margin: 0; }
|
|
||||||
.stat-list div {
|
|
||||||
display: flex; justify-content: space-between; gap: 12px;
|
|
||||||
border-bottom: 1px solid rgba(255,255,255,0.08);
|
|
||||||
padding-bottom: 7px;
|
|
||||||
}
|
|
||||||
.stat-list dt { color: var(--ink-dim); }
|
|
||||||
.stat-list dd { margin: 0; text-align: right; }
|
|
||||||
|
|
||||||
/* ---------- Stage zone ---------- */
|
|
||||||
.stage-head {
|
|
||||||
display: flex; justify-content: space-between; align-items: center;
|
|
||||||
gap: 10px; margin-bottom: 12px;
|
|
||||||
}
|
|
||||||
.stage-head-left { display: flex; gap: 10px; align-items: center; min-width: 0; }
|
|
||||||
#streetLabel { font-size: clamp(16px, 2vw, 22px); color: var(--ink); }
|
|
||||||
|
|
||||||
/* The poker-table is the positioning context for seats. Its overflow MUST
|
|
||||||
stay visible so seats placed near the table edges (and their speech
|
|
||||||
bubbles) can extend slightly outside the green felt without being clipped.
|
|
||||||
The visual clipping is handled by .felt-shell instead. */
|
|
||||||
.poker-table {
|
|
||||||
position: relative;
|
|
||||||
/* Reserve vertical breathing room above/below the felt for seats that
|
|
||||||
visually sit on the rail and for speech bubbles. */
|
|
||||||
padding: 70px 12px 80px;
|
|
||||||
/* Explicit responsive height — required because seats and felt are
|
|
||||||
absolutely positioned and the inner content (community area) is
|
|
||||||
center-aligned. clamp() keeps it usable from 640px to ~820px. */
|
|
||||||
height: clamp(620px, 64vw, 820px);
|
|
||||||
overflow: visible;
|
|
||||||
}
|
|
||||||
|
|
||||||
/* Felt shell — actual visible green table. Absolutely positioned and
|
|
||||||
inset within poker-table so seats/bubbles can spill outside. */
|
|
||||||
.felt-shell {
|
|
||||||
position: absolute;
|
|
||||||
inset: 60px 0 70px;
|
|
||||||
border: 6px solid var(--felt-rail);
|
|
||||||
border-radius: 46% / 36%;
|
|
||||||
background: var(--felt-rail-dark);
|
|
||||||
box-shadow:
|
|
||||||
inset 0 0 0 10px var(--felt-rail),
|
|
||||||
inset 0 0 0 16px #2c1b12,
|
|
||||||
0 10px 0 #130c09,
|
|
||||||
0 24px 44px var(--shadow);
|
|
||||||
overflow: hidden;
|
|
||||||
pointer-events: none;
|
|
||||||
}
|
|
||||||
.felt-rail {
|
|
||||||
/* Decorative pixel "studs" running along the rail. */
|
|
||||||
position: absolute; inset: -2px;
|
|
||||||
background:
|
|
||||||
repeating-linear-gradient(90deg,
|
|
||||||
transparent 0 22px, rgba(255,220,160,0.18) 22px 24px),
|
|
||||||
repeating-linear-gradient(0deg,
|
|
||||||
transparent 0 22px, rgba(255,220,160,0.18) 22px 24px);
|
|
||||||
mix-blend-mode: screen;
|
|
||||||
opacity: 0.4;
|
|
||||||
}
|
|
||||||
.felt-surface {
|
|
||||||
position: absolute;
|
|
||||||
inset: 12px;
|
|
||||||
border-radius: 44% / 32%;
|
|
||||||
background:
|
|
||||||
radial-gradient(ellipse at 50% 50%, var(--felt-light) 0%, var(--felt) 38%, var(--felt-dark) 100%);
|
|
||||||
overflow: hidden;
|
|
||||||
}
|
|
||||||
.felt-grid {
|
|
||||||
position: absolute; inset: 0;
|
|
||||||
opacity: 0.18;
|
|
||||||
/* 1px-wide pixel grid for the felt — gives a chess-board-like 8-bit feel. */
|
|
||||||
background:
|
|
||||||
linear-gradient(90deg, transparent calc(100% - 2px), rgba(255,255,255,0.4) 0) 0 0 / 28px 28px,
|
|
||||||
linear-gradient(180deg, transparent calc(100% - 2px), rgba(255,255,255,0.28) 0) 0 0 / 28px 28px;
|
|
||||||
image-rendering: pixelated;
|
|
||||||
}
|
|
||||||
.felt-glow {
|
|
||||||
position: absolute; inset: 0;
|
|
||||||
background: radial-gradient(ellipse at 50% 45%, rgba(255,255,255,0.18), transparent 55%);
|
|
||||||
pointer-events: none;
|
|
||||||
}
|
|
||||||
.felt-mark {
|
|
||||||
position: absolute;
|
|
||||||
left: 50%; top: 50%;
|
|
||||||
transform: translate(-50%, -50%);
|
|
||||||
font-size: clamp(48px, 7vw, 96px);
|
|
||||||
font-weight: 900;
|
|
||||||
color: rgba(0,0,0,0.18);
|
|
||||||
letter-spacing: 6px;
|
|
||||||
text-shadow: 2px 2px 0 rgba(255,255,255,0.06);
|
|
||||||
user-select: none;
|
|
||||||
}
|
|
||||||
|
|
||||||
/* ---------- Community area (board + message) ---------- */
|
|
||||||
.community-area {
|
|
||||||
position: absolute;
|
|
||||||
left: 50%;
|
|
||||||
top: 50%;
|
|
||||||
transform: translate(-50%, -50%);
|
|
||||||
width: min(60%, 560px);
|
|
||||||
display: grid;
|
|
||||||
justify-items: center;
|
|
||||||
gap: 14px;
|
|
||||||
z-index: 3;
|
|
||||||
pointer-events: none;
|
|
||||||
}
|
|
||||||
|
|
||||||
.card-row {
|
|
||||||
display: flex;
|
|
||||||
justify-content: center;
|
|
||||||
gap: clamp(6px, 1vw, 12px);
|
|
||||||
min-height: 76px;
|
|
||||||
}
|
|
||||||
.card-row.board { min-height: 92px; }
|
|
||||||
|
|
||||||
/* ---------- Cards ---------- */
|
|
||||||
.card {
|
|
||||||
display: grid;
|
|
||||||
grid-template-rows: auto 1fr auto;
|
|
||||||
width: clamp(48px, 5.4vw, 70px);
|
|
||||||
height: clamp(66px, 7.4vw, 96px);
|
|
||||||
border: 3px solid #1c1411;
|
|
||||||
background: #fff7df;
|
|
||||||
color: #17100d;
|
|
||||||
padding: 4px 6px;
|
|
||||||
box-shadow:
|
|
||||||
inset -2px -2px 0 rgba(0,0,0,0.12),
|
|
||||||
inset 2px 2px 0 rgba(255,255,255,0.6),
|
|
||||||
0 5px 0 rgba(0,0,0,0.42);
|
|
||||||
transform-origin: center;
|
|
||||||
animation: cardDeal 520ms cubic-bezier(.2,.9,.2,1);
|
|
||||||
font-family: "Courier New", monospace;
|
|
||||||
}
|
|
||||||
.card.red { color: #b92732; }
|
|
||||||
.card.back {
|
|
||||||
background:
|
|
||||||
/* 8-bit checker pattern for card back. */
|
|
||||||
linear-gradient(45deg, #2d579a 25%, transparent 25%) 0 0 / 8px 8px,
|
|
||||||
linear-gradient(-45deg, #2d579a 25%, transparent 25%) 0 0 / 8px 8px,
|
|
||||||
linear-gradient(45deg, transparent 75%, #2d579a 75%) 0 0 / 8px 8px,
|
|
||||||
linear-gradient(-45deg, transparent 75%, #2d579a 75%) 0 0 / 8px 8px,
|
|
||||||
#173a72;
|
|
||||||
}
|
|
||||||
.card .rank { font-size: clamp(12px, 1.2vw, 16px); font-weight: 900; line-height: 1; }
|
|
||||||
.card .suit { display: grid; place-items: center; font-size: clamp(18px, 2vw, 28px); }
|
|
||||||
.card .rank.bottom { transform: rotate(180deg); justify-self: end; }
|
|
||||||
|
|
||||||
.table-message {
|
|
||||||
min-height: 32px;
|
|
||||||
max-width: min(540px, 82%);
|
|
||||||
border: 3px solid #14100d;
|
|
||||||
padding: 8px 12px;
|
|
||||||
color: #1b120c;
|
|
||||||
background: #ffe28a;
|
|
||||||
text-align: center;
|
|
||||||
box-shadow: 0 4px 0 rgba(0,0,0,0.38);
|
|
||||||
}
|
|
||||||
|
|
||||||
/* ---------- Seats ---------- */
|
|
||||||
.seat-layer {
|
|
||||||
position: absolute;
|
|
||||||
inset: 0;
|
|
||||||
z-index: 4;
|
|
||||||
pointer-events: none;
|
|
||||||
}
|
|
||||||
|
|
||||||
.seat {
|
|
||||||
--x: 50%;
|
|
||||||
--y: 50%;
|
|
||||||
position: absolute;
|
|
||||||
left: var(--x);
|
|
||||||
top: var(--y);
|
|
||||||
width: var(--seat-size);
|
|
||||||
transform: translate(-50%, -50%);
|
|
||||||
transition: transform 220ms steps(4), filter 220ms ease;
|
|
||||||
pointer-events: auto;
|
|
||||||
}
|
|
||||||
|
|
||||||
/* Active seat — slight lift + glow + sprite "hop" animation. */
|
|
||||||
.seat.active {
|
|
||||||
filter: drop-shadow(0 0 14px rgba(240,182,77,0.85));
|
|
||||||
z-index: 6;
|
|
||||||
}
|
|
||||||
.seat.active .avatar { animation: avatarHop 520ms ease; }
|
|
||||||
|
|
||||||
.seat.folded { opacity: 0.55; filter: grayscale(0.6); }
|
|
||||||
.seat.folded .avatar { transform: rotate(-8deg); }
|
|
||||||
|
|
||||||
/* Action-driven sprite reactions (added by JS as transient classes). */
|
|
||||||
.seat.act-fold .avatar { animation: avatarFold 600ms ease forwards; }
|
|
||||||
.seat.act-bet .avatar,
|
|
||||||
.seat.act-raise .avatar,
|
|
||||||
.seat.act-all_in .avatar { animation: avatarShake 480ms ease; }
|
|
||||||
.seat.act-call .avatar,
|
|
||||||
.seat.act-check .avatar { animation: avatarNod 480ms ease; }
|
|
||||||
.seat.act-award .avatar { animation: avatarCheer 900ms ease; }
|
|
||||||
|
|
||||||
/* Speech bubble — placed above the seat by default; below for top seats so
|
|
||||||
it does not punch out of the table viewport. */
|
|
||||||
.speech {
|
|
||||||
position: absolute;
|
|
||||||
left: 50%;
|
|
||||||
bottom: calc(100% + 8px);
|
|
||||||
min-width: 72px;
|
|
||||||
max-width: 160px;
|
|
||||||
transform: translateX(-50%);
|
|
||||||
border: 3px solid #160f0c;
|
|
||||||
padding: 6px 10px;
|
|
||||||
color: #1a110b;
|
|
||||||
background: #fff2b7;
|
|
||||||
text-align: center;
|
|
||||||
font-weight: 700;
|
|
||||||
font-size: 12px;
|
|
||||||
box-shadow: 0 4px 0 rgba(0,0,0,0.38);
|
|
||||||
animation: bubblePop 380ms ease;
|
|
||||||
z-index: 8;
|
|
||||||
white-space: nowrap;
|
|
||||||
overflow: hidden;
|
|
||||||
text-overflow: ellipsis;
|
|
||||||
}
|
|
||||||
/* Bubble tail — pixel-art triangle made from a rotated solid square. */
|
|
||||||
.speech::after {
|
|
||||||
content: "";
|
|
||||||
position: absolute;
|
|
||||||
left: 50%; top: 100%;
|
|
||||||
transform: translate(-50%, -3px) rotate(45deg);
|
|
||||||
width: 12px; height: 12px;
|
|
||||||
background: #fff2b7;
|
|
||||||
border-right: 3px solid #160f0c;
|
|
||||||
border-bottom: 3px solid #160f0c;
|
|
||||||
}
|
|
||||||
/* For top-row seats, flip the bubble below so it does not get clipped. */
|
|
||||||
.seat.seat-top .speech {
|
|
||||||
bottom: auto;
|
|
||||||
top: calc(100% + 8px);
|
|
||||||
}
|
|
||||||
.seat.seat-top .speech::after {
|
|
||||||
top: auto; bottom: 100%;
|
|
||||||
transform: translate(-50%, 3px) rotate(225deg);
|
|
||||||
}
|
|
||||||
/* Color the bubble by action category. */
|
|
||||||
.speech.kind-fold { background: #d8d2bc; }
|
|
||||||
.speech.kind-call,
|
|
||||||
.speech.kind-check { background: #c2e6c8; }
|
|
||||||
.speech.kind-bet,
|
|
||||||
.speech.kind-raise,
|
|
||||||
.speech.kind-all_in { background: #ffc7a8; color: #5a1f0a; }
|
|
||||||
.speech.kind-award { background: #ffe28a; }
|
|
||||||
|
|
||||||
/* Player name+avatar+stack box. */
|
|
||||||
.player-box {
|
|
||||||
border: 3px solid #15100d;
|
|
||||||
background: linear-gradient(180deg, #423128, #261c18);
|
|
||||||
padding: 8px;
|
|
||||||
box-shadow:
|
|
||||||
inset -3px -3px 0 rgba(0,0,0,0.35),
|
|
||||||
inset 3px 3px 0 rgba(255,255,255,0.08),
|
|
||||||
0 6px 0 #120d0b;
|
|
||||||
position: relative;
|
|
||||||
}
|
|
||||||
|
|
||||||
.player-head {
|
|
||||||
display: grid;
|
|
||||||
grid-template-columns: var(--avatar-size) 1fr auto;
|
|
||||||
gap: 8px;
|
|
||||||
align-items: center;
|
|
||||||
min-width: 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
/* Avatar — wraps an inline SVG pixel-art portrait generated by JS. The SVG
|
|
||||||
is an 8x8 grid of <rect> elements; the host element only provides the
|
|
||||||
square frame, border, and animation hook. */
|
|
||||||
.avatar {
|
|
||||||
width: var(--avatar-size);
|
|
||||||
height: var(--avatar-size);
|
|
||||||
flex: 0 0 auto;
|
|
||||||
position: relative;
|
|
||||||
border: 2px solid #15100d;
|
|
||||||
background: #211814;
|
|
||||||
image-rendering: pixelated;
|
|
||||||
display: grid;
|
|
||||||
place-items: stretch;
|
|
||||||
overflow: hidden;
|
|
||||||
box-shadow: inset -2px -2px 0 rgba(0,0,0,0.35);
|
|
||||||
}
|
|
||||||
.avatar svg {
|
|
||||||
width: 100%;
|
|
||||||
height: 100%;
|
|
||||||
display: block;
|
|
||||||
shape-rendering: crispEdges;
|
|
||||||
}
|
|
||||||
|
|
||||||
.player-name {
|
|
||||||
min-width: 0;
|
|
||||||
overflow: hidden;
|
|
||||||
text-overflow: ellipsis;
|
|
||||||
white-space: nowrap;
|
|
||||||
font-weight: 900;
|
|
||||||
font-size: 12px;
|
|
||||||
color: var(--ink);
|
|
||||||
}
|
|
||||||
|
|
||||||
.dealer {
|
|
||||||
display: none;
|
|
||||||
flex: 0 0 auto;
|
|
||||||
border: 2px solid #130e0b;
|
|
||||||
padding: 2px 6px;
|
|
||||||
color: #17100d;
|
|
||||||
background: var(--gold);
|
|
||||||
font-weight: 900;
|
|
||||||
font-size: 11px;
|
|
||||||
}
|
|
||||||
.seat.dealer-seat .dealer { display: inline-block; }
|
|
||||||
|
|
||||||
.player-meta {
|
|
||||||
display: flex;
|
|
||||||
justify-content: space-between;
|
|
||||||
gap: 8px;
|
|
||||||
margin-top: 6px;
|
|
||||||
font-size: 11px;
|
|
||||||
}
|
|
||||||
.stack { color: var(--green); }
|
|
||||||
.bet { min-height: 14px; color: var(--gold); }
|
|
||||||
|
|
||||||
.hole-cards {
|
|
||||||
justify-content: flex-start;
|
|
||||||
min-height: 38px;
|
|
||||||
margin-top: 6px;
|
|
||||||
gap: 4px;
|
|
||||||
}
|
|
||||||
.hole-cards .card {
|
|
||||||
width: clamp(26px, 2.8vw, 36px);
|
|
||||||
height: clamp(36px, 4vw, 50px);
|
|
||||||
padding: 2px 3px;
|
|
||||||
border-width: 2px;
|
|
||||||
box-shadow:
|
|
||||||
inset -1px -1px 0 rgba(0,0,0,0.12),
|
|
||||||
inset 1px 1px 0 rgba(255,255,255,0.6),
|
|
||||||
0 3px 0 rgba(0,0,0,0.42);
|
|
||||||
}
|
|
||||||
.hole-cards .card .rank { font-size: 10px; }
|
|
||||||
.hole-cards .card .suit { font-size: 14px; }
|
|
||||||
|
|
||||||
/* Chip stack indicator drawn near the player's bet (gives action visual
|
|
||||||
weight even before the bubble). */
|
|
||||||
.chip-pile {
|
|
||||||
position: absolute;
|
|
||||||
left: 50%;
|
|
||||||
top: -14px;
|
|
||||||
transform: translateX(-50%);
|
|
||||||
display: flex;
|
|
||||||
gap: 2px;
|
|
||||||
pointer-events: none;
|
|
||||||
opacity: 0;
|
|
||||||
transition: opacity 200ms steps(2);
|
|
||||||
}
|
|
||||||
.chip-pile.visible { opacity: 1; }
|
|
||||||
.chip-pile .chip {
|
|
||||||
width: 12px; height: 12px;
|
|
||||||
border-radius: 50%;
|
|
||||||
border: 2px solid #160f0c;
|
|
||||||
background: var(--gold);
|
|
||||||
box-shadow: 0 2px 0 rgba(0,0,0,0.5);
|
|
||||||
}
|
|
||||||
.chip-pile .chip:nth-child(2) { background: var(--red); }
|
|
||||||
.chip-pile .chip:nth-child(3) { background: var(--blue); }
|
|
||||||
|
|
||||||
/* ---------- Event log ---------- */
|
|
||||||
.event-panel .panel-section { display: flex; flex-direction: column; }
|
|
||||||
.event-log {
|
|
||||||
display: grid;
|
|
||||||
gap: 8px;
|
|
||||||
/* Use viewport-relative max-height for desktop, with a fallback minimum
|
|
||||||
so the log never collapses to nothing. The actual scrollable height is
|
|
||||||
plenty for 20+ events while still aligning with the table's height. */
|
|
||||||
max-height: clamp(420px, 70vh, 760px);
|
|
||||||
overflow: auto;
|
|
||||||
margin: 0;
|
|
||||||
padding: 0 4px 0 26px;
|
|
||||||
scrollbar-width: thin;
|
|
||||||
scrollbar-color: var(--gold-dark) #1a1310;
|
|
||||||
}
|
|
||||||
.event-log::-webkit-scrollbar { width: 10px; }
|
|
||||||
.event-log::-webkit-scrollbar-track { background: #1a1310; }
|
|
||||||
.event-log::-webkit-scrollbar-thumb {
|
|
||||||
background: var(--gold-dark);
|
|
||||||
border: 2px solid #1a1310;
|
|
||||||
}
|
|
||||||
.event-log li {
|
|
||||||
border-left: 4px solid var(--line);
|
|
||||||
padding: 7px 8px;
|
|
||||||
color: var(--ink-dim);
|
|
||||||
background: rgba(0,0,0,0.18);
|
|
||||||
word-break: break-word;
|
|
||||||
white-space: normal;
|
|
||||||
line-height: 1.4;
|
|
||||||
}
|
|
||||||
.event-log li.current {
|
|
||||||
border-color: var(--gold);
|
|
||||||
color: var(--ink);
|
|
||||||
background: rgba(240,182,77,0.14);
|
|
||||||
box-shadow: inset 2px 0 0 var(--gold);
|
|
||||||
}
|
|
||||||
.event-log li.past { opacity: 0.85; }
|
|
||||||
|
|
||||||
/* ---------- Animations ---------- */
|
|
||||||
@keyframes cardDeal {
|
|
||||||
from { opacity: 0; transform: translateY(-18px) rotate(-6deg) scale(0.86); }
|
|
||||||
to { opacity: 1; transform: translateY(0) rotate(0) scale(1); }
|
|
||||||
}
|
|
||||||
@keyframes bubblePop {
|
|
||||||
from { opacity: 0; transform: translate(-50%, 8px) scale(0.8); }
|
|
||||||
to { opacity: 1; transform: translate(-50%, 0) scale(1); }
|
|
||||||
}
|
|
||||||
@keyframes chipSpin {
|
|
||||||
0%, 90%, 100% { transform: rotate(0); }
|
|
||||||
95% { transform: rotate(8deg); }
|
|
||||||
}
|
|
||||||
@keyframes avatarHop {
|
|
||||||
0%, 100% { transform: translateY(0); }
|
|
||||||
40% { transform: translateY(-6px); }
|
|
||||||
70% { transform: translateY(-2px); }
|
|
||||||
}
|
|
||||||
@keyframes avatarShake {
|
|
||||||
0%, 100% { transform: translateX(0); }
|
|
||||||
20% { transform: translateX(-3px) rotate(-3deg); }
|
|
||||||
40% { transform: translateX(3px) rotate(3deg); }
|
|
||||||
60% { transform: translateX(-2px) rotate(-2deg); }
|
|
||||||
80% { transform: translateX(2px) rotate(2deg); }
|
|
||||||
}
|
|
||||||
@keyframes avatarNod {
|
|
||||||
0%, 100% { transform: translateY(0); }
|
|
||||||
50% { transform: translateY(3px); }
|
|
||||||
}
|
|
||||||
@keyframes avatarFold {
|
|
||||||
0% { transform: rotate(0) translateY(0); }
|
|
||||||
100% { transform: rotate(-12deg) translateY(2px); }
|
|
||||||
}
|
|
||||||
@keyframes avatarCheer {
|
|
||||||
0%, 100% { transform: translateY(0) rotate(0); }
|
|
||||||
20% { transform: translateY(-8px) rotate(-6deg); }
|
|
||||||
50% { transform: translateY(-4px) rotate(6deg); }
|
|
||||||
80% { transform: translateY(-6px) rotate(-3deg); }
|
|
||||||
}
|
|
||||||
|
|
||||||
/* =========================================================================
|
|
||||||
Responsive breakpoints
|
|
||||||
- Tablet (<=1180px): drop to 2 columns. Stage on top spans full width;
|
|
||||||
controls + events sit side-by-side underneath.
|
|
||||||
- Mobile (<=760px): single column; stage first, then controls, then log.
|
|
||||||
========================================================================= */
|
|
||||||
|
|
||||||
@media (max-width: 1180px) {
|
|
||||||
.layout-grid {
|
|
||||||
grid-template-columns: minmax(260px, 1fr) minmax(260px, 1fr);
|
|
||||||
grid-template-areas:
|
|
||||||
"stage stage"
|
|
||||||
"controls events";
|
|
||||||
}
|
|
||||||
.event-log { max-height: 360px; }
|
|
||||||
:root { --seat-size: clamp(96px, 16vw, 130px); }
|
|
||||||
}
|
|
||||||
|
|
||||||
@media (max-width: 760px) {
|
|
||||||
.app-shell { padding: 10px; }
|
|
||||||
.topbar {
|
|
||||||
display: grid;
|
|
||||||
grid-template-columns: 1fr;
|
|
||||||
}
|
|
||||||
.status-strip { justify-content: flex-start; }
|
|
||||||
|
|
||||||
.layout-grid {
|
|
||||||
grid-template-columns: 1fr;
|
|
||||||
grid-template-areas:
|
|
||||||
"stage"
|
|
||||||
"controls"
|
|
||||||
"events";
|
|
||||||
}
|
|
||||||
|
|
||||||
.stage-head {
|
|
||||||
flex-wrap: wrap;
|
|
||||||
}
|
|
||||||
|
|
||||||
.poker-table {
|
|
||||||
padding: 56px 4px 64px;
|
|
||||||
height: 600px;
|
|
||||||
}
|
|
||||||
.felt-shell {
|
|
||||||
inset: 48px 0 56px;
|
|
||||||
border-radius: 28px;
|
|
||||||
}
|
|
||||||
.felt-surface { border-radius: 22px; }
|
|
||||||
|
|
||||||
.community-area { width: min(76%, 420px); }
|
|
||||||
|
|
||||||
.event-log { max-height: 240px; }
|
|
||||||
|
|
||||||
:root {
|
|
||||||
--seat-size: clamp(86px, 30vw, 120px);
|
|
||||||
--avatar-size: 36px;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/* Reduce-motion users get static sprites (no shake/hop). */
|
|
||||||
@media (prefers-reduced-motion: reduce) {
|
|
||||||
*, *::before, *::after { animation: none !important; transition: none !important; }
|
|
||||||
}
|
|
||||||
Reference in New Issue
Block a user