fix: refine card back rendering and update SkipBo layout coordinates
- Clip diagonal stripes in Phase10 and SkipBo card backs to prevent overflow. - Adjust slot coordinates for stock, discards, hand, and labels in SkipBo. - Add background rectangle to SkipBo stock count badge. - Apply consistent code formatting (spacing) across SkipBoGame.
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639b37c354
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@ -476,9 +476,12 @@ export default class Phase10Game extends Phaser.Scene {
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g.strokeRoundedRect(x, y, CARD_W, CARD_H, CARD_R);
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g.strokeRoundedRect(x, y, CARD_W, CARD_H, CARD_R);
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g.lineStyle(2, WILD_STRIPE, 0.5);
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g.lineStyle(2, WILD_STRIPE, 0.5);
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for (let s = -CARD_H; s < CARD_W; s += 14) {
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for (let s = -CARD_H; s < CARD_W; s += 14) {
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const t0 = Math.max(0, -s / CARD_H);
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const t1 = Math.min(1, (CARD_W - s) / CARD_H);
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if (t0 >= t1) continue;
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g.beginPath();
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g.beginPath();
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g.moveTo(x + s, y + CARD_H);
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g.moveTo(x + s + t0 * CARD_H, y + CARD_H * (1 - t0));
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g.lineTo(x + s + CARD_H, y);
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g.lineTo(x + s + t1 * CARD_H, y + CARD_H * (1 - t1));
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g.strokePath();
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g.strokePath();
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}
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}
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container.add(g);
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container.add(g);
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@ -69,11 +69,11 @@ function slotLayout(slot) {
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rotation: 0,
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rotation: 0,
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stock: { x: 460, y: 950 },
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stock: { x: 460, y: 950 },
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discards: [{ x: 630, y: 950 }, { x: 750, y: 950 }, { x: 870, y: 950 }, { x: 990, y: 950 }],
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discards: [{ x: 630, y: 950 }, { x: 750, y: 950 }, { x: 870, y: 950 }, { x: 990, y: 950 }],
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handStart:{ x: 1110, y: 950 },
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handStart: { x: 1110, y: 975 },
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handAxis: 'x',
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handAxis: 'x',
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portrait: { x: 320, y: 950, r: 60 },
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portrait: { x: 320, y: 950, r: 60 },
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nameLabel: { x: 320, y: 1030 },
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nameLabel: { x: 320, y: 1030 },
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stockCntPos: { x: 460, y: 880 },
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stockCntPos: { x: 460, y: 855 },
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rotateCards: 0,
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rotateCards: 0,
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outlineRotation: 0,
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outlineRotation: 0,
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};
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};
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@ -86,7 +86,7 @@ function slotLayout(slot) {
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handAxis: 'x',
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handAxis: 'x',
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portrait: { x: 420, y: 130, r: 60 },
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portrait: { x: 420, y: 130, r: 60 },
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nameLabel: { x: 420, y: 210 },
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nameLabel: { x: 420, y: 210 },
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stockCntPos: { x: 560, y: 60 },
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stockCntPos: { x: 560, y: 225 },
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rotateCards: 180,
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rotateCards: 180,
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outlineRotation: 0,
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outlineRotation: 0,
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};
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};
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@ -99,7 +99,7 @@ function slotLayout(slot) {
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handAxis: 'y-up', // hand fans upward toward 920..520
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handAxis: 'y-up', // hand fans upward toward 920..520
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portrait: { x: 100, y: 130, r: 56 },
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portrait: { x: 100, y: 130, r: 56 },
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nameLabel: { x: 100, y: 50 },
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nameLabel: { x: 100, y: 50 },
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stockCntPos:{ x: 180, y: 260 },
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stockCntPos: { x: 205, y: 260 },
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rotateCards: 90,
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rotateCards: 90,
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outlineRotation: 90,
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outlineRotation: 90,
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};
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};
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@ -112,7 +112,7 @@ function slotLayout(slot) {
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handAxis: 'y-up',
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handAxis: 'y-up',
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portrait: { x: 1820, y: 130, r: 56 },
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portrait: { x: 1820, y: 130, r: 56 },
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nameLabel: { x: 1820, y: 50 },
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nameLabel: { x: 1820, y: 50 },
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stockCntPos:{ x: 1740,y: 260 },
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stockCntPos: { x: 1715, y: 260 },
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rotateCards: 270,
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rotateCards: 270,
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outlineRotation: 90,
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outlineRotation: 90,
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};
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};
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@ -203,9 +203,11 @@ export default class SkipBoGame extends Phaser.Scene {
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const sRect = this.add.rectangle(layout.stock.x, layout.stock.y, CARD_W + 6, CARD_H + 6, 0x000000, 0.35)
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const sRect = this.add.rectangle(layout.stock.x, layout.stock.y, CARD_W + 6, CARD_H + 6, 0x000000, 0.35)
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.setStrokeStyle(2, COLORS.muted).setAngle(layout.outlineRotation).setDepth(D.pile);
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.setStrokeStyle(2, COLORS.muted).setAngle(layout.outlineRotation).setDepth(D.pile);
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// Stock count badge
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// Stock count badge
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this.add.rectangle(layout.stockCntPos.x, layout.stockCntPos.y, 52, 34, 0x000000, 0.55)
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.setDepth(D.ui);
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const sCnt = this.add.text(layout.stockCntPos.x, layout.stockCntPos.y, '0', {
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const sCnt = this.add.text(layout.stockCntPos.x, layout.stockCntPos.y, '0', {
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fontFamily: '"Julius Sans One"', fontSize: '26px', color: COLORS.accentHex, fontStyle: 'bold',
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fontFamily: '"Julius Sans One"', fontSize: '26px', color: COLORS.accentHex, fontStyle: 'bold',
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}).setOrigin(0.5).setDepth(D.ui);
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}).setOrigin(0.5).setDepth(D.ui + 1);
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this.stockPileObjs[seat] = { rect: sRect, count: sCnt, x: layout.stock.x, y: layout.stock.y };
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this.stockPileObjs[seat] = { rect: sRect, count: sCnt, x: layout.stock.x, y: layout.stock.y };
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if (seat === 0) {
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if (seat === 0) {
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@ -344,12 +346,15 @@ export default class SkipBoGame extends Phaser.Scene {
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g.fillRoundedRect(x, y, CARD_W, CARD_H, CARD_R);
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g.fillRoundedRect(x, y, CARD_W, CARD_H, CARD_R);
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g.lineStyle(3, WILD_STRIPE, 1);
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g.lineStyle(3, WILD_STRIPE, 1);
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g.strokeRoundedRect(x, y, CARD_W, CARD_H, CARD_R);
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g.strokeRoundedRect(x, y, CARD_W, CARD_H, CARD_R);
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// Diagonal stripes
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// Diagonal stripes — clipped to card bounds
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g.lineStyle(2, WILD_STRIPE, 0.5);
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g.lineStyle(2, WILD_STRIPE, 0.5);
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for (let s = -CARD_H; s < CARD_W; s += 14) {
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for (let s = -CARD_H; s < CARD_W; s += 14) {
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const t0 = Math.max(0, -s / CARD_H);
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const t1 = Math.min(1, (CARD_W - s) / CARD_H);
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if (t0 >= t1) continue;
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g.beginPath();
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g.beginPath();
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g.moveTo(x + s, y + CARD_H);
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g.moveTo(x + s + t0 * CARD_H, y + CARD_H * (1 - t0));
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g.lineTo(x + s + CARD_H, y);
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g.lineTo(x + s + t1 * CARD_H, y + CARD_H * (1 - t1));
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g.strokePath();
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g.strokePath();
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}
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}
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container.add(g);
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container.add(g);
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