feat(dominion): add animated deck/discard counters and refine turn SFX
- Track deck/discard pile counts during animations for real-time UI updates - Implement animated discard pile countdown when shuffling - Dynamically show/hide deck and discard piles based on animation state - Replace generic card SFX with specific sounds for buying treasures, purchasing, and dealing - Update Dominion card assets to align with new UI/audio feedback
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0536a261f6
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Before Width: | Height: | Size: 4.7 MiB After Width: | Height: | Size: 4.5 MiB |
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@ -101,6 +101,14 @@ export default class DominionGame extends Phaser.Scene {
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this._handFxGraphics = [];
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this._handFxTweens = [];
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this._supplyFxEmitters = [];
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this._deckAnimDisplay = null;
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this._discardAnimDisplay = null;
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this._liveDeckPile = null;
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this._liveDeckBadge = null;
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this._liveDeckCountText = null;
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this._liveDiscardPile = null;
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this._liveDiscardBadge = null;
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this._liveDiscardCountText = null;
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}
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create() {
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@ -153,6 +161,8 @@ export default class DominionGame extends Phaser.Scene {
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};
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this.gs = preDeal;
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this.render();
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this._deckAnimDisplay = preDeal.players[0].deck.length; // 10 before deal
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this._discardAnimDisplay = 0;
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this._animDrawCards(p0.hand, initialState);
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}
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@ -683,39 +693,52 @@ export default class DominionGame extends Phaser.Scene {
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renderCounts() {
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const gs = this.gs;
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const displayDeck = this._deckAnimDisplay ?? gs.players[0].deck.length;
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const displayDiscard = this._discardAnimDisplay ?? gs.players[0].discard.length;
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// Human deck — face-down card pile with count badge
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const deckPile = this.buildCardFace(HAND_W, HAND_H, null, { faceDown: true });
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deckPile.setPosition(DECK_PILE_X, DECK_PILE_Y).setDepth(D.hand);
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deckPile.setVisible(displayDeck > 0);
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this.dynamicLayer.add(deckPile);
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const deckCount = gs.players[0].deck.length;
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const dcBg = this.add.graphics();
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dcBg.fillStyle(0x000000, 0.72);
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dcBg.fillCircle(DECK_PILE_X, DECK_PILE_Y, 22);
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dcBg.lineStyle(2, COLORS.accent, 1);
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dcBg.strokeCircle(DECK_PILE_X, DECK_PILE_Y, 22);
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dcBg.setDepth(D.hand + 1);
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const dcText = this.add.text(DECK_PILE_X, DECK_PILE_Y, `${deckCount}`, {
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dcBg.setVisible(displayDeck > 0);
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const dcText = this.add.text(DECK_PILE_X, DECK_PILE_Y, `${displayDeck}`, {
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fontFamily: 'Righteous', fontSize: '22px', color: COLORS.textHex,
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}).setOrigin(0.5).setDepth(D.hand + 1);
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dcText.setVisible(displayDeck > 0);
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this.dynamicLayer.add(dcBg);
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this.dynamicLayer.add(dcText);
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this._liveDeckPile = deckPile;
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this._liveDeckBadge = dcBg;
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this._liveDeckCountText = dcText;
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// Human discard pile — face-down card with count badge
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const discardPile = this.buildCardFace(HAND_W, HAND_H, null, { faceDown: true });
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discardPile.setPosition(DISCARD_PILE_X, DISCARD_PILE_Y).setDepth(D.hand);
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discardPile.setVisible(displayDiscard > 0);
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this.dynamicLayer.add(discardPile);
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const discardCount = gs.players[0].discard.length;
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const dpBg = this.add.graphics();
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dpBg.fillStyle(0x000000, 0.72);
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dpBg.fillCircle(DISCARD_PILE_X, DISCARD_PILE_Y, 22);
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dpBg.lineStyle(2, COLORS.accent, 1);
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dpBg.strokeCircle(DISCARD_PILE_X, DISCARD_PILE_Y, 22);
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dpBg.setDepth(D.hand + 1);
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const dpText = this.add.text(DISCARD_PILE_X, DISCARD_PILE_Y, `${discardCount}`, {
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dpBg.setVisible(displayDiscard > 0);
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const dpText = this.add.text(DISCARD_PILE_X, DISCARD_PILE_Y, `${displayDiscard}`, {
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fontFamily: 'Righteous', fontSize: '22px', color: COLORS.textHex,
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}).setOrigin(0.5).setDepth(D.hand + 1);
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dpText.setVisible(displayDiscard > 0);
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this.dynamicLayer.add(dpBg);
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this.dynamicLayer.add(dpText);
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this._liveDiscardPile = discardPile;
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this._liveDiscardBadge = dpBg;
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this._liveDiscardCountText = dpText;
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this.opponents.forEach((opp, i) => {
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const seat = i + 1;
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@ -1017,7 +1040,13 @@ export default class DominionGame extends Phaser.Scene {
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this._suppressTurnUi = true;
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}
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const draws = (drawnCards.length > 0 && deckChanged) ? drawnCards : [];
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this._animDiscardThenDraw(allDiscarded, draws, s);
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const prevMe = prev.players[0];
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const hadShuffle = newLog.some(e => e.kind === 'shuffle' && e.seat === 0);
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this._deckAnimDisplay = prevMe.deck.length;
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this._discardAnimDisplay = prevMe.discard.length;
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this._animDiscardThenDraw(allDiscarded, draws, s, {
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hadShuffle, oldDeckCount: prevMe.deck.length, oldDiscardCount: prevMe.discard.length,
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});
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return;
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}
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@ -1034,7 +1063,13 @@ export default class DominionGame extends Phaser.Scene {
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}
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if (drawnCards.length > 0 && deckChanged) {
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this._animDrawCards(drawnCards, s);
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const prevMe2 = prev.players[0];
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const hadShuffle2 = newLog.some(e => e.kind === 'shuffle' && e.seat === 0);
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this._deckAnimDisplay = prevMe2.deck.length;
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this._discardAnimDisplay = prevMe2.discard.length;
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this._animDrawCards(drawnCards, s, {
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hadShuffle: hadShuffle2, oldDeckCount: prevMe2.deck.length, oldDiscardCount: prevMe2.discard.length,
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});
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return;
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}
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@ -1134,12 +1169,13 @@ export default class DominionGame extends Phaser.Scene {
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if (gs.phase === 'buy') {
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if (gs.players[seat].hand.some((c) => isType(c.id, 'treasure'))) {
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playSound(this, SFX.COINS);
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this.setState(playAllTreasures(gs));
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return;
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}
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const buy = AI.chooseBuy(gs, seat, skill);
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if (buy) {
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playSound(this, SFX.CARD_SHOW);
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playSound(this, SFX.PURCHASE);
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if (buy === 'province') this.portraits[seat]?.playEmotion?.('happy');
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this.setState(buyCard(gs, buy));
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} else {
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@ -1159,19 +1195,20 @@ export default class DominionGame extends Phaser.Scene {
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humanPlayTreasure(iid) {
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if (this.gs.pending || this.gs.turn !== 0 || this._animating) return;
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playSound(this, SFX.COINS);
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this.setState(playTreasure(this.gs, iid));
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}
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humanPlayTreasures() {
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if (this.gs.pending || this.gs.turn !== 0 || this._animating) return;
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playSound(this, SFX.CARD_PLACE);
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playSound(this, SFX.COINS);
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this.setState(playAllTreasures(this.gs));
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}
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humanBuy(id) {
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if (this.gs.pending || this.gs.turn !== 0 || this._animating) return;
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this._boughtThisTurn = true;
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playSound(this, SFX.CARD_SHOW);
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playSound(this, SFX.PURCHASE);
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this.setState(buyCard(this.gs, id));
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}
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@ -1577,6 +1614,7 @@ export default class DominionGame extends Phaser.Scene {
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const fu = this.buildCardFace(PLAY_W, PLAY_H, def);
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fu.setPosition(src.x, src.y).setScale(OPP_W / PLAY_W, OPP_H / PLAY_H);
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this.animLayer.add(fu);
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playSound(this, SFX.CARD_SHOW);
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this.tweens.add({
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targets: fu, x: tx, y: ty, scaleX: 1, scaleY: 1,
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duration: 350, ease: 'Cubic.easeOut',
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@ -1619,6 +1657,7 @@ export default class DominionGame extends Phaser.Scene {
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targets: mini, x: tx, y: ty, duration: 320, ease: 'Cubic.easeOut',
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onComplete: () => {
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mini.destroy();
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playSound(this, SFX.CARD_DEAL);
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if (tgt?.face) tgt.face.setAlpha(1);
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next();
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},
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@ -1713,7 +1752,7 @@ export default class DominionGame extends Phaser.Scene {
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// ── Draw animations ───────────────────────────────────────────────────────────
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_animDiscardThenDraw(discardedCards, drawnCards, newState) {
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_animDiscardThenDraw(discardedCards, drawnCards, newState, shuffleInfo = {}) {
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this._animating = true;
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// Capture positions + face sprite refs BEFORE any render wipes the arrays.
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@ -1731,6 +1770,14 @@ export default class DominionGame extends Phaser.Scene {
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let idx = 0;
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const animateNext = () => {
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// Each call after the first means the previous card just landed in the discard pile.
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if (idx > 0) {
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this._discardAnimDisplay = (this._discardAnimDisplay ?? 0) + 1;
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if (this._liveDiscardCountText?.active)
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this._liveDiscardCountText.setText(`${this._discardAnimDisplay}`);
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if (this._liveDiscardPile?.active) this._liveDiscardPile.setVisible(true);
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if (this._liveDiscardBadge?.active) this._liveDiscardBadge.setVisible(true);
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}
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if (idx >= sources.length) {
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// All cards have landed. Now render the intermediate/final state.
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const p0 = newState.players[0];
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@ -1747,8 +1794,13 @@ export default class DominionGame extends Phaser.Scene {
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this.render();
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if (drawnCards.length > 0) {
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this._animDrawCards(drawnCards, newState);
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this._animDrawCards(drawnCards, newState, {
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...shuffleInfo,
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oldDiscardCount: this._discardAnimDisplay ?? 0,
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});
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} else {
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this._deckAnimDisplay = null;
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this._discardAnimDisplay = null;
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this._suppressTurnUi = false;
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this.updateTurnUi();
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this._animating = false;
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@ -1784,6 +1836,7 @@ export default class DominionGame extends Phaser.Scene {
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const fdCard = this.buildCardFace(HAND_W, HAND_H, null, { faceDown: true });
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fdCard.setPosition(tx, ty).setScale(0, 1);
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this.animLayer.add(fdCard);
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playSound(this, SFX.CARD_SHOW);
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this.tweens.add({
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targets: fdCard, scaleX: 1, duration: foldDuration, ease: 'Sine.easeOut',
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onComplete: () => { fdCard.destroy(); onComplete(); },
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@ -1939,23 +1992,69 @@ export default class DominionGame extends Phaser.Scene {
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this._dragDropLabel = null;
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}
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_animDrawCards(drawnCards, newState) {
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_animDrawCards(drawnCards, newState, shuffleInfo = {}) {
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const { hadShuffle = false, oldDeckCount = 0 } = shuffleInfo;
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this._animating = true;
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this._animatingIids = new Set(drawnCards.map(c => c.iid));
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this.gs = newState;
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this.clearPrompt();
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this.render();
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this.render(); // uses _deckAnimDisplay / _discardAnimDisplay overrides
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const updateDeckDisplay = () => {
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if (this._liveDeckCountText?.active)
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this._liveDeckCountText.setText(`${this._deckAnimDisplay}`);
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const empty = this._deckAnimDisplay <= 0;
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if (this._liveDeckPile?.active) this._liveDeckPile.setVisible(!empty);
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if (this._liveDeckBadge?.active) this._liveDeckBadge.setVisible(!empty);
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};
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const doShuffle = (callback) => {
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this.time.delayedCall(400, () => {
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playSound(this, SFX.CARD_SHUFFLE);
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const startVal = this._discardAnimDisplay ?? 0;
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const counter = { v: startVal };
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this.tweens.add({
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targets: counter, v: 0, duration: 600, ease: 'Cubic.Out',
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onUpdate: () => {
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this._discardAnimDisplay = Math.round(counter.v);
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if (this._liveDiscardCountText?.active)
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this._liveDiscardCountText.setText(`${this._discardAnimDisplay}`);
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},
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onComplete: () => {
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const postDeck = (drawnCards.length - drawnSoFar) + newState.players[0].deck.length;
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this._deckAnimDisplay = postDeck;
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updateDeckDisplay();
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callback();
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},
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});
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});
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};
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let idx = 0;
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let drawnSoFar = 0;
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let shuffleDone = false;
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const animateNext = () => {
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if (hadShuffle && !shuffleDone && drawnSoFar === oldDeckCount) {
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shuffleDone = true;
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doShuffle(animateNext);
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return;
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}
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if (idx >= drawnCards.length) { this._finishDrawAnim(); return; }
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const card = drawnCards[idx++];
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const card = drawnCards[idx++];
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const sprite = this.handSprites.find(s => s.iid === card.iid);
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const tx = sprite?.x ?? CX;
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const tx = sprite?.x ?? CX;
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this._animateOneCard(card, tx, 968, () => {
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drawnSoFar++;
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playSound(this, SFX.CARD_DEAL);
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const s2 = this.handSprites.find(s => s.iid === card.iid);
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if (s2) s2.face.setAlpha(1);
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this._animatingIids.delete(card.iid);
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this._deckAnimDisplay = (this._deckAnimDisplay ?? 1) - 1;
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updateDeckDisplay();
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animateNext();
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});
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};
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@ -1976,6 +2075,7 @@ export default class DominionGame extends Phaser.Scene {
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const fuCard = this.buildCardFace(HAND_W, HAND_H, def);
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fuCard.setPosition(DECK_PILE_X, DECK_PILE_Y).setScale(0, 1);
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this.animLayer.add(fuCard);
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playSound(this, SFX.CARD_SHOW);
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this.tweens.add({
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targets: fuCard, scaleX: 1, duration: 250, ease: 'Sine.easeOut',
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@ -1991,6 +2091,8 @@ export default class DominionGame extends Phaser.Scene {
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}
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_finishDrawAnim() {
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this._deckAnimDisplay = null;
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this._discardAnimDisplay = null;
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this.handSprites.forEach(s => s.face.setAlpha(1));
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this._animatingIids.clear();
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this._animating = false;
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@ -51,6 +51,8 @@ export default class PreloadScene extends Phaser.Scene {
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this.load.audio('sfx-card-place', '/assets/fx/card-place.mp3');
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this.load.audio('sfx-card-show', '/assets/fx/card-show.mp3');
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this.load.audio('sfx-card-shuffle', '/assets/fx/card-shuffle.mp3');
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this.load.audio('sfx-coins', '/assets/fx/coins.mp3');
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this.load.audio('sfx-purchase', '/assets/fx/purchase.mp3');
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this.load.audio('sfx-casino-blackjack', '/assets/fx/casino-blackjack.mp3');
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this.load.audio('sfx-casino-lose', '/assets/fx/casino-lose.mp3');
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this.load.audio('sfx-casino-win', '/assets/fx/casino-win.mp3');
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@ -4,6 +4,8 @@ export const SFX = {
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CARD_PLACE: 'sfx-card-place',
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CARD_SHOW: 'sfx-card-show',
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CARD_SHUFFLE: 'sfx-card-shuffle',
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COINS: 'sfx-coins',
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PURCHASE: 'sfx-purchase',
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CASINO_BLACKJACK: 'sfx-casino-blackjack',
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CASINO_LOSE: 'sfx-casino-lose',
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CASINO_WIN: 'sfx-casino-win',
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