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cc75ff1862
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975ee6ea25
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@ -713,26 +713,19 @@ export default class GoFishGame extends Phaser.Scene {
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const askerCard = beforeState.players[askerSeat].hand.find(c => c.rank === rank);
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if (!askerCard) { onComplete(); return; }
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const existingSprite = this.cardObjs.get(`hand-${askerSeat}-${askerCard.id}`);
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const askerSprite = existingSprite
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?? this.makeCardSprite(askerCard, askerLayout.handCenter.x, askerLayout.handCenter.y, {
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faceUp: askerLayout.handFaceUp, rotation: 0,
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});
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if (existingSprite) this.cardObjs.delete(`hand-${askerSeat}-${askerCard.id}`);
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const origX = askerSprite.x;
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const origY = askerSprite.y;
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const askerSprite = this.makeCardSprite(askerCard, askerLayout.handCenter.x, askerLayout.handCenter.y, {
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faceUp: false, rotation: 0,
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});
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askerSprite.setDepth(D.banner - 4);
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this.transientObjs.push(askerSprite);
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// Move asker card to show zone then flip it face-up (skip flip if already face-up).
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// Move asker card to show zone then flip it face-up.
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this.tweens.add({
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targets: askerSprite,
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x: askerShow.x, y: askerShow.y,
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duration: 280,
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ease: 'Cubic.easeOut',
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onComplete: () => {
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if (!askerLayout.handFaceUp) this.flipCardFaceUp(askerSprite, askerCard);
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},
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onComplete: () => this.flipCardFaceUp(askerSprite, askerCard),
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});
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// After card is revealed, cast fishing line toward the target, then show result.
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@ -746,12 +739,9 @@ export default class GoFishGame extends Phaser.Scene {
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: targetShow.x + (i - (n - 1) / 2) * (CARD_W + 8);
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const ty = isTargetVert ? targetShow.y + (i - (n - 1) / 2) * (CARD_H + 8)
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: targetShow.y;
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const existingTargetSprite = this.cardObjs.get(`hand-${targetSeat}-${card.id}`);
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const sprite = existingTargetSprite
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?? this.makeCardSprite(card, targetLayout.handCenter.x, targetLayout.handCenter.y, {
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faceUp: targetLayout.handFaceUp, rotation: 0,
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});
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if (existingTargetSprite) this.cardObjs.delete(`hand-${targetSeat}-${card.id}`);
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const sprite = this.makeCardSprite(card, targetLayout.handCenter.x, targetLayout.handCenter.y, {
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faceUp: false, rotation: 0,
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});
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sprite.setDepth(D.banner - 4);
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this.transientObjs.push(sprite);
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this.tweens.add({
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@ -760,9 +750,7 @@ export default class GoFishGame extends Phaser.Scene {
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duration: 250,
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delay: i * 80,
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ease: 'Cubic.easeOut',
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onComplete: () => {
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if (!targetLayout.handFaceUp) this.flipCardFaceUp(sprite, card);
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},
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onComplete: () => this.flipCardFaceUp(sprite, card),
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});
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return { sprite, tx, ty };
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});
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@ -794,13 +782,12 @@ export default class GoFishGame extends Phaser.Scene {
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this.time.delayedCall(320, () => onComplete(allSprites));
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});
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} else {
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// Fish — flip card back face-down (if needed) and return it to hand.
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if (!askerLayout.handFaceUp) this.flipCardFaceDown(askerSprite);
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const returnDelay = askerLayout.handFaceUp ? 80 : 340;
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this.time.delayedCall(returnDelay, () => {
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// Fish — flip card back face-down and return it to hand.
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this.flipCardFaceDown(askerSprite);
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this.time.delayedCall(340, () => {
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this.tweens.add({
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targets: askerSprite,
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x: origX, y: origY,
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x: askerLayout.handCenter.x, y: askerLayout.handCenter.y,
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duration: 280, ease: 'Cubic.easeIn',
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onComplete: () => { if (askerSprite.active) askerSprite.destroy(); },
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});
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@ -1024,37 +1011,27 @@ export default class GoFishGame extends Phaser.Scene {
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if (sprite) {
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const revealCard = askerSeat === 0 ? after.lastAsk.drawnCard : null;
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const drawnCard = after.lastAsk.drawnCard;
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const newHand = after.players[askerSeat].hand;
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const cardIndex = newHand.findIndex(c => c.id === drawnCard.id);
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const askerLayout = slotLayout(this.slotForSeat[askerSeat]);
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let destX, destY;
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if (askerLayout.handAxis === 'x') {
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destX = askerLayout.handCenter.x + (cardIndex - (newHand.length - 1) / 2) * HAND_SPREAD;
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destY = askerLayout.handCenter.y;
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} else {
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destX = askerLayout.handCenter.x;
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destY = askerLayout.handCenter.y + (cardIndex - (newHand.length - 1) / 2) * HAND_SPREAD;
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}
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this.animateFishDraw(sprite, revealCard, destX, destY, continueAfterDraw);
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this.animateFishDraw(sprite, askerSeat, revealCard, continueAfterDraw);
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} else {
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this.time.delayedCall(50, continueAfterDraw);
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}
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}
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animateFishDraw(sprite, revealCard, destX, destY, onComplete) {
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animateFishDraw(sprite, askerSeat, revealCard, onComplete) {
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const layout = slotLayout(this.slotForSeat[askerSeat]);
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sprite.setDepth(D.banner - 4);
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this.transientObjs.push(sprite);
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const flyToHand = () => {
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this.tweens.add({
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targets: sprite,
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x: destX, y: destY,
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x: layout.handCenter.x, y: layout.handCenter.y,
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rotation: 0,
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alpha: 0,
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duration: 400,
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ease: 'Cubic.easeIn',
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onComplete: () => onComplete(),
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onComplete: () => { if (sprite.active) sprite.destroy(); },
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});
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this.time.delayedCall(450, onComplete);
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};
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if (revealCard) {
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