// SWDBGGame.js — Phaser scene for Star Wars Deckbuilder (presentation only; all // rules live in SWDBGLogic). The scene pumps the engine's decision queue: // human decisions enable click UI, AI decisions run on a think delay, and each // action's event stream drives a sequential animation queue before re-render. // // Interaction model on your turn: // · click a hand card to play it (or Play All) // · click a card in play to toggle it into your attack squad, then click the // enemy base panel or a highlighted galaxy-row target to strike // · USE pills appear under cards whose ability is available // · click a highlighted galaxy-row card (no squad selected) to purchase it import * as Phaser from 'phaser'; import { GAME_WIDTH, GAME_HEIGHT } from '../../config.js'; import { Button } from '../../ui/Button.js'; import { playSound, playForceMove, SFX } from '../../ui/Sounds.js'; import { MusicPlayer } from '../../ui/MusicPlayer.js'; import { api } from '../../services/api.js'; import { createPlayerPortrait, createOpponentPortrait } from '../../ui/Portrait.js'; import { loadCardData, cardDef, baseDef, basesFor, getData, FACTION_INFO } from './SWDBGData.js'; import { newGame, pendingDecision, takeEvents, publicView, legalActions, actTurn, actChooseBase, actChooseTarget, actOppDiscard, actOppChoice, actChooseOption, entryAttack, forceWith, purchaseCost, FORCE_MAX, } from './SWDBGLogic.js'; import { decide, nextThinkDelay } from './SWDBGAI.js'; const C = { bg: 0x05070f, bgTop: 0x0a0f1f, panel: 0x0d1424, panelEdge: 0x22304f, text: '#e8ecf5', muted: '#8a94ab', gold: 0xc9a54a, goldHex: '#c9a54a', good: 0x3fbf6f, goodHex: '#3fbf6f', bad: 0xd6604d, badHex: '#e06c5c', empire: 0x4d7fd6, rebel: 0xd6604d, neutral: 0xc9a54a, artWindow: 0x111a30, plate: 0x1a2440, // Card face background — same dark navy as the rules-text box, so the loose // bits of text drawn directly on the bare face (outside the plate/art-window // boxes) use the same light tones already proven readable on that box. cardBg: 0x151d33, statAtkHex: '#e06c5c', statResHex: '#e8c860', statForceHex: '#9fd8f0', bountyHex: '#b06bd8', baseTextHex: '#c7cede', }; const DEPTH = { board: 10, row: 20, hand: 40, fx: 60, ui: 80, overlay: 90, hover: 100 }; // Deep-dive card inspector: gameplay-relevant "zones" on a unit/capital card // to annotate with a box + leader line + tooltip once a hovered card has been // centered on screen (see openDeepDive/revealZones/showZoneCallout). All rect // coordinates are in the card's own local space (origin at its center), // evaluated against the fixed 340x470 preview size makeCard builds deep-dive // cards at (see its _hoverBuild) — the card is only ever translated (never // rescaled) once centered, so these stay valid throughout. Reveal order is // array order. `anchorX` only supplies the horizontal offscreen offset for // the tooltip pill (based on which side it sits on) — the vertical position // is computed dynamically at reveal time (see revealZones) by stacking each // side's pills top-to-bottom based on their actual measured height, so pills // never overlap regardless of how many zones apply to a given card. const CARD_DEEPDIVE_ZONES = [ { id: 'cost', side: 'left', title: 'Purchase Cost', text: 'Spend this many ▣ Resources to buy this card from the galaxy row.', rect: () => ({ x: -138.7 - 32.3, y: -203.7 - 32.3, w: 64.6, h: 64.6 }), anchorX: (w) => -w / 2 - 130, }, { id: 'unique', side: 'right', title: 'Unique', text: 'A gold inner border means only one copy of this card exists in the deck.', condition: (def) => !!def.unique, rect: (w, h) => ({ x: w / 2 - 32, y: -h / 2 + 4, w: 28, h: 28 }), anchorX: (w) => w / 2 + 130, }, { id: 'attack', side: 'left', title: 'Attack ⚔', text: "Adds to your squad's total attack when committed to an attack. Gold text means it's currently boosted.", condition: (def) => !!def.attack, rect: (w, h, def) => ({ x: -158, y: statSlotY(def, 'attack') - 16, w: 110, h: 32 }), anchorX: (w) => -w / 2 - 130, }, { id: 'resources', side: 'left', title: 'Resources ▣', text: 'Adds to your resource pool this turn — spend resources to buy cards from the galaxy row.', condition: (def) => !!def.resources, rect: (w, h, def) => ({ x: -158, y: statSlotY(def, 'resources') - 16, w: 110, h: 32 }), anchorX: (w) => -w / 2 - 130, }, { id: 'force', side: 'left', title: 'Force ◈', text: 'Shifts the Force marker toward your side. Maxing it out on your side grants a bonus resource each turn.', condition: (def) => !!def.force, rect: (w, h, def) => ({ x: -158, y: statSlotY(def, 'force') - 16, w: 110, h: 32 }), anchorX: (w) => -w / 2 - 130, }, { id: 'hp', side: 'right', title: 'Hit Points', text: 'Capitals stay in play and soak damage instead of dying immediately — destroyed when this reaches 0.', condition: (def) => def.type === 'capital', rect: () => ({ x: 139.9 - 30.15, y: 204.9 - 30.15, w: 60.3, h: 60.3 }), anchorX: (w) => w / 2 + 130, }, { id: 'bounty', side: 'right', title: 'Bounty', text: 'Commit enough squad attack (matching this number) to defeat this row card instead of buying it, and claim the reward shown.', condition: (def) => def.target != null, rect: (w) => ({ x: -w / 2 + 10, y: 208, w: w - 20, h: 30 }), anchorX: (w) => w / 2 + 130, }, ]; const DEEPDIVE_ZONES = { card: CARD_DEEPDIVE_ZONES }; // Mirrors makeCard's own stat() helper: slots are only consumed by truthy // stats, in the fixed order attack -> resources -> force. function statSlotY(def, key) { let sy = 2.2; for (const [k, v] of [['attack', def.attack], ['resources', def.resources], ['force', def.force]]) { if (!v) continue; if (k === key) return sy; sy += 39.95; } return 2.2; } export default class SWDBGGame extends Phaser.Scene { constructor() { super('SWDBGGame'); } init(data) { this._initData = data; this.gameDef = data?.game ?? { slug: 'swdbg', name: 'Star Wars' }; this.opponents = data?.opponents ?? []; this.playfield = data?.playfield ?? null; this.cardBack = data?.cardBack ?? null; this.aiSkill = this.opponents[0]?.skill ?? 3; this.humanSeat = 0; this.gs = null; this.busy = false; this.mode = { type: 'idle' }; this.squad = new Set(); // uids committed to the next attack this._recorded = false; this._rowPos = new Map(); // uid → {x,y} this._playPos = new Map(); // uid → {x,y} this._pendingCardUids = new Set(); // uids whose deal/refill animation hasn't landed yet this._pendingDiscardUids = new Set(); // uids counted in a discard pile but not yet visually landed there this._pendingDeckUids = new Set(); // same, for the rare "buy, topdeck it" ability this._pendingAttackFrom = []; // {x,y}[] snapshot of the attacking squad's board positions, captured just before dispatch this._rowSlots = new Map(); // uid → stable screen-slot index — a card keeps its slot for as long as it's in the row, so buying/losing one never shifts its neighbors this._rowGhosts = new Map(); // uid → id — a row card (bought or bountied) still shown in its vacated slot until its own animation actually reaches/removes it this._endTurnFromPos = new Map(); // uid → {x,y}, snapshot of an end-of-turn discard's in-play position, taken before it's cleared this._endTurnHandLayout = new Map(); // uid → {idx,total}, virtual old-hand-slot layout for a human's end-of-turn hand discard this._endTurnGhosts = new Map(); // uid → {seat,id,zone} — an end-of-turn discard stays visible in its old spot until its own fly-away animation begins this._dealingInitial = false; // true only during the game-start deal sequence this._actionButtons = []; this.hoverTimer = null; this.hoverVisible = false; this.deepDiveTimer = null; this._deepDive = null; } create() { try { const m = this.cache.json.get('music'); if (m?.tracks) new MusicPlayer(this, m.tracks); } catch (_) { /* optional */ } this.art = this.cache.json.get('swdbg-artwork') || {}; loadCardData(this.cache.json.get('swdbg-cards')); this.drawBackground(); this.boardLayer = this.add.container(0, 0).setDepth(DEPTH.board); this.rowLayer = this.add.container(0, 0).setDepth(DEPTH.row); this.handLayer = this.add.container(0, 0).setDepth(DEPTH.hand); this.fxLayer = this.add.container(0, 0).setDepth(DEPTH.fx); this.buildHoverPopup(); this.input.on('pointermove', (p) => { this.lastPointer = { x: p.x, y: p.y }; if (this.hoverVisible) this.positionHover(p.x, p.y); }); this.buildStaticUi(); this.showFactionSelect(); } drawBackground() { const pf = this.playfield; if (pf?.key && this.textures.exists(pf.key)) { this.add.image(GAME_WIDTH / 2, GAME_HEIGHT / 2, pf.key) .setDisplaySize(GAME_WIDTH, GAME_HEIGHT).setDepth(0); return; } const bg = this.add.graphics().setDepth(0); bg.fillGradientStyle(C.bgTop, C.bgTop, C.bg, C.bg, 1); bg.fillRect(0, 0, GAME_WIDTH, GAME_HEIGHT); const rng = new Phaser.Math.RandomDataGenerator(['swdbg']); for (let i = 0; i < 240; i++) { const a = rng.frac() * 0.5 + 0.08; bg.fillStyle(0xffffff, a); bg.fillCircle(rng.between(0, GAME_WIDTH), rng.between(0, GAME_HEIGHT), rng.frac() * 1.6 + 0.4); } } buildStaticUi() { new Button(this, 90, GAME_HEIGHT - 36, 'Leave', () => this.scene.start('GameMenu'), { width: 130, fontSize: 18, variant: 'ghost' }).setDepth(DEPTH.ui); this.promptText = this.add.text(GAME_WIDTH / 2, 845, '', { fontFamily: 'Righteous', fontSize: '23px', color: C.goldHex, backgroundColor: '#05070fdd', padding: { x: 16, y: 6 }, }).setOrigin(0.5).setDepth(DEPTH.ui); if (this.opponents[0]) createOpponentPortrait(this, this.opponents[0], 140, 128, 44, DEPTH.ui); createPlayerPortrait(this, 140, 812, 44, DEPTH.ui, 'SWDBGGame'); } // ── faction select ───────────────────────────────────────────────────────── showFactionSelect() { const root = this.add.container(0, 0).setDepth(DEPTH.overlay); root.add(this.add.rectangle(GAME_WIDTH / 2, GAME_HEIGHT / 2, GAME_WIDTH, GAME_HEIGHT, 0x000000, 0.72).setInteractive()); root.add(this.add.text(GAME_WIDTH / 2, 250, 'CHOOSE YOUR SIDE', { fontFamily: 'Righteous', fontSize: '52px', color: C.text, }).setOrigin(0.5)); root.add(this.add.text(GAME_WIDTH / 2, 316, 'The Empire always strikes first.', { fontFamily: '"Julius Sans One"', fontSize: '22px', color: C.muted, }).setOrigin(0.5)); const mk = (x, faction, blurb) => { const info = FACTION_INFO[faction]; const cont = this.add.container(x, 620); const g = this.add.graphics(); g.fillStyle(C.panel, 0.96); g.fillRoundedRect(-240, -190, 480, 380, 16); g.lineStyle(4, info.color, 1); g.strokeRoundedRect(-240, -190, 480, 380, 16); cont.add(g); cont.add(this.add.text(0, -120, info.symbol, { fontSize: '84px', color: info.colorHex }).setOrigin(0.5)); cont.add(this.add.text(0, -20, info.label.toUpperCase(), { fontFamily: 'Righteous', fontSize: '34px', color: info.colorHex, }).setOrigin(0.5)); cont.add(this.add.text(0, 84, blurb, { fontFamily: '"Julius Sans One"', fontSize: '18px', color: C.text, align: 'center', wordWrap: { width: 420 }, lineSpacing: 6, }).setOrigin(0.5)); cont.setSize(480, 380); cont.setInteractive({ useHandCursor: true }); cont.on('pointerover', () => this.tweens.add({ targets: cont, scale: 1.04, duration: 120 })); cont.on('pointerout', () => this.tweens.add({ targets: cont, scale: 1, duration: 120 })); cont.on('pointerdown', () => { root.destroy(); this.startGame(faction); }); root.add(cont); }; mk(GAME_WIDTH / 2 - 300, 'empire', 'Overwhelming firepower.\nTIE swarms, Star Destroyers,\nand the will of the Emperor.\nYou move first.'); mk(GAME_WIDTH / 2 + 300, 'rebel', 'Hope, grit, and X-Wings.\nThe Force begins on your side\nof the Balance track.'); } startGame(faction) { this.gs = newGame({ humanFaction: faction }); const events = takeEvents(this.gs); const oppSeat = 1 - this.humanSeat; const oppDraws = events.filter((e) => e.type === 'draw' && e.seat === oppSeat); const humanDraws = events.filter((e) => e.type === 'draw' && e.seat === this.humanSeat); const rowRefills = events.filter((e) => e.type === 'rowRefill'); const ordered = [...oppDraws, ...humanDraws, ...rowRefills]; this._dealingInitial = true; this.playEvents(ordered, { onDone: () => { this._dealingInitial = false; this.showBanner(faction === 'empire' ? 'You command the Empire — your turn first' : 'The Empire moves first — hold the line'); }, }); } // ── art lookup ───────────────────────────────────────────────────────────── artFor(id, base = false) { const sheet = base ? this.art.baseSheet : this.art.cardSheet; const frame = (base ? this.art.bases : this.art.cards)?.[id]; // The frame must actually exist in the loaded texture — a mapping that // points past the sheet's last row (art not painted yet) falls back to // procedural rendering instead of Phaser's silent frame-0 substitute. if (sheet && sheet.key && frame != null && this.textures.exists(sheet.key) && this.textures.get(sheet.key).has(frame)) { return { key: sheet.key, frame }; } return null; } factionColor(faction) { return FACTION_INFO[faction]?.color ?? C.neutral; } // ── card renderers ───────────────────────────────────────────────────────── makeCard(x, y, inst, w, h, opts = {}) { const def = cardDef(inst); const cont = this.add.container(x, y); const edge = opts.selected ? C.gold : this.factionColor(def.faction); const g = this.add.graphics(); g.fillStyle(C.cardBg, 1); g.fillRoundedRect(-w / 2, -h / 2, w, h, 7); g.lineStyle(Math.max(2, w / 55), edge, 1); g.strokeRoundedRect(-w / 2, -h / 2, w, h, 7); if (def.unique) { g.lineStyle(1.5, C.gold, 0.85); g.strokeRoundedRect(-w / 2 + 4, -h / 2 + 4, w - 8, h - 8, 5); } // name plate const plateH = Math.max(15, h * 0.12); g.fillStyle(C.plate, 1); g.fillRoundedRect(-w / 2 + 5, -h / 2 + 5, w - 10, plateH, 3); // art window const artH = h * (opts.showText ? 0.34 : 0.5); const artTop = -h / 2 + plateH + 8; g.fillStyle(C.artWindow, 1); g.fillRect(-w / 2 + 7, artTop, w - 14, artH); cont.add(g); const art = this.artFor(inst.id); if (art) { const img = this.add.image(0, artTop + artH / 2, art.key, art.frame); img.setScale(Math.min((w - 14) / Math.max(img.width, 1), artH / Math.max(img.height, 1))); cont.add(img); } else { const glyph = def.type === 'capital' ? '🚀' : (def.traits || []).includes('Fighter') ? '🛩' : (def.traits || []).includes('Trooper') ? '🪖' : FACTION_INFO[def.faction].symbol; cont.add(this.add.text(0, artTop + artH / 2, glyph, { fontSize: `${Math.round(artH * 0.42)}px`, color: '#3d4d75' }).setOrigin(0.5).setAlpha(0.9)); } cont.add(this.add.text(2, -h / 2 + 5 + plateH / 2, def.name, { fontFamily: 'Righteous', fontSize: `${Math.max(9, Math.round(w / 11.5))}px`, color: C.text, }).setOrigin(0.5).setScale(Math.min(1, (w - 34) / Math.max(1, def.name.length * (w / 17))))); // cost badge const cr = Math.max(9, w / 12); const cb = this.add.graphics(); cb.fillStyle(0x0a0f1f, 1); cb.fillCircle(-w / 2 + cr + 3, -h / 2 + cr + 3, cr + 2); cb.fillStyle(C.gold, 1); cb.fillCircle(-w / 2 + cr + 3, -h / 2 + cr + 3, cr); cont.add(cb); cont.add(this.add.text(-w / 2 + cr + 3, -h / 2 + cr + 3, `${def.cost}`, { fontFamily: 'Righteous', fontSize: `${Math.round(cr * 1.15)}px`, color: '#0a0f1f', }).setOrigin(0.5)); // stat column under the art let sy = artTop + artH + 13; const stat = (glyph, val, color) => { if (!val) return; cont.add(this.add.text(-w / 2 + 12, sy, `${glyph}${val}`, { fontFamily: 'Righteous', fontSize: `${Math.max(11, Math.round(w / 11))}px`, color, }).setOrigin(0, 0.5)); sy += Math.max(13, h * 0.085); }; const atk = opts.attackNow != null ? opts.attackNow : def.attack; stat('⚔', atk, opts.attackNow != null && opts.attackNow !== def.attack ? C.goldHex : C.statAtkHex); stat('▣', def.resources, C.statResHex); stat('◈', def.force, C.statForceHex); // rules text if (opts.showText && def.text) { const boxTop = artTop + artH + Math.max(30, h * 0.2); const boxH = h / 2 - boxTop - (def.target != null ? 24 : 8); if (boxH > 18) { const tg = this.add.graphics(); tg.fillStyle(0x151d33, 1); tg.fillRoundedRect(-w / 2 + 7, boxTop, w - 14, boxH, 3); cont.add(tg); cont.add(this.add.text(0, boxTop + boxH / 2, def.text, { fontFamily: '"Julius Sans One"', fontSize: `${Math.max(9, Math.round(w / 16))}px`, color: '#c7cede', align: 'center', wordWrap: { width: w - 22 }, }).setOrigin(0.5)); } } // bounty footer if (def.target != null) { const r = def.reward || {}; const bits = []; if (r.resources) bits.push(`${r.resources}▣`); if (r.force) bits.push(`${r.force}◈`); if (r.draw) bits.push(`draw ${r.draw}`); cont.add(this.add.text(0, h / 2 - 12, `◎ ${def.target} → ${bits.join(' ')}`, { fontFamily: '"Julius Sans One"', fontSize: `${Math.max(9, Math.round(w / 14.5))}px`, color: C.bountyHex, }).setOrigin(0.5)); } // hp badge — drawn last so it always sits on top of the rules-text box if (def.type === 'capital') { const hr = Math.max(9, w / 13); const hb = this.add.graphics(); hb.fillStyle(0x0a0f1f, 1); hb.fillCircle(w / 2 - hr - 4, h / 2 - hr - 4, hr + 2); hb.fillStyle(C.bad, 1); hb.fillCircle(w / 2 - hr - 4, h / 2 - hr - 4, hr); cont.add(hb); const hpLeft = opts.damage != null ? def.hp - opts.damage : def.hp; cont.add(this.add.text(w / 2 - hr - 4, h / 2 - hr - 4, `${hpLeft}`, { fontFamily: 'Righteous', fontSize: `${Math.round(hr * 1.1)}px`, color: '#fff', }).setOrigin(0.5)); } if (!opts.isHoverPreview) { opts._hoverBuild = (parent) => { this.makeCard(0, 0, inst, 340, 470, { showText: true, isHoverPreview: true, parent }); return { w: 340, h: 470 }; }; opts._deepDiveInfo = { kind: 'card', inst }; } this.finishCard(cont, w, h, opts); return cont; } makeCardBack(x, y, w, h, parent, label = '') { const cont = this.add.container(x, y); if (this.cardBack?.spriteIndex !== undefined && this.textures.exists(this.cardBack.key || 'cardbacks')) { cont.add(this.add.image(0, 0, this.cardBack.key || 'cardbacks', this.cardBack.spriteIndex).setDisplaySize(w, h).setOrigin(0.5)); } else { const fb = this.cardBack?.fallbackColor ? parseInt(this.cardBack.fallbackColor.replace('#', ''), 16) : 0x101a33; const g = this.add.graphics(); g.fillStyle(fb, 1); g.fillRoundedRect(-w / 2, -h / 2, w, h, 7); g.lineStyle(2, 0x2a3c66, 1); g.strokeRoundedRect(-w / 2, -h / 2, w, h, 7); g.lineStyle(1, 0x2a3c66, 0.6); g.strokeRoundedRect(-w / 2 + 5, -h / 2 + 5, w - 10, h - 10, 5); cont.add(g); cont.add(this.add.text(0, -6, '✦', { fontSize: `${Math.round(h * 0.28)}px`, color: '#33477a' }).setOrigin(0.5)); } if (label) { cont.add(this.add.text(0, h / 2 - 16, label, { fontFamily: 'Righteous', fontSize: '15px', color: C.muted, }).setOrigin(0.5)); } (parent || this.boardLayer).add(cont); return cont; } makeBaseCard(x, y, faction, base, w, h, opts = {}) { const fb = opts.isHoverPreview ? 1.4 : 1; // bump fixed-size text in the hover-zoom popup const def = baseDef(faction, base.id); const cont = this.add.container(x, y); const info = FACTION_INFO[faction]; const g = this.add.graphics(); g.fillStyle(C.cardBg, 1); g.fillRoundedRect(-w / 2, -h / 2, w, h, 9); g.lineStyle(3, opts.highlight ? C.gold : info.color, 1); g.strokeRoundedRect(-w / 2, -h / 2, w, h, 9); const artW = w * 0.42; g.fillStyle(C.artWindow, 1); g.fillRect(-w / 2 + 6, -h / 2 + 6, artW, h - 12); cont.add(g); const art = this.artFor(def.id, true); if (art) { const img = this.add.image(-w / 2 + 6 + artW / 2, 0, art.key, art.frame); img.setScale(Math.min(artW / Math.max(img.width, 1), (h - 12) / Math.max(img.height, 1))); cont.add(img); } else { cont.add(this.add.text(-w / 2 + 6 + artW / 2, 0, '🪐', { fontSize: `${Math.round(h * 0.4)}px` }).setOrigin(0.5).setAlpha(0.85)); } const tx = -w / 2 + artW + 14; cont.add(this.add.text(tx, -h / 2 + 17, def.name.toUpperCase(), { fontFamily: 'Righteous', fontSize: `${Math.max(12, Math.round(w / 15))}px`, color: info.colorHex, }).setOrigin(0, 0.5)); if (opts.showText) { cont.add(this.add.text(tx, -h / 2 + 36, def.text, { fontFamily: '"Julius Sans One"', fontSize: `${Math.round(12 * fb)}px`, color: C.baseTextHex, wordWrap: { width: w - artW - 26 }, lineSpacing: 3, }).setOrigin(0, 0)); } // hp bar const hpLeft = Math.max(0, def.hp - base.damage); const barW = w - artW - 28; const bg2 = this.add.graphics(); bg2.fillStyle(0x0a0f1f, 1); bg2.fillRoundedRect(tx, h / 2 - 26, barW, 16, 8); bg2.fillStyle(hpLeft / def.hp > 0.4 ? C.good : C.bad, 1); bg2.fillRoundedRect(tx, h / 2 - 26, barW * (hpLeft / def.hp), 16, 8); cont.add(bg2); cont.add(this.add.text(tx + barW / 2, h / 2 - 18, `${hpLeft} / ${def.hp}`, { fontFamily: 'Righteous', fontSize: '13px', color: '#fff', }).setOrigin(0.5)); if (!opts.isHoverPreview) { opts._hoverBuild = (parent) => { this.makeBaseCard(0, 0, faction, base, 560, 340, { showText: true, isHoverPreview: true, parent }); return { w: 560, h: 340 }; }; } this.finishCard(cont, w, h, opts); return cont; } finishCard(cont, w, h, opts) { if (opts.committed) { const ov = this.add.graphics(); ov.fillStyle(0x000000, 0.45); ov.fillRoundedRect(-w / 2, -h / 2, w, h, 7); cont.add(ov); cont.add(this.add.text(0, 0, '✓', { fontSize: `${Math.round(h * 0.3)}px`, color: '#8a94ab' }).setOrigin(0.5)); } if (opts.highlightBuy) { const hl = this.add.graphics(); hl.lineStyle(3, C.good, 1); hl.strokeRoundedRect(-w / 2 - 4, -h / 2 - 4, w + 8, h + 8, 9); cont.add(hl); this.tweens.add({ targets: hl, alpha: 0.35, duration: 520, yoyo: true, repeat: -1 }); } if (opts.highlightTarget) { const hl = this.add.graphics(); hl.lineStyle(3.5, C.bad, 1); hl.strokeRoundedRect(-w / 2 - 5, -h / 2 - 5, w + 10, h + 10, 9); hl.lineStyle(2, C.bad, 0.8); hl.lineBetween(-w / 2 - 12, 0, -w / 2 + 2, 0); hl.lineBetween(w / 2 - 2, 0, w / 2 + 12, 0); cont.add(hl); this.tweens.add({ targets: hl, alpha: 0.4, duration: 420, yoyo: true, repeat: -1 }); } if (opts.highlightGold) { const hl = this.add.graphics(); hl.lineStyle(3, C.gold, 1); hl.strokeRoundedRect(-w / 2 - 4, -h / 2 - 4, w + 8, h + 8, 9); cont.add(hl); this.tweens.add({ targets: hl, alpha: 0.35, duration: 480, yoyo: true, repeat: -1 }); } if (opts.highlightDiscard) { const ov = this.add.graphics(); ov.fillStyle(C.bad, 0.4); ov.fillRoundedRect(-w / 2, -h / 2, w, h, 7); cont.add(ov); this.tweens.add({ targets: ov, alpha: 0.12, duration: 460, yoyo: true, repeat: -1 }); } const wantHoverPreview = opts._hoverBuild && !opts.noHoverPreview; if (opts.onClick || wantHoverPreview) { cont.setSize(w, h); cont.setInteractive({ useHandCursor: !!opts.onClick }); if (opts.onClick) { if (opts.hover !== false) { const baseY = cont.y; cont.on('pointerover', () => { if (!this.busy) this.tweens.add({ targets: cont, y: baseY - 10, duration: 100 }); }); cont.on('pointerout', () => this.tweens.add({ targets: cont, y: baseY, duration: 100 })); } cont.on('pointerdown', () => { if (!this.busy) opts.onClick(); }); } if (wantHoverPreview) this.attachHover(cont, opts._hoverBuild, opts._deepDiveInfo); } (opts.parent || this.boardLayer).add(cont); } // ── Hover-to-zoom card preview ─────────────────────────────────────────────── buildHoverPopup() { this.hoverPopup = this.add.container(-9999, -9999).setDepth(DEPTH.hover).setVisible(false); } attachHover(hitObj, buildFn, deepDiveInfo) { hitObj.on('pointerover', () => { if (this.hoverTimer) this.hoverTimer.remove(); if (this.deepDiveTimer) { this.deepDiveTimer.remove(); this.deepDiveTimer = null; } this.hoverTimer = this.time.delayedCall(500, () => { this.showHover(buildFn); if (deepDiveInfo && DEEPDIVE_ZONES[deepDiveInfo.kind]) { this.deepDiveTimer = this.time.delayedCall(1000, () => this.openDeepDive(deepDiveInfo)); } }); }); hitObj.on('pointerout', () => { if (this.hoverTimer) { this.hoverTimer.remove(); this.hoverTimer = null; } if (this.deepDiveTimer) { this.deepDiveTimer.remove(); this.deepDiveTimer = null; } this.hideHover(); }); } showHover(buildFn) { this.hoverPopup.removeAll(true); const { w, h } = buildFn(this.hoverPopup); const shadow = this.add.graphics(); shadow.fillStyle(0x000000, 0.45); shadow.fillRoundedRect(-w / 2 - 8, -h / 2 - 8, w + 16, h + 16, 14); this.hoverPopup.addAt(shadow, 0); this.hoverPopup.setData('w', w); this.hoverPopup.setData('h', h); this.hoverVisible = true; this.hoverPopup.setVisible(true); const p = this.lastPointer ?? { x: GAME_WIDTH / 2, y: GAME_HEIGHT / 2 }; this.positionHover(p.x, p.y); } positionHover(px, py) { const w = this.hoverPopup.getData('w') ?? 340; const h = this.hoverPopup.getData('h') ?? 470; const x = Phaser.Math.Clamp(px + w / 2 + 24, w / 2 + 8, GAME_WIDTH - w / 2 - 8); const y = Phaser.Math.Clamp(py, h / 2 + 8, GAME_HEIGHT - h / 2 - 8); this.hoverPopup.setPosition(x, y); } hideHover() { this.hoverVisible = false; this.hoverPopup.setVisible(false).setPosition(-9999, -9999); } // ── deep-dive card inspector ───────────────────────────────────────────────── // Triggered from attachHover once the ordinary hover preview has stayed up // for another second (see attachHover/DEEPDIVE_ZONES). Flies the currently // previewed card to screen center, then reveals its gameplay-zone callouts // one at a time; "Close" reverses everything back to the hover-preview spot. // Deliberately doesn't reuse modalRoot()/this._modal/closeModal() — this // modal needs a bespoke close animation and must never close on an // incidental click, only via the Close button. openDeepDive(deepDiveInfo) { if (this._modal || this._deepDive || this.busy) return; const returnX = this.hoverPopup.x, returnY = this.hoverPopup.y; this.hideHover(); const root = this.add.container(0, 0).setDepth(DEPTH.overlay); const dim = this.add.rectangle(GAME_WIDTH / 2, GAME_HEIGHT / 2, GAME_WIDTH, GAME_HEIGHT, 0x000000, 0.6); dim.setInteractive(); dim.on('pointerdown', () => this.closeDeepDive()); root.add(dim); const cardHolder = this.add.container(returnX, returnY); root.add(cardHolder); const w = 340, h = 470; this.makeCard(0, 0, deepDiveInfo.inst, w, h, { showText: true, isHoverPreview: true, parent: cardHolder }); // Sits on top of the card (added after it), same size — wins topOnly // hit-testing over `dim` so clicks on the card don't close the modal. const zone = this.add.zone(0, 0, w, h).setInteractive(); cardHolder.add(zone); // offer Buy/Attack right alongside Close when this card is legally // actionable right now — mutually exclusive (buy requires no committed // squad, attack requires one), so at most one ever joins Close const buyInfo = deepDiveInfo.kind === 'card' ? this.deepDiveBuyInfo(deepDiveInfo.inst) : null; const canAttack = !buyInfo && deepDiveInfo.kind === 'card' && this.deepDiveAttackable(deepDiveInfo.inst); const hasExtra = !!buyInfo || canAttack; const btnY = GAME_HEIGHT / 2 + h / 2 + 70; const closeBtn = new Button(this, hasExtra ? GAME_WIDTH / 2 + 90 : GAME_WIDTH / 2, btnY, 'Close', () => this.closeDeepDive(), { width: 160, fontSize: 20 }); closeBtn.setDepth(DEPTH.overlay + 1); root.add(closeBtn); if (buyInfo) { const buyBtn = new Button(this, GAME_WIDTH / 2 - 90, btnY, 'Buy', () => this.deepDiveBuy(buyInfo), { width: 160, fontSize: 20 }); buyBtn.setDepth(DEPTH.overlay + 1); root.add(buyBtn); } else if (canAttack) { const atkBtn = new Button(this, GAME_WIDTH / 2 - 90, btnY, 'Attack', () => this.deepDiveAttack(deepDiveInfo.inst), { width: 160, fontSize: 20 }); atkBtn.setDepth(DEPTH.overlay + 1); root.add(atkBtn); } this._deepDive = { modal: root, cardHolder, zoneTimers: [], zoneNodes: [], returnX, returnY, w, h, deepDiveInfo, }; this.tweens.add({ targets: cardHolder, x: GAME_WIDTH / 2, y: GAME_HEIGHT / 2, duration: 300, ease: 'Cubic.easeOut', onComplete: () => this.revealZones(deepDiveInfo, cardHolder), }); } // Precomputes each visible zone's title/body text (so its real rendered // height is known), stacks each side's pills top-to-bottom around the // card's vertical center with a fixed gap so they can never overlap // (however many zones apply to this card), then staggers the reveal. revealZones(deepDiveInfo, cardHolder) { if (!this._deepDive) return; // closed mid zoom-in const def = cardDef(deepDiveInfo.inst); const zones = (DEEPDIVE_ZONES[deepDiveInfo.kind] || []).filter((z) => !z.condition || z.condition(def)); const { w, h } = this._deepDive; const pillW = 460, gap = 24; const entries = zones.map((zone) => { const text = typeof zone.text === 'function' ? zone.text(def) : zone.text; const titleTxt = this.add.text(0, 0, zone.title, { fontFamily: 'Righteous', fontSize: '28px', color: C.goldHex, align: 'center', }).setOrigin(0.5).setVisible(false); const bodyTxt = this.add.text(0, 0, text, { fontFamily: '"Julius Sans One"', fontSize: '24px', color: '#f2ead8', align: 'center', wordWrap: { width: pillW - 40 }, }).setOrigin(0.5).setVisible(false); const totalH = titleTxt.height + bodyTxt.height + 28; return { zone, def, titleTxt, bodyTxt, totalH }; }); for (const side of ['left', 'right']) { const list = entries.filter((e) => e.zone.side === side); const blockH = list.reduce((s, e) => s + e.totalH, 0) + gap * Math.max(0, list.length - 1); let cursor = -blockH / 2; for (const e of list) { e.pillY = cursor + e.totalH / 2; cursor += e.totalH + gap; } } entries.forEach((entry, i) => { const t = this.time.delayedCall(i * 200, () => this.showZoneCallout(entry, pillW, w, h, cardHolder)); this._deepDive.zoneTimers.push(t); }); } // Draws one zone's callout box + leader line + tooltip pill, all as // children of `cardHolder` so they translate for free with the card and // get destroyed for free when the modal tears down. showZoneCallout(entry, pillW, w, h, cardHolder) { const { zone, def, titleTxt, bodyTxt, totalH, pillY } = entry; const r = zone.rect(w, h, def); const rcx = r.x + r.w / 2, rcy = r.y + r.h / 2; const edgeX = zone.side === 'left' ? rcx - r.w / 2 : rcx + r.w / 2; const anchorX = zone.anchorX(w, def); const box = this.add.container(rcx, rcy).setScale(0).setAlpha(0); const bg = this.add.graphics(); bg.lineStyle(3, C.gold, 1); bg.strokeRoundedRect(-r.w / 2, -r.h / 2, r.w, r.h, 4); box.add(bg); cardHolder.add(box); this.tweens.add({ targets: box, scale: 1, alpha: 1, duration: 220, ease: 'Back.easeOut' }); const line = this.add.graphics().setAlpha(0); line.lineStyle(2, C.gold, 0.9); line.lineBetween(edgeX, rcy, anchorX, pillY); cardHolder.add(line); this.tweens.add({ targets: line, alpha: 1, duration: 150, delay: 80 }); titleTxt.setY(-totalH / 2 + titleTxt.height / 2 + 10).setVisible(true); bodyTxt.setY(totalH / 2 - bodyTxt.height / 2 - 10).setVisible(true); const pillBg = this.add.graphics(); pillBg.fillStyle(0x120e16, 0.94); pillBg.fillRoundedRect(-pillW / 2, -totalH / 2 - 10, pillW, totalH + 20, 12); pillBg.lineStyle(1.5, C.gold, 0.8); pillBg.strokeRoundedRect(-pillW / 2, -totalH / 2 - 10, pillW, totalH + 20, 12); const pillX = zone.side === 'left' ? anchorX - pillW / 2 : anchorX + pillW / 2; const pill = this.add.container(pillX, pillY, [pillBg, titleTxt, bodyTxt]).setScale(0.85).setAlpha(0); cardHolder.add(pill); this.tweens.add({ targets: pill, scale: 1, alpha: 1, duration: 200, ease: 'Back.easeOut', delay: 160 }); this._deepDive.zoneNodes.push(box, line, pill); } // afterClose (optional) fires once the card has fully flown back to its // original spot and the modal is gone — used by Buy/Attack so the actual // action + its animations only start once the card is visually "returned" closeDeepDive(afterClose) { if (!this._deepDive) return; const { modal, cardHolder, zoneTimers, zoneNodes, returnX, returnY } = this._deepDive; zoneTimers.forEach((t) => t.remove()); this.tweens.killTweensOf(cardHolder); if (zoneNodes.length) this.tweens.add({ targets: zoneNodes, alpha: 0, duration: 150, ease: 'Sine.easeIn' }); this.tweens.add({ targets: cardHolder, x: returnX, y: returnY, duration: 280, ease: 'Cubic.easeIn', onComplete: () => { modal.destroy(); this._deepDive = null; afterClose?.(); }, }); } // is this deep-dived card buyable by the human right now? Handles the // Outer Rim Pilot specially — legalActions() keys its buy entry on the // literal string 'outerrim', not the actual pilot card's own uid. deepDiveBuyInfo(inst) { if (this.squad.size) return null; const legal = this.humanTurnLegal(); if (!legal) return null; if (legal.buys.some((b) => b.uid === inst.uid)) return { uid: inst.uid }; const orp = this.gs.outerRim[this.gs.outerRim.length - 1]; if (orp && orp.uid === inst.uid && legal.buys.some((b) => b.uid === 'outerrim')) return { uid: 'outerrim' }; return null; } // is this deep-dived card a legal bounty target for the currently // committed squad? rowTargetReachable() alone doesn't confirm the card is // actually IN the row (it would also pass for a same-faction unit shown // from elsewhere), so check row membership first. deepDiveAttackable(inst) { if (!this.squad.size || !this.gs.galaxy.row.some((c) => c.uid === inst.uid)) return false; return this.rowTargetReachable(inst); } deepDiveBuy(buyInfo) { const d = this.mode.decision; this.closeDeepDive(() => { this.sfx(SFX.PURCHASE); this.applyDecision(d, { type: 'buy', uid: buyInfo.uid }); }); } deepDiveAttack(inst) { const d = this.mode.decision; this.closeDeepDive(() => { const uids = [...this.squad]; this.squad.clear(); this.sfx(SFX.SCIFI_LAUNCH); this.applyDecision(d, { type: 'attackRow', targetUid: inst.uid, uids }); }); } // Instant teardown (no fly-back animation) — used when game state changes // out from under a still-open deep dive (e.g. renderAll firing mid-hover). forceCloseDeepDive() { if (!this._deepDive) return; const { modal, cardHolder, zoneTimers } = this._deepDive; zoneTimers.forEach((t) => t.remove()); this.tweens.killTweensOf(cardHolder); modal.destroy(); this._deepDive = null; } // ── full re-render ────────────────────────────────────────────────────────── renderAll() { if (this.hoverTimer) { this.hoverTimer.remove(); this.hoverTimer = null; } if (this.deepDiveTimer) { this.deepDiveTimer.remove(); this.deepDiveTimer = null; } this.hideHover(); this.forceCloseDeepDive(); this.boardLayer.removeAll(true); this.rowLayer.removeAll(true); this.handLayer.removeAll(true); this._rowPos.clear(); this._playPos.clear(); if (!this.gs) return; this.renderOpponent(); this.renderGalaxy(); this.renderForceTrack(); this.renderHuman(); this.renderHand(); } seatName(seat) { return seat === this.humanSeat ? 'you' : (this.opponents[0]?.name || 'Opponent'); } // final resting slot for opponent capital index `i` / in-play index `i` — // shared by renderOpponent() and the opponent's card-play deal-in animation oppCapitalSlot(i) { return { x: 660 + i * 122, y: 140, w: 108, h: 152 }; } oppInPlaySlot(i) { return { x: 1210 + (i % 5) * 96, y: 100 + Math.floor(i / 5) * 88, w: 84, h: 118 }; } renderOpponent() { const gs = this.gs; const seat = 1 - this.humanSeat; const p = gs.players[seat]; const info = FACTION_INFO[p.faction]; const g = this.add.graphics(); const attackable = this.squad.size > 0 && this.myTurnMode(); g.fillStyle(C.panel, 0.6); g.fillRoundedRect(30, 34, GAME_WIDTH - 60, 212, 12); g.lineStyle(2, attackable ? C.bad : C.panelEdge, 1); g.strokeRoundedRect(30, 34, GAME_WIDTH - 60, 212, 12); this.boardLayer.add(g); if (attackable) { this.tweens.add({ targets: g, alpha: 0.5, duration: 420, yoyo: true, repeat: -1 }); const z = this.add.zone(GAME_WIDTH / 2, 140, GAME_WIDTH - 60, 212).setInteractive({ useHandCursor: true }); z.on('pointerdown', () => this.launchBaseAttack()); this.boardLayer.add(z); } this.boardLayer.add(this.add.text(140, 196, this.opponents[0]?.name || 'Opponent', { fontFamily: 'Righteous', fontSize: '17px', color: info.colorHex, }).setOrigin(0.5)); this.boardLayer.add(this.add.text(140, 220, info.label, { fontFamily: '"Julius Sans One"', fontSize: '13px', color: C.muted, }).setOrigin(0.5)); // base if (p.base) { this.makeBaseCard(392, 140, p.faction, p.base, 300, 190, { parent: this.boardLayer, hover: false, showText: true, onClick: () => { if (this.squad.size && this.myTurnMode()) this.launchBaseAttack(); else this.showInspectBase(p.faction, p.base); }, }); } else { this.boardLayer.add(this.add.text(392, 140, 'BASE DESTROYED', { fontFamily: 'Righteous', fontSize: '22px', color: C.badHex, }).setOrigin(0.5).setAngle(-6)); } this._oppBasePos = { x: 392, y: 140 }; this.renderOpponentPiles(570, p); // capitals p.capitals.forEach((e, i) => { const slot = this.oppCapitalSlot(i); this._playPos.set(e.card.uid, { x: slot.x, y: slot.y }); if (this._pendingCardUids.has(e.card.uid)) return; this.makeCard(slot.x, slot.y, e.card, slot.w, slot.h, { parent: this.boardLayer, hover: false, damage: e.damage, onClick: () => this.showInspect(e.card), }); }); // opponent cards in play (their turn) p.inPlay.forEach((e, i) => { const slot = this.oppInPlaySlot(i); this._playPos.set(e.card.uid, { x: slot.x, y: slot.y }); if (this._pendingCardUids.has(e.card.uid)) return; this.makeCard(slot.x, slot.y, e.card, slot.w, slot.h, { parent: this.boardLayer, hover: false, committed: e.committed, attackNow: entryAttack(gs, seat, e), onClick: () => this.showInspect(e.card), }); }); // end-of-turn discard ghosts: a discarded in-play card stays put right up // until its own fly-to-discard animation begins for (const [uid, ghost] of this._endTurnGhosts) { if (ghost.zone !== 'inPlay' || ghost.seat !== seat) continue; const pos = this._endTurnFromPos.get(uid); if (pos) this.makeCard(pos.x, pos.y, { uid, id: ghost.id }, 84, 118, { parent: this.boardLayer, hover: false }); } // counters const cx = GAME_WIDTH - 220; const lines = [ `Hand ${p.hand.length} Deck ${p.deck.length}`, `Discard ${p.discard.length}`, `Resources ${p.resources}`, ]; this.boardLayer.add(this.add.text(cx, 95, lines.join('\n'), { fontFamily: '"Julius Sans One"', fontSize: '16px', color: C.muted, lineSpacing: 7, })); // bases remaining / lost this.renderBasePips(cx, 193, p, info); if (gs.turnSeat === seat && !gs.over) { this.boardLayer.add(this.add.text(GAME_WIDTH / 2, 48, '— THEIR TURN —', { fontFamily: 'Righteous', fontSize: '15px', color: info.colorHex, }).setOrigin(0.5)); } } // small face-down hand fan + draw/discard pile icons, shown just right of the // portrait so pile sizes are visible at a glance without opening any panel renderOpponentPiles(x, p) { const pw = 30, ph = 42; // while the old hand is still discarding (each ghost clears the instant // its own fly-away animation begins), show that shrinking count instead // of the new hand's — which only starts counting up once every old ghost // is gone const oldHandGhosts = [...this._endTurnGhosts.values()].filter((g) => g.zone === 'hand' && g.seat === p.seat).length; const pendingInHand = p.hand.filter((c) => this._pendingCardUids.has(c.uid)).length; const visibleCount = oldHandGhosts > 0 ? oldHandGhosts : p.hand.length - pendingInHand; const shown = Math.min(visibleCount, 4); const fanY = 72; for (let i = 0; i < shown; i++) { const off = i - (shown - 1) / 2; this.makeCardBack(x + off * 7, fanY, pw, ph, this.boardLayer).setAngle(off * 7); } this.boardLayer.add(this.add.text(x, fanY + ph / 2 + 11, `HAND ${visibleCount}`, { fontFamily: '"Julius Sans One"', fontSize: '11px', color: C.muted, }).setOrigin(0.5)); const pile = (y, count, label) => { if (count > 0) { this.makeCardBack(x, y, pw, ph, this.boardLayer); } else { const g = this.add.graphics(); g.lineStyle(2, 0x2a3c66, 0.6); g.strokeRoundedRect(x - pw / 2, y - ph / 2, pw, ph, 6); this.boardLayer.add(g); } this.boardLayer.add(this.add.text(x, y + ph / 2 + 11, `${label} ${count}`, { fontFamily: '"Julius Sans One"', fontSize: '11px', color: C.muted, }).setOrigin(0.5)); }; pile(132, this.visibleDeckCount(p), 'DRAW'); pile(192, this.visibleDiscardCount(p), 'DISCARD'); } // a bought card is already in p.discard state-wise the instant it's // purchased, but its reveal-then-stow animation hasn't landed yet — lag the // displayed discard count by however many of its cards are still pending visibleDiscardCount(p) { if (!this._pendingDiscardUids.size) return p.discard.length; return p.discard.length - p.discard.filter((c) => this._pendingDiscardUids.has(c.uid)).length; } // same idea for the draw pile — only relevant for the rare "buy it and // topdeck it" ability, which sends a bought card to the deck instead visibleDeckCount(p) { if (!this._pendingDeckUids.size) return p.deck.length; return p.deck.length - p.deck.filter((c) => this._pendingDeckUids.has(c.uid)).length; } renderBasePips(x, y, p, info) { this.boardLayer.add(this.add.text(x, y - 22, `Bases lost ${p.lostBases}/${this.gs.meta.basesToWin}`, { fontFamily: '"Julius Sans One"', fontSize: '15px', color: C.muted, })); for (let i = 0; i < this.gs.meta.basesToWin; i++) { const gg = this.add.graphics(); const lost = i < p.lostBases; gg.fillStyle(lost ? C.bad : 0x22304f, 1); gg.fillCircle(x + 10 + i * 30, y + 8, 10); if (lost) { gg.lineStyle(2, 0xffffff, 0.7); gg.lineBetween(x + 3 + i * 30, y + 1, x + 17 + i * 30, y + 15); } this.boardLayer.add(gg); } } // final resting slot for row index `i` given a card's faction — shared by // renderGalaxy() and the row-refill deal-in animation galaxyRowSlot(i, faction, humanFaction) { const rowX0 = 510, cw = 158, ch = 222, y = 430; const rowNudge = faction === 'neutral' ? 0 : faction === humanFaction ? 12 : -12; return { x: rowX0 + i * (cw + 14), y: y + rowNudge, w: cw, h: ch }; } // ── galaxy band ───────────────────────────────────────────────────────────── renderGalaxy() { const gs = this.gs; const y = 430; const cw = 158, ch = 222; // discard + deck if (gs.galaxy.discard.length) { const top = gs.galaxy.discard[gs.galaxy.discard.length - 1]; this.makeCard(160, y, top, cw * 0.82, ch * 0.82, { parent: this.rowLayer, hover: false, onClick: () => this.showInspect(top) }); this.rowLayer.add(this.add.text(160, y + ch / 2 + 4, `discard ${gs.galaxy.discard.length}`, { fontFamily: '"Julius Sans One"', fontSize: '13px', color: C.muted, }).setOrigin(0.5)); } else { this.rowLayer.add(this.add.text(160, y, 'GALAXY\nDISCARD', { fontFamily: '"Julius Sans One"', fontSize: '13px', color: '#2a3c66', align: 'center', }).setOrigin(0.5)); } this.makeCardBack(330, y, cw * 0.9, ch * 0.9, this.rowLayer, `${gs.galaxy.deck.length}`); // the row const rowX0 = 510; const legal = this.humanTurnLegal(); const humanFaction = gs.players[this.humanSeat].faction; // stable per-card slot assignment: a card keeps its screen slot for as // long as it's in the row; when it leaves, that slot frees up for // whatever card claims it next — so buying (or losing) a row card never // shifts its neighbors, and a refill naturally lands in the same slot // its predecessor vacated. A bought/bountied card's slot is held open // (via _rowGhosts) until its own animation actually reaches/removes it, // so nothing else can claim it while it's still visible. const liveUids = new Set(gs.galaxy.row.map((c) => c.uid)); for (const uid of [...this._rowSlots.keys()]) { if (!liveUids.has(uid) && !this._rowGhosts.has(uid)) this._rowSlots.delete(uid); } const usedSlots = new Set(this._rowSlots.values()); for (const card of gs.galaxy.row) { if (this._rowSlots.has(card.uid)) continue; let slot = 0; while (usedSlots.has(slot)) slot++; if (slot >= this.gs.meta.galaxyRowSize) continue; // no free slot yet this._rowSlots.set(card.uid, slot); usedSlots.add(slot); } gs.galaxy.row.forEach((card) => { const i = this._rowSlots.get(card.uid); if (i == null) return; const def = cardDef(card); const slot = this.galaxyRowSlot(i, def.faction, humanFaction); this._rowPos.set(card.uid, { x: slot.x, y: slot.y }); if (this._pendingCardUids.has(card.uid)) return; const buyable = !this.squad.size && legal && legal.buys.some((b) => b.uid === card.uid); const targetable = this.squad.size > 0 && this.rowTargetReachable(card); const freeTarget = this.mode.type === 'target' && ['discardRow', 'freePurchase', 'destroyCapital'].includes(this.mode.decision?.op) && (this.mode.candidates || []).some((c) => c.uid === card.uid); this.makeCard(slot.x, slot.y, card, slot.w, slot.h, { parent: this.rowLayer, showText: true, highlightBuy: buyable, highlightTarget: targetable, highlightGold: freeTarget, onClick: () => this.onRowClicked(card), }); }); // ghosts: a just-bought or just-bountied card still occupies its vacated // slot until its own animation actually reaches/removes it for (const [uid, id] of this._rowGhosts) { const gi = this._rowSlots.get(uid); if (gi == null) continue; const def = cardDef(id); const slot = this.galaxyRowSlot(gi, def.faction, humanFaction); this._rowPos.set(uid, { x: slot.x, y: slot.y }); this.makeCard(slot.x, slot.y, { uid, id }, slot.w, slot.h, { parent: this.rowLayer, hover: false, showText: true }); } // Outer Rim Pilot stack if (gs.outerRim.length) { const orp = getData().json.outerRimPilot; const x = rowX0 + 6 * (cw + 14) + 20; const buyable = !this.squad.size && legal && legal.buys.some((b) => b.uid === 'outerrim'); this.makeCard(x, y, gs.outerRim[gs.outerRim.length - 1], cw, ch, { parent: this.rowLayer, showText: true, highlightBuy: buyable, onClick: () => this.onOuterRimClicked(), }); this.rowLayer.add(this.add.text(x, y + ch / 2 + 4, `${gs.outerRim.length} left`, { fontFamily: '"Julius Sans One"', fontSize: '13px', color: C.muted, }).setOrigin(0.5)); this._orpPos = { x, y }; } } renderForceTrack() { const gs = this.gs; const cx = GAME_WIDTH / 2, y = 590; const cellW = 66, cellH = 34; const total = FORCE_MAX * 2 + 1; const x0 = cx - (total * cellW) / 2; const g = this.add.graphics(); for (let i = 0; i < total; i++) { const v = i - FORCE_MAX; // -3 .. +3 (empire … rebel) const isMark = gs.force === v; g.fillStyle(v < 0 ? 0x14213d : v > 0 ? 0x3d1a16 : 0x1a1a22, 1); g.fillRoundedRect(x0 + i * cellW + 2, y - cellH / 2, cellW - 4, cellH, 6); g.lineStyle(isMark ? 3 : 1, isMark ? 0xffffff : C.panelEdge, isMark ? 1 : 0.7); g.strokeRoundedRect(x0 + i * cellW + 2, y - cellH / 2, cellW - 4, cellH, 6); } this.boardLayer.add(g); const mx = x0 + (gs.force + FORCE_MAX) * cellW + cellW / 2; const marker = this.add.graphics(); marker.fillStyle(0xffffff, 1); marker.fillCircle(mx, y, 9); marker.lineStyle(2, C.gold, 1); marker.strokeCircle(mx, y, 9); this.boardLayer.add(marker); this._forceMarkerPos = { x: mx, y }; this.boardLayer.add(this.add.text(x0 - 16, y, FACTION_INFO.empire.symbol, { fontSize: '26px', color: FACTION_INFO.empire.colorHex }).setOrigin(1, 0.5)); this.boardLayer.add(this.add.text(x0 + total * cellW + 16, y, FACTION_INFO.rebel.symbol, { fontSize: '26px', color: FACTION_INFO.rebel.colorHex }).setOrigin(0, 0.5)); const label = gs.force === 0 ? 'THE FORCE IS BALANCED' : `THE FORCE IS WITH THE ${(gs.force > 0 ? 'REBELS' : 'EMPIRE')}${Math.abs(gs.force) === FORCE_MAX ? ' — +1 RESOURCE' : ''}`; const labelTxt = this.add.text(cx, y + 34, label, { fontFamily: '"Julius Sans One"', fontSize: '14px', color: gs.force === 0 ? C.muted : (gs.force > 0 ? FACTION_INFO.rebel.colorHex : FACTION_INFO.empire.colorHex), }).setOrigin(0.5); this.boardLayer.add(labelTxt); this._forceLabelRight = { x: cx + labelTxt.width / 2, y: y + 34 }; } // ── human area ────────────────────────────────────────────────────────────── // final resting slot for the human's own capital index `i` / in-play index // `i` of a row with `unitsLength` cards — shared by renderHuman() and the // human's own card-play deal-in animation humanCapitalSlot(i) { return { x: 620 + i * 128, y: 730, w: 116, h: 162 }; } humanInPlaySlot(i, unitsLength) { const uw = 122, uh = 170; const pitch = Math.min(uw + 10, 620 / Math.max(1, unitsLength)); const x0 = 1180 - ((unitsLength - 1) * pitch) / 2; return { x: x0 + i * pitch, y: 730, w: uw, h: uh }; } renderHuman() { const gs = this.gs; const seat = this.humanSeat; const p = gs.players[seat]; const info = FACTION_INFO[p.faction]; const legal = this.humanTurnLegal(); this.boardLayer.add(this.add.text(140, 878, info.label, { fontFamily: '"Julius Sans One"', fontSize: '13px', color: info.colorHex, }).setOrigin(0.5)); // resources this.boardLayer.add(this.add.text(140, 912, `▣ ${p.resources}`, { fontFamily: 'Righteous', fontSize: '26px', color: '#e8c860', }).setOrigin(0.5)); this.renderBasePips(70, 975, p, info); // base — vertically centered between the force track's balance label // (~y=624) and the informational prompt text (~y=845) just below const playRowY = 730; if (p.base) { const useBase = legal && legal.abilities.find((a) => a.zone === 'base'); this.makeBaseCard(392, playRowY, p.faction, p.base, 300, 190, { parent: this.boardLayer, hover: false, showText: true, onClick: () => this.showInspectBase(p.faction, p.base), }); this._myBasePos = { x: 392, y: playRowY }; if (useBase) this.addUsePill(392, playRowY + 102, () => this.beginAbility({ zone: 'base', uid: 'base' })); } else { this.boardLayer.add(this.add.text(392, playRowY, 'CHOOSE A NEW BASE…', { fontFamily: 'Righteous', fontSize: '20px', color: C.goldHex, }).setOrigin(0.5)); } // capitals p.capitals.forEach((e, i) => { const slot = this.humanCapitalSlot(i); this._playPos.set(e.card.uid, { x: slot.x, y: slot.y }); if (this._pendingCardUids.has(e.card.uid)) return; const canUse = legal && legal.abilities.some((a) => a.uid === e.card.uid); const selectable = this.myTurnMode() && !e.committed && entryAttack(gs, seat, e) > 0; this.makeCard(slot.x, slot.y, e.card, slot.w, slot.h, { parent: this.boardLayer, hover: false, damage: e.damage, selected: this.squad.has(e.card.uid), committed: e.committed, attackNow: entryAttack(gs, seat, e), onClick: () => selectable ? this.toggleSquad(e.card.uid) : this.showInspect(e.card), }); if (canUse) this.addUsePill(slot.x, this.usePillY(slot.y, slot.h), () => this.beginAbility({ zone: 'capital', uid: e.card.uid })); }); // units in play const units = p.inPlay; units.forEach((e, i) => { const slot = this.humanInPlaySlot(i, units.length); this._playPos.set(e.card.uid, { x: slot.x, y: slot.y }); if (this._pendingCardUids.has(e.card.uid)) return; const canUse = legal && legal.abilities.some((a) => a.uid === e.card.uid); const selectable = this.myTurnMode() && !e.committed && entryAttack(gs, seat, e) > 0; this.makeCard(slot.x, slot.y, e.card, slot.w, slot.h, { parent: this.boardLayer, hover: false, selected: this.squad.has(e.card.uid), committed: e.committed, attackNow: entryAttack(gs, seat, e), onClick: () => selectable ? this.toggleSquad(e.card.uid) : this.showInspect(e.card), }); if (canUse) this.addUsePill(slot.x, this.usePillY(slot.y, slot.h), () => this.beginAbility({ zone: 'play', uid: e.card.uid })); }); // end-of-turn discard ghosts: a discarded in-play card stays put right up // until its own fly-to-discard animation begins for (const [uid, ghost] of this._endTurnGhosts) { if (ghost.zone !== 'inPlay' || ghost.seat !== seat) continue; const pos = this._endTurnFromPos.get(uid); if (pos) this.makeCard(pos.x, pos.y, { uid, id: ghost.id }, 122, 170, { parent: this.boardLayer, hover: false }); } if (!units.length && !p.capitals.length) { this.boardLayer.add(this.add.text(1180, playRowY, 'cards you play land here', { fontFamily: '"Julius Sans One"', fontSize: '15px', color: '#2a3c66', }).setOrigin(0.5)); } // squad readout — sits just right of the force track's balance label if (this.squad.size) { const total = this.squadAttack(); const pos = this._forceLabelRight ?? { x: GAME_WIDTH / 2, y: 624 }; this.boardLayer.add(this.add.text(pos.x + 24, pos.y, `⚔ ${total} committed — strike the enemy base or a marked bounty`, { fontFamily: 'Righteous', fontSize: '18px', color: C.badHex, }).setOrigin(0, 0.5)); } } // Y for a USE pill that overlays the lower part of a board card, sitting // just below its art image (mirrors makeCard's own art-window math for a // non-showText card, where the art window runs the full lower half). usePillY(cardY, h) { const plateH = Math.max(15, h * 0.12); const artBottom = plateH + 8; return cardY + artBottom + 10; } addUsePill(x, y, cb) { const b = this.add.container(x, y); const bg = this.add.graphics(); bg.fillStyle(C.gold, 1); bg.fillRoundedRect(-34, -12, 68, 24, 12); b.add(bg); b.add(this.add.text(0, 0, 'USE', { fontFamily: 'Righteous', fontSize: '14px', color: '#0a0f1f' }).setOrigin(0.5)); b.setSize(68, 24); b.setInteractive({ useHandCursor: true }); b.on('pointerdown', () => { if (!this.busy) cb(); }); this.tweens.add({ targets: b, alpha: 0.65, duration: 520, yoyo: true, repeat: -1 }); this.boardLayer.add(b); } renderHand() { const gs = this.gs; const p = gs.players[this.humanSeat]; const y = 985; // draw pile sits just under the human's base card (base is 392,730 size 300x190) this.renderHandPile(392, 911, this.visibleDeckCount(p), 'DRAW'); this.renderHandPile(GAME_WIDTH - 205, y, this.visibleDiscardCount(p), 'DISCARD'); // end-of-turn discard ghosts: a discarded hand card stays put in its // virtual old-hand slot right up until its own fly-to-discard animation // begins (the real hand has already been replaced by then) for (const [uid, ghost] of this._endTurnGhosts) { if (ghost.zone !== 'hand' || ghost.seat !== this.humanSeat) continue; const layout = this._endTurnHandLayout.get(uid); if (layout) this.makeCard(this.humanHandSlotX(layout.idx, layout.total), y, { uid, id: ghost.id }, 148, 206, { parent: this.handLayer, hover: false, showText: true }); } if (!p.hand.length) return; const cw = 148, chh = 206; const pitch = Math.min(cw + 8, 1250 / Math.max(1, p.hand.length)); let x = GAME_WIDTH / 2 - ((p.hand.length - 1) * pitch) / 2; for (const inst of p.hand) { const cardX = x; x += pitch; if (this._pendingCardUids.has(inst.uid)) continue; const playable = this.myTurnMode(); // forced discard (an opponent's effect) reads as something being done // TO the player, so it gets its own pulsing red overlay rather than the // gold "you get to pick" cue used for a voluntary exile-as-cost choice const forcedDiscard = this.mode.type === 'oppDiscard'; const exileCost = this.mode.type === 'target' && this.mode.decision?.op === 'exileCards' && (this.mode.candidates || []).some((c) => c.zone === 'hand' && c.uid === inst.uid); const discardable = forcedDiscard || exileCost; this.makeCard(cardX, y, inst, cw, chh, { parent: this.handLayer, showText: true, highlightGold: exileCost, highlightDiscard: forcedDiscard, onClick: () => this.onHandClicked(inst), }); if (!playable && !discardable) this.handLayer.list[this.handLayer.list.length - 1].setAlpha(0.9); // Grand Moff Tarkin's borrowed card — flag that it exiles at end of turn. if (p.tempExileUids?.includes(inst.uid)) { const tag = this.add.container(cardX, y - chh / 2 + 12); const tg = this.add.graphics(); tg.fillStyle(0x3a1f52, 0.95); tg.fillRoundedRect(-58, -9, 116, 18, 5); tg.lineStyle(1, 0xb06bd8, 1); tg.strokeRoundedRect(-58, -9, 116, 18, 5); tag.add(tg); tag.add(this.add.text(0, 0, 'EXILES AT TURN END', { fontFamily: '"Julius Sans One"', fontSize: '10px', color: '#d9b8f0', }).setOrigin(0.5)); this.handLayer.add(tag); } } } // final resting x for hand slot `index` of a hand with `handLength` cards — // shared by renderHand() and the deal-in animation so a card's flight target // always matches where it will actually land humanHandSlotX(index, handLength) { const cw = 148; const pitch = Math.min(cw + 8, 1250 / Math.max(1, handLength)); const x0 = GAME_WIDTH / 2 - ((handLength - 1) * pitch) / 2; return x0 + index * pitch; } // small draw/discard pile shown beside the human hand: card back + count when // non-empty, dashed outline placeholder when empty renderHandPile(x, y, count, label) { const w = 90, h = 124; this.handLayer.add(this.add.text(x, y - h / 2 - 14, label, { fontFamily: '"Julius Sans One"', fontSize: '12px', color: C.muted, }).setOrigin(0.5)); if (count > 0) { this.makeCardBack(x, y, w, h, this.handLayer, `${count}`); } else { const g = this.add.graphics(); g.lineStyle(2, 0x2a3c66, 0.6); g.strokeRoundedRect(x - w / 2, y - h / 2, w, h, 7); this.handLayer.add(g); } } // ── interaction helpers ───────────────────────────────────────────────────── myTurnMode() { return this.mode.type === 'turn'; } humanTurnLegal() { if (!this.gs || !this.myTurnMode()) return null; return legalActions(this.gs, this.humanSeat); } squadAttack(vsRow = false) { const p = this.gs.players[this.humanSeat]; let total = 0; for (const uid of this.squad) { const e = p.inPlay.find((x) => x.card.uid === uid) || p.capitals.find((x) => x.card.uid === uid); if (e) total += entryAttack(this.gs, this.humanSeat, e, { vsRow }); } return total; } rowTargetReachable(card) { if (!this.myTurnMode() || !this.squad.size) return false; const def = cardDef(card); const p = this.gs.players[this.humanSeat]; if (def.faction === 'neutral' || def.faction === p.faction || def.type !== 'unit' || def.target == null) return false; // capitals cannot join bounty hunts for (const uid of this.squad) if (p.capitals.some((e) => e.card.uid === uid)) return false; return this.squadAttack(true) >= def.target; } toggleSquad(uid) { if (this.squad.has(uid)) this.squad.delete(uid); else this.squad.add(uid); this.sfx(SFX.CARD_SHOW); this.renderAll(); } launchBaseAttack() { if (!this.myTurnMode() || !this.squad.size) return; const o = this.gs.players[1 - this.humanSeat]; const order = o.capitals.slice() .sort((a, b) => (cardDef(a.card).hp - a.damage) - (cardDef(b.card).hp - b.damage)) .map((e) => e.card.uid); const uids = [...this.squad]; this.squad.clear(); this.sfx(SFX.SCIFI_LAUNCH); this.applyDecision(this.mode.decision, { type: 'attackBase', uids, capitalOrder: order }); } onRowClicked(card) { const m = this.mode; if (m.type === 'target') { const ref = (m.candidates || []).find((c) => c.uid === card.uid); if (ref) { this.applyDecision(m.decision, ref); return; } } if (this.myTurnMode()) { if (this.squad.size && this.rowTargetReachable(card)) { const uids = [...this.squad]; this.squad.clear(); this.sfx(SFX.SCIFI_LAUNCH); this.applyDecision(this.mode.decision, { type: 'attackRow', targetUid: card.uid, uids }); return; } const legal = this.humanTurnLegal(); if (!this.squad.size && legal.buys.some((b) => b.uid === card.uid)) { this.sfx(SFX.PURCHASE); this.applyDecision(this.mode.decision, { type: 'buy', uid: card.uid }); return; } } this.showInspect(card); } onOuterRimClicked() { if (this.myTurnMode() && !this.squad.size) { const legal = this.humanTurnLegal(); if (legal.buys.some((b) => b.uid === 'outerrim')) { this.sfx(SFX.PURCHASE); this.applyDecision(this.mode.decision, { type: 'buy', uid: 'outerrim' }); return; } } const orp = this.gs.outerRim[this.gs.outerRim.length - 1]; if (orp) this.showInspect(orp); } onHandClicked(inst) { const m = this.mode; if (m.type === 'oppDiscard') { this.sfx(SFX.CARD_PLACE); this.applyDecision(m.decision, inst.uid); return; } if (m.type === 'target' && m.decision?.op === 'exileCards') { const ref = (m.candidates || []).find((c) => c.zone === 'hand' && c.uid === inst.uid); if (ref) { this.applyDecision(m.decision, ref); return; } } if (this.myTurnMode()) { this.sfx(SFX.CARD_PLACE); this.applyDecision(m.decision, { type: 'play', uid: inst.uid }); return; } this.showInspect(inst); } beginAbility(target) { const d = this.mode.decision; const p = this.gs.players[this.humanSeat]; const def = target.zone === 'base' ? baseDef(p.faction, p.base.id) : cardDef((p.inPlay.find((e) => e.card.uid === target.uid) || p.capitals.find((e) => e.card.uid === target.uid)).card); if (def.ability?.cost?.exileFromHand || def.ability?.cost?.discardFromHand) { // pick the cost card first const verb = def.ability.cost.exileFromHand ? 'exile' : 'discard'; this.showHandPickModal(`Choose a card to ${verb} as the cost`, (uid) => { this.applyDecision(d, { type: 'ability', zone: target.zone, uid: target.uid, costUid: uid }); }); return; } this.sfx(SFX.SCIFI_REVEAL ?? SFX.CARD_SHOW); this.applyDecision(d, { type: 'ability', zone: target.zone, uid: target.uid }); } // ── pump: run engine until human input is required ───────────────────────── pump() { if (!this.gs || this.busy) return; if (this.gs.over) { this.onGameOver(); return; } const d = pendingDecision(this.gs); if (!d) return; if (d.seat !== this.humanSeat) { this.setPrompt(`${this.opponents[0]?.name || 'Opponent'} is plotting…`); this.busy = true; this.time.delayedCall(nextThinkDelay(this.aiSkill), () => { this.busy = false; if (this.gs.over) { this.onGameOver(); return; } const nd = pendingDecision(this.gs); if (!nd || nd.seat === this.humanSeat) { this.pump(); return; } const choice = decide(publicView(this.gs, nd.seat), nd, this.aiSkill); this.applyDecision(nd, choice); }); return; } this.enterHumanMode(d); } applyDecision(d, choice) { // snapshot the attacking squad's board positions here (not just in the // human click handlers) since AI-driven attackRow/attackBase choices are // built directly in SWDBGAI.js and dispatched straight into this method, // bypassing onRowClicked()/launchBaseAttack() entirely — _playPos is still // valid here, as nothing re-renders between a decision being made and // applyDecision running if (choice?.type === 'attackRow' || choice?.type === 'attackBase') { this._pendingAttackFrom = (choice.uids || []).map((uid) => this._playPos.get(uid)).filter(Boolean); } try { switch (d.kind) { case 'turn': actTurn(this.gs, d.seat, choice); break; case 'chooseBase': actChooseBase(this.gs, d.seat, choice); break; case 'target': actChooseTarget(this.gs, d.seat, choice); break; case 'oppDiscard': actOppDiscard(this.gs, d.seat, choice); break; case 'oppChoice': actOppChoice(this.gs, d.seat, choice); break; case 'chooseOption': actChooseOption(this.gs, d.seat, choice); break; default: break; } } catch (err) { console.error('swdbg action rejected:', err); this.mode = { type: 'idle' }; this.renderAll(); this.pump(); return; } this.mode = { type: 'idle' }; this.clearActionButtons(); this.closeModal(); this.playEvents(takeEvents(this.gs)); } enterHumanMode(d) { this.clearActionButtons(); switch (d.kind) { case 'turn': { this.mode = { type: 'turn', decision: d }; const legal = legalActions(this.gs, this.humanSeat); const p = this.gs.players[this.humanSeat]; if (p.hand.length) this.setPrompt('Your turn — play cards, buy, and attack'); else if (legal.buys.length || legal.abilities.length || this.squad.size) this.setPrompt('Buy from the galaxy row, use abilities, or attack'); else this.setPrompt('Attack with your forces or end your turn'); if (p.hand.length) this.addActionButton('Play All', () => this.applyDecision(d, { type: 'playAll' })); this.addActionButton('End Turn', () => { this.squad.clear(); this.applyDecision(d, { type: 'endTurn' }); }); break; } case 'chooseBase': { this.mode = { type: 'chooseBase', decision: d }; this.showBaseChoiceModal(d); break; } case 'target': { this.mode = { type: 'target', decision: d, candidates: d.candidates }; this.enterTargetMode(d); break; } case 'oppDiscard': { this.mode = { type: 'oppDiscard', decision: d }; this.setPrompt('Enemy pressure! Choose a card to discard'); break; } case 'oppChoice': { this.mode = { type: 'oppChoice', decision: d }; this.showOppChoiceModal(d); break; } case 'chooseOption': { this.mode = { type: 'chooseOption', decision: d }; this.showOptionModal(d); break; } default: break; } this.renderAll(); } enterTargetMode(d) { switch (d.op) { case 'discardRow': this.setPrompt('Choose a galaxy-row card to discard — or Skip'); if (d.optional) this.addActionButton('Skip', () => this.applyDecision(d, null)); break; case 'freePurchase': this.setPrompt('Choose a card to take for free'); break; case 'destroyCapital': this.setPrompt('Choose a capital ship to destroy'); this.showCapitalTargetModal(d); break; case 'exileCards': this.setPrompt('Exile a card from your hand or discard — or Skip'); if (d.optional) this.addActionButton('Skip', () => this.applyDecision(d, null)); this.addActionButton('From discard…', () => this.showDiscardPickModal(d)); break; case 'recoverDiscard': this.showRecoverModal(d); break; case 'lookTop': this.showPeekModal(d, 'Top of the galaxy deck', 'Leave on top', 'Discard it'); break; case 'revealTopDiscard': this.showPeekModal(d, 'Revealed from the galaxy deck', 'Leave on top', 'Discard it'); break; case 'dealDamage': this.setPrompt('Choose where the damage lands'); this.showDealDamageModal(d); break; case 'buyGalaxyDiscard': this.showGalaxyDiscardModal(d); break; case 'takeRowTemp': this.setPrompt('Choose a galaxy-row card of your faction to add to your hand'); if (d.optional) this.addActionButton('Skip', () => this.applyDecision(d, null)); break; case 'lookTopSwap': this.showLookTopSwapModal(d); break; case 'oppTopdeck': this.showOppTopdeckModal(d); break; default: // Fallback: auto-pick the first candidate so nothing soft-locks. this.applyDecision(d, d.candidates[0] || null); break; } } // ── modals ────────────────────────────────────────────────────────────────── modalRoot() { this.closeModal(); const root = this.add.container(0, 0).setDepth(DEPTH.overlay); const dim = this.add.rectangle(GAME_WIDTH / 2, GAME_HEIGHT / 2, GAME_WIDTH, GAME_HEIGHT, 0x000000, 0.62); dim.setInteractive(); root.add(dim); this._modal = root; return root; } closeModal() { if (this._modal) { this._modal.destroy(); this._modal = null; } for (const b of this._modalButtons || []) b.destroy(); this._modalButtons = []; } modalButton(x, y, label, cb, opts = {}) { const b = new Button(this, x, y, label, cb, { width: opts.width || 260, fontSize: opts.fontSize || 19, variant: opts.variant }); b.setDepth(DEPTH.overlay + 1); this._modalButtons = this._modalButtons || []; this._modalButtons.push(b); this.guardFreshButton(b); return b; } // Button's onClick fires on 'pointerup', while everything else in this game // (cards, the USE pill) fires on 'pointerdown'. When a popup opens // synchronously from a pointerdown handler (e.g. clicking "USE") while the // mouse is still physically held down, that same click's eventual release // would otherwise land on a freshly-created popup button and fire it // immediately. Swallow just that one pending release before arming it. guardFreshButton(b) { if (!this.input.activePointer.isDown) return; b.input.enabled = false; this.input.once('pointerup', () => { if (b.input) b.input.enabled = true; }); } showBaseChoiceModal(d) { const root = this.modalRoot(); const p = this.gs.players[this.humanSeat]; root.add(this.add.text(GAME_WIDTH / 2, 300, 'YOUR BASE HAS FALLEN — CHOOSE THE NEXT', { fontFamily: 'Righteous', fontSize: '30px', color: C.text, }).setOrigin(0.5)); const n = d.options.length; const pitch = Math.min(360, 1500 / Math.max(1, n)); const x0 = GAME_WIDTH / 2 - ((n - 1) * pitch) / 2; d.options.forEach((id, i) => { this.makeBaseCard(x0 + i * pitch, 560, p.faction, { id, damage: 0 }, 330, 210, { parent: root, hover: false, showText: true, highlight: true, onClick: () => this.applyDecision(d, id), }); }); } showOppChoiceModal(d) { const root = this.modalRoot(); const cx = GAME_WIDTH / 2, cy = GAME_HEIGHT / 2; root.add(this.add.text(cx, cy - 120, 'ENEMY ULTIMATUM', { fontFamily: 'Righteous', fontSize: '30px', color: C.badHex, }).setOrigin(0.5)); root.add(this.add.text(cx, cy - 70, 'Their agent forces a choice:', { fontFamily: '"Julius Sans One"', fontSize: '19px', color: C.text, }).setOrigin(0.5)); const label = (o) => { if (o.kind === 'discardSelf') return 'Discard a card from your hand'; if (o.kind === 'giveForce') return `Let them gain ${o.n || 1} Force`; if (o.kind === 'attackBoost') return `Let their unit gain ${o.n || 1} attack`; return o.kind; }; d.options.forEach((o, i) => { this.modalButton(cx, cy + i * 60, label(o), () => this.applyDecision(d, i), { width: 420, variant: i === 0 ? undefined : 'ghost', }); }); } // Y-Wing: pick the enemy base or one of their capital ships to take the hit. showDealDamageModal(d) { const root = this.modalRoot(); const cx = GAME_WIDTH / 2; root.add(this.add.text(cx, 300, 'CHOOSE A TARGET', { fontFamily: 'Righteous', fontSize: '28px', color: C.badHex, }).setOrigin(0.5)); const o = this.gs.players[1 - this.humanSeat]; const items = d.candidates.map((ref) => { if (ref.kind === 'oppBase') return { ref, base: true }; const e = o.capitals.find((x) => x.card.uid === ref.uid); return e ? { ref, inst: e.card, damage: e.damage } : null; }).filter(Boolean); const pitch = Math.min(260, 1400 / Math.max(1, items.length)); const x0 = cx - ((items.length - 1) * pitch) / 2; items.forEach((it, i) => { const x = x0 + i * pitch; if (it.base) { this.makeBaseCard(x, 540, o.faction, o.base, 240, 152, { parent: root, hover: false, showText: false, highlight: true, onClick: () => this.applyDecision(d, it.ref), }); root.add(this.add.text(x, 650, 'enemy base', { fontFamily: '"Julius Sans One"', fontSize: '15px', color: C.muted, }).setOrigin(0.5)); } else { this.makeCard(x, 540, it.inst, 190, 264, { parent: root, hover: false, showText: true, onClick: () => this.applyDecision(d, it.ref), }); root.add(this.add.text(x, 690, `${it.damage} damage taken`, { fontFamily: '"Julius Sans One"', fontSize: '15px', color: C.muted, }).setOrigin(0.5)); } }); } // Jawa Scavenger: purchase (pay cost) from the galaxy discard pile. showGalaxyDiscardModal(d) { const root = this.modalRoot(); const cx = GAME_WIDTH / 2; root.add(this.add.text(cx, 240, 'PURCHASE FROM THE GALAXY DISCARD PILE', { fontFamily: 'Righteous', fontSize: '26px', color: C.goldHex, }).setOrigin(0.5)); const cards = d.candidates .map((ref) => ({ ref, inst: this.gs.galaxy.discard.find((c) => c.uid === ref.uid) })) .filter((c) => c.inst); const cols = Math.min(8, Math.max(4, Math.ceil(Math.sqrt(cards.length * 1.6)))); const cw = 150, chh = 208; cards.forEach((c, i) => { const x = cx - ((Math.min(cols, cards.length) - 1) * (cw + 12)) / 2 + (i % cols) * (cw + 12); const y = 430 + Math.floor(i / cols) * (chh + 14); this.makeCard(x, y, c.inst, cw, chh, { parent: root, hover: false, showText: true, onClick: () => this.applyDecision(d, c.ref), }); }); if (d.optional) this.modalButton(cx, GAME_HEIGHT - 110, 'Skip', () => this.applyDecision(d, null), { variant: 'ghost', width: 180 }); } // Moff Jerjerrod: peek the galaxy deck's top card; with the Force, may swap // it with a row card (the row card goes on top of the deck). showLookTopSwapModal(d) { const root = this.modalRoot(); const cx = GAME_WIDTH / 2; const rowRefs = d.candidates.filter((c) => c.kind === 'row'); root.add(this.add.text(cx, 210, 'TOP OF THE GALAXY DECK', { fontFamily: 'Righteous', fontSize: '26px', color: C.goldHex, }).setOrigin(0.5)); if (d.peekId) this.makeCard(cx, 400, { uid: -1, id: d.peekId }, 200, 278, { parent: root, hover: false, showText: true, noHoverPreview: true }); if (rowRefs.length) { root.add(this.add.text(cx, 580, 'The Force is with you — swap it with a galaxy-row card?', { fontFamily: '"Julius Sans One"', fontSize: '18px', color: C.text, }).setOrigin(0.5)); const cards = rowRefs .map((ref) => ({ ref, inst: this.gs.galaxy.row.find((c) => c.uid === ref.uid) })) .filter((c) => c.inst); const pitch = Math.min(180, 1400 / Math.max(1, cards.length)); const x0 = cx - ((cards.length - 1) * pitch) / 2; cards.forEach((c, i) => { this.makeCard(x0 + i * pitch, 750, c.inst, 150, 208, { parent: root, hover: false, showText: true, onClick: () => this.applyDecision(d, c.ref), }); }); } this.modalButton(cx, GAME_HEIGHT - 90, 'Leave it on top', () => this.applyDecision(d, d.candidates.find((c) => c.v === 'keep')), { width: 300, variant: rowRefs.length ? 'ghost' : undefined }); } // Jyn Erso: the opponent's hand is revealed — pick one card to place on top // of their deck. showOppTopdeckModal(d) { const root = this.modalRoot(); const cx = GAME_WIDTH / 2; root.add(this.add.text(cx, 300, "OPPONENT'S HAND — PICK ONE TO TOPDECK", { fontFamily: 'Righteous', fontSize: '26px', color: C.goldHex, }).setOrigin(0.5)); root.add(this.add.text(cx, 345, 'The chosen card goes on top of their deck', { fontFamily: '"Julius Sans One"', fontSize: '17px', color: C.muted, }).setOrigin(0.5)); const pitch = Math.min(200, 1400 / Math.max(1, d.candidates.length)); const x0 = cx - ((d.candidates.length - 1) * pitch) / 2; d.candidates.forEach((ref, i) => { this.makeCard(x0 + i * pitch, 560, { uid: ref.uid, id: ref.id }, 170, 236, { parent: root, hover: false, showText: true, onClick: () => this.applyDecision(d, ref), }); }); } showOptionModal(d) { const root = this.modalRoot(); const cx = GAME_WIDTH / 2, cy = GAME_HEIGHT / 2; root.add(this.add.text(cx, cy - 110, 'CHOOSE ONE', { fontFamily: 'Righteous', fontSize: '28px', color: C.goldHex, }).setOrigin(0.5)); d.options.forEach((ab, i) => { this.modalButton(cx, cy - 30 + i * 60, this.abilityLabel(ab), () => this.applyDecision(d, i), { width: 480 }); }); } abilityLabel(ab) { switch (ab.op) { case 'draw': return `Draw ${ab.n || 1} card${(ab.n || 1) > 1 ? 's' : ''}`; case 'oppDiscard': return 'Opponent discards a card'; case 'gainResources': return `Gain ${ab.n} resource${(ab.n || 1) > 1 ? 's' : ''}`; case 'gainForce': return `Gain ${ab.n} Force`; case 'gainAttack': return `Gain ${ab.n} attack this turn`; case 'damageBase': return `Deal ${ab.n} damage to the enemy base`; case 'repairBase': return `Repair ${ab.n} damage from your base`; default: return ab.op; } } showPeekModal(d, title, keepLabel, discardLabel) { const root = this.modalRoot(); const cx = GAME_WIDTH / 2, cy = GAME_HEIGHT / 2; root.add(this.add.text(cx, cy - 230, title, { fontFamily: 'Righteous', fontSize: '26px', color: C.goldHex, }).setOrigin(0.5)); if (d.peekId) this.makeCard(cx, cy - 20, { uid: -1, id: d.peekId }, 220, 306, { parent: root, hover: false, showText: true, noHoverPreview: true }); this.modalButton(cx - 150, cy + 200, keepLabel, () => this.applyDecision(d, d.candidates.find((c) => c.v === 'keep')), { width: 260, variant: 'ghost' }); this.modalButton(cx + 150, cy + 200, discardLabel, () => this.applyDecision(d, d.candidates.find((c) => c.v === 'discard')), { width: 260 }); } showCapitalTargetModal(d) { const root = this.modalRoot(); const cx = GAME_WIDTH / 2; root.add(this.add.text(cx, 300, 'DESTROY A CAPITAL SHIP', { fontFamily: 'Righteous', fontSize: '28px', color: C.badHex, }).setOrigin(0.5)); const o = this.gs.players[1 - this.humanSeat]; const cards = d.candidates.map((ref) => { if (ref.kind === 'capital') { const e = o.capitals.find((x) => x.card.uid === ref.uid); return { ref, inst: e.card, note: 'in play' }; } const inst = this.gs.galaxy.row.find((x) => x.uid === ref.uid); return { ref, inst, note: 'galaxy row' }; }); const pitch = Math.min(240, 1400 / Math.max(1, cards.length)); const x0 = cx - ((cards.length - 1) * pitch) / 2; cards.forEach((c, i) => { this.makeCard(x0 + i * pitch, 540, c.inst, 190, 264, { parent: root, hover: false, showText: true, onClick: () => this.applyDecision(d, c.ref), }); root.add(this.add.text(x0 + i * pitch, 690, c.note, { fontFamily: '"Julius Sans One"', fontSize: '15px', color: C.muted, }).setOrigin(0.5)); }); } showRecoverModal(d) { const root = this.modalRoot(); const cx = GAME_WIDTH / 2; root.add(this.add.text(cx, 280, 'RETURN A CARD TO YOUR HAND', { fontFamily: 'Righteous', fontSize: '28px', color: C.goldHex, }).setOrigin(0.5)); const p = this.gs.players[this.humanSeat]; const cards = d.candidates.map((ref) => ({ ref, inst: p.discard.find((c) => c.uid === ref.uid) })).filter((c) => c.inst); const pitch = Math.min(220, 1400 / Math.max(1, cards.length)); const x0 = cx - ((cards.length - 1) * pitch) / 2; cards.forEach((c, i) => { this.makeCard(x0 + i * pitch, 540, c.inst, 180, 250, { parent: root, hover: false, showText: true, onClick: () => this.applyDecision(d, c.ref), }); }); } showDiscardPickModal(d) { const root = this.modalRoot(); const cx = GAME_WIDTH / 2; root.add(this.add.text(cx, 240, 'EXILE FROM YOUR DISCARD PILE', { fontFamily: 'Righteous', fontSize: '26px', color: C.goldHex, }).setOrigin(0.5)); const p = this.gs.players[this.humanSeat]; const cands = (d.candidates || []).filter((c) => c.zone === 'discard'); const cards = cands.map((ref) => ({ ref, inst: p.discard.find((c) => c.uid === ref.uid) })).filter((c) => c.inst); const cols = Math.min(8, Math.max(4, Math.ceil(Math.sqrt(cards.length * 1.6)))); const cw = 150, chh = 208; cards.forEach((c, i) => { const x = cx - ((Math.min(cols, cards.length) - 1) * (cw + 12)) / 2 + (i % cols) * (cw + 12); const y = 430 + Math.floor(i / cols) * (chh + 14); this.makeCard(x, y, c.inst, cw, chh, { parent: root, hover: false, showText: true, onClick: () => this.applyDecision(d, c.ref), }); }); this.modalButton(cx, GAME_HEIGHT - 110, 'Back', () => { this.closeModal(); }, { variant: 'ghost', width: 180 }); } showHandPickModal(title, onPick) { const root = this.modalRoot(); const cx = GAME_WIDTH / 2; root.add(this.add.text(cx, 300, title.toUpperCase(), { fontFamily: 'Righteous', fontSize: '26px', color: C.goldHex, }).setOrigin(0.5)); const p = this.gs.players[this.humanSeat]; const pitch = Math.min(200, 1400 / Math.max(1, p.hand.length)); const x0 = cx - ((p.hand.length - 1) * pitch) / 2; p.hand.forEach((inst, i) => { this.makeCard(x0 + i * pitch, 560, inst, 170, 236, { parent: root, hover: false, showText: true, onClick: () => { this.closeModal(); onPick(inst.uid); }, }); }); this.modalButton(cx, 760, 'Cancel', () => { this.closeModal(); }, { variant: 'ghost', width: 180 }); } showInspect(inst) { if (this._modal || !inst || inst.hidden) return; const root = this.modalRoot(); this.makeCard(GAME_WIDTH / 2, GAME_HEIGHT / 2, inst, 340, 470, { parent: root, hover: false, showText: true, noHoverPreview: true }); const zone = this.add.zone(GAME_WIDTH / 2, GAME_HEIGHT / 2, GAME_WIDTH, GAME_HEIGHT).setInteractive(); zone.on('pointerdown', () => this.closeModal()); root.add(zone); root.bringToTop(zone); } showInspectBase(faction, base) { if (this._modal) return; const root = this.modalRoot(); this.makeBaseCard(GAME_WIDTH / 2, GAME_HEIGHT / 2, faction, base, 560, 340, { parent: root, hover: false, showText: true, noHoverPreview: true }); const zone = this.add.zone(GAME_WIDTH / 2, GAME_HEIGHT / 2, GAME_WIDTH, GAME_HEIGHT).setInteractive(); zone.on('pointerdown', () => this.closeModal()); root.add(zone); root.bringToTop(zone); } // ── prompt + action buttons ───────────────────────────────────────────────── setPrompt(txt) { this.promptText.setText(txt || ''); } addActionButton(label, cb) { const i = this._actionButtons.length; const b = new Button(this, 1700, 700 + i * 76, label, cb, { width: 190, fontSize: 18 }); b.setDepth(DEPTH.ui); this._actionButtons.push(b); this.guardFreshButton(b); } clearActionButtons() { for (const b of this._actionButtons) b.destroy(); this._actionButtons = []; } // ── event playback ────────────────────────────────────────────────────────── playEvents(events, opts = {}) { this.busy = true; this.setPrompt(''); // a purchase or a bounty kill always emits its rowRefill just before its // own buy/bounty event (SWDBGLogic's removeRowCard refills before // buyCard/attackRow emit) — swap them so the bought/defeated card's full // animation plays out (arc + reveal/explosion) before the replacement // card animates into the vacated row slot events = events.slice(); for (let i = 1; i < events.length; i++) { if ((events[i].type === 'buy' || events[i].type === 'bounty') && events[i - 1].type === 'rowRefill') { [events[i - 1], events[i]] = [events[i], events[i - 1]]; } } // an end-of-turn discard batch has no stored position for the old hand's // cards (by the time these events are read, endTurn() has already drawn // the NEW hand) — reconstruct the human's virtual old-hand layout purely // from the emitted events' own order (one 'endTurnDiscard' zone:'hand' // event per old card, in original hand order) const handDiscardsBySeat = new Map(); for (const e of events) { if (e.type === 'endTurnDiscard' && e.zone === 'hand') { if (!handDiscardsBySeat.has(e.seat)) handDiscardsBySeat.set(e.seat, []); handDiscardsBySeat.get(e.seat).push(e.uid); } } for (const uids of handDiscardsBySeat.values()) { uids.forEach((uid, idx) => this._endTurnHandLayout.set(uid, { idx, total: uids.length })); } for (const e of events) { if ((e.type === 'draw' || e.type === 'rowRefill' || e.type === 'play') && e.uid != null) this._pendingCardUids.add(e.uid); if (e.type === 'buy' && e.uid != null) { if (this._rowPos.has(e.uid)) this._rowGhosts.set(e.uid, e.id); const dest = e.dest || (e.topdeck ? 'deck' : 'discard'); if (dest === 'deck') this._pendingDeckUids.add(e.uid); else if (dest === 'hand') this._pendingCardUids.add(e.uid); else this._pendingDiscardUids.add(e.uid); } if (e.type === 'bounty' && e.uid != null && this._rowPos.has(e.uid)) { this._rowGhosts.set(e.uid, e.id); } if (e.type === 'endTurnDiscard' && e.uid != null) { this._pendingDiscardUids.add(e.uid); this._endTurnGhosts.set(e.uid, { seat: e.seat, id: e.id, zone: e.zone }); if (e.zone === 'inPlay' && this._playPos.has(e.uid)) this._endTurnFromPos.set(e.uid, this._playPos.get(e.uid)); } } const queue = events.filter((e) => this.eventDelay(e) > 0); const step = () => { const e = queue.shift(); if (!e) { this.busy = false; this.renderAll(); this.pump(); opts.onDone?.(); return; } this.eventFx(e); this.time.delayedCall(this.eventDelay(e), step); }; this.renderAll(); step(); } eventDelay(e) { const aiEvent = e.seat != null && e.seat !== this.humanSeat; switch (e.type) { case 'turnStart': return 460; case 'play': return aiEvent ? 300 : 220; case 'buy': return 2300; // 500 funding arc + 420 reveal + 1000 hold + 380 flip-to-discard case 'bounty': return 1140; // 500 attack arc + 640 existing popText/banner hold case 'attackBase': return 600; // 500 attack arc + 100 buffer before capitalDamage/baseDamage resolve case 'capitalDamage': return 300; case 'capitalDestroyed': return 520; case 'baseDamage': return 460; case 'baseDestroyed': return 980; case 'baseChosen': return 520; case 'forceMove': return 240; case 'forceBonus': return 240; case 'reveal': return 700; case 'exile': return 260; case 'discard': return (e.forced || e.cost) ? 340 : 0; case 'recover': return 300; case 'repair': return 300; case 'rowDiscard': return 340; case 'handReveal': return e.bySeat === this.humanSeat ? 2000 : 700; case 'oppTopdeck': return 500; case 'rowSwap': return 700; case 'takeRow': return 500; case 'topdeckArmed': return 400; case 'attackBoost': return 260; case 'galaxyReshuffle': return 300; case 'draw': return this._dealingInitial ? 300 : 260; case 'rowRefill': return this._dealingInitial ? 320 : 280; case 'endTurnDiscard': return 200; default: return 0; } } // fly + resize + optional mid-flight flip, used for dealing a card from a // pile (draw pile / galaxy deck / center-screen reveal) to its final slot. // startAs picks the initial visual ('back' or 'face'); flipTo, if set, // swaps it mid-flight to 'face' or 'back' — covering reveals (back->face) // and cards going into a hidden pile (face->back). The flip runs inside a // nested container so its scaleX collapse doesn't fight the outer tween's // own position/resize scale, and is timed to finish with margin before the // outer tween's onComplete destroys everything. dealCardAnimated(opts) { const { fromX, fromY, fromW, fromH, toX, toY, toW, toH, toAngle = 0, startAs = 'back', // 'back' | 'face' — visual at the start of the flight flipTo = null, // 'face' | 'back' | null — what it flips into mid-flight, if anything id = null, // card def id, needed whenever a face is shown (start and/or flip target) duration = 280, keepAlive = false, // if true, don't destroy the token on arrival — caller owns its lifecycle via onLand(token) onLand, } = opts; const outer = this.add.container(fromX, fromY); outer.setScale(fromW / toW, fromH / toH); this.fxLayer.add(outer); const flipHost = this.add.container(0, 0); outer.add(flipHost); const buildSide = (side) => side === 'face' ? this.makeCard(0, 0, { uid: -1, id }, toW, toH, { parent: flipHost, hover: false, showText: true, noHoverPreview: true }) : this.makeCardBack(0, 0, toW, toH, flipHost); let side = buildSide(startAs); this.tweens.add({ targets: outer, x: toX, y: toY, scaleX: 1, scaleY: 1, angle: toAngle, duration, ease: 'Cubic.easeInOut', onComplete: () => { if (!keepAlive) outer.destroy(); onLand?.(outer); }, }); if (flipTo != null) { this.tweens.add({ targets: flipHost, scaleX: 0, duration: duration * 0.35, delay: duration * 0.15, ease: 'Cubic.easeIn', onComplete: () => { side.destroy(); side = buildSide(flipTo); this.tweens.add({ targets: flipHost, scaleX: 1, duration: duration * 0.35, ease: 'Cubic.easeOut' }); }, }); } } animateDraw(e) { const p = this.gs.players[e.seat]; const idx = p.hand.findIndex((c) => c.uid === e.uid); if (idx < 0) { this._pendingCardUids.delete(e.uid); return; } const dur = this._dealingInitial ? 300 : 260; if (e.seat === this.humanSeat) { this.dealCardAnimated({ fromX: 392, fromY: 911, fromW: 90, fromH: 124, toX: this.humanHandSlotX(idx, p.hand.length), toY: 985, toW: 148, toH: 206, startAs: 'back', flipTo: 'face', id: e.id, duration: dur, onLand: () => { this._pendingCardUids.delete(e.uid); this.renderAll(); }, }); } else { const remainingPending = p.hand.filter((c) => this._pendingCardUids.has(c.uid) && c.uid !== e.uid).length; const visibleAfter = p.hand.length - remainingPending; const shown = Math.min(visibleAfter, 4); const off = (shown - 1) / 2; // land in the rightmost fan slot — backs are interchangeable this.dealCardAnimated({ fromX: 570, fromY: 132, fromW: 30, fromH: 42, toX: 570 + off * 7, toY: 72, toW: 30, toH: 42, toAngle: off * 7, startAs: 'back', flipTo: null, duration: dur, onLand: () => { this._pendingCardUids.delete(e.uid); this.renderAll(); }, }); } } // end-of-turn cleanup: every discarded in-play unit and every discarded // hand card stays visible in its original spot (via _endTurnGhosts) right // up until this exact moment, then flies individually to the owner's // discard pile. In-play cards fly from their pre-mutation board position // (_endTurnFromPos, snapshotted in playEvents); hand cards fly from a // virtual old-hand layout reconstructed purely from event order // (_endTurnHandLayout), since the real hand has already been replaced with // the new one by the time this event is processed. Own cards flip // face-down (the discard pile is shown as a back); the opponent's hand // cards were already hidden, so no flip. animateEndTurnDiscard(e) { const isHuman = e.seat === this.humanSeat; const dest = isHuman ? { x: GAME_WIDTH - 205, y: 985, w: 90, h: 124 } : { x: 570, y: 192, w: 30, h: 42 }; let fromX, fromY, fromW, fromH, startAs, flipTo; if (e.zone === 'inPlay') { const pos = this._endTurnFromPos.get(e.uid) || dest; this._endTurnFromPos.delete(e.uid); fromX = pos.x; fromY = pos.y; fromW = isHuman ? 122 : 84; fromH = isHuman ? 170 : 118; startAs = 'face'; flipTo = 'back'; } else if (isHuman) { const layout = this._endTurnHandLayout.get(e.uid) || { idx: 0, total: 1 }; this._endTurnHandLayout.delete(e.uid); fromX = this.humanHandSlotX(layout.idx, layout.total); fromY = 985; fromW = 148; fromH = 206; startAs = 'face'; flipTo = 'back'; } else { this._endTurnHandLayout.delete(e.uid); fromX = 570; fromY = 72; fromW = 30; fromH = 42; startAs = 'back'; flipTo = null; } this._endTurnGhosts.delete(e.uid); this.renderAll(); this.dealCardAnimated({ fromX, fromY, fromW, fromH, toX: dest.x, toY: dest.y, toW: dest.w, toH: dest.h, startAs, flipTo, id: e.id, duration: 200, onLand: () => { this._pendingDiscardUids.delete(e.uid); this.renderAll(); }, }); } // opponent's hand is only ever shown as a generic face-down fan, so a played // card animates out of that fan (reveal-flip included, since playing it is // exactly the moment it stops being secret) into its capital/in-play slot animatePlay(e) { const p = this.gs.players[e.seat]; const pool = e.capital ? p.capitals : p.inPlay; const idx = pool.findIndex((entry) => entry.card.uid === e.uid); if (idx < 0) { this._pendingCardUids.delete(e.uid); return; } const slot = e.capital ? this.oppCapitalSlot(idx) : this.oppInPlaySlot(idx); this.dealCardAnimated({ fromX: 570, fromY: 72, fromW: 30, fromH: 42, toX: slot.x, toY: slot.y, toW: slot.w, toH: slot.h, startAs: 'back', flipTo: 'face', id: e.id, duration: 300, onLand: () => { this._pendingCardUids.delete(e.uid); this.renderAll(); }, }); } // the human already knows their own card (they just clicked it), so it // flies already face-up — no back stage, no flip — from the hand strip // into its capital/in-play slot animateHumanPlay(e) { const p = this.gs.players[e.seat]; const pool = e.capital ? p.capitals : p.inPlay; const idx = pool.findIndex((entry) => entry.card.uid === e.uid); if (idx < 0) { this._pendingCardUids.delete(e.uid); return; } const slot = e.capital ? this.humanCapitalSlot(idx) : this.humanInPlaySlot(idx, pool.length); this.dealCardAnimated({ fromX: GAME_WIDTH / 2, fromY: 985, fromW: 60, fromH: 84, toX: slot.x, toY: slot.y, toW: slot.w, toH: slot.h, startAs: 'face', flipTo: null, id: e.id, duration: 220, onLand: () => { this._pendingCardUids.delete(e.uid); this.renderAll(); }, }); } animateRowRefill(e) { // the stable slot map (assigned in renderGalaxy()) already places this // card in whatever slot its predecessor vacated, so it always lands // exactly where the purchased/lost card used to sit const idx = this._rowSlots.get(e.uid); if (idx == null) { this._pendingCardUids.delete(e.uid); return; } const humanFaction = this.gs.players[this.humanSeat].faction; const slot = this.galaxyRowSlot(idx, cardDef(e.id).faction, humanFaction); this.dealCardAnimated({ fromX: 330, fromY: 430, fromW: 158 * 0.9, fromH: 222 * 0.9, toX: slot.x, toY: slot.y, toW: slot.w, toH: slot.h, startAs: 'back', flipTo: 'face', id: e.id, duration: this._dealingInitial ? 320 : 280, onLand: () => { this._pendingCardUids.delete(e.uid); this.renderAll(); }, }); } // buying a card is a four-beat moment: funding arcs converge on it while it // still sits in its row slot (rendered via _rowGhosts), then it flies up to // a big center-screen reveal (already face-up, no flip) — leaving its row // slot empty from that instant on — holds there so it can be read, then // flips face-down and shrinks into the buyer's discard pile (or, for the // rare "topdeck it" ability, the draw pile instead). The row's own // replacement card (a separate 'rowRefill' event, reordered to play right // after this one in playEvents) lands in that same now-empty slot only // once this whole sequence completes. animateBuy(e) { const src = this._rowPos.get(e.uid) || this._orpPos || { x: GAME_WIDTH / 2, y: GAME_HEIGHT / 2 }; const cx = GAME_WIDTH / 2, cy = GAME_HEIGHT / 2; const bigW = 316, bigH = 444; // 2x the on-board row/outer-rim card size const destKind = e.dest || (e.topdeck ? 'deck' : 'discard'); let dest, stowFlip = 'back'; if (destKind === 'deck') { dest = e.seat === this.humanSeat ? { x: 392, y: 911, w: 90, h: 124 } : { x: 570, y: 132, w: 30, h: 42 }; } else if (destKind === 'hand') { // Fang Fighter — the card joins its buyer's hand (face-up for the human, // into the face-down fan for the AI) dest = e.seat === this.humanSeat ? { x: GAME_WIDTH / 2, y: 985, w: 148, h: 206 } : { x: 570, y: 72, w: 30, h: 42 }; if (e.seat === this.humanSeat) stowFlip = null; } else { dest = e.seat === this.humanSeat ? { x: GAME_WIDTH - 205, y: 985, w: 90, h: 124 } : { x: 570, y: 192, w: 30, h: 42 }; } const land = () => { this._pendingCardUids.delete(e.uid); this._pendingDiscardUids.delete(e.uid); this._pendingDeckUids.delete(e.uid); this.renderAll(); }; const startReveal = () => { // the card leaves its row slot the instant it starts flying to the // center-screen reveal — clearing the ghost here (rather than at the // very end) is what frees the slot up for the eventual rowRefill card if (this._rowGhosts.get(e.uid) === e.id) { this._rowGhosts.delete(e.uid); this.renderAll(); } this.dealCardAnimated({ fromX: src.x, fromY: src.y, fromW: 158, fromH: 222, toX: cx, toY: cy, toW: bigW, toH: bigH, startAs: 'face', flipTo: null, id: e.id, duration: 420, keepAlive: true, onLand: (token) => { this.time.delayedCall(1000, () => { token.destroy(); this.dealCardAnimated({ fromX: cx, fromY: cy, fromW: bigW, fromH: bigH, toX: dest.x, toY: dest.y, toW: dest.w, toH: dest.h, startAs: 'face', flipTo: stowFlip, id: e.id, duration: 380, onLand: land, }); }); }, }); }; // Funding arcs: gold arcs converge from every one of the buyer's currently // in-play cards (units + capitals — unaffected by the purchase itself) onto // the row/outer-rim slot being bought, before the reveal-hold-stow sequence // starts. _playPos is read live since the buyer's board is untouched by a // purchase; _rowPos for the bought card itself is kept fresh by the // _rowGhosts render in renderGalaxy() until startReveal() clears it. const buyer = this.gs.players[e.seat]; const sources = [...buyer.inPlay, ...buyer.capitals] .map((entry) => this._playPos.get(entry.card.uid)) .filter(Boolean); if (!sources.length) { const basePos = e.seat === this.humanSeat ? this._myBasePos : this._oppBasePos; if (basePos) sources.push(basePos); } this.drawArcArrows(sources, src.x, src.y, C.gold, {}, startReveal); } eventFx(e) { switch (e.type) { case 'turnStart': if (e.seat !== this.humanSeat) this.showBanner(`${this.seatName(e.seat)}'s turn`.toUpperCase()); else this.showBanner('YOUR TURN'); this.sfx(SFX.CARD_DEAL); break; case 'play': this.sfx(SFX.CARD_PLACE); if (e.seat !== this.humanSeat) this.animatePlay(e); else this.animateHumanPlay(e); break; case 'buy': this.sfx(SFX.PURCHASE); this.animateBuy(e); break; case 'bounty': { // the target stays visible in its row slot (via _rowGhosts, held // open the same way a bought card is) until the arrow actually // reaches it const at = this._rowPos.get(e.uid); const from = this._pendingAttackFrom; this._pendingAttackFrom = []; const impact = () => { if (this._rowGhosts.get(e.uid) === e.id) { this._rowGhosts.delete(e.uid); this.renderAll(); } this.sfx(SFX.SCIFI_EXPLODE); if (at) { this.popText(at.x, at.y, '💥', '#ffffff', 44); this.popText(at.x, at.y - 56, `${cardDef(e.id).name} defeated!`, C.goldHex, 20); } }; if (at && from.length) this.drawArcArrows(from, at.x, at.y, C.bad, {}, impact); else impact(); break; } case 'attackBase': { this.sfx(SFX.SCIFI_LAUNCH); const dest = e.seat === this.humanSeat ? this._oppBasePos : this._myBasePos; const from = this._pendingAttackFrom; this._pendingAttackFrom = []; if (dest && from.length) this.drawArcArrows(from, dest.x, dest.y, C.bad, {}); break; } case 'capitalDamage': { const at = this._playPos.get(e.uid); if (at) { this.popText(at.x, at.y - 20, `-${e.n}`, '#ff6b5e', 36); this.shakeAt(at.x, at.y); } break; } case 'capitalDestroyed': { this.sfx(SFX.SCIFI_EXPLODE); const at = this._playPos.get(e.uid) || this._rowPos.get(e.uid); if (at) this.popText(at.x, at.y, '💥', '#ffffff', 40); this.popText(GAME_WIDTH / 2, 320, `${cardDef(e.id).name} destroyed`, '#ff6b5e', 22); break; } case 'baseDamage': { const pos = e.seat === this.humanSeat ? this._myBasePos : this._oppBasePos; if (pos) { this.popText(pos.x, pos.y - 40, `-${e.n}`, '#ff5348', 44); const flash = this.add.rectangle(pos.x, pos.y, 310, 200, 0xd6604d, 0.35).setDepth(DEPTH.fx); this.tweens.add({ targets: flash, alpha: 0, duration: 380, onComplete: () => flash.destroy() }); this.sfx(SFX.BATTLESHIP_HIT); } break; } case 'baseDestroyed': { this.sfx(SFX.SCIFI_EXPLODE); const name = baseDef(this.gs.players[e.seat].faction, e.id).name; this.showBanner(e.seat === this.humanSeat ? `💥 ${name} HAS FALLEN (${e.lost}/${this.gs.meta.basesToWin})` : `💥 YOU DESTROYED ${name.toUpperCase()} (${e.lost}/${this.gs.meta.basesToWin})`); this.cameras.main.shake(240, 0.006); break; } case 'baseChosen': this.showBanner(`${this.seatName(e.seat)} regroups at ${baseDef(this.gs.players[e.seat].faction, e.id).name}`.toUpperCase()); break; case 'forceMove': { playForceMove(this, e.to > e.from); if (this._forceMarkerPos) this.shakeAt(this._forceMarkerPos.x, this._forceMarkerPos.y); break; } case 'forceBonus': this.popText(GAME_WIDTH / 2, 560, 'The Force provides: +1 ▣', '#9fd8f0', 20); break; case 'reveal': { const card = this.makeCard(GAME_WIDTH / 2, 430, { uid: -1, id: e.id }, 180, 250, { parent: this.fxLayer, hover: false, showText: true, noHoverPreview: true }); card.setScale(0.4).setAlpha(0); this.tweens.add({ targets: card, scale: 1, alpha: 1, duration: 160, ease: 'Back.easeOut' }); this.time.delayedCall(620, () => this.fxLayer.removeAll(true)); break; } case 'exile': this.popText(GAME_WIDTH / 2, 700, `${cardDef(e.id).name} exiled`, '#b06bd8', 18); break; case 'discard': if (e.forced || e.cost) this.popText(GAME_WIDTH / 2, e.seat === this.humanSeat ? 900 : 200, `${this.seatName(e.seat)} discard${e.seat === this.humanSeat ? '' : 's'} ${cardDef(e.id).name}`, '#c7cede', 18); break; case 'handReveal': { if (e.bySeat === this.humanSeat) { // show the opponent's revealed hand as a face-up fan for a beat const n = e.ids.length; const pitch = Math.min(190, 1300 / Math.max(1, n)); const x0 = GAME_WIDTH / 2 - ((n - 1) * pitch) / 2; e.ids.forEach((id, i) => { const card = this.makeCard(x0 + i * pitch, 430, { uid: -1, id }, 170, 236, { parent: this.fxLayer, hover: false, showText: true, noHoverPreview: true }); card.setAlpha(0); this.tweens.add({ targets: card, alpha: 1, duration: 160, delay: i * 60 }); }); this.popText(GAME_WIDTH / 2, 260, "Opponent's hand revealed", C.goldHex, 22); this.time.delayedCall(1900, () => this.fxLayer.removeAll(true)); } else { this.showBanner('THEY SEE YOUR HAND'); } break; } case 'oppTopdeck': this.popText(GAME_WIDTH / 2, e.seat === this.humanSeat ? 900 : 200, `${cardDef(e.id).name} placed on top of ${this.seatName(e.seat)}'s deck`, '#b06bd8', 18); break; case 'rowSwap': { this.sfx(SFX.CARD_PLACE); const at = this._rowPos.get(e.inUid); if (at) this.shakeAt(at.x, at.y); this.popText(GAME_WIDTH / 2, 430, `${cardDef(e.inId).name} swapped into the row (${cardDef(e.outId).name} back on top)`, '#c7cede', 18); break; } case 'takeRow': this.popText(GAME_WIDTH / 2, 430, `${cardDef(e.id).name} taken in hand — exiles at end of turn`, '#b06bd8', 18); break; case 'topdeckArmed': this.popText(GAME_WIDTH / 2, e.seat === this.humanSeat ? 900 : 200, 'Next purchase goes on top of the deck', C.goldHex, 18); break; case 'attackBoost': { const at = this._playPos.get(e.uid); if (at) this.popText(at.x, at.y - 20, `+${e.n} ⚔`, C.statAtkHex, 30); break; } case 'recover': this.popText(GAME_WIDTH / 2, 700, `${cardDef(e.id).name} returns to hand`, '#3fbf6f', 18); break; case 'repair': if (this._myBasePos && e.seat === this.humanSeat) this.popText(this._myBasePos.x, this._myBasePos.y - 40, `+${e.n} repaired`, '#3fbf6f', 24); else if (this._oppBasePos) this.popText(this._oppBasePos.x, this._oppBasePos.y - 40, `+${e.n} repaired`, '#3fbf6f', 24); break; case 'rowDiscard': this.popText(GAME_WIDTH / 2, 430, `${cardDef(e.id).name} swept from the row`, '#c7cede', 18); break; case 'galaxyReshuffle': this.sfx(SFX.CARD_SHUFFLE); break; case 'draw': this.sfx(SFX.CARD_DEAL); this.animateDraw(e); break; case 'rowRefill': this.sfx(SFX.CARD_DEAL); this.animateRowRefill(e); break; case 'endTurnDiscard': this.sfx(SFX.CARD_PLACE); this.animateEndTurnDiscard(e); break; default: break; } } popText(x, y, txt, color, size = 20) { const t = this.add.text(x, y, txt, { fontFamily: 'Righteous', fontSize: `${size}px`, color, stroke: '#05070f', strokeThickness: 4, }).setOrigin(0.5).setDepth(DEPTH.fx); this.tweens.add({ targets: t, y: y - 44, alpha: 0, duration: 950, ease: 'Cubic.easeOut', onComplete: () => t.destroy() }); } shakeAt(x, y) { const g = this.add.graphics().setDepth(DEPTH.fx); g.lineStyle(3, 0xffffff, 0.5); g.strokeCircle(x, y, 24); this.tweens.add({ targets: g, scale: 1.6, alpha: 0, duration: 300, onComplete: () => g.destroy() }); } // Risk-style converging attack arc: manual quadratic-bezier re-rasterized every // tween tick (not Phaser's Curves.QuadraticBezier), with a white-outline pass // under the colored pass and an arrowhead aligned to the curve's tangent at the // tip. Callback-style (onDone) to match this file's other animation helpers. drawArcArrow(fromX, fromY, toX, toY, color, opts = {}) { const { duration = 500, archCap = 90, linger = 120, onDone } = opts; const dx = toX - fromX, dy = toY - fromY; const len = Math.sqrt(dx * dx + dy * dy) || 1; let perpX = -dy / len, perpY = dx / len; if (perpY > 0) { perpX = -perpX; perpY = -perpY; } // always arch toward top of screen const archH = Math.min(len * 0.35, archCap); const cpx = (fromX + toX) / 2 + perpX * archH; const cpy = (fromY + toY) / 2 + perpY * archH; const g = this.add.graphics().setDepth(DEPTH.fx); const LINE_W = 5, STROKE_W = 2, ARROW_LEN = 20, ARROW_WID = 9; const drawArc = (t) => { g.clear(); const steps = Math.max(2, Math.ceil(t * 48)); const pts = []; for (let i = 0; i <= steps; i++) { const tt = (i / steps) * t; pts.push( (1 - tt) * (1 - tt) * fromX + 2 * (1 - tt) * tt * cpx + tt * tt * toX, (1 - tt) * (1 - tt) * fromY + 2 * (1 - tt) * tt * cpy + tt * tt * toY, ); } const drawPath = (w, col, alpha) => { g.lineStyle(w, col, alpha); g.beginPath(); for (let i = 0; i <= steps; i++) { if (i === 0) g.moveTo(pts[i * 2], pts[i * 2 + 1]); else g.lineTo(pts[i * 2], pts[i * 2 + 1]); } g.strokePath(); }; drawPath(LINE_W + STROKE_W * 2, 0xffffff, 0.85); drawPath(LINE_W, color, 0.92); if (t > 0.05) { const prevT = Math.max(0, t - 0.04); const tx = (1 - t) * (1 - t) * fromX + 2 * (1 - t) * t * cpx + t * t * toX; const ty = (1 - t) * (1 - t) * fromY + 2 * (1 - t) * t * cpy + t * t * toY; const px = (1 - prevT) * (1 - prevT) * fromX + 2 * (1 - prevT) * prevT * cpx + prevT * prevT * toX; const py = (1 - prevT) * (1 - prevT) * fromY + 2 * (1 - prevT) * prevT * cpy + prevT * prevT * toY; const adx = tx - px, ady = ty - py; const aLen = Math.sqrt(adx * adx + ady * ady) || 1; const ax = adx / aLen, ay = ady / aLen; const s = STROKE_W; g.fillStyle(0xffffff, 0.85); g.fillTriangle( tx + ax * s, ty + ay * s, tx - ax * (ARROW_LEN + s) + ay * (ARROW_WID + s), ty - ay * (ARROW_LEN + s) - ax * (ARROW_WID + s), tx - ax * (ARROW_LEN + s) - ay * (ARROW_WID + s), ty - ay * (ARROW_LEN + s) + ax * (ARROW_WID + s), ); g.fillStyle(color, 0.95); g.fillTriangle( tx, ty, tx - ax * ARROW_LEN + ay * ARROW_WID, ty - ay * ARROW_LEN - ax * ARROW_WID, tx - ax * ARROW_LEN - ay * ARROW_WID, ty - ay * ARROW_LEN + ax * ARROW_WID, ); } }; const progress = { t: 0 }; this.tweens.add({ targets: progress, t: 1, duration, ease: 'Sine.easeInOut', onUpdate: () => drawArc(progress.t), onComplete: () => { drawArc(1); onDone?.(); this.time.delayedCall(linger, () => g.destroy()); }, }); } // Fan-in wrapper: fires one drawArcArrow per source point simultaneously, // calling onAllDone once every arc has individually finished. Used both for // the buy funding arc (many sources converge on one purchase) and the attack // arc (many attacking squad members converge on one target). drawArcArrows(points, toX, toY, color, opts = {}, onAllDone) { if (!points.length) { onAllDone?.(); return; } let remaining = points.length; for (const p of points) { this.drawArcArrow(p.x, p.y, toX, toY, color, { ...opts, onDone: () => { if (--remaining === 0) onAllDone?.(); }, }); } } showBanner(text) { const banner = this.add.text(GAME_WIDTH / 2, 300, text, { fontFamily: 'Righteous', fontSize: '30px', color: C.text, backgroundColor: '#05070fee', padding: { x: 26, y: 12 }, }).setOrigin(0.5).setDepth(DEPTH.overlay); this.tweens.add({ targets: banner, y: 326, duration: 220, ease: 'Back.easeOut', onComplete: () => this.time.delayedCall(950, () => this.tweens.add({ targets: banner, alpha: 0, y: 300, duration: 220, onComplete: () => banner.destroy() })), }); } sfx(key) { try { playSound(this, key); } catch (_) { /* optional */ } } // ── game over ─────────────────────────────────────────────────────────────── onGameOver() { if (this._gameOverShown) return; this._gameOverShown = true; this.clearActionButtons(); this.closeModal(); this.setPrompt(''); const gs = this.gs; const won = gs.winner === this.humanSeat; const human = gs.players[this.humanSeat]; const ai = gs.players[1 - this.humanSeat]; this.recordResult(won ? 'win' : 'loss', ai.lostBases, [human.lostBases]); const cx = GAME_WIDTH / 2, cy = GAME_HEIGHT / 2; const root = this.add.container(0, 0).setDepth(DEPTH.overlay); root.add(this.add.rectangle(cx, cy, GAME_WIDTH, GAME_HEIGHT, 0x000000, 0.6).setInteractive()); const g = this.add.graphics(); g.fillStyle(C.panel, 0.97); g.fillRoundedRect(cx - 360, cy - 190, 720, 380, 16); g.lineStyle(3, won ? C.gold : C.bad, 1); g.strokeRoundedRect(cx - 360, cy - 190, 720, 380, 16); root.add(g); root.add(this.add.text(cx, cy - 130, won ? '🏆 THE GALAXY IS YOURS' : 'YOUR LAST BASE HAS FALLEN', { fontFamily: 'Righteous', fontSize: '36px', color: won ? C.goldHex : C.text, }).setOrigin(0.5)); root.add(this.add.text(cx, cy - 70, won ? (human.faction === 'empire' ? 'Order has been restored to the galaxy.' : 'The spark has become a fire.') : (human.faction === 'empire' ? 'The Rebellion celebrates in the streets.' : 'The dark times have begun.'), { fontFamily: '"Julius Sans One"', fontSize: '20px', color: C.muted, }).setOrigin(0.5)); root.add(this.add.text(cx, cy + 6, `Enemy bases destroyed — you: ${ai.lostBases} · ${this.seatName(1 - this.humanSeat)}: ${human.lostBases}`, { fontFamily: '"Julius Sans One"', fontSize: '21px', color: C.text, }).setOrigin(0.5)); new Button(this, cx - 115, cy + 120, 'Play Again', () => this.scene.restart(this._initData), { width: 195, fontSize: 21 }).setDepth(DEPTH.overlay + 1); new Button(this, cx + 115, cy + 120, 'Leave', () => this.scene.start('GameMenu'), { width: 195, fontSize: 21, variant: 'ghost' }).setDepth(DEPTH.overlay + 1); } async recordResult(result, score, opponentScores) { if (this._recorded) return; this._recorded = true; try { await api.post('/history/single-player', { slug: 'swdbg', score, opponentScores, result }); } catch { /* best effort */ } } }