feat(client_web): dice with dots
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37a66f6404
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6174bc16e6
4 changed files with 150 additions and 81 deletions
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@ -6,6 +6,7 @@ use crate::app::{GameUiState, NetCommand};
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use crate::trictrac::types::{PlayerAction, SerStage, SerTurnStage};
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use super::board::Board;
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use super::die::Die;
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use super::score_panel::ScorePanel;
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#[allow(dead_code)]
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@ -15,7 +16,11 @@ fn matched_dice_used(staged: &[(u8, u8)], dice: (u8, u8)) -> (bool, bool) {
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let mut d0 = false;
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let mut d1 = false;
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for &(from, to) in staged {
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let dist = to.saturating_sub(from); // 0 for empty/same-field moves
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let dist = if from < to {
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to.saturating_sub(from)
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} else {
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from.saturating_sub(to)
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};
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if !d0 && dist == dice.0 {
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d0 = true;
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} else if !d1 && dist == dice.1 {
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@ -31,19 +36,19 @@ fn matched_dice_used(staged: &[(u8, u8)], dice: (u8, u8)) -> (bool, bool) {
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fn jan_label(jan: &Jan) -> &'static str {
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match jan {
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Jan::FilledQuarter => "Rempli",
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Jan::TrueHitSmallJan => "Atteinte vraie (petit jan)",
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Jan::TrueHitBigJan => "Atteinte vraie (grand jan)",
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Jan::TrueHitOpponentCorner => "Atteinte coin adverse",
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Jan::FirstPlayerToExit => "Premier sorti",
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Jan::SixTables => "Six tables",
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Jan::TwoTables => "Deux tables",
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Jan::Mezeas => "Mezeas",
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Jan::FalseHitSmallJan => "Faux (petit jan)",
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Jan::FalseHitBigJan => "Faux (grand jan)",
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Jan::ContreTwoTables => "Contre deux tables",
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Jan::ContreMezeas => "Contre mezeas",
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Jan::HelplessMan => "Homme en route",
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Jan::FilledQuarter => "Remplissage",
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Jan::TrueHitSmallJan => "Battage à vrai (petit jan)",
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Jan::TrueHitBigJan => "Battage à vrai (grand jan)",
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Jan::TrueHitOpponentCorner => "Battage coin adverse",
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Jan::FirstPlayerToExit => "Premier sorti",
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Jan::SixTables => "Six tables",
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Jan::TwoTables => "Deux tables",
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Jan::Mezeas => "Mezeas",
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Jan::FalseHitSmallJan => "Battage à faux (petit jan)",
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Jan::FalseHitBigJan => "Battage à faux (grand jan)",
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Jan::ContreTwoTables => "Contre deux tables",
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Jan::ContreMezeas => "Contre mezeas",
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Jan::HelplessMan => "Dame impuissante",
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}
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}
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@ -53,16 +58,12 @@ pub fn GameScreen(state: GameUiState) -> impl IntoView {
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let player_id = state.player_id;
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let is_my_turn = vs.active_mp_player == Some(player_id);
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let is_move_stage = is_my_turn
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&& matches!(
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vs.turn_stage,
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SerTurnStage::Move | SerTurnStage::HoldOrGoChoice
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);
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&& matches!(vs.turn_stage, SerTurnStage::Move | SerTurnStage::HoldOrGoChoice);
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// ── Staged move state ──────────────────────────────────────────────────────
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let selected_origin: RwSignal<Option<u8>> = RwSignal::new(None);
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let staged_moves: RwSignal<Vec<(u8, u8)>> = RwSignal::new(Vec::new());
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// When both move slots are filled, send the action to the backend.
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let cmd_tx = use_context::<UnboundedSender<NetCommand>>()
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.expect("UnboundedSender<NetCommand> not found in context");
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let cmd_tx_effect = cmd_tx.clone();
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@ -85,35 +86,41 @@ pub fn GameScreen(state: GameUiState) -> impl IntoView {
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// ── Status text ────────────────────────────────────────────────────────────
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let status = match &vs.stage {
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SerStage::Ended => "Game over".to_string(),
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SerStage::Ended => "Game over".to_string(),
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SerStage::PreGame => "Waiting for opponent…".to_string(),
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SerStage::InGame => match (is_my_turn, &vs.turn_stage) {
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(true, SerTurnStage::RollDice) => "Your turn — roll the dice".to_string(),
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SerStage::InGame => match (is_my_turn, &vs.turn_stage) {
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(true, SerTurnStage::RollDice) => "Your turn — roll the dice".to_string(),
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(true, SerTurnStage::HoldOrGoChoice) => "Hold or Go?".to_string(),
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(true, SerTurnStage::Move) => "Select move 1 of 2".to_string(),
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(true, _) => "Your turn".to_string(),
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(false, _) => "Opponent's turn".to_string(),
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(true, SerTurnStage::Move) => "Select move 1 of 2".to_string(),
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(true, _) => "Your turn".to_string(),
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(false, _) => "Opponent's turn".to_string(),
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},
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};
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let dice = vs.dice;
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let show_dice = dice != (0, 0);
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// ── Action bar buttons ─────────────────────────────────────────────────────
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let cmd_tx2 = cmd_tx.clone();
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// ── Button senders ─────────────────────────────────────────────────────────
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let cmd_tx_roll = cmd_tx.clone();
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let cmd_tx_go = cmd_tx.clone();
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let cmd_tx_quit = cmd_tx.clone();
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let show_roll = is_my_turn && vs.turn_stage == SerTurnStage::RollDice;
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let show_hold_go = is_my_turn && vs.turn_stage == SerTurnStage::HoldOrGoChoice;
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let show_roll = is_my_turn && vs.turn_stage == SerTurnStage::RollDice;
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let show_hold_go = is_my_turn && vs.turn_stage == SerTurnStage::HoldOrGoChoice;
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view! {
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<div class="game-container">
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// ── Top bar ──────────────────────────────────────────────────────
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<div class="top-bar">
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<span>{state.room_id}</span>
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<span>Room: {state.room_id}</span>
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<a class="quit-link" href="#" on:click=move |e| {
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e.prevent_default();
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cmd_tx_quit.unbounded_send(NetCommand::Disconnect).ok();
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}>"Quit"</a>
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</div>
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<ScorePanel scores=vs.scores.clone() player_id=player_id />
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// ── Status ───────────────────────────────────────────────────────
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<div class="status-bar">
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<span>{move || {
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if is_move_stage {
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@ -123,57 +130,21 @@ pub fn GameScreen(state: GameUiState) -> impl IntoView {
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status.clone()
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}
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}}</span>
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{(dice != (0, 0)).then(|| view! {
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<span class="dice-label">"Dice: "</span>
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<span class={move || {
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let (d0, _) = if is_move_stage {
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matched_dice_used(&staged_moves.get(), dice)
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} else {
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(!is_my_turn || !is_move_stage, !is_my_turn || !is_move_stage)
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};
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if d0 { "dice dice-used" } else { "dice" }
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}}>{dice.0}</span>
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<span class="dice-sep">" & "</span>
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<span class={move || {
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let (_, d1) = if is_move_stage {
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matched_dice_used(&staged_moves.get(), dice)
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} else {
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(!is_my_turn || !is_move_stage, !is_my_turn || !is_move_stage)
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};
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if d1 { "dice dice-used" } else { "dice" }
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}}>{dice.1}</span>
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})}
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</div>
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<div class="action-bar">
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{show_roll.then(|| view! {
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<button class="btn btn-primary" on:click=move |_| {
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cmd_tx.unbounded_send(NetCommand::Action(PlayerAction::Roll)).ok();
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}>"Roll dice"</button>
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})}
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{show_hold_go.then(|| view! {
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<button class="btn btn-primary" on:click=move |_| {
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cmd_tx2.unbounded_send(NetCommand::Action(PlayerAction::Go)).ok();
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}>"Go"</button>
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})}
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{is_move_stage.then(|| view! {
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<button
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class="btn btn-secondary"
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disabled=move || 2 <= staged_moves.get().len()
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on:click=move |_| {
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selected_origin.set(None);
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staged_moves.update(|v| v.push((0, 0)));
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}
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>"Empty move"</button>
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})}
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</div>
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// ── Opponent dice (top) ──────────────────────────────────────────
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{(!is_my_turn && show_dice).then(|| view! {
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<div class="dice-bar dice-bar-opponent">
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<Die value=dice.0 used=true />
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<Die value=dice.1 used=true />
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</div>
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})}
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// ── Jan panel ────────────────────────────────────────────────────
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{(!vs.dice_jans.is_empty()).then(|| {
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let rows: Vec<_> = vs.dice_jans.iter().map(|(jan, pts)| {
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let label = jan_label(jan);
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let pts_str = if *pts >= 0 {
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format!("+{}", pts)
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} else {
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format!("{}", pts)
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};
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let pts_str = if *pts >= 0 { format!("+{}", pts) } else { format!("{}", pts) };
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let row_class = if *pts >= 0 { "jan-row jan-positive" } else { "jan-row jan-negative" };
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view! {
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<div class=row_class>
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@ -184,12 +155,55 @@ pub fn GameScreen(state: GameUiState) -> impl IntoView {
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}).collect();
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view! { <div class="jan-panel">{rows}</div> }
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})}
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// ── Board ────────────────────────────────────────────────────────
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<Board
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view_state=vs
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player_id=player_id
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selected_origin=selected_origin
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staged_moves=staged_moves
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/>
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// ── Player action bar (bottom) ───────────────────────────────────
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{is_my_turn.then(|| view! {
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<div class="dice-bar dice-bar-player">
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// Dice (reactive greying as moves are staged)
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{move || {
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let (d0, d1) = if is_move_stage {
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matched_dice_used(&staged_moves.get(), dice)
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} else {
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(false, false)
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};
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view! {
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<Die value=dice.0 used=d0 />
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<Die value=dice.1 used=d1 />
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}
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}}
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// Roll button (shown next to the dice during RollDice stage)
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{show_roll.then(|| view! {
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<button class="btn btn-primary" on:click=move |_| {
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cmd_tx_roll.unbounded_send(NetCommand::Action(PlayerAction::Roll)).ok();
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}>"Roll dice"</button>
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})}
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// Go button (HoldOrGoChoice)
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{show_hold_go.then(|| view! {
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<button class="btn btn-primary" on:click=move |_| {
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cmd_tx_go.unbounded_send(NetCommand::Action(PlayerAction::Go)).ok();
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}>"Go"</button>
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})}
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// Empty move button
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{is_move_stage.then(|| view! {
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<button
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class="btn btn-secondary"
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disabled=move || 2 <= staged_moves.get().len()
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on:click=move |_| {
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selected_origin.set(None);
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staged_moves.update(|v| v.push((0, 0)));
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}
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>"Empty move"</button>
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})}
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</div>
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})}
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</div>
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}
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}
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