feat(client_web): dice with dots
This commit is contained in:
parent
37a66f6404
commit
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4 changed files with 150 additions and 81 deletions
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@ -83,7 +83,7 @@ input[type="text"] {
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.score-row { display: flex; gap: 1rem; align-items: center; }
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.score-row { display: flex; gap: 1rem; align-items: center; }
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.score-name { font-weight: bold; min-width: 80px; }
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.score-name { font-weight: bold; min-width: 80px; }
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/* ── Status / action bars ───────────────────────────────────────────── */
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/* ── Status bar ─────────────────────────────────────────────────────── */
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.status-bar {
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.status-bar {
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display: flex;
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display: flex;
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gap: 1rem;
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gap: 1rem;
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@ -91,10 +91,30 @@ input[type="text"] {
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font-size: 1.05rem;
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font-size: 1.05rem;
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font-weight: 500;
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font-weight: 500;
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}
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}
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.dice { font-weight: bold; color: #2a4a8a; }
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.dice-used { opacity: 0.35; text-decoration: line-through; }
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.action-bar { display: flex; gap: 0.75rem; min-height: 2.5rem; }
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/* ── Dice bars ──────────────────────────────────────────────────────── */
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.dice-bar {
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display: flex;
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align-items: center;
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gap: 0.75rem;
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}
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/* ── Die face (SVG) ─────────────────────────────────────────────────── */
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.die-face rect {
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fill: #fffff0;
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stroke: #2a1a00;
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stroke-width: 2;
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}
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.die-face circle {
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fill: #1a0a00;
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}
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.die-face.die-used rect {
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fill: #d8d4c8;
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stroke: #8a7a60;
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}
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.die-face.die-used circle {
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fill: #8a7a60;
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}
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/* ── Jan panel ──────────────────────────────────────────────────────── */
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/* ── Jan panel ──────────────────────────────────────────────────────── */
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.jan-panel {
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.jan-panel {
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32
client_web/src/components/die.rs
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32
client_web/src/components/die.rs
Normal file
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@ -0,0 +1,32 @@
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use leptos::prelude::*;
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/// (cx, cy) positions for dots on a 48×48 die face.
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fn dot_positions(value: u8) -> &'static [(&'static str, &'static str)] {
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match value {
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1 => &[("24", "24")],
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2 => &[("35", "13"), ("13", "35")],
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3 => &[("35", "13"), ("24", "24"), ("13", "35")],
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4 => &[("13", "13"), ("35", "13"), ("13", "35"), ("35", "35")],
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5 => &[("13", "13"), ("35", "13"), ("24", "24"), ("13", "35"), ("35", "35")],
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6 => &[("13", "13"), ("35", "13"), ("13", "24"), ("35", "24"), ("13", "35"), ("35", "35")],
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_ => &[],
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}
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}
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/// A single die face rendered as SVG.
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/// `value` 1–6 shows dots; 0 shows an empty face (not-yet-rolled).
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/// `used` dims the die.
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#[component]
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pub fn Die(value: u8, used: bool) -> impl IntoView {
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let cls = if used { "die-face die-used" } else { "die-face" };
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let dots: Vec<AnyView> = dot_positions(value)
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.iter()
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.map(|&(cx, cy)| view! { <circle cx=cx cy=cy r="4.5" /> }.into_any())
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.collect();
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view! {
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<svg class=cls width="48" height="48" viewBox="0 0 48 48">
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<rect x="1.5" y="1.5" width="45" height="45" rx="7" ry="7" />
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{dots}
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</svg>
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}
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}
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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 crate::trictrac::types::{PlayerAction, SerStage, SerTurnStage};
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use super::board::Board;
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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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use super::score_panel::ScorePanel;
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#[allow(dead_code)]
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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 d0 = false;
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let mut d1 = false;
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let mut d1 = false;
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for &(from, to) in staged {
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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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if !d0 && dist == dice.0 {
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d0 = true;
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d0 = true;
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} else if !d1 && dist == dice.1 {
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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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fn jan_label(jan: &Jan) -> &'static str {
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match jan {
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match jan {
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Jan::FilledQuarter => "Rempli",
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Jan::FilledQuarter => "Remplissage",
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Jan::TrueHitSmallJan => "Atteinte vraie (petit jan)",
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Jan::TrueHitSmallJan => "Battage à vrai (petit jan)",
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Jan::TrueHitBigJan => "Atteinte vraie (grand jan)",
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Jan::TrueHitBigJan => "Battage à vrai (grand jan)",
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Jan::TrueHitOpponentCorner => "Atteinte coin adverse",
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Jan::TrueHitOpponentCorner => "Battage coin adverse",
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Jan::FirstPlayerToExit => "Premier sorti",
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Jan::FirstPlayerToExit => "Premier sorti",
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Jan::SixTables => "Six tables",
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Jan::SixTables => "Six tables",
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Jan::TwoTables => "Deux tables",
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Jan::TwoTables => "Deux tables",
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Jan::Mezeas => "Mezeas",
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Jan::Mezeas => "Mezeas",
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Jan::FalseHitSmallJan => "Faux (petit jan)",
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Jan::FalseHitSmallJan => "Battage à faux (petit jan)",
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Jan::FalseHitBigJan => "Faux (grand 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::ContreTwoTables => "Contre deux tables",
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Jan::ContreMezeas => "Contre mezeas",
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Jan::ContreMezeas => "Contre mezeas",
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Jan::HelplessMan => "Homme en route",
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Jan::HelplessMan => "Dame impuissante",
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}
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}
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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 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_my_turn = vs.active_mp_player == Some(player_id);
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let is_move_stage = is_my_turn
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let is_move_stage = is_my_turn
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&& matches!(
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&& matches!(vs.turn_stage, SerTurnStage::Move | SerTurnStage::HoldOrGoChoice);
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vs.turn_stage,
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SerTurnStage::Move | SerTurnStage::HoldOrGoChoice
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);
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// ── Staged move state ──────────────────────────────────────────────────────
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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 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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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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let cmd_tx = use_context::<UnboundedSender<NetCommand>>()
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.expect("UnboundedSender<NetCommand> not found in context");
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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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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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// ── Status text ────────────────────────────────────────────────────────────
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let status = match &vs.stage {
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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::PreGame => "Waiting for opponent…".to_string(),
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SerStage::InGame => match (is_my_turn, &vs.turn_stage) {
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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::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::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, SerTurnStage::Move) => "Select move 1 of 2".to_string(),
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(true, _) => "Your turn".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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(false, _) => "Opponent's turn".to_string(),
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},
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},
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};
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};
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let dice = vs.dice;
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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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// ── Button senders ─────────────────────────────────────────────────────────
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let cmd_tx2 = cmd_tx.clone();
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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 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_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_hold_go = is_my_turn && vs.turn_stage == SerTurnStage::HoldOrGoChoice;
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view! {
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view! {
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<div class="game-container">
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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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<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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<a class="quit-link" href="#" on:click=move |e| {
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e.prevent_default();
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e.prevent_default();
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cmd_tx_quit.unbounded_send(NetCommand::Disconnect).ok();
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cmd_tx_quit.unbounded_send(NetCommand::Disconnect).ok();
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}>"Quit"</a>
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}>"Quit"</a>
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</div>
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</div>
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<ScorePanel scores=vs.scores.clone() player_id=player_id />
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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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<div class="status-bar">
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<span>{move || {
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<span>{move || {
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if is_move_stage {
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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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status.clone()
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}
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}
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}}</span>
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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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</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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{(!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 rows: Vec<_> = vs.dice_jans.iter().map(|(jan, pts)| {
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let label = jan_label(jan);
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let label = jan_label(jan);
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let pts_str = if *pts >= 0 {
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let pts_str = if *pts >= 0 { format!("+{}", pts) } else { format!("{}", pts) };
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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 row_class = if *pts >= 0 { "jan-row jan-positive" } else { "jan-row jan-negative" };
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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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view! {
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<div class=row_class>
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<div class=row_class>
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}).collect();
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}).collect();
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view! { <div class="jan-panel">{rows}</div> }
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view! { <div class="jan-panel">{rows}</div> }
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})}
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})}
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// ── Board ────────────────────────────────────────────────────────
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<Board
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<Board
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view_state=vs
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view_state=vs
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player_id=player_id
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player_id=player_id
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selected_origin=selected_origin
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selected_origin=selected_origin
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staged_moves=staged_moves
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staged_moves=staged_moves
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/>
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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();
|
||||||
|
}>"Go"</button>
|
||||||
|
})}
|
||||||
|
// Empty move button
|
||||||
|
{is_move_stage.then(|| view! {
|
||||||
|
<button
|
||||||
|
class="btn btn-secondary"
|
||||||
|
disabled=move || 2 <= staged_moves.get().len()
|
||||||
|
on:click=move |_| {
|
||||||
|
selected_origin.set(None);
|
||||||
|
staged_moves.update(|v| v.push((0, 0)));
|
||||||
|
}
|
||||||
|
>"Empty move"</button>
|
||||||
|
})}
|
||||||
|
</div>
|
||||||
|
})}
|
||||||
</div>
|
</div>
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -1,9 +1,12 @@
|
||||||
mod board;
|
mod board;
|
||||||
mod connecting_screen;
|
mod connecting_screen;
|
||||||
|
mod die;
|
||||||
mod game_screen;
|
mod game_screen;
|
||||||
mod login_screen;
|
mod login_screen;
|
||||||
mod score_panel;
|
mod score_panel;
|
||||||
|
|
||||||
|
pub use die::Die;
|
||||||
|
|
||||||
pub use connecting_screen::ConnectingScreen;
|
pub use connecting_screen::ConnectingScreen;
|
||||||
pub use game_screen::GameScreen;
|
pub use game_screen::GameScreen;
|
||||||
pub use login_screen::LoginScreen;
|
pub use login_screen::LoginScreen;
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue