fix(web client): show dice animation & sound only once
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parent
9755ab1d41
commit
8f40304f41
4 changed files with 38 additions and 6 deletions
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@ -272,6 +272,9 @@ pub fn Board(
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/// Fields where a hit (battue) was scored this turn — show ripple animation.
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#[prop(default = vec![])]
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hit_fields: Vec<u8>,
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/// Suppress dice animation (echo screen shown after a pending confirm was dismissed).
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#[prop(default = false)]
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suppress_dice_anim: bool,
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) -> impl IntoView {
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let board = view_state.board;
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let white_points = view_state.scores[0].points;
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@ -283,6 +286,11 @@ pub fn Board(
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view_state.turn_stage,
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SerTurnStage::Move | SerTurnStage::HoldOrGoChoice
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);
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// True when ANY player is in the Move/HoldOrGoChoice stage — i.e., dice are fresh for the active player.
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let active_is_move_stage = matches!(
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view_state.turn_stage,
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SerTurnStage::Move | SerTurnStage::HoldOrGoChoice
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);
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let is_white = player_id == 0;
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let hovered_moves = use_context::<RwSignal<Vec<(CheckerMove, CheckerMove)>>>();
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@ -533,8 +541,13 @@ pub fn Board(
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bar_matched_dice_used(&staged, dice_vals)
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} else if is_my_turn {
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(true, true)
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} else {
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} else if active_is_move_stage && !suppress_dice_anim {
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// Opponent has fresh dice in their Move stage (first view).
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(false, false)
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} else {
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// Dice are old: either from the previous turn (opponent not yet
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// rolled) or this is the echo screen after a pending confirm.
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(true, true)
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};
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let used = if die_idx == 0 { u0 } else { u1 };
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view! { <Die value=die_val used=used is_double=bar_is_double /> }
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@ -29,6 +29,7 @@ pub fn GameScreen(state: GameUiState) -> impl IntoView {
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);
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let waiting_for_confirm = state.waiting_for_confirm;
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let pause_reason = state.pause_reason.clone();
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let suppress_dice_anim = state.suppress_dice_anim;
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// ── Hovered jan moves (shown as arrows on the board) ──────────────────────
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let hovered_jan_moves: RwSignal<Vec<(CheckerMove, CheckerMove)>> = RwSignal::new(vec![]);
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@ -206,8 +207,14 @@ pub fn GameScreen(state: GameUiState) -> impl IntoView {
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};
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// ── Sound effects (fire once on mount = once per state snapshot) ──────────
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// Dice roll: dice just appeared (no preceding moves in this snapshot).
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if show_dice && last_moves.is_none() {
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// Dice roll: dice are fresh for the currently active player (Move stage means
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// someone just rolled). Skipped on turn-switch states where the old dice linger
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// in RollDice/MarkPoints stage before the opponent has rolled.
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let active_is_move_stage = matches!(
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vs.turn_stage,
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SerTurnStage::Move | SerTurnStage::HoldOrGoChoice
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);
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if show_dice && last_moves.is_none() && active_is_move_stage && !suppress_dice_anim {
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crate::game::sound::play_dice_roll();
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}
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// Checker move: moves were committed in the preceding action.
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@ -328,6 +335,7 @@ pub fn GameScreen(state: GameUiState) -> impl IntoView {
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bar_is_double=is_double_dice
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last_moves=last_moves
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hit_fields=hit_fields
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suppress_dice_anim=suppress_dice_anim
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/>
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// ── Status, hints, and actions — cream strip below board ─
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