Игра запускается и играется: три рантайм-бага и адаптивная вёрстка
Проверено вживую в Chrome: лобби -> матч -> бот ходит -> результат -> статистика в лобби. Полный матч отыгран, оба исхода видел. Баги, которые собирались и типизировались, но падали только в рантайме: 1. Canvas не менял размер под экран. Своего cc.Widget у него не было, а alignCanvasWithScreen правит только камеру. Canvas оставался 1280x720, и все растянутые по нему дети — тоже. 2. [...map.values()] превращается сборкой в [].concat(map.values()), а concat не разворачивает итератор, а кладёт его одним элементом. Отсюда "view.cancelAnimations is not a function" на первой же уборке карт. Теперь Array.from. 3. Рубашка козыря рисовалась поверх колоды, а не под ней. Вёрстка переделана под требование UI.md (4:3 .. 21:9): - fitWidth даёт постоянную ширину, но не высоту: на 4:3 видно только ±720 юнитов. Кнопка "Leave" на y=840 и низ руки на -860 были за экраном именно там, где это важнее всего - рука и панель действий считаются от нижней границы экрана, "Leave" прибит виджетом к левому верхнему углу - стол — один ряд до шести карт вместо двух рядов по три: экономит ~215 юнитов высоты, которых на 4:3 нет. Ряд центрируется по тем картам, что реально на столе - затемнение под окном результата рисуется непрозрачным спрайтом: тонировать и без того полупрозрачный спрайт почти ничего не даёт Инструменты: - npm run serve — отдаёт сборку и роут /_aspects: игра в трёх фиксированных iframe-ах 4:3 / 16:9 / 21:9. Движок подгоняет себя под окно, поэтому iframe — единственный простой способ увидеть вёрстку в форме, которой окно не имеет - npm run check:spreads — ловит спред неитерируемого в массив - npm run check — чистота core, спреды, сцены, типы, тесты Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
@@ -37,27 +37,57 @@ export const Layout = {
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screenMargin: 40,
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/**
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* Where things sit on the table, in canvas coordinates (origin at the
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* centre, y up). Vertical positions stay well inside the 1080×1920 design
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* area so that a 4:3 screen — which crops the top and bottom — still shows
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* every one of them. See docs/DECISIONS.md.
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* Fixed anchors, in canvas coordinates (origin at the centre, y up).
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*
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* Every one of these is inside ±700, because the widest screen the game
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* supports is 4:3, and fit-width means a 4:3 phone sees only 1440 design
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* units of height — ±720 from the centre. Anything outside that band is
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* simply not on screen for those players. The hand and the action bar are
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* NOT here: they follow the bottom edge, see `bottomAnchors`.
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*/
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region: {
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opponentHandY: 600,
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opponentLabelY: 770,
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deck: { x: -390, y: 150 },
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trump: { x: -300, y: 120 },
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discard: { x: 430, y: 150 },
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/** Centre of the first table row; the second row sits a row-height below. */
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tableTopY: -20,
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tableRowStep: 235,
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tableColumnStep: 180,
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messageY: 330,
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actionBarY: -430,
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playerHandY: -700,
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},
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opponentLabelY: 630,
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opponentHandY: 500,
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messageY: 355,
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deck: { x: -395, y: 215 },
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trump: { x: -300, y: 185 },
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discard: { x: 430, y: 215 },
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deckLabelY: 55,
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/**
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* The table is one row of up to six slots rather than two rows of three.
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* Six cards at 0.62 scale span 950 of the 1080 available units, and the row
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* saves the ~215 units of height that a second row would cost — height the
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* 4:3 layout cannot spare.
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*/
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tableY: -30,
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tableColumnStep: 170,
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tableColumns: 6,
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} as const;
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/**
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* The anchors that follow the bottom of the screen instead of the centre.
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*
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* The player's hand must be reachable by a thumb and fully visible whatever the
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* screen's shape, so it is measured from the bottom edge rather than placed at
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* a fixed design coordinate. On a tall 21:9 screen this simply leaves more felt
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* between the table and the hand.
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*/
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export function bottomAnchors(halfHeight: number): { handY: number; actionBarY: number } {
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const handY = -halfHeight + Layout.cardHeight / 2 + 24;
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return { handY, actionBarY: handY + Layout.cardHeight / 2 + 85 };
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}
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/**
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* Centre x of table slot `index` when `count` cards are down.
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*
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* The row is centred on what is actually in play, not on six fixed slots — a
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* lone attacking card belongs in the middle of the table, not parked in the
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* left-hand slot of an empty grid.
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*/
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export function tableSlotX(index: number, count: number): number {
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return (index - (count - 1) / 2) * Layout.tableColumnStep;
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}
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export const Palette = {
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gold: new Color(244, 194, 69, 255),
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cream: new Color(247, 240, 222, 255),
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@@ -1,6 +1,6 @@
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import {
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_decorator, Button, Component, EventTouch, Label, Node, Prefab,
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instantiate, tween, UIOpacity, v3, Vec3,
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instantiate, tween, UIOpacity, UITransform, v3, Vec3,
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} from 'cc';
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import { Card } from '../../core/cards/Card';
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import { BasicBot } from '../../core/bot/BasicBot';
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@@ -9,7 +9,7 @@ import { Action, ActionType, Actions, IllegalActionError } from '../../core/rule
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import { Phase, PlayerId } from '../../core/rules/GameState';
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import { legalActions } from '../../core/rules/DurakRules';
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import { intentFor } from '../../core/rules/intent';
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import { Layout, Palette, Timing } from '../common/Theme';
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import { bottomAnchors, Layout, Palette, tableSlotX, Timing } from '../common/Theme';
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import { Strings } from '../common/Strings';
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import { CardLibrary } from './CardLibrary';
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import { CardView } from './CardView';
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@@ -79,6 +79,9 @@ export class GameScreen extends Component {
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@property({ type: Button, tooltip: 'Dismisses the result overlay.' })
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continueButton: Button | null = null;
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@property({ type: Node, tooltip: 'Holds Take and Done; follows the bottom edge.' })
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actionBar: Node | null = null;
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/** Set by `MainFlow`. */
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onFinished: ((outcome: MatchOutcome) => void) | null = null;
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onQuitRequested: (() => void) | null = null;
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@@ -145,7 +148,12 @@ export class GameScreen extends Component {
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/** Releases every card node and forgets the match. Safe to call twice. */
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teardown(): void {
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this.unscheduleAllCallbacks();
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for (const view of [...this._views.values(), ...this._anonymous]) {
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// Array.from, not [...map.values()]. The build transpiles array spread
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// to [].concat(...), which appends a Map iterator as a single element
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// instead of expanding it — so the loop would run once over the iterator
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// itself. See docs/DECISIONS.md.
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const live = Array.from(this._views.values()).concat(this._anonymous);
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for (const view of live) {
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view.cancelAnimations();
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this._recycle(view);
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}
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@@ -289,6 +297,13 @@ export class GameScreen extends Component {
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// Rendering
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// -----------------------------------------------------------------------
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/** Half the canvas height, which is how far the layout may reach from centre. */
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private _halfHeight(): number {
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const transform = this.node.getComponent(UITransform);
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const height = transform && transform.height > 0 ? transform.height : Layout.designHeight;
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return height / 2;
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}
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/** Lays the whole table out from the current state, tweening over `duration`. */
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render(duration: number): void {
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const match = this._match;
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@@ -298,16 +313,23 @@ export class GameScreen extends Component {
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const state = match.state;
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const view = match.viewFor(HUMAN);
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const live = new Set<Card>();
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const anchors = bottomAnchors(this._halfHeight());
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// Trump card, lying under the deck.
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this._layOutHud(anchors.actionBarY);
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// The trump card lies face up under the draw pile, turned sideways so the
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// suit shows. _place lifts whatever it touches to the top of the layer,
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// so it is pushed back down afterwards.
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if (state.deck.length > 0) {
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live.add(state.trumpCard);
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this._place(state.trumpCard, true,
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v3(Layout.region.trump.x, Layout.region.trump.y, 0), 0.62, 90, duration);
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v3(Layout.trump.x, Layout.trump.y, 0), Layout.tableCardScale, 90, duration);
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this._views.get(state.trumpCard)?.node.setSiblingIndex(0);
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}
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// The player's hand: a straight row, tightened as it grows.
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const hand = [...view.hand].sort(byTrumpThenRank(state.trumpSuit));
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// The player's hand: a straight row, tightened as it grows, and sitting
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// against the bottom edge wherever that happens to be.
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const hand = view.hand.slice().sort(byTrumpThenRank(state.trumpSuit));
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const step = Math.min(
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Layout.handStep,
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hand.length > 1 ? (Layout.handMaxWidth - Layout.cardWidth) / (hand.length - 1) : Layout.handStep,
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@@ -317,15 +339,13 @@ export class GameScreen extends Component {
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live.add(card);
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const lifted = card === this._selected ? Layout.handLift : 0;
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this._place(card, true,
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v3(handLeft + i * step, Layout.region.playerHandY + lifted, 0), 1, 0, duration);
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v3(handLeft + i * step, anchors.handY + lifted, 0), 1, 0, duration);
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});
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// The table: attacking cards with whatever beat them, three to a row.
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// The table: one centred row of attacking cards, each with whatever beat it.
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state.table.forEach((slot, i) => {
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const column = i % 3;
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const row = Math.floor(i / 3);
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const x = (column - 1) * Layout.region.tableColumnStep;
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const y = Layout.region.tableTopY - row * Layout.region.tableRowStep;
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const x = tableSlotX(i, state.table.length);
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const y = Layout.tableY;
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live.add(slot.attack);
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this._place(slot.attack, true, v3(x, y, 0), Layout.tableCardScale, 0, duration);
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@@ -343,6 +363,20 @@ export class GameScreen extends Component {
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this._renderChrome(view.opponents[0]?.handSize ?? 0);
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}
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/**
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* Puts the scene's fixed furniture where this screen shape wants it. Doing it
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* here rather than in the scene keeps one source of truth for the layout, and
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* the action bar has to move with the hand anyway.
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*/
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private _layOutHud(actionBarY: number): void {
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moveNodeY(this.actionBar, actionBarY);
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moveNodeY(this.opponentLabel?.node ?? null, Layout.opponentLabelY);
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moveNodeY(this.messageLabel?.node ?? null, Layout.messageY);
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if (this.deckAnchor) {
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this.deckAnchor.setPosition(Layout.deck.x, Layout.deckLabelY, 0);
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}
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}
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/** Face-down nodes: a short stack for the deck, and the opponent's hand. */
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private _renderAnonymous(deckSize: number, opponentHand: number, duration: number): void {
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// Three backs are enough to read as a pile; drawing twenty-four is waste.
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@@ -358,8 +392,8 @@ export class GameScreen extends Component {
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for (let i = 0; i < deckBacks; i++) {
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this._anonymous[i].moveTo(
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v3(Layout.region.deck.x + i * 3, Layout.region.deck.y + i * 3, 0),
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0.62, 0, duration,
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v3(Layout.deck.x + i * 3, Layout.deck.y + i * 3, 0),
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Layout.tableCardScale, 0, duration,
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);
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}
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@@ -367,7 +401,7 @@ export class GameScreen extends Component {
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const left = -step * (opponentHand - 1) / 2;
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for (let i = 0; i < opponentHand; i++) {
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this._anonymous[deckBacks + i].moveTo(
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v3(left + i * step, Layout.region.opponentHandY, 0),
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v3(left + i * step, Layout.opponentHandY, 0),
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Layout.opponentCardScale, 0, duration,
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);
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}
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@@ -409,7 +443,7 @@ export class GameScreen extends Component {
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if (!view) {
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view = this._take(card, faceUp);
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// A card appearing for the first time slides out of the deck.
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view.moveTo(v3(Layout.region.deck.x, Layout.region.deck.y, 0), 0.62, 0, 0);
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view.moveTo(v3(Layout.deck.x, Layout.deck.y, 0), Layout.tableCardScale, 0, 0);
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this._views.set(card, view);
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}
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view.flipTo(faceUp);
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@@ -419,14 +453,15 @@ export class GameScreen extends Component {
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/** Cards that have left the visible table — they went to the discard or a hand. */
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private _retireCardsNotIn(live: Set<Card>, duration: number): void {
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for (const [card, view] of [...this._views]) {
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// Array.from, not [...map] — see the note in teardown.
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for (const [card, view] of Array.from(this._views.entries())) {
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if (live.has(card)) continue;
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this._views.delete(card);
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const goingToOpponent = !this._match?.state.discard.includes(card);
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const target = goingToOpponent
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? v3(0, Layout.region.opponentHandY, 0)
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: v3(Layout.region.discard.x, Layout.region.discard.y, 0);
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? v3(0, Layout.opponentHandY, 0)
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: v3(Layout.discard.x, Layout.discard.y, 0);
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view.moveTo(target, 0.4, 0, duration);
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view.flipTo(false);
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@@ -512,6 +547,12 @@ function setActive(node: Node | null, active: boolean): void {
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if (node) node.active = active;
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}
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function moveNodeY(node: Node | null, y: number): void {
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if (node && node.position.y !== y) {
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node.setPosition(node.position.x, y, 0);
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}
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}
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function setButton(button: Button | null, enabled: boolean): void {
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if (!button) return;
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button.node.active = enabled;
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