SyntaxSquad/DADProject#15 feat: Added Multiplayer View and Stuff
This commit is contained in:
@@ -1,7 +1,6 @@
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<template>
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<div class="relative min-h-screen overflow-hidden">
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<!-- Surrender Button -->
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<div v-if="isGameRunning && !gameOver" class="absolute top-4 right-4 z-50">
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<div class="relative min-h-screen overflow-hidden bg-green-900">
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<div v-if="shouldShowBoard && !gameOver" class="absolute top-4 right-4 z-50">
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<button
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@click="handleSurrender"
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class="bg-red-600 hover:bg-red-700 text-white font-bold py-2 px-4 rounded-lg shadow-lg border-2 border-red-800 transition-all transform hover:scale-105 flex items-center gap-2"
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@@ -10,295 +9,315 @@
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</button>
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</div>
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<!-- Connection Status -->
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<div class="absolute top-4 left-4 z-50 flex items-center gap-2 bg-gray-800 px-4 py-2 rounded-lg border border-gray-700">
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<div :class="['w-3 h-3 rounded-full', wsStore.connected ? 'bg-green-500' : 'bg-red-500']"></div>
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<span class="text-white text-sm">{{ wsStore.connected ? 'Connected' : 'Disconnected' }}</span>
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<div v-if="!wsStore.connected && hasConnectedOnce" class="absolute top-4 left-4 z-50 flex items-center gap-2 bg-gray-800 px-4 py-2 rounded-lg border border-gray-700 shadow-xl">
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<div class="w-3 h-3 rounded-full bg-red-500 animate-pulse"></div>
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<span class="text-white text-sm">Reconnecting...</span>
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</div>
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<!-- Timer -->
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<div v-if="isMyTurn && isGameRunning && !gameOver" class="absolute top-4 left-1/2 -translate-x-1/2 z-50">
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<div class="bg-gray-800 px-6 py-3 rounded-lg border-2" :class="timeLeft <= 5 ? 'border-red-500 animate-pulse' : 'border-gray-700'">
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<div v-if="shouldShowBoard && !gameOver && isMyTurn" class="absolute top-4 left-1/2 -translate-x-1/2 z-50">
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<div class="bg-gray-800 px-6 py-3 rounded-lg border-2 shadow-xl transition-colors duration-300"
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:class="timeLeft <= 5 ? 'border-red-500 bg-red-900/20' : 'border-gray-700'">
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<div class="flex items-center gap-3">
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<svg class="w-6 h-6 text-white" viewBox="0 0 24 24" fill="none" stroke="currentColor">
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<svg class="w-6 h-6" :class="timeLeft <= 5 ? 'text-red-500 animate-bounce' : 'text-white'" viewBox="0 0 24 24" fill="none" stroke="currentColor">
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<circle cx="12" cy="12" r="10" stroke-width="2"/>
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<polyline points="12 6 12 12 16 14" stroke-width="2"/>
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</svg>
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<span :class="['text-3xl font-mono font-bold', timeLeft <= 5 ? 'text-red-500' : 'text-white']">
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{{ timeLeft }}s
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{{ timeLeft }}
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</span>
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</div>
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</div>
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</div>
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<!-- Game Board -->
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<div v-if="isGameRunning">
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<div v-if="shouldShowBoard">
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<GameBoard
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:trump-card="trumpCard"
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:cards-remaining="deckCount"
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:player-hand="playerHand"
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:cards-remaining="deckCount + (trumpCard ? 1 : 0)"
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:player-hand="visibleHand"
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:opponent-hand="opponentHand"
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:player-score="playerScore"
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:opponent-score="opponentScore"
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:current-turn="currentTurn"
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:current-trick="currentTrick"
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:player-name="myDisplayName"
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:opponent-name="opponentDisplayName"
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:current-turn="currentTurnLabel"
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:current-trick="displayedTrick"
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:is-my-turn="isMyTurn"
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@play-card="handlePlayCard"
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/>
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</div>
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<!-- Loading State -->
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<div v-else-if="!gameOver" class="flex h-screen items-center justify-center bg-green-900 text-white">
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<div class="text-center">
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<div class="animate-spin h-12 w-12 border-4 border-white border-t-transparent rounded-full mx-auto mb-4"></div>
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<div class="text-xl">Connecting to game...</div>
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</div>
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</div>
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<!-- Trick Result Modal -->
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<div v-if="showTrickResult" class="fixed inset-0 bg-black bg-opacity-70 flex items-center justify-center z-50">
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<div class="bg-gray-800 border-4 border-yellow-500 p-8 max-w-md rounded-lg">
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<h3 class="text-3xl font-bold mb-4 text-center text-white">
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{{ trickWinnerId === authStore.currentUser?.id ? '🎉 You won the trick!' : '😞 Opponent won the trick' }}
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</h3>
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<div class="text-center mb-4">
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<div class="text-5xl font-bold text-yellow-500">+{{ trickPoints }} points</div>
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<div class="text-center p-8 bg-green-800/50 rounded-2xl border border-green-700 shadow-2xl backdrop-blur-sm">
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<div class="relative mx-auto mb-6 h-16 w-16">
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<div class="absolute inset-0 rounded-full border-4 border-green-600"></div>
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<div class="absolute inset-0 rounded-full border-4 border-t-white border-r-transparent border-b-transparent border-l-transparent animate-spin"></div>
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</div>
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</div>
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</div>
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<!-- Game Over Modal -->
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<GameOver
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:is-visible="gameOver"
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:winner="gameResult"
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:player-score="playerScore"
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:opponent-score="opponentScore"
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:stats="{ playerTricks: 0, opponentTricks: 0 }"
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:is-logging-out="false"
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@play-again="handlePlayAgain"
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@close="handleCloseModal"
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/>
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<h2 class="text-2xl font-bold mb-2">
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Waiting for Opponent...
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</h2>
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<!-- Error Notification -->
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<div v-if="wsStore.lastError" class="fixed bottom-4 right-4 bg-red-600 border-2 border-red-500 p-4 max-w-sm z-50 rounded-lg">
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<div class="flex items-start gap-3">
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<svg class="w-6 h-6 flex-shrink-0 text-white" viewBox="0 0 24 24" fill="none" stroke="currentColor">
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<circle cx="12" cy="12" r="10" stroke-width="2"/>
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<line x1="12" y1="8" x2="12" y2="12" stroke-width="2"/>
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<line x1="12" y1="16" x2="12.01" y2="16" stroke-width="2"/>
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</svg>
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<div class="text-white">
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<div class="font-semibold">Error</div>
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<div class="text-sm">{{ wsStore.lastError }}</div>
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</div>
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<button @click="wsStore.lastError = null" class="ml-auto text-white">
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<svg class="w-5 h-5" viewBox="0 0 24 24" fill="none" stroke="currentColor">
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<line x1="18" y1="6" x2="6" y2="18" stroke-width="2"/>
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<line x1="6" y1="6" x2="18" y2="18" stroke-width="2"/>
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</svg>
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<p class="text-green-100 mb-8 max-w-sm">
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Share the game code or wait for a player to join your lobby.
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</p>
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<button
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@click="handleCloseModal"
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class="px-6 py-3 bg-red-600 hover:bg-red-700 text-white rounded-lg font-semibold transition-all shadow-lg hover:shadow-red-500/20"
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>
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Cancel & Return Home
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</button>
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</div>
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</div>
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<GameOver
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:is-visible="gameOver"
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:winner="winnerResult"
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:player-score="playerScore"
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:opponent-score="opponentScore"
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:player-name="myDisplayName"
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:opponent-name="opponentDisplayName"
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:stats="{ playerTricks: 0, opponentTricks: 0 }"
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:is-logging-out="false"
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@play-again="handleCloseModal"
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@close="handleCloseModal"
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/>
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</div>
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</template>
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<script setup>
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import { ref, computed, onMounted, onUnmounted, watch, onBeforeMount } from 'vue'
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import { useRoute, useRouter, onBeforeRouteLeave } from 'vue-router'
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import { ref, computed, onMounted, onUnmounted, watch, inject } from 'vue'
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import { useRoute, useRouter } from 'vue-router'
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import { useSocketStore } from '@/stores/socket'
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import { useAuthStore } from '@/stores/auth'
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import { toast } from 'vue-sonner'
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import axios from 'axios'
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import GameBoard from '@/components/game/GameBoard.vue'
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import GameOver from '@/components/game/GameOver.vue'
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const route = useRoute()
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const router = useRouter()
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const wsStore = useWebSocketStore()
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const wsStore = useSocketStore()
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const authStore = useAuthStore()
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const API_BASE_URL = inject('apiBaseURL')
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const gameId = ref(route.params.id)
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const gameType = ref(route.query.type || '9')
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const visibleHand = ref([])
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const gameOver = ref(false)
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const isDealing = ref(false)
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const hasInitialDealHappened = ref(false)
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const winnerResult = ref('draw')
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const timeLeft = ref(20)
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const timerInterval = ref(null)
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const isCardAnimating = ref(false)
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const showTrickResult = ref(false)
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const trickWinnerId = ref(null)
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const trickPoints = ref(0)
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const gameOver = ref(false)
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const gameResult = ref(null)
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const isGameRunning = ref(false)
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const hasConnectedOnce = ref(false)
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const gameMetadata = ref({
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p1_id: null,
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p1_name: 'Player 1',
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p2_id: null,
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p2_name: 'Opponent'
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})
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const displayedTrick = ref({ playerCard: null, opponentCard: null })
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const trickClearTimer = ref(null)
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// --- COMPUTED ---
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const myUserId = computed(() => authStore.currentUser?.id)
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const shouldShowBoard = computed(() => {
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const s = wsStore.gameState;
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if (s && s.player2 && s.player2.id > 1) {
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return true;
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}
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return false;
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})
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const amIHost = computed(() => {
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if (gameMetadata.value.p1_id) {
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return String(gameMetadata.value.p1_id) === String(myUserId.value)
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}
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const p1Id = wsStore.gameState?.player1_user_id || wsStore.gameState?.player1?.id
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return String(p1Id) === String(myUserId.value)
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})
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const myDisplayName = computed(() => amIHost.value ? gameMetadata.value.p1_name : gameMetadata.value.p2_name)
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const opponentDisplayName = computed(() => amIHost.value ? gameMetadata.value.p2_name : gameMetadata.value.p1_name)
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const mappedTrick = computed(() => {
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const table = wsStore.gameState?.table
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if (!table) return { playerCard: null, opponentCard: null }
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if (amIHost.value) {
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return { playerCard: table.playerCard, opponentCard: table.opponentCard }
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} else {
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return { playerCard: table.opponentCard, opponentCard: table.playerCard }
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}
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})
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const currentTurnLabel = computed(() => {
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const turnId = wsStore.gameState?.currentTurn
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if (!turnId) return 'player'
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return String(turnId) === String(myUserId.value) ? 'player' : 'opponent'
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})
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// Computed properties from game state
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const trumpCard = computed(() => wsStore.gameState?.trumpCard || null)
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const deckCount = computed(() => wsStore.gameState?.deckCount || 0)
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const playerHand = computed(() => wsStore.gameState?.hand || [])
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const opponentHand = computed(() => {
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const count = wsStore.gameState?.opponent?.cardCount || 0
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return Array(count).fill({ id: 'back', suit: 'back', rank: 0 })
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})
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const playerScore = computed(() => wsStore.gameState?.points || 0)
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const opponentScore = computed(() => wsStore.gameState?.opponent?.points || 0)
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const currentTurn = computed(() => wsStore.gameState?.currentTurn)
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const currentTrick = computed(() => ({
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playerCard: wsStore.gameState?.table?.playerCard || null,
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opponentCard: wsStore.gameState?.table?.opponentCard || null
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}))
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const isMyTurn = computed(() => {
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return currentTurn.value == authStore.currentUser?.id
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const serverHand = computed(() => wsStore.gameState?.hand || [])
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const isMyTurn = computed(() => String(wsStore.gameState?.currentTurn) === String(myUserId.value))
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const opponentHand = computed(() => {
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const count = wsStore.gameState?.opponent?.cardCount || 0
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return Array.from({ length: count }, (_, i) => ({ id: `opp-${i}`, suit: 'back', rank: 0 }))
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})
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const startTimer = () => {
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stopTimer()
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timeLeft.value = 20
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// --- WATCHERS ---
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timerInterval.value = setInterval(() => {
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timeLeft.value--
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if (timeLeft.value <= 0) {
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stopTimer()
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handleTimeout()
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watch(() => wsStore.connected, (isConnected) => {
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if (isConnected) {
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hasConnectedOnce.value = true
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wsStore.joinGame(gameId.value)
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}
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}, 1000)
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}, { immediate: true })
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watch(() => wsStore.gameState, async (newState, oldState) => {
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const oldP2 = oldState?.player2?.id;
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const newP2 = newState?.player2?.id;
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if (newP2 && newP2 > 1 && newP2 !== oldP2) {
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await fetchGameMetadata();
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}
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}, { deep: true })
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watch(mappedTrick, (newVal) => {
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if (newVal.playerCard || newVal.opponentCard) {
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if (trickClearTimer.value) clearTimeout(trickClearTimer.value)
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displayedTrick.value = { ...newVal }
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} else {
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const currentlyShowing = displayedTrick.value.playerCard || displayedTrick.value.opponentCard
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if (currentlyShowing) {
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trickClearTimer.value = setTimeout(() => {
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displayedTrick.value = { playerCard: null, opponentCard: null }
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}, 1500)
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} else {
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displayedTrick.value = { playerCard: null, opponentCard: null }
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}
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}
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}, { deep: true })
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// --- FIX: TIMER GHOSTING ---
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const startTimer = () => {
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if (timerInterval.value) clearInterval(timerInterval.value)
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if (!shouldShowBoard.value && wsStore.gameState?.status !== 'playing') {
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timeLeft.value = 20;
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return;
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}
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// FORCE RESET to avoid showing old time for 1 frame
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timeLeft.value = 20;
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const startAt = wsStore.gameState?.turnStartedAt ? new Date(wsStore.gameState.turnStartedAt).getTime() : Date.now()
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// Define update function
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const update = () => {
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const now = Date.now()
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const elapsed = Math.floor((now - startAt) / 1000)
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timeLeft.value = Math.max(0, 20 - elapsed)
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if (timeLeft.value <= 0) clearInterval(timerInterval.value)
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}
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// EXECUTE IMMEDIATELY
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update();
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// Then set interval
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timerInterval.value = setInterval(update, 1000)
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}
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const stopTimer = () => {
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if (timerInterval.value) {
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clearInterval(timerInterval.value)
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timerInterval.value = null
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}
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watch(() => wsStore.gameState?.currentTurn, (newTurn) => {
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if (newTurn) startTimer()
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}, { immediate: true })
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const animateDeal = async (cards) => {
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if (isDealing.value) return
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isDealing.value = true
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visibleHand.value = []
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for (const card of cards) {
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visibleHand.value.push(card)
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await new Promise(r => setTimeout(r, 150))
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}
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isDealing.value = false
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}
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const handleTimeout = () => {
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if (playerHand.value.length > 0) {
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const randomCard = playerHand.value[0]
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handlePlayCard(randomCard)
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toast.warning('Time\'s up!', {
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description: 'Auto-played first card'
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})
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}
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watch(serverHand, (newHand) => {
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if (visibleHand.value.length === 0 && newHand.length > 0 && !hasInitialDealHappened.value) {
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animateDeal(newHand)
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hasInitialDealHappened.value = true
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} else if (!isDealing.value) {
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visibleHand.value = [...newHand]
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}
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}, { deep: true })
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// --- METHODS ---
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const fetchGameMetadata = async () => {
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try {
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const response = await axios.get(`${API_BASE_URL}/games/${gameId.value}`)
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const game = response.data.data || response.data
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gameMetadata.value = {
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p1_id: game.player1_user_id,
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p1_name: game.player1?.nickname || 'Host',
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p2_id: game.player2_user_id,
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p2_name: game.player2?.nickname || 'Opponent'
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}
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} catch (e) {
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console.error("Failed to load metadata", e)
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}
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}
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const handlePlayCard = (card) => {
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if (!isMyTurn.value || isCardAnimating.value || gameOver.value) return
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isCardAnimating.value = true
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if (!isMyTurn.value || gameOver.value) return
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visibleHand.value = visibleHand.value.filter(c => c.id !== card.id)
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wsStore.playCard(gameId.value, card.id)
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stopTimer()
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setTimeout(() => {
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isCardAnimating.value = false
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}, 500)
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}
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// --- FIX: SURRENDER LOGIC ---
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const handleSurrender = () => {
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const confirmSurrender = window.confirm(
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'Are you sure you want to surrender? Your opponent will be awarded the win.'
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)
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if (!confirmSurrender) return
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toast.error('Game Surrendered', {
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description: 'You forfeited the match.'
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})
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wsStore.disconnect()
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router.push({ name: 'home' })
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}
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const handlePlayAgain = () => {
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wsStore.disconnect()
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router.push({ name: 'home' })
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if(confirm('Are you sure you want to surrender? You will lose.')) {
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// Send event to server. Do NOT disconnect locally yet.
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// Wait for the server to send "Game Over" event back.
|
||||
wsStore.surrender(gameId.value)
|
||||
}
|
||||
}
|
||||
|
||||
const handleCloseModal = () => {
|
||||
wsStore.disconnect()
|
||||
router.push({ name: 'home' })
|
||||
wsStore.disconnect()
|
||||
router.push({ name: 'home' })
|
||||
}
|
||||
|
||||
const handleBrowserUnload = (event) => {
|
||||
if (isGameRunning.value && !gameOver.value) {
|
||||
event.preventDefault()
|
||||
event.returnValue = ''
|
||||
}
|
||||
}
|
||||
// --- LIFECYCLE ---
|
||||
|
||||
// Watch for turn changes
|
||||
watch(() => currentTurn.value, (newTurn, oldTurn) => {
|
||||
if (newTurn == authStore.currentUser?.id && newTurn !== oldTurn) {
|
||||
startTimer()
|
||||
} else {
|
||||
stopTimer()
|
||||
}
|
||||
})
|
||||
|
||||
// Watch for game state to mark game as running
|
||||
watch(() => wsStore.gameState, (state) => {
|
||||
if (state && !isGameRunning.value) {
|
||||
isGameRunning.value = true
|
||||
}
|
||||
})
|
||||
|
||||
onBeforeMount(() => {
|
||||
gameOver.value = false
|
||||
})
|
||||
|
||||
onMounted(() => {
|
||||
onMounted(async () => {
|
||||
await fetchGameMetadata()
|
||||
wsStore.connect()
|
||||
|
||||
setTimeout(() => {
|
||||
wsStore.joinGame(gameId.value)
|
||||
}, 500)
|
||||
|
||||
wsStore.onTrickEnd((result) => {
|
||||
trickWinnerId.value = result.winnerId
|
||||
trickPoints.value = result.points
|
||||
showTrickResult.value = true
|
||||
|
||||
setTimeout(() => {
|
||||
showTrickResult.value = false
|
||||
}, 3000)
|
||||
const winnerName = result.winnerId == authStore.currentUser?.id ? "You" : "Opponent"
|
||||
toast.success(`${winnerName} won the trick!`, { position: 'top-center', duration: 1500 })
|
||||
})
|
||||
|
||||
wsStore.onGameOver((result) => {
|
||||
stopTimer()
|
||||
gameOver.value = true
|
||||
|
||||
if (result.isDraw) {
|
||||
gameResult.value = 'draw'
|
||||
} else if (result.winnerId === authStore.currentUser?.id) {
|
||||
gameResult.value = 'player'
|
||||
} else {
|
||||
gameResult.value = 'opponent'
|
||||
}
|
||||
if (result.isDraw) winnerResult.value = 'draw'
|
||||
else winnerResult.value = result.winnerId == authStore.currentUser?.id ? 'player' : 'opponent'
|
||||
})
|
||||
|
||||
window.addEventListener('beforeunload', handleBrowserUnload)
|
||||
})
|
||||
|
||||
onUnmounted(() => {
|
||||
stopTimer()
|
||||
wsStore.offTrickEnd()
|
||||
wsStore.offGameOver()
|
||||
if (timerInterval.value) clearInterval(timerInterval.value)
|
||||
wsStore.disconnect()
|
||||
window.removeEventListener('beforeunload', handleBrowserUnload)
|
||||
})
|
||||
|
||||
onBeforeRouteLeave((to, from, next) => {
|
||||
if (!isGameRunning.value || gameOver.value) {
|
||||
next()
|
||||
return
|
||||
}
|
||||
|
||||
const confirmExit = window.confirm(
|
||||
'⚠️ Game in Progress!\n\nIf you leave now, you will forfeit the match.\n\nAre you sure you want to leave?'
|
||||
)
|
||||
|
||||
if (confirmExit) {
|
||||
wsStore.disconnect()
|
||||
next()
|
||||
} else {
|
||||
next(false)
|
||||
}
|
||||
})
|
||||
</script>
|
||||
|
||||
@@ -56,14 +56,19 @@ const getPendingGames = async (mode = selectedMode.value) => {
|
||||
if (gLoading.value) return;
|
||||
gLoading.value = true;
|
||||
|
||||
apiStore.gameQueryParameters.page = gPage.value++;
|
||||
apiStore.gameQueryParameters.filters.sort_direction = "asc"
|
||||
apiStore.gameQueryParameters.filters.type = mode
|
||||
apiStore.gameQueryParameters.filters.status = 'Pending'
|
||||
try {
|
||||
const response = await apiStore.getGames();
|
||||
const response = await axios.get(`${API_BASE_URL}/games/open`, {
|
||||
params: {
|
||||
type: mode,
|
||||
page: gPage.value
|
||||
}
|
||||
});
|
||||
|
||||
const newGames = response.data.data;
|
||||
openGames.value = [...openGames.value, ...newGames];
|
||||
gPage.value++;
|
||||
} catch (error) {
|
||||
console.error('Failed to fetch games:', error);
|
||||
} finally {
|
||||
gLoading.value = false;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user