prettier pour html
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3 changed files with 3230 additions and 1864 deletions
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public/game.html
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public/game.html
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<!doctype html>
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<html>
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<head>
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<meta charset="utf-8" />
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<title>ChessNut</title>
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<link rel="stylesheet" href="/styles/style.css">
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</head>
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<body>
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<div class="page">
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<header class="hero card">
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<div>
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<div class="title">ChessNut</div>
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<div style="margin-top:8px">
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<a href="https://github.com/Didictateur/ChessNut" target="_blank" rel="noopener noreferrer" class="btn-ghost" style="text-decoration:none;padding:6px 10px;font-size:0.95em;">Voir sur GitHub</a>
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<head>
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<meta charset="utf-8" />
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<title>ChessNut</title>
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<link rel="stylesheet" href="/styles/style.css" />
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</head>
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<body>
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<div class="page">
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<header class="hero card">
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<div>
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<div class="title">ChessNut</div>
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<div style="margin-top: 8px">
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<a
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href="https://github.com/Didictateur/ChessNut"
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target="_blank"
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rel="noopener noreferrer"
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class="btn-ghost"
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style="
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text-decoration: none;
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padding: 6px 10px;
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font-size: 0.95em;
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"
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>Voir sur GitHub</a
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>
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</div>
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</div>
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</div>
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</header>
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</header>
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<section class="card lobby">
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<div>
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<button id="create" class="btn-cta">Créer une partie</button>
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</div>
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<section class="card lobby">
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<div>
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<button id="create" class="btn-cta">Créer une partie</button>
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</div>
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<div class="controls">
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<input id="roomId" class="input" placeholder="ex: ab12cd34" />
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<button id="join" class="btn-ghost">Rejoindre</button>
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</div>
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</section>
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<div class="controls">
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<input id="roomId" class="input" placeholder="ex: ab12cd34" />
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<button id="join" class="btn-ghost">Rejoindre</button>
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</div>
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</section>
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<section class="card rules" id="cardRules" style="margin-top:16px">
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<h3>Règles du jeu</h3>
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<p>Les cartes ajoutent des effets spéciaux au-dessus des règles d'échecs classiques. Voici l'essentiel pour jouer :</p>
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<ul>
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<li><strong>Jouer une carte :</strong> cliquez sur une carte dans votre main puis suivez l'invite (sélection d'une pièce, d'une case). Certaines cartes n'exigent pas de cible.</li>
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<li><strong>Carte mouvement :</strong> certaines cartes comptent déjà comme un mouvement à part entière. Il faut donc en tenir compte lors de votre tour.</li>
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<li><strong>Durée des effets :</strong> certaines cartes sont temporaires (durée mesurée en tours), d'autres restent actives. Un tour correspond aux actions d'un seul joueur. Un cycle vaut donc pour deux tours.</li>
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<li><strong>Fin de partie :</strong> si un roi est capturé, la partie s'arrête sur une victoire, une défaite ou peut-être même une égalité. Les joueurs peuvent choisir de rester en spectateur ou de quitter la partie.</li>
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</ul>
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<p style="margin-top:8px;font-size:0.95em;color:#444">Remarque : ces règles couvrent uniquement les mécaniques des cartes — pour le jeu d'échecs standard, les mouvements habituels s'appliquent (pions, tours, cavaliers, fous, dames, rois).</p>
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<h3>Modes de jeux</h3>
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<p>Il existe plusieurs modes de jeux pour s'adapter à différents styles de jeu :</p>
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<ul>
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<li><strong>Pioche automatique :</strong> Si activé, les cartes sont piochées automatiquement à chaque tour. Sinon, les joueurs doivent décider s'ils piochent ou s'ils jouent. Attention ! Il n'est pas possible de piocher deux fois de suite !</li>
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<li><strong>Sans remise :</strong> Les cartes jouées ne sont pas remises dans la pioche, ce qui les rend uniques.</li>
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<li><strong>Pioche personnalisée :</strong> Choisissez les cartes disponibles dans la pioche.</li>
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</ul>
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</section>
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<section class="card rules" id="cardRules" style="margin-top: 16px">
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<h3>Règles du jeu</h3>
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<p>
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Les cartes ajoutent des effets spéciaux au-dessus des règles d'échecs
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classiques. Voici l'essentiel pour jouer :
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</p>
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<ul>
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<li>
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<strong>Jouer une carte :</strong> cliquez sur une carte dans votre
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main puis suivez l'invite (sélection d'une pièce, d'une case).
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Certaines cartes n'exigent pas de cible.
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</li>
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<li>
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<strong>Carte mouvement :</strong> certaines cartes comptent déjà
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comme un mouvement à part entière. Il faut donc en tenir compte lors
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de votre tour.
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</li>
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<li>
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<strong>Durée des effets :</strong> certaines cartes sont
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temporaires (durée mesurée en tours), d'autres restent actives. Un
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tour correspond aux actions d'un seul joueur. Un cycle vaut donc
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pour deux tours.
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</li>
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<li>
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<strong>Fin de partie :</strong> si un roi est capturé, la partie
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s'arrête sur une victoire, une défaite ou peut-être même une
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égalité. Les joueurs peuvent choisir de rester en spectateur ou de
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quitter la partie.
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</li>
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</ul>
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<p style="margin-top: 8px; font-size: 0.95em; color: #444">
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Remarque : ces règles couvrent uniquement les mécaniques des cartes —
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pour le jeu d'échecs standard, les mouvements habituels s'appliquent
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(pions, tours, cavaliers, fous, dames, rois).
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</p>
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<h3>Modes de jeux</h3>
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<p>
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Il existe plusieurs modes de jeux pour s'adapter à différents styles
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de jeu :
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</p>
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<ul>
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<li>
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<strong>Pioche automatique :</strong> Si activé, les cartes sont
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piochées automatiquement à chaque tour. Sinon, les joueurs doivent
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décider s'ils piochent ou s'ils jouent. Attention ! Il n'est pas
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possible de piocher deux fois de suite !
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</li>
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<li>
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<strong>Sans remise :</strong> Les cartes jouées ne sont pas remises
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dans la pioche, ce qui les rend uniques.
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</li>
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<li>
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<strong>Pioche personnalisée :</strong> Choisissez les cartes
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disponibles dans la pioche.
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</li>
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</ul>
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</section>
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<section class="card" id="availableCards" style="margin-top:16px">
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<h3>Cartes disponibles</h3>
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<div id="cardsGrid" style="display:grid;grid-template-columns:repeat(auto-fit,minmax(220px,1fr));gap:12px;margin-top:12px">
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<!-- Affichage des cartes disponibles -->
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</div>
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</section>
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</div>
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<section class="card" id="availableCards" style="margin-top: 16px">
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<h3>Cartes disponibles</h3>
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<div
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id="cardsGrid"
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style="
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display: grid;
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grid-template-columns: repeat(auto-fit, minmax(220px, 1fr));
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gap: 12px;
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margin-top: 12px;
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"
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>
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<!-- Affichage des cartes disponibles -->
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</div>
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</section>
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</div>
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<script src="https://cdn.socket.io/4.7.2/socket.io.min.js"></script>
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<script src="/toast.js"></script>
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<script>
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function log(...args){ console.log(...args); }
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document.getElementById('create').addEventListener('click', async ()=>{
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const r = await fetch('/rooms', { method:'POST' });
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const j = await r.json();
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document.getElementById('roomId').value = j.roomId;
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log('Room créée', j.roomId);
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// redirect creator to waiting page
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window.location.href = `/waiting.html?roomId=${encodeURIComponent(j.roomId)}`;
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});
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document.getElementById('join').addEventListener('click', async ()=>{
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const roomId = document.getElementById('roomId').value.trim();
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if(!roomId){ showToast('Entrez roomId', { background: 'rgba(200,60,60,0.95)' }); return; }
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// verify room exists before redirecting
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try{
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const resp = await fetch(`/rooms/${encodeURIComponent(roomId)}`);
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if(!resp.ok){
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const j = await resp.json().catch(()=>({ error: 'room not found' }));
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showToast(j.error || 'room not found', { background: 'rgba(200,60,60,0.95)' });
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return;
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}
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}catch(e){
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showToast('Erreur de connexion au serveur', { background: 'rgba(200,60,60,0.95)' });
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return;
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<script src="https://cdn.socket.io/4.7.2/socket.io.min.js"></script>
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<script src="/toast.js"></script>
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<script>
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function log(...args) {
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console.log(...args);
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}
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const playerIdEl = document.getElementById('playerId');
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const playerId = (playerIdEl && playerIdEl.value) ? playerIdEl.value.trim() : '';
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// redirect to waiting page; playerId optional
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const qs = `?roomId=${encodeURIComponent(roomId)}${playerId?`&playerId=${encodeURIComponent(playerId)}`:''}`;
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window.location.href = '/waiting.html' + qs;
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});
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document.getElementById("create").addEventListener("click", async () => {
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const r = await fetch("/rooms", { method: "POST" });
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const j = await r.json();
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document.getElementById("roomId").value = j.roomId;
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log("Room créée", j.roomId);
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// redirect creator to waiting page
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window.location.href = `/waiting.html?roomId=${encodeURIComponent(j.roomId)}`;
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});
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// Fetch available cards from server and render as a grid using the same card UI as in-game
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async function loadCardsGrid(){
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try{
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const resp = await fetch('/cards');
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if(!resp.ok) return;
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const j = await resp.json();
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if(!j || !Array.isArray(j.cards)) return;
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const grid = document.getElementById('cardsGrid');
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if(!grid) return;
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grid.innerHTML = '';
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j.cards.forEach(c => {
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try{
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const cardEl = document.createElement('div');
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cardEl.className = 'pokemon-card';
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cardEl.dataset.cardId = c.cardId || c.id || '';
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cardEl.dataset.cardUuid = c.id || '';
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document.getElementById("join").addEventListener("click", async () => {
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const roomId = document.getElementById("roomId").value.trim();
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if (!roomId) {
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showToast("Entrez roomId", { background: "rgba(200,60,60,0.95)" });
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return;
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}
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// verify room exists before redirecting
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try {
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const resp = await fetch(`/rooms/${encodeURIComponent(roomId)}`);
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if (!resp.ok) {
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const j = await resp
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.json()
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.catch(() => ({ error: "room not found" }));
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showToast(j.error || "room not found", {
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background: "rgba(200,60,60,0.95)",
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});
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return;
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}
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} catch (e) {
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showToast("Erreur de connexion au serveur", {
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background: "rgba(200,60,60,0.95)",
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});
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return;
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}
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const top = document.createElement('div'); top.className = 'pokemon-card-top';
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const art = document.createElement('div'); art.className = 'pokemon-card-art';
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art.textContent = '';
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// artwork mapping (reuse same simple heuristics as in game view)
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try{
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const cid = (c.cardId || c.id || '').toString().toLowerCase();
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const title = (c.title || '').toString().toLowerCase();
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let imgSrc = null;
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if(cid === 'adoubement') imgSrc = '/assets/img/cards/adoubement.png';
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if(cid === 'folie') imgSrc = '/assets/img/cards/folie.png';
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if(cid === 'fortification') imgSrc = '/assets/img/cards/fortification.png';
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if(cid === 'rebond') imgSrc = '/assets/img/cards/rebond.png';
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if(cid === 'anneau') imgSrc = '/assets/img/cards/anneau.png';
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if(cid === 'brouillard') imgSrc = '/assets/img/cards/brouillard.png';
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if(cid === 'coincoin') imgSrc = '/assets/img/cards/coincoin.png';
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if(cid === 'inversion') imgSrc = '/assets/img/cards/inversion.png';
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if(cid === 'invisible') imgSrc = '/assets/img/cards/invisible.png';
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if(cid === 'kamikaze') imgSrc = '/assets/img/cards/kamikaz.png';
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if(cid === 'melange') imgSrc = '/assets/img/cards/mélange.png';
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if(cid === 'mine') imgSrc = '/assets/img/cards/mine.png';
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if(cid === 'promotion') imgSrc = '/assets/img/cards/promotion.png';
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if(cid === 'resurection') imgSrc = '/assets/img/cards/resurection.png';
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if(cid === 'sniper') imgSrc = '/assets/img/cards/sniper.png';
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if(cid === 'totem') imgSrc = '/assets/img/cards/totem.png';
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if(cid === 'toucher') imgSrc = '/assets/img/cards/toucher.png';
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if(cid === 'vole_piece') imgSrc = '/assets/img/cards/vole_piece.png';
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if(cid === 'double') imgSrc = '/assets/img/cards/double.png';
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if(cid === 'empathie') imgSrc = '/assets/img/cards/empathie.png';
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if(cid === 'parrure') imgSrc = '/assets/img/cards/parrure.png';
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if(cid === 'revolution') imgSrc = '/assets/img/cards/révolution.png';
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if(cid === 'doppelganger') imgSrc = '/assets/img/cards/doppelganger.png';
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if(cid === 'pareil') imgSrc = '/assets/img/cards/pareil.png';
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if(cid === 'sans_effet') imgSrc = '/assets/img/cards/sans_effet.png';
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if(cid === 'teleportation') imgSrc = '/assets/img/cards/teleportation.png';
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if(cid === 'tout') imgSrc = '/assets/img/cards/tout.png';
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if(cid === 'vole_carte') imgSrc = '/assets/img/cards/vole_carte.png';
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const playerIdEl = document.getElementById("playerId");
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const playerId =
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playerIdEl && playerIdEl.value ? playerIdEl.value.trim() : "";
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// redirect to waiting page; playerId optional
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const qs = `?roomId=${encodeURIComponent(roomId)}${playerId ? `&playerId=${encodeURIComponent(playerId)}` : ""}`;
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window.location.href = "/waiting.html" + qs;
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});
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if(imgSrc){ const img = document.createElement('img'); img.src = imgSrc; img.alt = c.title || cid || 'card'; img.className = 'card-art-img'; img.style.width = '100%'; img.style.height = '100%'; img.style.objectFit = 'cover'; art.appendChild(img); }
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}catch(_){ }
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top.appendChild(art);
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// Fetch available cards from server and render as a grid using the same card UI as in-game
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async function loadCardsGrid() {
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try {
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const resp = await fetch("/cards");
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if (!resp.ok) return;
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const j = await resp.json();
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if (!j || !Array.isArray(j.cards)) return;
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const grid = document.getElementById("cardsGrid");
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if (!grid) return;
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grid.innerHTML = "";
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j.cards.forEach((c) => {
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try {
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const cardEl = document.createElement("div");
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cardEl.className = "pokemon-card";
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cardEl.dataset.cardId = c.cardId || c.id || "";
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cardEl.dataset.cardUuid = c.id || "";
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const mid = document.createElement('div'); mid.className = 'pokemon-card-mid';
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const h = document.createElement('div'); h.className = 'pokemon-card-title'; h.textContent = c.title || c.cardId || 'Carte';
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const p = document.createElement('div'); p.className = 'pokemon-card-desc'; p.textContent = c.description || '';
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mid.appendChild(h); mid.appendChild(p);
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const top = document.createElement("div");
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top.className = "pokemon-card-top";
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const art = document.createElement("div");
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art.className = "pokemon-card-art";
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art.textContent = "";
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// artwork mapping (reuse same simple heuristics as in game view)
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try {
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const cid = (c.cardId || c.id || "").toString().toLowerCase();
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const title = (c.title || "").toString().toLowerCase();
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let imgSrc = null;
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if (cid === "adoubement")
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imgSrc = "/assets/img/cards/adoubement.png";
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if (cid === "folie") imgSrc = "/assets/img/cards/folie.png";
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if (cid === "fortification")
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imgSrc = "/assets/img/cards/fortification.png";
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if (cid === "rebond") imgSrc = "/assets/img/cards/rebond.png";
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if (cid === "anneau") imgSrc = "/assets/img/cards/anneau.png";
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if (cid === "brouillard")
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imgSrc = "/assets/img/cards/brouillard.png";
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if (cid === "coincoin")
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imgSrc = "/assets/img/cards/coincoin.png";
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if (cid === "inversion")
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imgSrc = "/assets/img/cards/inversion.png";
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if (cid === "invisible")
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imgSrc = "/assets/img/cards/invisible.png";
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if (cid === "kamikaze")
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imgSrc = "/assets/img/cards/kamikaz.png";
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if (cid === "melange") imgSrc = "/assets/img/cards/mélange.png";
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if (cid === "mine") imgSrc = "/assets/img/cards/mine.png";
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if (cid === "promotion")
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imgSrc = "/assets/img/cards/promotion.png";
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if (cid === "resurection")
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imgSrc = "/assets/img/cards/resurection.png";
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if (cid === "sniper") imgSrc = "/assets/img/cards/sniper.png";
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if (cid === "totem") imgSrc = "/assets/img/cards/totem.png";
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if (cid === "toucher") imgSrc = "/assets/img/cards/toucher.png";
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if (cid === "vole_piece")
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imgSrc = "/assets/img/cards/vole_piece.png";
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if (cid === "double") imgSrc = "/assets/img/cards/double.png";
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if (cid === "empathie")
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imgSrc = "/assets/img/cards/empathie.png";
|
||||
if (cid === "parrure") imgSrc = "/assets/img/cards/parrure.png";
|
||||
if (cid === "revolution")
|
||||
imgSrc = "/assets/img/cards/révolution.png";
|
||||
if (cid === "doppelganger")
|
||||
imgSrc = "/assets/img/cards/doppelganger.png";
|
||||
if (cid === "pareil") imgSrc = "/assets/img/cards/pareil.png";
|
||||
if (cid === "sans_effet")
|
||||
imgSrc = "/assets/img/cards/sans_effet.png";
|
||||
if (cid === "teleportation")
|
||||
imgSrc = "/assets/img/cards/teleportation.png";
|
||||
if (cid === "tout") imgSrc = "/assets/img/cards/tout.png";
|
||||
if (cid === "vole_carte")
|
||||
imgSrc = "/assets/img/cards/vole_carte.png";
|
||||
|
||||
const footer = document.createElement('div'); footer.className = 'pokemon-card-footer';
|
||||
if (imgSrc) {
|
||||
const img = document.createElement("img");
|
||||
img.src = imgSrc;
|
||||
img.alt = c.title || cid || "card";
|
||||
img.className = "card-art-img";
|
||||
img.style.width = "100%";
|
||||
img.style.height = "100%";
|
||||
img.style.objectFit = "cover";
|
||||
art.appendChild(img);
|
||||
}
|
||||
} catch (_) {}
|
||||
top.appendChild(art);
|
||||
|
||||
cardEl.appendChild(top);
|
||||
cardEl.appendChild(mid);
|
||||
cardEl.appendChild(footer);
|
||||
const mid = document.createElement("div");
|
||||
mid.className = "pokemon-card-mid";
|
||||
const h = document.createElement("div");
|
||||
h.className = "pokemon-card-title";
|
||||
h.textContent = c.title || c.cardId || "Carte";
|
||||
const p = document.createElement("div");
|
||||
p.className = "pokemon-card-desc";
|
||||
p.textContent = c.description || "";
|
||||
mid.appendChild(h);
|
||||
mid.appendChild(p);
|
||||
|
||||
grid.appendChild(cardEl);
|
||||
}catch(e){ console.warn('render card error', e); }
|
||||
});
|
||||
}catch(e){ console.warn('loadCardsGrid error', e); }
|
||||
}
|
||||
const footer = document.createElement("div");
|
||||
footer.className = "pokemon-card-footer";
|
||||
|
||||
function escapeHtml(s){ return String(s||'').replace(/&/g,'&').replace(/</g,'<').replace(/>/g,'>'); }
|
||||
// populate on load
|
||||
try{ loadCardsGrid(); }catch(_){ }
|
||||
</script>
|
||||
</body>
|
||||
cardEl.appendChild(top);
|
||||
cardEl.appendChild(mid);
|
||||
cardEl.appendChild(footer);
|
||||
|
||||
grid.appendChild(cardEl);
|
||||
} catch (e) {
|
||||
console.warn("render card error", e);
|
||||
}
|
||||
});
|
||||
} catch (e) {
|
||||
console.warn("loadCardsGrid error", e);
|
||||
}
|
||||
}
|
||||
|
||||
function escapeHtml(s) {
|
||||
return String(s || "")
|
||||
.replace(/&/g, "&")
|
||||
.replace(/</g, "<")
|
||||
.replace(/>/g, ">");
|
||||
}
|
||||
// populate on load
|
||||
try {
|
||||
loadCardsGrid();
|
||||
} catch (_) {}
|
||||
</script>
|
||||
</body>
|
||||
</html>
|
||||
|
|
|
|||
1250
public/waiting.html
1250
public/waiting.html
File diff suppressed because it is too large
Load diff
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Reference in a new issue