removed game implementation for a new start

This commit is contained in:
Didictateur 2026-02-26 22:40:07 +01:00
parent 52570f80b1
commit 4f1d603d2e
2 changed files with 2 additions and 285 deletions

View file

@ -1,135 +0,0 @@
// frontend/js/game.js
// Adaptation frontend de la logique de game.py en JavaScript
async function think(t) {
return new Promise(resolve => setTimeout(resolve, 1000 * t));
}
class Wall {
constructor() {
this.tiles = Tile.generateAll();
this.shuffle();
}
shuffle() {
for (let i = this.tiles.length - 1; i > 0; i--) {
const j = Math.floor(Math.random() * (i + 1));
[this.tiles[i], this.tiles[j]] = [this.tiles[j], this.tiles[i]];
}
}
draw() {
return this.tiles.shift();
}
drawHand() {
const handTiles = this.tiles.splice(0, 13);
return new Hand(handTiles);
}
}
class Hand {
constructor(tiles) {
this.tiles = tiles;
this.draw = null;
}
drawTile(tile) {
this.draw = tile;
}
discardTile(tileId) {
let idx = this.tiles.findIndex(t => t.id === tileId);
if (idx !== -1) {
return this.tiles.splice(idx, 1)[0];
}
if (this.draw && this.draw.id === tileId) {
const discarded = this.draw;
this.draw = null;
return discarded;
}
return null;
}
flatten() {
if (this.draw) {
this.tiles.push(this.draw);
this.draw = null;
}
}
}
class Game {
constructor(onUpdate) {
this.wall = new Wall();
this.handPlayer = this.wall.drawHand();
this.discardPlayer = [];
this.handsBots = [this.wall.drawHand(), this.wall.drawHand(), this.wall.drawHand()];
this.discardsBots = [[], [], []];
this.turn = 0;
this.hasDraw = true;
this.end = false;
this.onUpdate = onUpdate || (() => {});
// Est pioche une tuile
const tile = this.wall.draw();
if (tile) this.handPlayer.drawTile(tile);
this.onUpdate(this);
}
drawTile(hand) {
const tile = this.wall.draw();
if (tile) hand.drawTile(tile);
}
putTile(hand, tileId) {
const discarded = hand.discardTile(tileId);
if (discarded) {
this.wall.tiles.push(discarded);
this.wall.shuffle();
}
}
async nextTurn() {
this.turn = (this.turn + 1) % 4;
this.hasDraw = false;
this.onUpdate(this);
if (this.turn !== 0) {
await this.botTurn();
} else {
this.drawTile(this.handPlayer);
this.hasDraw = true;
this.onUpdate(this);
}
}
async botTurn() {
const bot = this.handsBots[this.turn - 1];
this.drawTile(bot);
this.onUpdate(this); // Affiche la pioche
await think(2);
// Défausse une tuile aléatoire
const idx = Math.floor(Math.random() * bot.tiles.length);
const tileToDiscard = bot.tiles[idx];
const discarded = bot.discardTile(tileToDiscard.id);
bot.flatten()
this.onUpdate(this); // Affiche la défausse
await think(0.5);
if (discarded) this.discardsBots[this.turn - 1].push(discarded);
await this.nextTurn();
}
async discardTile(tileId) {
if (this.turn === 0 && this.hasDraw) {
const wasDraw = (this.handPlayer.draw && this.handPlayer.draw.id === tileId);
const discarded = this.handPlayer.discardTile(tileId);
// Si la tuile défaussée n'était pas draw, on intègre draw à la main avant le rendu
if (!wasDraw) {
this.handPlayer.flatten();
}
this.onUpdate(this); // Affiche la défausse
if (discarded) this.discardPlayer.push(discarded);
await this.nextTurn();
return discarded;
}
return null;
}
}
// Expose dans le scope global
window.Game = Game;
window.Hand = Hand;
window.Wall = Wall;

View file

@ -133,6 +133,7 @@
<div id="game-center">
<div id="game">
<div id="hand-0"></div>
<div id="discard-0"></div>
<div id="hand-1"></div>
<div id="hand-2"></div>
<div id="hand-3"></div>
@ -162,157 +163,8 @@
? '<img class="explaining" src="/img/tilineau/explaining.png" alt="Tilineau">'
: '<img src="/img/tilineau/idle.png" alt="Tilineau">';
});
// Logique de jeu frontend
let game;
function renderPlayerHand(gameInstance) {
const handDiv = document.getElementById('hand-0');
handDiv.innerHTML = '';
let handTiles = gameInstance.handPlayer.tiles.slice();
sortHand(handTiles);
handTiles.forEach((tile, idx) => {
const tileDiv = document.createElement('div');
tileDiv.className = 'hand-tile-item';
tileDiv.innerHTML = tile.getSVG();
tileDiv.dataset.tileId = tile.id;
tileDiv.style.cursor = 'pointer';
tileDiv.addEventListener('click', () => discardTile(tile.id));
handDiv.appendChild(tileDiv);
});
// Pioche
if (gameInstance.handPlayer.draw) {
const drawTileDiv = document.createElement('div');
drawTileDiv.className = 'hand-tile-item draw-tile';
drawTileDiv.innerHTML = gameInstance.handPlayer.draw.getSVG();
drawTileDiv.dataset.tileId = gameInstance.handPlayer.draw.id;
drawTileDiv.style.cursor = 'pointer';
drawTileDiv.addEventListener('click', () => discardTile(gameInstance.handPlayer.draw.id));
handDiv.appendChild(drawTileDiv);
}
// Afficher les mains des bots
for (let bot = 0; bot < 3; bot++) {
const botDiv = document.getElementById('hand-' + (bot + 1));
botDiv.innerHTML = '';
let botTiles = gameInstance.handsBots[bot].tiles.slice();
botTiles.forEach(() => {
const tileDiv = document.createElement('div');
tileDiv.innerHTML = '<svg viewBox="0 0 310 410" width="60" height="80"><image href="/img/Regular/Back.svg" width="310" height="410"/></svg>';
botDiv.appendChild(tileDiv);
});
if (gameInstance.handsBots[bot].draw) {
const drawTileDiv = document.createElement('div');
drawTileDiv.innerHTML = '<svg viewBox="0 0 310 410" width="60" height="80"><image href="/img/Regular/Back.svg" width="310" height="410"/></svg>';
botDiv.appendChild(drawTileDiv);
}
}
}
game = new window.Game(renderPlayerHand);
function sortHand(hand) {
const familyOrder = { 'man': 0, 'pin': 1, 'sou': 2, 'wind': 3, 'dragon': 4 };
return hand.sort((a, b) => {
const famA = familyOrder[a.family] ?? 99;
const famB = familyOrder[b.family] ?? 99;
if (famA !== famB) return famA - famB;
if (a.value !== undefined && b.value !== undefined) return a.value - b.value;
if (a.wind !== undefined && b.wind !== undefined) return a.wind - b.wind;
if (a.dragon !== undefined && b.dragon !== undefined) return a.dragon - b.dragon;
return 0;
});
}
function renderPlayerHand() {
const handDiv = document.getElementById('hand-0');
handDiv.innerHTML = '';
let handTiles = game.handPlayer.tiles.slice();
sortHand(handTiles);
handTiles.forEach((tile, idx) => {
const tileDiv = document.createElement('div');
tileDiv.className = 'hand-tile-item';
tileDiv.innerHTML = tile.getSVG();
tileDiv.dataset.tileId = tile.id;
tileDiv.style.cursor = 'pointer';
tileDiv.addEventListener('click', () => discardTile(tile.id));
handDiv.appendChild(tileDiv);
});
// Pioche
if (game.handPlayer.draw) {
const drawTileDiv = document.createElement('div');
drawTileDiv.className = 'hand-tile-item draw-tile';
drawTileDiv.innerHTML = game.handPlayer.draw.getSVG();
drawTileDiv.dataset.tileId = game.handPlayer.draw.id;
drawTileDiv.style.cursor = 'pointer';
drawTileDiv.addEventListener('click', () => discardTile(game.handPlayer.draw.id));
handDiv.appendChild(drawTileDiv);
}
// Afficher les mains des bots
for (let bot = 0; bot < 3; bot++) {
const botDiv = document.getElementById('hand-' + (bot + 1));
botDiv.innerHTML = '';
let botTiles = game.handsBots[bot].tiles.slice();
// Affiche le dos des tuiles
botTiles.forEach(() => {
const tileDiv = document.createElement('div');
tileDiv.innerHTML = '<svg viewBox="0 0 310 410" width="60" height="80"><image href="/img/Regular/Back.svg" width="310" height="410"/></svg>';
botDiv.appendChild(tileDiv);
});
// Pioche du bot (si présente)
if (game.handsBots[bot].draw) {
const drawTileDiv = document.createElement('div');
drawTileDiv.innerHTML = '<svg viewBox="0 0 310 410" width="60" height="80"><image href="/img/Regular/Back.svg" width="310" height="410"/></svg>';
botDiv.appendChild(drawTileDiv);
}
}
}
function renderPlayerHand(gameInstance) {
const handDiv = document.getElementById('hand-0');
handDiv.innerHTML = '';
let handTiles = gameInstance.handPlayer.tiles.slice();
sortHand(handTiles);
handTiles.forEach((tile, idx) => {
const tileDiv = document.createElement('div');
tileDiv.className = 'hand-tile-item';
tileDiv.innerHTML = tile.getSVG();
tileDiv.dataset.tileId = tile.id;
tileDiv.style.cursor = 'pointer';
tileDiv.addEventListener('click', () => discardTile(tile.id));
handDiv.appendChild(tileDiv);
});
// Pioche
if (gameInstance.handPlayer.draw) {
const drawTileDiv = document.createElement('div');
drawTileDiv.className = 'hand-tile-item draw-tile';
drawTileDiv.innerHTML = gameInstance.handPlayer.draw.getSVG();
drawTileDiv.dataset.tileId = gameInstance.handPlayer.draw.id;
drawTileDiv.style.cursor = 'pointer';
drawTileDiv.addEventListener('click', () => discardTile(gameInstance.handPlayer.draw.id));
handDiv.appendChild(drawTileDiv);
}
// Afficher les mains des bots
for (let bot = 0; bot < 3; bot++) {
const botDiv = document.getElementById('hand-' + (bot + 1));
botDiv.innerHTML = '';
let botTiles = gameInstance.handsBots[bot].tiles.slice();
botTiles.forEach(() => {
const tileDiv = document.createElement('div');
tileDiv.innerHTML = '<svg viewBox="0 0 310 410" width="60" height="80"><image href="/img/Regular/Back.svg" width="310" height="410"/></svg>';
botDiv.appendChild(tileDiv);
});
if (gameInstance.handsBots[bot].draw) {
const drawTileDiv = document.createElement('div');
drawTileDiv.innerHTML = '<svg viewBox="0 0 310 410" width="60" height="80"><image href="/img/Regular/Back.svg" width="310" height="410"/></svg>';
botDiv.appendChild(drawTileDiv);
}
}
}
async function discardTile(tileId) {
await game.discardTile(tileId);
}
// renderPlayerHand(game); // Removed direct call to renderPlayerHand with game
});
</script>
</body>
</html>