optimized every code

This commit is contained in:
Didictateur 2025-04-12 11:50:00 +02:00
parent 15a6341879
commit e8f38c0cf9
25 changed files with 2657 additions and 1916 deletions

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@ -1,11 +1,48 @@
import { Tile } from "./tile"
import { Tile } from "./tile";
type button_t = (
arg0: CanvasRenderingContext2D,
arg1: number,
arg2: number
/**
* Type definition for button rendering functions
*/
type ButtonRenderer = (
ctx: CanvasRenderingContext2D,
x: number,
y: number
) => void;
/**
* Button configuration interface
*/
interface ButtonConfig {
text: string;
color: string;
action: number;
}
// Button constants
const BUTTON_RADIUS = 8;
const BUTTON_WIDTH = 110;
const BUTTON_HEIGHT = 50;
const BUTTON_SPACING = 120;
const BUTTON_AREA_Y_MIN = 838;
const BUTTON_AREA_Y_MAX = 888;
const BUTTON_MARGIN = 10;
const BASE_X_POSITION = 850;
// Button style configurations
const BUTTON_STYLES: Record<string, ButtonConfig> = {
pass: { text: "Ignorer", color: "#FF9030", action: 0 },
chii: { text: "Chii", color: "#FFCC33", action: 1 },
pon: { text: "Pon", color: "#FFCC33", action: 2 },
kan: { text: "Kan", color: "#FFCC33", action: 3 },
ron: { text: "Ron", color: "#FF3060", action: 4 },
tsumo: { text: "Tsumo", color: "#FF3060", action: 5 },
back: { text: "Retour", color: "#FF9030", action: 0 }
};
/**
* Determines which button was clicked based on coordinates
* @returns The action value of the clicked button or -1 if no button was clicked
*/
export function clickAction(
x: number,
y: number,
@ -15,33 +52,39 @@ export function clickAction(
ron: boolean,
tsumo: boolean
): number {
let buttons = [
[tsumo, 5],
[ron, 4],
[kan, 3],
[pon, 2],
[chii, 1]
]
if (buttons.some(c => c[0])) {
buttons.push([true, 0]);
} else {
return -1;
}
let xmin = 960 - buttons.filter(c => c[0]).length * 120;
let inside = 838 < y && y < 888;
let q = Math.floor((x - xmin) / 120);
let r = (x - xmin) - 120 * q;
if (
q >= 0 &&
q < buttons.filter(c => c[0]).length &&
r > 10 &&
inside
) {
return buttons.filter(c => c[0])[q][1] as number;
}
const activeButtons = getActiveButtons(chii, pon, kan, ron, tsumo);
if (activeButtons.length === 0) {
return -1;
}
// Calculate starting X position based on number of buttons
const xmin = 960 - activeButtons.length * BUTTON_SPACING;
// Check if Y coordinate is within button area
const isYInButtonArea = BUTTON_AREA_Y_MIN < y && y < BUTTON_AREA_Y_MAX;
if (!isYInButtonArea) {
return -1;
}
// Calculate which button was clicked
const buttonIndex = Math.floor((x - xmin) / BUTTON_SPACING);
const xOffset = (x - xmin) - BUTTON_SPACING * buttonIndex;
if (
buttonIndex >= 0 &&
buttonIndex < activeButtons.length &&
xOffset > BUTTON_MARGIN
) {
return activeButtons[buttonIndex];
}
return -1;
}
/**
* Draw all active buttons on the canvas
*/
export function drawButtons(
ctx: CanvasRenderingContext2D,
chii: boolean,
@ -50,111 +93,123 @@ export function drawButtons(
ron: boolean,
tsumo: boolean
): void {
let buttons = [
[chii, buttonChii],
[pon, buttonPon],
[kan, buttonKan],
[ron, buttonRon],
[tsumo, buttonTsumo]
]
if (buttons.some(c => c[0])) {
buttons.unshift([true, buttonPass]);
const buttonFunctions: [boolean, ButtonRenderer][] = [
[chii, (ctx, x, y) => renderButton(ctx, x, y, BUTTON_STYLES.chii)],
[pon, (ctx, x, y) => renderButton(ctx, x, y, BUTTON_STYLES.pon)],
[kan, (ctx, x, y) => renderButton(ctx, x, y, BUTTON_STYLES.kan)],
[ron, (ctx, x, y) => renderButton(ctx, x, y, BUTTON_STYLES.ron)],
[tsumo, (ctx, x, y) => renderButton(ctx, x, y, BUTTON_STYLES.tsumo)]
];
// Only show the pass button if at least one other button is active
const hasActiveButtons = buttonFunctions.some(([isActive]) => isActive);
if (hasActiveButtons) {
buttonFunctions.unshift([true, (ctx, x, y) => renderButton(ctx, x, y, BUTTON_STYLES.pass)]);
} else {
return; // No buttons to draw
}
let dx = 0;
for (let i = 0; i < buttons.length; i++) {
if (buttons[i][0]) {
(buttons[i][1] as button_t)(
// Draw active buttons
let positionOffset = 0;
for (const [isActive, renderFunc] of buttonFunctions) {
if (isActive) {
renderFunc(
ctx,
850 - dx * 120,
BASE_X_POSITION - positionOffset * BUTTON_SPACING,
835
);
dx++;
positionOffset++;
}
}
}
/**
* Determines which Chi option was clicked
* @returns The value of the clicked Chi option or -1 if no option was clicked
*/
export function clickChii(
x: number,
y: number,
chiis: Array<Array<Tile>>
): number {
let xmin = 960 - (chiis.length + 1) * 120;
let inside = 838 < y && y < 888;
let q = Math.floor((x - xmin) / 120);
let r = (x - xmin) - 120 * q;
if (
q >= 0 &&
q < (chiis.length + 1) &&
r > 10 &&
inside
) {
return q === chiis.length ? 0 : chiis[q][0].getValue();
}
if (chiis.length === 0) {
return -1;
}
// Calculate starting X position based on number of options
const xmin = 960 - (chiis.length + 1) * BUTTON_SPACING;
// Check if Y coordinate is within button area
const isYInButtonArea = BUTTON_AREA_Y_MIN < y && y < BUTTON_AREA_Y_MAX;
if (!isYInButtonArea) {
return -1;
}
// Calculate which option was clicked
const optionIndex = Math.floor((x - xmin) / BUTTON_SPACING);
const xOffset = (x - xmin) - BUTTON_SPACING * optionIndex;
if (
optionIndex >= 0 &&
optionIndex < (chiis.length + 1) &&
xOffset > BUTTON_MARGIN
) {
// Return 0 for "back" button or the value of the selected Chi option
return optionIndex === chiis.length ? 0 : chiis[optionIndex][0].getValue();
}
return -1;
}
/**
* Draw Chi options on the canvas
*/
export function drawChiis(
ctx: CanvasRenderingContext2D,
chiis: Array<Array<Tile>>
): void {
chiis.reverse();
const r = 8;
const w = 110;
const h = 50;
button(ctx, 850, 835, r, w, h, "#FF9030");
ctx.fillStyle = "black";
ctx.font = "30px garamond";
ctx.fillText("Retour", 850 + w * 0.1, 835 + h/2 * 1.3);
// Create a copy to avoid modifying the original array
const chiiOptions = [...chiis].reverse();
let dx = 1;
for (let i = 0; i < chiis.length; i++) {
// Draw "back" button
renderButton(ctx, BASE_X_POSITION, 835, BUTTON_STYLES.back);
// Draw Chi options
let positionOffset = 1;
for (const tiles of chiiOptions) {
drawOneChii(
ctx,
850 - dx * 120,
BASE_X_POSITION - positionOffset * BUTTON_SPACING,
835,
chiis[i]
tiles
);
dx++;
positionOffset++;
}
}
/**
* Draw a single Chi option
*/
function drawOneChii(
ctx: CanvasRenderingContext2D,
x: number,
y: number,
tiles: Array<Tile>
): void {
const r = 8;
const w = 110;
const h = 50;
const dx = 32;
const x0 = x + 7;
const y0 = y + 5;
button(ctx, x, y, r, w, h, "#FFCC33");
tiles[0].drawTile(
const tileOffset = 32;
const tileStartX = x + 7;
const tileStartY = y + 5;
// Draw the button background
drawButtonShape(ctx, x, y, BUTTON_RADIUS, BUTTON_WIDTH, BUTTON_HEIGHT, BUTTON_STYLES.chii.color);
// Draw the tiles
for (let i = 0; i < tiles.length; i++) {
tiles[i].drawTile(
ctx,
x0,
y0,
0.4,
false,
0,
false,
false
);
tiles[1].drawTile(
ctx,
x0 + dx,
y0,
0.4,
false,
0,
false,
false
);
tiles[2].drawTile(
ctx,
x0 + 2 * dx,
y0,
tileStartX + tileOffset * i,
tileStartY,
0.4,
false,
0,
@ -162,116 +217,95 @@ function drawOneChii(
false
);
}
}
function button(
/**
* Get the list of active button action values
*/
function getActiveButtons(
chii: boolean,
pon: boolean,
kan: boolean,
ron: boolean,
tsumo: boolean
): number[] {
const buttonConfigs: [boolean, number][] = [
[tsumo, BUTTON_STYLES.tsumo.action],
[ron, BUTTON_STYLES.ron.action],
[kan, BUTTON_STYLES.kan.action],
[pon, BUTTON_STYLES.pon.action],
[chii, BUTTON_STYLES.chii.action]
];
const activeButtons = buttonConfigs
.filter(([isActive]) => isActive)
.map(([, action]) => action);
// Add pass button if any other buttons are active
if (activeButtons.length > 0) {
activeButtons.push(BUTTON_STYLES.pass.action);
}
return activeButtons;
}
/**
* Render a button with text
*/
function renderButton(
ctx: CanvasRenderingContext2D,
x: number,
y: number,
r: number,
w: number,
h: number,
config: ButtonConfig
): void {
drawButtonShape(ctx, x, y, BUTTON_RADIUS, BUTTON_WIDTH, BUTTON_HEIGHT, config.color);
// Add text to the button
ctx.fillStyle = "black";
ctx.font = "30px garamond";
// Center text based on its length
const textXPosition = x + BUTTON_WIDTH * (0.5 - config.text.length * 0.025);
const textYPosition = y + BUTTON_HEIGHT/2 * 1.3;
ctx.fillText(config.text, textXPosition, textYPosition);
}
/**
* Draw a rounded rectangle button shape
*/
function drawButtonShape(
ctx: CanvasRenderingContext2D,
x: number,
y: number,
radius: number,
width: number,
height: number,
color: string
): void {
ctx.fillStyle = color;
ctx.beginPath();
ctx.moveTo(x + r, y);
ctx.lineTo(x + w - r, y);
ctx.quadraticCurveTo(x + w, y, x + w, y + r);
ctx.lineTo(x + w, y + h - r);
ctx.quadraticCurveTo(x + w, y + h, x + w - r, y + h);
ctx.lineTo(x + r, y + h);
ctx.quadraticCurveTo(x, y + h, x, y + h - r);
ctx.lineTo(x, y + r);
ctx.quadraticCurveTo(x, y, x + r, y);
// Top right corner
ctx.moveTo(x + radius, y);
ctx.lineTo(x + width - radius, y);
ctx.quadraticCurveTo(x + width, y, x + width, y + radius);
// Bottom right corner
ctx.lineTo(x + width, y + height - radius);
ctx.quadraticCurveTo(x + width, y + height, x + width - radius, y + height);
// Bottom left corner
ctx.lineTo(x + radius, y + height);
ctx.quadraticCurveTo(x, y + height, x, y + height - radius);
// Top left corner
ctx.lineTo(x, y + radius);
ctx.quadraticCurveTo(x, y, x + radius, y);
ctx.fill();
// Add border
ctx.fillStyle = "#606060";
ctx.stroke();
}
function buttonPass(
ctx: CanvasRenderingContext2D,
x: number,
y: number
): void {
const r = 8;
const w = 110;
const h = 50;
// button(ctx, x, y, r, w, h, "#FFAC4D");
button(ctx, x, y, r, w, h, "#FF9030");
ctx.fillStyle = "black";
ctx.font = "30px garamond";
ctx.fillText("Ignorer", x + w * 0.1, y + h/2 * 1.3);
}
function buttonPon(
ctx: CanvasRenderingContext2D,
x: number,
y: number
): void {
const r = 8;
const w = 110;
const h = 50;
button(ctx, x, y, r, w, h, "#FFCC33");
ctx.fillStyle = "black";
ctx.font = "30px garamond";
ctx.fillText("Pon",x + w * 0.28, y + h/2 * 1.3);
}
function buttonChii(
ctx: CanvasRenderingContext2D,
x: number,
y: number
): void {
const r = 8;
const w = 110;
const h = 50;
button(ctx, x, y, r, w, h, "#FFCC33");
ctx.fillStyle = "black";
ctx.font = "30px garamond";
ctx.fillText("Chii",x + w * 0.25, y + h/2 * 1.3);
}
function buttonKan(
ctx: CanvasRenderingContext2D,
x: number,
y: number
): void {
const r = 8;
const w = 110;
const h = 50;
button(ctx, x, y, r, w, h, "#FFCC33");
ctx.fillStyle = "black";
ctx.font = "30px garamond";
ctx.fillText("Kan",x + w * 0.28, y + h/2 * 1.3);
}
function buttonRon(
ctx: CanvasRenderingContext2D,
x: number,
y: number
): void {
const r = 8;
const w = 110;
const h = 50;
button(ctx, x, y, r, w, h, "#FF3060");
ctx.fillStyle = "black";
ctx.font = "30px garamond";
ctx.fillText("Ron",x + w * 0.28, y + h/2 * 1.3);
}
function buttonTsumo(
ctx: CanvasRenderingContext2D,
x: number,
y: number
): void {
const r = 8;
const w = 110;
const h = 50;
button(ctx, x, y, r, w, h, "#FF3060");
ctx.fillStyle = "black";
ctx.font = "30px garamond";
ctx.fillText("Tsumo",x + w * 0.13, y + h/2 * 1.3);
}

View file

@ -1,14 +1,21 @@
import { Tile } from "./tile"
import { Hand } from "./hand"
import { Tile } from "./tile";
import { Hand } from "./hand";
type TileKey = `${number}-${number}`;
export class Deck {
private tiles: Array<Tile>;
private tiles: Tile[];
private tileIndexMap: Map<TileKey, number[]>; // Fast lookup for find() and count()
public constructor(allowRed: boolean) {
public constructor(allowRed: boolean = false) {
this.tiles = [];
this.tileIndexMap = new Map();
this.initTiles(allowRed);
}
/**
* Displays all tile families on the canvas
*/
public displayFamilies(
ctx: CanvasRenderingContext2D,
x: number,
@ -19,133 +26,267 @@ export class Deck {
): void {
let posX = x;
let posY = y;
for (let i = 1; i < 6; i++) {
if (i < 4) { // famille
for (let j = 1; j < 10; j++) {
const tile = this.find(i, j) as NonNullable<Tile>;
// Define tile layouts for each family
const familyLayouts = [
{ family: 1, start: 1, end: 9 }, // First suit
{ family: 2, start: 1, end: 9 }, // Second suit
{ family: 3, start: 1, end: 9 }, // Third suit
{ family: 4, start: 1, end: 4 }, // Winds
{ family: 5, start: 1, end: 3 } // Dragons
];
for (const layout of familyLayouts) {
for (let j = layout.start; j <= layout.end; j++) {
const tile = this.find(layout.family, j);
if (tile) {
tile.drawTile(ctx, posX, posY, size, false, 0, false);
posX += (75 + xOffset) * size;
}
posX = x;
posY += (100 + yOffset) * size;
} else if (i === 4) { //vent
for (let j = 1; j < 5; j++) {
const tile = this.find(i, j) as NonNullable<Tile>;
tile.drawTile(ctx, posX, posY, size);
posX += (75 + xOffset) * size;
}
posX = x;
posY += (100 + yOffset) * size;
} else if (i === 5) { //vent
for (let j = 1; j < 4; j++) {
const tile = this.find(i, j) as NonNullable<Tile>;
tile.drawTile(ctx, posX, posY, size);
posX += (75 + xOffset) * size;
}
}
}
}
/**
* Returns the number of tiles in the deck
*/
public length(): number {
return this.tiles.length;
}
/**
* Removes and returns the last tile from the deck
* @throws Error if the deck is empty
*/
public pop(): Tile {
if (this.tiles.length === 0) {
}
return this.tiles.pop() as NonNullable<Tile>;
throw new Error("Cannot pop from an empty deck");
}
public push(tile: Tile) {
this.tiles.push(tile);
}
const tile = this.tiles.pop()!;
// Update the index map
const key = this.getTileKey(tile.getFamily(), tile.getValue());
const indices = this.tileIndexMap.get(key);
public find(family: number, value: number): Tile | undefined {
let n = undefined;
for (let i = 0; i < this.tiles.length; i++) {
if (
this.tiles[i].getFamily() === family &&
this.tiles[i].getValue() === value
) {
n = i;
}
}
if (n !== undefined) {
[this.tiles[n as NonNullable<number>], this.tiles[0]] = [this.tiles[0], this.tiles[n as NonNullable<number>]];
return this.tiles.shift();
if (indices && indices.length > 0) {
indices.pop(); // Remove the last index
if (indices.length === 0) {
this.tileIndexMap.delete(key);
} else {
this.tileIndexMap.set(key, indices);
}
}
return tile;
}
/**
* Adds a tile to the deck
*/
public push(tile: Tile): void {
const index = this.tiles.length;
this.tiles.push(tile);
// Update the index map
const key = this.getTileKey(tile.getFamily(), tile.getValue());
const indices = this.tileIndexMap.get(key) || [];
indices.push(index);
this.tileIndexMap.set(key, indices);
}
/**
* Finds and removes a specific tile from the deck
*/
public find(family: number, value: number): Tile | undefined {
const key = this.getTileKey(family, value);
const indices = this.tileIndexMap.get(key);
if (!indices || indices.length === 0) {
return undefined;
}
// Get the first occurrence
const index = indices[0];
if (index >= this.tiles.length) {
// Handle potential out-of-sync errors
this.rebuildIndexMap();
return this.find(family, value);
}
// Swap with the first element for efficient removal
[this.tiles[index], this.tiles[0]] = [this.tiles[0], this.tiles[index]];
// Update indices in the map
this.updateIndicesAfterSwap(0, index);
// Remove and return the tile
const tile = this.tiles.shift();
// Update all indices after shift
this.decrementIndicesAfterShift();
return tile;
}
/**
* Counts the number of tiles with specific family and value
*/
public count(family: number, value: number): number {
let n = 0;
for (let i = 0; i < this.tiles.length; i++) {
if (
this.tiles[i].getFamily() === family &&
this.tiles[i].getValue() === value
) {
n++;
}
}
return n;
const key = this.getTileKey(family, value);
const indices = this.tileIndexMap.get(key);
return indices ? indices.length : 0;
}
public shuffle(): undefined {
let newArray: Array<Tile> = [];
while (this.tiles.length > 0) {
let n = Math.floor(Math.random() * this.tiles.length);
[this.tiles[n], this.tiles[0]] = [this.tiles[0], this.tiles[n]];
newArray.push(this.tiles.shift() as NonNullable<Tile>);
}
this.tiles = newArray;
/**
* Shuffles the deck using Fisher-Yates algorithm
*/
public shuffle(): void {
// Fisher-Yates shuffle algorithm
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]];
}
// Rebuild the index map after shuffling
this.rebuildIndexMap();
}
/**
* Creates a random hand from the deck
*/
public getRandomHand(): Hand {
let hand = new Hand();
const hand = new Hand();
this.shuffle();
// Handle case where deck doesn't have enough tiles
if (this.tiles.length < 13) {
throw new Error("Not enough tiles in deck to create a hand");
}
for (let i = 0; i < 13; i++) {
hand.push(this.pop());
}
return hand;
}
/**
* Cleans up resources used by tiles and empties the deck
*/
public cleanup(): void {
this.tiles.forEach(tile => tile.cleanup());
this.tiles = [];
this.tileIndexMap.clear();
}
/**
* Preloads all tile images
*/
public async preload(): Promise<void> {
for (let i = 0; i < this.tiles.length; i++) {
await this.tiles[i].preloadImg();
const preloadPromises = this.tiles.map(tile => tile.preloadImg());
await Promise.all(preloadPromises);
}
/**
* Creates a unique key for each tile type
*/
private getTileKey(family: number, value: number): TileKey {
return `${family}-${value}`;
}
/**
* Updates the index map after swapping two tiles
*/
private updateIndicesAfterSwap(index1: number, index2: number): void {
if (index1 === index2) return;
const tile1 = this.tiles[index1];
const tile2 = this.tiles[index2];
const key1 = this.getTileKey(tile1.getFamily(), tile1.getValue());
const key2 = this.getTileKey(tile2.getFamily(), tile2.getValue());
const indices1 = this.tileIndexMap.get(key1) || [];
const indices2 = this.tileIndexMap.get(key2) || [];
// Update indices
const idx1 = indices1.indexOf(index2);
const idx2 = indices2.indexOf(index1);
if (idx1 !== -1) indices1[idx1] = index1;
if (idx2 !== -1) indices2[idx2] = index2;
this.tileIndexMap.set(key1, indices1);
this.tileIndexMap.set(key2, indices2);
}
/**
* Decrements all indices after a shift operation
*/
private decrementIndicesAfterShift(): void {
for (const [key, indices] of this.tileIndexMap.entries()) {
this.tileIndexMap.set(
key,
indices
.filter(idx => idx !== 0) // Remove the index 0 that was shifted
.map(idx => (idx > 0 ? idx - 1 : idx)) // Decrement all indices
);
// Clean up empty entries
if (this.tileIndexMap.get(key)?.length === 0) {
this.tileIndexMap.delete(key);
}
}
}
private initTiles(allowRed: boolean): undefined {
for (let i = 1; i < 6; i++) {
if (i < 4) { // famille
for (let j = 1; j < 10; j++) {
this.tiles.push(new Tile(i, j, false));
this.tiles.push(new Tile(i, j, false));
this.tiles.push(new Tile(i, j, false));
if (j === 5 && allowRed) {
this.tiles.push(new Tile(i, j, true));
} else {
this.tiles.push(new Tile(i, j, false));
/**
* Rebuilds the entire index map from scratch
*/
private rebuildIndexMap(): void {
this.tileIndexMap.clear();
for (let i = 0; i < this.tiles.length; i++) {
const tile = this.tiles[i];
const key = this.getTileKey(tile.getFamily(), tile.getValue());
const indices = this.tileIndexMap.get(key) || [];
indices.push(i);
this.tileIndexMap.set(key, indices);
}
}
} else if (i === 4) { // vent
for (let j = 1; j < 5; j++) {
for (let k = 0; k < 4; k++) {
this.tiles.push(new Tile(i, j, false));
}
}
} else if (i === 5) { // dragon
for (let j = 1; j < 4; j++) {
for (let k = 0; k < 4; k++) {
this.tiles.push(new Tile(i, j, false));
/**
* Initializes the deck with all tiles
*/
private initTiles(allowRed: boolean): void {
// Create suits (families 1-3)
for (let family = 1; family <= 3; family++) {
for (let value = 1; value <= 9; value++) {
// Each value appears 4 times in a suit
const isRedFive = value === 5 && allowRed;
// Add 3 regular tiles
for (let i = 0; i < 3; i++) {
this.push(new Tile(family, value, false));
}
// Add the 4th tile (potentially red five)
this.push(new Tile(family, value, isRedFive));
}
}
// Create winds (family 4)
for (let value = 1; value <= 4; value++) {
for (let i = 0; i < 4; i++) {
this.push(new Tile(4, value, false));
}
}
// Create dragons (family 5)
for (let value = 1; value <= 3; value++) {
for (let i = 0; i < 4; i++) {
this.push(new Tile(5, value, false));
}
}
}

View file

@ -1,144 +1,256 @@
import { Deck } from "../deck";
import { Hand } from "../hand"
import { Hand } from "../hand";
declare global {
interface Window {
cleanup: () => void;
}
}
export {}
export {};
class RiichiDisplay {
private canvas: HTMLCanvasElement;
private ctx: CanvasRenderingContext2D;
private offScreenCanvas: HTMLCanvasElement;
private offScreenCtx: CanvasRenderingContext2D;
private deck: Deck;
private hands: Hand[] = [];
private edeck: Deck;
private ehand: Hand;
private selectedTile: number | undefined = undefined;
private animationFrameId: number | null = null;
private isDirty: boolean = true;
// Constants
private readonly FPS: number = 30;
private readonly INTERVAL: number = 1000 / this.FPS;
private readonly X: number = 100;
private readonly Y: number = 150;
private readonly OS: number = 75;
private readonly SIZE: number = 0.75;
private readonly TILE_WIDTH: number = 80 * this.SIZE;
private readonly MAX_TILES: number = 14;
// Cache for mouse hit detection
private tileRects: Array<{x: number, y: number, width: number, height: number}> = [];
constructor() {
const canvas = document.getElementById("myCanvas") as HTMLCanvasElement;
async function preloadDeck(deck: Deck) {
await deck.preload();
if (!canvas) {
throw new Error("Canvas introuvable dans le DOM.");
}
async function display () {
if (canvas) {
const ctx = canvas.getContext("2d") as NonNullable<CanvasRenderingContext2D>;
this.canvas = canvas;
const ctx = canvas.getContext("2d");
if (!ctx) {
throw new Error("Impossible d'obtenir le contexte du canvas.");
}
this.ctx = ctx;
if (ctx) {
// double buffering
const offScreenCanvas = document.createElement('canvas') as HTMLCanvasElement;
offScreenCanvas.width = canvas.width;
offScreenCanvas.height = canvas.height;
const offScreenCtx = offScreenCanvas.getContext('2d') as NonNullable<CanvasRenderingContext2D>;
// Create off-screen canvas for double buffering
this.offScreenCanvas = document.createElement('canvas');
this.offScreenCanvas.width = canvas.width;
this.offScreenCanvas.height = canvas.height;
const offCtx = this.offScreenCanvas.getContext('2d');
if (!offCtx) {
throw new Error("Impossible d'obtenir le contexte du canvas hors écran.");
}
this.offScreenCtx = offCtx;
//animation parameter
let lastTime = 0;
const FPS = 30;
const interval = 1000 / FPS;
// Initialize decks
this.deck = new Deck(false);
this.edeck = new Deck(false);
// tuiles
let x = 100;
let y = 150;
let os = 75;
let size = 0.75;
const deck = new Deck(false);
await preloadDeck(deck);
// Initialize with empty hand (will be populated after preload)
this.ehand = new Hand();
let hands: Array<Hand> = [];
// Set up event listeners
this.setupEventListeners();
// Calculate tile hit areas once
this.calculateTileHitAreas();
}
private calculateTileHitAreas(): void {
this.tileRects = [];
for (let i = 0; i < this.MAX_TILES; i++) {
this.tileRects.push({
x: this.X + i * this.TILE_WIDTH,
y: 800,
width: 75,
height: 100 * this.SIZE
});
}
}
private setupEventListeners(): void {
this.canvas.addEventListener("mousemove", this.handleMouseMove.bind(this));
this.canvas.addEventListener("mousedown", this.handleMouseDown.bind(this));
}
private handleMouseMove(event: MouseEvent): void {
const rect = this.canvas.getBoundingClientRect();
const mouseX = event.clientX - rect.left;
const mouseY = event.clientY - rect.top;
// Check if cursor is over any tile using pre-calculated hit areas
const oldSelectedTile = this.selectedTile;
this.selectedTile = undefined;
for (let i = 0; i < this.tileRects.length; i++) {
const tileRect = this.tileRects[i];
if (
mouseX >= tileRect.x &&
mouseX <= tileRect.x + tileRect.width &&
mouseY >= tileRect.y &&
mouseY <= tileRect.y + tileRect.height
) {
this.selectedTile = i;
break;
}
}
// Only mark as dirty if selection changed
if (oldSelectedTile !== this.selectedTile) {
this.isDirty = true;
}
}
private handleMouseDown(): void {
if (this.selectedTile !== undefined) {
this.edeck.push(this.ehand.eject(this.selectedTile));
this.edeck.shuffle();
this.ehand.sort();
this.ehand.push(this.edeck.pop());
this.isDirty = true;
}
}
public async initialize(): Promise<void> {
// Preload all assets in parallel
await Promise.all([
this.deck.preload(),
this.edeck.preload()
]);
// Generate sample hands
for (let i = 0; i < 4; i++) {
const hand = deck.getRandomHand();
const hand = this.deck.getRandomHand();
hand.sort();
hands.push(hand);
this.hands.push(hand);
}
// interactive hand
const edeck = new Deck(false);
await edeck.preload();
const ehand = edeck.getRandomHand();
ehand.push(edeck.pop());
ehand.sort();
// Initialize interactive hand
this.ehand = this.edeck.getRandomHand();
this.ehand.push(this.edeck.pop());
this.ehand.sort();
let selectedTile: number|undefined = undefined;
// Initial draw
this.drawCanvas();
// function to draw
const drawCanvas = async () => {
// clean screeen
offScreenCtx.clearRect(0, 0, canvas.width, canvas.height);
// tapis
offScreenCtx.fillStyle = "#007730";
offScreenCtx.fillRect(50, 50, 1000, 1000);
// texte
offScreenCtx.fillStyle = "#DFDFFF";
offScreenCtx.font = "50px serif";
offScreenCtx.fillText("Exemples de main:", 65, 100);
// example hands
for (let i = 0; i < hands.length; i++) {
hands[i].drawHand(offScreenCtx, x, y + i * size * (100 + os), 5, size);
// Start animation loop
this.startAnimationLoop();
}
// dynamic hand
ehand.isolate = true;
ehand.drawHand(offScreenCtx, x, 800, 5, size, selectedTile);
private drawCanvas(): void {
// Only redraw if something changed (dirty flag)
if (!this.isDirty) return;
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.drawImage(offScreenCanvas, 0, 0);
const ctx = this.offScreenCtx;
// Clear canvas
ctx.clearRect(0, 0, this.offScreenCanvas.width, this.offScreenCanvas.height);
// Draw background
ctx.fillStyle = "#007730";
ctx.fillRect(50, 50, 1000, 1000);
// Draw title
ctx.fillStyle = "#DFDFFF";
ctx.font = "50px serif";
ctx.fillText("Exemples de main:", 65, 100);
// Draw example hands
for (let i = 0; i < this.hands.length; i++) {
this.hands[i].drawHand(
ctx,
this.X,
this.Y + i * this.SIZE * (100 + this.OS),
5,
this.SIZE
);
}
// Draw interactive hand
this.ehand.isolate = true;
this.ehand.drawHand(
ctx,
this.X,
800,
5,
this.SIZE,
this.selectedTile
);
// Flip double buffer
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
this.ctx.drawImage(this.offScreenCanvas, 0, 0);
// Reset dirty flag
this.isDirty = false;
}
private startAnimationLoop(): void {
let lastTime = 0;
const animationLoop = (currentTime: number) => {
const deltaTime = currentTime - lastTime;
if (deltaTime >= interval) {
lastTime = currentTime;
drawCanvas();
}
requestAnimationFrame(animationLoop);
if (deltaTime >= this.INTERVAL) {
lastTime = currentTime - (deltaTime % this.INTERVAL);
this.drawCanvas();
}
// mouse event
canvas.addEventListener(
"mousemove",
(event) => {
const rect = canvas.getBoundingClientRect();
const mouseX = event.clientX - rect.left - x;
const mouseY = event.clientY - rect.top;
this.animationFrameId = requestAnimationFrame(animationLoop);
};
let q = Math.floor(mouseX / (80 * size));
let r = mouseX - q * 80 * size;
if (r <= 75 && q >= 0 && q < 14 && mouseY >= 800 && mouseY <= 800 + 100*size) {
selectedTile = q;
} else {
selectedTile = undefined;
this.animationFrameId = requestAnimationFrame(animationLoop);
}
}
);
canvas.addEventListener(
"mousedown",
(event) => {
if (selectedTile !== undefined) {
edeck.push(ehand.eject(selectedTile));
edeck.shuffle();
ehand.sort();
ehand.push(edeck.pop());
}
}
);
requestAnimationFrame(animationLoop);
public cleanup(): void {
// Cancel animation loop
if (this.animationFrameId !== null) {
cancelAnimationFrame(this.animationFrameId);
this.animationFrameId = null;
}
// Clean up resources
this.deck.cleanup();
this.hands.forEach(hand => hand.cleanup());
this.hands = [];
this.edeck.cleanup();
this.ehand.cleanup();
// Clear canvases
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
this.offScreenCtx.clearRect(0, 0, this.offScreenCanvas.width, this.offScreenCanvas.height);
// Reset state
this.selectedTile = undefined;
this.isDirty = true;
}
}
// Initialize and start
const riichiDisplay = new RiichiDisplay();
riichiDisplay.initialize().catch(error => {
console.error("Erreur lors de l'initialisation:", error);
});
// Expose cleanup function for window
window.cleanup = () => {
deck.cleanup();
hands.forEach(hand => hand.cleanup());
hands = [];
edeck.cleanup();
ehand.cleanup();
ctx.clearRect(0, 0, canvas.width, canvas.height);
offScreenCtx.clearRect(0, 0, offScreenCanvas.width, offScreenCanvas.height);
selectedTile = undefined;
}
} else {
console.error("Impossible d'obtenir le contexte du canvas.");
}
} else {
console.error("Canvas introuvable dans le DOM.");
}
}
display();
riichiDisplay.cleanup();
};

View file

@ -1,6 +1,6 @@
import { Deck } from "../deck";
import { Hand } from "../hand";
import { Group } from "../group"
import { Group } from "../group";
// Configuration globale
const CANVAS_ID = "myCanvas";
@ -9,174 +9,363 @@ const BG_RECT = { x: 50, y: 50, w: 1000, h: 1000 };
const FPS = 30;
const FRAME_INTERVAL = 1000 / FPS;
// variables globales
const DECKS: Array<Deck> = [];
const HANDS: Array<Hand> = [];
let selectedTile: number|undefined = undefined;
/**
* Classe RiichiDisplay responsable de la gestion de l'affichage du jeu Riichi Mahjong
*/
class RiichiDisplay {
// Canvas principal et contexte
private canvas: HTMLCanvasElement;
private ctx: CanvasRenderingContext2D;
// Optimisation des références
let animationFrameId: number;
let lastFrameTime = 0;
const callbacks: Array<() => void> = [];
// Canvas pour le double-buffering
private staticCanvas: HTMLCanvasElement;
private staticCtx: CanvasRenderingContext2D;
// Pré-calcul des dimensions
const canvas = document.getElementById(CANVAS_ID) as HTMLCanvasElement;
const ctx = canvas.getContext("2d") as NonNullable<CanvasRenderingContext2D>;
// Ressources du jeu
private decks: Array<Deck> = [];
private hands: Array<Hand> = [];
// Cache statique
const staticCanvas = document.createElement('canvas') as HTMLCanvasElement;
const staticCtx = staticCanvas.getContext("2d") as NonNullable<CanvasRenderingContext2D>;
staticCanvas.width = canvas.width;
staticCanvas.height = canvas.height;
// État de l'interface
private selectedTile: number | undefined = undefined;
private isDirty: boolean = true;
// Pré-rendu du fond
function prerenderBackground() {
staticCtx.clearRect(0, 0, canvas.width, canvas.height);
staticCtx.fillStyle = BG_COLOR;
staticCtx.fillRect(BG_RECT.x, BG_RECT.y, BG_RECT.w, BG_RECT.h);
};
// Animation et événements
private animationFrameId: number | null = null;
private lastFrameTime: number = 0;
private cleanupCallbacks: Array<() => void> = [];
function drawFrame() {
if (!ctx) return;
// Constantes pour le rendu
private readonly BASE_X: number = 300;
private readonly BASE_Y: number = 150;
private readonly X_OFFSET: number = 250;
private readonly Y_OFFSET: number = 100;
private readonly INTERACTIVE_X: number = 100;
private readonly INTERACTIVE_Y: number = 800;
private readonly SIZE: number = 0.75;
private readonly TILE_WIDTH: number = 80 * this.SIZE;
private readonly MAX_TILES: number = 14;
// Effacement intelligent (uniquement la zone nécessaire)
prerenderBackground();
// Zones de détection pour l'interaction souris
private tileRects: Array<{ x: number, y: number, width: number, height: number }> = [];
// Ici viendrait le dessin des éléments dynamiques
// Par exemple:
// drawDeck();
// drawHands();
let x = 300;
let y = 150;
let xos = 250;
let yos = 100;
let size = 0.75;
constructor(canvasId: string = CANVAS_ID) {
// Initialisation du canvas
const canvas = document.getElementById(canvasId) as HTMLCanvasElement;
if (!canvas) {
throw new Error(`Canvas avec ID '${canvasId}' introuvable`);
}
this.canvas = canvas;
staticCtx.fillStyle = "#DFDFFF";
staticCtx.font = "50px serif";
// Récupération du contexte 2D
const ctx = canvas.getContext("2d");
if (!ctx) {
throw new Error("Impossible d'obtenir le contexte 2D du canvas");
}
this.ctx = ctx;
staticCtx.fillText("Chii:", 75, y + 100 * size - 5);
HANDS[0].drawHand(staticCtx, x, y, 5, 0.75); // chii
HANDS[1].drawHand(staticCtx, x + (75+xos)*size, y, 5, 0.75);
// Initialisation du canvas pour le double-buffering
this.staticCanvas = document.createElement('canvas');
this.staticCanvas.width = canvas.width;
this.staticCanvas.height = canvas.height;
staticCtx.fillText("Pon:", 75, y + (100+yos)*size + 100 * size - 5);
HANDS[2].drawHand(staticCtx, x, y + (100+yos)*size, 5, 0.75); // pon
HANDS[3].drawHand(staticCtx, x + (75+xos)*size, y + (100+yos)*size, 5, 0.75);
HANDS[4].drawHand(staticCtx, x + 2*(75+xos)*size, y + 2*(100+yos)*size, 5, 0.75);
const staticCtx = this.staticCanvas.getContext("2d");
if (!staticCtx) {
throw new Error("Impossible d'obtenir le contexte du canvas statique");
}
this.staticCtx = staticCtx;
staticCtx.fillText("Invalide:", 75, y + 2*(100+yos)*size + 100 * size - 5);
HANDS[5].drawHand(staticCtx, x, y + 2*(100+yos)*size, 5, 0.75); // wrong
HANDS[6].drawHand(staticCtx, x + (75+xos)*size, y + 2*(100+yos)*size, 5, 0.75);
HANDS[7].drawHand(staticCtx, x + 2*(75+xos)*size, y + 2*(100+yos)*size, 5, 0.75);
// Pré-calcul des zones de détection
this.calculateTileHitAreas();
}
HANDS[8].isolate = true;
HANDS[8].drawHand(staticCtx, 100, 800, 5, size, selectedTile);
/**
* Pré-calcule les zones de détection pour l'interaction souris
*/
private calculateTileHitAreas(): void {
this.tileRects = [];
for (let i = 0; i < this.MAX_TILES; i++) {
this.tileRects.push({
x: this.INTERACTIVE_X + i * this.TILE_WIDTH,
y: this.INTERACTIVE_Y,
width: 75,
height: 100 * this.SIZE
});
}
}
let groups = HANDS[8].toGroup();
/**
* Pré-rendu du fond statique
*/
private prerenderBackground(): void {
this.staticCtx.clearRect(0, 0, this.staticCanvas.width, this.staticCanvas.height);
this.staticCtx.fillStyle = BG_COLOR;
this.staticCtx.fillRect(BG_RECT.x, BG_RECT.y, BG_RECT.w, BG_RECT.h);
}
/**
* Dessine une frame complète
*/
private drawFrame(): void {
// Vérifier si un redessinage est nécessaire
if (!this.isDirty) return;
// Pré-rendu du fond statique
this.prerenderBackground();
// Dessin des éléments statiques et dynamiques
this.drawHandsAndLabels();
// Affichage des informations sur les groupes
this.checkAndDisplayGroups();
// Copie du canvas statique vers le canvas principal
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
this.ctx.drawImage(this.staticCanvas, 0, 0);
// Réinitialisation du flag de modification
this.isDirty = false;
}
/**
* Dessine les mains et leurs étiquettes
*/
private drawHandsAndLabels(): void {
const ctx = this.staticCtx;
// Configurer le style de texte
ctx.fillStyle = "#DFDFFF";
ctx.font = "50px serif";
// Dessiner les mains "Chii"
ctx.fillText("Chii:", 75, this.BASE_Y + 100 * this.SIZE - 5);
this.hands[0].drawHand(ctx, this.BASE_X, this.BASE_Y, 5, this.SIZE);
this.hands[1].drawHand(ctx, this.BASE_X + (75 + this.X_OFFSET) * this.SIZE, this.BASE_Y, 5, this.SIZE);
// Dessiner les mains "Pon"
ctx.fillText("Pon:", 75, this.BASE_Y + (100 + this.Y_OFFSET) * this.SIZE + 100 * this.SIZE - 5);
this.hands[2].drawHand(ctx, this.BASE_X, this.BASE_Y + (100 + this.Y_OFFSET) * this.SIZE, 5, this.SIZE);
this.hands[3].drawHand(ctx, this.BASE_X + (75 + this.X_OFFSET) * this.SIZE, this.BASE_Y + (100 + this.Y_OFFSET) * this.SIZE, 5, this.SIZE);
// Dessiner les mains "Invalide"
ctx.fillText("Invalide:", 75, this.BASE_Y + 2 * (100 + this.Y_OFFSET) * this.SIZE + 100 * this.SIZE - 5);
this.hands[5].drawHand(ctx, this.BASE_X, this.BASE_Y + 2 * (100 + this.Y_OFFSET) * this.SIZE, 5, this.SIZE);
this.hands[6].drawHand(ctx, this.BASE_X + (75 + this.X_OFFSET) * this.SIZE, this.BASE_Y + 2 * (100 + this.Y_OFFSET) * this.SIZE, 5, this.SIZE);
this.hands[7].drawHand(ctx, this.BASE_X + 2 * (75 + this.X_OFFSET) * this.SIZE, this.BASE_Y + 2 * (100 + this.Y_OFFSET) * this.SIZE, 5, this.SIZE);
// Main supplémentaire (position spéciale)
this.hands[4].drawHand(ctx, this.BASE_X + 2 * (75 + this.X_OFFSET) * this.SIZE, this.BASE_Y + (100 + this.Y_OFFSET) * this.SIZE, 5, this.SIZE);
// Main interactive
this.hands[8].isolate = true;
this.hands[8].drawHand(ctx, this.INTERACTIVE_X, this.INTERACTIVE_Y, 5, this.SIZE, this.selectedTile);
}
/**
* Vérifie et affiche les informations sur les groupes formés
*/
private checkAndDisplayGroups(): void {
const groups = this.hands[8].toGroup();
if (groups !== undefined) {
staticCtx.fillStyle = "#FF0000";
staticCtx.font = "50px serif";
staticCtx.fillText("Tous les groupes sont formés !", 100, 750);
this.staticCtx.fillStyle = "#FF0000";
this.staticCtx.font = "50px serif";
this.staticCtx.fillText("Tous les groupes sont formés !", 100, 750);
}
groups = [];
// Dessin du cache statique
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.drawImage(staticCanvas, 0, 0);
}
function animationLoop(currentTime: number) {
animationFrameId = requestAnimationFrame(animationLoop);
/**
* Démarre la boucle d'animation
*/
private startAnimationLoop(): void {
const animationLoop = (currentTime: number) => {
this.animationFrameId = requestAnimationFrame(animationLoop);
const deltaTime = currentTime - lastFrameTime;
const deltaTime = currentTime - this.lastFrameTime;
if (deltaTime < FRAME_INTERVAL) return;
lastFrameTime = currentTime - (deltaTime % FRAME_INTERVAL);
drawFrame();
}
function initEventListeners() {
const handlers = {
mousemove: (e: MouseEvent) => {
let size = 0.75;
let x = 100;
// Logique de gestion du mouvement de la souris
const rect = canvas.getBoundingClientRect();
const mouseX = e.clientX - rect.left - x;
const mouseY = e.clientY - rect.top;
let q = Math.floor(mouseX / (80 * size));
let r = mouseX - q * 80 * size;
if (r <= 75 && q >= 0 && q < 14 && mouseY >= 800 && mouseY <= 800 + 100*size) {
selectedTile = q;
} else {
selectedTile = undefined;
}
},
mousedown: (e: MouseEvent) => {
// Logique de gestion du clic de souris
if (selectedTile !== undefined) {
DECKS[0].push(HANDS[8].eject(selectedTile));
DECKS[0].shuffle();
HANDS[8].sort();
HANDS[8].push(DECKS[0].pop());
}
}
this.lastFrameTime = currentTime - (deltaTime % FRAME_INTERVAL);
this.drawFrame();
};
callbacks.push(() => {
canvas.removeEventListener('mousemove', handlers.mousemove);
canvas.removeEventListener('mousedown', handlers.mousedown);
});
canvas.addEventListener('mousemove', handlers.mousemove);
canvas.addEventListener('mousedown', handlers.mousedown);
this.animationFrameId = requestAnimationFrame(animationLoop);
}
async function preloadDeck(deck: Deck) {
/**
* Initialise les écouteurs d'événements
*/
private initEventListeners(): void {
const mouseMoveHandler = this.handleMouseMove.bind(this);
const mouseDownHandler = this.handleMouseDown.bind(this);
this.canvas.addEventListener('mousemove', mouseMoveHandler);
this.canvas.addEventListener('mousedown', mouseDownHandler);
// Enregistrer les callbacks de nettoyage
this.cleanupCallbacks.push(() => {
this.canvas.removeEventListener('mousemove', mouseMoveHandler);
this.canvas.removeEventListener('mousedown', mouseDownHandler);
});
}
/**
* Gère le mouvement de la souris
*/
private handleMouseMove(e: MouseEvent): void {
const rect = this.canvas.getBoundingClientRect();
const mouseX = e.clientX - rect.left;
const mouseY = e.clientY - rect.top;
// Sauvegarde de l'état précédent pour détecter les changements
const previousSelectedTile = this.selectedTile;
this.selectedTile = undefined;
// Détection optimisée avec zones pré-calculées
for (let i = 0; i < this.tileRects.length; i++) {
const tileRect = this.tileRects[i];
if (
mouseX >= tileRect.x &&
mouseX <= tileRect.x + tileRect.width &&
mouseY >= tileRect.y &&
mouseY <= tileRect.y + tileRect.height
) {
this.selectedTile = i;
break;
}
}
// Marquer comme "dirty" uniquement si la sélection a changé
if (previousSelectedTile !== this.selectedTile) {
this.isDirty = true;
}
}
/**
* Gère le clic de souris
*/
private handleMouseDown(): void {
if (this.selectedTile !== undefined) {
// Exécuter l'action pour la tuile sélectionnée
this.decks[0].push(this.hands[8].eject(this.selectedTile));
this.decks[0].shuffle();
this.hands[8].sort();
this.hands[8].push(this.decks[0].pop());
// Marquer comme "dirty" pour forcer le redessinage
this.isDirty = true;
}
}
/**
* Précharge un deck
*/
private async preloadDeck(deck: Deck): Promise<void> {
await deck.preload();
}
async function preloadHand(hand: Hand) {
/**
* Précharge une main
*/
private async preloadHand(hand: Hand): Promise<void> {
await hand.preload();
}
export function cleanup() {
cancelAnimationFrame(animationFrameId);
callbacks.forEach(fn => fn());
/**
* Initialise l'affichage et démarre l'application
*/
public async initialize(): Promise<void> {
try {
// Création du deck principal
this.decks.push(new Deck(false));
// Création des mains prédéfinies
this.hands.push(
new Hand("s1s2s3"), // Chii 1
new Hand("m2m3m4"), // Chii 2
new Hand("p5p5p5"), // Pon 1
new Hand("w2w2w2"), // Pon 2
new Hand("d3d3d3"), // Pon supplémentaire
new Hand("s4p5m6"), // Invalide 1
new Hand("m9s9p9"), // Invalide 2
new Hand("d1d2d3"), // Invalide 3
this.decks[0].getRandomHand() // Main interactive
);
// Préchargement parallèle des ressources
await Promise.all([
...this.decks.map(deck => this.preloadDeck(deck)),
...this.hands.map(hand => this.preloadHand(hand))
]);
// Configuration de la main interactive
this.hands[8].push(this.decks[0].pop());
this.hands[8].sort();
// Initialisation des écouteurs d'événements
this.initEventListeners();
// Premier rendu
this.isDirty = true;
this.drawFrame();
// Démarrage de la boucle d'animation
this.startAnimationLoop();
} catch (error) {
console.error("Erreur d'initialisation:", error);
}
}
export async function initDisplay() {
if (!ctx) {
console.error("Context canvas indisponible");
return;
/**
* Nettoie les ressources
*/
public cleanup(): void {
// Arrêter la boucle d'animation
if (this.animationFrameId !== null) {
cancelAnimationFrame(this.animationFrameId);
this.animationFrameId = null;
}
// Préchargement des ressources si nécessaire
// const deck = new Deck();
// await preloadDeck(deck);
DECKS.push(
new Deck(false)
);
HANDS.push(
new Hand("s1s2s3"),
new Hand("m2m3m4"),
new Hand("p5p5p5"),
new Hand("w2w2w2"),
new Hand("d3d3d3"),
new Hand("s4p5m6"),
new Hand("m9s9p9"),
new Hand("d1d2d3"),
DECKS[0].getRandomHand()
);
await Promise.all(DECKS.map(d => preloadDeck(d)));
await Promise.all(HANDS.map(h => preloadHand(h)));
// Exécuter tous les callbacks de nettoyage
this.cleanupCallbacks.forEach(callback => callback());
this.cleanupCallbacks = [];
HANDS[8].push(DECKS[0].pop());
HANDS[8].sort();
// Nettoyer les ressources des decks et des mains
this.decks.forEach(deck => deck.cleanup());
this.hands.forEach(hand => hand.cleanup());
initEventListeners();
requestAnimationFrame(animationLoop);
// Vider les collections
this.decks = [];
this.hands = [];
// Effacer les canvas
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
this.staticCtx.clearRect(0, 0, this.staticCanvas.width, this.staticCanvas.height);
}
}
// Instance globale pour le nettoyage
let displayInstance: RiichiDisplay | null = null;
/**
* Fonction de nettoyage exportée
*/
export function cleanup(): void {
if (displayInstance) {
displayInstance.cleanup();
displayInstance = null;
}
}
/**
* Fonction d'initialisation exportée
*/
export async function initDisplay(): Promise<void> {
try {
displayInstance = new RiichiDisplay(CANVAS_ID);
await displayInstance.initialize();
window.cleanup = cleanup;
} catch (error) {
console.error("Erreur lors de l'initialisation:", error);
}
}
// Déclaration globale pour TypeScript
@ -190,4 +379,3 @@ declare global {
if (typeof window !== 'undefined') {
initDisplay().catch(console.error);
}

View file

@ -1,111 +1,243 @@
import { Deck } from "../deck";
import { Hand } from "../hand";
import { Game } from "../game"
import { Game } from "../game";
class RiichiGameManager {
// Configuration globale
const CANVAS_ID = "myCanvas";
const BG_RECT = { x: 0, y: 0, w: 1050, h: 1050 };
var MOUSE = { x: 0, y: 0 };
const FPS = 60;
const FRAME_INTERVAL = 1000 / FPS;
private readonly CANVAS_ID: string = "myCanvas";
private readonly BG_RECT = { x: 0, y: 0, w: 1050, h: 1050 };
private readonly FPS: number = 60;
private readonly FRAME_INTERVAL: number = 1000 / this.FPS;
// variables globales
const DECKS: Array<Deck> = [];
const HANDS: Array<Hand> = [];
var GAME: Game|undefined;
// Singleton instance
private static instance: RiichiGameManager;
// Optimisation des références
let animationFrameId: number;
let lastFrameTime = 0;
const callbacks: Array<() => void> = [];
// Canvas et contextes
private canvas: HTMLCanvasElement;
private ctx: CanvasRenderingContext2D;
private staticCanvas: HTMLCanvasElement;
private staticCtx: CanvasRenderingContext2D;
// Pré-calcul des dimensions
const canvas = document.getElementById(CANVAS_ID) as HTMLCanvasElement;
const ctx = canvas.getContext("2d") as NonNullable<CanvasRenderingContext2D>;
canvas.width = BG_RECT.w;
canvas.height = BG_RECT.h;
// État du jeu
private mouse = { x: 0, y: 0 };
private game: Game | null = null;
private decks: Array<Deck> = [];
private hands: Array<Hand> = [];
// Cache statique
const staticCanvas = document.createElement('canvas') as HTMLCanvasElement;
const staticCtx = staticCanvas.getContext("2d") as NonNullable<CanvasRenderingContext2D>;
staticCanvas.width = canvas.width;
staticCanvas.height = canvas.height;
// Animation et boucle de jeu
private animationFrameId: number | null = null;
private lastFrameTime: number = 0;
private isInitialized: boolean = false;
function drawFrame() {
if (!ctx) return;
GAME?.draw(MOUSE);
// Nettoyage
private cleanupCallbacks: Array<() => void> = [];
/**
* Constructeur privé pour le Singleton
*/
private constructor() {
// Initialisation du canvas principal
const canvas = document.getElementById(this.CANVAS_ID) as HTMLCanvasElement;
if (!canvas) {
throw new Error(`Canvas avec ID '${this.CANVAS_ID}' introuvable`);
}
this.canvas = canvas;
this.canvas.width = this.BG_RECT.w;
this.canvas.height = this.BG_RECT.h;
// Récupération du contexte 2D
const ctx = canvas.getContext("2d", { alpha: false });
if (!ctx) {
throw new Error("Impossible d'obtenir le contexte 2D du canvas");
}
this.ctx = ctx;
// Initialisation du canvas pour le double-buffering
this.staticCanvas = document.createElement('canvas');
this.staticCanvas.width = canvas.width;
this.staticCanvas.height = canvas.height;
const staticCtx = this.staticCanvas.getContext("2d", { alpha: false });
if (!staticCtx) {
throw new Error("Impossible d'obtenir le contexte du canvas statique");
}
this.staticCtx = staticCtx;
}
function animationLoop(currentTime: number) {
animationFrameId = requestAnimationFrame(animationLoop);
const deltaTime = currentTime - lastFrameTime;
if (deltaTime < FRAME_INTERVAL) return;
lastFrameTime = currentTime - (deltaTime % FRAME_INTERVAL);
drawFrame();
/**
* Accès à l'instance Singleton
*/
public static getInstance(): RiichiGameManager {
if (!RiichiGameManager.instance) {
RiichiGameManager.instance = new RiichiGameManager();
}
return RiichiGameManager.instance;
}
function initEventListeners() {
const handlers = {
mousedown: (e: MouseEvent) => {
GAME?.click(e);
},
mousemove: (e: MouseEvent) => {
MOUSE.x = e.x;
MOUSE.y = e.y;
/**
* Dessine une frame du jeu
*/
private drawFrame(): void {
if (this.game) {
this.game.draw(this.mouse);
}
}
/**
* Démarre la boucle d'animation du jeu
*/
private startAnimationLoop(): void {
const animationLoop = (currentTime: number) => {
this.animationFrameId = requestAnimationFrame(animationLoop);
const deltaTime = currentTime - this.lastFrameTime;
if (deltaTime < this.FRAME_INTERVAL) return;
// Correction du time drift
this.lastFrameTime = currentTime - (deltaTime % this.FRAME_INTERVAL);
// Rendu d'une frame
this.drawFrame();
};
this.animationFrameId = requestAnimationFrame(animationLoop);
}
/**
* Initialise les écouteurs d'événements
*/
private initEventListeners(): void {
// Handler pour le déplacement de la souris
const mouseMoveHandler = (e: MouseEvent) => {
// Calcul des coordonnées relatives au canvas
const rect = this.canvas.getBoundingClientRect();
this.mouse.x = e.clientX - rect.left;
this.mouse.y = e.clientY - rect.top;
};
// Handler pour le clic de souris
const mouseDownHandler = (e: MouseEvent) => {
if (this.game) {
this.game.click(e);
}
};
callbacks.push(() => {
canvas.removeEventListener('mousemove', handlers.mousemove);
canvas.removeEventListener('mousedown', handlers.mousedown);
});
// Enregistrement des écouteurs
this.canvas.addEventListener('mousemove', mouseMoveHandler);
this.canvas.addEventListener('mousedown', mouseDownHandler);
canvas.addEventListener('mousemove', handlers.mousemove);
canvas.addEventListener('mousedown', handlers.mousedown);
// Enregistrement des callbacks de nettoyage
this.cleanupCallbacks.push(() => {
this.canvas.removeEventListener('mousemove', mouseMoveHandler);
this.canvas.removeEventListener('mousedown', mouseDownHandler);
});
}
async function preloadDeck(deck: Deck) {
/**
* Précharge un deck
*/
private async preloadDeck(deck: Deck): Promise<void> {
await deck.preload();
}
async function preloadHand(hand: Hand) {
/**
* Précharge une main
*/
private async preloadHand(hand: Hand): Promise<void> {
await hand.preload();
}
export function cleanup() {
cancelAnimationFrame(animationFrameId);
callbacks.forEach(fn => fn());
/**
* Initialise le jeu
*/
public async initialize(): Promise<void> {
if (this.isInitialized) return;
try {
console.log("Chargement en cours...");
// Création du jeu
this.game = new Game(
this.ctx,
this.canvas,
this.staticCtx,
this.staticCanvas
);
// Préchargement parallèle des ressources
await Promise.all([
...this.decks.map(deck => this.preloadDeck(deck)),
...this.hands.map(hand => this.preloadHand(hand)),
this.game.preload()
]);
console.log("Chargement terminé");
// Initialisation des écouteurs d'événements
this.initEventListeners();
// Démarrage de la boucle d'animation
this.startAnimationLoop();
// Marquer comme initialisé
this.isInitialized = true;
// Définir la fonction de nettoyage global
window.cleanup = this.cleanup.bind(this);
} catch (error) {
console.error("Erreur lors de l'initialisation:", error);
}
}
export async function initDisplay() {
if (!ctx) {
console.error("Context canvas indisponible");
return;
/**
* Nettoie les ressources
*/
public cleanup(): void {
// Arrêter la boucle d'animation
if (this.animationFrameId !== null) {
cancelAnimationFrame(this.animationFrameId);
this.animationFrameId = null;
}
console.log("Load begining\n");
// Préchargement des ressources si nécessaire
// const deck = new Deck();
// await preloadDeck(deck);
DECKS.push(
);
HANDS.push(
);
GAME = new Game(
ctx,
canvas,
staticCtx,
staticCanvas
);
await Promise.all(DECKS.map(d => preloadDeck(d)));
await Promise.all(HANDS.map(h => preloadHand(h)));
await GAME?.preload();
// Exécuter tous les callbacks de nettoyage
this.cleanupCallbacks.forEach(callback => callback());
this.cleanupCallbacks = [];
console.log("Loaded completed\n");
initEventListeners();
requestAnimationFrame(animationLoop);
window.cleanup = cleanup;
// Nettoyer les ressources du jeu
if (this.game) {
// Supposons que Game a une méthode cleanup
(this.game as any).cleanup?.();
this.game = null;
}
// Nettoyer les ressources des decks et des mains
this.decks.forEach(deck => deck.cleanup());
this.hands.forEach(hand => hand.cleanup());
// Vider les collections
this.decks = [];
this.hands = [];
// Réinitialiser l'état
this.isInitialized = false;
this.lastFrameTime = 0;
this.mouse = { x: 0, y: 0 };
// Effacer les canvas
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
this.staticCtx.clearRect(0, 0, this.staticCanvas.width, this.staticCanvas.height);
}
}
// Fonction de nettoyage globale exportée
export function cleanup(): void {
RiichiGameManager.getInstance().cleanup();
}
// Fonction d'initialisation globale exportée
export async function initDisplay(): Promise<void> {
await RiichiGameManager.getInstance().initialize();
}
// Déclaration globale pour TypeScript
@ -119,4 +251,3 @@ declare global {
if (typeof window !== 'undefined') {
initDisplay().catch(console.error);
}

View file

@ -5,22 +5,39 @@ import { Group } from "./group";
import { drawButtons, clickAction, drawChiis, clickChii } from "./button";
import { drawState } from "./state";
export type mousePos = { x: number, y: number};
export type MousePos = { x: number, y: number };
// Game constants to avoid magic numbers and improve readability
const GAME_CONSTANTS = {
PLAYERS: 4,
BACKGROUND: { color: "#007730", x: 0, y: 0, w: 1050, h: 1050 },
DEAD_WALL_SIZE: 14,
WAITING_TIME: {
MIN: 500,
MAX: 2000,
DEFAULT: 700
},
DISPLAY: {
HAND_SIZE: 0.7,
HIDDEN_HAND_SIZE: 0.6,
DISCARD_SIZE: 0.6,
GROUP_SIZE: 0.6
},
PI: Math.PI
};
export class Game {
private deck: Deck;
private deadWall: Array<Tile> = [];
private hands: Array<Hand> = [];
private discards: Array<Array<Tile>>;
private discards: Array<Array<Tile>> = [];
private lastDiscard: number | undefined;
private groups: Array<Array<Group>>;
private groups: Array<Array<Group>> = [];
// game values
// Game state
private level: number;
private turn = 0;
private minWaitingTime = 500;
private maxWaitingTime = 2000;
private waitingTime = 700;
private waitingTime = GAME_CONSTANTS.WAITING_TIME.DEFAULT;
private selectedTile: number | undefined = undefined;
private canCall: boolean = false;
private hasPicked: boolean = false;
@ -30,19 +47,17 @@ export class Game {
private end: boolean = false;
private result: number = -1;
// display parameter
private BG_RECT = {color: "#007730", x: 0, y: 0, w: 1050, h: 1050};
private sizeHand = 0.7;
private sizeHiddenHand = 0.6;
private sizeDiscard = 0.6;
// canvas
// Canvas elements
private ctx: CanvasRenderingContext2D;
private cv: HTMLCanvasElement;
private staticCtx: CanvasRenderingContext2D;
private staticCv: HTMLCanvasElement;
public constructor(
// Cached values to avoid recalculations
private readonly BG_RECT = GAME_CONSTANTS.BACKGROUND;
private readonly rotations = [0, -GAME_CONSTANTS.PI / 2, -GAME_CONSTANTS.PI, GAME_CONSTANTS.PI / 2];
constructor(
ctx: CanvasRenderingContext2D,
cv: HTMLCanvasElement,
staticCtx: CanvasRenderingContext2D,
@ -55,25 +70,37 @@ export class Game {
this.staticCtx = staticCtx;
this.staticCv = staticCv;
this.level = level;
// Initialize game elements
this.deck = new Deck(red);
this.initializeGame();
}
private initializeGame(): void {
this.deck.shuffle();
for (let i = 0; i < 14; i++) {
// Set up dead wall
for (let i = 0; i < GAME_CONSTANTS.DEAD_WALL_SIZE; i++) {
this.deadWall.push(this.deck.pop());
}
for (let i = 0; i < 4; i++) {
this.hands.push(this.deck.getRandomHand());
}
this.discards = [[], [], [], []];
this.lastDiscard = undefined;
this.groups = [[], [], [], []];
// Create player hands
for (let i = 0; i < GAME_CONSTANTS.PLAYERS; i++) {
this.hands.push(this.deck.getRandomHand());
this.discards.push([]);
this.groups.push([]);
}
this.lastDiscard = undefined;
this.hands[0].sort();
this.pick(0);
}
public draw(mp: mousePos) {
// background
public draw(mp: MousePos): void {
// Clear static canvas once per frame
this.staticCtx.clearRect(0, 0, this.cv.width, this.cv.height);
// Draw background
this.staticCtx.fillStyle = this.BG_RECT.color;
this.staticCtx.fillRect(
this.BG_RECT.x,
@ -83,8 +110,9 @@ export class Game {
);
this.getSelected(mp);
this.drawGame();
// Use a single drawImage operation instead of clearing and redrawing
this.ctx.clearRect(0, 0, this.cv.width, this.cv.height);
this.ctx.drawImage(this.staticCv, 0, 0);
}
@ -101,31 +129,23 @@ export class Game {
return this.end;
}
public click( // player is playing
mp: mousePos,
): void {
public click(mp: MousePos): void {
const rect = this.cv.getBoundingClientRect();
if (this.hasWin(0)) {
this.end = true;
this.result = 1;
} else if (this.chooseChii) { // is choosing
let allChii = this.getChii(0);
let c = clickChii(
return;
}
if (this.chooseChii) {
this.handleChiiSelection(mp, rect);
return;
}
const action = clickAction(
mp.x - rect.x,
mp.y - rect.y,
allChii
);
if (c === 0) {
this.chooseChii = false;
} else {
this.chooseChii = false;
this.chii(c, 0);
}
} else {
let action = clickAction(
mp.x - rect.left,
mp.y - rect.top,
this.canDoAChii().length > 0,
this.canDoAPon(),
false && this.level > 1,
@ -133,115 +153,160 @@ export class Game {
false && this.level > 0
);
if (this.canCall && action !== -1) { // can call
if (action === 0) { // pass
this.canCall = false;
if (this.turn === 3) {
this.turn = 0;
this.pick(0);
} else {
this.turn++;
if (this.canCall && action !== -1) {
this.handleCallAction(action);
} else if (this.turn === 0 && this.selectedTile !== undefined) {
this.handlePlayerDiscard();
}
this.updateWaitingTime();
this.hasPicked = false;
this.hasPlayed = false;
} else if (action === 1) { // chii
let chiis = this.canDoAChii();
if (chiis.length === 1) { // only one possible
}
private handleChiiSelection(mp: MousePos, rect: DOMRect): void {
const allChii = this.getChii(0);
const selection = clickChii(
mp.x - rect.x,
mp.y - rect.y,
allChii
);
if (selection === 0) {
this.chooseChii = false;
} else {
this.chooseChii = false;
this.chii(selection, 0);
}
}
private handleCallAction(action: number): void {
if (action === 0) { // Pass
this.canCall = false;
this.advanceTurn();
} else if (action === 1) { // Chii
const chiis = this.canDoAChii();
if (chiis.length === 1) {
this.chii(chiis[0], 0);
} else {
this.chooseChii = true;
this.drawGame();
}
} else if (action == 2) { // pon
} else if (action === 2) { // Pon
this.pon(this.turn);
}
}
private handlePlayerDiscard(): void {
this.discard(0, this.selectedTile as number);
} else { // nothing unusual
if (this.turn === 0 && this.selectedTile !== undefined) {
this.discard(0, this.selectedTile as NonNullable<number>);
if (!this.checkPon()) {
let chiis = this.canDoAChii(1);
const chiis = this.canDoAChii(1);
if (chiis.length > 0) {
let i = Math.floor(Math.random() * chiis.length);
const i = Math.floor(Math.random() * chiis.length);
this.chii(chiis[i], 1);
} else {
this.advanceTurn();
}
}
}
private advanceTurn(): void {
this.updateWaitingTime();
this.turn = (this.turn + 1) % 4;
}
}
}
}
}
this.turn = (this.turn + 1) % GAME_CONSTANTS.PLAYERS;
this.hasPicked = false;
this.hasPlayed = false;
}
private getSelected(
mp: mousePos,
): void {
private getSelected(mp: MousePos): void {
const rect = this.cv.getBoundingClientRect();
let x = 2.5 * 75 * 0.75;
let y = 1050 - 250 * 0.6;
const x = 2.5 * 75 * 0.75;
const y = 1050 - 250 * 0.6;
const sizeHand = GAME_CONSTANTS.DISPLAY.HAND_SIZE;
const mouseX = mp.x - rect.left - x;
const mouseY = mp.y - rect.top;
const s = 83.9;
const mouseX = mp.x - x;
const mouseY = mp.y;
const tileWidth = 83.9;
const tileIndex = Math.floor(mouseX / (tileWidth * sizeHand));
const relativeX = mouseX - tileIndex * tileWidth * sizeHand;
let q = Math.floor(mouseX / (s * this.sizeHand));
let r = mouseX - q * s * this.sizeHand;
if (
r <= (s - 3) * this.sizeHand &&
q >= 0 &&
q < this.hands[0].length() &&
relativeX <= (tileWidth - 3) * sizeHand &&
tileIndex >= 0 &&
tileIndex < this.hands[0].length() &&
mouseY >= y &&
mouseY <= y + 100 * this.sizeHand
mouseY <= y + 100 * sizeHand
) {
this.selectedTile = q;
this.selectedTile = tileIndex;
} else {
this.selectedTile = undefined;
}
};
}
private updateWaitingTime(): void {
this.waitingTime =
Math.floor(
this.waitingTime = Math.floor(
Math.random() *
(this.maxWaitingTime - this.minWaitingTime) +
this.minWaitingTime
(GAME_CONSTANTS.WAITING_TIME.MAX - GAME_CONSTANTS.WAITING_TIME.MIN) +
GAME_CONSTANTS.WAITING_TIME.MIN
);
}
private play(): void {
if (
this.turn !== 0 && !this.end
) { // bot playing
if (!this.hasPicked) { // begin of his turn
if (this.turn !== 0 && !this.end) {
if (!this.hasPicked) {
// Begin of turn
this.lastPlayed = Date.now();
this.pick(this.turn);
this.hasPicked = true;
} else if (!this.hasPlayed) { // middle of his turn
} else if (!this.hasPlayed) {
// Middle of turn
this.handleBotTurn();
} else if (!this.canCall) {
// End of turn
this.advanceBotTurn();
}
}
}
private handleBotTurn(): void {
if (this.hasWin(this.turn)) {
this.end = true;
this.result = 2;
} else if (Date.now() - this.lastPlayed > this.waitingTime) {
return;
}
if (Date.now() - this.lastPlayed > this.waitingTime) {
this.lastPlayed = Date.now();
let n = Math.floor(this.hands[this.turn].length() * Math.random());
// Choose random tile to discard
const n = Math.floor(this.hands[this.turn].length() * Math.random());
this.discard(this.turn, n);
this.hasPlayed = true;
if (this.deck.length() <= 0) {
this.result = 0;
this.end = true;
return;
}
if (!this.end) {
this.checkPon();
if (this.turn !== 3 && this.canDoAChii(this.turn + 1).length > 0) {
let chiis = this.canDoAChii(this.turn + 1);
let i = Math.floor(Math.random() * chiis.length);
this.chii(chiis[i], this.turn + 1);
}
this.checkForChii();
this.canCall = this.canDoAChii().length > 0 || this.canDoAPon();
}
}
} else if (!this.canCall) { // end of his turn
}
private checkForChii(): void {
if (this.turn === 3) return;
const nextPlayer = this.turn + 1;
const chiis = this.canDoAChii(nextPlayer);
if (chiis.length > 0) {
const i = Math.floor(Math.random() * chiis.length);
this.chii(chiis[i], nextPlayer);
}
}
private advanceBotTurn(): void {
if (this.turn === 3) {
this.turn = 0;
this.pick(0);
@ -252,12 +317,11 @@ export class Game {
} else {
this.turn++;
}
this.updateWaitingTime();
this.hasPicked = false;
this.hasPlayed = false;
}
}
}
private pick(player: number): void {
this.hands[player].push(this.deck.pop());
@ -265,70 +329,84 @@ export class Game {
}
private discard(player: number, n: number): void {
let tile = this.hands[player].eject(n);
const tile = this.hands[player].eject(n);
this.hands[player].sort();
tile.setTilt();
this.discards[player].push(tile);
this.hands[player].isolate = false;
this.hands[player].sort();
this.lastDiscard = player;
this.lastPlayed = Date.now();
}
private canDoAChii(p: number = 0): Array<number> {
let chii = [] as Array<number>;
const chii: number[] = [];
// Check if chii is possible
if (
this.lastDiscard !== undefined &&
(this.lastDiscard + 1) % 4 === p &&
(this.turn + 1) % 4 === p &&
this.discards[this.lastDiscard][this.discards[this.lastDiscard].length-1].getFamily() < 4
this.lastDiscard === undefined ||
(this.lastDiscard + 1) % 4 !== p ||
(this.turn + 1) % 4 !== p ||
this.discards[this.lastDiscard][this.discards[this.lastDiscard].length - 1].getFamily() >= 4
) {
let t = this.discards[this.lastDiscard][this.discards[this.lastDiscard].length-1];
let h = this.hands[p];
if (
h.count(t.getFamily(), t.getValue()-2) > 0 &&
h.count(t.getFamily(), t.getValue()-1) > 0
) {
chii.push(t.getValue()-2);
return chii;
}
if (
h.count(t.getFamily(), t.getValue()-1) > 0 &&
h.count(t.getFamily(), t.getValue()+1) > 0
) {
chii.push(t.getValue()-1);
const t = this.discards[this.lastDiscard][this.discards[this.lastDiscard].length - 1];
const h = this.hands[p];
const family = t.getFamily();
const value = t.getValue();
// Check for three possible chii patterns
if (h.count(family, value - 2) > 0 && h.count(family, value - 1) > 0) {
chii.push(value - 2);
}
if (
h.count(t.getFamily(), t.getValue()+1) > 0 &&
h.count(t.getFamily(), t.getValue()+2) > 0
) {
chii.push(t.getValue());
if (h.count(family, value - 1) > 0 && h.count(family, value + 1) > 0) {
chii.push(value - 1);
}
if (h.count(family, value + 1) > 0 && h.count(family, value + 2) > 0) {
chii.push(value);
}
return chii;
}
private chii(minValue: number, p: number): void {
let t = this.discards[p === 0 ? 3 : p - 1].pop() as NonNullable<Tile>;
const discardPlayer = p === 0 ? 3 : p - 1;
const t = this.discards[discardPlayer].pop() as Tile;
this.lastDiscard = undefined;
const tt: Tile[] = [];
let tn = 0;
let v = minValue;
let tt: Array<Tile> = [];
// Find the right tiles for the chii
while (tn < 2) {
if (v === t.getValue()) {
v++;
} else {
tt[tn] = this.hands[p].find(t.getFamily(), v) as NonNullable<Tile>;
tt[tn] = this.hands[p].find(t.getFamily(), v) as Tile;
tn++;
v++;
}
}
[t, tt[0], tt[1]].forEach(t => t.setTilt());
this.groups[p].push(new Group([t, tt[0], tt[1]], p === 0 ? 3 : p - 1, p));
// Set tilt for all tiles in the group
[t, tt[0], tt[1]].forEach(tile => tile.setTilt());
// Create new group
this.groups[p].push(new Group([t, tt[0], tt[1]], discardPlayer, p));
if (this.hasWin(p)) {
this.end = true;
this.result = p === 0 ? 1 : 2;
}
this.updateWaitingTime();
this.turn = p;
this.hasPicked = true;
@ -336,34 +414,37 @@ export class Game {
}
private getChii(p: number): Array<Array<Tile>> {
let chiis = [] as Array<Array<Tile>>;
let numChii = this.canDoAChii();
let d = this.discards[p === 0 ? 3 : p - 1];
let t = d[d.length - 1]
const chiis: Array<Array<Tile>> = [];
const numChii = this.canDoAChii();
const discardPlayer = p === 0 ? 3 : p - 1;
const d = this.discards[discardPlayer];
const t = d[d.length - 1];
for (let i = 0; i < numChii.length; i++) {
let v = numChii[i];
let chii = [];
const v = numChii[i];
const chii: Tile[] = [];
for (let dv = 0; dv < 3; dv++) {
if (v + dv === t.getValue()) {
chii.push(t);
} else {
let tt = this.hands[p].find(t.getFamily(), v + dv) as NonNullable<Tile>;
const tt = this.hands[p].find(t.getFamily(), v + dv) as Tile;
chii.push(tt);
this.hands[p].push(tt);
this.hands[p].sort();
}
}
chiis.push(chii);
}
return chiis;
}
private checkPon(): boolean {
for (var p = 1; p < 4; p++) {
for (let p = 1; p < GAME_CONSTANTS.PLAYERS; p++) {
if (this.canDoAPon(p)) {
this.pon(this.lastDiscard as NonNullable<number>, p);
this.pon(this.lastDiscard as number, p);
return true;
}
}
@ -372,30 +453,34 @@ export class Game {
private canDoAPon(player: number = 0): boolean {
if (
this.lastDiscard !== undefined && // il y a une défausse
this.lastDiscard !== player && // pas sa propre défausse
this.turn !== player && // pas son propre tour
!(this.hasPicked && !this.hasPlayed) // pas un joueur en train de jouer
this.lastDiscard === undefined ||
this.lastDiscard === player ||
this.turn === player ||
(this.hasPicked && !this.hasPlayed)
) {
let t = this.discards[this.lastDiscard][this.discards[this.lastDiscard].length-1];
return this.hands[player].count(t.getFamily(), t.getValue()) >= 2;
} else {
return false;
}
const t = this.discards[this.lastDiscard][this.discards[this.lastDiscard].length - 1];
return this.hands[player].count(t.getFamily(), t.getValue()) >= 2;
}
private pon(p: number, thief: number = 0): void {
let t = this.discards[p].pop() as NonNullable<Tile>;
const t = this.discards[p].pop() as Tile;
this.lastDiscard = undefined;
let t2 = this.hands[thief].find(t.getFamily(), t.getValue()) as NonNullable<Tile>;
let t3 = this.hands[thief].find(t.getFamily(), t.getValue()) as NonNullable<Tile>;
[t, t2, t3].forEach(t => t.setTilt());
const t2 = this.hands[thief].find(t.getFamily(), t.getValue()) as Tile;
const t3 = this.hands[thief].find(t.getFamily(), t.getValue()) as Tile;
[t, t2, t3].forEach(tile => tile.setTilt());
this.groups[thief].push(new Group([t, t2, t3], p, thief));
if (this.hasWin(thief)) {
this.end = true;
this.result = thief === 0 ? 1 : 2;
}
this.updateWaitingTime();
this.turn = thief;
this.hasPicked = true;
@ -403,35 +488,29 @@ export class Game {
}
private hasWin(p: number): boolean {
return this.hands[p].toGroup() !== undefined
return this.hands[p].toGroup() !== undefined;
}
private drawGame(): void {
// update game
// Update game state
this.play();
// draw winds, discard, riichi etc...
// Draw game elements
drawState(this.staticCtx, this.turn);
this.drawDiscardSize();
// draw result
this.drawResult();
// hands
this.drawHands();
this.drawGroups(GAME_CONSTANTS.DISPLAY.GROUP_SIZE);
// groups
this.drawGroups(0.6);
// discards
for (let i = 0; i < 4; i++) {
// Draw discards for all players
for (let i = 0; i < GAME_CONSTANTS.PLAYERS; i++) {
this.drawDiscard(
i,
this.hands[0].get(this.selectedTile) as NonNullable<Tile>
this.selectedTile !== undefined ? this.hands[0].get(this.selectedTile) : undefined
);
}
// called
// Draw UI elements
if (this.chooseChii) {
drawChiis(this.staticCtx, this.getChii(0));
} else {
@ -446,166 +525,177 @@ export class Game {
}
}
private drawHands() {
const pi = 3.141592;
private drawHands(): void {
const showHands = false;
const { HAND_SIZE, HIDDEN_HAND_SIZE } = GAME_CONSTANTS.DISPLAY;
// Draw player's hand
this.hands[0].drawHand(
this.staticCtx,
2.5 * 75 * 0.75,
1000 - 150 * this.sizeHand,
5 * this.sizeHand,
1000 - 150 * HAND_SIZE,
5 * HAND_SIZE,
0.75,
this.selectedTile,
false,
0
);
// Draw opponents' hands
this.hands[1].drawHand(
this.staticCtx,
1000 - 150 * this.sizeHiddenHand,
1000 - 75 * 5 * this.sizeHiddenHand,
5 * this.sizeHiddenHand,
this.sizeHiddenHand,
1000 - 150 * HIDDEN_HAND_SIZE,
1000 - 75 * 5 * HIDDEN_HAND_SIZE,
5 * HIDDEN_HAND_SIZE,
HIDDEN_HAND_SIZE,
undefined,
!showHands,
- pi / 2
-GAME_CONSTANTS.PI / 2
);
this.hands[2].drawHand(
this.staticCtx,
1000 - 75 * 5 * this.sizeHiddenHand,
150 * this.sizeHiddenHand,
5 * this.sizeHiddenHand,
this.sizeHiddenHand,
1000 - 75 * 5 * HIDDEN_HAND_SIZE,
150 * HIDDEN_HAND_SIZE,
5 * HIDDEN_HAND_SIZE,
HIDDEN_HAND_SIZE,
undefined,
!showHands,
- pi
-GAME_CONSTANTS.PI
);
this.hands[3].drawHand(
this.staticCtx,
150 * this.sizeHiddenHand,
75 * 5 * this.sizeHiddenHand,
5 * this.sizeHiddenHand,
this.sizeHiddenHand,
150 * HIDDEN_HAND_SIZE,
75 * 5 * HIDDEN_HAND_SIZE,
5 * HIDDEN_HAND_SIZE,
HIDDEN_HAND_SIZE,
undefined,
!showHands,
pi / 2
GAME_CONSTANTS.PI / 2
);
}
private drawGroups(
size: number,
): void {
let os = 25;
const pi = 3.141592;
for ( let p = 0; p < 4; p++) {
let rotation = [0, -pi / 2, -pi, pi / 2][p];
if (this.groups[p].length > 0) {
for (let i = this.groups[p].length-1; i >= 0; i--) {
this.groups[p][i].drawGroup(
private drawGroups(size: number): void {
const offset = 25;
for (let p = 0; p < GAME_CONSTANTS.PLAYERS; p++) {
const rotation = this.rotations[p];
const groups = this.groups[p];
if (groups.length > 0) {
for (let i = groups.length - 1; i >= 0; i--) {
groups[i].drawGroup(
this.staticCtx,
1050 - 240 - (260 + os) * size * i,
1050 - 240 - (260 + offset) * size * i,
1050 - 62,
5,
0.6,
rotation,
this.hands[0].get(this.selectedTile)
this.selectedTile !== undefined ? this.hands[0].get(this.selectedTile) : undefined
);
}
}
}
}
private drawDiscard(
p: number,
highlitedTile: Tile|undefined
): void {
const pi = 3.141592;
private drawDiscard(p: number, highlightedTile: Tile | undefined): void {
const sizeDiscard = GAME_CONSTANTS.DISPLAY.DISCARD_SIZE;
this.staticCtx.save();
this.staticCtx.translate(525, 525);
this.staticCtx.rotate([0, -pi/2, -pi, pi/2][p])
this.staticCtx.rotate(this.rotations[p]);
let x = - this.sizeDiscard * 475 / 2;
let y = this.sizeDiscard * (475 / 2 + 5);
const x = -sizeDiscard * 475 / 2;
const y = sizeDiscard * (475 / 2 + 5);
// Draw all discarded tiles
for (let i = 0; i < this.discards[p].length; i++) {
let tile = this.discards[p][i];
const tile = this.discards[p][i];
let tx, ty;
if (i < 12) {
tile.drawTile(
this.staticCtx,
x + (i % 6) * 80 * this.sizeDiscard,
y + Math.floor(i / 6) * 105 * this.sizeDiscard,
this.sizeDiscard,
false,
0,
highlitedTile?.isEqual(tile.getFamily(), tile.getValue())
);
tx = x + (i % 6) * 80 * sizeDiscard;
ty = y + Math.floor(i / 6) * 105 * sizeDiscard;
} else {
tx = x + (i - 12) * 80 * sizeDiscard;
ty = y + 2 * 105 * sizeDiscard;
}
tile.drawTile(
this.staticCtx,
x + (i - 12) * 80 * this.sizeDiscard,
y + 2 * 105 * this.sizeDiscard,
this.sizeDiscard,
tx,
ty,
sizeDiscard,
false,
0,
highlitedTile?.isEqual(tile.getFamily(), tile.getValue())
highlightedTile?.isEqual(tile.getFamily(), tile.getValue())
);
}
}
// Draw indicator for last discard
if (this.lastDiscard === p) {
const j = this.discards[p].length - 1;
let tx =
j < 12 ?
x + (j % 6) * 80 * this.sizeDiscard :
x + (j - 12) * 80 * this.sizeDiscard;
let ty =
j < 12 ?
y + Math.floor(j / 6) * 105 * this.sizeDiscard :
y + 2 * 105 * this.sizeDiscard;
tx += 75 / 2 * this.sizeDiscard;
ty += 115 * this.sizeDiscard;
const ts = 10;
this.staticCtx.fillStyle = "#ff0000";
this.staticCtx.beginPath();
this.staticCtx.moveTo(tx, ty);
this.staticCtx.lineTo(tx + ts/2, ty + 0.866 * ts);
this.staticCtx.lineTo(tx - ts/2, ty + 0.866 * ts);
this.staticCtx.lineTo(tx, ty);
this.staticCtx.fill();
this.staticCtx.stroke();
this.drawLastDiscardIndicator(p);
}
this.staticCtx.restore();
}
private drawDiscardSize() {
this.staticCtx.fillStyle = "#f070f0";
private drawLastDiscardIndicator(p: number): void {
const j = this.discards[p].length - 1;
const sizeDiscard = GAME_CONSTANTS.DISPLAY.DISCARD_SIZE;
const x = -sizeDiscard * 475 / 2;
const y = sizeDiscard * (475 / 2 + 5);
this.staticCtx.font = "40px garamond";
let l = this.deck.length();
if (l < 10) {
this.staticCtx.fillText(l.toString(), 517, 537);
} else {
this.staticCtx.fillText(l.toString(), 507, 537);
let tx = j < 12
? x + (j % 6) * 80 * sizeDiscard
: x + (j - 12) * 80 * sizeDiscard;
let ty = j < 12
? y + Math.floor(j / 6) * 105 * sizeDiscard
: y + 2 * 105 * sizeDiscard;
tx += 75 / 2 * sizeDiscard;
ty += 115 * sizeDiscard;
const triangleSize = 10;
this.staticCtx.fillStyle = "#ff0000";
this.staticCtx.beginPath();
this.staticCtx.moveTo(tx, ty);
this.staticCtx.lineTo(tx + triangleSize / 2, ty + 0.866 * triangleSize);
this.staticCtx.lineTo(tx - triangleSize / 2, ty + 0.866 * triangleSize);
this.staticCtx.lineTo(tx, ty);
this.staticCtx.fill();
this.staticCtx.stroke();
}
private drawDiscardSize(): void {
this.staticCtx.fillStyle = "#f070f0";
this.staticCtx.font = "40px garamond";
const remainingTiles = this.deck.length();
const x = remainingTiles < 10 ? 517 : 507;
this.staticCtx.fillText(remainingTiles.toString(), x, 537);
}
private drawResult(): void {
if (this.result !== -1) {
if (this.result === -1) return;
// Draw result background
this.staticCtx.fillStyle = "#e0e0f0";
this.staticCtx.fillRect(450, 430, 150, 190);
this.staticCtx.fillRect(430, 450, 190, 150);
// Draw result text
this.staticCtx.fillStyle = "#ff0000";
this.staticCtx.font = "45px garamond";
}
if (this.result === 0) { // Égalité
if (this.result === 0) {
this.staticCtx.fillText("Égalité", 450, 535);
} else if (this.result === 1) { // victoire
} else if (this.result === 1) {
this.staticCtx.fillText("Victoire !", 440, 535);
} else if (this.result === 2) { // Défaite
} else if (this.result === 2) {
this.staticCtx.fillText("Défaite...", 440, 535);
}
}
@ -614,5 +704,4 @@ export class Game {
await this.deck.preload();
await Promise.all(this.hands.map(h => h.preload()));
}
}

View file

@ -1,19 +1,11 @@
import { Tile } from "./tile"
import { Tile } from "./tile";
export class Group {
private tiles: Array<Tile>;
private stolenFrom: number;
constructor(
private tiles: Array<Tile>,
private stolenFrom: number,
private belongsTo: number
public constructor(
tiles: Array<Tile>,
stolenFrom: number,
belongsTo: number
) {
this.tiles = tiles;
this.stolenFrom = stolenFrom;
this.belongsTo = belongsTo;
}
) {}
public push(tile: Tile): void {
this.tiles.push(tile);
@ -28,11 +20,9 @@ export class Group {
}
public compare(g: Group): number {
let c = this.tiles[0].compare(g.tiles[0]);
if (c !== 0) {
return c;
}
return this.tiles[1].compare(g.tiles[1]);
// Compare les premiers tiles, puis les seconds si égalité
const firstComparison = this.tiles[0].compare(g.tiles[0]);
return firstComparison !== 0 ? firstComparison : this.tiles[1].compare(g.tiles[1]);
}
public drawGroup(
@ -42,111 +32,58 @@ export class Group {
os: number,
size: number,
rotation: number,
selectedTile: Tile|undefined
selectedTile?: Tile
): void {
// Sauvegarde et rotation du contexte
ctx.save();
ctx.translate(525, 525);
ctx.rotate(rotation);
ctx.translate(-525, -525);
rotation = 0;
let v = 75 * size;
let w = 90 * size;
let osy = 25 * size / 2;
let p = (this.belongsTo - this.stolenFrom - 1 + 4) % 4;
// Calcul des paramètres de dessin
const v = 75 * size;
const w = 90 * size;
const osy = 25 * size / 2;
const p = (this.belongsTo - this.stolenFrom - 1 + 4) % 4;
// Détermination du tile sélectionné
const sf = selectedTile === undefined ? -1 : selectedTile.getFamily();
const sv = selectedTile === undefined ? 0 : selectedTile.getValue();
if (p === 0) {
this.tiles[0].drawTile(
// Fonction helper pour éviter la répétition de code
const drawTile = (tile: Tile, tx: number, ty: number, angle: number) => {
tile.drawTile(
ctx,
x,
y + osy,
tx,
ty,
size,
false,
3.141592 / 2,
this.tiles[0].isEqual(sf, sv),
);
this.tiles[1].drawTile(
ctx,
x + w,
y,
size,
false,
0,
this.tiles[1].isEqual(sf, sv),
);
this.tiles[2].drawTile(
ctx,
x + w + v + os * size,
y,
size,
false,
0,
this.tiles[2].isEqual(sf, sv),
angle,
tile.isEqual(sf, sv)
);
};
} else if (p === 1) {
this.tiles[0].drawTile(
ctx,
x,
y,
size,
false,
0,
this.tiles[0].isEqual(sf, sv),
);
this.tiles[1].drawTile(
ctx,
x + w,
y + osy,
size,
false,
0 - 3.141592 / 2,
this.tiles[1].isEqual(sf, sv),
);
this.tiles[2].drawTile(
ctx,
x + w + v + 3 *os * size,
y,
size,
false,
0,
this.tiles[2].isEqual(sf, sv),
);
const HALF_PI = Math.PI / 2;
} else if (p === 2) {
this.tiles[0].drawTile(
ctx,
x,
y,
size,
false,
0,
this.tiles[0].isEqual(sf, sv),
);
this.tiles[1].drawTile(
ctx,
x + v + os * size,
y,
size,
false,
0,
this.tiles[1].isEqual(sf, sv),
);
this.tiles[2].drawTile(
ctx,
x + w + v + os * size,
y + osy,
size,
false,
0 - 3.141592 / 2,
this.tiles[2].isEqual(sf, sv),
);
} else {
//TODO error
// Dessin selon la position
switch (p) {
case 0:
drawTile(this.tiles[0], x, y + osy, HALF_PI);
drawTile(this.tiles[1], x + w, y, 0);
drawTile(this.tiles[2], x + w + v + os * size, y, 0);
break;
case 1:
drawTile(this.tiles[0], x, y, 0);
drawTile(this.tiles[1], x + w, y + osy, -HALF_PI);
drawTile(this.tiles[2], x + w + v + 3 * os * size, y, 0);
break;
case 2:
drawTile(this.tiles[0], x, y, 0);
drawTile(this.tiles[1], x + v + os * size, y, 0);
drawTile(this.tiles[2], x + w + v + os * size, y + osy, -HALF_PI);
break;
default:
console.error(`Position non prise en charge: ${p}`);
}
ctx.restore();

View file

@ -1,198 +1,332 @@
import { Tile } from "./tile"
import { Group } from "./group"
import { Tile } from "./tile";
import { Group } from "./group";
// Constants to avoid magic numbers and improve readability
const TILE_TYPES = {
MANZU: { code: "m", family: 1 },
PINZU: { code: "p", family: 2 },
SOUZU: { code: "s", family: 3 },
WINDS: { code: "w", family: 4 },
DRAGONS: { code: "d", family: 5 }
};
export class Hand {
private tiles: Array<Tile>;
public isolate: boolean = false;
/**
* Create a hand from string representation
* @param stiles String representation of tiles (e.g., "m1p2s3w1d1")
*/
public constructor(stiles: string = "") {
this.tiles = [];
this.initializeFromString(stiles);
}
/**
* Parse string representation into tiles
*/
private initializeFromString(stiles: string): void {
for (let i = 0; i < stiles.length - 1; i++) {
let ss = stiles.substring(i, i+2);
if (ss[0] === "m") {
this.tiles.push(new Tile(1, Number(ss[1]), false));
} else if (ss[0] === "p") {
this.tiles.push(new Tile(2, Number(ss[1]), false));
} else if (ss[0] === "s") {
this.tiles.push(new Tile(3, Number(ss[1]), false));
} else if (ss[0] === "w") {
this.tiles.push(new Tile(4, Number(ss[1]), false));
} else if (ss[0] === "d") {
this.tiles.push(new Tile(5, Number(ss[1]), false));
} else {}
const tileCode = stiles.substring(i, i + 2);
const type = tileCode[0];
const value = Number(tileCode[1]);
if (this.isValidTileCode(type, value)) {
this.addTileFromCode(type, value);
}
}
}
/**
* Check if tile code is valid
*/
private isValidTileCode(type: string, value: number): boolean {
return (
(type === TILE_TYPES.MANZU.code) ||
(type === TILE_TYPES.PINZU.code) ||
(type === TILE_TYPES.SOUZU.code) ||
(type === TILE_TYPES.WINDS.code) ||
(type === TILE_TYPES.DRAGONS.code)
);
}
/**
* Create a tile from type code and value
*/
private addTileFromCode(type: string, value: number): void {
const familyMap: { [key: string]: number } = {
[TILE_TYPES.MANZU.code]: TILE_TYPES.MANZU.family,
[TILE_TYPES.PINZU.code]: TILE_TYPES.PINZU.family,
[TILE_TYPES.SOUZU.code]: TILE_TYPES.SOUZU.family,
[TILE_TYPES.WINDS.code]: TILE_TYPES.WINDS.family,
[TILE_TYPES.DRAGONS.code]: TILE_TYPES.DRAGONS.family
};
const family = familyMap[type];
if (family !== undefined) {
this.tiles.push(new Tile(family, value, false));
}
}
/**
* Get all tiles in hand
*/
public getTiles(): Array<Tile> {
return this.tiles;
}
/**
* Get number of tiles in hand
*/
public length(): number {
return this.tiles.length;
}
/**
* Add a tile to hand
*/
public push(tile: Tile): void {
this.tiles.push(tile);
}
/**
* Remove and return the last tile
*/
public pop(): Tile | undefined {
return this.tiles.pop();
}
/**
* Find and remove a specific tile by family and value
*/
public find(family: number, value: number): Tile | undefined {
let n = undefined;
for (let i = 0; i < this.tiles.length; i++) {
if (this.tiles[i].getFamily() === family && this.tiles[i].getValue() === value) {
n = i;
break;
}
}
if (n !== undefined) {
[this.tiles[n], this.tiles[0]] = [this.tiles[0], this.tiles[n]];
let t = this.tiles.shift();
const index = this.findTileIndex(family, value);
if (index !== -1) {
// Swap with first tile and remove
[this.tiles[index], this.tiles[0]] = [this.tiles[0], this.tiles[index]];
const tile = this.tiles.shift();
this.sort();
return t;
} else {
return undefined;
}
return tile;
}
return undefined;
}
/**
* Find index of tile with specific family and value
*/
private findTileIndex(family: number, value: number): number {
return this.tiles.findIndex(
tile => tile.getFamily() === family && tile.getValue() === value
);
}
/**
* Remove tile at specific index
*/
public eject(idTile: number): Tile {
[this.tiles[0], this.tiles[idTile]] = [this.tiles[idTile], this.tiles[0]];
let tile = this.tiles.shift();
this.sort();
return tile as NonNullable<Tile>;
if (idTile < 0 || idTile >= this.tiles.length) {
throw new Error("Invalid tile index");
}
// Swap with first tile and remove
[this.tiles[0], this.tiles[idTile]] = [this.tiles[idTile], this.tiles[0]];
const tile = this.tiles.shift();
this.sort();
return tile as Tile;
}
/**
* Get tile at specific index without removing
*/
public get(idTile: number | undefined): Tile | undefined {
if (idTile !== undefined) {
return this.tiles[idTile];
} else {
if (idTile === undefined || idTile < 0 || idTile >= this.tiles.length) {
return undefined;
}
return this.tiles[idTile];
}
public sort(): undefined {
/**
* Sort tiles in ascending order
*/
public sort(): void {
this.tiles.sort((a, b) => a.isLessThan(b) ? -1 : 1);
}
/**
* Count tiles with specific family and value
*/
public count(family: number, value: number): number {
let c = 0;
this.tiles.forEach(
t => {
if (t.getFamily() === family && t.getValue() === value) {
c++;
}
}
);
return c;
return this.tiles.filter(
tile => tile.getFamily() === family && tile.getValue() === value
).length;
}
/**
* Try to form hand into groups (for winning detection)
*/
public toGroup(pair: boolean = false): Array<Group> | undefined {
if (this.tiles.length > 0) {
let t1 = this.tiles.pop() as NonNullable<Tile>;
let c = this.count(t1.getFamily(), t1.getValue());
if (c >= 1 && !pair) { //can do a pair
let t2 = this.find(t1.getFamily(), t1.getValue()) as NonNullable<Tile>;
let groups = this.toGroup(true);
this.tiles.push(t2);
this.sort();
if (groups !== undefined) {
this.tiles.push(t1);
this.sort();
groups.push(new Group([t1, t2], 0, 0));
return groups;
}
}
if (c >= 2) { //can do a pon
let t2 = this.find(t1.getFamily(), t1.getValue()) as NonNullable<Tile>;
let t3 = this.find(t1.getFamily(), t1.getValue()) as NonNullable<Tile>;
let groups = this.toGroup(pair);
this.tiles.push(t2);
this.tiles.push(t3);
this.sort();
if (groups !== undefined) {
groups.push(new Group([t1, t2, t3], 0, 0));
this.tiles.push(t1);
this.sort();
return groups;
}
}
let c2 = this.count(t1.getFamily(), t1.getValue()-1);
let c3 = this.count(t1.getFamily(), t1.getValue()-2);
if (c2 * c3 > 0) { //can do a chii
let t2 = this.find(t1.getFamily(), t1.getValue()-1) as NonNullable<Tile>;
let t3 = this.find(t1.getFamily(), t1.getValue()-2) as NonNullable<Tile>;
let groups = this.toGroup(pair);
this.tiles.push(t2);
this.tiles.push(t3);
this.sort();
if (groups !== undefined) {
groups.push(new Group([t3, t2, t1], 0, 0));
this.tiles.push(t1);
this.sort();
return groups;
}
}
this.tiles.push(t1);
this.tiles.sort();
return undefined;
} else {
if (this.tiles.length === 0) {
return [];
}
// Take last tile to try forming a group
const lastTile = this.tiles.pop() as Tile;
const family = lastTile.getFamily();
const value = lastTile.getValue();
// Try to form a pair
if (this.count(family, value) >= 1 && !pair) {
const result = this.tryFormPair(lastTile);
if (result) return result;
}
// Try to form a triplet (pon)
if (this.count(family, value) >= 2) {
const result = this.tryFormTriplet(lastTile, pair);
if (result) return result;
}
// Try to form a sequence (chii)
const hasMinusOne = this.count(family, value - 1) > 0;
const hasMinusTwo = this.count(family, value - 2) > 0;
if (hasMinusOne && hasMinusTwo) {
const result = this.tryFormSequence(lastTile, pair);
if (result) return result;
}
// If no valid group could be formed, put tile back and return undefined
this.tiles.push(lastTile);
this.sort();
return undefined;
}
/**
* Try to form a pair with the given tile
*/
private tryFormPair(tile: Tile): Array<Group> | undefined {
const pairTile = this.find(tile.getFamily(), tile.getValue()) as Tile;
const groups = this.toGroup(true);
// Put the tile back
this.tiles.push(pairTile);
this.sort();
if (groups !== undefined) {
this.tiles.push(tile);
this.sort();
groups.push(new Group([tile, pairTile], 0, 0));
return groups;
}
return undefined;
}
/**
* Try to form a triplet (pon) with the given tile
*/
private tryFormTriplet(tile: Tile, pair: boolean): Array<Group> | undefined {
const secondTile = this.find(tile.getFamily(), tile.getValue()) as Tile;
const thirdTile = this.find(tile.getFamily(), tile.getValue()) as Tile;
const groups = this.toGroup(pair);
// Put tiles back
this.tiles.push(secondTile);
this.tiles.push(thirdTile);
this.sort();
if (groups !== undefined) {
groups.push(new Group([tile, secondTile, thirdTile], 0, 0));
this.tiles.push(tile);
this.sort();
return groups;
}
return undefined;
}
/**
* Try to form a sequence (chii) with the given tile
*/
private tryFormSequence(tile: Tile, pair: boolean): Array<Group> | undefined {
const secondTile = this.find(tile.getFamily(), tile.getValue() - 1) as Tile;
const thirdTile = this.find(tile.getFamily(), tile.getValue() - 2) as Tile;
const groups = this.toGroup(pair);
// Put tiles back
this.tiles.push(secondTile);
this.tiles.push(thirdTile);
this.sort();
if (groups !== undefined) {
groups.push(new Group([thirdTile, secondTile, tile], 0, 0));
this.tiles.push(tile);
this.sort();
return groups;
}
return undefined;
}
/**
* Draw hand tiles on canvas
*/
public drawHand(
ctx: CanvasRenderingContext2D,
x: number,
y: number,
offset: number,
size: number,
focusedTiled: number|undefined = undefined,
focusedTile: number | undefined = undefined,
hidden: boolean = false,
rotation: number = 0
): void {
let v = (75 + offset) * size;
let vx = Math.cos(rotation) * v;
let vy = Math.sin(rotation) * v;
const tileOffset = (75 + offset) * size;
const offsetX = Math.cos(rotation) * tileOffset;
const offsetY = Math.sin(rotation) * tileOffset;
for (let i = 0; i < this.tiles.length; i++) {
let e = (i === this.tiles.length - 1 && this.isolate) ? 10 : 0;
if (i === focusedTiled) {
this.tiles[i].drawTile(
ctx,
x +
i * vx +
25 * size * Math.sin(rotation) +
e * size * Math.cos(rotation),
y +
i * vy -
25 * size * Math.cos(rotation) +
e * size * Math.sin(rotation),
size,
hidden,
rotation
);
} else {
this.tiles[i].drawTile(
ctx,
x + i * vx + e * size * Math.cos(rotation),
y + i * vy + e * size * Math.sin(rotation),
size,
hidden,
rotation
);
const isLastAndIsolated = (i === this.tiles.length - 1 && this.isolate) ? 10 : 0;
// Calculate position
let tileX = x + i * offsetX + isLastAndIsolated * size * Math.cos(rotation);
let tileY = y + i * offsetY + isLastAndIsolated * size * Math.sin(rotation);
// Add additional offset for focused tile
if (i === focusedTile) {
tileX += 25 * size * Math.sin(rotation);
tileY -= 25 * size * Math.cos(rotation);
}
// Draw tile
this.tiles[i].drawTile(
ctx,
tileX,
tileY,
size,
hidden,
rotation
);
}
}
/**
* Preload tile images
*/
public async preload(): Promise<void> {
await Promise.all(this.tiles.map(t => t.preloadImg()));
await Promise.all(this.tiles.map(tile => tile.preloadImg()));
}
/**
* Clean up resources
*/
public cleanup(): void {
this.tiles.forEach(tile => tile.cleanup());
this.tiles = [];

View file

@ -1,24 +1,16 @@
export class Tile {
private family: number;
private value: number;
private red: boolean;
private imgSrc: string;
private imgFront: HTMLImageElement;
private imgBack: HTMLImageElement;
private imgGray: HTMLImageElement;
private img: HTMLImageElement;
private tilt: number;
private imgFront: HTMLImageElement = new Image();
private imgBack: HTMLImageElement = new Image();
private imgGray: HTMLImageElement = new Image();
private img: HTMLImageElement = new Image();
private imgSrc: string = "";
private tilt: number = 0;
public constructor(family: number, value: number , red: boolean) {
this.family = family;
this.value = value;
this.red = red;
this.imgSrc = "";
this.imgFront = new Image();
this.imgBack = new Image();
this.imgGray = new Image();
this.img = new Image();
this.tilt = 0;
constructor(
private family: number,
private value: number,
private red: boolean
) {
this.setImgSrc();
}
@ -39,19 +31,21 @@ export class Tile {
}
public compare(t: Tile): number {
if (this.family < t.family) {
return -1;
} else if (this.family > t.family) {
return 1;
// Compare d'abord par famille, puis par valeur
if (this.family !== t.family) {
return this.family < t.family ? -1 : 1;
}
if (this.value < t.value) {
return -1;
} else if (this.value > t.value) {
return 1;
if (this.value !== t.value) {
return this.value < t.value ? -1 : 1;
}
return 0;
}
public isLessThan(t: Tile): boolean {
return this.family < t.family ||
(this.family === t.family && this.value <= t.value);
}
public setTilt(): void {
this.tilt = (1 - 2 * Math.random()) * 0.04;
}
@ -66,109 +60,69 @@ export class Tile {
gray: boolean = false,
tilted: boolean = true
): void {
const tileWidth = 75 * size;
const tileHeight = 100 * size;
const halfWidth = tileWidth / 2;
const halfHeight = tileHeight / 2;
const shadowScale = 0.92;
// Sauvegarde du contexte et positionnement
ctx.save();
ctx.translate(x + (75 * size) / 2, y + (100 * size) / 2);
if (tilted) {
ctx.rotate(rotation + this.tilt);
} else {
ctx.rotate(rotation);
}
ctx.translate(x + halfWidth, y + halfHeight);
ctx.rotate(rotation + (tilted ? this.tilt : 0));
// Position de l'ombre (légèrement décalée)
const shadowX = -(tileWidth * shadowScale) / 2;
const shadowY = -(tileHeight * shadowScale) / 2;
// Dessin de l'ombre (commun aux deux cas)
ctx.drawImage(this.imgGray, shadowX, shadowY, tileWidth, tileHeight);
if (hidden) {
ctx.drawImage( // ombre
this.imgGray,
-(75 * size * 0.92) / 2,
-(100 * size * 0.91) / 2,
75 * size,
100 * size
);
ctx.drawImage( // le dos des tuiles
this.imgBack,
-(75 * size) / 2,
-(100 * size) / 2,
75 * size,
100 * size
);
// Dessin du dos de la tuile
ctx.drawImage(this.imgBack, -halfWidth, -halfHeight, tileWidth, tileHeight);
} else {
ctx.drawImage( // ombre
this.imgGray,
-(75 * size * 0.92) / 2,
-(100 * size * 0.91) / 2,
75 * size,
100 * size
);
ctx.drawImage( // tuile à vide
this.imgFront,
-(75 * size) / 2,
-(100 * size) / 2,
75 * size, 100 * size
);
ctx.drawImage( // le dessin sur la tuile
this.img,
-((75 - 7) * size) / 2,
-((100 - 10) * size) / 2,
75 * size * 0.9,
100 * size * 0.9
);
if (gray) { // grisé
ctx.drawImage(
this.imgGray,
-(75 * size) / 2,
-(100 * size) / 2,
75 * size,
100 * size
);
// Dessin de la tuile face visible
ctx.drawImage(this.imgFront, -halfWidth, -halfHeight, tileWidth, tileHeight);
// Dessin du motif sur la tuile (légèrement plus petit)
const patternScale = 0.9;
const patternWidth = tileWidth * patternScale;
const patternHeight = tileHeight * patternScale;
const patternX = -((75 - 7) * size) / 2;
const patternY = -((100 - 10) * size) / 2;
ctx.drawImage(this.img, patternX, patternY, patternWidth, patternHeight);
// Appliquer un filtre gris si demandé
if (gray) {
ctx.drawImage(this.imgGray, -halfWidth, -halfHeight, tileWidth, tileHeight);
}
}
ctx.restore();
}
public isLessThan(t: Tile): boolean {
if (this.family < t.family) {
return true;
} else if (this.family === t.family && this.value <= t.value) {
return true;
} else {
return false;
}
}
public cleanup(): void {
this.imgFront.onload = null;
this.imgFront.onerror = null;
this.imgBack.onload = null;
this.imgBack.onerror = null;
this.imgGray.onload = null;
this.imgGray.onerror = null;
this.img.onload = null;
this.img.onerror = null;
}
private setImgSrc(): void {
this.imgSrc = "img/Regular/"
if (this.family <= 3) {
this.imgSrc += ["", "Man", "Pin", "Sou"][this.family];
this.imgSrc += String(this.value);
if (this.red) {
this.imgSrc += "-Dora";
}
this.imgSrc += ".svg";
} else if (this.family === 4) {
this.imgSrc += ["", "Ton", "Nan", "Shaa", "Pei"][this.value] + ".svg";
} else if (this.family === 5) {
this.imgSrc += ["", "Chun", "Hatsu", "Haku"][this.value] + ".svg";
}
// Supprimer tous les gestionnaires d'événements
const images = [this.imgFront, this.imgBack, this.imgGray, this.img];
images.forEach(img => {
img.onload = null;
img.onerror = null;
});
}
public async preloadImg(): Promise<void> {
await Promise.all([
this.loadImg(this.imgFront, "img/Regular/Front.svg"),
// this.loadImg(this.imgFront, "/~img/Export/Regular/Front.png"),
this.loadImg(this.imgBack, "img/Regular/Back.svg"),
this.loadImg(this.imgGray, "img/Regular/Gray.svg"),
this.loadImg(this.img, this.imgSrc)
]);
const imagesToLoad = [
{ img: this.imgFront, src: "img/Regular/Front.svg" },
{ img: this.imgBack, src: "img/Regular/Back.svg" },
{ img: this.imgGray, src: "img/Regular/Gray.svg" },
{ img: this.img, src: this.imgSrc }
];
await Promise.all(
imagesToLoad.map(({ img, src }) => this.loadImg(img, src))
);
}
private loadImg(img: HTMLImageElement, src: string): Promise<void> {
@ -178,4 +132,25 @@ export class Tile {
img.src = src;
});
}
private setImgSrc(): void {
this.imgSrc = "img/Regular/";
if (this.family <= 3) {
const families = ["", "Man", "Pin", "Sou"];
this.imgSrc += families[this.family] + String(this.value);
if (this.red) {
this.imgSrc += "-Dora";
}
} else if (this.family === 4) {
const winds = ["", "Ton", "Nan", "Shaa", "Pei"];
this.imgSrc += winds[this.value];
} else if (this.family === 5) {
const dragons = ["", "Chun", "Hatsu", "Haku"];
this.imgSrc += dragons[this.value];
}
this.imgSrc += ".svg";
}
}

View file

@ -1,6 +1,6 @@
{
"compilerOptions": {
"target": "es5",
"target": "es2015",
"module": "esnext",
"strict": true,
}