fix(SCOPONE-0011): complete iteration 0 - tune ai and ui
This commit is contained in:
@@ -143,3 +143,15 @@ Documentation refresh for the current repository state. `docs/ARCHITECTURE.md` a
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- `src/scenes/GameScene.ts` contains the current pacing and status behavior: `AI_MIN_THINK_MS = 1000`, `MOVE_OUTCOME_STATUS_MS = 2000`, timer-backed status updates, and shutdown cleanup.
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- `src/game/ai-benchmark.ts` enforces an iteration 5 contract with simulated timing, cross-seed aggregation, dual-loss reporting, and a regression watchlist intersection.
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- `src/main.ts` imports and registers `SettingsScene` directly.
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### SCOPONE-0011: AI opening, render config, and HUD layout notes (2026-04-10)
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- Source: Context7 `/websites/phaser_io_api-documentation`, query `Phaser 3.87 game config antialias antialiasGL roundPixels pixelArt text resolution sharp text image smoothing camera round pixels texture filtering`.
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- Phaser 3.87 render config keeps `antialias` and `antialiasGL` enabled by default, while `pixelArt: true` would forcibly disable antialiasing and enable `roundPixels`; `roundPixels` also snaps texture-based objects to integer positions.
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- `src/main.ts` currently relies on Phaser defaults and does not declare an explicit `render` block, so card filtering behavior is not pinned in project code.
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- `src/scenes/MenuScene.ts` and `src/scenes/SettingsScene.ts` already use `resolution: 2` text styles broadly. `src/scenes/GameScene.ts` uses `resolution: 2` in score-bar and some label text, but `buildStatusBar()` and several large overlay texts (`SCOPA!`, `7♦`, match-end copy) omit it.
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- `src/scenes/GameScene.ts` currently drives card pacing with `PLAYED_CARD_TRAVEL_MS = 400`, `CAPTURE_COLLAPSE_MS = 480`, `NON_CAPTURE_TABLE_TWEEN_MS = 560`, and separate hand/table relayout tweens at `160 ms`.
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- `src/scenes/GameScene.ts` places player names with `buildPlayerLabels()` at depth `2`; deal/gameplay cards render at depths `5-15`, and status/dialog overlays render at depths `9-50`, so names can be obscured by both cards and bottom-center status UI.
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- `src/game/ai.ts` already concentrates opening-role and duplicate-rank logic in `scoreDumpAdv()`, `scoreCaptureAdv()`, `summarizeMoveTactics()`, `scoreControlOverrideCandidate()`, and `findStrategicControlOverride()`.
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- `src/game/ai.ts` calls `findStrategicControlOverride()` in the master path before determinized search, so first-player opening and safe-scopa heuristics must be aligned across both advanced scoring and master root selection.
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- `src/game/ai-benchmark-fixtures.ts` currently includes 13 fixtures and 6 critical concepts; it has coverage for `full-table-scopa`, `anti-scopa-safe-dump`, and `only-safe-release`, but no fixture isolates the new "safe scopa when there is no repercussion" rule or the new first-hand duplicate-rank opening preference on an empty/unknown table.
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@@ -245,24 +245,26 @@ const RAW_FIXTURES: RawFixture[] = [
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},
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},
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{
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id: 'safe-low-dump',
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name: 'Safe Low Dump',
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description: 'The search should prefer the lone safe release over cards that either capture or create leverage for the next player.',
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tags: ['table-control'],
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dealer: 2,
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id: 'safe-scopa-conversion',
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name: 'Safe Scopa Conversion',
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description: 'When a clean sweep is available, the search should take the safe scopa instead of settling for a smaller direct capture.',
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tags: ['safe-scopa', 'scopa-window'],
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dealer: 3,
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currentPlayer: 0,
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handSizes: [5, 5, 5, 5],
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hands: [[
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'coppe_10',
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'spade_8',
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'bastoni_6',
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'denara_4',
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'coppe_3',
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'bastoni_10',
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'denara_6',
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'coppe_9',
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'bastoni_3',
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'spade_2',
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], undefined, undefined, undefined],
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table: ['denara_2', 'spade_9', 'bastoni_4', 'coppe_5'],
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piles: PILES_TEMPLATE_A,
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table: ['coppe_4', 'spade_6'],
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pileCardCounts: [5, 4, 5, 4],
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totalPoints: [8, 8],
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expectedMove: {
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cardId: 'coppe_3',
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cardId: 'bastoni_10',
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captureIds: ['coppe_4', 'spade_6'],
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},
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},
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{
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@@ -337,25 +339,25 @@ const RAW_FIXTURES: RawFixture[] = [
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},
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},
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{
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id: 'direct-eight-conversion',
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name: 'Direct Eight Conversion',
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description: 'The direct eight capture should be preferred when it removes the strongest immediate counter-card from the table.',
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tags: ['material-swing'],
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dealer: 2,
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id: 'duplicate-rank-opening-release',
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name: 'Duplicate Rank Opening Release',
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description: 'On an empty opening table, the search should release the non-denari duplicate high rank instead of opening with weaker denari or singleton alternatives.',
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tags: ['opening-release', 'duplicate-rank'],
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dealer: 3,
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currentPlayer: 0,
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handSizes: [5, 5, 5, 5],
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hands: [[
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'coppe_10',
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'spade_5',
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'coppe_8',
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'denara_8',
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'bastoni_9',
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'coppe_3',
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'denara_7',
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'denara_6',
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'bastoni_2',
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], undefined, undefined, undefined],
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table: ['denara_2', 'coppe_8', 'bastoni_4', 'spade_9'],
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piles: PILES_TEMPLATE_A,
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table: [],
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pileCardCounts: [5, 5, 5, 5],
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totalPoints: [7, 7],
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expectedMove: {
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cardId: 'denara_8',
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captureIds: ['coppe_8'],
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cardId: 'coppe_8',
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},
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},
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];
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154
src/game/ai.ts
154
src/game/ai.ts
@@ -721,6 +721,72 @@ function getPriorityThreatSummary(
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return countScopaThreats(afterTable, myHand, tracker, state, playerIdx);
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}
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function isImmediateTacticalConcession(
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afterTable: Card[],
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nextIsOpp: boolean,
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threats: ScopaThreatSummary | null,
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): boolean {
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if (!nextIsOpp || afterTable.length === 0) return false;
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const tableSum = sumCardValues(afterTable);
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if (afterTable.length === 1 && tableSum <= 10) return true;
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if (afterTable.length === 2 && tableSum <= 10) return true;
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return Boolean(threats?.nextOppCanScopa);
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}
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function evaluateSafeScopaPriority(
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clearsTable: boolean,
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afterTable: Card[],
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lastPlay: boolean,
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nextIsOpp: boolean,
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threats: ScopaThreatSummary | null,
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): number {
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if (!clearsTable || lastPlay) return 0;
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return isImmediateTacticalConcession(afterTable, nextIsOpp, threats) ? 1 : 2;
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}
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function evaluateFirstHandOpeningReleasePriority(
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card: Card,
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myHand: Card[],
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projectedHand: Card[],
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afterTable: Card[],
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state: GameState,
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playerIdx: PlayerIndex,
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tracker: CardTracker | undefined,
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nextIsOpp: boolean,
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roleContext: DealerRoleContext,
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): number {
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if (!nextIsOpp || roleContext.role !== 'first-hand' || afterTable.length !== 1) {
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return 0;
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}
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const nextHandSize = state.players[nextPlayer(playerIdx)].hand.length;
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if (nextHandSize <= 0) return 0;
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const sameValueCount = countValueInHand(myHand, card.value);
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const immediateScopaRisk = handLikelyHasValue(
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card.value,
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nextHandSize,
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state,
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playerIdx,
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tracker,
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projectedHand,
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afterTable,
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);
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let score = 0;
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score += Math.max(0, sameValueCount - 1) * 2;
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if (sameValueCount >= 3) score += 2;
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score += Math.round((0.32 - immediateScopaRisk) * 12);
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if (sameValueCount >= 2 && card.value >= 8 && card.suit !== 'denara') score += 1;
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if (card.suit === 'denara') score -= 1;
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if (card.value === 7) score -= 1;
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return clampPriorityBand(score, -8, 8);
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}
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function evaluateAntiScopaPriority(
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afterTable: Card[],
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nextIsOpp: boolean,
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@@ -1062,10 +1128,12 @@ function scoreCaptureAdv(
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): number {
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const allCaptured = [played, ...captured];
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const afterTable = table.filter(c => !captured.some(cc => cc.id === c.id));
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const projectedHand = myHand.filter(card => card.id !== played.id);
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const isScopa = afterTable.length === 0;
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const tableHasSettebello = table.some(c => c.suit === 'denara' && c.value === 7);
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const capturesSettebello = allCaptured.some(c => c.suit === 'denara' && c.value === 7);
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const threats = getPriorityThreatSummary(afterTable, myHand, tracker, state, playerIdx);
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const threats = getPriorityThreatSummary(afterTable, projectedHand, tracker, state, playerIdx);
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const scopaPriority = evaluateSafeScopaPriority(isScopa, afterTable, lastPlay, nextIsOpp, threats);
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let material = 30 + captured.length * (race.behindInCards ? 16 : 10) + phase * captured.length * 6;
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material += allCaptured.filter(c => c.suit === 'denara').length * (race.behindInDenari ? 14 : 8);
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@@ -1109,7 +1177,7 @@ function scoreCaptureAdv(
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if (roleContext.role === 'dealer' && !isScopa && sumCardValues(afterTable) >= 11) material += 10;
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return scoreTacticalPriorityLadder({
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scopa: isScopa && !lastPlay ? 2 : isScopa ? 0 : 0,
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scopa: scopaPriority,
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settebello: capturesSettebello ? 4 : tableHasSettebello && nextIsOpp ? -4 : tableHasSettebello ? -2 : 0,
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antiScopa: evaluateAntiScopaPriority(afterTable, nextIsOpp, threats),
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partnerSetup: isScopa ? 0 : evaluatePartnerSetupPriority(afterTable, nextIsOpp, partnerHandSize, threats),
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@@ -1126,10 +1194,22 @@ function scoreDumpAdv(
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lastPlay: boolean, roleContext: DealerRoleContext, rankResidue: RankResidueSnapshot | null,
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): number {
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const afterTable = [...table, card];
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const projectedHand = myHand.filter(held => held.id !== card.id);
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// --- HARD RULES ---
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if (card.suit === 'denara' && card.value === 7) return -10000;
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const threats = getPriorityThreatSummary(afterTable, myHand, tracker, state, playerIdx);
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const threats = getPriorityThreatSummary(afterTable, projectedHand, tracker, state, playerIdx);
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const openingReleasePriority = evaluateFirstHandOpeningReleasePriority(
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card,
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myHand,
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projectedHand,
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afterTable,
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state,
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playerIdx,
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tracker,
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nextIsOpp,
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roleContext,
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);
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let material = -20 + phase * 6;
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if (card.suit === 'denara') material -= race.behindInDenari ? 28 : 16;
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@@ -1186,7 +1266,7 @@ function scoreDumpAdv(
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return scoreTacticalPriorityLadder({
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scopa: 0,
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settebello: 0,
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antiScopa: evaluateAntiScopaPriority(afterTable, nextIsOpp, threats),
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antiScopa: evaluateAntiScopaPriority(afterTable, nextIsOpp, threats) + openingReleasePriority,
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partnerSetup: evaluatePartnerSetupPriority(afterTable, nextIsOpp, partnerHandSize, threats),
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sevenDenial: evaluateSevenDenialPriority(afterTable, [], card, nextIsOpp, race.need7s),
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denariDenial: evaluateDenariDenialPriority(afterTable, [], card, nextIsOpp, race.behindInDenari),
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@@ -1947,18 +2027,37 @@ function scoreControlOverrideCandidate(
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playerIdx: PlayerIndex,
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race: RaceState,
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roleContext: DealerRoleContext,
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tracker: CardTracker | undefined,
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): number {
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const hand = state.players[playerIdx].hand;
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const nextIsOpp = isOpponent(playerIdx, nextPlayer(playerIdx));
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const lastPlay = isLastPlay(state, playerIdx);
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const summary = summarizeMoveTactics(move, hand, state.table);
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const projectedHand = hand.filter(card => card.id !== move.card.id);
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const threats = getPriorityThreatSummary(summary.projectedTable, projectedHand, tracker, state, playerIdx);
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const scopaPriority = evaluateSafeScopaPriority(summary.clearsTable, summary.projectedTable, lastPlay, nextIsOpp, threats);
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const openingReleasePriority = move.capture.length === 0
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? evaluateFirstHandOpeningReleasePriority(
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move.card,
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hand,
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projectedHand,
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summary.projectedTable,
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state,
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playerIdx,
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tracker,
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nextIsOpp,
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roleContext,
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)
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: 0;
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let score = Math.round(scoreHandStructure(projectedHand, summary.projectedTable, roleContext) * 0.55);
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score += summary.projectedTable.length * 48;
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score += summary.tableSum >= 11 ? 90 + summary.tableSum * 8 : -260;
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score += scopaPriority * 600;
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if (move.capture.length === 0) {
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if (summary.highQuietRelease) score += 220;
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score += openingReleasePriority * 180;
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if (move.card.suit !== 'denara' && move.card.value <= 3) score += roleContext.defendingDealerAdvantage ? 260 : 70;
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if (nextIsOpp && summary.projectedTable.length >= 5) score += 110;
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if (
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@@ -1972,6 +2071,9 @@ function scoreControlOverrideCandidate(
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}
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} else {
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if (!isForcingSearchMove(summary, race)) score -= 200;
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if (!summary.clearsTable && isImmediateTacticalConcession(summary.projectedTable, nextIsOpp, threats)) {
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score -= 180;
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}
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if (nextIsOpp && summary.projectedTable.length <= 3) score -= 150;
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if (nextIsOpp) score -= summary.exposedDenariCount * 90;
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if (nextIsOpp) score -= summary.exposedSevenCount * 70;
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@@ -2004,9 +2106,11 @@ function findStrategicControlOverride(
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playerIdx: PlayerIndex,
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race: RaceState,
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roleContext: DealerRoleContext,
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tracker: CardTracker | undefined,
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): AIMove | undefined {
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if (legalMoves.length <= 1) return undefined;
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if (isLastPlay(state, playerIdx)) return undefined;
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const lastPlay = isLastPlay(state, playerIdx);
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if (lastPlay) return undefined;
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if (!isOpponent(playerIdx, nextPlayer(playerIdx))) return undefined;
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let bestQuiet:
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@@ -2015,9 +2119,21 @@ function findStrategicControlOverride(
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let bestCapture:
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| { move: AIMove; score: number }
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| undefined;
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let bestSafeScopa:
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| { move: AIMove; score: number }
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| undefined;
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for (const move of legalMoves) {
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const score = scoreControlOverrideCandidate(move, state, playerIdx, race, roleContext);
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const score = scoreControlOverrideCandidate(move, state, playerIdx, race, roleContext, tracker);
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const summary = summarizeMoveTactics(move, state.players[playerIdx].hand, state.table);
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const projectedHand = state.players[playerIdx].hand.filter(card => card.id !== move.card.id);
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const threats = getPriorityThreatSummary(summary.projectedTable, projectedHand, tracker, state, playerIdx);
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const scopaPriority = evaluateSafeScopaPriority(summary.clearsTable, summary.projectedTable, lastPlay, true, threats);
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if (scopaPriority > 0) {
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if (!bestSafeScopa || score > bestSafeScopa.score) bestSafeScopa = { move, score };
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}
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if (move.capture.length === 0) {
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if (!bestQuiet || score > bestQuiet.score) bestQuiet = { move, score };
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continue;
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@@ -2026,6 +2142,8 @@ function findStrategicControlOverride(
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if (!bestCapture || score > bestCapture.score) bestCapture = { move, score };
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}
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if (bestSafeScopa) return bestSafeScopa.move;
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if (!bestQuiet) return undefined;
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const quietSummary = summarizeMoveTactics(bestQuiet.move, state.players[playerIdx].hand, state.table);
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@@ -2216,7 +2334,7 @@ async function masterMove(
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roleContext,
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rankResidue,
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);
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const controlOverride = findStrategicControlOverride(legalMoves, state, playerIdx, race, roleContext);
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const controlOverride = findStrategicControlOverride(legalMoves, state, playerIdx, race, roleContext, tracker);
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if (controlOverride) {
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reportDecisionProgress(onProgress, 'master', startedAt, timing, profile.timeBudgetMs, 1, 1, {
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cardsRemaining,
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@@ -2395,13 +2513,28 @@ function quickEval(
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const projectedTableHasDenari = projectedTable.some(card => card.suit === 'denara');
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const projectedTableHasSeven = projectedTable.some(card => card.value === 7);
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const nextIsOpp = isOpponent(playerIdx, nextPlayer(playerIdx));
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const threats = getPriorityThreatSummary(projectedTable, projectedHand, tracker, state, playerIdx);
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const scopaPriority = evaluateSafeScopaPriority(moveSummary.clearsTable, projectedTable, lastPlay, nextIsOpp, threats);
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const openingReleasePriority = move.capture.length === 0
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? evaluateFirstHandOpeningReleasePriority(
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move.card,
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hand,
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projectedHand,
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projectedTable,
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state,
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playerIdx,
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tracker,
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nextIsOpp,
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roleContext,
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)
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: 0;
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const capturesSettebello = move.capture.some(card => card.suit === 'denara' && card.value === 7);
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const tableHasSettebello = table.some(card => card.suit === 'denara' && card.value === 7);
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const tableHasDenari = table.some(card => card.suit === 'denara');
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// Scopa (not on last play!)
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if (move.capture.length > 0 && projectedTable.length === 0) {
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score += lastPlay ? 50 : 1200;
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score += lastPlay ? 50 : scopaPriority * 780;
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}
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// Settebello
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@@ -2430,6 +2563,7 @@ function quickEval(
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if (move.capture.length === 0) {
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score -= 200;
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score += openingReleasePriority * 220;
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if (move.card.value >= 8) score += 40;
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if (move.card.suit === 'denara') score -= 130;
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if (move.card.value === 7) score -= 100;
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@@ -2480,6 +2614,10 @@ function quickEval(
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}
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}
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if (move.capture.length > 0 && !moveSummary.clearsTable && isImmediateTacticalConcession(projectedTable, nextIsOpp, threats)) {
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score -= 180;
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}
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// Partner awareness
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const next = nextPlayer(playerIdx);
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if (!isOpponent(playerIdx, next) && projectedTable.length > 0) {
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@@ -50,6 +50,12 @@ const config: Phaser.Types.Core.GameConfig = {
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backgroundColor: '#1a5c2a',
|
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parent: 'game',
|
||||
scene: [BootScene, MenuScene, GameScene, SettingsScene],
|
||||
render: {
|
||||
antialias: true,
|
||||
antialiasGL: true,
|
||||
pixelArt: false,
|
||||
roundPixels: false,
|
||||
},
|
||||
scale: {
|
||||
mode: Phaser.Scale.FIT,
|
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autoCenter: Phaser.Scale.CENTER_BOTH,
|
||||
|
||||
@@ -37,10 +37,11 @@ const CH_A = 645 * CARD_SCALE_AI; // card height for AI ≈ 81
|
||||
const SCOREBAR_H = 54;
|
||||
const AI_MIN_THINK_MS = 1000;
|
||||
const MOVE_OUTCOME_STATUS_MS = 2000;
|
||||
const PLAYED_CARD_TRAVEL_MS = 400;
|
||||
const CAPTURE_COLLAPSE_MS = 480;
|
||||
const PLAYED_CARD_TRAVEL_MS = 320;
|
||||
const CAPTURE_COLLAPSE_MS = 360;
|
||||
const CAPTURE_COLLAPSE_DELAY_MS = 60;
|
||||
const NON_CAPTURE_TABLE_TWEEN_MS = 560;
|
||||
const NON_CAPTURE_TABLE_TWEEN_MS = 420;
|
||||
const RELAYOUT_TWEEN_MS = 120;
|
||||
|
||||
// Player positions:
|
||||
// 0 = South (human, bottom), 1 = West (AI, left, rotated -90°)
|
||||
@@ -93,7 +94,7 @@ export class GameScene extends Phaser.Scene {
|
||||
private thinkBar!: Phaser.GameObjects.Graphics;
|
||||
|
||||
// Player label containers (pulsed on active turn)
|
||||
private playerLabels: Map<PlayerIndex, Phaser.GameObjects.Text> = new Map();
|
||||
private playerLabels: Map<PlayerIndex, Phaser.GameObjects.Container> = new Map();
|
||||
|
||||
// Interaction state
|
||||
private selectedCard: Card | null = null;
|
||||
@@ -388,6 +389,7 @@ export class GameScene extends Phaser.Scene {
|
||||
this.statusText = this.add.text(W / 2, H - CH_H - 36, '', {
|
||||
fontFamily: 'serif', fontSize: '17px', color: '#ffffff',
|
||||
stroke: '#000', strokeThickness: 2,
|
||||
resolution: 2,
|
||||
}).setOrigin(0.5).setDepth(10);
|
||||
}
|
||||
|
||||
@@ -524,23 +526,59 @@ export class GameScene extends Phaser.Scene {
|
||||
return `Problema durante la mossa di ${this.state.players[playerIdx].name}.`;
|
||||
}
|
||||
|
||||
private withHiResText(
|
||||
style: Phaser.Types.GameObjects.Text.TextStyle,
|
||||
): Phaser.Types.GameObjects.Text.TextStyle {
|
||||
return {
|
||||
...style,
|
||||
resolution: style.resolution ?? 2,
|
||||
};
|
||||
}
|
||||
|
||||
private createPlayerNameplate(
|
||||
x: number,
|
||||
y: number,
|
||||
text: string,
|
||||
color: string,
|
||||
fillColor: number,
|
||||
strokeColor: number,
|
||||
): Phaser.GameObjects.Container {
|
||||
const label = this.add.text(0, 0, text, this.withHiResText({
|
||||
fontFamily: 'serif',
|
||||
fontSize: '11px',
|
||||
color,
|
||||
stroke: '#000',
|
||||
strokeThickness: 1,
|
||||
align: 'center',
|
||||
})).setOrigin(0.5);
|
||||
|
||||
const padX = 12;
|
||||
const padY = 4;
|
||||
const width = label.width + padX * 2;
|
||||
const height = label.height + padY * 2;
|
||||
const background = this.add.graphics();
|
||||
background.fillStyle(fillColor, 0.92);
|
||||
background.fillRoundedRect(-width / 2, -height / 2, width, height, 9);
|
||||
background.lineStyle(1, strokeColor, 0.7);
|
||||
background.strokeRoundedRect(-width / 2, -height / 2, width, height, 9);
|
||||
|
||||
return this.add.container(x, y, [background, label]).setDepth(18);
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Player labels (pulse on active turn)
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
private buildPlayerLabels(W: number, H: number): void {
|
||||
const defs: Array<{ idx: PlayerIndex; x: number; y: number; color: string;
|
||||
txt: string; originX: number; originY: number }> = [
|
||||
{ idx: 0, x: W / 2, y: H - CH_H - 28, color: '#aaffaa', txt: 'Tu [Team A]', originX: 0.5, originY: 1 },
|
||||
{ idx: 1, x: CH_A + 20, y: H / 2 + SCOREBAR_H / 2, color: '#ffaaaa', txt: 'AI\nOvest\n[B]', originX: 0, originY: 0.5 },
|
||||
{ idx: 2, x: W / 2, y: SCOREBAR_H + CH_A + 44, color: '#aaffaa', txt: 'Compagno [Team A]', originX: 0.5, originY: 0 },
|
||||
{ idx: 3, x: W - CH_A - 20, y: H / 2 + SCOREBAR_H / 2, color: '#ffaaaa', txt: 'AI\nEst\n[B]', originX: 1, originY: 0.5 },
|
||||
fillColor: number; strokeColor: number; txt: string }> = [
|
||||
{ idx: 0, x: W / 2, y: H - 9, color: '#dfffe5', fillColor: 0x0b2410, strokeColor: 0x4aa86a, txt: 'Tu [Team A]' },
|
||||
{ idx: 1, x: CH_A + 58, y: H / 2 + SCOREBAR_H / 2, color: '#ffe0e0', fillColor: 0x260d0d, strokeColor: 0xb36a6a, txt: 'AI Ovest [B]' },
|
||||
{ idx: 2, x: W / 2, y: SCOREBAR_H + 11, color: '#dfffe5', fillColor: 0x0b2410, strokeColor: 0x4aa86a, txt: 'Compagno [Team A]' },
|
||||
{ idx: 3, x: W - CH_A - 58, y: H / 2 + SCOREBAR_H / 2, color: '#ffe0e0', fillColor: 0x260d0d, strokeColor: 0xb36a6a, txt: 'AI Est [B]' },
|
||||
];
|
||||
for (const d of defs) {
|
||||
const lbl = this.add.text(d.x, d.y, d.txt, {
|
||||
fontFamily: 'serif', fontSize: '12px', color: d.color,
|
||||
stroke: '#000', strokeThickness: 1, align: 'center', resolution: 2,
|
||||
}).setOrigin(d.originX, d.originY).setDepth(2);
|
||||
const lbl = this.createPlayerNameplate(d.x, d.y, d.txt, d.color, d.fillColor, d.strokeColor);
|
||||
this.playerLabels.set(d.idx, lbl);
|
||||
}
|
||||
}
|
||||
@@ -594,7 +632,7 @@ export class GameScene extends Phaser.Scene {
|
||||
const activeLbl = this.playerLabels.get(playerIdx)!;
|
||||
this.tweens.add({
|
||||
targets: activeLbl,
|
||||
scaleX: 1.2, scaleY: 1.2,
|
||||
scaleX: 1.08, scaleY: 1.08,
|
||||
duration: 300, yoyo: true, ease: 'Sine.InOut',
|
||||
});
|
||||
}
|
||||
@@ -929,6 +967,7 @@ export class GameScene extends Phaser.Scene {
|
||||
const btn = this.add.zone(W / 2, y, 360, 28).setInteractive({ useHandCursor: true }).setDepth(21);
|
||||
const txt = this.add.text(W / 2, y, `Prendi: ${label}`, {
|
||||
fontFamily: 'serif', fontSize: '14px', color: color.text,
|
||||
resolution: 2,
|
||||
}).setOrigin(0.5).setDepth(21);
|
||||
btn.on('pointerdown', () => this.confirmMove(this.selectedCard!, cap));
|
||||
(bg as any)._captureBtn = true;
|
||||
@@ -1113,7 +1152,15 @@ export class GameScene extends Phaser.Scene {
|
||||
const positions = this.getHandPositions(playerIdx, hand.length);
|
||||
hand.forEach((card, i) => {
|
||||
const img = this.cardImages.get(card.id);
|
||||
if (img) this.tweens.add({ targets: img, x: positions[i].x, y: positions[i].y, duration: 160 });
|
||||
if (img) {
|
||||
this.tweens.add({
|
||||
targets: img,
|
||||
x: positions[i].x,
|
||||
y: positions[i].y,
|
||||
duration: RELAYOUT_TWEEN_MS,
|
||||
ease: 'Cubic.Out',
|
||||
});
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
@@ -1123,7 +1170,15 @@ export class GameScene extends Phaser.Scene {
|
||||
const positions = this.getTablePositions(table.length);
|
||||
table.forEach((card, i) => {
|
||||
const img = this.cardImages.get(card.id);
|
||||
if (img?.visible) this.tweens.add({ targets: img, x: positions[i].x, y: positions[i].y, duration: 160 });
|
||||
if (img?.visible) {
|
||||
this.tweens.add({
|
||||
targets: img,
|
||||
x: positions[i].x,
|
||||
y: positions[i].y,
|
||||
duration: RELAYOUT_TWEEN_MS,
|
||||
ease: 'Cubic.Out',
|
||||
});
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
@@ -1196,12 +1251,14 @@ export class GameScene extends Phaser.Scene {
|
||||
const txt = this.add.text(W / 2, H / 2, 'SCOPA!', {
|
||||
fontFamily: 'Georgia, serif', fontSize: '108px', color: '#ffd700',
|
||||
stroke: '#000000', strokeThickness: 10,
|
||||
resolution: 2,
|
||||
}).setOrigin(0.5).setDepth(50).setAlpha(0).setScale(0.2);
|
||||
|
||||
const sub = this.add.text(W / 2, H / 2 + 110, player.name, {
|
||||
fontFamily: 'serif', fontSize: '32px',
|
||||
color: isTeamA ? '#aaffaa' : '#ffaaaa',
|
||||
stroke: '#000', strokeThickness: 3,
|
||||
resolution: 2,
|
||||
}).setOrigin(0.5).setDepth(50).setAlpha(0);
|
||||
|
||||
this.tweens.add({
|
||||
@@ -1257,6 +1314,7 @@ export class GameScene extends Phaser.Scene {
|
||||
const txt = this.add.text(W / 2, H / 2 - 60, '7♦', {
|
||||
fontFamily: 'Georgia, serif', fontSize: '64px', color: '#ffd700',
|
||||
stroke: '#000', strokeThickness: 7,
|
||||
resolution: 2,
|
||||
}).setOrigin(0.5).setDepth(50).setAlpha(0).setScale(0.4);
|
||||
|
||||
this.tweens.add({
|
||||
@@ -1497,10 +1555,11 @@ export class GameScene extends Phaser.Scene {
|
||||
];
|
||||
|
||||
lines.forEach(([line, color], i) => {
|
||||
this.add.text(W / 2, H / 2 - 190 + i * 34, line, {
|
||||
this.add.text(W / 2, H / 2 - 190 + i * 34, line, this.withHiResText({
|
||||
fontFamily: i === 0 ? 'Georgia, serif' : 'monospace',
|
||||
fontSize: i === 0 ? '28px' : '16px', color,
|
||||
}).setOrigin(0.5).setDepth(32);
|
||||
fontSize: i === 0 ? '28px' : '16px',
|
||||
color,
|
||||
})).setOrigin(0.5).setDepth(32);
|
||||
});
|
||||
|
||||
const outcome = getMatchOutcome(this.state.teamScores);
|
||||
@@ -1514,6 +1573,7 @@ export class GameScene extends Phaser.Scene {
|
||||
.setInteractive({ useHandCursor: true }).setDepth(33);
|
||||
this.add.text(W / 2, H / 2 + 207, btnLabel, {
|
||||
fontFamily: 'Georgia, serif', fontSize: '20px', color: '#0a2e10',
|
||||
resolution: 2,
|
||||
}).setOrigin(0.5).setDepth(34);
|
||||
|
||||
btnG.on('pointerover', () => { btnG.clear(); btnG.fillStyle(0xffec6e, 1); btnG.fillRoundedRect(W / 2 - 110, H / 2 + 185, 220, 44, 10); });
|
||||
@@ -1556,13 +1616,16 @@ export class GameScene extends Phaser.Scene {
|
||||
this.add.text(W / 2, H / 2 - 110, 'PARTITA CONCLUSA', {
|
||||
fontFamily: 'Georgia, serif', fontSize: '44px', color: '#ffd700',
|
||||
stroke: '#000', strokeThickness: 6,
|
||||
resolution: 2,
|
||||
}).setOrigin(0.5).setDepth(42);
|
||||
this.add.text(W / 2, H / 2 - 30, win ? 'Vince la tua squadra' : 'Vincono gli avversari', {
|
||||
fontFamily: 'serif', fontSize: '26px',
|
||||
color: win ? '#aaffaa' : '#ffaaaa',
|
||||
resolution: 2,
|
||||
}).setOrigin(0.5).setDepth(42);
|
||||
this.add.text(W / 2, H / 2 + 35, `${t0.totalPoints} — ${t1.totalPoints}`, {
|
||||
fontFamily: 'Georgia, serif', fontSize: '50px', color: '#ffd700',
|
||||
resolution: 2,
|
||||
}).setOrigin(0.5).setDepth(42);
|
||||
|
||||
const bz = this.add.zone(W / 2, H / 2 + 115, 230, 48)
|
||||
@@ -1572,6 +1635,7 @@ export class GameScene extends Phaser.Scene {
|
||||
drawBtn(0xffd700);
|
||||
this.add.text(W / 2, H / 2 + 115, 'NUOVA PARTITA', {
|
||||
fontFamily: 'Georgia, serif', fontSize: '21px', color: '#0a2e10',
|
||||
resolution: 2,
|
||||
}).setOrigin(0.5).setDepth(44);
|
||||
bz.on('pointerover', () => drawBtn(0xffec6e));
|
||||
bz.on('pointerout', () => drawBtn(0xffd700));
|
||||
|
||||
Reference in New Issue
Block a user