Final push (i hope)
This commit is contained in:
@@ -4,7 +4,7 @@
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async function SqlRequest(action, params = {}) {
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try {
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const response = await fetch('../Php/RequestsHandler.php', {
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const response = await fetch('RequestsHandler.php', {
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method: 'POST',
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headers: {
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'Content-Type': 'application/json'
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@@ -97,7 +97,7 @@ loginForm.addEventListener('submit', async function(event) {
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}
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const result = await SqlRequest('setFirstPlayer', {game_id: gameId})
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if (result.success) {
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window.location.href = '../Html/Game.html?game_id=' + gameId;
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window.location.href = 'admin-login.html?game_id=' + gameId;
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} else {
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console.error("Erreur lors de la définition du premier joueur :", result.error);
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}
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+327
-125
@@ -33,27 +33,169 @@ async function SqlRequest(action, params = {}) {
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}
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// Fonctions pour démarrer la page
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// Remplace ton window.onload par ceci :
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window.onload = async function() {
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gameData = await getGame();
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playersData = await getPlayers();
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const urlParams = new URLSearchParams(window.location.search);
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const gId = urlParams.get('game_id');
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// On récupère les données initiales
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gameData = await getGame(gId);
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playersData = await getPlayers();
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document.getElementById('title_page').textContent = gameData.name + " - Poker PAF";
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updateClientInterface();
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// --- LANCEMENT DU TEMPS RÉEL (SSE) ---
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startRealTimeSync(gId);
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}
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function startRealTimeSync(gameId) {
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const evtSource = new EventSource(`stream.php?game_id=${gameId}`);
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evtSource.onmessage = function(event) {
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const data = JSON.parse(event.data);
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// On met à jour nos variables globales avec les données fraîches du serveur
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gameData = data.game;
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playersData = data.players;
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console.log("🔄 Table synchronisée");
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// On rafraîchit l'affichage sans recharger la page
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updateClientInterface();
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};
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evtSource.onerror = function() {
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console.log("⚠️ Connexion perdue, tentative de reconnexion...");
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};
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}
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// Dans game.js
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let lastDataHash = "";
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async function updateClientInterface() {
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if (!gameData) return;
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const urlParams = new URLSearchParams(window.location.search);
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const viewerId = Number(urlParams.get('player_id'));
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const actionPanel = document.querySelector('.action-panel');
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// --- 1. GESTION DES PANNEAUX DE VICTOIRE (SYNCHRO SSE) ---
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console.log("DEBUG STATUS SSE:", gameData.status);
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if (gameData.status === 'deciding') {
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// L'admin est en train de choisir : on affiche "Attente"
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showWaitingForWinner();
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}
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else if (gameData.status === 'finished' && gameData.winner_id) {
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// Un gagnant a été validé en BDD
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const winner = playersData.find(p => Number(p.id) === Number(gameData.winner_id));
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const winnerName = winner ? winner.name : "Un joueur";
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// showVictoryScreen s'occupe maintenant de supprimer l'ancien panneau
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// avant d'afficher le nouveau avec les confettis.
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showVictoryScreen(winnerName, gameData.pot);
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}
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else if (gameData.status === 'playing') {
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// Si l'admin a relancé la partie (StartNewGame), on nettoie les panneaux
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// pour ceux qui n'auraient pas cliqué sur "OK"
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closeVictoryScreen();
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}
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// --- 2. GESTION DU HASH POUR L'INTERFACE DE TABLE ---
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const currentHash = `${gameData.pot}-${gameData.current_player_id}-${gameData.last_bet}-${gameData.is_locked}-${gameData.status}`;
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if (currentHash === lastDataHash) return;
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lastDataHash = currentHash;
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setupPlayers();
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getCurrentPlayer();
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// --- 3. GESTION DES BOUTONS ET DU TOUR ---
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activePlayerLabel.textContent = `${currentPlayer.name} (${currentPlayer.money} 🪙)`;
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const isLocked = Number(gameData.is_locked) === 1;
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const isMyTurn = Number(gameData.current_player_id) === viewerId;
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const turnInfo = document.querySelector('.turn-info');
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const inputs = document.querySelectorAll('.action-buttons button, .raise-group input, .raise-group button');
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// Bordure de tour
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if (!isLocked && isMyTurn && gameData.status === 'playing') {
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actionPanel.classList.add('my-turn-border');
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} else {
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actionPanel.classList.remove('my-turn-border');
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}
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if (isLocked) {
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if (turnInfo) turnInfo.innerHTML = `<span style="color: #f1c40f; font-weight: bold;">🔒 Jeu verrouillé. En attente de l'Admin...</span>`;
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inputs.forEach(el => el.disabled = true);
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} else if (!isMyTurn) {
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if (turnInfo && currentPlayer) {
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turnInfo.innerHTML = `Attente de <strong style="color: #e74c3c;">${currentPlayer.name}</strong>...`;
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}
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inputs.forEach(el => el.disabled = true);
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} else {
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if (turnInfo) turnInfo.innerHTML = `<span style="color: #2ecc71; font-weight: bold;">✅ C'est à vous de jouer !</span>`;
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inputs.forEach(el => el.disabled = false);
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}
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// Mise à jour du label du haut
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if (currentPlayer && activePlayerLabel) {
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activePlayerLabel.textContent = `${currentPlayer.name} (${currentPlayer.money} 🪙)`;
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}
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}
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// Fonction pour envoyer l'ordre au serveur
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async function toggleGameLock(checkbox) {
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const status = checkbox.checked ? 0 : 1;
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// 1. On change d'abord le statut de verrouillage
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const response = await SqlRequest('toggle_lock', {
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game_id: gameData.id,
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status: status
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});
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if (response && response.success) {
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// 2. Si on vient de DÉVERROUILLER (status 0), on reset le joueur actif
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if (status === 0) {
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console.log("🔓 Déverrouillage : Réinitialisation au joueur après le Dealer...");
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await resetToPostDealerPlayer();
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}
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} else {
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alert("Erreur lors du changement de statut");
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checkbox.checked = !checkbox.checked;
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}
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}
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async function resetToPostDealerPlayer() {
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// On cherche l'index du dealer dans playersData
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const dealerIndex = playersData.findIndex(p => Number(p.is_dealer) === 1);
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// Le premier joueur à parler est (dealer + 1), mais on doit gérer la boucle du tableau
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// et sauter les joueurs qui se sont couchés (is_folded)
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let nextIndex = (dealerIndex + 1) % playersData.length;
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// Sécurité : on cherche le prochain qui n'est pas couché
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let attempts = 0;
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while (playersData[nextIndex].is_folded && attempts < playersData.length) {
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nextIndex = (nextIndex + 1) % playersData.length;
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attempts++;
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}
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const firstPlayerId = playersData[nextIndex].id;
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// On envoie l'ordre au serveur de mettre ce joueur en actif
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await SqlRequest('set_current_player', {
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game_id: gameData.id,
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player_id: firstPlayerId
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});
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}
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async function setupPlayers() {
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const PokerTable = document.getElementById('table');
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PokerTable.innerHTML = ''; // Clear existing players
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let newHtml = ``;
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const urlParams = new URLSearchParams(window.location.search);
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const viewerId = Number(urlParams.get('player_id')); // On récupère qui regarde la page
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newHtml += `
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const PokerTable = document.getElementById('table');
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PokerTable.innerHTML = '';
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let newHtml = `
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<div class="pot-area">
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<div class="total-pot">${gameData.pot}</div>
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<div id="Mise" class="current-bet-display">Mise: ${gameData.last_bet}</div>
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@@ -61,12 +203,21 @@ async function setupPlayers() {
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`;
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playersData.forEach((player, index) => {
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const isDealer = Number(player.is_dealer) === 1;
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const isMe = Number(player.id) === viewerId; // Est-ce moi ?
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const isActive = Number(gameData.current_player_id) === Number(player.id);
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newHtml += `
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<div class="player-slot slot-${index}${player.is_folded ? ' blur-effect' : ''}${player.money <= 0 ? ' All-in-Blur' : ''}" onclick="changePlayer(${player.id})" data-id="${player.id}">
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<div class="player-info${gameData.current_player_id == player.id ? ' active' : ''}">
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${player.is_dealer ? '<div class="dealer-badge">D</div>' : ''}
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<div class="player-slot slot-${index}
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${player.is_folded ? ' blur-effect' : ''}
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${player.money <= 0 ? ' All-in-Blur' : ''}
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${isMe ? 'is-me' : ''}"
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data-id="${player.id}">
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<div class="player-info ${isActive ? ' active' : ''}">
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${isDealer ? '<div class="dealer-badge">D</div>' : ''}
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<span class="player-name">J${index + 1} : ${player.name}</span>
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<span class="player-name">${isMe ? 'VOUS' : 'J' + (index + 1)} : ${player.name}</span>
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<span class="player-money">${player.money} 🪙</span><br>
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<span class="player-bet">Mise: ${player.current_bet} 🪙</span>
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</div>
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@@ -105,8 +256,13 @@ async function getPlayers() {
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}
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}
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async function getCurrentPlayer() {
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currentPlayer = playersData.find(player => player.id === gameData.current_player_id);
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function getCurrentPlayer() {
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if (!playersData || !gameData) return null;
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// On cherche le joueur dans le tableau par son ID
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currentPlayer = playersData.find(player => Number(player.id) === Number(gameData.current_player_id));
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return currentPlayer;
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}
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// -----------------------------------------------------
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@@ -134,6 +290,14 @@ async function changePlayer(id = null) {
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}
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async function playerFold() {
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const urlParams = new URLSearchParams(window.location.search);
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const viewerId = Number(urlParams.get('player_id'));
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// Sécurité : si l'ID de l'URL n'est pas celui du joueur actif, on stoppe tout
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if (Number(gameData.current_player_id) !== viewerId) {
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alert("Ce n'est pas votre tour !");
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return;
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}
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const response = await SqlRequest('fold', { player_id: gameData.current_player_id });
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if (response.success) {
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playersData = await getPlayers();
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@@ -144,52 +308,121 @@ async function playerFold() {
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}
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async function playerRaise() {
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const betAmount = parseInt(document.getElementById('raise-amount').value);
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const urlParams = new URLSearchParams(window.location.search);
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const viewerId = Number(urlParams.get('player_id'));
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if (betAmount <= 0) {
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alert("Veuillez entrer un montant de mise valide.");
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// Sécurité : si l'ID de l'URL n'est pas celui du joueur actif, on stoppe tout
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if (Number(gameData.current_player_id) !== viewerId) {
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alert("Ce n'est pas votre tour !");
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return;
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}
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const amount = betAmount + gameData.last_bet - currentPlayer.current_bet;
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const betInput = document.getElementById('raise-amount');
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const betValue = parseInt(betInput.value);
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if (currentPlayer.money < amount) {
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alert("Vous n'avez pas assez d'argent pour cette mise.");
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// Validation basique du champ de saisie
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if (isNaN(betValue) || betValue <= 0) {
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alert("Veuillez saisir un montant valide.");
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return;
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}
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const response = await SqlRequest('raise', { game_id: gameData.id, player_id: gameData.current_player_id, amount: amount, current_bet: currentPlayer.current_bet });
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if (response.success) {
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gameData.last_bet = currentPlayer.current_bet + amount;
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gameData.pot += amount;
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playersData = await getPlayers();
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changePlayer();
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// Envoi de la requête de relance au serveur
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const response = await SqlRequest('raise', {
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game_id: gameData.id,
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player_id: gameData.current_player_id,
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bet_input: betValue
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});
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if (response && response.success) {
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betInput.value = ''; // Réinitialisation du champ
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await changePlayer(); // Passage au joueur suivant
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} else {
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console.error("Erreur lors du raise :", response.error);
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// Affichage de l'erreur retournée par le PHP (ex: "Fonds insuffisants")
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alert("Erreur : " + (response ? response.error : "Serveur injoignable"));
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}
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}
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async function playerFollow() {
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if (currentPlayer.current_bet >= gameData.last_bet) {
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const urlParams = new URLSearchParams(window.location.search);
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const viewerId = Number(urlParams.get('player_id'));
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// Sécurité : si l'ID de l'URL n'est pas celui du joueur actif, on stoppe tout
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if (Number(gameData.current_player_id) !== viewerId) {
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alert("Ce n'est pas votre tour !");
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return;
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}
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// Si le joueur a déjà mis la somme requise
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if (Number(currentPlayer.current_bet) >= Number(gameData.last_bet)) {
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// AU LIEU DE changePlayer(), on vérifie si le tour est fini
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const activePlayers = playersData.filter(p => Number(p.is_folded) === 0);
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const allMatched = activePlayers.every(p => Number(p.current_bet) === Number(gameData.last_bet));
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if (allMatched) {
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await SqlRequest('toggle_lock', { game_id: gameData.id, status: 1 });
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return; // On s'arrête là, le SSE fera le reste
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}
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await changePlayer();
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return;
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}
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// 1. On force la récupération du joueur actuel s'il est manquant
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if (!currentPlayer) {
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await getCurrentPlayer();
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}
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// 2. Si après ça il est toujours introuvable, on arrête pour éviter l'erreur
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if (!currentPlayer) {
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console.error("Erreur : Impossible de trouver les données du joueur actif.");
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return;
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}
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// 3. Logique de suivi
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if (Number(currentPlayer.current_bet) >= Number(gameData.last_bet)) {
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changePlayer();
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return;
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}
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let delta_amount = gameData.last_bet - currentPlayer.current_bet;
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if (currentPlayer.money < delta_amount) {
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delta_amount = currentPlayer.money;
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// Calcul du montant à ajouter
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let delta_amount = Math.max(0, Number(gameData.last_bet) - Number(currentPlayer.current_bet));
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if (Number(currentPlayer.money) < delta_amount) {
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delta_amount = Number(currentPlayer.money);
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}
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const response = await SqlRequest('follow', { game_id: gameData.id, player_id: gameData.current_player_id, amount: delta_amount });
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if (response.success) {
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gameData.pot += delta_amount;
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playersData = await getPlayers();
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changePlayer();
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} else {
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console.error("Erreur lors du follow :", response.error);
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const response = await SqlRequest('follow', {
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game_id: gameData.id,
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player_id: gameData.current_player_id,
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amount: delta_amount
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});
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if (response && response.success) {
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// --- LOGIQUE DE VÉRIFICATION DU TOUR ---
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// On récupère les données fraîches pour savoir si c'était le dernier à suivre
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const refreshedPlayers = await getPlayers();
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// On vérifie si tout le monde a mis la même somme (et n'est pas couché)
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const activePlayers = refreshedPlayers.filter(p => Number(p.is_folded) === 0);
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const allMatched = activePlayers.every(p => Number(p.current_bet) === Number(gameData.last_bet));
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if (allMatched) {
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// On demande au serveur de verrouiller la partie (si tu as l'action prévue)
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await SqlRequest('toggle_lock', { game_id: gameData.id, status: 1 });
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console.log("Tour terminé, table verrouillée.");
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} else {
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// Sinon on passe juste au suivant
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await changePlayer();
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}
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}
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}
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async function playerAllIn() {
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const urlParams = new URLSearchParams(window.location.search);
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const viewerId = Number(urlParams.get('player_id'));
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// Sécurité : si l'ID de l'URL n'est pas celui du joueur actif, on stoppe tout
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if (Number(gameData.current_player_id) !== viewerId) {
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alert("Ce n'est pas votre tour !");
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return;
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}
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const response = await SqlRequest('all_in', { game_id: gameData.id, player_id: gameData.current_player_id });
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if (response.success) {
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gameData = await getGame(gameData.id);
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@@ -200,102 +433,71 @@ async function playerAllIn() {
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}
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}
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// -----------------------------------------------------
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// Étape 1 : Afficher l'attente quand l'admin termine la partie
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function showWaitingForWinner() {
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if (document.getElementById('player-modal')) return;
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// Fonctions pour les actions administratives
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async function endGame() {
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const container = document.querySelector('.table-container');
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if (!container) {
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console.error("Conteneur .table-container introuvable");
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return;
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}
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if (document.querySelector('.win-panel')) return;
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const winOverlay = document.createElement('div');
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winOverlay.className = 'win-overlay';
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const winPanel = document.createElement('div');
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winPanel.className = 'win-panel';
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winPanel.innerHTML = `
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<h2>🏆 La partie est terminée ! 🏆<br>Qui a gagné ?</h2>
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<div id="winner-buttons-area"></div>
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`;
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const overlay = document.createElement('div');
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overlay.id = 'player-modal';
|
||||
overlay.className = 'player-win-overlay';
|
||||
|
||||
winOverlay.appendChild(winPanel);
|
||||
container.appendChild(winOverlay);
|
||||
|
||||
const area = document.getElementById('winner-buttons-area');
|
||||
const playerElements = document.querySelectorAll('.player-slot');
|
||||
|
||||
playerElements.forEach(slot => {
|
||||
const id = slot.getAttribute('data-id');
|
||||
const name = slot.querySelector('.player-name').textContent.split(': ')[1];
|
||||
|
||||
const btn = document.createElement('button');
|
||||
btn.className = 'btn-win';
|
||||
btn.innerText = name;
|
||||
btn.onclick = () => declareWinner(id);
|
||||
area.appendChild(btn);
|
||||
});
|
||||
|
||||
document.getElementById('end-game-screen').style.display = 'flex';
|
||||
container.classList.add('blur-effect');
|
||||
overlay.innerHTML = `
|
||||
<div class="player-win-content">
|
||||
<h2>FIN DE PARTIE</h2>
|
||||
<p class="waiting-text">Détermination du gagnant en cours...</p>
|
||||
</div>
|
||||
`;
|
||||
document.body.appendChild(overlay);
|
||||
}
|
||||
|
||||
async function declareWinner(playerId) {
|
||||
const container = document.querySelector('.table-container');
|
||||
container.classList.remove('blur-effect');
|
||||
let victoryDisplayedFor = null; // Variable globale
|
||||
|
||||
const response = await SqlRequest('declare_winner', { game_id: gameData.id, player_id: playerId });
|
||||
if (response.success) {
|
||||
const winPanel = document.querySelector('.win-panel');
|
||||
if (winPanel) {
|
||||
winPanel.innerHTML = `
|
||||
|
||||
|
||||
<h2>${playersData.find(player => player.id == playerId).name} gagne la partie et remporte ${gameData.last_bet} 🪙 !</h2>
|
||||
<button class="btn-back" onclick="window.location.href='index.html'">Retour à l'accueil</button>
|
||||
<button class="btn-replay" onclick="StartNewGame()">Rejouer</button>
|
||||
`;
|
||||
}
|
||||
} else {
|
||||
console.error("Erreur lors de la déclaration du gagnant :", response.error);
|
||||
}
|
||||
}
|
||||
|
||||
async function StartNewGame() {
|
||||
window.location.reload();
|
||||
}
|
||||
|
||||
async function addMoney() {
|
||||
let amount = parseInt(document.getElementById('money-amount').value);
|
||||
if (isNaN(amount)) {
|
||||
alert("Veuillez entrer un montant valide.");
|
||||
return;
|
||||
function showVictoryScreen(winnerName, amount) {
|
||||
// 1. On cherche s'il y a déjà un panneau ouvert (celui d'attente par exemple)
|
||||
const existingModal = document.getElementById('player-modal');
|
||||
if (existingModal) {
|
||||
existingModal.remove(); // On le supprime proprement
|
||||
}
|
||||
|
||||
const response = await SqlRequest('add_money', { player_id: gameData.current_player_id, amount: amount });
|
||||
if (response.success) {
|
||||
playersData = await getPlayers();
|
||||
updateClientInterface();
|
||||
} else {
|
||||
console.error("Erreur lors de l'ajout d'argent :", response.error);
|
||||
}
|
||||
// 2. On crée le nouveau panneau de victoire
|
||||
const modal = document.createElement('div');
|
||||
modal.id = 'player-modal';
|
||||
modal.className = 'player-win-overlay';
|
||||
|
||||
modal.innerHTML = `
|
||||
<div class="player-win-content">
|
||||
<h2 class="victory-title">VICTOIRE DE ${winnerName}</h2>
|
||||
<span class="win-amount">Il remporte ${amount} 🪙</span>
|
||||
<button class="btn-ok" onclick="closeVictoryScreen()">OK</button>
|
||||
</div>
|
||||
`;
|
||||
|
||||
document.body.appendChild(modal);
|
||||
|
||||
// On lance les confettis
|
||||
if (typeof startConfetti === "function") startConfetti();
|
||||
}
|
||||
|
||||
async function deleteGame() {
|
||||
const confirmation = confirm("Êtes-vous sûr de vouloir supprimer cette partie ? Cette action est irréversible.");
|
||||
if (!confirmation) return;
|
||||
|
||||
const response = await SqlRequest('delete_game', { game_id: gameData.id });
|
||||
if (response.success) {
|
||||
console.log("Partie supprimée avec succès.", response.success);
|
||||
window.location.replace('index.html');
|
||||
} else {
|
||||
console.error("Erreur lors de la suppression du jeu :", response.error);
|
||||
}
|
||||
// Et dans ton closeVictoryScreen
|
||||
function closeVictoryScreen() {
|
||||
const modal = document.getElementById('player-modal');
|
||||
if (modal) modal.remove();
|
||||
victoryDisplayedFor = null; // Reset pour la prochaine partie
|
||||
}
|
||||
|
||||
|
||||
function startConfetti() {
|
||||
for (let i = 0; i < 50; i++) {
|
||||
const confetti = document.createElement('div');
|
||||
confetti.style.cssText = `
|
||||
position: fixed; width: 10px; height: 10px;
|
||||
background: ${['#d4af37','#ffffff','#2ecc71'][Math.floor(Math.random()*3)]};
|
||||
top: -10px; left: ${Math.random() * 100}vw;
|
||||
z-index: 10001; pointer-events: none;
|
||||
border-radius: 50%;
|
||||
animation: fall ${2 + Math.random() * 3}s linear forwards;
|
||||
`;
|
||||
document.body.appendChild(confetti);
|
||||
setTimeout(() => confetti.remove(), 5000);
|
||||
}
|
||||
}
|
||||
+200
-28
@@ -30,10 +30,40 @@ async function SqlRequest(action, params = {}) {
|
||||
} catch (erreur) {
|
||||
console.error("Erreur de communication :", erreur);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function startRealTimeSync(gameId) {
|
||||
const evtSource = new EventSource(`stream.php?game_id=${gameId}`);
|
||||
|
||||
evtSource.onmessage = function(event) {
|
||||
const data = JSON.parse(event.data);
|
||||
|
||||
// On met à jour nos variables globales avec les données fraîches du serveur
|
||||
gameData = data.game;
|
||||
playersData = data.players;
|
||||
|
||||
console.log("🔄 Table synchronisée");
|
||||
|
||||
// On rafraîchit l'affichage sans recharger la page
|
||||
updateClientInterface();
|
||||
};
|
||||
|
||||
evtSource.onerror = function() {
|
||||
console.log("⚠️ Connexion perdue, tentative de reconnexion...");
|
||||
};
|
||||
}
|
||||
|
||||
// Fonction pour ouvrir le menu administrateur
|
||||
function toggleAdminMenu() {
|
||||
const menu = document.getElementById('admin-menu');
|
||||
menu.classList.toggle('active');
|
||||
}
|
||||
|
||||
// Fonctions pour démarrer la page
|
||||
window.onload = async function() {
|
||||
const urlParams = new URLSearchParams(window.location.search);
|
||||
const gId = urlParams.get('game_id');
|
||||
const result = await SqlRequest('is_admin');
|
||||
console.log("Vérification des droits administrateur :", result);
|
||||
if (!result.is_admin) {
|
||||
@@ -45,15 +75,98 @@ window.onload = async function() {
|
||||
|
||||
document.getElementById('title_page').textContent = "Vue Administrateur - " + gameData.name + " - PokerPaf";
|
||||
updateClientInterface();
|
||||
|
||||
startRealTimeSync(gId);
|
||||
}
|
||||
|
||||
async function updateClientInterface() {
|
||||
setupPlayers();
|
||||
getCurrentPlayer();
|
||||
refreshAdminPanel();
|
||||
|
||||
activePlayerLabel.textContent = `${currentPlayer.name} (${currentPlayer.money} 🪙)`;
|
||||
}
|
||||
|
||||
function refreshAdminPanel() {
|
||||
const adminPanel = document.getElementById('admin-lock-control');
|
||||
if (!adminPanel) return;
|
||||
|
||||
let statsItem = document.getElementById('stat-item');
|
||||
if (statsItem) {
|
||||
statsItem.innerHTML = `
|
||||
MISE ACTUELLE: <strong id="current-bet">${gameData.last_bet}</strong><br>
|
||||
POT ACTUEL <strong id="current-pot">${gameData.pot}</strong>
|
||||
`;
|
||||
}
|
||||
|
||||
const isLocked = Number(gameData.is_locked) === 1;
|
||||
let lockSwitch = document.getElementById('lock-switch');
|
||||
|
||||
// On ne crée le HTML que s'il n'existe pas encore
|
||||
if (!lockSwitch) {
|
||||
adminPanel.innerHTML = `
|
||||
<div class="admin-control-group">
|
||||
<span>Autoriser le jeu :</span>
|
||||
<label class="switch">
|
||||
<input type="checkbox" id="lock-switch" ${!isLocked ? 'checked' : ''} onchange="toggleGameLock(this)">
|
||||
<span class="slider"></span>
|
||||
</label>
|
||||
</div>
|
||||
`;
|
||||
} else {
|
||||
// Si le switch existe, on met à jour son état SEULEMENT si l'admin ne le touche pas
|
||||
if (document.activeElement !== lockSwitch) {
|
||||
lockSwitch.checked = !isLocked;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Fonction pour envoyer l'ordre au serveur
|
||||
async function toggleGameLock(checkbox) {
|
||||
const status = checkbox.checked ? 0 : 1;
|
||||
|
||||
// 1. On change d'abord le statut de verrouillage
|
||||
const response = await SqlRequest('toggle_lock', {
|
||||
game_id: gameData.id,
|
||||
status: status
|
||||
});
|
||||
|
||||
if (response && response.success) {
|
||||
// 2. Si on vient de DÉVERROUILLER (status 0), on reset le joueur actif
|
||||
if (status === 0) {
|
||||
console.log("🔓 Déverrouillage : Réinitialisation au joueur après le Dealer...");
|
||||
await resetToPostDealerPlayer();
|
||||
}
|
||||
} else {
|
||||
alert("Erreur lors du changement de statut");
|
||||
checkbox.checked = !checkbox.checked;
|
||||
}
|
||||
}
|
||||
|
||||
async function resetToPostDealerPlayer() {
|
||||
// On cherche l'index du dealer dans playersData
|
||||
const dealerIndex = playersData.findIndex(p => Number(p.is_dealer) === 1);
|
||||
|
||||
// Le premier joueur à parler est (dealer + 1), mais on doit gérer la boucle du tableau
|
||||
// et sauter les joueurs qui se sont couchés (is_folded)
|
||||
let nextIndex = (dealerIndex + 1) % playersData.length;
|
||||
|
||||
// Sécurité : on cherche le prochain qui n'est pas couché
|
||||
let attempts = 0;
|
||||
while (playersData[nextIndex].is_folded && attempts < playersData.length) {
|
||||
nextIndex = (nextIndex + 1) % playersData.length;
|
||||
attempts++;
|
||||
}
|
||||
|
||||
const firstPlayerId = playersData[nextIndex].id;
|
||||
|
||||
// On envoie l'ordre au serveur de mettre ce joueur en actif
|
||||
await SqlRequest('set_current_player', {
|
||||
game_id: gameData.id,
|
||||
player_id: firstPlayerId
|
||||
});
|
||||
}
|
||||
|
||||
async function setupPlayers() {
|
||||
const PokerTable = document.getElementById('table');
|
||||
PokerTable.innerHTML = ''; // Clear existing players
|
||||
@@ -67,10 +180,14 @@ async function setupPlayers() {
|
||||
`;
|
||||
|
||||
playersData.forEach((player, index) => {
|
||||
// On s'assure de comparer avec le nombre 1 car la BDD renvoie souvent des strings ou des entiers
|
||||
const isDealer = Number(player.is_dealer) === 1;
|
||||
|
||||
newHtml += `
|
||||
<div class="player-slot slot-${index}${player.is_folded ? ' blur-effect' : ''}${player.money <= 0 ? ' All-in-Blur' : ''}" onclick="changePlayer(${player.id})" data-id="${player.id}">
|
||||
<div class="player-info${gameData.current_player_id == player.id ? ' active' : ''}">
|
||||
${player.is_dealer ? '<div class="dealer-badge">D</div>' : ''}
|
||||
|
||||
${isDealer ? '<div class="dealer-badge">D</div>' : ''}
|
||||
|
||||
<span class="player-name">J${index + 1} : ${player.name}</span>
|
||||
<span class="player-money">${player.money} 🪙</span><br>
|
||||
@@ -212,33 +329,39 @@ async function playerAllIn() {
|
||||
|
||||
// Fonctions pour les actions administratives
|
||||
async function endGame() {
|
||||
const container = document.querySelector('.table-container');
|
||||
|
||||
if (!container) {
|
||||
console.error("Conteneur .table-container introuvable");
|
||||
return;
|
||||
}
|
||||
|
||||
if (document.querySelector('.win-panel')) return;
|
||||
await SqlRequest('update_game_status', {
|
||||
game_id: gameData.id,
|
||||
status: 'deciding'
|
||||
});
|
||||
// 1. On vérifie si le panel existe déjà pour éviter les doublons
|
||||
if (document.querySelector('.win-overlay')) return;
|
||||
|
||||
// 2. Création de l'overlay (on l'appelle win-overlay pour le CSS)
|
||||
const winOverlay = document.createElement('div');
|
||||
winOverlay.className = 'win-overlay';
|
||||
|
||||
// 3. Création du panel blanc/bleu
|
||||
const winPanel = document.createElement('div');
|
||||
winPanel.className = 'win-panel';
|
||||
winPanel.innerHTML = `
|
||||
<h2>🏆 La partie est terminée ! 🏆<br>Qui a gagné ?</h2>
|
||||
<div id="winner-buttons-area"></div>
|
||||
<button class="btn-spaction" onclick="this.parentElement.parentElement.remove()">Annuler</button>
|
||||
`;
|
||||
|
||||
winOverlay.appendChild(winPanel);
|
||||
container.appendChild(winOverlay);
|
||||
|
||||
// IMPORTANCE : On l'attache au BODY pour qu'il soit au-dessus de TOUT (même l'admin)
|
||||
document.body.appendChild(winOverlay);
|
||||
|
||||
const area = document.getElementById('winner-buttons-area');
|
||||
const playerElements = document.querySelectorAll('.player-slot');
|
||||
|
||||
playerElements.forEach(slot => {
|
||||
const id = slot.getAttribute('data-id');
|
||||
const name = slot.querySelector('.player-name').textContent.split(': ')[1];
|
||||
// On récupère le nom proprement
|
||||
const nameElement = slot.querySelector('.player-name');
|
||||
const name = nameElement ? nameElement.textContent.replace('VOUS', '').replace(':', '').trim() : "Joueur " + id;
|
||||
|
||||
const btn = document.createElement('button');
|
||||
btn.className = 'btn-win';
|
||||
@@ -247,33 +370,82 @@ async function endGame() {
|
||||
area.appendChild(btn);
|
||||
});
|
||||
|
||||
document.getElementById('end-game-screen').style.display = 'flex';
|
||||
container.classList.add('blur-effect');
|
||||
// On supprime la ligne qui cherchait 'end-game-screen' car winOverlay fait déjà le job
|
||||
}
|
||||
|
||||
async function declareWinner(playerId) {
|
||||
const container = document.querySelector('.table-container');
|
||||
container.classList.remove('blur-effect');
|
||||
console.log("Début de la procédure de victoire...");
|
||||
|
||||
const response = await SqlRequest('declare_winner', { game_id: gameData.id, player_id: playerId });
|
||||
if (response.success) {
|
||||
const winPanel = document.querySelector('.win-panel');
|
||||
if (winPanel) {
|
||||
winPanel.innerHTML = `
|
||||
|
||||
// 1. Première requête : On définit le gagnant
|
||||
const resWinner = await SqlRequest('set_winner', {
|
||||
game_id: gameData.id,
|
||||
player_id: playerId
|
||||
});
|
||||
|
||||
<h2>${playersData.find(player => player.id == playerId).name} gagne la partie et remporte ${gameData.last_bet} 🪙 !</h2>
|
||||
<button class="btn-back" onclick="window.location.href='index.html'">Retour à l'accueil</button>
|
||||
<button class="btn-replay" onclick="StartNewGame()">Rejouer</button>
|
||||
`;
|
||||
if (resWinner && resWinner.success) {
|
||||
console.log("✅ Winner ID mis à jour en BDD");
|
||||
|
||||
// 2. Deuxième requête : On passe le statut à 'finished'
|
||||
// C'est cette requête qui va déclencher l'écran de victoire chez les joueurs via le SSE
|
||||
const resStatus = await SqlRequest('update_game_status', {
|
||||
game_id: gameData.id,
|
||||
status: 'finished'
|
||||
});
|
||||
|
||||
if (resStatus && resStatus.success) {
|
||||
console.log("✅ Statut passé à 'finished'");
|
||||
|
||||
// Mise à jour de l'interface Admin
|
||||
showAdminWinPanel(playerId);
|
||||
}
|
||||
} else {
|
||||
console.error("Erreur lors de la déclaration du gagnant :", response.error);
|
||||
alert("Erreur lors de la mise à jour du gagnant.");
|
||||
}
|
||||
}
|
||||
|
||||
// Fonction isolée pour l'affichage du panel admin (plus propre)
|
||||
function showAdminWinPanel(playerId) {
|
||||
const container = document.querySelector('.table-container');
|
||||
if (container) container.classList.remove('blur-effect');
|
||||
|
||||
const winPanel = document.querySelector('.win-panel');
|
||||
if (winPanel) {
|
||||
const winner = playersData.find(p => p.id == playerId);
|
||||
winPanel.innerHTML = `
|
||||
<h2>🏆 Victoire de ${winner ? winner.name : 'Joueur'}</h2>
|
||||
<p>Le pot de ${gameData.pot} 🪙 lui a été attribué.</p>
|
||||
<button class="btn-spaction" onclick="StartNewGame()">Nouvelle Manche</button>
|
||||
`;
|
||||
}
|
||||
}
|
||||
async function StartNewGame() {
|
||||
window.location.reload();
|
||||
// 1. On force le verrouillage (status: 1) avant de relancer
|
||||
try {
|
||||
const response = await SqlRequest('toggle_lock', {
|
||||
game_id: gameData.id,
|
||||
status: 1 // 1 pour verrouillé
|
||||
});
|
||||
|
||||
if (response.success) {
|
||||
console.log("Partie verrouillée, relance en cours...");
|
||||
// 2. On recharge la page pour démarrer la nouvelle main
|
||||
const response = await SqlRequest('update_game_status', {
|
||||
game_id: gameData.id,
|
||||
status: 'playing'
|
||||
});
|
||||
if(response.success){
|
||||
window.location.reload();
|
||||
} else {
|
||||
console.error("Erreur de changement de status :", response.error);
|
||||
}
|
||||
} else {
|
||||
console.error("Erreur de verrouillage :", response.error);
|
||||
// Optionnel : on recharge quand même ou on affiche une alerte
|
||||
window.location.reload();
|
||||
}
|
||||
} catch (error) {
|
||||
console.error("Erreur réseau :", error);
|
||||
window.location.reload();
|
||||
}
|
||||
}
|
||||
|
||||
async function addMoney() {
|
||||
|
||||
Reference in New Issue
Block a user