// The blackjack table. // // The browser holds no game. It sends intents — deal, hit, stand, double — and // the server answers with the cards you're allowed to see plus the *script* of // how they got there: one event per card off the shoe, in the order the shoe // gave them up. This file's job is to play that script back at a human speed // rather than snapping the finished hand into place. // // Which is also why the hole card works the way it does: the server sends a // "dealer_hole" event with no card attached, because while you are still acting // it hasn't told anyone what that card is. It arrives with the reveal. (function () { "use strict"; var root = document.querySelector("[data-blackjack]"); if (!root) return; var dealerEl = root.querySelector("[data-dealer]"); var playerEl = root.querySelector("[data-player]"); var dTotalEl = root.querySelector("[data-dealer-total]"); var pTotalEl = root.querySelector("[data-player-total]"); var betChip = root.querySelector("[data-bet]"); var verdictEl = root.querySelector("[data-verdict]"); var betting = root.querySelector("[data-betting]"); var actions = root.querySelector("[data-actions]"); var betAmount = root.querySelector("[data-bet-amount]"); var dealBtn = root.querySelector("[data-deal]"); var msgEl = root.querySelector("[data-table-msg]"); var bet = 25; var busy = false; // a request is in flight, or cards are still landing var hand = null; // the hand as the server last described it var DEAL_MS = 380; // one card's flight, and the gap before the next var FLIP_MS = 450; var reduced = window.matchMedia && window.matchMedia("(prefers-reduced-motion: reduce)").matches; function pace(ms) { return reduced ? 0 : ms; } function wait(ms) { return new Promise(function (r) { setTimeout(r, pace(ms)); }); } function say(text, tone) { if (!text) { msgEl.classList.add("hidden"); return; } msgEl.textContent = text; msgEl.classList.remove("hidden"); msgEl.style.color = tone === "bad" ? "#cc3d4a" : ""; } // ---- drawing -------------------------------------------------------------- // cardEl builds one card. face === null means face-down: the card is dealt, // but this browser has not been told what it is. function cardEl(face) { var wrap = document.createElement("div"); wrap.className = "pete-card"; wrap.dataset.face = face ? "up" : "down"; // Every card flies out of the shoe, which sits in the top-right of the felt. // The offset is per-card, so a card landing further left flies further. wrap.style.setProperty("--deal-x", "14rem"); wrap.style.setProperty("--deal-y", "-6rem"); var inner = document.createElement("div"); inner.className = "pete-card-inner"; var front = document.createElement("div"); front.className = "pete-card-front"; var back = document.createElement("div"); back.className = "pete-card-back"; inner.appendChild(front); inner.appendChild(back); wrap.appendChild(inner); if (face) paintFace(front, face); return wrap; } // ---- the face ------------------------------------------------------------ // // A card is drawn, not typed. The first attempt set the pips as text — "♠" in a // span — and at the size a card actually is, a suit character renders as a // speck: the shape is whatever font happened to answer, it doesn't scale, and // it can't be positioned to the half-row a real pip layout needs. // // So each face is one SVG on a 100×140 field (the proportions of a real card), // with the suits as vector shapes. Everything below is coordinates on that // field, which is why the pips land where a printed deck puts them instead of // where a flexbox felt like putting them. var SUIT_ART = { "♠": '', "♥": '', "♦": '', "♣": '' + '', }; // Pip layouts, the way a real deck lays them out — which is not "N suits in a // row". [x, y] on the 100×140 field. The seven canonical rows sit at y = 27, // 41, 56, 70, 84, 99, 113; sevens, eights and tens carry a pip *between* two of // them, which is the whole reason this is a table of coordinates and not a // grid. Anything below the middle is printed upside down, so it is. var R = [0, 27, 41.4, 55.7, 70, 84.3, 98.6, 113]; // 1-indexed, R[4] is the middle var L = 30, C = 50, Rr = 70; // the three columns var PIPS = { "A": [[C, 70, 2.1]], "2": [[C, R[1]], [C, R[7]]], "3": [[C, R[1]], [C, R[4]], [C, R[7]]], "4": [[L, R[1]], [Rr, R[1]], [L, R[7]], [Rr, R[7]]], "5": [[L, R[1]], [Rr, R[1]], [C, R[4]], [L, R[7]], [Rr, R[7]]], "6": [[L, R[1]], [Rr, R[1]], [L, R[4]], [Rr, R[4]], [L, R[7]], [Rr, R[7]]], "7": [[L, R[1]], [Rr, R[1]], [C, 48.5], [L, R[4]], [Rr, R[4]], [L, R[7]], [Rr, R[7]]], "8": [[L, R[1]], [Rr, R[1]], [C, 48.5], [L, R[4]], [Rr, R[4]], [C, 91.5], [L, R[7]], [Rr, R[7]]], "9": [[L, R[1]], [Rr, R[1]], [L, R[3]], [Rr, R[3]], [C, R[4]], [L, R[5]], [Rr, R[5]], [L, R[7]], [Rr, R[7]]], "10": [[L, R[1]], [Rr, R[1]], [C, 48.5], [L, R[3]], [Rr, R[3]], [L, R[5]], [Rr, R[5]], [C, 91.5], [L, R[7]], [Rr, R[7]]], }; var COURT = { "J": "Jack", "Q": "Queen", "K": "King" }; // One pip: the suit art, scaled and dropped at [x, y], turned over if it sits // below the middle of the card. function pipAt(suit, x, y, scale) { var s = (scale || 1) * 0.17; var turn = y > 70 ? " rotate(180 50 50)" : ""; return '' + SUIT_ART[suit] + ""; } // The corner index: rank over suit. Printed in both corners, the second one // upside down, which is what lets you read a card from a fanned hand. function index(face) { var g = '' + '' + face.rank + "" + '' + SUIT_ART[face.suit] + "" + ""; return g + '' + g + ""; } // paintFace draws the card. The dealer's cards and yours use the same face, // because they came out of the same shoe. function paintFace(front, face) { front.dataset.red = face.red ? "1" : "0"; var body = ""; if (COURT[face.rank]) { // Court cards: a framed panel, the suit above the letter and again below it // the other way up. A real court mirrors a *figure*; mirroring a letter just // stacks two of them into a blob, which is exactly what the first attempt // did. No portrait either — a drawn king would fight the room, and this // reads instantly at the size a card actually is. body = '' + pipAt(face.suit, 50, 38, 0.95) + '' + face.rank + "" + pipAt(face.suit, 50, 102, 0.95); } else { var spots = PIPS[face.rank] || []; for (var i = 0; i < spots.length; i++) { body += pipAt(face.suit, spots[i][0], spots[i][1], spots[i][2]); } } front.innerHTML = '' + index(face) + body + ""; } // "A♠" is not something a screen reader should be asked to pronounce. function ariaFor(face) { var SUITS = { "♠": "spades", "♥": "hearts", "♦": "diamonds", "♣": "clubs" }; var name = COURT[face.rank] || (face.rank === "A" ? "Ace" : face.rank); var suit = SUITS[face.suit]; return suit ? name + " of " + suit : face.label; } // turnOver flips a face-down card up, now that we've been told what it is. function turnOver(wrap, face) { if (!wrap) return; paintFace(wrap.querySelector(".pete-card-front"), face); wrap.dataset.face = "up"; } function totals(v) { if (v.total) { pTotalEl.textContent = v.total + (v.soft ? " (soft)" : ""); pTotalEl.classList.remove("hidden"); } else { pTotalEl.classList.add("hidden"); } // While the hole card is down, the dealer's total is only what's showing — // so say so, rather than printing a number that quietly means something else. if (v.dealer && v.dealer.length) { dTotalEl.textContent = v.hole ? v.dealer_total + " showing" : String(v.dealer_total); dTotalEl.classList.remove("hidden"); } else { dTotalEl.classList.add("hidden"); } } // paint puts a hand on the felt with no animation. This is the resume path: // you reloaded, or Pete restarted, and your cards are simply there. function paint(v) { dealerEl.innerHTML = ""; playerEl.innerHTML = ""; if (!v) { setPhase(null); return; } v.player.forEach(function (c) { playerEl.appendChild(cardEl(c)); }); v.dealer.forEach(function (c) { dealerEl.appendChild(cardEl(c)); }); if (v.hole) dealerEl.appendChild(cardEl(null)); totals(v); setPhase(v); } var VERDICTS = { blackjack: "Blackjack! 🎉", win: "You win!", dealer_bust: "Dealer busts. You win!", lose: "Dealer takes it.", bust: "Bust.", push: "Push — your bet comes back.", }; function verdict(v) { var text = VERDICTS[v.outcome] || ""; if (!text) { verdictEl.classList.add("hidden"); return; } if (v.net > 0) text += " +" + v.net.toLocaleString(); else if (v.net < 0) text += " " + v.net.toLocaleString(); verdictEl.textContent = text; verdictEl.classList.remove("hidden"); playerEl.dataset.won = v.net > 0 ? "1" : "0"; } // setPhase swaps the controls: bet between hands, act during one. function setPhase(v) { hand = v; var live = !!v && v.phase === "player"; betting.classList.toggle("hidden", live); actions.classList.toggle("hidden", !live); if (v && v.bet) { betChip.textContent = "Bet " + v.bet.toLocaleString(); betChip.classList.remove("hidden"); } else { betChip.classList.add("hidden"); } if (live) { var dbl = actions.querySelector('[data-move="double"]'); if (dbl) dbl.disabled = !v.can_double; } if (!v || v.phase !== "player") verdictEl.classList.toggle("hidden", !(v && v.outcome)); } // ---- the script ----------------------------------------------------------- // play walks the server's events, one card at a time. It is deliberately the // only thing that renders during a hand: the final state is applied at the end, // so what you watch and what the server says can't disagree halfway through. function play(view) { var events = view.events || []; var final = view.hand; var hole = null; // the face-down card element, once one has been dealt var chain = Promise.resolve(); events.forEach(function (e) { chain = chain.then(function () { switch (e.kind) { case "deal": dealerEl.innerHTML = ""; playerEl.innerHTML = ""; playerEl.dataset.won = "0"; verdictEl.classList.add("hidden"); return; case "player_card": playerEl.appendChild(cardEl(e.card)); return wait(DEAL_MS); case "dealer_card": dealerEl.appendChild(cardEl(e.card)); return wait(DEAL_MS); case "dealer_hole": hole = cardEl(null); dealerEl.appendChild(hole); return wait(DEAL_MS); case "reveal": // The hole card turns over. Its face is in the final hand — this is // the first moment the server has been willing to say what it was. if (!hole) hole = dealerEl.querySelector('.pete-card[data-face="down"]'); if (hole && final && final.dealer && final.dealer[1]) { turnOver(hole, final.dealer[1]); } return wait(FLIP_MS); case "settle": return; } }); }); return chain.then(function () { if (final) { totals(final); setPhase(final); if (final.phase === "done") verdict(final); } else { paint(null); } }); } // ---- talking to the table ------------------------------------------------- function send(path, body) { if (busy) return; busy = true; say(""); return window.PeteGames.post(path, body) .then(function (view) { window.PeteGames.apply(view); return play(view); }) .catch(function (err) { say(err.message, "bad"); // Whatever we thought was on the felt, the server is the authority on it. return window.PeteGames.refresh(); }) .then(function () { busy = false; }); } // ---- betting -------------------------------------------------------------- function showBet() { betAmount.textContent = bet.toLocaleString(); var money = window.PeteGames.view(); if (dealBtn) dealBtn.disabled = bet <= 0 || !money || money.chips < bet; } root.querySelectorAll("[data-chip]").forEach(function (btn) { btn.addEventListener("click", function () { bet += parseInt(btn.dataset.chip, 10); showBet(); }); }); var clearBtn = root.querySelector("[data-bet-clear]"); if (clearBtn) { clearBtn.addEventListener("click", function () { bet = 0; showBet(); }); } if (dealBtn) { dealBtn.addEventListener("click", function () { if (bet <= 0) { say("Put something on it first.", "bad"); return; } send("/api/games/blackjack/deal", { bet: bet }); }); } root.querySelectorAll("[data-move]").forEach(function (btn) { btn.addEventListener("click", function () { send("/api/games/blackjack/move", { move: btn.dataset.move }); }); }); document.addEventListener("keydown", function (e) { if (e.metaKey || e.ctrlKey || e.altKey) return; if (/^(input|textarea|select)$/i.test((e.target.tagName || ""))) return; if (!hand || hand.phase !== "player" || busy) return; var move = { h: "hit", s: "stand", d: "double" }[e.key.toLowerCase()]; if (!move) return; if (move === "double" && !hand.can_double) return; e.preventDefault(); send("/api/games/blackjack/move", { move: move }); }); // The money bar owns the first fetch; the table picks up whatever it found, // including a hand left sitting on the felt by a reload or a redeploy. var resumed = false; window.PeteGames.onUpdate(function (v) { if (!resumed) { resumed = true; if (v.hand) paint(v.hand); if (v.hand && v.hand.phase === "done") verdict(v.hand); } showBet(); }); })();