Files
Pete/internal/web/static/js/casino-fx.js
prosolis 5ca056bf20 games: you buy the deck, and win it back a card at a time
Solitaire, Vegas rules — the only shape solitaire has ever had as a
gambling game. You don't win or lose the deal: the stake buys the deck
outright, and every card you get home to a foundation pays a fifty-second
of the tier's multiple back. Cash the board whenever you like and keep
what you've banked, so a board that has gone dead is a decision rather
than a wall. No undo: the stake is spent the moment the deck is bought,
and an undo would be a way to walk a losing board backwards until it wins.

Three deals, and the two dials are the whole difficulty of Klondike.
Patient draws one with unlimited passes and pays 1.4x, so it takes 38
cards home to get square. Vegas draws three, three times round, 2.2x,
square at 24. Cutthroat draws three and gives you one pass, 3.4x, square
at 16 — most of those boards never clear, and you're ahead long before
they would.

internal/games/klondike is the same pure reducer as the other two, and
Pays() is one function for the same reason hangman's is. Two fuzzers hold
the deck together: no sequence of moves can lose or duplicate a card, and
the board stays well-formed. They earned their keep immediately — the
first thing they caught was a recycle that reversed the waste. It flips as
a block, so the card drawn first comes out first, and reversing it would
have dealt a different game on every pass and quietly broken the seed in
the audit log.

The browser never sees the stock or a face-down card, which here is most
of the deck rather than blackjack's one hole card: a column sends how many
cards are under it, never which.

The table re-renders and animates the difference. Blackjack plays back a
script because a hand only ever grows at one end; solitaire moves runs
from anywhere to anywhere and an auto-finish moves eleven cards at once,
so a script of "append this card there" would be a second engine over here
and it would be the one that's wrong. Instead the board on screen is
always exactly the board the server says exists, and each card is played
from where it just was to where it now is. The events supply only what a
diff can't: where a newly-revealed card came from, and what the board is
worth.

The rules are mirrored in JS on purpose, and only to light up the columns
a held card can go to. Being shown where a card goes is the game teaching
you; being told no after you commit is the game scolding you. The server
still decides, and a disagreement snaps the board back to what it says.

Two things came out into the open rather than being copied, which is the
rule this room runs on: casino-cards.js (the deck — faces, pips, the flip)
and PeteFX.spot() (the pile of chips and the number under it, which now
owns the rule that the number is a readout of the pile). Blackjack uses
both.

Not yet driven in a browser.
2026-07-14 01:40:14 -07:00

323 lines
12 KiB
JavaScript

// The moving parts of the room.
//
// A casino is mostly one gesture repeated: something of value is picked up here
// and put down there, in front of you, slowly enough that you can object. So the
// only real idea in this file is fly() — take an element's place on screen, take
// another's, and move a chip between them on an arc that a hand would make.
//
// Everything flies in a fixed overlay pinned to the viewport, not inside the
// felt, because a chip's journey starts on a button *outside* the felt and any
// container in between would clip it halfway. Coordinates come from
// getBoundingClientRect, so the overlay needs no knowledge of the layout at all
// and nothing has to be positioned relative to anything else.
//
// Exposed as window.PeteFX. Nothing in here knows what blackjack is.
(function () {
"use strict";
var reduced =
window.matchMedia && window.matchMedia("(prefers-reduced-motion: reduce)").matches;
var layer = null;
function stage() {
if (!layer) {
layer = document.createElement("div");
layer.className = "pete-fly-layer";
layer.setAttribute("aria-hidden", "true");
document.body.appendChild(layer);
}
return layer;
}
// Where a thing is, in viewport coordinates: the middle of it.
function centre(target) {
if (!target) return { x: 0, y: 0 };
if (typeof target.x === "number") return target;
var r = target.getBoundingClientRect();
return { x: r.left + r.width / 2, y: r.top + r.height / 2 };
}
// DENOMS, biggest first — the order you break an amount down in.
var DENOMS = [500, 100, 25, 5];
// chipsFor turns an amount into the chips a dealer would actually push across:
// as few as possible, biggest first. Capped, because a €10,000 bet is 20 purple
// chips and nobody wants to watch 20 of anything fly. Past the cap the stack
// just gets shorter than the number under it, which is what a real tall stack
// looks like from across a table anyway.
function chipsFor(amount, cap) {
var out = [];
var left = Math.max(0, Math.round(amount || 0));
for (var i = 0; i < DENOMS.length && left > 0; i++) {
while (left >= DENOMS[i]) {
out.push(DENOMS[i]);
left -= DENOMS[i];
}
}
if (left > 0) out.push(5); // a remainder below the smallest chip still shows up
var max = cap || 12;
return out.length > max ? out.slice(0, max) : out;
}
function disc(denom) {
var el = document.createElement("div");
el.className = "pete-disc";
el.dataset.chip = String(denom);
return el;
}
// A deterministic wobble per index, so a stack looks hand-placed but doesn't
// reshuffle itself every time the page repaints.
function jitter(i, spread) {
var n = Math.sin((i + 1) * 12.9898) * 43758.5453;
return ((n - Math.floor(n)) * 2 - 1) * (spread || 1);
}
// fly moves one chip from one place to another and resolves when it lands.
//
// The arc is the point. A straight line between two rects reads as a UI
// transition; a chip that rises, travels and drops reads as a throw. WAAPI does
// this in one keyframe list because it can interpolate a midpoint — a CSS
// transition can't, which is why this isn't a class toggle.
function fly(from, to, opts) {
opts = opts || {};
var a = centre(from);
var b = centre(to);
var el = disc(opts.denom || 25);
el.className += " pete-fly";
stage().appendChild(el);
var dur = opts.duration || 420;
if (reduced) dur = 1;
// How high it goes: further throws arc higher, and a lob can be forced.
var dist = Math.hypot(b.x - a.x, b.y - a.y);
var lift = Math.min(120, 28 + dist * 0.18) * (opts.lift == null ? 1 : opts.lift);
var midX = (a.x + b.x) / 2;
var midY = (a.y + b.y) / 2 - lift;
var spin = opts.spin == null ? jitter(opts.index || 0, 90) : opts.spin;
var anim = el.animate(
[
{ transform: t(a.x, a.y, 0.85, 0), opacity: 1, offset: 0 },
{ transform: t(midX, midY, 1.12, spin * 0.6), opacity: 1, offset: 0.5 },
{ transform: t(b.x, b.y, 1, spin), opacity: opts.fade ? 0 : 1, offset: 1 },
],
{ duration: dur, easing: "cubic-bezier(0.33, 0, 0.25, 1)", delay: reduced ? 0 : opts.delay || 0, fill: "both" }
);
return anim.finished
.catch(function () {})
.then(function () {
el.remove();
});
}
function t(x, y, scale, rot) {
return "translate(" + x + "px," + y + "px) scale(" + scale + ") rotate(" + rot + "deg)";
}
// flyMany throws a whole bet across, one chip after another rather than all at
// once, because a pile of chips arriving as a single object is a progress bar.
// Resolves when the last one lands.
function flyMany(from, to, denoms, opts) {
opts = opts || {};
var gap = reduced ? 0 : opts.gap == null ? 70 : opts.gap;
var each = denoms.map(function (d, i) {
return fly(from, to, {
denom: d,
index: i,
delay: (opts.delay || 0) + i * gap,
duration: opts.duration,
lift: opts.lift,
fade: opts.fade,
spin: opts.spin,
});
});
if (opts.onLand && !reduced) {
denoms.forEach(function (d, i) {
setTimeout(opts.onLand, (opts.delay || 0) + i * gap + (opts.duration || 420), d, i);
});
} else if (opts.onLand) {
denoms.forEach(function (d, i) { opts.onLand(d, i); });
}
return Promise.all(each);
}
// A bet spot: the pile of chips sitting on it, and the number printed under
// the pile.
//
// The rule the whole room is built on lives in here, which is why it's one
// object and not two variables on a table: **the number is a readout of the
// pile, never the other way round.** There is no way to change one without the
// other, so a settled game can't leave "your bet: 300" printed over an empty
// circle, and a payout can't be counted before the chips that justify it have
// landed.
//
// els: {spot, stack, total}. Blackjack's spot holds the stake; solitaire's
// holds what you've banked, which grows a card at a time. Same object.
function spot(els) {
var api = {
// What the pile is holding. Written by render, and readable by a table that
// needs to know whether a chip is already on its way down.
amount: 0,
render: function (n) {
api.amount = n || 0;
els.stack.innerHTML = "";
if (els.spot) els.spot.dataset.live = api.amount > 0 ? "1" : "0";
if (!api.amount) {
if (els.total) els.total.classList.add("hidden");
return;
}
chipsFor(api.amount).forEach(function (d, i) {
var c = disc(d);
c.style.setProperty("--i", i);
c.style.setProperty("--spin", jitter(i, 12).toFixed(1) + "deg");
c.style.animationDelay = (reduced ? 0 : i * 40) + "ms";
els.stack.appendChild(c);
});
if (els.total) {
els.total.textContent = api.amount.toLocaleString();
els.total.classList.remove("hidden");
}
},
// pour throws a run of chips onto the spot and grows the pile as each one
// lands — by the value of the chip that landed, so the total under the pile
// counts up the way the chips do. The last chip carries the remainder,
// because chipsFor caps how many chips it will make you watch and the pile
// still has to end on the real number.
pour: function (from, amount, opts) {
if (amount <= 0) return Promise.resolve();
var base = api.amount;
var chips = chipsFor(amount, 8);
var run = 0;
return flyMany(from, els.spot, chips, Object.assign({
onLand: function (d, i) {
run += d;
api.render(base + (i === chips.length - 1 ? amount : run));
},
}, opts || {}));
},
// sweep sends chips off the spot to somewhere else — your pile, or the
// house's rack. The spot is emptied *now* rather than when they land, so
// nothing that is already in the air can be bet a second time.
sweep: function (to, amount, opts) {
var n = amount == null ? api.amount : amount;
var left = api.amount - n;
if (n <= 0) return Promise.resolve();
var chain = flyMany(els.spot, to, chipsFor(n, 8), Object.assign({ gap: 40, lift: 0.8 }, opts || {}));
api.render(left > 0 ? left : 0);
return chain;
},
};
return api;
}
// burst: confetti out of a point. Saved for the things worth celebrating.
function burst(target, opts) {
if (reduced) return Promise.resolve();
opts = opts || {};
var c = centre(target);
var n = opts.count || 26;
var colours = opts.colours || ["#f2b53d", "#4caf7d", "#5aa9e6", "#b079d6", "#ffffff", "#cc3d4a"];
var done = [];
for (var i = 0; i < n; i++) {
var bit = document.createElement("div");
bit.className = "pete-spark";
bit.style.background = colours[i % colours.length];
stage().appendChild(bit);
// Fired into a cone that mostly goes up, then let gravity have it.
var angle = (-Math.PI / 2) + jitter(i, 1) * (opts.spread || 1.15);
var speed = 120 + Math.abs(jitter(i + 7, 1)) * 190;
var vx = Math.cos(angle) * speed;
var vy = Math.sin(angle) * speed;
var dropTo = c.y + 220 + jitter(i + 3, 60);
done.push(
bit
.animate(
[
{ transform: t(c.x, c.y, 0.6, 0), opacity: 1, offset: 0 },
{
transform: t(c.x + vx * 0.45, c.y + vy * 0.45, 1, jitter(i, 180)),
opacity: 1,
offset: 0.4,
},
// Held at full colour most of the way down: a piece of confetti that
// starts fading the moment it's thrown reads as smoke.
{
transform: t(c.x + vx * 0.75, c.y + vy * 0.3 + 110, 0.95, jitter(i, 380)),
opacity: 1,
offset: 0.75,
},
{
transform: t(c.x + vx * 0.9, dropTo, 0.9, jitter(i, 540)),
opacity: 0,
offset: 1,
},
],
{
duration: 900 + Math.abs(jitter(i + 11, 1)) * 500,
easing: "cubic-bezier(0.18, 0.7, 0.4, 1)",
fill: "both",
}
)
.finished.catch(function () {})
.then(
(function (b) {
return function () { b.remove(); };
})(bit)
)
);
}
return Promise.all(done);
}
// count rolls a number to a new value instead of swapping it. A chip count that
// jumps is a variable; one that climbs is a payout.
function count(el, to, opts) {
if (!el) return;
opts = opts || {};
var from = parseInt(String(el.textContent).replace(/[^0-9-]/g, ""), 10);
if (isNaN(from) || reduced || from === to) {
el.textContent = (to || 0).toLocaleString();
return;
}
var dur = opts.duration || 520;
var t0 = null;
if (el._petePop) el._petePop.cancel();
el._petePop = el.animate(
[{ transform: "scale(1)" }, { transform: "scale(1.12)" }, { transform: "scale(1)" }],
{ duration: dur, easing: "ease-out" }
);
function step(ts) {
if (t0 === null) t0 = ts;
var p = Math.min(1, (ts - t0) / dur);
var eased = 1 - Math.pow(1 - p, 3);
el.textContent = Math.round(from + (to - from) * eased).toLocaleString();
if (p < 1) requestAnimationFrame(step);
else el.textContent = (to || 0).toLocaleString();
}
requestAnimationFrame(step);
}
window.PeteFX = {
reduced: reduced,
chipsFor: chipsFor,
disc: disc,
jitter: jitter,
fly: fly,
flyMany: flyMany,
spot: spot,
burst: burst,
count: count,
centre: centre,
};
})();