fix: Claude fixed most issues

This commit is contained in:
Jan K9f 2025-05-21 10:46:16 +02:00
commit 9770ad3d8f
4 changed files with 328 additions and 75 deletions

View file

@ -1,45 +1,38 @@
import { CurrencyPipe } from '@angular/common';
import { HttpClient } from '@angular/common/http';
import { ChangeDetectionStrategy, Component, inject, OnInit, signal } from '@angular/core';
import { FormsModule } from '@angular/forms';
import { ChangeDetectionStrategy, Component, ElementRef, inject, OnInit, signal, ViewChild } from '@angular/core';
import { AnimatedNumberComponent } from '@blackjack/components/animated-number/animated-number.component';
import { GameInfoComponent } from '@blackjack/components/game-info/game-info.component';
import { catchError, finalize } from 'rxjs/operators';
import { of } from 'rxjs';
import { AuthService } from '@service/auth.service';
import { AudioService } from '@shared/services/audio.service';
import { CoinflipGame, CoinflipRequest } from './models/coinflip.model';
@Component({
selector: 'app-coinflip',
standalone: true,
imports: [AnimatedNumberComponent, CurrencyPipe],
imports: [AnimatedNumberComponent, CurrencyPipe, FormsModule],
templateUrl: './coinflip.component.html',
styleUrl: './coinflip.component.css',
changeDetection: ChangeDetectionStrategy.OnPush,
})
export default class CoinflipComponent implements OnInit {
currentBet = signal(0);
currentBet = signal(10);
balance = signal(0);
gameInProgress = signal(false);
isActionInProgress = signal(false);
gameResult = signal<CoinflipGame | null>(null);
betInputValue = signal(10);
errorMessage = signal('');
@ViewChild('coinElement') coinElement?: ElementRef;
audioService = inject(AudioService);
authService = inject(AuthService);
private http = inject(HttpClient);
setBetAmount(amount: number) {
this.currentBet.update((current) => current * amount);
}
onNewGame(bet: number): void {
this.isActionInProgress.set(true);
this.audioService.playBetSound();
this.currentBet.set(bet);
}
betHeads() {
this.gameInProgress.set(true);
}
betTails() {
this.gameInProgress.set(true);
}
private coinflipSound?: HTMLAudioElement;
ngOnInit(): void {
// Subscribe to user updates for real-time balance changes
@ -48,5 +41,151 @@ export default class CoinflipComponent implements OnInit {
this.balance.set(user.balance);
}
});
// Initialize coinflip sound
this.coinflipSound = new Audio('/sounds/coinflip.mp3');
}
setBetAmount(percentage: number) {
const newBet = Math.floor(this.balance() * percentage);
this.betInputValue.set(newBet > 0 ? newBet : 1);
this.currentBet.set(this.betInputValue());
}
updateBet(event: Event) {
const inputElement = event.target as HTMLInputElement;
const value = Number(inputElement.value);
if (value <= 0) {
this.betInputValue.set(1);
this.currentBet.set(1);
} else if (value > this.balance()) {
this.betInputValue.set(this.balance());
this.currentBet.set(this.balance());
} else {
this.betInputValue.set(value);
this.currentBet.set(value);
}
}
betHeads() {
this.placeBet('HEAD');
}
betTails() {
this.placeBet('TAILS');
}
private placeBet(side: 'HEAD' | 'TAILS') {
if (this.gameInProgress() || this.isActionInProgress()) return;
// Reset previous result
this.gameResult.set(null);
this.errorMessage.set('');
// Set game state
this.gameInProgress.set(true);
this.isActionInProgress.set(true);
// Play bet sound
this.audioService.playBetSound();
// Create bet request
const request: CoinflipRequest = {
betAmount: this.currentBet(),
coinSide: side
};
// Call API
this.http.post<CoinflipGame>('/backend/coinflip', request)
.pipe(
catchError(error => {
console.error('Error playing coinflip:', error);
if (error.status === 400 && error.error.message.includes('insufficient')) {
this.errorMessage.set('Insufficient funds');
} else {
this.errorMessage.set('An error occurred. Please try again.');
}
this.gameInProgress.set(false);
return of(null);
}),
finalize(() => {
this.isActionInProgress.set(false);
})
)
.subscribe(result => {
if (!result) return;
console.log('API response:', result);
// Fix potential property naming inconsistency from the backend
const fixedResult: CoinflipGame = {
isWin: result.isWin ?? result.win,
payout: result.payout,
coinSide: result.coinSide
};
console.log('Fixed result:', fixedResult);
// Play coin flip animation and sound
this.playCoinFlipAnimation(fixedResult.coinSide);
// Set result after animation completes
setTimeout(() => {
this.gameResult.set(fixedResult);
// Update balance with new value from auth service
this.authService.loadCurrentUser();
// Play win sound if player won
if (fixedResult.isWin) {
this.audioService.playWinSound();
}
// Reset game state after showing result
setTimeout(() => {
this.gameInProgress.set(false);
}, 1500);
}, 1100); // Just after animation ends
});
}
private playCoinFlipAnimation(result: 'HEAD' | 'TAILS') {
if (!this.coinElement) return;
const coinEl = this.coinElement.nativeElement;
// Reset any existing animations
coinEl.classList.remove('animate-to-heads', 'animate-to-tails');
// Reset any inline styles from previous animations
coinEl.style.transform = '';
// Force a reflow to restart animation
void coinEl.offsetWidth;
// Play flip sound
if (this.coinflipSound) {
this.coinflipSound.currentTime = 0;
this.coinflipSound.play().catch(err => console.error('Error playing sound:', err));
}
// Add appropriate animation class based on result
if (result === 'HEAD') {
coinEl.classList.add('animate-to-heads');
} else {
coinEl.classList.add('animate-to-tails');
}
console.log(`Animation applied for result: ${result}`);
}
getResultClass() {
if (!this.gameResult()) return '';
const result = this.gameResult();
const isWinner = result?.isWin || result?.win;
return isWinner ? 'text-emerald-500' : 'text-accent-red';
}
}