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248 lines
7.1 KiB
TypeScript
248 lines
7.1 KiB
TypeScript
import { NgClass, NgIf, CurrencyPipe, CommonModule } from '@angular/common';
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import { HttpClient } from '@angular/common/http';
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import { FormsModule } from '@angular/forms';
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import {
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ChangeDetectionStrategy,
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Component,
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ElementRef,
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inject,
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OnInit,
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signal,
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ViewChild,
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} from '@angular/core';
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import { AnimatedNumberComponent } from '@blackjack/components/animated-number/animated-number.component';
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import { catchError, finalize } from 'rxjs/operators';
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import { of } from 'rxjs';
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import { AuthService } from '@service/auth.service';
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import { AudioService } from '@shared/services/audio.service';
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import { CoinflipGame, CoinflipRequest } from './models/coinflip.model';
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@Component({
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selector: 'app-coinflip',
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standalone: true,
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imports: [AnimatedNumberComponent, CurrencyPipe, FormsModule, CommonModule, NgIf, NgClass],
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templateUrl: './coinflip.component.html',
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styleUrl: './coinflip.component.css',
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changeDetection: ChangeDetectionStrategy.OnPush,
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})
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export default class CoinflipComponent implements OnInit {
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currentBet = signal(10);
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balance = signal(0);
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gameInProgress = signal(false);
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isActionInProgress = signal(false);
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gameResult = signal<CoinflipGame | null>(null);
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betInputValue = signal(10);
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errorMessage = signal('');
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isInvalidBet = signal(false);
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@ViewChild('coinElement') coinElement?: ElementRef;
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audioService = inject(AudioService);
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authService = inject(AuthService);
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private http = inject(HttpClient);
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private coinflipSound?: HTMLAudioElement;
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ngOnInit(): void {
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// Subscribe to user updates for real-time balance changes
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this.authService.userSubject.subscribe((user) => {
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if (user) {
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this.balance.set(user.balance);
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}
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});
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// Initialize coinflip sound
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this.coinflipSound = new Audio('/sounds/coinflip.mp3');
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}
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setBetAmount(percentage: number) {
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const newBet = Math.floor(this.balance() * percentage);
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this.betInputValue.set(newBet > 0 ? newBet : 1);
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this.currentBet.set(this.betInputValue());
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}
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updateBet(event: Event) {
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const inputElement = event.target as HTMLInputElement;
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let value = Number(inputElement.value);
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// Reset invalid bet state
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this.isInvalidBet.set(false);
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// Enforce minimum bet of 1
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if (value <= 0) {
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value = 1;
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}
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// Cap bet at available balance and show feedback
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if (value > this.balance()) {
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value = this.balance();
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// Show visual feedback
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this.isInvalidBet.set(true);
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// Indicate the error briefly
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setTimeout(() => this.isInvalidBet.set(false), 800);
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// Update the input field directly to show the user the max value
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inputElement.value = String(value);
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}
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// Update signals
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this.betInputValue.set(value);
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this.currentBet.set(value);
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}
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betHeads() {
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this.placeBet('HEAD');
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}
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betTails() {
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this.placeBet('TAILS');
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}
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private placeBet(side: 'HEAD' | 'TAILS') {
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if (this.gameInProgress() || this.isActionInProgress()) return;
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// Reset previous result
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this.gameResult.set(null);
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this.errorMessage.set('');
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// Set game state
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this.gameInProgress.set(true);
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this.isActionInProgress.set(true);
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// Play bet sound
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this.audioService.playBetSound();
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// Create bet request
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const request: CoinflipRequest = {
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betAmount: this.currentBet(),
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coinSide: side,
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};
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// Call API
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this.http
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.post<CoinflipGame>('/backend/coinflip', request)
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.pipe(
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catchError((error) => {
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console.error('Error playing coinflip:', error);
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if (error.status === 400 && error.error.message.includes('insufficient')) {
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this.errorMessage.set('Insufficient funds');
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} else {
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this.errorMessage.set('An error occurred. Please try again.');
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}
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this.gameInProgress.set(false);
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return of(null);
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}),
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finalize(() => {
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this.isActionInProgress.set(false);
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})
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)
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.subscribe((result) => {
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if (!result) return;
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console.log('API response:', result);
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// Fix potential property naming inconsistency from the backend
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const fixedResult: CoinflipGame = {
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isWin: result.isWin ?? result.win,
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payout: result.payout,
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coinSide: result.coinSide,
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};
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console.log('Fixed result:', fixedResult);
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// Play coin flip animation and sound
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this.playCoinFlipAnimation(fixedResult.coinSide);
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// Set result after animation completes
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setTimeout(() => {
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this.gameResult.set(fixedResult);
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// Update balance with new value from auth service
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this.authService.loadCurrentUser();
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// Play win sound if player won
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if (fixedResult.isWin) {
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this.audioService.playWinSound();
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}
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// Reset game state after showing result
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setTimeout(() => {
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this.gameInProgress.set(false);
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}, 1500);
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}, 1100); // Just after animation ends
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});
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}
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private playCoinFlipAnimation(result: 'HEAD' | 'TAILS') {
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if (!this.coinElement) return;
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const coinEl = this.coinElement.nativeElement;
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// Reset any existing animations
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coinEl.classList.remove('animate-to-heads', 'animate-to-tails');
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// Reset any inline styles from previous animations
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coinEl.style.transform = '';
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// Force a reflow to restart animation
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void coinEl.offsetWidth;
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// Play flip sound
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if (this.coinflipSound) {
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this.coinflipSound.currentTime = 0;
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this.coinflipSound.play().catch((err) => console.error('Error playing sound:', err));
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}
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// Add appropriate animation class based on result
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if (result === 'HEAD') {
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coinEl.classList.add('animate-to-heads');
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} else {
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coinEl.classList.add('animate-to-tails');
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}
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console.log(`Animation applied for result: ${result}`);
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}
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/**
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* Validates input as the user types to prevent invalid values
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*/
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validateBetInput(event: KeyboardEvent) {
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// Allow navigation keys (arrows, delete, backspace, tab)
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const navigationKeys = ['ArrowLeft', 'ArrowRight', 'Delete', 'Backspace', 'Tab'];
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if (navigationKeys.includes(event.key)) {
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return;
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}
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// Only allow numbers
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if (!/^\d$/.test(event.key)) {
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event.preventDefault();
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return;
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}
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// Get the value that would result after the keypress
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const input = event.target as HTMLInputElement;
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const currentValue = input.value;
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const cursorPosition = input.selectionStart || 0;
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const newValue =
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currentValue.substring(0, cursorPosition) +
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event.key +
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currentValue.substring(input.selectionEnd || cursorPosition);
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const numValue = Number(newValue);
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// Prevent values greater than balance
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if (numValue > this.balance()) {
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event.preventDefault();
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}
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}
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// We removed the paste handler for simplicity since the updateBet method
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// will handle any value that gets into the input field
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getResultClass() {
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if (!this.gameResult()) return '';
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const result = this.gameResult();
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const isWinner = result?.isWin || result?.win;
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return isWinner ? 'text-emerald-500' : 'text-accent-red';
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}
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}
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