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casino/frontend/src/app/feature/game/coinflip/coinflip.component.ts
Jan K9f bb5f26ab60
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2025-05-21 11:06:41 +02:00

248 lines
7.1 KiB
TypeScript

import { NgClass, NgIf, CurrencyPipe, CommonModule } from '@angular/common';
import { HttpClient } from '@angular/common/http';
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 { 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, FormsModule, CommonModule, NgIf, NgClass],
templateUrl: './coinflip.component.html',
styleUrl: './coinflip.component.css',
changeDetection: ChangeDetectionStrategy.OnPush,
})
export default class CoinflipComponent implements OnInit {
currentBet = signal(10);
balance = signal(0);
gameInProgress = signal(false);
isActionInProgress = signal(false);
gameResult = signal<CoinflipGame | null>(null);
betInputValue = signal(10);
errorMessage = signal('');
isInvalidBet = signal(false);
@ViewChild('coinElement') coinElement?: ElementRef;
audioService = inject(AudioService);
authService = inject(AuthService);
private http = inject(HttpClient);
private coinflipSound?: HTMLAudioElement;
ngOnInit(): void {
// Subscribe to user updates for real-time balance changes
this.authService.userSubject.subscribe((user) => {
if (user) {
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;
let value = Number(inputElement.value);
// Reset invalid bet state
this.isInvalidBet.set(false);
// Enforce minimum bet of 1
if (value <= 0) {
value = 1;
}
// Cap bet at available balance and show feedback
if (value > this.balance()) {
value = this.balance();
// Show visual feedback
this.isInvalidBet.set(true);
// Indicate the error briefly
setTimeout(() => this.isInvalidBet.set(false), 800);
// Update the input field directly to show the user the max value
inputElement.value = String(value);
}
// Update signals
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: ${result}`);
}
/**
* Validates input as the user types to prevent invalid values
*/
validateBetInput(event: KeyboardEvent) {
// Allow navigation keys (arrows, delete, backspace, tab)
const navigationKeys = ['ArrowLeft', 'ArrowRight', 'Delete', 'Backspace', 'Tab'];
if (navigationKeys.includes(event.key)) {
return;
}
// Only allow numbers
if (!/^\d$/.test(event.key)) {
event.preventDefault();
return;
}
// Get the value that would result after the keypress
const input = event.target as HTMLInputElement;
const currentValue = input.value;
const cursorPosition = input.selectionStart || 0;
const newValue =
currentValue.substring(0, cursorPosition) +
event.key +
currentValue.substring(input.selectionEnd || cursorPosition);
const numValue = Number(newValue);
// Prevent values greater than balance
if (numValue > this.balance()) {
event.preventDefault();
}
}
// We removed the paste handler for simplicity since the updateBet method
// will handle any value that gets into the input field
getResultClass() {
if (!this.gameResult()) return '';
const result = this.gameResult();
const isWinner = result?.isWin || result?.win;
return isWinner ? 'text-emerald-500' : 'text-accent-red';
}
}