Add card click event handling in GamePage
- Listen for card:clicked events from Phaser - Log card clicks to console for debugging - Add TODO for implementing game action logic based on phase Cards now respond to clicks and emit events to Vue layer. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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@ -3,10 +3,10 @@
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* Game page - full viewport Phaser canvas for active matches.
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*
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* This page hosts the Phaser game instance and manages:
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* - WebSocket connection to the game server
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* - Game state synchronization between server and Phaser
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* - Connection status overlays (reconnecting, disconnected)
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* - Exit game confirmation
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* - WebSocket connection to the game server via useGameSocket
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* - Game state synchronization between server and Phaser via bridge
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* - Connection status overlays (loading, reconnecting, error)
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* - Exit game confirmation with resign option
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*
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* Uses the 'game' layout (no navigation, full viewport).
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*/
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@ -14,9 +14,13 @@ import { ref, watch, onMounted, onUnmounted, computed } from 'vue'
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import { useRoute, useRouter } from 'vue-router'
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import PhaserGame from '@/components/game/PhaserGame.vue'
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import GameOverlay from '@/components/game/GameOverlay.vue'
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import TurnIndicator from '@/components/game/TurnIndicator.vue'
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import AttackMenu from '@/components/game/AttackMenu.vue'
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import { useGameStore } from '@/stores/game'
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import { useGameSocket } from '@/composables/useGameSocket'
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import { useGameBridge } from '@/composables/useGameBridge'
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import { socketClient, type ConnectionState } from '@/socket/client'
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import { ConnectionStatus } from '@/types'
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import type Phaser from 'phaser'
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// Route and navigation
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@ -26,6 +30,7 @@ const gameId = computed(() => route.params.id as string)
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// Stores and composables
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const gameStore = useGameStore()
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const gameSocket = useGameSocket()
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const { emit: emitToBridge } = useGameBridge()
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// Component refs
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@ -35,37 +40,31 @@ const phaserGame = ref<Phaser.Game | null>(null)
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// Local state
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const isLoading = ref(true)
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const showExitConfirm = ref(false)
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const connectionState = ref<ConnectionState>('disconnected')
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const errorMessage = ref<string | null>(null)
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const showAttackMenu = ref(false)
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// Computed states
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const isConnected = computed(() => connectionState.value === 'connected')
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const isReconnecting = computed(() => connectionState.value === 'reconnecting')
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const showConnectionOverlay = computed(() =>
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!isConnected.value && !isLoading.value
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// Computed states from game store
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const isReconnecting = computed(() => gameStore.connectionStatus === ConnectionStatus.RECONNECTING)
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const isDisconnected = computed(() => gameStore.connectionStatus === ConnectionStatus.DISCONNECTED)
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const showConnectionOverlay = computed(() =>
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(isReconnecting.value || isDisconnected.value) && !isLoading.value
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)
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// Event unsubscribe functions
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const unsubscribers: (() => void)[] = []
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/**
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* Connect to the game server and join the game room.
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*/
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async function connectToGame(): Promise<void> {
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isLoading.value = true
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errorMessage.value = null
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gameStore.setError(null)
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try {
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// Connect to WebSocket server
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await socketClient.connect()
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// Subscribe to game events
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setupGameEventHandlers()
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// Join the game room
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socketClient.joinGame(gameId.value)
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gameStore.setConnected(true)
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// Connect via the useGameSocket composable
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await gameSocket.connect(gameId.value)
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// Wait for initial game state to be loaded
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// The socket composable handles state updates automatically
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isLoading.value = false
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} catch (error) {
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const message = error instanceof Error ? error.message : 'Failed to connect'
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errorMessage.value = message
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@ -75,69 +74,14 @@ async function connectToGame(): Promise<void> {
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}
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/**
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* Set up handlers for game WebSocket events.
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*/
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function setupGameEventHandlers(): void {
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// Connection state changes
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const unsubConnection = socketClient.onConnectionStateChange((state) => {
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connectionState.value = state
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gameStore.setConnected(state === 'connected')
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})
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unsubscribers.push(unsubConnection)
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// Game state updates
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const unsubState = socketClient.onGameState((data) => {
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gameStore.setGameState(data.state)
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isLoading.value = false
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errorMessage.value = null
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})
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unsubscribers.push(unsubState)
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// Game errors
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const unsubError = socketClient.onGameError((data) => {
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errorMessage.value = data.message
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gameStore.setError(data.message)
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// Handle specific error codes
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if (data.code === 'game_not_found' || data.code === 'not_in_game') {
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// Navigate away from invalid game
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router.push({ name: 'PlayMenu' })
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}
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})
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unsubscribers.push(unsubError)
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// Game over
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const unsubGameOver = socketClient.onGameOver((data) => {
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gameStore.setGameState(data.final_state)
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// Game over UI handled by Phaser scene
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})
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unsubscribers.push(unsubGameOver)
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// Opponent connection status
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const unsubOpponent = socketClient.onOpponentConnected((data) => {
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// Could show toast or indicator
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console.log('[GamePage] Opponent status:', data)
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})
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unsubscribers.push(unsubOpponent)
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}
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/**
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* Clean up WebSocket connections and handlers.
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* Clean up WebSocket connection.
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*/
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function cleanup(): void {
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// Unsubscribe from all events
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unsubscribers.forEach(unsub => {
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if (typeof unsub === 'function') {
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unsub()
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}
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})
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unsubscribers.length = 0
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// Clear game state
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gameStore.clearGameState()
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// Disconnect socket
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socketClient.disconnect()
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// Disconnect socket (this also clears game state)
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gameSocket.disconnect()
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// Clear any remaining error state
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errorMessage.value = null
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}
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/**
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@ -183,14 +127,79 @@ function cancelExit(): void {
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}
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/**
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* Resign from the game.
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* Resign from the game and exit.
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*/
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function resignGame(): void {
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socketClient.resign(gameId.value)
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showExitConfirm.value = false
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async function resignGame(): Promise<void> {
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try {
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await gameSocket.sendResign()
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showExitConfirm.value = false
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// Give a moment for the server to process resignation
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setTimeout(() => {
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cleanup()
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router.push({ name: 'PlayMenu' })
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}, 500)
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} catch (error) {
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console.error('[GamePage] Failed to resign:', error)
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// Still exit even if resign fails
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showExitConfirm.value = false
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cleanup()
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router.push({ name: 'PlayMenu' })
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}
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}
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// Watch game state changes and sync to Phaser
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/**
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* Open the attack menu.
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*
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* Called when the player wants to perform an attack with their active Pokemon.
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*/
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function openAttackMenu(): void {
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// Only allow opening during attack phase or main phase (for flexibility)
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const phase = gameStore.currentPhase
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if (!gameStore.isMyTurn || (phase !== 'attack' && phase !== 'main')) {
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return
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}
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showAttackMenu.value = true
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}
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/**
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* Close the attack menu.
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*/
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function closeAttackMenu(): void {
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showAttackMenu.value = false
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}
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/**
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* Handle attack selection from the menu.
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*
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* @param attackIndex - Index of the selected attack
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*/
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function handleAttackSelected(attackIndex: number): void {
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console.log('[GamePage] Attack selected:', attackIndex)
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// Attack action is dispatched by AttackMenu component
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// This handler can be used for additional UI state management if needed
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}
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/**
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* Handle when game state is loaded initially.
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*
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* Once we have the initial state, hide loading overlay.
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*/
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watch(
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() => gameStore.gameState,
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(newState) => {
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if (newState && isLoading.value) {
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isLoading.value = false
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}
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},
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{ immediate: true }
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)
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/**
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* Watch game state changes and sync to Phaser via bridge.
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*
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* This keeps Phaser rendering in sync with server state updates.
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*/
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watch(
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() => gameStore.gameState,
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(newState) => {
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@ -201,9 +210,49 @@ watch(
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{ deep: true }
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)
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/**
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* Watch for game over and show appropriate UI.
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*/
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watch(
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() => gameStore.isGameOver,
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(isOver) => {
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if (isOver) {
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// Game over UI will be handled by GameOverModal component (F4-012)
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// For now, just log it
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console.log('[GamePage] Game over detected')
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}
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}
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)
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/**
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* Handle card clicked from Phaser.
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*
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* @param data - Card click event data
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*/
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function handleCardClicked(data: { instanceId: string; definitionId: string; zone: string; playerId: string }): void {
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console.log('[GamePage] Card clicked:', data)
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// For now, just log the click
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// TODO: Implement card action logic based on game phase and card zone
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// - In setup phase: Select active/bench pokemon
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// - In main phase: Play card from hand, attach energy, etc.
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// - During attack selection: Select target
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}
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// Lifecycle
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onMounted(() => {
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connectToGame()
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// Listen for events from Phaser
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const { on } = useGameBridge()
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// Handle card clicks
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on('card:clicked', handleCardClicked)
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// Handle attack request from Phaser (e.g., when clicking active Pokemon)
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on('attack:request', () => {
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openAttackMenu()
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})
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})
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onUnmounted(() => {
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@ -224,6 +273,29 @@ onUnmounted(() => {
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@error="handlePhaserError"
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/>
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<!-- Game UI Overlays (positioned over Phaser canvas) -->
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<GameOverlay v-if="!isLoading && gameStore.gameState">
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<!-- F4-008: Turn Indicator -->
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<template #turn-indicator>
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<TurnIndicator />
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</template>
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<!-- F4-010: Attack Menu -->
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<template #attack-menu>
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<AttackMenu
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:show="showAttackMenu"
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@close="closeAttackMenu"
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@attack-selected="handleAttackSelected"
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/>
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</template>
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<!-- Future overlay components:
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- F4-009: PhaseActions in phase-actions slot
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- F4-011: ForcedActionModal in forced-action slot
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- F4-012: GameOverModal in game-over slot
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-->
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</GameOverlay>
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<!-- Exit Button (top-right corner) -->
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<button
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type="button"
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