Show garbage received on player elimination
- Add garbageReceived array to player objects - Track garbage in addGarbageToPlayer() with sender name - Include garbageReceived in getStates() output - Update endGame() to pass garbage stats to UI - Update showGameOver() to display garbage count per player - Add CSS styling for eliminated players and garbage column - Bump CSS version for cache refresh Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -397,6 +397,16 @@ button:active {
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color: #0f0;
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}
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#final-scores .score-item.eliminated {
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border-color: #f00;
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opacity: 0.7;
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}
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#final-scores .score-item span:last-child {
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color: #888;
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font-size: 0.7rem;
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}
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/* Game Over Overlay */
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#gameover-screen {
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position: fixed;
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+1
-1
@@ -7,7 +7,7 @@
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<link rel="preconnect" href="https://fonts.googleapis.com">
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<link rel="preconnect" href="https://fonts.gstatic.com" crossorigin>
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<link href="https://fonts.googleapis.com/css2?family=Press+Start+2P&display=swap" rel="stylesheet">
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<link rel="stylesheet" href="css/style.css?v=10">
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<link rel="stylesheet" href="css/style.css?v=11">
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</head>
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<body>
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<div id="app">
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+6
-2
@@ -214,11 +214,15 @@ function endGame(states) {
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winner = winnerPlayer.name;
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}
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// Build scores list
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// Build scores list with garbage info
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Object.values(states).forEach(state => {
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const player = network.getPlayer(state.playerId);
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if (player) {
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scores[player.name] = state.score;
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scores[player.name] = {
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score: state.score,
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garbageReceived: (state.garbageReceived || []).length,
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eliminated: state.eliminated
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};
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}
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});
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+4
-2
@@ -140,12 +140,14 @@ class UIManager {
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this.displays.winnerDisplay.style.color = winner ? '#0f0' : '#fff';
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this.displays.finalScores.innerHTML = '';
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Object.entries(scores).forEach(([name, score], index) => {
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Object.entries(scores).forEach(([name, data], index) => {
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const item = document.createElement('div');
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item.className = 'score-item' + (index === 0 ? ' winner' : '');
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if (data.eliminated) item.classList.add('eliminated');
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item.innerHTML = `
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<span>${this.escapeHtml(name)}</span>
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<span>${score}</span>
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<span>Score: ${data.score}</span>
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<span class="garbage">Garbage: ${data.garbageReceived}</span>
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`;
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this.displays.finalScores.appendChild(item);
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});
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+8
-2
@@ -115,7 +115,8 @@ io.on('connection', (socket) => {
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eliminated: false,
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ready: false,
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dropCounter: 0,
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dropInterval: 1000
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dropInterval: 1000,
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garbageReceived: []
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};
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lobby.players.set(socket.id, player);
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@@ -479,6 +480,9 @@ function addGarbageToPlayer(player, senderName) {
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garbageRow[gap] = 0;
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player.board.push(garbageRow);
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// Track garbage received
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player.garbageReceived.push({ rows: 1, sender: senderName });
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// Push current piece up by 1 row if it exists (y decreases when moving up)
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if (player.currentPiece) {
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const oldY = player.currentPiece.y;
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@@ -519,6 +523,7 @@ function startGame() {
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player.dropInterval = 1000;
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player.holdPiece = null;
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player.canHold = true;
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player.garbageReceived = [];
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lobby.playerSequenceIndex.set(player.id, 0);
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}
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@@ -578,7 +583,8 @@ function getStates() {
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lines: p.lines,
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level: p.level,
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eliminated: p.eliminated,
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sequenceIndex: lobby.playerSequenceIndex.get(p.id) || 0
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sequenceIndex: lobby.playerSequenceIndex.get(p.id) || 0,
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garbageReceived: p.garbageReceived ? JSON.parse(JSON.stringify(p.garbageReceived)) : []
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}));
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}
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