1b11a60acc
The client was checking activePlayers.length <= 1 and calling endGame() prematurely, before the server's authoritative game-over event. Now the client only ends the game when the server explicitly sends the 'game-over' event. Added server-side logging to track active player count and winner.
255 lines
7.4 KiB
JavaScript
255 lines
7.4 KiB
JavaScript
// Main Application - Ties everything together
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let localGame = null;
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let renderer = null;
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let lastTime = 0;
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// Initialize when DOM is ready
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document.addEventListener('DOMContentLoaded', () => {
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// Connect to server
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network.connect();
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// Initialize renderer
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renderer = new TetrisRenderer('battle-grid');
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// Setup network listeners
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setupNetworkListeners();
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// Setup keyboard controls
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setupKeyboardControls();
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});
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function setupNetworkListeners() {
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// Player joined lobby
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network.setListener('player-joined', (player) => {
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ui.updatePlayerList(network.getAllPlayers());
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// Show lobby screen if we're on the login screen
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if (ui.screens.room.classList.contains('active')) {
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ui.showScreen('lobby');
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}
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});
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// Player left lobby
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network.setListener('player-left', (playerId) => {
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ui.updatePlayerList(network.getAllPlayers());
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});
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// Game started
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network.setListener('game-started', (players, states) => {
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ui.showScreen('game');
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ui.displays.gameRoomName.textContent = 'GLOBAL LOBBY';
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// Clear old boards
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renderer.clearAll();
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// Create boards for all players
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states.forEach((state) => {
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const player = network.getPlayer(state.playerId);
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renderer.createPlayerBoard(state.playerId, player.name);
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// Initialize local game for current player
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if (state.playerId === network.currentPlayerId) {
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localGame = new TetrisGame(state.playerId);
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localGame.loadState(state);
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}
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});
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// Set up battle grid layout
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updateBattleGridLayout(players.length);
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// Start game loop
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lastTime = performance.now();
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requestAnimationFrame(gameLoop);
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});
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// State update during game
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network.setListener('state-update', (states) => {
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// Update local game if it's our state
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const localState = states.find(s => s.playerId === network.currentPlayerId);
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if (localState) {
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localGame.loadState(localState);
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}
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// Game over is handled by the server via 'game-over' event
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// Don't check locally to avoid premature game end
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});
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// Game over
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network.setListener('game-over', (data) => {
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endGame(data.states);
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});
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// Forced spectator - game already in progress
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network.setListener('forced-spectator', ({ states, players }) => {
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ui.showScreen('game');
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ui.showSpectatorMode();
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// Clear old boards
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renderer.clearAll();
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// Create boards for all players (spectator can see everyone)
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states.forEach((state) => {
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const player = network.getPlayer(state.playerId);
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renderer.createPlayerBoard(state.playerId, player.name);
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});
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// Set up battle grid layout
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updateBattleGridLayout(players.length);
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// Start game loop for viewing
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lastTime = performance.now();
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requestAnimationFrame(gameLoop);
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});
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// Spectator joined
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network.setListener('spectator-joined', (spectator) => {
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ui.updateSpectatorList(network.getAllSpectators());
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});
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// Spectator left
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network.setListener('spectator-left', (spectatorId) => {
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ui.updateSpectatorList(network.getAllSpectators());
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});
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}
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function setupKeyboardControls() {
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document.addEventListener('keydown', (e) => {
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// Spectators cannot control the game
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if (network.isSpectator) return;
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if (ui.screens.game.classList.contains('active') && localGame) {
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switch (e.key) {
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case 'ArrowLeft':
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network.sendMove('left');
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e.preventDefault();
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break;
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case 'ArrowRight':
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network.sendMove('right');
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e.preventDefault();
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break;
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case 'ArrowDown':
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network.sendDrop();
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e.preventDefault();
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break;
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case 'ArrowUp':
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network.sendRotate();
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e.preventDefault();
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break;
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case ' ':
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network.sendHardDrop();
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e.preventDefault();
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break;
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case 'c':
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case 'C':
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network.sendHold();
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e.preventDefault();
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break;
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}
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}
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});
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// Touch controls for mobile
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const btnLeft = document.getElementById('btn-left');
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const btnRight = document.getElementById('btn-right');
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const btnDown = document.getElementById('btn-down');
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const btnRotate = document.getElementById('btn-rotate');
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const btnDrop = document.getElementById('btn-drop');
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const btnHold = document.getElementById('btn-hold');
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const handleTouch = (e, action) => {
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e.preventDefault();
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e.stopPropagation();
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// Spectators cannot control the game
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if (network.isSpectator) return;
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if (ui.screens.game.classList.contains('active')) {
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action();
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}
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};
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// Use pointerdown for better touch response
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btnLeft.addEventListener('pointerdown', (e) => handleTouch(e, () => network.sendMove('left')));
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btnRight.addEventListener('pointerdown', (e) => handleTouch(e, () => network.sendMove('right')));
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btnDown.addEventListener('pointerdown', (e) => handleTouch(e, () => network.sendDrop()));
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btnRotate.addEventListener('pointerdown', (e) => handleTouch(e, () => network.sendRotate()));
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btnDrop.addEventListener('pointerdown', (e) => handleTouch(e, () => network.sendHardDrop()));
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btnHold.addEventListener('pointerdown', (e) => handleTouch(e, () => network.sendHold()));
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// Prevent double-tap zoom
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btnLeft.addEventListener('touchstart', (e) => e.preventDefault());
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btnRight.addEventListener('touchstart', (e) => e.preventDefault());
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btnDown.addEventListener('touchstart', (e) => e.preventDefault());
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btnRotate.addEventListener('touchstart', (e) => e.preventDefault());
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btnDrop.addEventListener('touchstart', (e) => e.preventDefault());
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btnHold.addEventListener('touchstart', (e) => e.preventDefault());
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}
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function updateBattleGridLayout(playerCount) {
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ui.displays.battleGrid.classList.remove('single-player', 'two-players', 'multi-player');
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if (playerCount === 1) {
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ui.displays.battleGrid.classList.add('single-player');
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} else if (playerCount === 2) {
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ui.displays.battleGrid.classList.add('two-players');
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} else {
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ui.displays.battleGrid.classList.add('multi-player');
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}
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}
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function endGame(states) {
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// Find winner
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const activePlayers = Object.values(states).filter(s => !s.eliminated);
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const eliminatedPlayers = Object.values(states).filter(s => s.eliminated);
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let winner = null;
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let scores = {};
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if (activePlayers.length === 1) {
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const winnerState = activePlayers[0];
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const winnerPlayer = network.getPlayer(winnerState.playerId);
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winner = winnerPlayer.name;
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}
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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] = {
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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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// Reset spectator mode for next round
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network.isSpectator = false;
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ui.hideSpectatorMode();
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ui.showGameOver(winner, scores);
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}
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function gameLoop(currentTime) {
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if (!ui.screens.game.classList.contains('active')) {
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return;
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}
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const deltaTime = currentTime - lastTime;
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lastTime = currentTime;
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// Update local game
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if (localGame) {
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localGame.update(deltaTime);
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}
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// Render all players
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const allStates = network.getAllGameStates();
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Object.values(allStates).forEach(state => {
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renderer.renderPlayer(state.playerId, state);
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});
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// Set active player highlight (or null for spectators to show all boards equally)
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renderer.setActivePlayer(network.isSpectator ? null : network.currentPlayerId);
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requestAnimationFrame(gameLoop);
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}
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