879 lines
29 KiB
JavaScript
879 lines
29 KiB
JavaScript
/* ===== ELSA GAMBLING — motore del reveal ===== */
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(function () {
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"use strict";
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const $ = (sel) => document.querySelector(sel);
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const roomById = Object.fromEntries(ROOMS.map((r) => [r.id, r]));
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const genderOf = Object.fromEntries(PARTICIPANTS.map((p) => [p.nome, p.genere]));
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const sleep = (ms) => new Promise((r) => setTimeout(r, ms));
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/* ---------- Audio sintetizzato (nessun file esterno) ---------- */
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const Audio = {
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ctx: null,
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master: null,
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on: true,
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init() {
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if (this.ctx) return;
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const AC = window.AudioContext || window.webkitAudioContext;
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this.ctx = new AC();
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this.master = this.ctx.createGain();
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this.master.gain.value = 0.5;
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this.master.connect(this.ctx.destination);
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},
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resume() {
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if (this.ctx && this.ctx.state === "suspended") this.ctx.resume();
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},
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blip(freq, dur = 0.05, type = "square", vol = 0.3, glideTo) {
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if (!this.on || !this.ctx) return;
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const t = this.ctx.currentTime;
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const o = this.ctx.createOscillator();
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const g = this.ctx.createGain();
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o.type = type;
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o.frequency.setValueAtTime(freq, t);
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if (glideTo) o.frequency.exponentialRampToValueAtTime(glideTo, t + dur);
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g.gain.setValueAtTime(vol, t);
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g.gain.exponentialRampToValueAtTime(0.0001, t + dur);
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o.connect(g).connect(this.master);
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o.start(t);
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o.stop(t + dur + 0.02);
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},
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tick() {
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this.blip(1300, 0.03, "square", 0.12);
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},
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reelStop() {
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this.blip(210, 0.08, "square", 0.28);
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this.blip(120, 0.13, "sine", 0.2);
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},
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ding() {
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this.blip(1318, 0.5, "sine", 0.3); // E6
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this.blip(1568, 0.55, "sine", 0.25); // G6
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},
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coin() {
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this.blip(1760, 0.06, "square", 0.2);
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setTimeout(() => this.blip(2637, 0.12, "square", 0.2), 60);
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},
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buzz() {
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this.blip(140, 0.45, "sawtooth", 0.3, 70);
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},
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// nota di ottone per la fanfara
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brass(freq, when, dur, vol = 0.25) {
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if (!this.on || !this.ctx) return;
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const t = this.ctx.currentTime + when;
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const o = this.ctx.createOscillator();
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const o2 = this.ctx.createOscillator();
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const g = this.ctx.createGain();
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const lp = this.ctx.createBiquadFilter();
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o.type = "sawtooth";
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o2.type = "square";
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o.frequency.value = freq;
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o2.frequency.value = freq * 2;
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lp.type = "lowpass";
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lp.frequency.value = 2800;
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g.gain.setValueAtTime(0.0001, t);
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g.gain.exponentialRampToValueAtTime(vol, t + 0.03);
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g.gain.setValueAtTime(vol, t + dur * 0.65);
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g.gain.exponentialRampToValueAtTime(0.0001, t + dur);
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o.connect(g);
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o2.connect(g);
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g.connect(lp).connect(this.master);
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o.start(t);
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o2.start(t);
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o.stop(t + dur + 0.02);
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o2.stop(t + dur + 0.02);
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},
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// trombe trionfali: "ta ta-ta-taaa"
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fanfare() {
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this.brass(392, 0.0, 0.12, 0.22); // G4
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this.brass(523, 0.14, 0.12, 0.24); // C5
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this.brass(659, 0.28, 0.12, 0.24); // E5
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this.brass(784, 0.42, 0.7, 0.3); // G5 tenuta
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for (let i = 0; i < 6; i++)
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setTimeout(() => this.blip(1568 + Math.random() * 700, 0.08, "sine", 0.1), 520 + i * 60);
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},
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jackpot() {
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const notes = [523, 659, 784, 1046, 1318, 1568];
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notes.forEach((f, i) =>
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setTimeout(() => this.blip(f, 0.35, "square", 0.28), i * 90)
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);
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// scintillio
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for (let i = 0; i < 10; i++)
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setTimeout(() => this.blip(1800 + Math.random() * 1400, 0.08, "sine", 0.12), 600 + i * 70);
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},
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// riser di tensione: ritorna una funzione stop()
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riser(duration) {
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if (!this.on || !this.ctx) return () => {};
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const t = this.ctx.currentTime;
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const o = this.ctx.createOscillator();
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const g = this.ctx.createGain();
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o.type = "sawtooth";
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o.frequency.setValueAtTime(180, t);
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o.frequency.exponentialRampToValueAtTime(900, t + duration);
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g.gain.setValueAtTime(0.0001, t);
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g.gain.exponentialRampToValueAtTime(0.12, t + duration * 0.7);
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g.gain.exponentialRampToValueAtTime(0.0001, t + duration + 0.1);
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const lp = this.ctx.createBiquadFilter();
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lp.type = "lowpass";
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lp.frequency.value = 1200;
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o.connect(g).connect(lp).connect(this.master);
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o.start(t);
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o.stop(t + duration + 0.2);
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return () => {
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try {
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g.gain.cancelScheduledValues(this.ctx.currentTime);
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g.gain.setTargetAtTime(0.0001, this.ctx.currentTime, 0.03);
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} catch (e) {}
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};
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},
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};
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/* ---------- Coriandoli (canvas a schermo intero, dimensionato a mano) ---------- */
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// IMPORTANTE: niente useWorker + niente resize automatico. Dimensiono io il
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// canvas alla viewport, altrimenti il buffer resta 300x150 e i coriandoli
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// finiscono tutti ammassati nell'angolo in alto a sinistra.
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const confettiCanvas = $("#confetti");
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function sizeConfetti() {
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confettiCanvas.width = window.innerWidth;
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confettiCanvas.height = window.innerHeight;
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}
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sizeConfetti();
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window.addEventListener("resize", sizeConfetti);
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const myConfetti =
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typeof confetti !== "undefined"
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? confetti.create(confettiCanvas, { resize: false, useWorker: false })
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: () => {};
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const CONFETTI_COLORS = ["#ffd23f", "#ff9e00", "#ff2e88", "#00e5ff", "#29e08a", "#ff3b5c", "#ffffff"];
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// VALANGA di coriandoli su TUTTO lo schermo
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function bigBurst() {
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const C = CONFETTI_COLORS;
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// esplosione centrale gigante a 360°
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myConfetti({ particleCount: 400, spread: 360, startVelocity: 45, scalar: 1.1, origin: { x: 0.5, y: 0.5 }, colors: C });
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// fila di esplosioni lungo TUTTA la larghezza
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for (let x = 0; x <= 1.0001; x += 0.1) {
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myConfetti({ particleCount: 60, spread: 110, startVelocity: 55, origin: { x, y: 0.55 }, colors: C });
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}
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// cannoni laterali potenti dal basso
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myConfetti({ particleCount: 250, angle: 60, spread: 120, startVelocity: 75, origin: { x: 0, y: 0.85 }, colors: C });
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myConfetti({ particleCount: 250, angle: 120, spread: 120, startVelocity: 75, origin: { x: 1, y: 0.85 }, colors: C });
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// pioggia dall'alto su tutta la larghezza
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for (let x = 0; x <= 1.0001; x += 0.1) {
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myConfetti({ particleCount: 40, spread: 160, startVelocity: 35, gravity: 1, origin: { x, y: -0.1 }, colors: C });
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}
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}
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// pioggia continua a schermo pieno per N ms
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function confettiRain(durationMs) {
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const end = Date.now() + durationMs;
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(function frame() {
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for (let x = 0; x <= 1.0001; x += 0.12) {
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myConfetti({ particleCount: 10, spread: 130, startVelocity: 45, gravity: 1, origin: { x, y: -0.05 }, colors: CONFETTI_COLORS });
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}
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if (Date.now() < end) requestAnimationFrame(frame);
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})();
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}
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function celebrate(kind) {
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bigBurst();
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// seconda ondata immediata per raddoppiare la densità
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setTimeout(bigBurst, 180);
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confettiRain(kind === "jackpot" ? 3500 : 1400);
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}
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function screenShake() {
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const app = $("#app");
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app.classList.remove("shake");
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void app.offsetWidth;
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app.classList.add("shake");
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}
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function screenFlash() {
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let f = $(".flash");
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if (!f) {
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f = document.createElement("div");
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f.className = "flash";
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document.body.appendChild(f);
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}
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f.classList.remove("go");
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void f.offsetWidth;
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f.classList.add("go");
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}
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/* ---------- Sfondo three.js: pioggia di monete ---------- */
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function initBackground() {
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if (typeof THREE === "undefined") return;
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const canvas = $("#bg3d");
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let renderer;
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try {
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renderer = new THREE.WebGLRenderer({ canvas, antialias: true, alpha: true });
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} catch (e) {
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return; // WebGL non disponibile: l'app funziona lo stesso senza sfondo 3D
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}
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renderer.setPixelRatio(Math.min(devicePixelRatio, 2));
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const scene = new THREE.Scene();
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const camera = new THREE.PerspectiveCamera(70, 1, 0.1, 100);
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camera.position.z = 30;
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// texture moneta disegnata su canvas
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const tex = (() => {
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const c = document.createElement("canvas");
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c.width = c.height = 64;
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const g = c.getContext("2d");
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const grad = g.createRadialGradient(24, 20, 4, 32, 32, 30);
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grad.addColorStop(0, "#fff6cf");
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grad.addColorStop(0.4, "#ffd23f");
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grad.addColorStop(1, "#b36b00");
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g.fillStyle = grad;
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g.beginPath();
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g.arc(32, 32, 28, 0, Math.PI * 2);
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g.fill();
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g.fillStyle = "rgba(179,107,0,0.9)";
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g.font = "bold 30px Georgia";
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g.textAlign = "center";
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g.textBaseline = "middle";
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g.fillText("€", 32, 34);
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return new THREE.CanvasTexture(c);
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})();
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const N = 520;
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const geo = new THREE.BufferGeometry();
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const pos = new Float32Array(N * 3);
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const speed = new Float32Array(N);
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for (let i = 0; i < N; i++) {
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pos[i * 3] = (Math.random() - 0.5) * 80;
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pos[i * 3 + 1] = (Math.random() - 0.5) * 80;
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pos[i * 3 + 2] = (Math.random() - 0.5) * 40;
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speed[i] = 6 + Math.random() * 12;
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}
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geo.setAttribute("position", new THREE.BufferAttribute(pos, 3));
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const mat = new THREE.PointsMaterial({
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size: 1.7,
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map: tex,
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transparent: true,
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depthWrite: false,
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blending: THREE.AdditiveBlending,
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});
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const points = new THREE.Points(geo, mat);
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scene.add(points);
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function resize() {
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const w = innerWidth,
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h = innerHeight;
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renderer.setSize(w, h, false);
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camera.aspect = w / h;
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camera.updateProjectionMatrix();
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}
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addEventListener("resize", resize);
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resize();
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let last = performance.now();
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let boost = 0;
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window.__coinBoost = () => (boost = 1.6);
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(function loop(now) {
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const dt = Math.min((now - last) / 1000, 0.05);
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last = now;
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const arr = geo.attributes.position.array;
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const mul = 1 + boost;
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for (let i = 0; i < N; i++) {
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arr[i * 3 + 1] -= speed[i] * dt * mul;
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if (arr[i * 3 + 1] < -40) arr[i * 3 + 1] = 40;
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}
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geo.attributes.position.needsUpdate = true;
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points.rotation.y += 0.02 * dt;
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boost *= 0.94;
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renderer.render(scene, camera);
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requestAnimationFrame(loop);
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})(last);
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}
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/* ---------- Rulli slot (3 colonne) ---------- */
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const ITEM_H = 88;
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const reelEls = [$("#reel0"), $("#reel1"), $("#reel2")];
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// simbolo (emoji) per ogni stanza — come i simboli di una slot vera
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const ROOM_SYMBOL = {
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zeus: "⚡", hera: "👑", ignota: "❓", scale: "🪜",
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rischio: "🎲", eolo: "🌪️", idro: "💧", argo: "⛵",
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};
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const symbolOf = (room) => ROOM_SYMBOL[room.id] || "🏠";
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function reelItemHTML(room) {
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const jz = room.jacuzzi ? " jz" : "";
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return `<div class="reel-item${jz}" data-room="${room.id}">${symbolOf(room)}</div>`;
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}
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// Costruisce la striscia di un rullo che termina sulla stanza target
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// (centrata nella riga di mezzo); ritorna l'indice target.
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function buildStripIn(el, targetId) {
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el.getAnimations().forEach((a) => a.cancel());
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const loops = 14;
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const seq = [];
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for (let l = 0; l < loops; l++) for (const r of ROOMS) seq.push(r);
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const start = Math.floor(Math.random() * ROOMS.length); // offset diverso per rullo
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const rotated = seq.slice(start).concat(seq.slice(0, start));
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const targetIndex = rotated.length; // la target va in coda
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rotated.push(roomById[targetId]);
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rotated.push(ROOMS[0], ROOMS[1]); // riempi sotto la finestra
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el.innerHTML = rotated.map(reelItemHTML).join("");
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el.style.transform = "translateY(0)";
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return targetIndex;
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}
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// stato a riposo: mostra i simboli fermi invece di rulli vuoti
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function fillReelsIdle() {
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reelEls.forEach((el, i) => {
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el.getAnimations().forEach((a) => a.cancel());
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el.innerHTML = ROOMS.map(reelItemHTML).join("");
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const k = i + 1; // centra un simbolo diverso per rullo
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el.style.transform = `translateY(${-(k - 1) * ITEM_H}px)`;
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});
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}
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function currentIndexOf(el) {
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const t = getComputedStyle(el).transform;
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if (!t || t === "none") return 0;
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const y = parseFloat(t.split(",")[5]); // matrix(a,b,c,d,e,f) -> f = translateY
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return Math.round(-y / ITEM_H);
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}
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const roomAtIndex = (el, i) =>
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el.children[i] ? roomById[el.children[i].dataset.room] : null;
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// Probabilità di ragebait (finto stop) sul rullo finale.
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const TEASE_CHANCE = 0.3;
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function bounceReel(el, finalY) {
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return el.animate(
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[
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{ transform: `translateY(${finalY}px)` },
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{ transform: `translateY(${finalY + 12}px)` },
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{ transform: `translateY(${finalY}px)` },
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],
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{ duration: 220, easing: "ease-out", fill: "forwards" }
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).finished;
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}
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// rullo che atterra dritto sulla target
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async function reelLand(el, finalY, duration) {
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await el.animate(
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[{ transform: "translateY(0)" }, { transform: `translateY(${finalY}px)` }],
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{ duration, easing: "cubic-bezier(0.12, 0.85, 0.18, 1)", fill: "forwards" }
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).finished;
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await bounceReel(el, finalY);
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Audio.reelStop();
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}
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// rullo con RAGEBAIT: si ferma sulla stanza sbagliata, suspense, poi scatta
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async function reelLandTease(el, targetIndex, finalY) {
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const targetRoom = roomAtIndex(el, targetIndex);
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let dir = Math.random() < 0.5 ? -1 : 1;
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if (roomAtIndex(el, targetIndex + dir)?.id === targetRoom.id) dir = -dir;
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if (roomAtIndex(el, targetIndex + dir)?.id === targetRoom.id)
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return reelLand(el, finalY, 4200); // niente adiacente valida
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const fakeRoom = roomAtIndex(el, targetIndex + dir);
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const fakeY = -(targetIndex + dir - 1) * ITEM_H;
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// FASE 1: decelera e "si ferma" sulla stanza SBAGLIATA
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await el.animate(
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[{ transform: "translateY(0)" }, { transform: `translateY(${fakeY}px)` }],
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{ duration: 3600, easing: "cubic-bezier(0.08, 0.85, 0.14, 1)", fill: "forwards" }
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).finished;
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Audio.reelStop();
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// FASE 2: gaslighting — sembra fatta
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Audio.blip(320, 0.18, "sine", 0.16);
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const win = $(".reel-window");
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win.classList.add("teasing");
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mc(`Ferma su ${fakeRoom.nome} ${symbolOf(fakeRoom)}...? 🤨`);
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await sleep(750);
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// FASE 3: SCATTO alla stanza vera
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Audio.blip(200, 0.14, "sawtooth", 0.22, 90); // whoosh
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await el.animate(
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[{ transform: `translateY(${fakeY}px)` }, { transform: `translateY(${finalY}px)` }],
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{ duration: 520, easing: "cubic-bezier(0.34, 1.56, 0.64, 1)", fill: "forwards" }
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).finished;
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win.classList.remove("teasing");
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Audio.reelStop();
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}
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// GIRO: i 3 rulli partono insieme e si fermano da sinistra a destra,
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// allineandosi tutti sulla stanza assegnata (l'ultimo può fare il ragebait).
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async function spinReel(targetId) {
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const targetIndex = reelEls.map((el) => buildStripIn(el, targetId))[0]; // uguale per tutti
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const finalY = -(targetIndex - 1) * ITEM_H;
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const targetRoom = roomById[targetId];
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$("#reel-result").innerHTML = " ";
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// ZOOM + shake; lo shake si ferma a metà spin (quando inizia a rallentare)
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zoomMachineIn();
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const mainDur = 4200;
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setTimeout(zoomMachineSteady, mainDur / 2);
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const stopRiser = Audio.riser(5.0);
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// tick sincronizzati sul 3° rullo (gira più a lungo)
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let ticking = true;
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let lastIdx = 0;
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(function loop() {
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if (!ticking) return;
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const i = currentIndexOf(reelEls[2]);
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if (i !== lastIdx) {
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Audio.tick();
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lastIdx = i;
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}
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requestAnimationFrame(loop);
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})();
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|
|
|
const wantTease = Math.random() < TEASE_CHANCE;
|
|
|
|
// stop staggerato sinistra -> destra
|
|
await Promise.all([
|
|
reelLand(reelEls[0], finalY, 2600),
|
|
reelLand(reelEls[1], finalY, 3300),
|
|
wantTease
|
|
? reelLandTease(reelEls[2], targetIndex, finalY)
|
|
: reelLand(reelEls[2], finalY, 4200),
|
|
]);
|
|
|
|
ticking = false;
|
|
stopRiser();
|
|
zoomMachineSteady();
|
|
$("#reel-result").innerHTML = `${symbolOf(targetRoom)} <b>${targetRoom.nome}</b> ${symbolOf(targetRoom)}`;
|
|
}
|
|
|
|
/* ---------- Zoom macchina ---------- */
|
|
let _shakeTimer = null;
|
|
function zoomMachineIn() {
|
|
const slot = $(".slot");
|
|
slot.getAnimations().forEach((a) => a.cancel()); // pulisce un eventuale ritorno in corso
|
|
slot.classList.add("zoom");
|
|
clearTimeout(_shakeTimer);
|
|
_shakeTimer = setTimeout(() => slot.classList.add("shake"), 460); // shake dopo lo zoom-in
|
|
}
|
|
function zoomMachineSteady() {
|
|
clearTimeout(_shakeTimer);
|
|
$(".slot").classList.remove("shake"); // resta zoomata, ma ferma
|
|
}
|
|
function zoomMachineOut() {
|
|
const slot = $(".slot");
|
|
clearTimeout(_shakeTimer);
|
|
slot.classList.remove("shake");
|
|
slot.classList.remove("zoom");
|
|
// mini-animazione a molla per tornare al posto (leggero rimbalzo sotto l'1)
|
|
slot.animate(
|
|
[
|
|
{ transform: "scale(1.14)" },
|
|
{ transform: "scale(0.985)" },
|
|
{ transform: "scale(1)" },
|
|
],
|
|
{ duration: 620, easing: "cubic-bezier(0.34, 1.56, 0.64, 1)" }
|
|
);
|
|
}
|
|
|
|
/* ---------- Stato di gioco ---------- */
|
|
let assignment = null; // {byPerson, roomGender, fRooms, mRooms}
|
|
let revealQueue = []; // nomi in ordine di reveal
|
|
let occupants = {}; // roomId -> [nomi] (svelati finora)
|
|
let cursor = 0;
|
|
let auto = false;
|
|
let busy = false;
|
|
let leverArmed = false;
|
|
|
|
// scommettitori (TU + banco simulato)
|
|
let players = [];
|
|
let currentBet = null; // {roomId}
|
|
|
|
function prestige(roomId) {
|
|
const r = roomById[roomId];
|
|
return (r.jacuzzi ? 2 : 0) + (r.posti === 1 ? 1 : 0);
|
|
}
|
|
|
|
function buildRevealOrder() {
|
|
// svelati per prestigio crescente: le stanze con jacuzzi (jackpot) per ultime
|
|
const people = PARTICIPANTS.map((p) => p.nome);
|
|
return Matching.shuffle(people, Math.random).sort(
|
|
(a, b) => prestige(assignment.byPerson[a]) - prestige(assignment.byPerson[b])
|
|
);
|
|
}
|
|
|
|
function newGame(keepChips) {
|
|
assignment = Matching.assign(ROOMS, PARTICIPANTS);
|
|
revealQueue = buildRevealOrder();
|
|
occupants = {};
|
|
ROOMS.forEach((r) => (occupants[r.id] = []));
|
|
cursor = 0;
|
|
currentBet = null;
|
|
if (!keepChips) {
|
|
players = [
|
|
{ name: "TU", chips: 100, you: true },
|
|
{ name: "Il Banco", chips: 100 },
|
|
{ name: "Madama Fortuna", chips: 100 },
|
|
{ name: "Jinx", chips: 100 },
|
|
];
|
|
}
|
|
renderRooms();
|
|
renderLeaderboard();
|
|
setProgress();
|
|
fillReelsIdle();
|
|
$("#reel-result").innerHTML = " ";
|
|
$("#player-name").textContent = "—";
|
|
$("#odds").innerHTML = "";
|
|
mc("Tira giù la leva per far salire il primo! ⬇️");
|
|
// il bottone principale serve solo per RIGIOCA a fine partita
|
|
$("#btn-primary").style.display = "none";
|
|
$("#btn-primary").onclick = onPrimary;
|
|
armLever(true);
|
|
}
|
|
|
|
/* ---------- Rendering ---------- */
|
|
function renderRooms() {
|
|
const board = $("#rooms-board");
|
|
board.innerHTML = ROOMS.map((r) => {
|
|
const g = assignment.roomGender[r.id];
|
|
const occ = occupants[r.id];
|
|
const chips = occ.map((n) => `<span class="occ-chip">${n}</span>`).join("");
|
|
const emptyCount = r.posti - occ.length;
|
|
const empties = Array.from({ length: emptyCount })
|
|
.map(() => `<span class="occ-slot-empty"></span>`)
|
|
.join("");
|
|
return `
|
|
<div class="room-card gender-${g} ${r.jacuzzi ? "jacuzzi" : ""}" data-room="${r.id}">
|
|
<div class="room-head">
|
|
<span class="room-name">${r.jacuzzi ? "🛁 " : ""}${r.nome}</span>
|
|
<span class="room-cap">${occ.length}/${r.posti} · ${g}</span>
|
|
</div>
|
|
<div class="room-occupants">${chips}${empties}</div>
|
|
</div>`;
|
|
}).join("");
|
|
}
|
|
|
|
function renderLeaderboard() {
|
|
const sorted = players.slice().sort((a, b) => b.chips - a.chips);
|
|
$("#leaderboard").innerHTML = sorted
|
|
.map(
|
|
(p) =>
|
|
`<div class="lb-row ${p.you ? "you" : ""}"><span>${p.you ? "⭐ " : ""}${p.name}</span><span class="lb-chips">${p.chips}</span></div>`
|
|
)
|
|
.join("");
|
|
$("#balance").textContent = players.find((p) => p.you).chips;
|
|
}
|
|
|
|
function setProgress() {
|
|
$("#progress").textContent = `${cursor} / ${revealQueue.length}`;
|
|
}
|
|
|
|
function mc(text) {
|
|
$("#mc").textContent = text;
|
|
}
|
|
|
|
function log(text, cls) {
|
|
const e = document.createElement("div");
|
|
e.className = "log-entry " + (cls || "");
|
|
e.textContent = text;
|
|
$("#log").prepend(e);
|
|
}
|
|
|
|
/* ---------- Scommesse ---------- */
|
|
// Quote cosmetiche: più letti liberi in una stanza => più probabile => quota bassa.
|
|
function computeOdds(person) {
|
|
const g = genderOf[person];
|
|
const rooms = ROOMS.filter(
|
|
(r) => assignment.roomGender[r.id] === g && occupants[r.id].length < r.posti
|
|
);
|
|
const freeTotal = rooms.reduce((s, r) => s + (r.posti - occupants[r.id].length), 0);
|
|
return rooms.map((r) => {
|
|
const free = r.posti - occupants[r.id].length;
|
|
let mult = freeTotal / free;
|
|
mult = Math.max(1.3, Math.round(mult * 10) / 10);
|
|
return { room: r, mult };
|
|
});
|
|
}
|
|
|
|
function renderOdds(person, odds) {
|
|
const hint = currentBet
|
|
? `Hai puntato 10 gettoni su <b>${roomById[currentBet.roomId].nome}</b>`
|
|
: "Clicca una stanza per puntare 10 gettoni (o SPINNA)";
|
|
$("#odds").innerHTML =
|
|
`<div class="bet-hint">${hint}</div>` +
|
|
odds
|
|
.map(
|
|
(o) =>
|
|
`<div class="odd-row ${currentBet && currentBet.roomId === o.room.id ? "picked" : ""}" data-bet="${o.room.id}">
|
|
<span class="odd-name">${o.room.jacuzzi ? "🛁 " : ""}${o.room.nome}</span>
|
|
<span class="odd-mult">x${o.mult.toFixed(1)}</span>
|
|
</div>`
|
|
)
|
|
.join("");
|
|
$("#odds")
|
|
.querySelectorAll(".odd-row")
|
|
.forEach((row) =>
|
|
row.addEventListener("click", () => {
|
|
if (busy) return;
|
|
const rid = row.getAttribute("data-bet");
|
|
currentBet = { roomId: rid };
|
|
Audio.coin();
|
|
renderOdds(person, odds);
|
|
})
|
|
);
|
|
}
|
|
|
|
// I bot puntano sul favorito (quota più bassa) o a caso.
|
|
function botsPlace(odds) {
|
|
players
|
|
.filter((p) => !p.you)
|
|
.forEach((p) => {
|
|
if (p.chips < 10) {
|
|
p._bet = null;
|
|
return;
|
|
}
|
|
const pick =
|
|
Math.random() < 0.6
|
|
? odds.slice().sort((a, b) => a.mult - b.mult)[0]
|
|
: odds[Math.floor(Math.random() * odds.length)];
|
|
p._bet = pick ? { roomId: pick.room.id, mult: pick.mult } : null;
|
|
});
|
|
}
|
|
|
|
function resolveBets(person, landedRoomId, oddsMap) {
|
|
// TU
|
|
const you = players.find((p) => p.you);
|
|
if (currentBet) {
|
|
const o = oddsMap[currentBet.roomId];
|
|
if (currentBet.roomId === landedRoomId) {
|
|
const win = Math.round(10 * o);
|
|
you.chips += win - 10;
|
|
log(`Hai vinto ${win} gettoni! (${roomById[landedRoomId].nome})`, "win");
|
|
} else {
|
|
you.chips -= 10;
|
|
log(`Hai perso la puntata su ${roomById[currentBet.roomId].nome}.`);
|
|
}
|
|
}
|
|
// bot
|
|
players
|
|
.filter((p) => !p.you && p._bet)
|
|
.forEach((p) => {
|
|
if (p._bet.roomId === landedRoomId) p.chips += Math.round(10 * p._bet.mult) - 10;
|
|
else p.chips -= 10;
|
|
});
|
|
}
|
|
|
|
/* ---------- Turno di reveal ---------- */
|
|
async function nextTurn() {
|
|
if (busy) return;
|
|
if (cursor >= revealQueue.length) {
|
|
endGame();
|
|
return;
|
|
}
|
|
busy = true;
|
|
armLever(false);
|
|
Audio.init();
|
|
Audio.resume();
|
|
|
|
const person = revealQueue[cursor];
|
|
const roomId = assignment.byPerson[person];
|
|
const room = roomById[roomId];
|
|
|
|
$("#player-name").textContent = person;
|
|
highlightRoom(null);
|
|
|
|
// fase scommesse
|
|
const odds = computeOdds(person);
|
|
const oddsMap = Object.fromEntries(odds.map((o) => [o.room.id, o.mult]));
|
|
renderOdds(person, odds);
|
|
botsPlace(odds);
|
|
mc(`Tocca a ${person}! Dove finirà? 🎲`);
|
|
|
|
// animazione leva + boost monete
|
|
$("#lever").classList.add("pull");
|
|
setTimeout(() => $("#lever").classList.remove("pull"), 320);
|
|
if (window.__coinBoost) window.__coinBoost();
|
|
|
|
await spinReel(roomId);
|
|
|
|
// atterraggio
|
|
occupants[roomId].push(person);
|
|
highlightRoom(roomId);
|
|
renderRooms();
|
|
highlightRoom(roomId);
|
|
|
|
resolveBets(person, roomId, oddsMap);
|
|
currentBet = null;
|
|
|
|
const isJackpot = room.jacuzzi;
|
|
Audio.ding(); // "click" di aggancio della stanza
|
|
Audio.fanfare(); // 🎺 trombe alla selezione
|
|
if (isJackpot) {
|
|
Audio.jackpot();
|
|
celebrate("jackpot");
|
|
screenShake();
|
|
screenFlash();
|
|
mc(`🎉 JACKPOT! ${person} conquista ${room.nome} con IDROMASSAGGIO! 🛁`);
|
|
log(`JACKPOT: ${person} → ${room.nome} 🛁`, "jackpot");
|
|
} else {
|
|
celebrate("normal");
|
|
mc(`${person} va in ${room.nome}!`);
|
|
log(`${person} → ${room.nome}`);
|
|
}
|
|
Audio.coin();
|
|
|
|
// la macchina resta zoomata per godersi la vittoria, poi torna al posto
|
|
setTimeout(zoomMachineOut, isJackpot ? 1200 : 800);
|
|
|
|
cursor++;
|
|
setProgress();
|
|
renderLeaderboard();
|
|
busy = false;
|
|
|
|
if (cursor >= revealQueue.length) {
|
|
setTimeout(endGame, 1100);
|
|
} else if (auto) {
|
|
setTimeout(nextTurn, 1400);
|
|
} else {
|
|
// riarma la leva per il prossimo giro
|
|
setTimeout(() => {
|
|
if (!busy && cursor < revealQueue.length && !auto) {
|
|
armLever(true);
|
|
mc("Tira di nuovo la leva! ⬇️");
|
|
}
|
|
}, 1300);
|
|
}
|
|
}
|
|
|
|
function highlightRoom(roomId) {
|
|
document.querySelectorAll(".room-card").forEach((c) => c.classList.remove("hot"));
|
|
if (roomId) {
|
|
const el = document.querySelector(`.room-card[data-room="${roomId}"]`);
|
|
if (el) el.classList.add("hot");
|
|
}
|
|
}
|
|
|
|
function endGame() {
|
|
armLever(false);
|
|
const winner = players.slice().sort((a, b) => b.chips - a.chips)[0];
|
|
const you = players.find((p) => p.you);
|
|
mc(`🏁 Tutti sistemati! Vincitore scommesse: ${winner.name} (${winner.chips} gettoni).`);
|
|
log(`Fine. I tuoi gettoni: ${you.chips}. Miglior scommettitore: ${winner.name}.`, "win");
|
|
Audio.fanfare();
|
|
celebrate("jackpot");
|
|
$("#btn-primary").style.display = "";
|
|
$("#btn-primary").textContent = "RIGIOCA 🔁";
|
|
$("#btn-primary").disabled = false;
|
|
$("#btn-primary").onclick = () => {
|
|
newGame(false);
|
|
};
|
|
}
|
|
|
|
/* ---------- Marquee ---------- */
|
|
function initMarquee() {
|
|
const m = $("#marquee");
|
|
m.innerHTML = Array.from({ length: 16 })
|
|
.map((_, i) => `<span class="bulb" style="animation-delay:${(i % 8) * 0.12}s"></span>`)
|
|
.join("");
|
|
}
|
|
|
|
/* ---------- Leva (trigger dei giri) ---------- */
|
|
function armLever(on) {
|
|
leverArmed = on;
|
|
const lever = $("#lever");
|
|
lever.classList.toggle("armed", on);
|
|
}
|
|
|
|
function pullAndSpin() {
|
|
if (!leverArmed || busy) return;
|
|
armLever(false);
|
|
nextTurn();
|
|
}
|
|
|
|
function bindLever() {
|
|
const lever = $("#lever");
|
|
let dragging = false;
|
|
let startY = 0;
|
|
lever.addEventListener("pointerdown", (e) => {
|
|
if (!leverArmed || busy) return;
|
|
dragging = true;
|
|
startY = e.clientY;
|
|
try {
|
|
lever.setPointerCapture(e.pointerId);
|
|
} catch (err) {}
|
|
e.preventDefault();
|
|
});
|
|
lever.addEventListener("pointermove", (e) => {
|
|
if (!dragging) return;
|
|
const dy = Math.max(0, Math.min(70, e.clientY - startY));
|
|
lever.style.transform = `rotate(${(dy / 70) * 28}deg)`;
|
|
});
|
|
const release = (e) => {
|
|
if (!dragging) return;
|
|
dragging = false;
|
|
const dy = Math.max(0, e.clientY - startY);
|
|
lever.style.transform = "";
|
|
// tap secco (dy piccolo) oppure tirata piena => parte; tirata a metà => annulla
|
|
if (dy < 8 || dy >= 26) pullAndSpin();
|
|
};
|
|
lever.addEventListener("pointerup", release);
|
|
lever.addEventListener("pointercancel", () => {
|
|
dragging = false;
|
|
$("#lever").style.transform = "";
|
|
});
|
|
}
|
|
|
|
/* ---------- Controlli ---------- */
|
|
function onPrimary() {
|
|
if (busy) return;
|
|
if (cursor >= revealQueue.length) {
|
|
endGame();
|
|
return;
|
|
}
|
|
nextTurn();
|
|
}
|
|
|
|
function bindControls() {
|
|
bindLever();
|
|
$("#btn-primary").onclick = onPrimary;
|
|
$("#btn-auto").onclick = (e) => {
|
|
auto = !auto;
|
|
e.currentTarget.classList.toggle("active", auto);
|
|
if (auto) {
|
|
armLever(false);
|
|
if (!busy && cursor < revealQueue.length) nextTurn();
|
|
} else if (!busy && cursor < revealQueue.length) {
|
|
armLever(true);
|
|
mc("Tira la leva! ⬇️");
|
|
}
|
|
};
|
|
$("#btn-reroll").onclick = () => {
|
|
if (busy) return;
|
|
Audio.init();
|
|
Audio.resume();
|
|
newGame(true);
|
|
mc("Nuovo sorteggio pronto! 🎲 Tira la leva ⬇️");
|
|
};
|
|
$("#btn-sound").onclick = (e) => {
|
|
Audio.on = !Audio.on;
|
|
e.currentTarget.textContent = Audio.on ? "🔊" : "🔇";
|
|
};
|
|
// prima interazione: sblocca audio
|
|
document.addEventListener(
|
|
"pointerdown",
|
|
() => {
|
|
Audio.init();
|
|
Audio.resume();
|
|
},
|
|
{ once: true }
|
|
);
|
|
}
|
|
|
|
/* ---------- Avvio ---------- */
|
|
try {
|
|
initBackground();
|
|
} catch (e) {
|
|
console.warn("Sfondo 3D disattivato:", e);
|
|
}
|
|
initMarquee();
|
|
bindControls();
|
|
newGame(false);
|
|
|
|
// hook di debug (per test/verifica; innocuo)
|
|
window.__celebrate = celebrate;
|
|
})();
|