Files
web-imposter-game/script.js
Dasemu 3f3208a2cf Implement swipe-to-reveal card interaction with gravity effect
- Replace tap/click with swipe-up gesture for role reveal
- Add gravity effect: curtain falls back when released
- Support both touch (mobile) and mouse (desktop) events
- Real-time visual feedback while dragging
- Update UI text: "Mantén levantada la cortina para ver tu rol"
- Add grab/grabbing cursor for better UX

This creates a more secure and immersive reveal experience that
prevents accidental spoilers.
2026-01-05 22:42:24 +01:00

697 lines
30 KiB
JavaScript

const STORAGE_KEY = 'impostorGameStateV2';
const MAX_PLAYERS = 10;
const MIN_PLAYERS = 3;
const POOLS_CACHE_KEY = 'impostorWordPoolsV1';
const POOLS_MANIFEST_URL = 'word-pools/manifest.json';
const THEME_STORAGE_KEY = 'impostorGameTheme';
// Pools embebidas con palabras de impostores [palabra_civil, palabra_impostor]
const EMBEDDED_POOLS = [
{ id: 'animales_naturaleza', name: 'Animales y Naturaleza', emoji: '🌿', words: [['Oso','Pez'],['Pavo real','Abanico'],['Camello','Arena'],['Lirio','Rana'],['Lobo','Luna'],['Represa','Castor'],['Elefante','Safari'],['Flamenco','Camarón'],['Búho','Nieve'],['Canguro','Koala'],['Jungla','Serpiente'],['Muerte','Cuervo'],['Delfín','Orca'],['Zorro','Gallina'],['Tortuga','Galápagos'],['León','Sabana'],['Polo Sur','Pingüino'],['Hormiga','Trabajo'],['Abeja','Verano'],['Ballena','Dory'],['Mandíbula','Tiburón'],['Río de Janeiro','Loro'],['Caballo','Libertad'],['Gorila','Plata'],['Murciélago','Fruta'],['Venado','Tambor'],['Misisipi','Águila'],['Cisne','Lago'],['Grillo','Campo'],['Leopardo','Manchas'],['Mascarilla','Mapache'],['Chita','Velocidad'],['Araña','Nueva York'],['Playa','Medusa'],['Glaciar','Oso polar'],['Jirafa','Madagascar'],['Maine','Langosta'],['Pulpo','Pluma'],['Cuervo','Pantera'],['Foca','Rosa'],['Mariposa','Algodoncillo'],['Burro','Santorini'],['Lluvia','Caracol'],['Cangrejo','Araña'],['Rana','Grillo'],['Siberia','Tigre'],['Gaviota','Playa'],['Cocodrilo','Nilo'],['Pingüino','Nueva Zelanda'],['Loro','Gato'],['Cuervo','Bandada'],['Conejo','Agujero'],['Tiburón','Paleozoico'],['Trueno','Júpiter'],['Sol','Playa'],['Océano Atlántico','Huracán'],['Tsunami','Derrumbe'],['Ola','Hawái'],['Papel','Árbol'],['Universo','Energía'],['Vida','Tiempo'],['Océano','Tormenta'],['Lago','Sal'],['Oxígeno','Fuego'],['Biología','Célula'],['Tiza','Hielo'],['Clima','Invierno'],['Planeta','Gas'],['Era de hielo','Bellota'],['Avalancha','Montaña'],['Bisonte','Llanuras'],['Floración','Néctar'],['Cañón','Águila'],['Ardilla listada','Nueces'],['Coral','Arrecife'],['Desierto','Espejismo'],['Ecosistema','Equilibrio'],['Halcón','Picado'],['Luciérnaga','Brillo'],['Gecko','Hoja'],['Colibrí','Azúcar'],['Koala','Eucalipto'],['Meteoro','Cráter'],['Nutria','Río'],['Selva tropical','Dosel'],['Rinoceronte','Cuerno'],['Volcán','Ceniza'],['Naturaleza salvaje','Huellas']] },
{ id: 'objetos_cotidianos', name: 'Objetos Cotidianos', emoji: '🏠', words: [['Martillo','Tiburón'],['Silla','Espalda'],['Mesa','Café'],['Cuchara','Crema'],['Tenedor','Posidón'],['Cuchillo','Mantequilla'],['Plata','Plato'],['Copa','Campeonato'],['Vidrio','Arena'],['Botella','Aerosol'],['Lata','Boda'],['Teléfono','Radio'],['Laptop','Tarjeta'],['Teclado','Piano'],['Ratón','Laboratorio'],['Marco','Pantalla'],['Control','Satélite'],['Lámpara','Aceite'],['Horno','Bombilla'],['Vela','Corona de flores'],['Carro','Espejo'],['Ventana','Caja'],['Puerta','Armario'],['Llave','Auto'],['Candado','Sello'],['Monedero','Piel'],['Cartera','Etiqueta'],['Mochila','Avión'],['Maleta','Toalla'],['Sombrero','Paja'],['Zapatos','Vela'],['Calcetas','Medida'],['Playera','Algodón'],['Cierre','Pantalón'],['Abrigo','Pelo'],['Paraguas','Ala'],['Vacaciones','Gafas de sol'],['Reloj de pulsera','Monitor'],['Rueda','Anillo'],['Collar','Tiara'],['Manga','Tatuaje'],['Cama','Monstruo'],['Funda','Media'],['Manta','Cuna'],['Colchón','Aire'],['Libro','Pop-up'],['Revista','Diario'],['Periódico','Columna'],['Pluma','Bola'],['Lápiz','Delineador'],['Borrador','Goma'],['Dibujo','Cuaderno'],['Tijeras','Cabello'],['Regla','Parrilla'],['Pegamento','Tubo'],['Cinta adhesiva','Clip'],['Pincel','Escoba'],['Cesto','Arco'],['Caja','Zapato'],['Sobre','Carta'],['Sello','Fecha'],['Calendario','Luna'],['Reloj','Campana'],['Radio','Onda'],['Bocina','Pared'],['DJ','Audífonos'],['Micrófono','Televisión'],['Televisión','Imagen'],['Cámara','Láser'],['Trípode','Pierna'],['Ventilador','Oxígeno'],['Calefactor','Secadora'],['Estufa','Carbón'],['Refrigerador','Leche'],['Congelador','Helado'],['Microondas','Radar'],['Tostadora','Horno'],['Licuadora','Espátula'],['Olla','Sopa'],['Acero','Sartén'],['Tetera','Cobre'],['Esponja','Gelatina'],['Jabón','Barra'],['Toalla','Ducha'],['Cepillo de dientes','Lengua'],['Pasta de dientes','Gel'],['Marfil','Peine'],['Cepillo','Rastrillo'],['Navaja','Jabón'],['Champú','Sábila'],['Acondicionador','Espuma'],['Loción','Seda'],['Balde','Tierra'],['Trapeador','Piso'],['Escoba','Avión'],['Recogedor','Nube'],['Basurero','Camión'],['Reciclaje','Papel'],['Escalera','Cuerda']] }
];
let availablePools = [];
let poolsCache = {};
let state = {
phase: 'setup',
numPlayers: 6,
numImpostors: 1,
gameTime: 180,
deliberationTime: 60,
playerNames: [],
roles: [],
civilianWord: '',
impostorWord: '',
currentReveal: 0,
startPlayer: 0,
turnDirection: 'horario',
revealOrder: [],
timerEndAt: null,
timerPhase: null,
votes: {},
votingPlayer: 0,
selections: [],
executed: [],
selectedPools: ['animales_naturaleza', 'objetos_cotidianos'], // Ahora es un array para múltiples pools
votingPool: null,
isTiebreak: false,
tiebreakCandidates: []
};
const saveState = () => localStorage.setItem(STORAGE_KEY, JSON.stringify(state));
const loadState = () => {
const raw = localStorage.getItem(STORAGE_KEY);
if (!raw) return false;
try { state = JSON.parse(raw); return true; } catch { return false; }
};
const clearState = () => localStorage.removeItem(STORAGE_KEY);
const loadPoolsCache = () => {
try { poolsCache = JSON.parse(localStorage.getItem(POOLS_CACHE_KEY) || '{}'); } catch { poolsCache = {}; }
};
const savePoolsCache = () => localStorage.setItem(POOLS_CACHE_KEY, JSON.stringify(poolsCache));
// ---------- Defaults ----------
function defaultImpostors(nPlayers) {
const capped = Math.min(Math.max(nPlayers, MIN_PLAYERS), MAX_PLAYERS);
let impostors = 1;
if (capped > 7) impostors = 3;
else if (capped > 5) impostors = 2;
const halfCap = Math.max(1, Math.floor(capped / 2));
return Math.min(impostors, halfCap);
}
function defaultGameTime(nPlayers) {
const capped = Math.min(Math.max(nPlayers, MIN_PLAYERS), MAX_PLAYERS);
if (capped <= 4) return 300;
if (capped >= 10) return 900;
const extraPlayers = capped - 4;
const seconds = 300 + extraPlayers * 100;
return Math.round(seconds / 30) * 30;
}
function defaultDeliberation(gameSeconds) {
return Math.max(30, Math.round(gameSeconds / 3));
}
// ---------- Pools ----------
async function loadPoolsList() {
loadPoolsCache();
let list = [];
try {
const res = await fetch(POOLS_MANIFEST_URL);
if (res.ok) list = await res.json();
} catch (_) {}
if (!Array.isArray(list) || list.length === 0) {
list = EMBEDDED_POOLS.map(p => ({ id: p.id, name: p.name, emoji: p.emoji, count: p.words.length }));
}
availablePools = list;
renderPoolButtons();
}
function parseWordsFile(text) {
const lines = text.split(/\r?\n/).map(l => l.trim()).filter(l => l && !l.startsWith('#'));
return lines.map(line => {
// Formato: palabra_civil|palabra_impostor
if (line.includes('|')) {
const [civil, impostor] = line.split('|').map(s => s.trim());
return [civil, impostor];
}
// Fallback: si no tiene pipe, usar la misma palabra para ambos
return [line, line];
});
}
async function pickWords() {
const selectedIds = state.selectedPools && state.selectedPools.length > 0 ? state.selectedPools : ['animales_naturaleza'];
let allWords = [];
// Recopilar palabras de todos los pools seleccionados
for (const poolId of selectedIds) {
let words = [];
// Buscar en pools embebidas primero
const embeddedPool = EMBEDDED_POOLS.find(p => p.id === poolId);
if (embeddedPool) {
words = embeddedPool.words;
} else if (poolsCache[poolId]?.words) {
words = poolsCache[poolId].words;
} else {
try {
const res = await fetch(`word-pools/${poolId}.txt`);
if (res.ok) {
const text = await res.text();
words = parseWordsFile(text);
poolsCache[poolId] = { words, ts: Date.now() };
savePoolsCache();
}
} catch (_) {}
}
allWords = allWords.concat(words);
}
if (allWords.length === 0) {
// Fallback a pool embebida
allWords = EMBEDDED_POOLS[0].words;
}
const shuffled = [...allWords].sort(() => Math.random() - 0.5);
const wordPair = shuffled[0];
// wordPair es [palabra_civil, palabra_impostor]
return { civilian: wordPair[0], impostor: wordPair[1] };
}
function renderPoolButtons() {
const container = document.getElementById('pool-buttons');
if (!container) return;
container.innerHTML = '';
// Asegurar que selectedPools sea un array
if (!Array.isArray(state.selectedPools)) {
state.selectedPools = [state.selectedPools || 'animales_naturaleza'];
}
availablePools.forEach(pool => {
const btn = document.createElement('button');
btn.type = 'button';
btn.className = 'pool-btn';
btn.textContent = `${pool.emoji || '🎲'} ${pool.name || pool.id}`;
if (state.selectedPools.includes(pool.id)) btn.classList.add('selected');
btn.onclick = () => {
// Toggle selección múltiple
if (state.selectedPools.includes(pool.id)) {
state.selectedPools = state.selectedPools.filter(id => id !== pool.id);
// Asegurar que al menos haya uno seleccionado
if (state.selectedPools.length === 0) {
state.selectedPools = [pool.id];
}
} else {
state.selectedPools.push(pool.id);
}
saveState();
renderPoolButtons();
};
container.appendChild(btn);
});
}
// ---------- Configuración y nombres ----------
function goToNames() {
let nPlayers = parseInt(document.getElementById('num-players').value) || MIN_PLAYERS;
nPlayers = Math.min(Math.max(nPlayers, MIN_PLAYERS), MAX_PLAYERS);
const maxImpostors = Math.max(1, Math.floor(nPlayers / 2));
let nImpostors = parseInt(document.getElementById('num-impostors').value) || defaultImpostors(nPlayers);
nImpostors = Math.min(Math.max(1, nImpostors), maxImpostors);
let gTime = parseInt(document.getElementById('game-time').value) || defaultGameTime(nPlayers);
gTime = Math.min(Math.max(gTime, 60), 900);
let dTime = parseInt(document.getElementById('deliberation-time').value) || defaultDeliberation(gTime);
dTime = Math.min(Math.max(dTime, 30), Math.round(900 / 3));
if (nImpostors >= nPlayers) { alert('Impostores debe ser menor que jugadores'); return; }
state.numPlayers = nPlayers; state.numImpostors = nImpostors; state.gameTime = gTime; state.deliberationTime = dTime;
buildNameInputs();
showScreen('names-screen');
}
function buildNameInputs() {
const list = document.getElementById('player-names-list');
list.innerHTML = '';
for (let i = 0; i < state.numPlayers; i++) {
const div = document.createElement('div');
div.className = 'player-name-item';
div.innerHTML = `<span>Jugador ${i+1}:</span><input id="player-name-${i}" value="${state.playerNames[i] || 'Jugador '+(i+1)}" />`;
list.appendChild(div);
}
}
// ---------- Inicio de partida ----------
function startGame() {
state.playerNames = [];
for (let i = 0; i < state.numPlayers; i++) {
const val = document.getElementById(`player-name-${i}`).value.trim();
state.playerNames.push(val || `Jugador ${i+1}`);
}
pickWords().then(({civilian, impostor}) => {
state.civilianWord = civilian;
state.impostorWord = impostor;
finalizeStart();
}).catch(() => {
const fallback = EMBEDDED_POOLS[0].words;
const shuffled = [...fallback].sort(() => Math.random() - 0.5);
const wordPair = shuffled[0];
state.civilianWord = wordPair[0];
state.impostorWord = wordPair[1];
finalizeStart();
});
}
function finalizeStart() {
state.roles = Array(state.numPlayers - state.numImpostors).fill('CIVIL').concat(Array(state.numImpostors).fill('IMPOSTOR')).sort(() => Math.random()-0.5);
state.startPlayer = Math.floor(Math.random() * state.numPlayers);
state.turnDirection = Math.random() < 0.5 ? 'horario' : 'antihorario';
const step = state.turnDirection === 'horario' ? 1 : -1;
state.revealOrder = Array.from({length: state.numPlayers}, (_, k) => (state.startPlayer + step * k + state.numPlayers) % state.numPlayers);
state.currentReveal = 0; state.phase = 'pre-reveal'; state.votes = {}; state.votingPlayer = 0; state.selections = []; state.executed = []; state.timerEndAt = null; state.timerPhase = null;
state.votingPool = null; state.isTiebreak = false; state.tiebreakCandidates = [];
saveState();
renderSummary();
showScreen('pre-reveal-screen');
}
// Ajustar defaults cuando se edita el nº de jugadores
document.getElementById('num-players').addEventListener('change', () => {
let nPlayers = parseInt(document.getElementById('num-players').value) || MIN_PLAYERS;
nPlayers = Math.min(Math.max(nPlayers, MIN_PLAYERS), MAX_PLAYERS);
document.getElementById('num-players').value = nPlayers;
const imp = defaultImpostors(nPlayers);
const gTime = defaultGameTime(nPlayers);
const dTime = defaultDeliberation(gTime);
document.getElementById('num-impostors').max = Math.max(1, Math.floor(nPlayers / 2));
document.getElementById('num-impostors').value = imp;
document.getElementById('game-time').value = gTime;
document.getElementById('deliberation-time').value = dTime;
});
function renderSummary() {
const el = document.getElementById('config-summary');
const fmt = secs => `${Math.floor(secs/60)}:${(secs%60).toString().padStart(2,'0')}`;
const startName = state.playerNames[state.startPlayer] || `Jugador ${state.startPlayer+1}`;
// Generar lista de pools seleccionadas
const selectedIds = Array.isArray(state.selectedPools) ? state.selectedPools : [state.selectedPools || 'animales_naturaleza'];
const poolsText = selectedIds.map(id => {
const pool = availablePools.find(p => p.id === id) || EMBEDDED_POOLS.find(p => p.id === id);
return pool ? `${pool.emoji || '🎲'} ${pool.name || pool.id}` : id;
}).join(', ');
el.innerHTML = `
<p><strong>Jugadores:</strong> ${state.numPlayers}</p>
<p><strong>Impostores:</strong> ${state.numImpostors}</p>
<p><strong>Tiempo de partida:</strong> ${fmt(state.gameTime)}</p>
<p><strong>Tiempo de deliberación:</strong> ${fmt(state.deliberationTime)}</p>
<p><strong>Pools:</strong> ${poolsText}</p>
<p><strong>Empieza:</strong> ${startName} · <strong>Orden:</strong> ${state.turnDirection === 'horario' ? 'Horario' : 'Antihorario'}</p>
`;
}
// ---------- Revelación ----------
function loadCurrentReveal() {
state.phase = 'reveal'; saveState();
if (!state.revealOrder || state.revealOrder.length !== state.numPlayers) {
const step = state.turnDirection === 'horario' ? 1 : -1;
state.revealOrder = Array.from({length: state.numPlayers}, (_, k) => (state.startPlayer + step * k + state.numPlayers) % state.numPlayers);
}
const idx = state.revealOrder[state.currentReveal];
const name = state.playerNames[idx];
document.getElementById('current-player-name').textContent = name;
// Resetear estado de la cortina
curtainState.isRevealed = false;
const coverEl = document.getElementById('curtain-cover');
coverEl.style.transform = 'translateY(0)';
coverEl.style.transition = '';
document.getElementById('next-player-btn').style.display = 'none';
document.getElementById('start-game-btn').style.display = 'none';
}
function liftCurtain() {
const cover = document.getElementById('curtain-cover');
if (cover.classList.contains('lifted')) return;
// Restablecer la transición CSS y usar la clase
cover.style.transition = '';
cover.style.transform = '';
cover.classList.add('lifted');
const idx = state.revealOrder[state.currentReveal];
const role = state.roles[idx];
const word = role === 'CIVIL' ? state.civilianWord : state.impostorWord;
document.getElementById('role-text').textContent = role;
document.getElementById('role-text').className = 'role ' + (role === 'CIVIL' ? 'civil' : 'impostor');
document.getElementById('word-text').textContent = word;
setTimeout(() => {
if (state.currentReveal + 1 < state.numPlayers) document.getElementById('next-player-btn').style.display = 'block';
else document.getElementById('start-game-btn').style.display = 'block';
}, 700);
}
function nextReveal() { state.currentReveal++; saveState(); loadCurrentReveal(); }
// Sistema de cortina con GRAVEDAD - La cortina siempre tiende a bajar
// Soporta tanto touch (móvil) como mouse (escritorio)
let curtainState = { isRevealed: false };
(() => {
const curtain = document.getElementById('curtain');
const cover = document.getElementById('curtain-cover');
let startY = null;
let isDragging = false;
// Función para obtener la posición Y del evento (touch o mouse)
const getY = (e) => {
return e.touches ? e.touches[0].clientY : e.clientY;
};
// Función de inicio (touch y mouse)
const handleStart = (e) => {
const coverEl = document.getElementById('curtain-cover');
startY = getY(e);
isDragging = true;
if (e.type === 'mousedown') {
e.preventDefault(); // Prevenir selección de texto en escritorio
}
};
// Función de movimiento (touch y mouse)
const handleMove = (e) => {
if (startY === null || !isDragging) return;
const currentY = getY(e);
const dy = currentY - startY;
const coverEl = document.getElementById('curtain-cover');
// Calcular el desplazamiento: negativo = arriba, positivo = abajo
// Limitar el movimiento hacia arriba (no más allá de la altura de la cortina)
// y no permitir bajar más de la posición inicial (0)
const translateY = Math.max(Math.min(dy, 0), -cover.offsetHeight);
coverEl.style.transform = `translateY(${translateY}px)`;
coverEl.style.transition = 'none';
// Si levanta suficiente, mostrar contenido
if (translateY < -80 && !curtainState.isRevealed) {
curtainState.isRevealed = true;
const idx = state.revealOrder[state.currentReveal];
const role = state.roles[idx];
const word = role === 'CIVIL' ? state.civilianWord : state.impostorWord;
document.getElementById('role-text').textContent = role;
document.getElementById('role-text').className = 'role ' + (role === 'CIVIL' ? 'civil' : 'impostor');
document.getElementById('word-text').textContent = word;
}
if (e.type === 'mousemove') {
e.preventDefault(); // Prevenir selección en escritorio
}
};
// Función de finalización (touch y mouse)
const handleEnd = (e) => {
if (!isDragging || startY === null) return;
const coverEl = document.getElementById('curtain-cover');
// SIEMPRE volver a bajar la cortina cuando se suelta (GRAVEDAD)
coverEl.style.transition = 'transform 0.4s ease';
coverEl.style.transform = 'translateY(0)';
// Si ya se reveló el contenido, mostrar botón después de que baje
if (curtainState.isRevealed) {
setTimeout(() => {
if (state.currentReveal + 1 < state.numPlayers) {
document.getElementById('next-player-btn').style.display = 'block';
} else {
document.getElementById('start-game-btn').style.display = 'block';
}
}, 400);
}
startY = null;
isDragging = false;
};
// Eventos touch (móvil)
curtain.addEventListener('touchstart', handleStart, {passive:true});
curtain.addEventListener('touchmove', handleMove, {passive:true});
curtain.addEventListener('touchend', handleEnd, {passive:true});
curtain.addEventListener('touchcancel', handleEnd, {passive:true});
// Eventos mouse (escritorio)
curtain.addEventListener('mousedown', handleStart);
curtain.addEventListener('mousemove', handleMove);
curtain.addEventListener('mouseup', handleEnd);
curtain.addEventListener('mouseleave', (e) => {
// Si el mouse sale del área mientras arrastra, soltar (gravedad)
if (isDragging) {
handleEnd(e);
}
});
})();
// ---------- Timers ----------
let timerInterval = null;
function startPhaseTimer(phase, seconds, elementId, onEnd) {
if (timerInterval) clearInterval(timerInterval);
const now = Date.now();
state.timerPhase = phase;
state.timerEndAt = now + seconds*1000;
saveState();
const el = document.getElementById(elementId);
const tick = () => {
const remaining = Math.max(0, Math.round((state.timerEndAt - Date.now())/1000));
updateTimerDisplay(el, remaining);
if (remaining <= 0) { clearInterval(timerInterval); playBeep(); onEnd(); }
};
tick();
timerInterval = setInterval(tick, 1000);
}
function resumeTimerIfNeeded() {
if (!state.timerEndAt || !state.timerPhase) return;
const remaining = Math.round((state.timerEndAt - Date.now())/1000);
if (remaining <= 0) { state.timerEndAt = null; saveState(); return; }
if (state.timerPhase === 'game') { showScreen('game-screen'); startPhaseTimer('game', remaining, 'game-timer', startDeliberationPhase); }
else if (state.timerPhase === 'deliberation') { showScreen('deliberation-screen'); startPhaseTimer('deliberation', remaining, 'deliberation-timer', startVotingPhase); }
}
function updateTimerDisplay(el, remaining) {
const minutes = Math.floor(remaining/60); const secs = remaining%60;
el.textContent = `${minutes}:${secs.toString().padStart(2,'0')}`;
el.className = 'timer';
if (remaining <= 10) el.classList.add('danger'); else if (remaining <= 30) el.classList.add('warning');
}
function playBeep() {
const ctx = new (window.AudioContext || window.webkitAudioContext)();
const osc = ctx.createOscillator(); const gain = ctx.createGain();
osc.connect(gain); gain.connect(ctx.destination); osc.frequency.value = 820; osc.type = 'sine';
gain.gain.setValueAtTime(0.3, ctx.currentTime); gain.gain.exponentialRampToValueAtTime(0.01, ctx.currentTime + 0.45);
osc.start(); osc.stop(ctx.currentTime + 0.45);
}
// ---------- Fases ----------
function startGamePhase() { state.phase = 'game'; saveState(); showScreen('game-screen'); startPhaseTimer('game', state.gameTime, 'game-timer', startDeliberationPhase); }
function startDeliberationPhase() { state.phase = 'deliberation'; saveState(); showScreen('deliberation-screen'); startPhaseTimer('deliberation', state.deliberationTime, 'deliberation-timer', startVotingPhase); }
function startVotingPhase(candidates = null, isTiebreak = false) {
state.phase = 'voting';
state.votingPlayer = 0;
state.votes = {};
state.selections = [];
state.votingPool = candidates;
state.isTiebreak = isTiebreak;
saveState();
renderVoting();
showScreen('voting-screen');
}
function skipToDeliberation() { if (timerInterval) clearInterval(timerInterval); startDeliberationPhase(); }
function skipToVoting() { if (timerInterval) clearInterval(timerInterval); startVotingPhase(); }
function startTiebreakDeliberation(candidates) {
state.phase = 'deliberation';
state.tiebreakCandidates = candidates;
saveState();
showScreen('deliberation-screen');
startPhaseTimer('deliberation', 60, 'deliberation-timer', () => startVotingPhase(candidates, true));
}
// ---------- Votación secreta ----------
function renderVoting() {
const pool = state.votingPool || Array.from({length: state.numPlayers}, (_, i) => i);
const voter = state.playerNames[state.votingPlayer];
document.getElementById('voter-name').textContent = voter;
document.getElementById('votes-needed').textContent = state.numImpostors;
state.selections = state.selections || [];
const list = document.getElementById('vote-list'); list.innerHTML = '';
pool.forEach(i => {
const item = document.createElement('div');
item.className = 'player-item';
item.textContent = state.playerNames[i];
if (state.votes[i]) item.innerHTML += `<span class="vote-count">Votos: ${state.votes[i]}</span>`;
if (state.selections.includes(i)) item.classList.add('selected');
if (i === state.votingPlayer) {
item.classList.add('disabled');
item.style.opacity = '0.5';
item.style.pointerEvents = 'none';
} else {
item.onclick = () => toggleSelection(i, item);
}
list.appendChild(item);
});
updateConfirmButton();
}
function toggleSelection(idx, el) {
if (idx === state.votingPlayer) return;
if (state.selections.includes(idx)) state.selections = state.selections.filter(x => x !== idx);
else {
if (state.selections.length >= state.numImpostors) return;
state.selections.push(idx);
}
saveState();
renderVoting();
}
function updateConfirmButton() {
const btn = document.getElementById('confirm-vote-btn');
btn.disabled = state.selections.length !== state.numImpostors;
}
function confirmCurrentVote() {
state.selections.forEach(t => { state.votes[t] = (state.votes[t] || 0) + 1; });
state.votingPlayer++;
state.selections = [];
saveState();
if (state.votingPlayer >= state.numPlayers) { handleVoteOutcome(); return; }
renderVoting();
}
// ---------- Resolución de voto ----------
function handleVoteOutcome() {
const pool = state.votingPool || Array.from({length: state.numPlayers}, (_, i) => i);
const counts = pool.map(idx => ({ idx, votes: state.votes[idx] || 0 }));
counts.sort((a, b) => b.votes - a.votes);
let slots = state.numImpostors;
const executed = [];
for (let i = 0; i < counts.length && slots > 0; ) {
const currentVotes = counts[i].votes;
const group = [];
let j = i;
while (j < counts.length && counts[j].votes === currentVotes) { group.push(counts[j].idx); j++; }
if (group.length <= slots) {
executed.push(...group);
slots -= group.length;
i = j;
} else {
// Tie for remaining slots
if (state.isTiebreak) {
// segunda vez empatados: ganan impostores
state.executed = [];
showResults(true);
return;
}
startTiebreakDeliberation(group);
return;
}
}
state.executed = executed;
showResults();
}
// ---------- Resultados ----------
function showResults(isTiebreak = false) {
state.phase = 'results'; saveState();
const executed = state.executed || [];
let impostorsAlive = 0;
state.roles.forEach((r,i) => { if (r === 'IMPOSTOR' && !executed.includes(i)) impostorsAlive++; });
const winner = impostorsAlive > 0 ? 'IMPOSTORES' : 'CIVILES';
const results = document.getElementById('results-content');
results.innerHTML = `
<h2>${winner === 'CIVILES' ? '✅ ¡GANAN LOS CIVILES!' : '❌ ¡GANAN LOS IMPOSTORES!'}</h2>
<p><strong>Ejecutados:</strong> ${executed.length ? executed.map(i => state.playerNames[i]).join(', ') : 'Nadie'}</p>
<p><strong>Votos:</strong> ${Object.keys(state.votes).length ? '' : 'Sin votos'}</p>
<h3 style="margin-top:18px;">Roles revelados</h3>
${state.roles.map((role,i) => {
const word = role === 'CIVIL' ? state.civilianWord : state.impostorWord;
const killed = executed.includes(i) ? 'executed' : '';
return `<div class="role-reveal ${role === 'CIVIL' ? 'civil-reveal' : 'impostor-reveal'} ${killed}"><strong>${state.playerNames[i]}:</strong> ${role} — "${word}" ${killed ? '☠️' : ''}</div>`;
}).join('')}
`;
showScreen('results-screen');
}
// ---------- Utilidades ----------
function showScreen(id) {
document.querySelectorAll('.screen').forEach(s => s.classList.remove('active'));
document.getElementById(id).classList.add('active');
state.phase = id.replace('-screen','');
saveState();
}
function newMatch() {
clearState();
state = { ...state, phase:'welcome', timerEndAt:null, timerPhase:null, votingPool:null, isTiebreak:false, tiebreakCandidates:[] };
saveState();
showScreen('welcome-screen');
}
// ---------- Sistema de temas ----------
function getSystemTheme() {
return window.matchMedia && window.matchMedia('(prefers-color-scheme: dark)').matches ? 'dark' : 'light';
}
function loadTheme() {
const savedTheme = localStorage.getItem(THEME_STORAGE_KEY);
return savedTheme || getSystemTheme();
}
function saveTheme(theme) {
localStorage.setItem(THEME_STORAGE_KEY, theme);
}
function applyTheme(theme) {
document.documentElement.setAttribute('data-theme', theme);
const themeIcon = document.querySelector('.theme-icon');
if (themeIcon) {
themeIcon.textContent = theme === 'dark' ? '☀️' : '🌙';
}
}
function toggleTheme() {
const currentTheme = document.documentElement.getAttribute('data-theme') || 'light';
const newTheme = currentTheme === 'dark' ? 'light' : 'dark';
applyTheme(newTheme);
saveTheme(newTheme);
}
// Inicializar tema
const initialTheme = loadTheme();
applyTheme(initialTheme);
// Event listener para el botón de tema
document.addEventListener('DOMContentLoaded', () => {
const themeToggle = document.getElementById('theme-toggle');
if (themeToggle) {
themeToggle.addEventListener('click', toggleTheme);
}
// Detectar cambios en el tema del sistema
window.matchMedia('(prefers-color-scheme: dark)').addEventListener('change', (e) => {
// Solo aplicar automáticamente si el usuario no ha seleccionado un tema manualmente
if (!localStorage.getItem(THEME_STORAGE_KEY)) {
applyTheme(e.matches ? 'dark' : 'light');
}
});
});
// ---------- Rehidratación ----------
(function init() {
const restored = loadState();
loadPoolsList();
if (!state.turnDirection) state.turnDirection = 'horario';
if (typeof state.startPlayer !== 'number') state.startPlayer = 0;
// Establecer valores por defecto en los inputs si estamos en setup
if (state.phase === 'setup' || !restored) {
const defaultPlayers = 6;
const defaultImp = defaultImpostors(defaultPlayers);
const defaultGTime = defaultGameTime(defaultPlayers);
const defaultDTime = defaultDeliberation(defaultGTime);
document.getElementById('num-players').value = defaultPlayers;
document.getElementById('num-impostors').value = defaultImp;
document.getElementById('num-impostors').max = Math.max(1, Math.floor(defaultPlayers / 2));
document.getElementById('game-time').value = defaultGTime;
document.getElementById('deliberation-time').value = defaultDTime;
}
// Determinar pantalla inicial
if (!restored || state.phase === 'setup' || state.phase === 'welcome') {
// Si no hay estado guardado o estamos en setup/welcome, mostrar bienvenida
showScreen('welcome-screen');
} else {
// Si hay una partida en curso, restaurarla
switch (state.phase) {
case 'names': buildNameInputs(); showScreen('names-screen'); break;
case 'pre-reveal': renderSummary(); showScreen('pre-reveal-screen'); break;
case 'reveal': showScreen('reveal-screen'); loadCurrentReveal(); break;
case 'game': showScreen('game-screen'); resumeTimerIfNeeded(); break;
case 'deliberation': showScreen('deliberation-screen'); resumeTimerIfNeeded(); break;
case 'voting': showScreen('voting-screen'); renderVoting(); break;
case 'results': showResults(); break;
default: showScreen('welcome-screen');
}
}
})();