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feat: poker modified
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55
poker-modifier-app/README.md
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# Texas Hold'em Modifier App
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A fun web application that randomly applies modifiers to Texas Hold'em poker games with configurable probability.
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## Features
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- **Configurable Probability**: Adjust the chance of getting a modifier (0-100%)
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- **15 Unique Modifiers**: Various game-changing rules like "High Stakes", "Wild Card", "Reverse Psychology", etc.
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- **Statistics Tracking**: Keep track of rounds played and modifiers applied
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- **Beautiful UI**: Modern, responsive design with poker-themed styling
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- **Smooth Animations**: Visual feedback for button clicks and result displays
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## How to Use
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1. Open `index.html` in your web browser
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2. Adjust the "Modifier Probability" slider to set the chance of getting a modifier
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3. Click "Start Round" to begin a new round
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4. The app will randomly decide whether to apply a modifier based on your probability setting
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5. If a modifier is chosen, a random modifier will be selected and displayed
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## Modifiers Included
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- **High Stakes**: All bets are doubled
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- **Wild Card**: Next card can be used as any card
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- **Bluff Master**: See one opponent's card before betting
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- **All-In Fever**: If someone goes all-in, everyone must match or fold
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- **Lucky Sevens**: Any hand with a 7 beats a pair
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- **Reverse Psychology**: Lowest hand wins
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- **Split Pot**: Pot split between top 2 hands
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- **Texas Twister**: Each player gets an extra hole card
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- **Blind Luck**: Play blind until the river
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- **Community Boost**: Extra community card revealed
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- **Minimum Madness**: Minimum bet tripled
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- **Suit Supremacy**: Random suit cards worth +1 rank
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- **Quick Draw**: Betting time cut in half
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- **Royal Treatment**: Face cards worth double
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- **Chip Challenge**: Winner gets extra house chips
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## Files
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- `index.html`: Main HTML structure
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- `style.css`: Styling and responsive design
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- `script.js`: JavaScript functionality and modifier logic
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## Customization
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You can easily add new modifiers by using the `addModifier()` method:
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```javascript
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window.pokerApp.addModifier("Your Modifier Name", "Description of what it does");
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```
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## Browser Compatibility
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Works in all modern web browsers (Chrome, Firefox, Safari, Edge).
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135
poker-modifier-app/README_python.md
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poker-modifier-app/README_python.md
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# Texas Hold'em Modifier App - Python Version
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A desktop application built with Python and tkinter that randomly applies modifiers to Texas Hold'em poker games with configurable probability.
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## Requirements
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- Python 3.6+
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- tkinter (usually comes with Python)
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## How to Run
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```bash
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python poker_modifier_app.py
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```
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## Features
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- **Configurable Probability**: Adjust the chance of getting a modifier (0-100%) with a slider
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- **50+ Poker & Drinking Modifiers**: Real poker variations with drinking game twists!
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- **Statistics Tracking**: Keep track of rounds played and modifiers applied
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- **Modern GUI**: Clean, poker-themed interface with visual feedback
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- **Easy to Extend**: Simple methods to add new modifiers
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## How to Use
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1. Run the Python script
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2. Adjust the "Modifier Probability" slider to set the chance of getting a modifier
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3. Click "Start Round" to begin a new round
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4. The app will randomly decide whether to apply a modifier based on your probability setting
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5. If a modifier is chosen, a random modifier will be selected and displayed
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## Modifiers Included
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### Classic Poker Modifiers
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- **High Stakes**: All bets are doubled
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- **Wild Card**: Next card can be used as any card
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- **Bluff Master**: See one opponent's card before betting
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- **All-In Fever**: If someone goes all-in, everyone must match or fold
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- **Lucky Sevens**: Any hand with a 7 beats a pair
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- **Reverse Psychology**: Lowest hand wins
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- **Split Pot**: Pot split between top 2 hands
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- **Texas Twister**: Each player gets an extra hole card
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- **Blind Luck**: Play blind until the river
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- **Community Boost**: Extra community card revealed
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- **Minimum Madness**: Minimum bet tripled
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- **Suit Supremacy**: Random suit cards worth +1 rank
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- **Quick Draw**: Betting time cut in half
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- **Royal Treatment**: Face cards worth double
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- **Chip Challenge**: Winner gets extra house chips
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## Modifiers Included
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### Classic Poker Modifiers
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- **High Stakes**: All bets are doubled
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- **Wild Card**: Next card can be used as any card
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- **Bluff Master**: See one opponent's card before betting
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- **All-In Fever**: If someone goes all-in, everyone must match or fold
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- **Lucky Sevens**: Any hand with a 7 beats a pair
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- **Reverse Psychology**: Lowest hand wins
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- **Split Pot**: Pot split between top 2 hands
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- **Texas Twister**: Each player gets an extra hole card
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- **Blind Luck**: Play blind until the river
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- **Community Boost**: Extra community card revealed
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- **Minimum Madness**: Minimum bet tripled
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- **Suit Supremacy**: Random suit cards worth +1 rank
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- **Quick Draw**: Betting time cut in half
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- **Royal Treatment**: Face cards worth double
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- **Chip Challenge**: Winner gets extra house chips
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### Drinking Game Modifiers
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- **Red or Black**: Guess community card colors for double winnings
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- **Pocket Rockets**: Pocket Aces trigger drinks for everyone else
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- **Rainbow Flop**: 3-suit flop boosts flush draws
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- **Suited Connectors**: Beat any pocket pair
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- **Drink or Fold**: Choose to drink and stay in or fold
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- **Shot Clock**: 10 seconds per decision or auto-fold
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- **Double Down**: Pay double to see opponent's cards
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- **Bad Beat Jackpot**: Losing with full house+ makes others drink
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- **Chaser Round**: Previous loser gets bonus stack
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- **Face Card Frenzy**: Each face card = take a sip
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- **Burn Card Reveal**: Matching burn cards = drinks + chips
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- **Pair Tax**: Pocket pairs cost extra or drink
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- **Kicker Clash**: Lowest kicker in tie drinks
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- **Color Blind**: Red cards +1, black cards -1
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- **Sip and Tell**: Drink and honestly rate your hand
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- **Last Call**: Final betting round, no more cards
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- **Drink the River**: River helps you = others drink
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- **Tipsy Tells**: Must make exaggerated expressions
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- **House Rules**: Deuces wild but drink when used
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- **Side Bet Madness**: Bet on what flop will contain
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- **Fold Penalty**: Folders drink and sit out next hand
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- **Straight Shooter**: Complete straight = pick someone to finish drink
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- **Flush Rush**: First flush wins side pot from all
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- **Ace High Drama**: Ace high wins double but finish drink
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- **Bluff Check**: Caught bluffing = drink + penalty
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- **Small Ball**: Only minimum bets allowed
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- **Position Power**: Button sees everyone's first card
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- **Community Chest**: 6 community cards total
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- **Heads Up**: Only top 2 hands after flop continue
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- **Dealer's Choice**: Dealer picks wild suits
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- **Ante Up**: Double ante or take two drinks
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- **Showdown Shuffle**: Simultaneous card reveal
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- **Lucky Draw**: Extra card, choose best 2
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- **Betting Blind**: First round before looking at cards
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- **Chip and a Chair**: Short stack sees early community card
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- **All Red**: Red cards boost hand level
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- **Mississippi Stud**: Fold after flop for half bet back
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## Code Structure
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- `PokerModifierApp`: Main application class
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- `setup_gui()`: Creates the tkinter interface
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- `start_round()`: Main game logic for starting rounds
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- `apply_random_modifier()`: Selects and displays a random modifier
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- `show_no_modifier()`: Displays when no modifier is chosen
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- `add_modifier()`: Method to add new modifiers
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- `get_stats()`: Returns current statistics
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## Customization
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You can easily add new modifiers programmatically:
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```python
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app = PokerModifierApp()
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app.add_modifier("Your Modifier Name", "Description of what it does")
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app.run()
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```
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## GUI Components
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- **Title**: Application header
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- **Settings Panel**: Probability slider
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- **Result Display**: Shows modifier or "no modifier" message
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- **Start Button**: Triggers new round
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- **Statistics**: Displays rounds played and modifiers applied
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45
poker-modifier-app/index.html
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>Texas Hold'em Modifier App</title>
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<link rel="stylesheet" href="style.css">
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</head>
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<body>
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<div class="container">
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<h1>🃏 Texas Hold'em Modifier</h1>
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<div class="game-area">
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<div class="probability-settings">
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<h3>Settings</h3>
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<div class="setting">
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<label for="modifierChance">Modifier Probability:</label>
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<input type="range" id="modifierChance" min="0" max="100" value="30">
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<span id="chanceValue">30%</span>
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</div>
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</div>
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<div class="result-area">
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<div id="resultDisplay" class="result-display">
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<p>Click "Start Round" to begin!</p>
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</div>
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</div>
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<button id="startRoundBtn" class="start-button">Start Round</button>
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<div class="stats">
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<div class="stat">
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<span class="stat-label">Rounds Played:</span>
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<span id="roundsCount">0</span>
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</div>
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<div class="stat">
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<span class="stat-label">Modifiers Applied:</span>
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<span id="modifiersCount">0</span>
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</div>
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</div>
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</div>
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</div>
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<script src="script.js"></script>
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</body>
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</html>
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831
poker-modifier-app/poker_modifier_app.py
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poker-modifier-app/poker_modifier_app.py
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import tkinter as tk
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from tkinter import ttk
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import random
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import time
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class PokerModifierApp:
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def __init__(self):
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self.modifiers = [
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# Hand Bonus Modifiers (Balatro-inspired)
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{
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"name": "Pair Bonus",
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"description": "Any pocket pair: everyone else pays you 1 chip, even if you lose the hand."
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},
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{
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"name": "Flush Fever",
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"description": "Make a flush: collect 1 chip from each other player (separate from main pot)."
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},
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{
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"name": "Straight Shot",
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"description": "Complete a straight: choose one player to pay you half the current pot size."
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},
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{
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"name": "Full House Party",
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"description": "Make full house: everyone else pays 2 chips + takes 2 drinks."
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},
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{
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"name": "High Card Hero",
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"description": "Win with just high card: collect your normal winnings + 1 chip from each player."
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},
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# Card Enhancement Modifiers
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{
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"name": "Face Card Power",
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"description": "All face cards (J, Q, K) count as Aces for this hand."
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},
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{
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"name": "Red Suit Boost",
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"description": "Hearts and Diamonds are worth +1 rank (Jack becomes Queen, etc.)"
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},
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{
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"name": "Black Magic",
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"description": "Spades and Clubs can be used as any suit for straights/flushes."
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},
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{
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"name": "Lucky Sevens",
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"description": "All 7s become wild cards that can be any rank."
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},
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{
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"name": "Steel Cards",
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"description": "Random rank chosen: {steel_rank}. All {steel_rank}s beat everything this hand!"
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},
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# Ante-Based Effects (Clear Money Source)
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{
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"name": "Bonus Pool",
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"description": "Everyone puts 2 chips in bonus pool. First person to make any pair wins it all."
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},
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# Deck Manipulation (Balatro-style)
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{
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"name": "Deck Shuffle",
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"description": "After dealing hole cards, shuffle deck and redeal all community cards."
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},
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{
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"name": "Extra Draw",
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"description": "Deal each player a 3rd hole card. Discard one before the flop."
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},
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{
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"name": "Phantom Cards",
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"description": "Deal 6 community cards, but randomly remove 1 before showdown."
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},
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# Special Betting Rules (Realistic Economics)
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{
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"name": "Escalation",
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"description": "Each raise must be at least 2x the previous raise (not just matching)."
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},
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# Position and Action Modifiers
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{
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"name": "Button Bonus",
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"description": "Dealer button acts last in ALL rounds"
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},
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{
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"name": "Call Penalty",
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"description": "Anyone who only calls (never raises) pays 1 chip penalty to pot."
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},
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# Information Warfare
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{
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"name": "Poker Face",
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"description": "No talking, no expressions allowed. Pure silent poker this hand."
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},
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{
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"name": "Truth or Consequences",
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"description": "If asked 'good hand or bad hand?' you must answer truthfully or pay penalty."
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},
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{
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"name": "Open Book",
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"description": "Everyone plays with one hole card face-up."
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},
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# Drinking Game Integration
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{
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"name": "Liquid Courage",
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"description": "Take a drink before betting to get chip bonus to all your bets."
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},
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{
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"name": "Last Call",
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"description": "Everyone must finish their current drink before the river card."
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},
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{
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"name": "Shot Clock",
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"description": "5 seconds to act or take a shot and auto-fold."
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},
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{
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"name": "Drink Tax",
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"description": "Each red card in your final hand = one sip (reveal afret play) ."
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},
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# Wild and Chaos Effects
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{
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"name": "Joker's Wild",
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"description": "All Jacks become completely wild - any suit, any rank you choose."
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},
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{
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"name": "Suit Swap",
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"description": "Hearts become Spades, Diamonds become Clubs this hand."
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},
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{
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"name": "Rank Revolution",
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"description": "2s beat Aces this hand. All other ranks stay the same."
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},
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{
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"name": "Time Warp",
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"description": "Play the hand completely backwards: showdown first, then remove random cards from table !"
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},
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# Economic Effects (Clear Money Sources)
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{
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"name": "Poverty Mode",
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"description": "All bets limited to 1 chip maximum this hand."
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},
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{
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"name": "High Roller",
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"description": "Minimum bet is 5x the entry this hand."
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},
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{
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"name": "Charity Case",
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"description": "Player with fewest chips get ther ente funded by richest player."
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},
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# Penalty-Based Modifiers (Clear Consequences)
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{
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"name": "Fold Tax",
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"description": "Anyone who folds pays 5 chip to the pot immediately."
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},
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{
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"name": "Bluff Fine",
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"description": "Get caught bluffing = pay 2 chips to next hand's pot."
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},
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{
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"name": "Speed Fine",
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"description": "Take longer than 10 seconds to act = pay 1 chip to pot."
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},
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{
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"name": "Talk Tax",
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"description": "Every word spoken during betting costs 1 chip to the pot."
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},
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# Skill Challenges (With Clear Rewards/Penalties)
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{
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"name": "Memory Challenge",
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"description": " Dealers holder names all community cards in order. Success = collect 1 chip from each player. Fail = pay 1 chip to each player."
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},
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{
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"name": "Quick Draw",
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"description": "Everyone pays 1 chip to quick-draw pot. First to correctly announce their hand wins the pot and cant pass."
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},
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{
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"name": "Bluff Bonus",
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"description": "Successfully bluff with 7-high or worse = collect 2 chips from each other player."
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},
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{
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"name": "Prediction Pool",
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"description": "Everyone puts 1 chip in pool. Guess the river card exactly = win the pool."
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},
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# Partnership Modifiers
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{
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"name": "Buddy System",
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"description": "Each player chooses a partner. Partners share fate - both win or both lose."
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},
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{
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"name": "Duo Power",
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"description": "Partners can combine their hole cards - each player plays with 4 cards total."
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},
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{
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"name": "Shared Vision",
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"description": "Partners can show each other one hole card before betting starts."
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},
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{
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"name": "Tag Team",
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"description": "Partners alternate who plays each betting round (pre-flop, flop, turn, river)."
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},
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{
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"name": "Power Couple",
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"description": "If both partners make it to showdown, they both get +1 chip bonus from other players (revalt at the end of round)."
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},
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]
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# Separate endgame modifiers for special handling
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self.endgame_modifiers = [
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# Classic Endgame Modifiers
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{
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"name": "Final Boss",
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"description": "This is the last hand. Winner takes all remaining chips."
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},
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{
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"name": "Sudden Death",
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"description": "Anyone who folds is eliminated from the game."
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},
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{
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"name": "Comeback Kid",
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"description": "Player with the worst hand can't lose chips this round (reveal at the end of round)."
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},
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{
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"name": "Double or Nothing",
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"description": "Winner gets double payout, but everyone else pays double penalty."
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},
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||||
# High Stakes Endgame
|
||||
{
|
||||
"name": "All In Madness",
|
||||
"description": "Everyone must go all-in. No calling, no folding allowed this hand."
|
||||
},
|
||||
{
|
||||
"name": "Chip Volcano",
|
||||
"description": "Everyone puts half their remaining chips in the center. Winner takes the mountain."
|
||||
},
|
||||
{
|
||||
"name": "Last Stand",
|
||||
"description": "Player with fewest chips gets to act last in ALL betting rounds."
|
||||
},
|
||||
|
||||
# Dramatic Reversals
|
||||
{
|
||||
"name": "Underdog Victory",
|
||||
"description": "Worst hand wins the pot instead of best hand this round."
|
||||
}
|
||||
# Winner Takes All Variants
|
||||
{
|
||||
"name": "Crown Jewels",
|
||||
"description": "Winner of this hand becomes the 'King' - all other players pay tribute (2 chips each)."
|
||||
},
|
||||
{
|
||||
"name": "Championship Belt",
|
||||
"description": "Winner takes 75% of all chips on the table. Remaining 25% goes for the second best."
|
||||
},
|
||||
# Elimination Mechanics
|
||||
{
|
||||
"name": "Battle Royale",
|
||||
"description": "Lowest hand is eliminated. If tied, both eliminated."
|
||||
},
|
||||
{
|
||||
"name": "Survivor",
|
||||
"description": "Only players who improve their hand from pre-flop to river survive to next round."
|
||||
},
|
||||
#Time Pressure Endgame
|
||||
{
|
||||
"name": "Speed Round",
|
||||
"description": "3 seconds to act or auto-fold. No exceptions, no delays."
|
||||
},
|
||||
{
|
||||
"name": "Auction House",
|
||||
"description": "Players bid chips to see each other's hole cards before betting."
|
||||
},
|
||||
{
|
||||
"name": "Lightning Round",
|
||||
"description": "Deal all 5 community cards at once. Betting happens after each card revealed."
|
||||
},
|
||||
|
||||
# Psychological Warfare
|
||||
{
|
||||
"name": "Confession Booth",
|
||||
"description": "Each player must truthfully state their biggest bluff this session."
|
||||
},
|
||||
{
|
||||
"name": "Truth Serum",
|
||||
"description": "Everyone must honestly rate their hand 1-10 before any betting."
|
||||
},
|
||||
{
|
||||
"name": "Poker Face Off",
|
||||
"description": "Staring contest: losers must reveal one hole card to the table."
|
||||
},
|
||||
|
||||
# Endgame Economics
|
||||
{
|
||||
"name": "Wealth Redistribution",
|
||||
"description": "Before the hand, richest player gives 3 chips to poorest player."
|
||||
},
|
||||
{
|
||||
"name": "Emergency Fund",
|
||||
"description": "All players with less than 5 chips get emergency funding from the pot."
|
||||
},
|
||||
{
|
||||
"name": "Final Ante",
|
||||
"description": "Everyone must put in their last 2 chips before seeing cards. No backing out."
|
||||
},
|
||||
|
||||
# Apocalypse Modifiers
|
||||
{
|
||||
"name": "Nuclear Option",
|
||||
"description": "Dealer burns the top 3 cards. Play with whatever's left in the deck."
|
||||
},
|
||||
{
|
||||
"name": "Meteor Strike",
|
||||
"description": "Remove all face cards from the deck for this hand only."
|
||||
},
|
||||
{
|
||||
"name": "Solar Flare",
|
||||
"description": "All suits become the same suit (dealer's choice)."
|
||||
},
|
||||
|
||||
# Legacy Modifiers
|
||||
{
|
||||
"name": "Hall of Fame",
|
||||
"description": "Winner's name gets written down as 'Champion of the Session'."
|
||||
},
|
||||
{
|
||||
"name": "Legendary Hand",
|
||||
"description": "This hand will be retold as a story. Play like legends."
|
||||
},
|
||||
{
|
||||
"name": "Photo Finish",
|
||||
"description": "Take a photo of the winning hand - it goes in the poker hall of fame."
|
||||
},
|
||||
|
||||
# Chaos Theory
|
||||
{
|
||||
"name": "Butterfly Effect",
|
||||
"description": "One random decision by dealer changes everything: flip a coin for each community card to reverse it."
|
||||
},
|
||||
{
|
||||
"name": "Time Paradox",
|
||||
"description": "Play the hand twice with same cards. Best average result wins."
|
||||
},
|
||||
{
|
||||
"name": "Multiverse",
|
||||
"description": "Deal 2 separate boards. Players choose which board to play after seeing both."
|
||||
}
|
||||
]
|
||||
|
||||
# Remove endgame modifiers from regular modifier list
|
||||
endgame_modifier_names = [mod['name'] for mod in self.endgame_modifiers]
|
||||
self.modifiers = [mod for mod in self.modifiers if mod['name'] not in endgame_modifier_names]
|
||||
|
||||
# Game state tracking
|
||||
self.rounds_played = 0
|
||||
self.modifiers_applied = 0
|
||||
self.total_game_rounds = 20 # Default game length
|
||||
self.endgame_threshold = 0.8 # Start endgame modifiers at 80% of total rounds
|
||||
self.debug_mode = False
|
||||
self.force_endgame = False
|
||||
|
||||
self.setup_gui()
|
||||
|
||||
def setup_gui(self):
|
||||
# Create main window
|
||||
self.root = tk.Tk()
|
||||
self.root.title("🃏 Texas Hold'em Modifier")
|
||||
self.root.geometry("650x750")
|
||||
self.root.configure(bg='#0f4c3a')
|
||||
self.root.resizable(True, True)
|
||||
|
||||
# Configure style
|
||||
style = ttk.Style()
|
||||
style.theme_use('clam')
|
||||
|
||||
# Main container
|
||||
main_frame = tk.Frame(self.root, bg='#0f4c3a', padx=20, pady=20)
|
||||
main_frame.pack(fill=tk.BOTH, expand=True)
|
||||
|
||||
# Title
|
||||
title_label = tk.Label(
|
||||
main_frame,
|
||||
text="🃏 Texas Hold'em Modifier",
|
||||
font=('Arial', 24, 'bold'),
|
||||
fg='#ffd700',
|
||||
bg='#0f4c3a'
|
||||
)
|
||||
title_label.pack(pady=(0, 20))
|
||||
|
||||
# Settings frame
|
||||
settings_frame = tk.LabelFrame(
|
||||
main_frame,
|
||||
text="Settings",
|
||||
font=('Arial', 12, 'bold'),
|
||||
fg='#ffd700',
|
||||
bg='#1a6b4d',
|
||||
relief=tk.RIDGE,
|
||||
bd=2
|
||||
)
|
||||
settings_frame.pack(fill=tk.X, pady=(0, 20), padx=10, ipady=10)
|
||||
|
||||
# Probability setting
|
||||
prob_frame = tk.Frame(settings_frame, bg='#1a6b4d')
|
||||
prob_frame.pack(fill=tk.X, padx=10, pady=5)
|
||||
|
||||
tk.Label(
|
||||
prob_frame,
|
||||
text="Modifier Probability:",
|
||||
font=('Arial', 11, 'bold'),
|
||||
fg='white',
|
||||
bg='#1a6b4d'
|
||||
).pack(side=tk.LEFT)
|
||||
|
||||
self.prob_var = tk.IntVar(value=30)
|
||||
self.prob_scale = tk.Scale(
|
||||
prob_frame,
|
||||
from_=0,
|
||||
to=100,
|
||||
orient=tk.HORIZONTAL,
|
||||
variable=self.prob_var,
|
||||
command=self.update_prob_display,
|
||||
bg='#1a6b4d',
|
||||
fg='white',
|
||||
highlightbackground='#1a6b4d',
|
||||
troughcolor='#0f4c3a',
|
||||
activebackground='#ffd700'
|
||||
)
|
||||
self.prob_scale.pack(side=tk.LEFT, fill=tk.X, expand=True, padx=(10, 5))
|
||||
|
||||
self.prob_label = tk.Label(
|
||||
prob_frame,
|
||||
text="30%",
|
||||
font=('Arial', 11, 'bold'),
|
||||
fg='#ffd700',
|
||||
bg='#1a6b4d',
|
||||
width=5
|
||||
)
|
||||
self.prob_label.pack(side=tk.RIGHT)
|
||||
|
||||
# Debug controls frame
|
||||
debug_frame = tk.Frame(settings_frame, bg='#1a6b4d')
|
||||
debug_frame.pack(fill=tk.X, padx=10, pady=5)
|
||||
|
||||
# Debug mode toggle
|
||||
self.debug_var = tk.BooleanVar(value=False)
|
||||
debug_check = tk.Checkbutton(
|
||||
debug_frame,
|
||||
text="Debug Mode",
|
||||
variable=self.debug_var,
|
||||
command=self.toggle_debug_mode,
|
||||
bg='#1a6b4d',
|
||||
fg='white',
|
||||
selectcolor='#0f4c3a',
|
||||
activebackground='#1a6b4d',
|
||||
activeforeground='#ffd700',
|
||||
font=('Arial', 10, 'bold')
|
||||
)
|
||||
debug_check.pack(side=tk.LEFT, padx=(0, 15))
|
||||
|
||||
# Force endgame button (only visible in debug mode)
|
||||
self.force_endgame_button = tk.Button(
|
||||
debug_frame,
|
||||
text="Force Endgame",
|
||||
command=self.toggle_force_endgame,
|
||||
bg='#ff6b6b',
|
||||
fg='white',
|
||||
font=('Arial', 9, 'bold'),
|
||||
relief=tk.RAISED,
|
||||
bd=2
|
||||
)
|
||||
# Initially hidden
|
||||
|
||||
# Game length setting
|
||||
length_frame = tk.Frame(settings_frame, bg='#1a6b4d')
|
||||
length_frame.pack(fill=tk.X, padx=10, pady=5)
|
||||
|
||||
tk.Label(
|
||||
length_frame,
|
||||
text="Total Game Rounds:",
|
||||
font=('Arial', 11, 'bold'),
|
||||
fg='white',
|
||||
bg='#1a6b4d'
|
||||
).pack(side=tk.LEFT)
|
||||
|
||||
self.length_var = tk.IntVar(value=20)
|
||||
self.length_scale = tk.Scale(
|
||||
length_frame,
|
||||
from_=5,
|
||||
to=50,
|
||||
orient=tk.HORIZONTAL,
|
||||
variable=self.length_var,
|
||||
command=self.update_length_display,
|
||||
bg='#1a6b4d',
|
||||
fg='white',
|
||||
highlightbackground='#1a6b4d',
|
||||
troughcolor='#0f4c3a',
|
||||
activebackground='#ffd700'
|
||||
)
|
||||
self.length_scale.pack(side=tk.LEFT, fill=tk.X, expand=True, padx=(10, 5))
|
||||
|
||||
self.length_label = tk.Label(
|
||||
length_frame,
|
||||
text="20",
|
||||
font=('Arial', 11, 'bold'),
|
||||
fg='#ffd700',
|
||||
bg='#1a6b4d',
|
||||
width=5
|
||||
)
|
||||
self.length_label.pack(side=tk.RIGHT)
|
||||
|
||||
# Result display frame
|
||||
self.result_frame = tk.Frame(
|
||||
main_frame,
|
||||
bg='#2d2d2d',
|
||||
relief=tk.RIDGE,
|
||||
bd=3,
|
||||
height=150
|
||||
)
|
||||
self.result_frame.pack(fill=tk.BOTH, expand=True, pady=(0, 20), padx=10)
|
||||
self.result_frame.pack_propagate(False)
|
||||
|
||||
# Initial result text
|
||||
self.result_label = tk.Label(
|
||||
self.result_frame,
|
||||
text="Click 'Start Round' to begin!",
|
||||
font=('Arial', 14),
|
||||
fg='#cccccc',
|
||||
bg='#2d2d2d',
|
||||
wraplength=500,
|
||||
justify=tk.CENTER
|
||||
)
|
||||
self.result_label.pack(expand=True, fill=tk.BOTH, padx=20, pady=20)
|
||||
|
||||
# Button frame for Start and Reset
|
||||
button_frame = tk.Frame(main_frame, bg='#0f4c3a')
|
||||
button_frame.pack(fill=tk.X, pady=(0, 20), padx=10)
|
||||
|
||||
# Start button
|
||||
self.start_button = tk.Button(
|
||||
button_frame,
|
||||
text="Start Round",
|
||||
font=('Arial', 18, 'bold'),
|
||||
bg='#ffd700',
|
||||
fg='#0f4c3a',
|
||||
activebackground='#ffed4e',
|
||||
activeforeground='#0f4c3a',
|
||||
relief=tk.RAISED,
|
||||
bd=3,
|
||||
command=self.start_round,
|
||||
cursor='hand2'
|
||||
)
|
||||
self.start_button.pack(side=tk.LEFT, fill=tk.X, expand=True, ipady=10, padx=(0, 5))
|
||||
|
||||
# Reset button
|
||||
self.reset_button = tk.Button(
|
||||
button_frame,
|
||||
text="Reset Game",
|
||||
font=('Arial', 14, 'bold'),
|
||||
bg='#ff6b6b',
|
||||
fg='white',
|
||||
activebackground='#ff5252',
|
||||
activeforeground='white',
|
||||
relief=tk.RAISED,
|
||||
bd=3,
|
||||
command=self.reset_game,
|
||||
cursor='hand2'
|
||||
)
|
||||
self.reset_button.pack(side=tk.RIGHT, ipady=10, padx=(5, 0))
|
||||
|
||||
# Statistics frame
|
||||
stats_frame = tk.Frame(main_frame, bg='#0f4c3a')
|
||||
stats_frame.pack(fill=tk.X, padx=10)
|
||||
|
||||
# Rounds played
|
||||
rounds_frame = tk.LabelFrame(
|
||||
stats_frame,
|
||||
text="Rounds Played",
|
||||
font=('Arial', 10, 'bold'),
|
||||
fg='#cccccc',
|
||||
bg='#1a6b4d',
|
||||
relief=tk.RIDGE,
|
||||
bd=2
|
||||
)
|
||||
rounds_frame.pack(side=tk.LEFT, fill=tk.X, expand=True, padx=(0, 3))
|
||||
|
||||
self.rounds_label = tk.Label(
|
||||
rounds_frame,
|
||||
text="0",
|
||||
font=('Arial', 20, 'bold'),
|
||||
fg='#ffd700',
|
||||
bg='#1a6b4d'
|
||||
)
|
||||
self.rounds_label.pack(pady=10)
|
||||
|
||||
# Modifiers applied
|
||||
mods_frame = tk.LabelFrame(
|
||||
stats_frame,
|
||||
text="Modifiers Applied",
|
||||
font=('Arial', 10, 'bold'),
|
||||
fg='#cccccc',
|
||||
bg='#1a6b4d',
|
||||
relief=tk.RIDGE,
|
||||
bd=2
|
||||
)
|
||||
mods_frame.pack(side=tk.LEFT, fill=tk.X, expand=True, padx=(3, 3))
|
||||
|
||||
self.mods_label = tk.Label(
|
||||
mods_frame,
|
||||
text="0",
|
||||
font=('Arial', 20, 'bold'),
|
||||
fg='#ffd700',
|
||||
bg='#1a6b4d'
|
||||
)
|
||||
self.mods_label.pack(pady=10)
|
||||
|
||||
# Game phase indicator
|
||||
phase_frame = tk.LabelFrame(
|
||||
stats_frame,
|
||||
text="Game Phase",
|
||||
font=('Arial', 10, 'bold'),
|
||||
fg='#cccccc',
|
||||
bg='#1a6b4d',
|
||||
relief=tk.RIDGE,
|
||||
bd=2
|
||||
)
|
||||
phase_frame.pack(side=tk.RIGHT, fill=tk.X, expand=True, padx=(3, 0))
|
||||
|
||||
self.phase_label = tk.Label(
|
||||
phase_frame,
|
||||
text="Early",
|
||||
font=('Arial', 16, 'bold'),
|
||||
fg='#4CAF50',
|
||||
bg='#1a6b4d'
|
||||
)
|
||||
self.phase_label.pack(pady=10)
|
||||
|
||||
def update_prob_display(self, value):
|
||||
"""Update the probability percentage display"""
|
||||
self.prob_label.config(text=f"{value}%")
|
||||
|
||||
def update_length_display(self, value):
|
||||
"""Update the game length display"""
|
||||
self.length_label.config(text=str(value))
|
||||
self.total_game_rounds = int(value)
|
||||
|
||||
def toggle_debug_mode(self):
|
||||
"""Toggle debug mode and show/hide debug controls"""
|
||||
self.debug_mode = self.debug_var.get()
|
||||
if self.debug_mode:
|
||||
self.force_endgame_button.pack(side=tk.LEFT, padx=(0, 10))
|
||||
print("🐛 Debug mode enabled")
|
||||
else:
|
||||
self.force_endgame_button.pack_forget()
|
||||
self.force_endgame = False
|
||||
print("🐛 Debug mode disabled")
|
||||
|
||||
def toggle_force_endgame(self):
|
||||
"""Toggle forced endgame mode for testing"""
|
||||
self.force_endgame = not self.force_endgame
|
||||
if self.force_endgame:
|
||||
self.force_endgame_button.config(text="Stop Force Endgame", bg='#4CAF50')
|
||||
print("🎯 Forcing endgame modifiers")
|
||||
else:
|
||||
self.force_endgame_button.config(text="Force Endgame", bg='#ff6b6b')
|
||||
print("🎯 Normal modifier selection restored")
|
||||
|
||||
def is_endgame(self):
|
||||
"""Determine if we're in endgame phase"""
|
||||
if self.debug_mode and self.force_endgame:
|
||||
return True
|
||||
|
||||
endgame_round = int(self.total_game_rounds * self.endgame_threshold)
|
||||
return self.rounds_played >= endgame_round
|
||||
|
||||
def start_round(self):
|
||||
"""Start a new poker round and determine if modifier should be applied"""
|
||||
# Button animation effect
|
||||
self.start_button.config(relief=tk.SUNKEN)
|
||||
self.root.after(100, lambda: self.start_button.config(relief=tk.RAISED))
|
||||
|
||||
# Update round counter
|
||||
self.rounds_played += 1
|
||||
self.rounds_label.config(text=str(self.rounds_played))
|
||||
|
||||
# Update game phase indicator
|
||||
self.update_phase_indicator()
|
||||
|
||||
# Get current probability
|
||||
modifier_chance = self.prob_var.get()
|
||||
|
||||
# Determine if modifier should be applied
|
||||
random_value = random.random() * 100
|
||||
should_apply_modifier = random_value < modifier_chance
|
||||
|
||||
if should_apply_modifier:
|
||||
self.apply_random_modifier()
|
||||
else:
|
||||
self.show_no_modifier()
|
||||
|
||||
def update_phase_indicator(self):
|
||||
"""Update the game phase indicator based on current round"""
|
||||
if self.is_endgame():
|
||||
self.phase_label.config(text="Endgame", fg='#ff6b6b')
|
||||
elif self.rounds_played >= self.total_game_rounds * 0.6:
|
||||
self.phase_label.config(text="Late", fg='#ffa500')
|
||||
elif self.rounds_played >= self.total_game_rounds * 0.3:
|
||||
self.phase_label.config(text="Mid", fg='#ffeb3b')
|
||||
else:
|
||||
self.phase_label.config(text="Early", fg='#4CAF50')
|
||||
|
||||
def apply_random_modifier(self):
|
||||
"""Apply a random modifier and update display"""
|
||||
# Update modifier counter
|
||||
self.modifiers_applied += 1
|
||||
self.mods_label.config(text=str(self.modifiers_applied))
|
||||
|
||||
# Determine which modifier pool to use
|
||||
if self.is_endgame():
|
||||
modifier_pool = self.endgame_modifiers
|
||||
modifier_type = "🏁 ENDGAME"
|
||||
bg_color = '#4a2d2d' # Darker red for endgame
|
||||
else:
|
||||
modifier_pool = self.modifiers
|
||||
modifier_type = "🎲"
|
||||
bg_color = '#2d4a2d' # Green for normal
|
||||
|
||||
# Select random modifier from appropriate pool
|
||||
selected_modifier = random.choice(modifier_pool).copy()
|
||||
|
||||
# Special handling for Steel Cards - randomize the rank
|
||||
if selected_modifier['name'] == 'Steel Cards':
|
||||
ranks = ['2', '3', '4', '5', '6', '7', '8', '9', '10', 'Jack', 'Queen', 'King', 'Ace']
|
||||
steel_rank = random.choice(ranks)
|
||||
selected_modifier['description'] = selected_modifier['description'].format(steel_rank=steel_rank)
|
||||
|
||||
# Update result frame styling for modifier
|
||||
self.result_frame.config(bg=bg_color, highlightbackground='#ffd700', highlightthickness=2)
|
||||
|
||||
# Update display with modifier info
|
||||
modifier_text = f"{modifier_type} {selected_modifier['name']}\n\n{selected_modifier['description']}"
|
||||
|
||||
# Add endgame indicator if applicable
|
||||
if self.is_endgame():
|
||||
rounds_left = self.total_game_rounds - self.rounds_played
|
||||
if rounds_left > 0:
|
||||
modifier_text += f"\n\n⚠️ Endgame Phase - {rounds_left} rounds left"
|
||||
else:
|
||||
modifier_text += f"\n\n⚠️ FINAL ROUND!"
|
||||
|
||||
self.result_label.config(
|
||||
text=modifier_text,
|
||||
fg='#ffd700',
|
||||
bg=bg_color,
|
||||
font=('Arial', 14, 'bold')
|
||||
)
|
||||
|
||||
def show_no_modifier(self):
|
||||
"""Show no modifier message"""
|
||||
# Update result frame styling for no modifier
|
||||
self.result_frame.config(bg='#2d2d2d', highlightbackground='#666666', highlightthickness=1)
|
||||
|
||||
# Update display
|
||||
self.result_label.config(
|
||||
text="No modifier this round\n\nPlay normally",
|
||||
fg='#cccccc',
|
||||
bg='#2d2d2d',
|
||||
font=('Arial', 14)
|
||||
)
|
||||
|
||||
def reset_game(self):
|
||||
"""Reset the game to initial state"""
|
||||
self.rounds_played = 0
|
||||
self.modifiers_applied = 0
|
||||
self.force_endgame = False
|
||||
|
||||
# Update displays
|
||||
self.rounds_label.config(text="0")
|
||||
self.mods_label.config(text="0")
|
||||
self.phase_label.config(text="Early", fg='#4CAF50')
|
||||
|
||||
# Reset result frame
|
||||
self.result_frame.config(bg='#2d2d2d', highlightbackground='#666666', highlightthickness=1)
|
||||
self.result_label.config(
|
||||
text="Click 'Start Round' to begin!",
|
||||
fg='#cccccc',
|
||||
bg='#2d2d2d',
|
||||
font=('Arial', 14)
|
||||
)
|
||||
|
||||
# Reset force endgame button if visible
|
||||
if self.debug_mode:
|
||||
self.force_endgame_button.config(text="Force Endgame", bg='#ff6b6b')
|
||||
|
||||
print("🔄 Game reset to initial state")
|
||||
|
||||
def add_modifier(self, name, description):
|
||||
"""Add a new modifier to the list"""
|
||||
self.modifiers.append({"name": name, "description": description})
|
||||
|
||||
def get_stats(self):
|
||||
"""Get current statistics"""
|
||||
modifier_rate = 0 if self.rounds_played == 0 else (self.modifiers_applied / self.rounds_played) * 100
|
||||
rounds_remaining = max(0, self.total_game_rounds - self.rounds_played)
|
||||
|
||||
return {
|
||||
"rounds_played": self.rounds_played,
|
||||
"modifiers_applied": self.modifiers_applied,
|
||||
"modifier_rate": round(modifier_rate, 1),
|
||||
"total_game_rounds": self.total_game_rounds,
|
||||
"rounds_remaining": rounds_remaining,
|
||||
"is_endgame": self.is_endgame(),
|
||||
"debug_mode": self.debug_mode,
|
||||
"force_endgame": self.force_endgame
|
||||
}
|
||||
|
||||
def run(self):
|
||||
"""Start the application"""
|
||||
print("🃏 Texas Hold'em Modifier App started!")
|
||||
print("Available methods: app.get_stats(), app.add_modifier(name, description)")
|
||||
print("Debug features: Toggle debug mode to access force endgame controls")
|
||||
print(f"Default game length: {self.total_game_rounds} rounds")
|
||||
print(f"Endgame threshold: {int(self.endgame_threshold * 100)}% ({int(self.total_game_rounds * self.endgame_threshold)} rounds)")
|
||||
self.root.mainloop()
|
||||
|
||||
if __name__ == "__main__":
|
||||
app = PokerModifierApp()
|
||||
app.run()
|
||||
175
poker-modifier-app/script.js
Normal file
175
poker-modifier-app/script.js
Normal file
@ -0,0 +1,175 @@
|
||||
class PokerModifierApp {
|
||||
constructor() {
|
||||
this.modifiers = [
|
||||
{
|
||||
name: "High Stakes",
|
||||
description: "All bets are doubled this round!"
|
||||
},
|
||||
{
|
||||
name: "Wild Card",
|
||||
description: "The next card revealed can be used as any card!"
|
||||
},
|
||||
{
|
||||
name: "Bluff Master",
|
||||
description: "Players can see one opponent's card before betting."
|
||||
},
|
||||
{
|
||||
name: "All-In Fever",
|
||||
description: "If someone goes all-in, everyone must match or fold."
|
||||
},
|
||||
{
|
||||
name: "Lucky Sevens",
|
||||
description: "Any hand with a 7 beats a pair!"
|
||||
},
|
||||
{
|
||||
name: "Reverse Psychology",
|
||||
description: "Lowest hand wins this round!"
|
||||
},
|
||||
{
|
||||
name: "Split Pot",
|
||||
description: "The pot is split between the top 2 hands."
|
||||
},
|
||||
{
|
||||
name: "Texas Twister",
|
||||
description: "Each player gets an extra hole card this round."
|
||||
},
|
||||
{
|
||||
name: "Blind Luck",
|
||||
description: "All players must play blind (no looking at cards) until the river."
|
||||
},
|
||||
{
|
||||
name: "Community Boost",
|
||||
description: "An extra community card is revealed (6 total)."
|
||||
},
|
||||
{
|
||||
name: "Minimum Madness",
|
||||
description: "Minimum bet is tripled this round."
|
||||
},
|
||||
{
|
||||
name: "Suit Supremacy",
|
||||
description: "All cards of the chosen suit (random) are worth +1 rank."
|
||||
},
|
||||
{
|
||||
name: "Quick Draw",
|
||||
description: "Betting time is cut in half - make decisions fast!"
|
||||
},
|
||||
{
|
||||
name: "Royal Treatment",
|
||||
description: "Face cards (J, Q, K) are worth double."
|
||||
},
|
||||
{
|
||||
name: "Chip Challenge",
|
||||
description: "Winner gets extra chips from the house!"
|
||||
}
|
||||
];
|
||||
|
||||
this.roundsPlayed = 0;
|
||||
this.modifiersApplied = 0;
|
||||
|
||||
this.initializeElements();
|
||||
this.attachEventListeners();
|
||||
this.updateChanceDisplay();
|
||||
}
|
||||
|
||||
initializeElements() {
|
||||
this.startButton = document.getElementById('startRoundBtn');
|
||||
this.resultDisplay = document.getElementById('resultDisplay');
|
||||
this.modifierChanceSlider = document.getElementById('modifierChance');
|
||||
this.chanceValueDisplay = document.getElementById('chanceValue');
|
||||
this.roundsCountDisplay = document.getElementById('roundsCount');
|
||||
this.modifiersCountDisplay = document.getElementById('modifiersCount');
|
||||
}
|
||||
|
||||
attachEventListeners() {
|
||||
this.startButton.addEventListener('click', () => this.startRound());
|
||||
this.modifierChanceSlider.addEventListener('input', () => this.updateChanceDisplay());
|
||||
}
|
||||
|
||||
updateChanceDisplay() {
|
||||
const chance = this.modifierChanceSlider.value;
|
||||
this.chanceValueDisplay.textContent = `${chance}%`;
|
||||
}
|
||||
|
||||
startRound() {
|
||||
// Add button animation
|
||||
this.startButton.style.transform = 'scale(0.95)';
|
||||
setTimeout(() => {
|
||||
this.startButton.style.transform = '';
|
||||
}, 150);
|
||||
|
||||
// Update round counter
|
||||
this.roundsPlayed++;
|
||||
this.roundsCountDisplay.textContent = this.roundsPlayed;
|
||||
|
||||
// Get current probability
|
||||
const modifierChance = parseInt(this.modifierChanceSlider.value);
|
||||
|
||||
// Determine if a modifier should be applied
|
||||
const randomValue = Math.random() * 100;
|
||||
const shouldApplyModifier = randomValue < modifierChance;
|
||||
|
||||
if (shouldApplyModifier) {
|
||||
this.applyRandomModifier();
|
||||
} else {
|
||||
this.showNoModifier();
|
||||
}
|
||||
|
||||
// Add some visual feedback with animation
|
||||
this.resultDisplay.style.opacity = '0';
|
||||
this.resultDisplay.style.transform = 'scale(0.8)';
|
||||
|
||||
setTimeout(() => {
|
||||
this.resultDisplay.style.opacity = '1';
|
||||
this.resultDisplay.style.transform = 'scale(1)';
|
||||
}, 200);
|
||||
}
|
||||
|
||||
applyRandomModifier() {
|
||||
// Update modifier counter
|
||||
this.modifiersApplied++;
|
||||
this.modifiersCountDisplay.textContent = this.modifiersApplied;
|
||||
|
||||
// Select random modifier
|
||||
const randomIndex = Math.floor(Math.random() * this.modifiers.length);
|
||||
const selectedModifier = this.modifiers[randomIndex];
|
||||
|
||||
// Update display
|
||||
this.resultDisplay.className = 'result-display has-modifier';
|
||||
this.resultDisplay.innerHTML = `
|
||||
<div class="modifier-title">🎲 ${selectedModifier.name}</div>
|
||||
<div class="modifier-description">${selectedModifier.description}</div>
|
||||
`;
|
||||
}
|
||||
|
||||
showNoModifier() {
|
||||
this.resultDisplay.className = 'result-display no-modifier';
|
||||
this.resultDisplay.innerHTML = `
|
||||
<div class="no-modifier-text">No modifier this round</div>
|
||||
<div style="font-size: 0.9rem; color: #999; margin-top: 0.5rem;">Play normally</div>
|
||||
`;
|
||||
}
|
||||
|
||||
// Method to add new modifiers (for future expansion)
|
||||
addModifier(name, description) {
|
||||
this.modifiers.push({ name, description });
|
||||
}
|
||||
|
||||
// Method to get statistics
|
||||
getStats() {
|
||||
return {
|
||||
roundsPlayed: this.roundsPlayed,
|
||||
modifiersApplied: this.modifiersApplied,
|
||||
modifierRate: this.roundsPlayed > 0 ? (this.modifiersApplied / this.roundsPlayed * 100).toFixed(1) : 0
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
// Initialize the app when the page loads
|
||||
document.addEventListener('DOMContentLoaded', () => {
|
||||
window.pokerApp = new PokerModifierApp();
|
||||
|
||||
// Add some console info for developers
|
||||
console.log('🃏 Texas Hold\'em Modifier App loaded!');
|
||||
console.log('Access the app instance via window.pokerApp');
|
||||
console.log('Available methods: getStats(), addModifier(name, description)');
|
||||
});
|
||||
234
poker-modifier-app/style.css
Normal file
234
poker-modifier-app/style.css
Normal file
@ -0,0 +1,234 @@
|
||||
* {
|
||||
margin: 0;
|
||||
padding: 0;
|
||||
box-sizing: border-box;
|
||||
}
|
||||
|
||||
body {
|
||||
font-family: 'Arial', sans-serif;
|
||||
background: linear-gradient(135deg, #0f4c3a, #1a6b4d);
|
||||
min-height: 100vh;
|
||||
display: flex;
|
||||
align-items: center;
|
||||
justify-content: center;
|
||||
color: #fff;
|
||||
}
|
||||
|
||||
.container {
|
||||
max-width: 600px;
|
||||
width: 90%;
|
||||
padding: 2rem;
|
||||
}
|
||||
|
||||
h1 {
|
||||
text-align: center;
|
||||
font-size: 2.5rem;
|
||||
margin-bottom: 2rem;
|
||||
text-shadow: 2px 2px 4px rgba(0, 0, 0, 0.3);
|
||||
}
|
||||
|
||||
.game-area {
|
||||
background: rgba(255, 255, 255, 0.1);
|
||||
border-radius: 15px;
|
||||
padding: 2rem;
|
||||
backdrop-filter: blur(10px);
|
||||
border: 1px solid rgba(255, 255, 255, 0.2);
|
||||
box-shadow: 0 8px 32px rgba(0, 0, 0, 0.3);
|
||||
}
|
||||
|
||||
.probability-settings {
|
||||
margin-bottom: 2rem;
|
||||
padding: 1rem;
|
||||
background: rgba(255, 255, 255, 0.05);
|
||||
border-radius: 10px;
|
||||
border: 1px solid rgba(255, 255, 255, 0.1);
|
||||
}
|
||||
|
||||
.probability-settings h3 {
|
||||
margin-bottom: 1rem;
|
||||
color: #ffd700;
|
||||
text-align: center;
|
||||
}
|
||||
|
||||
.setting {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
gap: 1rem;
|
||||
flex-wrap: wrap;
|
||||
}
|
||||
|
||||
.setting label {
|
||||
font-weight: bold;
|
||||
min-width: 150px;
|
||||
}
|
||||
|
||||
#modifierChance {
|
||||
flex: 1;
|
||||
min-width: 150px;
|
||||
height: 8px;
|
||||
background: rgba(255, 255, 255, 0.2);
|
||||
border-radius: 5px;
|
||||
outline: none;
|
||||
appearance: none;
|
||||
}
|
||||
|
||||
#modifierChance::-webkit-slider-thumb {
|
||||
appearance: none;
|
||||
width: 20px;
|
||||
height: 20px;
|
||||
background: #ffd700;
|
||||
border-radius: 50%;
|
||||
cursor: pointer;
|
||||
box-shadow: 0 2px 6px rgba(0, 0, 0, 0.3);
|
||||
}
|
||||
|
||||
#modifierChance::-moz-range-thumb {
|
||||
width: 20px;
|
||||
height: 20px;
|
||||
background: #ffd700;
|
||||
border-radius: 50%;
|
||||
cursor: pointer;
|
||||
border: none;
|
||||
box-shadow: 0 2px 6px rgba(0, 0, 0, 0.3);
|
||||
}
|
||||
|
||||
#chanceValue {
|
||||
font-weight: bold;
|
||||
color: #ffd700;
|
||||
min-width: 40px;
|
||||
text-align: center;
|
||||
}
|
||||
|
||||
.result-area {
|
||||
margin: 2rem 0;
|
||||
min-height: 120px;
|
||||
display: flex;
|
||||
align-items: center;
|
||||
justify-content: center;
|
||||
}
|
||||
|
||||
.result-display {
|
||||
text-align: center;
|
||||
padding: 2rem;
|
||||
background: rgba(0, 0, 0, 0.2);
|
||||
border-radius: 10px;
|
||||
border: 2px solid rgba(255, 255, 255, 0.1);
|
||||
min-height: 120px;
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
justify-content: center;
|
||||
transition: all 0.3s ease;
|
||||
}
|
||||
|
||||
.result-display.no-modifier {
|
||||
border-color: rgba(128, 128, 128, 0.5);
|
||||
background: rgba(128, 128, 128, 0.1);
|
||||
}
|
||||
|
||||
.result-display.has-modifier {
|
||||
border-color: #ffd700;
|
||||
background: rgba(255, 215, 0, 0.1);
|
||||
box-shadow: 0 0 20px rgba(255, 215, 0, 0.3);
|
||||
}
|
||||
|
||||
.modifier-title {
|
||||
font-size: 1.5rem;
|
||||
font-weight: bold;
|
||||
color: #ffd700;
|
||||
margin-bottom: 0.5rem;
|
||||
}
|
||||
|
||||
.modifier-description {
|
||||
font-size: 1rem;
|
||||
line-height: 1.4;
|
||||
color: #fff;
|
||||
}
|
||||
|
||||
.no-modifier-text {
|
||||
font-size: 1.2rem;
|
||||
color: #ccc;
|
||||
}
|
||||
|
||||
.start-button {
|
||||
width: 100%;
|
||||
padding: 1rem 2rem;
|
||||
font-size: 1.5rem;
|
||||
font-weight: bold;
|
||||
background: linear-gradient(45deg, #ffd700, #ffed4e);
|
||||
color: #0f4c3a;
|
||||
border: none;
|
||||
border-radius: 10px;
|
||||
cursor: pointer;
|
||||
transition: all 0.3s ease;
|
||||
box-shadow: 0 4px 15px rgba(255, 215, 0, 0.3);
|
||||
margin-bottom: 2rem;
|
||||
}
|
||||
|
||||
.start-button:hover {
|
||||
transform: translateY(-2px);
|
||||
box-shadow: 0 6px 20px rgba(255, 215, 0, 0.4);
|
||||
background: linear-gradient(45deg, #ffed4e, #ffd700);
|
||||
}
|
||||
|
||||
.start-button:active {
|
||||
transform: translateY(0);
|
||||
box-shadow: 0 2px 10px rgba(255, 215, 0, 0.3);
|
||||
}
|
||||
|
||||
.stats {
|
||||
display: flex;
|
||||
justify-content: space-around;
|
||||
gap: 1rem;
|
||||
flex-wrap: wrap;
|
||||
}
|
||||
|
||||
.stat {
|
||||
background: rgba(255, 255, 255, 0.1);
|
||||
padding: 1rem;
|
||||
border-radius: 8px;
|
||||
text-align: center;
|
||||
flex: 1;
|
||||
min-width: 150px;
|
||||
border: 1px solid rgba(255, 255, 255, 0.2);
|
||||
}
|
||||
|
||||
.stat-label {
|
||||
display: block;
|
||||
font-size: 0.9rem;
|
||||
color: #ccc;
|
||||
margin-bottom: 0.5rem;
|
||||
}
|
||||
|
||||
.stat span:last-child {
|
||||
font-size: 1.5rem;
|
||||
font-weight: bold;
|
||||
color: #ffd700;
|
||||
}
|
||||
|
||||
@media (max-width: 600px) {
|
||||
.container {
|
||||
padding: 1rem;
|
||||
}
|
||||
|
||||
h1 {
|
||||
font-size: 2rem;
|
||||
}
|
||||
|
||||
.game-area {
|
||||
padding: 1.5rem;
|
||||
}
|
||||
|
||||
.setting {
|
||||
flex-direction: column;
|
||||
align-items: stretch;
|
||||
}
|
||||
|
||||
.setting label {
|
||||
min-width: auto;
|
||||
text-align: center;
|
||||
}
|
||||
|
||||
.stats {
|
||||
flex-direction: column;
|
||||
}
|
||||
}
|
||||
Loading…
Reference in New Issue
Block a user