use local tilts, don't wait for server relay
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@@ -2,6 +2,8 @@ import { useEffect, useRef } from 'react';
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import { useAppContext } from '@/app/AppContext';
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import type { Tilt } from '@/types';
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const ZERO_ROTATION = 'rotateX(0deg) rotateY(0deg)';
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export default function TiltCard({
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children,
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cardIndex,
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@@ -24,42 +26,31 @@ export default function TiltCard({
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if (!card) return;
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if (tilt) {
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if (remoteTilt) {
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const tilts = gameData.tilts[cardIndex];
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if (!tilts.length) {
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card.style.transform = `rotateX(0deg) rotateY(0deg)`;
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return;
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}
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const rotateX = localTilts[cardIndex]?.rotateX || 0;
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const rotateY = localTilts[cardIndex]?.rotateY || 0;
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const { totalX, totalY } = tilts.reduce(
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({ totalX, totalY }, { rotateX, rotateY }) => ({
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const tilts = remoteTilt
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? [...gameData.tilts[cardIndex], { rotateX, rotateY }]
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: [{ rotateX, rotateY }];
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const { totalX, totalY, count } = tilts
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.filter(({ rotateX, rotateY }) => !!rotateX && !!rotateY)
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.reduce(
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({ totalX, totalY, count }, { rotateX, rotateY }) => ({
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totalX: totalX + rotateX,
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totalY: totalY + rotateY,
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count: ++count,
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}),
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{ totalX: 0, totalY: 0 },
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{ totalX: 0, totalY: 0, count: 0 },
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);
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const rotateX = totalX / tilts.length;
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const rotateY = totalY / tilts.length;
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if (rotateX || rotateY) {
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card.style.transform = `rotateX(${rotateX}deg) rotateY(${rotateY}deg)`;
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} else {
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card.style.transform = `rotateX(0deg) rotateY(0deg)`;
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}
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if (count && (totalX || totalY)) {
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card.style.transform = `rotateX(${totalX / count}deg) rotateY(${totalY / count}deg)`;
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} else {
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console.log(localTilts);
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const rotateX = localTilts[cardIndex]?.rotateX || 0;
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const rotateY = localTilts[cardIndex]?.rotateY || 0;
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if (rotateX || rotateY) {
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card.style.transform = `rotateX(${rotateX}deg) rotateY(${rotateY}deg)`;
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} else {
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card.style.transform = `rotateX(0deg) rotateY(0deg)`;
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}
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card.style.transform = ZERO_ROTATION;
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}
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} else if (card.style.transform !== 'rotateX(0deg) rotateY(0deg)') {
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card.style.transform = 'rotateX(0deg) rotateY(0deg)';
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} else if (card.style.transform !== ZERO_ROTATION) {
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card.style.transform = ZERO_ROTATION;
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}
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}, [tilt, localTilts, gameData]);
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