Problem
The glowing turn animation ring (ripple effect) appears around a player's seat even when no hand is in progress. For example, if a single player joins and sits in, the ring shows despite nextToAct having no valid target.
Expected Behavior
The turn animation ring should only render when:
- A hand is actively in progress (
isGameInProgress === true)
nextToAct points to a valid seated, active player
Current Behavior
The ring renders based solely on nextToActSeat === index + 1 without checking whether a hand is actually running.
Key Files
ui/src/components/playPage/Animations/TurnAnimation.tsx — renders rings when nextToActSeat === index + 1
ui/src/components/playPage/Animations/TurnAnimation.css — ripple animation styles
ui/src/hooks/game/useNextToActInfo.ts — provides nextToActSeat
Suggested Fix
Add an isGameInProgress check (or verify nextToAct > 0 and game round is not ANTE/idle) before rendering the turn animation rings.
Related
🤖 Generated with Claude Code
Problem
The glowing turn animation ring (ripple effect) appears around a player's seat even when no hand is in progress. For example, if a single player joins and sits in, the ring shows despite
nextToActhaving no valid target.Expected Behavior
The turn animation ring should only render when:
isGameInProgress === true)nextToActpoints to a valid seated, active playerCurrent Behavior
The ring renders based solely on
nextToActSeat === index + 1without checking whether a hand is actually running.Key Files
ui/src/components/playPage/Animations/TurnAnimation.tsx— renders rings whennextToActSeat === index + 1ui/src/components/playPage/Animations/TurnAnimation.css— ripple animation stylesui/src/hooks/game/useNextToActInfo.ts— providesnextToActSeatSuggested Fix
Add an
isGameInProgresscheck (or verifynextToAct > 0and game round is not ANTE/idle) before rendering the turn animation rings.Related
🤖 Generated with Claude Code