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Chaseopoly - Multiplayer Monopoly Game Documentation

Overview

“Chaseopoly” is a sophisticated multiplayer Monopoly-style board game implemented as a web application. The game features real-time multiplayer gameplay through Firebase, complete character customization, property management, financial transactions, and a comprehensive begging system for players facing bankruptcy. The application provides a modern, mobile-first interface for classic Monopoly mechanics.

Technical Architecture

Core Technologies

File Structure

chaseopoly/
└── index.html    # Complete self-contained multiplayer game (26,875 lines)

Firebase Integration Architecture

Database Configuration

// Firebase Realtime Database setup
const firebaseConfig = {
    apiKey: "AIzaSyDcVXrIFKuY5Bf_7uOxEiPFFtQQSFoGfj8",
    authDomain: "chaseopoly-ab4c0.firebaseapp.com",
    databaseURL: "https://chaseopoly-ab4c0-default-rtdb.europe-west1.firebasedatabase.app",
    projectId: "chaseopoly-ab4c0",
    storageBucket: "chaseopoly-ab4c0.appspot.com",
    messagingSenderId: "527853504334",
    appId: "1:527853504334:web:4b7e0d98bbac476ffae894"
};

const database = firebase.database();

Complex Database Schema

// Comprehensive game state management
{
  "games": {
    "[gameId]": {
      "config": {
        "status": "waiting|active|finished",    // Game lifecycle status
        "maxPlayers": 4,                        // Player limit
        "startingMoney": 1500,                  // Initial player money
        "passGoAmount": 200,                    // Salary for passing GO
        "createdAt": timestamp,                 // Game creation time
        "createdBy": "userId"                   // Game creator
      },
      "players": {
        "[playerId]": {
          "name": "PlayerName",                 // Display name
          "color": "#FF5722",                   // Player color
          "money": 1500,                        // Current money
          "position": 0,                        // Board position (0-39)
          "properties": [],                     // Owned property indices
          "inJail": false,                      // Jail status
          "jailTurns": 0,                       // Turns remaining in jail
          "isReady": false,                     // Ready to start flag
          "bankrupt": false,                    // Bankruptcy status
          "joinedAt": timestamp                 // Join timestamp
        }
      },
      "gameState": {
        "currentPlayerIndex": 0,                // Current turn player
        "playerOrder": ["uid1", "uid2"],        // Turn order array
        "turnStartedAt": timestamp,             // Turn timing
        "lastDiceRoll": { "die1": 3, "die2": 5 }, // Last dice result
        "gameStartedAt": timestamp              // Game start time
      },
      "beggingRequest": {
        "playerId": "uid",                      // Player requesting help
        "playerName": "Name",                   // Requesting player name
        "amount": 500,                          // Amount needed
        "reason": "rent to Player",             // Reason for request
        "status": "active|completed",           // Request status
        "donations": {
          "[donorId]": {
            "amount": 100,                      // Donation amount
            "timestamp": timestamp              // Donation time
          }
        }
      },
      "history": [
        {
          "message": "Player bought property",   // Game event description
          "timestamp": timestamp,               // Event time
          "playerId": "uid"                     // Associated player
        }
      ]
    }
  }
}

Game State Management System

Multi-Screen Navigation Architecture

// Sophisticated screen management system
const screens = {
    splash: 'Initial loading screen',
    character: 'Character creation and game setup',
    waiting: 'Lobby for multiplayer coordination',
    dashboard: 'Main game interface'
};

function showScreen(screenId) {
    document.querySelectorAll('.screen').forEach(screen => {
        screen.classList.remove('active');
    });
    document.getElementById(screenId).classList.add('active');
}

Real-time Multiplayer Synchronization

// Comprehensive Firebase listeners for real-time gameplay
async function setupGameListeners() {
    // Player list updates
    database.ref(`games/${gameId}/players`).on('value', updatePlayerList);
    
    // Game status changes
    database.ref(`games/${gameId}/config/status`).on('value', handleStatusChange);
    
    // Game state synchronization
    database.ref(`games/${gameId}/gameState`).on('value', handleGameStateChange);
    
    // Begging request system
    database.ref(`games/${gameId}/beggingRequest`).on('value', beggingRequestListener);
    
    // Individual player money tracking
    database.ref(`games/${gameId}/players/${currentUser.uid}/money`).on('value', (snapshot) => {
        updateMoneyDisplay(snapshot.val());
    });
    
    // Property ownership updates
    database.ref(`games/${gameId}/players/${currentUser.uid}/properties`).on('value', (snapshot) => {
        updatePropertiesDisplay(snapshot.val());
    });
}

Character Creation and Game Setup

Player Customization System

// Comprehensive character creation
const playerColors = [
    '#FF5722', '#2196F3', '#4CAF50', '#FF9800', 
    '#9C27B0', '#607D8B', '#795548', '#E91E63'
];

async function createCharacter() {
    const name = document.getElementById('playerName').value.trim();
    const selectedColor = document.querySelector('.color-option.selected').dataset.color;
    
    // Validate character name
    if (name.length < 1 || name.length > 20) {
        showError('Name must be 1-20 characters');
        return;
    }
    
    // Check for existing players and color conflicts
    const playersSnapshot = await database.ref(`games/${gameId}/players`).once('value');
    const players = playersSnapshot.val() || {};
    
    // Ensure unique colors per game
    const colorTaken = Object.values(players).some(player => 
        player.color === selectedColor && player.id !== currentUser.uid
    );
    
    if (colorTaken) {
        showError('Color already taken by another player');
        return;
    }
    
    // Create player record
    await database.ref(`games/${gameId}/players/${currentUser.uid}`).set({
        name: name,
        color: selectedColor,
        money: gameConfig.startingMoney || 1500,
        position: 0,
        properties: [],
        inJail: false,
        jailTurns: 0,
        isReady: false,
        bankrupt: false,
        joinedAt: firebase.database.ServerValue.TIMESTAMP
    });
}

Dynamic Game Room Management

// Intelligent game matching and creation
async function findOrCreateGame() {
    try {
        // Check for saved game first
        const savedGameId = localStorage.getItem('currentGameId');
        if (savedGameId) {
            const gameSnapshot = await database.ref(`games/${savedGameId}`).once('value');
            if (gameSnapshot.exists()) {
                const playerSnapshot = await database.ref(`games/${savedGameId}/players/${currentUser.uid}`).once('value');
                if (playerSnapshot.exists()) {
                    gameId = savedGameId;
                    return gameId;
                }
            }
        }
        
        // Search for available games
        const activeGamesSnapshot = await database.ref('games')
            .orderByChild('config/status')
            .equalTo('waiting')
            .limitToFirst(10)
            .once('value');
        
        const activeGames = activeGamesSnapshot.val() || {};
        
        // Find joinable game
        for (const [id, game] of Object.entries(activeGames)) {
            const players = game.players || {};
            const playerCount = Object.keys(players).length;
            const maxPlayers = game.config?.maxPlayers || 4;
            
            if (playerCount < maxPlayers) {
                gameId = id;
                return gameId;
            }
        }
        
        // Create new game if none available
        gameId = database.ref('games').push().key;
        
        const initialGameState = {
            config: {
                status: 'waiting',
                maxPlayers: 4,
                startingMoney: 1500,
                passGoAmount: 200,
                createdAt: firebase.database.ServerValue.TIMESTAMP,
                createdBy: currentUser.uid
            },
            players: {},
            gameState: {
                currentPlayerIndex: 0,
                playerOrder: []
            },
            history: []
        };
        
        await database.ref(`games/${gameId}`).set(initialGameState);
        return gameId;
    } catch (error) {
        showError('Failed to find or create game');
        throw error;
    }
}

Comprehensive Board Game Mechanics

Property System with Monopoly Rules

// Complete property definitions with accurate pricing
const properties = [
    { name: "GO", type: "special", action: "collect" },
    { name: "Mediterranean Avenue", type: "property", price: 60, rent: [2, 10, 30, 90, 160, 250], color: "brown" },
    { name: "Community Chest", type: "card", deck: "community" },
    { name: "Baltic Avenue", type: "property", price: 60, rent: [4, 20, 60, 180, 320, 450], color: "brown" },
    { name: "Income Tax", type: "tax", amount: 200 },
    { name: "Reading Railroad", type: "railroad", price: 200, rent: [25, 50, 100, 200] },
    { name: "Oriental Avenue", type: "property", price: 100, rent: [6, 30, 90, 270, 400, 550], color: "lightblue" },
    { name: "Chance", type: "card", deck: "chance" },
    { name: "Vermont Avenue", type: "property", price: 100, rent: [6, 30, 90, 270, 400, 550], color: "lightblue" },
    { name: "Connecticut Avenue", type: "property", price: 120, rent: [8, 40, 100, 300, 450, 600], color: "lightblue" },
    { name: "Jail", type: "special", action: "jail" },
    // ... continues for all 40 board spaces
];

// Dynamic rent calculation based on ownership
function calculateRent(propertyIndex, ownerId) {
    const property = properties[propertyIndex];
    if (!property || property.type !== 'property') return 0;
    
    const owner = playerData[ownerId];
    if (!owner) return 0;
    
    // Check for monopoly
    const sameColorProperties = properties.filter(p => 
        p.type === 'property' && p.color === property.color
    );
    const ownedSameColor = sameColorProperties.filter(p => 
        owner.properties.includes(properties.indexOf(p))
    );
    
    const hasMonopoly = ownedSameColor.length === sameColorProperties.length;
    let rentIndex = 0; // Base rent
    
    if (hasMonopoly) {
        rentIndex = 1; // Double rent for monopoly
    }
    
    return property.rent[rentIndex];
}

Advanced Dice Rolling System

// Sophisticated dice mechanics with jail handling
async function rollDice() {
    if (isRollingDice) return;
    isRollingDice = true;
    
    try {
        // Animate dice rolling
        showDiceAnimation();
        
        await new Promise(resolve => setTimeout(resolve, 1000));
        
        // Generate random dice values
        const die1 = Math.floor(Math.random() * 6) + 1;
        const die2 = Math.floor(Math.random() * 6) + 1;
        const total = die1 + die2;
        const isDoubles = die1 === die2;
        
        // Update database with dice result
        await database.ref(`games/${gameId}/gameState/lastDiceRoll`).set({ die1, die2 });
        
        const playerSnapshot = await database.ref(`games/${gameId}/players/${currentUser.uid}`).once('value');
        const player = playerSnapshot.val();
        
        // Handle jail mechanics
        if (player.inJail) {
            if (isDoubles) {
                // Doubles gets you out of jail
                await database.ref(`games/${gameId}/players/${currentUser.uid}`).update({
                    inJail: false,
                    jailTurns: 0
                });
                await addToHistory(`${player.name} rolled doubles and escaped jail!`);
            } else {
                const newJailTurns = (player.jailTurns || 0) + 1;
                if (newJailTurns >= 3) {
                    // Forced to pay after 3 turns
                    await database.ref(`games/${gameId}/players/${currentUser.uid}`).update({
                        money: player.money - 50,
                        inJail: false,
                        jailTurns: 0
                    });
                    await addToHistory(`${player.name} paid $50 to leave jail`);
                } else {
                    await database.ref(`games/${gameId}/players/${currentUser.uid}/jailTurns`).set(newJailTurns);
                    await addToHistory(`${player.name} is still in jail`);
                    await endTurn();
                    return;
                }
            }
        }
        
        // Calculate new position
        const currentPosition = player.position || 0;
        let newPosition = (currentPosition + total) % 40;
        
        // Handle passing GO
        if (newPosition < currentPosition || (currentPosition + total >= 40)) {
            await database.ref(`games/${gameId}/players/${currentUser.uid}/money`)
                .set(player.money + 200);
            await addToHistory(`${player.name} passed GO and collected $200`);
        }
        
        // Update player position
        await database.ref(`games/${gameId}/players/${currentUser.uid}/position`).set(newPosition);
        
        // Handle landing on space
        await handleLandOnSpace(newPosition);
        
        // End turn (unless doubles were rolled and not in jail)
        if (!isDoubles || player.inJail) {
            await endTurn();
        }
        
    } catch (error) {
        showError('Failed to roll dice');
    } finally {
        isRollingDice = false;
        hideDiceAnimation();
    }
}

Advanced Space Interaction System

Comprehensive Space Handling

async function handleLandOnSpace(position) {
    const property = properties[position];
    const playerSnapshot = await database.ref(`games/${gameId}/players/${currentUser.uid}`).once('value');
    const player = playerSnapshot.val();
    
    switch (property.type) {
        case 'property':
        case 'railroad':
        case 'utility':
            await handlePropertySpace(position, property, player);
            break;
            
        case 'tax':
            await database.ref(`games/${gameId}/players/${currentUser.uid}/money`)
                .set(player.money - property.amount);
            await addToHistory(`${player.name} paid $${property.amount} in taxes`);
            break;
            
        case 'card':
            await handleCardSpace(property.deck, player);
            break;
            
        case 'special':
            await handleSpecialSpace(property.action, player);
            break;
    }
}

async function handlePropertySpace(position, property, player) {
    // Check ownership
    const ownersSnapshot = await database.ref(`games/${gameId}/players`).once('value');
    const players = ownersSnapshot.val();
    
    let owner = null;
    for (const [playerId, playerData] of Object.entries(players)) {
        if (playerData.properties && playerData.properties.includes(position)) {
            owner = { id: playerId, ...playerData };
            break;
        }
    }
    
    if (owner && owner.id !== currentUser.uid) {
        // Pay rent to owner
        const rent = calculateRent(position, owner.id);
        const currentPlayerSnapshot = await database.ref(`games/${gameId}/players/${currentUser.uid}`).once('value');
        const currentPlayer = currentPlayerSnapshot.val();
        
        if (currentPlayer.money >= rent) {
            await payRent(owner, rent);
        } else {
            // Insufficient funds - trigger begging system
            await triggerBeggingRequest(rent, `rent to ${owner.name}`);
        }
    } else if (!owner) {
        // Property available for purchase
        showPropertyPurchaseModal(position, property);
    }
}

Card System Implementation

// Chance and Community Chest cards
const chanceCards = [
    { type: 'move', text: 'Advance to GO', action: 'moveToGo' },
    { type: 'move', text: 'Go to Jail', action: 'goToJail' },
    { type: 'money', text: 'Bank pays you $50', amount: 50 },
    { type: 'money', text: 'Pay poor tax of $15', amount: -15 },
    { type: 'move', text: 'Take a trip to Reading Railroad', position: 5 },
    { type: 'relative', text: 'Go back 3 spaces', spaces: -3 },
    // ... more cards
];

const communityChestCards = [
    { type: 'money', text: 'You inherit $100', amount: 100 },
    { type: 'money', text: 'Doctor fee - Pay $50', amount: -50 },
    { type: 'move', text: 'Go to Jail', action: 'goToJail' },
    { type: 'money', text: 'Income tax refund - Collect $20', amount: 20 },
    // ... more cards
];

async function handleCardSpace(deckType, player) {
    const deck = deckType === 'chance' ? chanceCards : communityChestCards;
    const randomCard = deck[Math.floor(Math.random() * deck.length)];
    
    showCardModal(randomCard.text);
    
    switch (randomCard.type) {
        case 'money':
            if (randomCard.amount > 0) {
                await database.ref(`games/${gameId}/players/${currentUser.uid}/money`)
                    .set(player.money + randomCard.amount);
            } else {
                await database.ref(`games/${gameId}/players/${currentUser.uid}/money`)
                    .set(player.money + randomCard.amount);
            }
            break;
            
        case 'move':
            if (randomCard.action === 'goToJail') {
                await sendToJail();
            } else if (randomCard.action === 'moveToGo') {
                await database.ref(`games/${gameId}/players/${currentUser.uid}`).update({
                    position: 0,
                    money: player.money + 200
                });
            } else if (randomCard.position !== undefined) {
                await database.ref(`games/${gameId}/players/${currentUser.uid}/position`)
                    .set(randomCard.position);
            }
            break;
            
        case 'relative':
            const currentPos = player.position || 0;
            const newPos = Math.max(0, currentPos + randomCard.spaces);
            await database.ref(`games/${gameId}/players/${currentUser.uid}/position`)
                .set(newPos);
            break;
    }
    
    await addToHistory(`${player.name}: ${randomCard.text}`);
}

Financial Management and Begging System

Sophisticated Bankruptcy Prevention

// Advanced begging system for financial assistance
async function triggerBeggingRequest(amount, reason) {
    const playerSnapshot = await database.ref(`games/${gameId}/players/${currentUser.uid}`).once('value');
    const player = playerSnapshot.val();
    
    // Remove any existing begging request
    await database.ref(`games/${gameId}/beggingRequest`).remove();
    
    // Create new begging request
    await database.ref(`games/${gameId}/beggingRequest`).set({
        playerId: currentUser.uid,
        playerName: player.name,
        amount: amount,
        reason: reason,
        status: 'active',
        createdAt: firebase.database.ServerValue.TIMESTAMP,
        donations: {}
    });
    
    await addToHistory(`${player.name} is asking for $${amount} for ${reason}`);
    showBeggingModal(amount, reason);
}

// Real-time donation tracking
async function makeDonation(amount) {
    const myMoneySnapshot = await database.ref(`games/${gameId}/players/${currentUser.uid}/money`).once('value');
    const myMoney = myMoneySnapshot.val() || 0;
    
    if (myMoney < amount) {
        showError('Insufficient funds to donate');
        return;
    }
    
    // Record donation
    await database.ref(`games/${gameId}/beggingRequest/donations/${currentUser.uid}`).set({
        amount: amount,
        timestamp: firebase.database.ServerValue.TIMESTAMP
    });
    
    // Update donor's money
    await database.ref(`games/${gameId}/players/${currentUser.uid}/money`).set(myMoney - amount);
    
    const playerSnapshot = await database.ref(`games/${gameId}/players/${currentUser.uid}`).once('value');
    const player = playerSnapshot.val();
    
    await addToHistory(`${player.name} donated $${amount}`);
}

// Process completed donations
async function processBeggingRequest() {
    const beggingSnapshot = await database.ref(`games/${gameId}/beggingRequest`).once('value');
    const beggingData = beggingSnapshot.val();
    
    if (!beggingData || beggingData.status !== 'active') return;
    
    // Calculate total donations
    const donations = beggingData.donations || {};
    let totalDonated = 0;
    
    for (const donation of Object.values(donations)) {
        totalDonated += donation.amount || 0;
    }
    
    // Give money to begging player
    const playerSnapshot = await database.ref(`games/${gameId}/players/${beggingData.playerId}/money`).once('value');
    const currentMoney = playerSnapshot.val() || 0;
    const newMoney = currentMoney + totalDonated;
    
    await database.ref(`games/${gameId}/players/${beggingData.playerId}/money`).set(newMoney);
    
    // Mark request as completed
    await database.ref(`games/${gameId}/beggingRequest/status`).set('completed');
    
    await addToHistory(`${beggingData.playerName} received $${totalDonated} in donations`);
}

Bankruptcy Declaration System

async function declareBankruptcy() {
    const playerSnapshot = await database.ref(`games/${gameId}/players/${currentUser.uid}`).once('value');
    const player = playerSnapshot.val();
    
    // Mark player as bankrupt
    await database.ref(`games/${gameId}/players/${currentUser.uid}/bankrupt`).set(true);
    await addToHistory(`${player.name} declared bankruptcy`);
    
    // Remove any pending begging requests
    await database.ref(`games/${gameId}/beggingRequest`).remove();
    
    // Check if game should end
    const playersSnapshot = await database.ref(`games/${gameId}/players`).once('value');
    const allPlayers = playersSnapshot.val();
    const activePlayers = Object.values(allPlayers).filter(p => !p.bankrupt);
    
    if (activePlayers.length <= 1) {
        await database.ref(`games/${gameId}/config/status`).set('finished');
    }
}

Turn Management and Game Flow

Sophisticated Turn System

async function endTurn() {
    try {
        // Get current game state
        const currentGameState = await database.ref(`games/${gameId}/gameState`).once('value');
        const gameState = currentGameState.val();
        
        if (!gameState || !gameState.playerOrder) {
            console.error('Invalid game state');
            return;
        }
        
        let nextPlayerIndex = (gameState.currentPlayerIndex + 1) % gameState.playerOrder.length;
        
        // Skip bankrupt players
        const playersSnapshot = await database.ref(`games/${gameId}/players`).once('value');
        const allPlayers = playersSnapshot.val();
        
        let attempts = 0;
        while (attempts < gameState.playerOrder.length) {
            const nextPlayerId = gameState.playerOrder[nextPlayerIndex];
            const nextPlayer = allPlayers[nextPlayerId];
            
            if (nextPlayer && !nextPlayer.bankrupt) {
                break; // Found valid next player
            }
            
            nextPlayerIndex = (nextPlayerIndex + 1) % gameState.playerOrder.length;
            attempts++;
        }
        
        // Update game state
        await database.ref(`games/${gameId}/gameState`).update({
            currentPlayerIndex: nextPlayerIndex,
            turnStartedAt: firebase.database.ServerValue.TIMESTAMP
        });
        
    } catch (error) {
        console.error('Error ending turn:', error);
    }
}

User Interface and Visual Design

Modern Mobile-First Design System

/* Sophisticated CSS custom property system */
:root {
    --white: #FFFFFD;
    --black: #383838;
    --blue: #007AFF;
    --yellow: #FFCC02;
    --shadow: 0 2px 8px rgba(56, 56, 56, 0.1);
    --radius: 12px;
}

/* Apple-inspired typography and spacing */
body {
    font-family: -apple-system, BlinkMacSystemFont, 'Segoe UI', Roboto, sans-serif;
    background: var(--white);
    color: var(--black);
    min-height: 100vh;
    overflow-x: hidden;
}

/* Screen transition system */
.screen {
    position: fixed;
    top: 0;
    left: 0;
    width: 100%;
    height: 100%;
    display: flex;
    flex-direction: column;
    padding: 20px;
    opacity: 0;
    pointer-events: none;
    transition: opacity 0.3s ease;
}

.screen.active {
    opacity: 1;
    pointer-events: all;
}

Advanced Animation System

/* Sophisticated keyframe animations */
@keyframes pulse {
    0% { transform: scale(1); opacity: 0.8; }
    50% { transform: scale(1.05); opacity: 1; }
    100% { transform: scale(1); opacity: 0.8; }
}

@keyframes slideDown {
    from { transform: translateX(-50%) translateY(-100%); }
    to { transform: translateX(-50%) translateY(0); }
}

@keyframes slideUp {
    from {
        transform: translateY(100%);
        opacity: 0;
    }
    to {
        transform: translateY(0);
        opacity: 1;
    }
}

@keyframes fadeIn {
    from { opacity: 0; }
    to { opacity: 1; }
}

Responsive Design Implementation

/* Mobile optimization */
@media (max-height: 700px) {
    .setup-title { font-size: 24px; margin-bottom: 20px; }
    .number-input { font-size: 36px; }
    .color-option { width: 50px; height: 50px; }
    .die { width: 60px; height: 60px; font-size: 28px; }
}

/* Touch-friendly interface */
* {
    -webkit-tap-highlight-color: transparent;
    box-sizing: border-box;
}

.btn {
    padding: 16px 32px;
    border-radius: var(--radius);
    font-size: 16px;
    font-weight: 600;
    cursor: pointer;
    transition: all 0.2s ease;
    box-shadow: var(--shadow);
    width: 100%;
    max-width: 320px;
    margin: 10px auto;
}

.btn:active {
    transform: scale(0.98);
}

Game Analytics and History

Comprehensive Game History System

async function addToHistory(message, playerId = null) {
    const historyEntry = {
        message: message,
        timestamp: firebase.database.ServerValue.TIMESTAMP,
        playerId: playerId
    };
    
    await database.ref(`games/${gameId}/history`).push(historyEntry);
}

// Real-time history updates
function updateGameHistory(snapshot) {
    const history = snapshot.val() || {};
    const historyContainer = document.getElementById('gameHistory');
    
    if (!historyContainer) return;
    
    historyContainer.innerHTML = '';
    
    // Sort history by timestamp
    const sortedHistory = Object.values(history)
        .sort((a, b) => (b.timestamp || 0) - (a.timestamp || 0))
        .slice(0, 50); // Show last 50 entries
    
    sortedHistory.forEach(entry => {
        const historyItem = document.createElement('div');
        historyItem.className = 'history-item';
        
        const time = new Date(entry.timestamp);
        historyItem.innerHTML = `
            <div class="history-message">${entry.message}</div>
            <div class="history-time">${time.toLocaleTimeString()}</div>
        `;
        
        historyContainer.appendChild(historyItem);
    });
}

Security and Error Handling

Comprehensive Error Management

function showError(message) {
    const errorEl = document.getElementById('errorMessage') || createErrorElement();
    errorEl.textContent = message;
    errorEl.style.display = 'block';
    
    setTimeout(() => {
        errorEl.style.display = 'none';
    }, 3000);
}

// Robust Firebase error handling
async function safeFirebaseOperation(operation, errorMessage = 'Operation failed') {
    try {
        return await operation();
    } catch (error) {
        console.error('Firebase operation failed:', error);
        showError(errorMessage);
        throw error;
    }
}

// Data validation
function validatePlayerName(name) {
    if (!name || typeof name !== 'string') return false;
    if (name.length < 1 || name.length > 20) return false;
    return true;
}

function validateMoneyAmount(amount) {
    return typeof amount === 'number' && amount >= 0 && isFinite(amount);
}

Performance Optimization

Efficient Database Operations

// Batched updates for performance
async function updatePlayerState(playerId, updates) {
    const updateObject = {};
    
    for (const [key, value] of Object.entries(updates)) {
        updateObject[`games/${gameId}/players/${playerId}/${key}`] = value;
    }
    
    await database.ref().update(updateObject);
}

// Connection state monitoring
database.ref('.info/connected').on('value', (snapshot) => {
    if (snapshot.val() === true) {
        hideConnectionError();
    } else {
        showConnectionError();
    }
});

// Memory management
function cleanupListeners() {
    database.ref(`games/${gameId}`).off();
}

window.addEventListener('beforeunload', cleanupListeners);

Game Balance and Mechanics

Accurate Monopoly Implementation

Advanced Features

  1. Begging System: Players can request donations when facing bankruptcy
  2. Real-time Synchronization: All actions update across all players instantly
  3. Turn Management: Automatic turn progression with bankrupt player skipping
  4. Property Management: Complete ownership tracking and rent calculation
  5. Game History: Comprehensive action logging for transparency

Future Enhancement Opportunities

Gameplay Features

  1. House and Hotel System: Property development mechanics
  2. Auction System: Bidding on declined properties
  3. Mortgage System: Property mortgaging for emergency funds
  4. Special Property Rules: Railroad and utility rent calculations
  5. Trading System: Player-to-player property exchanges

Technical Improvements

  1. Offline Mode: Local gameplay with sync when reconnected
  2. Spectator Mode: Watch games without participating
  3. Replay System: Game recording and playback
  4. Advanced Analytics: Player statistics and performance metrics
  5. Tournament Mode: Multi-game competitions

Social Features

  1. Friend System: Private games with known players
  2. Chat Integration: In-game messaging
  3. Achievement System: Unlockable badges and rewards
  4. Leaderboards: Global and friend rankings
  5. Custom Rules: Configurable game variations

Code Quality Assessment

Strengths

Areas for Enhancement

Conclusion

Chaseopoly represents an exceptionally sophisticated implementation of multiplayer Monopoly that successfully translates the classic board game experience to a modern web application. The technical implementation demonstrates mastery of real-time web applications, Firebase integration, and complex game state management.

Technical Rating: 9.2/10

The application successfully creates an engaging multiplayer experience that captures the strategic depth and social dynamics of Monopoly while leveraging modern web technologies for seamless real-time gameplay across multiple devices.