refactor(matching): migrate to modular game system

Completes the Matching Pairs Battle migration from legacy dual-location
architecture to the unified modular game SDK system.

## Summary of Changes

### Phase 1-4: Core Infrastructure
- Created modular game definition with `defineGame()` in `src/arcade-games/matching/index.ts`
- Registered game in arcade registry with proper type inference
- Consolidated types into SDK-compatible `MatchingConfig`, `MatchingState`, and `MatchingMove`
- Migrated and updated validator with new import paths

### Phase 5-6: Provider and Components
- Created unified `MatchingProvider` with proper context and `useMatching` hook
- Moved all 7 components from arcade location to `src/arcade-games/matching/components/`
- Updated all component imports to use absolute paths (@/) where applicable
- Fixed styled-system import paths for new directory structure

### Phase 7-8: Utilities and Cleanup
- Migrated utility functions (cardGeneration, matchValidation, gameScoring)
- **Deleted 32 legacy files** from `/src/app/arcade/matching/` and `/src/app/games/matching/`
- Updated room page to use registry pattern exclusively
- Fixed all import references across the codebase

## Breaking Changes
- Old routes `/arcade/matching` and `/games/matching` no longer exist
- Game now accessed exclusively through arcade room system at `/arcade/room`
- Legacy providers and contexts removed

## Migration Verification
- All TypeScript errors in new code resolved
- Only remaining errors are pre-existing (@soroban/abacus-react, complement-race)
- Components successfully moved and imports updated
- Game registry integration working correctly

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
Thomas Hallock
2025-10-16 00:27:51 -05:00
parent 2a3af973f7
commit e5c4a4bae0
42 changed files with 148 additions and 7681 deletions

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@@ -79,7 +79,14 @@
"Bash(tsc:*)",
"Bash(tsc-alias:*)",
"Bash(npx tsc-alias:*)",
"Bash(timeout 20 pnpm run:*)"
"Bash(timeout 20 pnpm run:*)",
"Bash(find:*)",
"Bash(for:*)",
"Bash(tree:*)",
"Bash(do sed -i '' \"s|from ''../context/MemoryPairsContext''|from ''../Provider''|g\" \"$file\")",
"Bash(do sed -i '' \"s|from ''../../../../../styled-system/css''|from ''@/styled-system/css''|g\" \"$file\")",
"Bash(tee:*)",
"Bash(do sed -i '' \"s|from ''@/styled-system/css''|from ''../../../../styled-system/css''|g\" \"$file\")"
],
"deny": [],
"ask": []

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@@ -1,176 +0,0 @@
import { fireEvent, render, screen } from '@testing-library/react'
import { beforeEach, describe, expect, test, vi } from 'vitest'
import { PLAYER_EMOJIS } from '../../../../../constants/playerEmojis'
import { EmojiPicker } from '../EmojiPicker'
// Mock the emoji keywords function for testing
vi.mock('emojibase-data/en/data.json', () => ({
default: [
{
emoji: '🐱',
label: 'cat face',
tags: ['cat', 'animal', 'pet', 'cute'],
emoticon: ':)',
},
{
emoji: '🐯',
label: 'tiger face',
tags: ['tiger', 'animal', 'big cat', 'wild'],
emoticon: null,
},
{
emoji: '🤩',
label: 'star-struck',
tags: ['face', 'happy', 'excited', 'star'],
emoticon: null,
},
{
emoji: '🎭',
label: 'performing arts',
tags: ['theater', 'performance', 'drama', 'arts'],
emoticon: null,
},
],
}))
describe('EmojiPicker Search Functionality', () => {
const mockProps = {
currentEmoji: '😀',
onEmojiSelect: vi.fn(),
onClose: vi.fn(),
playerNumber: 1 as const,
}
beforeEach(() => {
vi.clearAllMocks()
})
test('shows all emojis by default (no search)', () => {
render(<EmojiPicker {...mockProps} />)
// Should show default header
expect(screen.getByText('📝 All Available Characters')).toBeInTheDocument()
// Should show emoji count
expect(
screen.getByText(new RegExp(`${PLAYER_EMOJIS.length} characters available`))
).toBeInTheDocument()
// Should show emoji grid
const emojiButtons = screen
.getAllByRole('button')
.filter(
(button) =>
button.textContent &&
/[\u{1F000}-\u{1F6FF}]|[\u{1F900}-\u{1F9FF}]|[\u{2600}-\u{26FF}]|[\u{2700}-\u{27BF}]/u.test(
button.textContent
)
)
expect(emojiButtons.length).toBe(PLAYER_EMOJIS.length)
})
test('shows search results when searching for "cat"', () => {
render(<EmojiPicker {...mockProps} />)
const searchInput = screen.getByPlaceholderText(/Search:/)
fireEvent.change(searchInput, { target: { value: 'cat' } })
// Should show search header
expect(screen.getByText(/🔍 Search Results for "cat"/)).toBeInTheDocument()
// Should show results count
expect(screen.getByText(/✓ \d+ found/)).toBeInTheDocument()
// Should only show cat-related emojis (🐱, 🐯)
const emojiButtons = screen
.getAllByRole('button')
.filter(
(button) =>
button.textContent &&
/[\u{1F000}-\u{1F6FF}]|[\u{1F900}-\u{1F9FF}]|[\u{2600}-\u{26FF}]|[\u{2700}-\u{27BF}]/u.test(
button.textContent
)
)
// Verify only cat emojis are shown
const displayedEmojis = emojiButtons.map((btn) => btn.textContent)
expect(displayedEmojis).toContain('🐱')
expect(displayedEmojis).toContain('🐯')
expect(displayedEmojis).not.toContain('🤩')
expect(displayedEmojis).not.toContain('🎭')
})
test('shows no results message when search has zero matches', () => {
render(<EmojiPicker {...mockProps} />)
const searchInput = screen.getByPlaceholderText(/Search:/)
fireEvent.change(searchInput, { target: { value: 'nonexistentterm' } })
// Should show no results indicator
expect(screen.getByText('✗ No matches')).toBeInTheDocument()
// Should show no results message
expect(screen.getByText(/No emojis found for "nonexistentterm"/)).toBeInTheDocument()
// Should NOT show any emoji buttons
const emojiButtons = screen
.queryAllByRole('button')
.filter(
(button) =>
button.textContent &&
/[\u{1F000}-\u{1F6FF}]|[\u{1F900}-\u{1F9FF}]|[\u{2600}-\u{26FF}]|[\u{2700}-\u{27BF}]/u.test(
button.textContent
)
)
expect(emojiButtons).toHaveLength(0)
})
test('returns to default view when clearing search', () => {
render(<EmojiPicker {...mockProps} />)
const searchInput = screen.getByPlaceholderText(/Search:/)
// Search for something
fireEvent.change(searchInput, { target: { value: 'cat' } })
expect(screen.getByText(/🔍 Search Results for "cat"/)).toBeInTheDocument()
// Clear search
fireEvent.change(searchInput, { target: { value: '' } })
// Should return to default view
expect(screen.getByText('📝 All Available Characters')).toBeInTheDocument()
expect(
screen.getByText(new RegExp(`${PLAYER_EMOJIS.length} characters available`))
).toBeInTheDocument()
// Should show all emojis again
const emojiButtons = screen
.getAllByRole('button')
.filter(
(button) =>
button.textContent &&
/[\u{1F000}-\u{1F6FF}]|[\u{1F900}-\u{1F9FF}]|[\u{2600}-\u{26FF}]|[\u{2700}-\u{27BF}]/u.test(
button.textContent
)
)
expect(emojiButtons.length).toBe(PLAYER_EMOJIS.length)
})
test('clear search button works from no results state', () => {
render(<EmojiPicker {...mockProps} />)
const searchInput = screen.getByPlaceholderText(/Search:/)
// Search for something with no results
fireEvent.change(searchInput, { target: { value: 'nonexistentterm' } })
expect(screen.getByText(/No emojis found/)).toBeInTheDocument()
// Click clear search button
const clearButton = screen.getByText(/Clear search to see all/)
fireEvent.click(clearButton)
// Should return to default view
expect(searchInput).toHaveValue('')
expect(screen.getByText('📝 All Available Characters')).toBeInTheDocument()
})
})

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@@ -1,349 +0,0 @@
'use client'
import { createContext, type ReactNode, useCallback, useContext, useEffect, useMemo } from 'react'
import { useArcadeSession } from '@/hooks/useArcadeSession'
import { useRoomData } from '@/hooks/useRoomData'
import { useViewerId } from '@/hooks/useViewerId'
import type { GameMove } from '@/lib/arcade/validation'
import { useGameMode } from '../../../../contexts/GameModeContext'
import { generateGameCards } from '../utils/cardGeneration'
import type { GameStatistics, MemoryPairsContextValue, MemoryPairsState } from './types'
// Initial state
const initialState: MemoryPairsState = {
cards: [],
gameCards: [],
flippedCards: [],
gameType: 'abacus-numeral',
difficulty: 6,
turnTimer: 30,
gamePhase: 'setup',
currentPlayer: '', // Will be set to first player ID on START_GAME
matchedPairs: 0,
totalPairs: 6,
moves: 0,
scores: {},
activePlayers: [],
consecutiveMatches: {},
gameStartTime: null,
gameEndTime: null,
currentMoveStartTime: null,
timerInterval: null,
celebrationAnimations: [],
isProcessingMove: false,
showMismatchFeedback: false,
lastMatchedPair: null,
}
/**
* Optimistic move application (client-side prediction)
* The server will validate and send back the authoritative state
*/
function applyMoveOptimistically(state: MemoryPairsState, move: GameMove): MemoryPairsState {
switch (move.type) {
case 'START_GAME':
// Generate cards and initialize game
return {
...state,
gamePhase: 'playing',
gameCards: move.data.cards,
cards: move.data.cards,
flippedCards: [],
matchedPairs: 0,
moves: 0,
scores: move.data.activePlayers.reduce((acc: any, p: string) => ({ ...acc, [p]: 0 }), {}),
consecutiveMatches: move.data.activePlayers.reduce(
(acc: any, p: string) => ({ ...acc, [p]: 0 }),
{}
),
activePlayers: move.data.activePlayers,
currentPlayer: move.data.activePlayers[0] || '',
gameStartTime: Date.now(),
gameEndTime: null,
currentMoveStartTime: Date.now(),
celebrationAnimations: [],
isProcessingMove: false,
showMismatchFeedback: false,
lastMatchedPair: null,
}
case 'FLIP_CARD': {
// Optimistically flip the card
const card = state.gameCards.find((c) => c.id === move.data.cardId)
if (!card) return state
const newFlippedCards = [...state.flippedCards, card]
return {
...state,
flippedCards: newFlippedCards,
currentMoveStartTime:
state.flippedCards.length === 0 ? Date.now() : state.currentMoveStartTime,
isProcessingMove: newFlippedCards.length === 2, // Processing if 2 cards flipped
showMismatchFeedback: false,
}
}
case 'CLEAR_MISMATCH': {
// Clear mismatched cards and feedback
return {
...state,
flippedCards: [],
showMismatchFeedback: false,
isProcessingMove: false,
}
}
default:
return state
}
}
// Create context
const ArcadeMemoryPairsContext = createContext<MemoryPairsContextValue | null>(null)
// Provider component
export function ArcadeMemoryPairsProvider({ children }: { children: ReactNode }) {
const { data: viewerId } = useViewerId()
const { roomData } = useRoomData()
const { activePlayerCount, activePlayers: activePlayerIds } = useGameMode()
// Get active player IDs directly as strings (UUIDs)
const activePlayers = Array.from(activePlayerIds)
// Derive game mode from active player count
const gameMode = activePlayerCount > 1 ? 'multiplayer' : 'single'
// Arcade session integration with room-wide sync
const {
state,
sendMove,
connected: _connected,
exitSession,
} = useArcadeSession<MemoryPairsState>({
userId: viewerId || '',
roomId: roomData?.id, // Enable multi-user sync for room-based games
initialState,
applyMove: applyMoveOptimistically,
})
// Handle mismatch feedback timeout
useEffect(() => {
if (state.showMismatchFeedback && state.flippedCards.length === 2) {
// After 1.5 seconds, clear the flipped cards and feedback
const timeout = setTimeout(() => {
sendMove({
type: 'CLEAR_MISMATCH',
playerId: state.currentPlayer, // Use current player ID for CLEAR_MISMATCH
data: {},
})
}, 1500)
return () => clearTimeout(timeout)
}
}, [state.showMismatchFeedback, state.flippedCards.length, sendMove, state.currentPlayer])
// Computed values
const isGameActive = state.gamePhase === 'playing'
const { players } = useGameMode()
const canFlipCard = useCallback(
(cardId: string): boolean => {
console.log('[canFlipCard] Checking card:', {
cardId,
isGameActive,
isProcessingMove: state.isProcessingMove,
currentPlayer: state.currentPlayer,
hasRoomData: !!roomData,
flippedCardsCount: state.flippedCards.length,
})
if (!isGameActive || state.isProcessingMove) {
console.log('[canFlipCard] Blocked: game not active or processing')
return false
}
const card = state.gameCards.find((c) => c.id === cardId)
if (!card || card.matched) {
console.log('[canFlipCard] Blocked: card not found or already matched')
return false
}
// Can't flip if already flipped
if (state.flippedCards.some((c) => c.id === cardId)) {
console.log('[canFlipCard] Blocked: card already flipped')
return false
}
// Can't flip more than 2 cards
if (state.flippedCards.length >= 2) {
console.log('[canFlipCard] Blocked: 2 cards already flipped')
return false
}
// Authorization check: Only allow flipping if it's your player's turn
if (roomData && state.currentPlayer) {
const currentPlayerData = players.get(state.currentPlayer)
console.log('[canFlipCard] Authorization check:', {
currentPlayerId: state.currentPlayer,
currentPlayerFound: !!currentPlayerData,
currentPlayerIsLocal: currentPlayerData?.isLocal,
})
// Block if current player is explicitly marked as remote (isLocal === false)
if (currentPlayerData && currentPlayerData.isLocal === false) {
console.log('[canFlipCard] BLOCKED: Current player is remote (not your turn)')
return false
}
// If player data not found in map, this might be an issue - allow for now but warn
if (!currentPlayerData) {
console.warn(
'[canFlipCard] WARNING: Current player not found in players map, allowing move'
)
}
}
console.log('[canFlipCard] ALLOWED: All checks passed')
return true
},
[
isGameActive,
state.isProcessingMove,
state.gameCards,
state.flippedCards,
state.currentPlayer,
roomData,
players,
]
)
const currentGameStatistics: GameStatistics = useMemo(
() => ({
totalMoves: state.moves,
matchedPairs: state.matchedPairs,
totalPairs: state.totalPairs,
gameTime: state.gameStartTime ? (state.gameEndTime || Date.now()) - state.gameStartTime : 0,
accuracy: state.moves > 0 ? (state.matchedPairs / state.moves) * 100 : 0,
averageTimePerMove:
state.moves > 0 && state.gameStartTime
? ((state.gameEndTime || Date.now()) - state.gameStartTime) / state.moves
: 0,
}),
[state.moves, state.matchedPairs, state.totalPairs, state.gameStartTime, state.gameEndTime]
)
// Action creators - send moves to arcade session
const startGame = useCallback(() => {
// Must have at least one active player
if (activePlayers.length === 0) {
console.error('[ArcadeMemoryPairs] Cannot start game without active players')
return
}
const cards = generateGameCards(state.gameType, state.difficulty)
// Use first active player as playerId for START_GAME move
const firstPlayer = activePlayers[0]
sendMove({
type: 'START_GAME',
playerId: firstPlayer,
data: {
cards,
activePlayers,
},
})
}, [state.gameType, state.difficulty, activePlayers, sendMove, roomData])
const flipCard = useCallback(
(cardId: string) => {
console.log('[Client] flipCard called:', {
cardId,
viewerId,
currentPlayer: state.currentPlayer,
activePlayers: state.activePlayers,
gamePhase: state.gamePhase,
canFlip: canFlipCard(cardId),
})
if (!canFlipCard(cardId)) {
console.log('[Client] Cannot flip card - canFlipCard returned false')
return
}
const move = {
type: 'FLIP_CARD' as const,
playerId: state.currentPlayer, // Use the current player ID from game state (database player ID)
data: { cardId },
}
console.log('[Client] Sending FLIP_CARD move via sendMove:', move)
sendMove(move)
},
[canFlipCard, sendMove, viewerId, state.currentPlayer, state.activePlayers, state.gamePhase]
)
const resetGame = useCallback(() => {
// Must have at least one active player
if (activePlayers.length === 0) {
console.error('[ArcadeMemoryPairs] Cannot reset game without active players')
return
}
// Delete current session and start a new game
const cards = generateGameCards(state.gameType, state.difficulty)
// Use first active player as playerId for START_GAME move
const firstPlayer = activePlayers[0]
sendMove({
type: 'START_GAME',
playerId: firstPlayer,
data: {
cards,
activePlayers,
},
})
}, [state.gameType, state.difficulty, activePlayers, sendMove])
const setGameType = useCallback((_gameType: typeof state.gameType) => {
// TODO: Implement via arcade session if needed
console.warn('setGameType not yet implemented for arcade mode')
}, [])
const setDifficulty = useCallback((_difficulty: typeof state.difficulty) => {
// TODO: Implement via arcade session if needed
console.warn('setDifficulty not yet implemented for arcade mode')
}, [])
const contextValue: MemoryPairsContextValue = {
state: { ...state, gameMode },
dispatch: () => {
// No-op - replaced with sendMove
console.warn('dispatch() is deprecated in arcade mode, use action creators instead')
},
isGameActive,
canFlipCard,
currentGameStatistics,
startGame,
flipCard,
resetGame,
setGameType,
setDifficulty,
exitSession,
gameMode,
activePlayers,
}
return (
<ArcadeMemoryPairsContext.Provider value={contextValue}>
{children}
</ArcadeMemoryPairsContext.Provider>
)
}
// Hook to use the context
export function useArcadeMemoryPairs(): MemoryPairsContextValue {
const context = useContext(ArcadeMemoryPairsContext)
if (!context) {
throw new Error('useArcadeMemoryPairs must be used within an ArcadeMemoryPairsProvider')
}
return context
}

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@@ -1,587 +0,0 @@
'use client'
import { type ReactNode, useCallback, useEffect, useMemo, useReducer } from 'react'
import { useRouter } from 'next/navigation'
import { useViewerId } from '@/hooks/useViewerId'
import { useUserPlayers } from '@/hooks/useUserPlayers'
import { generateGameCards } from '../utils/cardGeneration'
import { validateMatch } from '../utils/matchValidation'
import { MemoryPairsContext } from './MemoryPairsContext'
import type { GameMode, GameStatistics, MemoryPairsContextValue, MemoryPairsState } from './types'
// Initial state for local-only games
const initialState: MemoryPairsState = {
cards: [],
gameCards: [],
flippedCards: [],
gameType: 'abacus-numeral',
difficulty: 6,
turnTimer: 30,
gamePhase: 'setup',
currentPlayer: '',
matchedPairs: 0,
totalPairs: 6,
moves: 0,
scores: {},
activePlayers: [],
playerMetadata: {},
consecutiveMatches: {},
gameStartTime: null,
gameEndTime: null,
currentMoveStartTime: null,
timerInterval: null,
celebrationAnimations: [],
isProcessingMove: false,
showMismatchFeedback: false,
lastMatchedPair: null,
originalConfig: undefined,
pausedGamePhase: undefined,
pausedGameState: undefined,
playerHovers: {},
}
// Action types for local reducer
type LocalAction =
| {
type: 'START_GAME'
cards: any[]
activePlayers: string[]
playerMetadata: any
}
| { type: 'FLIP_CARD'; cardId: string }
| { type: 'MATCH_FOUND'; cardIds: [string, string]; playerId: string }
| { type: 'MATCH_FAILED'; cardIds: [string, string] }
| { type: 'CLEAR_MISMATCH' }
| { type: 'SWITCH_PLAYER' }
| { type: 'GO_TO_SETUP' }
| { type: 'SET_CONFIG'; field: string; value: any }
| { type: 'RESUME_GAME' }
| { type: 'HOVER_CARD'; playerId: string; cardId: string | null }
| { type: 'END_GAME' }
// Pure client-side reducer with complete game logic
function localMemoryPairsReducer(state: MemoryPairsState, action: LocalAction): MemoryPairsState {
switch (action.type) {
case 'START_GAME':
return {
...state,
gamePhase: 'playing',
gameCards: action.cards,
cards: action.cards,
flippedCards: [],
matchedPairs: 0,
moves: 0,
scores: action.activePlayers.reduce((acc: any, p: string) => ({ ...acc, [p]: 0 }), {}),
consecutiveMatches: action.activePlayers.reduce(
(acc: any, p: string) => ({ ...acc, [p]: 0 }),
{}
),
activePlayers: action.activePlayers,
playerMetadata: action.playerMetadata,
currentPlayer: action.activePlayers[0] || '',
gameStartTime: Date.now(),
gameEndTime: null,
currentMoveStartTime: Date.now(),
celebrationAnimations: [],
isProcessingMove: false,
showMismatchFeedback: false,
lastMatchedPair: null,
originalConfig: {
gameType: state.gameType,
difficulty: state.difficulty,
turnTimer: state.turnTimer,
},
pausedGamePhase: undefined,
pausedGameState: undefined,
}
case 'FLIP_CARD': {
const card = state.gameCards.find((c) => c.id === action.cardId)
if (!card) return state
const newFlippedCards = [...state.flippedCards, card]
return {
...state,
flippedCards: newFlippedCards,
currentMoveStartTime:
state.flippedCards.length === 0 ? Date.now() : state.currentMoveStartTime,
isProcessingMove: newFlippedCards.length === 2,
showMismatchFeedback: false,
}
}
case 'MATCH_FOUND': {
const [id1, id2] = action.cardIds
const updatedCards = state.gameCards.map((card) =>
card.id === id1 || card.id === id2
? { ...card, matched: true, matchedBy: action.playerId }
: card
)
const newMatchedPairs = state.matchedPairs + 1
const newScores = {
...state.scores,
[action.playerId]: (state.scores[action.playerId] || 0) + 1,
}
const newConsecutiveMatches = {
...state.consecutiveMatches,
[action.playerId]: (state.consecutiveMatches[action.playerId] || 0) + 1,
}
// Check if game is complete
const gameComplete = newMatchedPairs >= state.totalPairs
return {
...state,
gameCards: updatedCards,
cards: updatedCards,
flippedCards: [],
matchedPairs: newMatchedPairs,
moves: state.moves + 1,
scores: newScores,
consecutiveMatches: newConsecutiveMatches,
lastMatchedPair: action.cardIds,
isProcessingMove: false,
showMismatchFeedback: false,
gamePhase: gameComplete ? 'results' : state.gamePhase,
gameEndTime: gameComplete ? Date.now() : null,
// Player keeps their turn on match
}
}
case 'MATCH_FAILED': {
// Reset consecutive matches for current player
const newConsecutiveMatches = {
...state.consecutiveMatches,
[state.currentPlayer]: 0,
}
return {
...state,
moves: state.moves + 1,
showMismatchFeedback: true,
isProcessingMove: true,
consecutiveMatches: newConsecutiveMatches,
// Don't clear flipped cards yet - CLEAR_MISMATCH will do that
}
}
case 'CLEAR_MISMATCH': {
// Clear hover for all non-current players
const clearedHovers = { ...state.playerHovers }
for (const playerId of state.activePlayers) {
if (playerId !== state.currentPlayer) {
clearedHovers[playerId] = null
}
}
return {
...state,
flippedCards: [],
showMismatchFeedback: false,
isProcessingMove: false,
// Clear hovers for non-current players
playerHovers: clearedHovers,
}
}
case 'SWITCH_PLAYER': {
const currentIndex = state.activePlayers.indexOf(state.currentPlayer)
const nextIndex = (currentIndex + 1) % state.activePlayers.length
const nextPlayer = state.activePlayers[nextIndex]
return {
...state,
currentPlayer: nextPlayer,
currentMoveStartTime: Date.now(),
}
}
case 'GO_TO_SETUP': {
const isPausingGame = state.gamePhase === 'playing' || state.gamePhase === 'results'
return {
...state,
gamePhase: 'setup',
pausedGamePhase: isPausingGame ? state.gamePhase : undefined,
pausedGameState: isPausingGame
? {
gameCards: state.gameCards,
currentPlayer: state.currentPlayer,
matchedPairs: state.matchedPairs,
moves: state.moves,
scores: state.scores,
activePlayers: state.activePlayers,
playerMetadata: state.playerMetadata || {},
consecutiveMatches: state.consecutiveMatches,
gameStartTime: state.gameStartTime,
}
: undefined,
gameCards: [],
cards: [],
flippedCards: [],
currentPlayer: '',
matchedPairs: 0,
moves: 0,
scores: {},
activePlayers: [],
playerMetadata: {},
consecutiveMatches: {},
gameStartTime: null,
gameEndTime: null,
currentMoveStartTime: null,
celebrationAnimations: [],
isProcessingMove: false,
showMismatchFeedback: false,
lastMatchedPair: null,
}
}
case 'SET_CONFIG': {
const clearPausedGame = !!state.pausedGamePhase
return {
...state,
[action.field]: action.value,
...(action.field === 'difficulty' ? { totalPairs: action.value } : {}),
...(clearPausedGame
? {
pausedGamePhase: undefined,
pausedGameState: undefined,
originalConfig: undefined,
}
: {}),
}
}
case 'RESUME_GAME': {
if (!state.pausedGamePhase || !state.pausedGameState) {
return state
}
return {
...state,
gamePhase: state.pausedGamePhase,
gameCards: state.pausedGameState.gameCards,
cards: state.pausedGameState.gameCards,
currentPlayer: state.pausedGameState.currentPlayer,
matchedPairs: state.pausedGameState.matchedPairs,
moves: state.pausedGameState.moves,
scores: state.pausedGameState.scores,
activePlayers: state.pausedGameState.activePlayers,
playerMetadata: state.pausedGameState.playerMetadata,
consecutiveMatches: state.pausedGameState.consecutiveMatches,
gameStartTime: state.pausedGameState.gameStartTime,
pausedGamePhase: undefined,
pausedGameState: undefined,
}
}
case 'HOVER_CARD': {
return {
...state,
playerHovers: {
...state.playerHovers,
[action.playerId]: action.cardId,
},
}
}
case 'END_GAME': {
return {
...state,
gamePhase: 'results',
gameEndTime: Date.now(),
}
}
default:
return state
}
}
// Provider component for LOCAL-ONLY play (no network, no arcade session)
export function LocalMemoryPairsProvider({ children }: { children: ReactNode }) {
const router = useRouter()
const { data: viewerId } = useViewerId()
// LOCAL-ONLY: Get only the current user's players (no room members)
const { data: userPlayers = [] } = useUserPlayers()
// Build players map from current user's players only
const players = useMemo(() => {
const map = new Map()
userPlayers.forEach((player) => {
map.set(player.id, {
id: player.id,
name: player.name,
emoji: player.emoji,
color: player.color,
isLocal: true,
})
})
return map
}, [userPlayers])
// Get active player IDs from current user's players only
const activePlayers = useMemo(() => {
return userPlayers.filter((p) => p.isActive).map((p) => p.id)
}, [userPlayers])
// Derive game mode from active player count
const gameMode = activePlayers.length > 1 ? 'multiplayer' : 'single'
// Pure client-side state with useReducer
const [state, dispatch] = useReducer(localMemoryPairsReducer, initialState)
// Handle mismatch feedback timeout and player switching
useEffect(() => {
if (state.showMismatchFeedback && state.flippedCards.length === 2) {
const timeout = setTimeout(() => {
dispatch({ type: 'CLEAR_MISMATCH' })
// Switch to next player after mismatch
dispatch({ type: 'SWITCH_PLAYER' })
}, 1500)
return () => clearTimeout(timeout)
}
}, [state.showMismatchFeedback, state.flippedCards.length])
// Handle automatic match checking when 2 cards flipped
useEffect(() => {
if (state.flippedCards.length === 2 && !state.showMismatchFeedback) {
const [card1, card2] = state.flippedCards
const isMatch = validateMatch(card1, card2)
const timeout = setTimeout(() => {
if (isMatch.isValid) {
dispatch({
type: 'MATCH_FOUND',
cardIds: [card1.id, card2.id],
playerId: state.currentPlayer,
})
// Player keeps turn on match - no SWITCH_PLAYER
} else {
dispatch({
type: 'MATCH_FAILED',
cardIds: [card1.id, card2.id],
})
// SWITCH_PLAYER will happen after CLEAR_MISMATCH timeout
}
}, 600) // Small delay to show both cards
return () => clearTimeout(timeout)
}
}, [state.flippedCards, state.showMismatchFeedback, state.currentPlayer])
// Computed values
const isGameActive = state.gamePhase === 'playing'
const canFlipCard = useCallback(
(cardId: string): boolean => {
if (!isGameActive || state.isProcessingMove) {
return false
}
const card = state.gameCards.find((c) => c.id === cardId)
if (!card || card.matched) {
return false
}
if (state.flippedCards.some((c) => c.id === cardId)) {
return false
}
if (state.flippedCards.length >= 2) {
return false
}
// In local play, all local players can flip during their turn
const currentPlayerData = players.get(state.currentPlayer)
if (currentPlayerData && currentPlayerData.isLocal === false) {
return false
}
return true
},
[
isGameActive,
state.isProcessingMove,
state.gameCards,
state.flippedCards,
state.currentPlayer,
players,
]
)
const currentGameStatistics: GameStatistics = useMemo(
() => ({
totalMoves: state.moves,
matchedPairs: state.matchedPairs,
totalPairs: state.totalPairs,
gameTime: state.gameStartTime ? (state.gameEndTime || Date.now()) - state.gameStartTime : 0,
accuracy: state.moves > 0 ? (state.matchedPairs / state.moves) * 100 : 0,
averageTimePerMove:
state.moves > 0 && state.gameStartTime
? ((state.gameEndTime || Date.now()) - state.gameStartTime) / state.moves
: 0,
}),
[state.moves, state.matchedPairs, state.totalPairs, state.gameStartTime, state.gameEndTime]
)
const hasConfigChanged = useMemo(() => {
if (!state.originalConfig) return false
return (
state.gameType !== state.originalConfig.gameType ||
state.difficulty !== state.originalConfig.difficulty ||
state.turnTimer !== state.originalConfig.turnTimer
)
}, [state.gameType, state.difficulty, state.turnTimer, state.originalConfig])
const canResumeGame = useMemo(() => {
return !!state.pausedGamePhase && !!state.pausedGameState && !hasConfigChanged
}, [state.pausedGamePhase, state.pausedGameState, hasConfigChanged])
// Action creators
const startGame = useCallback(() => {
if (activePlayers.length === 0) {
console.error('[LocalMemoryPairs] Cannot start game without active players')
return
}
const playerMetadata: { [playerId: string]: any } = {}
for (const playerId of activePlayers) {
const playerData = players.get(playerId)
if (playerData) {
playerMetadata[playerId] = {
id: playerId,
name: playerData.name,
emoji: playerData.emoji,
userId: viewerId || '',
color: playerData.color,
}
}
}
const cards = generateGameCards(state.gameType, state.difficulty)
dispatch({
type: 'START_GAME',
cards,
activePlayers,
playerMetadata,
})
}, [state.gameType, state.difficulty, activePlayers, players, viewerId])
const flipCard = useCallback(
(cardId: string) => {
if (!canFlipCard(cardId)) {
return
}
dispatch({ type: 'FLIP_CARD', cardId })
},
[canFlipCard]
)
const resetGame = useCallback(() => {
if (activePlayers.length === 0) {
console.error('[LocalMemoryPairs] Cannot reset game without active players')
return
}
const playerMetadata: { [playerId: string]: any } = {}
for (const playerId of activePlayers) {
const playerData = players.get(playerId)
if (playerData) {
playerMetadata[playerId] = {
id: playerId,
name: playerData.name,
emoji: playerData.emoji,
userId: viewerId || '',
color: playerData.color,
}
}
}
const cards = generateGameCards(state.gameType, state.difficulty)
dispatch({
type: 'START_GAME',
cards,
activePlayers,
playerMetadata,
})
}, [state.gameType, state.difficulty, activePlayers, players, viewerId])
const setGameType = useCallback((gameType: typeof state.gameType) => {
dispatch({ type: 'SET_CONFIG', field: 'gameType', value: gameType })
}, [])
const setDifficulty = useCallback((difficulty: typeof state.difficulty) => {
dispatch({ type: 'SET_CONFIG', field: 'difficulty', value: difficulty })
}, [])
const setTurnTimer = useCallback((turnTimer: typeof state.turnTimer) => {
dispatch({ type: 'SET_CONFIG', field: 'turnTimer', value: turnTimer })
}, [])
const resumeGame = useCallback(() => {
if (!canResumeGame) {
console.warn('[LocalMemoryPairs] Cannot resume - no paused game or config changed')
return
}
dispatch({ type: 'RESUME_GAME' })
}, [canResumeGame])
const goToSetup = useCallback(() => {
dispatch({ type: 'GO_TO_SETUP' })
}, [])
const hoverCard = useCallback(
(cardId: string | null) => {
const playerId = state.currentPlayer || activePlayers[0] || ''
if (!playerId) return
dispatch({
type: 'HOVER_CARD',
playerId,
cardId,
})
},
[state.currentPlayer, activePlayers]
)
const exitSession = useCallback(() => {
router.push('/arcade')
}, [router])
const effectiveState = { ...state, gameMode } as MemoryPairsState & {
gameMode: GameMode
}
const contextValue: MemoryPairsContextValue = {
state: effectiveState,
dispatch: () => {
// No-op - local provider uses action creators instead
console.warn('dispatch() is not available in local mode, use action creators instead')
},
isGameActive,
canFlipCard,
currentGameStatistics,
hasConfigChanged,
canResumeGame,
startGame,
resumeGame,
flipCard,
resetGame,
goToSetup,
setGameType,
setDifficulty,
setTurnTimer,
hoverCard,
exitSession,
gameMode,
activePlayers,
}
return <MemoryPairsContext.Provider value={contextValue}>{children}</MemoryPairsContext.Provider>
}

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@@ -1,382 +0,0 @@
'use client'
import { createContext, type ReactNode, useContext, useEffect, useReducer } from 'react'
import { useGameMode } from '../../../../contexts/GameModeContext'
import { generateGameCards } from '../utils/cardGeneration'
import { validateMatch } from '../utils/matchValidation'
import type {
GameStatistics,
MemoryPairsAction,
MemoryPairsContextValue,
MemoryPairsState,
PlayerScore,
} from './types'
// Initial state (gameMode removed - now derived from global context)
const initialState: MemoryPairsState = {
// Core game data
cards: [],
gameCards: [],
flippedCards: [],
// Game configuration (gameMode removed)
gameType: 'abacus-numeral',
difficulty: 6,
turnTimer: 30,
// Game progression
gamePhase: 'setup',
currentPlayer: '', // Will be set to first player ID on START_GAME
matchedPairs: 0,
totalPairs: 6,
moves: 0,
scores: {},
activePlayers: [],
consecutiveMatches: {},
// Timing
gameStartTime: null,
gameEndTime: null,
currentMoveStartTime: null,
timerInterval: null,
// UI state
celebrationAnimations: [],
isProcessingMove: false,
showMismatchFeedback: false,
lastMatchedPair: null,
}
// Reducer function
function memoryPairsReducer(state: MemoryPairsState, action: MemoryPairsAction): MemoryPairsState {
switch (action.type) {
// SET_GAME_MODE removed - game mode now derived from global context
case 'SET_GAME_TYPE':
return {
...state,
gameType: action.gameType,
}
case 'SET_DIFFICULTY':
return {
...state,
difficulty: action.difficulty,
totalPairs: action.difficulty,
}
case 'SET_TURN_TIMER':
return {
...state,
turnTimer: action.timer,
}
case 'START_GAME': {
// Initialize scores and consecutive matches for all active players
const scores: PlayerScore = {}
const consecutiveMatches: { [playerId: string]: number } = {}
action.activePlayers.forEach((playerId) => {
scores[playerId] = 0
consecutiveMatches[playerId] = 0
})
return {
...state,
gamePhase: 'playing',
gameCards: action.cards,
cards: action.cards,
flippedCards: [],
matchedPairs: 0,
moves: 0,
scores,
consecutiveMatches,
activePlayers: action.activePlayers,
currentPlayer: action.activePlayers[0] || '',
gameStartTime: Date.now(),
gameEndTime: null,
currentMoveStartTime: Date.now(),
celebrationAnimations: [],
isProcessingMove: false,
showMismatchFeedback: false,
lastMatchedPair: null,
}
}
case 'FLIP_CARD': {
const cardToFlip = state.gameCards.find((card) => card.id === action.cardId)
if (
!cardToFlip ||
cardToFlip.matched ||
state.flippedCards.length >= 2 ||
state.isProcessingMove
) {
return state
}
const newFlippedCards = [...state.flippedCards, cardToFlip]
const newMoveStartTime =
state.flippedCards.length === 0 ? Date.now() : state.currentMoveStartTime
return {
...state,
flippedCards: newFlippedCards,
currentMoveStartTime: newMoveStartTime,
showMismatchFeedback: false,
}
}
case 'MATCH_FOUND': {
const [card1Id, card2Id] = action.cardIds
const updatedCards = state.gameCards.map((card) => {
if (card.id === card1Id || card.id === card2Id) {
return {
...card,
matched: true,
matchedBy: state.currentPlayer,
}
}
return card
})
const newMatchedPairs = state.matchedPairs + 1
const newScores = {
...state.scores,
[state.currentPlayer]: (state.scores[state.currentPlayer] || 0) + 1,
}
const newConsecutiveMatches = {
...state.consecutiveMatches,
[state.currentPlayer]: (state.consecutiveMatches[state.currentPlayer] || 0) + 1,
}
// Check if game is complete
const isGameComplete = newMatchedPairs === state.totalPairs
return {
...state,
gameCards: updatedCards,
matchedPairs: newMatchedPairs,
scores: newScores,
consecutiveMatches: newConsecutiveMatches,
flippedCards: [],
moves: state.moves + 1,
lastMatchedPair: action.cardIds,
gamePhase: isGameComplete ? 'results' : 'playing',
gameEndTime: isGameComplete ? Date.now() : null,
isProcessingMove: false,
// Note: Player keeps turn after successful match in multiplayer mode
}
}
case 'MATCH_FAILED': {
// Player switching is now handled by passing activePlayerCount
return {
...state,
flippedCards: [],
moves: state.moves + 1,
showMismatchFeedback: true,
isProcessingMove: false,
// currentPlayer will be updated by SWITCH_PLAYER action when needed
}
}
case 'SWITCH_PLAYER': {
// Cycle through all active players
const currentIndex = state.activePlayers.indexOf(state.currentPlayer)
const nextIndex = (currentIndex + 1) % state.activePlayers.length
// Reset consecutive matches for the player who failed
const newConsecutiveMatches = {
...state.consecutiveMatches,
[state.currentPlayer]: 0,
}
return {
...state,
currentPlayer: state.activePlayers[nextIndex] || state.activePlayers[0],
consecutiveMatches: newConsecutiveMatches,
}
}
case 'ADD_CELEBRATION':
return {
...state,
celebrationAnimations: [...state.celebrationAnimations, action.animation],
}
case 'REMOVE_CELEBRATION':
return {
...state,
celebrationAnimations: state.celebrationAnimations.filter(
(anim) => anim.id !== action.animationId
),
}
case 'SET_PROCESSING':
return {
...state,
isProcessingMove: action.processing,
}
case 'SET_MISMATCH_FEEDBACK':
return {
...state,
showMismatchFeedback: action.show,
}
case 'SHOW_RESULTS':
return {
...state,
gamePhase: 'results',
gameEndTime: Date.now(),
flippedCards: [],
}
case 'RESET_GAME':
return {
...initialState,
gameType: state.gameType,
difficulty: state.difficulty,
turnTimer: state.turnTimer,
totalPairs: state.difficulty,
}
case 'UPDATE_TIMER':
// This can be used for any timer-related updates
return state
default:
return state
}
}
// Create context
export const MemoryPairsContext = createContext<MemoryPairsContextValue | null>(null)
// Provider component
export function MemoryPairsProvider({ children }: { children: ReactNode }) {
const [state, dispatch] = useReducer(memoryPairsReducer, initialState)
const { activePlayerCount, activePlayers: activePlayerIds } = useGameMode()
// Get active player IDs directly from GameModeContext
const activePlayers = Array.from(activePlayerIds)
// Derive game mode from active player count
const gameMode = activePlayerCount > 1 ? 'multiplayer' : 'single'
// Handle card matching logic when two cards are flipped
useEffect(() => {
if (state.flippedCards.length === 2 && !state.isProcessingMove) {
dispatch({ type: 'SET_PROCESSING', processing: true })
const [card1, card2] = state.flippedCards
const matchResult = validateMatch(card1, card2)
// Delay to allow card flip animation
setTimeout(() => {
if (matchResult.isValid) {
dispatch({ type: 'MATCH_FOUND', cardIds: [card1.id, card2.id] })
} else {
dispatch({ type: 'MATCH_FAILED', cardIds: [card1.id, card2.id] })
// Switch player only in multiplayer mode
if (gameMode === 'multiplayer') {
dispatch({ type: 'SWITCH_PLAYER' })
}
}
}, 1000) // Give time to see both cards
}
}, [state.flippedCards, state.isProcessingMove, gameMode])
// Auto-hide mismatch feedback
useEffect(() => {
if (state.showMismatchFeedback) {
const timeout = setTimeout(() => {
dispatch({ type: 'SET_MISMATCH_FEEDBACK', show: false })
}, 2000)
return () => clearTimeout(timeout)
}
}, [state.showMismatchFeedback])
// Computed values
const isGameActive = state.gamePhase === 'playing'
const canFlipCard = (cardId: string): boolean => {
if (!isGameActive || state.isProcessingMove) return false
const card = state.gameCards.find((c) => c.id === cardId)
if (!card || card.matched) return false
// Can't flip if already flipped
if (state.flippedCards.some((c) => c.id === cardId)) return false
// Can't flip more than 2 cards
if (state.flippedCards.length >= 2) return false
return true
}
const currentGameStatistics: GameStatistics = {
totalMoves: state.moves,
matchedPairs: state.matchedPairs,
totalPairs: state.totalPairs,
gameTime: state.gameStartTime ? (state.gameEndTime || Date.now()) - state.gameStartTime : 0,
accuracy: state.moves > 0 ? (state.matchedPairs / state.moves) * 100 : 0,
averageTimePerMove:
state.moves > 0 && state.gameStartTime
? ((state.gameEndTime || Date.now()) - state.gameStartTime) / state.moves
: 0,
}
// Action creators
const startGame = () => {
const cards = generateGameCards(state.gameType, state.difficulty)
dispatch({ type: 'START_GAME', cards, activePlayers })
}
const flipCard = (cardId: string) => {
if (!canFlipCard(cardId)) return
dispatch({ type: 'FLIP_CARD', cardId })
}
const resetGame = () => {
dispatch({ type: 'RESET_GAME' })
}
// setGameMode removed - game mode is now derived from global context
const setGameType = (gameType: typeof state.gameType) => {
dispatch({ type: 'SET_GAME_TYPE', gameType })
}
const setDifficulty = (difficulty: typeof state.difficulty) => {
dispatch({ type: 'SET_DIFFICULTY', difficulty })
}
const contextValue: MemoryPairsContextValue = {
state: { ...state, gameMode }, // Add derived gameMode to state
dispatch,
isGameActive,
canFlipCard,
currentGameStatistics,
startGame,
flipCard,
resetGame,
setGameType,
setDifficulty,
exitSession: () => {}, // No-op for non-arcade mode
gameMode, // Expose derived gameMode
activePlayers, // Expose active players
}
return <MemoryPairsContext.Provider value={contextValue}>{children}</MemoryPairsContext.Provider>
}
// Hook to use the context
export function useMemoryPairs(): MemoryPairsContextValue {
const context = useContext(MemoryPairsContext)
if (!context) {
throw new Error('useMemoryPairs must be used within a MemoryPairsProvider')
}
return context
}

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@@ -1,151 +0,0 @@
/**
* Unit test for player ownership bug in RoomMemoryPairsProvider
*
* Bug: playerMetadata[playerId].userId is set to the LOCAL viewerId for ALL players,
* including remote players from other room members. This causes "Your turn" to show
* even when it's a remote player's turn.
*
* Fix: Use player.isLocal from GameModeContext to determine correct userId ownership.
*/
import { describe, expect, it } from 'vitest'
describe('Player Metadata userId Assignment', () => {
it('should assign local userId to local players only', () => {
const viewerId = 'local-user-id'
const players = new Map([
[
'local-player-1',
{
id: 'local-player-1',
name: 'Local Player',
emoji: '😀',
color: '#3b82f6',
isLocal: true,
},
],
[
'remote-player-1',
{
id: 'remote-player-1',
name: 'Remote Player',
emoji: '🤠',
color: '#10b981',
isLocal: false,
},
],
])
const activePlayers = ['local-player-1', 'remote-player-1']
// CURRENT BUGGY IMPLEMENTATION (from RoomMemoryPairsProvider.tsx:378-390)
const buggyPlayerMetadata: Record<string, any> = {}
for (const playerId of activePlayers) {
const playerData = players.get(playerId)
if (playerData) {
buggyPlayerMetadata[playerId] = {
id: playerId,
name: playerData.name,
emoji: playerData.emoji,
userId: viewerId, // BUG: Always uses local viewerId!
color: playerData.color,
}
}
}
// BUG MANIFESTATION: Both players have local userId
expect(buggyPlayerMetadata['local-player-1'].userId).toBe('local-user-id')
expect(buggyPlayerMetadata['remote-player-1'].userId).toBe('local-user-id') // WRONG!
// CORRECT IMPLEMENTATION
const correctPlayerMetadata: Record<string, any> = {}
for (const playerId of activePlayers) {
const playerData = players.get(playerId)
if (playerData) {
correctPlayerMetadata[playerId] = {
id: playerId,
name: playerData.name,
emoji: playerData.emoji,
// FIX: Only use local viewerId for local players
// For remote players, we don't know their userId from this context,
// but we can mark them as NOT belonging to local user
userId: playerData.isLocal ? viewerId : `remote-user-${playerId}`,
color: playerData.color,
isLocal: playerData.isLocal, // Also include isLocal for clarity
}
}
}
// CORRECT BEHAVIOR: Each player has correct userId
expect(correctPlayerMetadata['local-player-1'].userId).toBe('local-user-id')
expect(correctPlayerMetadata['remote-player-1'].userId).not.toBe('local-user-id')
})
it('reproduces "Your turn" bug when checking current player', () => {
const viewerId = 'local-user-id'
const currentPlayer = 'remote-player-1' // Remote player's turn
// Buggy playerMetadata (all players have local userId)
const buggyPlayerMetadata = {
'local-player-1': {
id: 'local-player-1',
userId: 'local-user-id',
},
'remote-player-1': {
id: 'remote-player-1',
userId: 'local-user-id', // BUG!
},
}
// PlayerStatusBar logic (line 31 in PlayerStatusBar.tsx)
const buggyIsLocalPlayer = buggyPlayerMetadata[currentPlayer]?.userId === viewerId
// BUG: Shows "Your turn" even though it's remote player's turn!
expect(buggyIsLocalPlayer).toBe(true) // WRONG!
expect(buggyIsLocalPlayer ? 'Your turn' : 'Their turn').toBe('Your turn') // WRONG!
// Correct playerMetadata (each player has correct userId)
const correctPlayerMetadata = {
'local-player-1': {
id: 'local-player-1',
userId: 'local-user-id',
},
'remote-player-1': {
id: 'remote-player-1',
userId: 'remote-user-id', // CORRECT!
},
}
// PlayerStatusBar logic with correct data
const correctIsLocalPlayer = correctPlayerMetadata[currentPlayer]?.userId === viewerId
// CORRECT: Shows "Their turn" because it's remote player's turn
expect(correctIsLocalPlayer).toBe(false) // CORRECT!
expect(correctIsLocalPlayer ? 'Your turn' : 'Their turn').toBe('Their turn') // CORRECT!
})
it('reproduces hover avatar bug when filtering by current player', () => {
const viewerId = 'local-user-id'
const currentPlayer = 'remote-player-1' // Remote player's turn
// Buggy playerMetadata
const buggyPlayerMetadata = {
'remote-player-1': {
id: 'remote-player-1',
userId: 'local-user-id', // BUG!
},
}
// OLD WRONG logic from MemoryGrid.tsx (showed remote players)
const oldWrongFilter = buggyPlayerMetadata[currentPlayer]?.userId !== viewerId
expect(oldWrongFilter).toBe(false) // Would hide avatar incorrectly
// CURRENT logic in MemoryGrid.tsx (shows only current player)
// This is actually correct - show avatar for whoever's turn it is
const currentLogic = currentPlayer === 'remote-player-1'
expect(currentLogic).toBe(true) // Shows avatar for current player
// The REAL issue is in PlayerStatusBar showing "Your turn"
// when it should show "Their turn"
})
})

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@@ -1,20 +0,0 @@
/**
* Central export point for arcade matching game context
* Re-exports the hook from the appropriate provider
*/
// Export the hook (works with both local and room providers)
export { useMemoryPairs } from './MemoryPairsContext'
// Export the room provider (networked multiplayer)
export { RoomMemoryPairsProvider } from './RoomMemoryPairsProvider'
// Export types
export type {
GameCard,
GameMode,
GamePhase,
GameType,
MemoryPairsState,
MemoryPairsContextValue,
} from './types'

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@@ -1,179 +0,0 @@
// TypeScript interfaces for Memory Pairs Challenge game
export type GameMode = 'single' | 'multiplayer'
export type GameType = 'abacus-numeral' | 'complement-pairs'
export type GamePhase = 'setup' | 'playing' | 'results'
export type CardType = 'abacus' | 'number' | 'complement'
export type Difficulty = 6 | 8 | 12 | 15 // Number of pairs
export type Player = string // Player ID (UUID)
export type TargetSum = 5 | 10 | 20
export interface GameCard {
id: string
type: CardType
number: number
complement?: number // For complement pairs
targetSum?: TargetSum // For complement pairs
matched: boolean
matchedBy?: Player // For two-player mode
element?: HTMLElement | null // For animations
}
export interface PlayerScore {
[playerId: string]: number
}
export interface CelebrationAnimation {
id: string
type: 'match' | 'win' | 'confetti'
x: number
y: number
timestamp: number
}
export interface GameStatistics {
totalMoves: number
matchedPairs: number
totalPairs: number
gameTime: number
accuracy: number // Percentage of successful matches
averageTimePerMove: number
}
export interface MemoryPairsState {
// Core game data
cards: GameCard[]
gameCards: GameCard[]
flippedCards: GameCard[]
// Game configuration (gameMode removed - now derived from global context)
gameType: GameType
difficulty: Difficulty
turnTimer: number // Seconds for two-player mode
// Game progression
gamePhase: GamePhase
currentPlayer: Player
matchedPairs: number
totalPairs: number
moves: number
scores: PlayerScore
activePlayers: Player[] // Track active player IDs
playerMetadata?: { [playerId: string]: any } // Player metadata for cross-user visibility
consecutiveMatches: { [playerId: string]: number } // Track consecutive matches per player
// Timing
gameStartTime: number | null
gameEndTime: number | null
currentMoveStartTime: number | null
timerInterval: NodeJS.Timeout | null
// UI state
celebrationAnimations: CelebrationAnimation[]
isProcessingMove: boolean
showMismatchFeedback: boolean
lastMatchedPair: [string, string] | null
// PAUSE/RESUME: Paused game state
originalConfig?: {
gameType: GameType
difficulty: Difficulty
turnTimer: number
}
pausedGamePhase?: GamePhase
pausedGameState?: {
gameCards: GameCard[]
currentPlayer: Player
matchedPairs: number
moves: number
scores: PlayerScore
activePlayers: Player[]
playerMetadata: { [playerId: string]: any }
consecutiveMatches: { [playerId: string]: number }
gameStartTime: number | null
}
// HOVER: Networked hover state
playerHovers?: { [playerId: string]: string | null }
}
export type MemoryPairsAction =
| { type: 'SET_GAME_TYPE'; gameType: GameType }
| { type: 'SET_DIFFICULTY'; difficulty: Difficulty }
| { type: 'SET_TURN_TIMER'; timer: number }
| { type: 'START_GAME'; cards: GameCard[]; activePlayers: Player[] }
| { type: 'FLIP_CARD'; cardId: string }
| { type: 'MATCH_FOUND'; cardIds: [string, string] }
| { type: 'MATCH_FAILED'; cardIds: [string, string] }
| { type: 'SWITCH_PLAYER' }
| { type: 'ADD_CELEBRATION'; animation: CelebrationAnimation }
| { type: 'REMOVE_CELEBRATION'; animationId: string }
| { type: 'SHOW_RESULTS' }
| { type: 'RESET_GAME' }
| { type: 'SET_PROCESSING'; processing: boolean }
| { type: 'SET_MISMATCH_FEEDBACK'; show: boolean }
| { type: 'UPDATE_TIMER' }
export interface MemoryPairsContextValue {
state: MemoryPairsState & { gameMode: GameMode } // gameMode added as computed property
dispatch: React.Dispatch<MemoryPairsAction>
// Computed values
isGameActive: boolean
canFlipCard: (cardId: string) => boolean
currentGameStatistics: GameStatistics
gameMode: GameMode // Derived from global context
activePlayers: Player[] // Active player IDs from arena
// PAUSE/RESUME: Computed pause/resume values
hasConfigChanged?: boolean
canResumeGame?: boolean
// Actions
startGame: () => void
flipCard: (cardId: string) => void
resetGame: () => void
setGameType: (type: GameType) => void
setDifficulty: (difficulty: Difficulty) => void
setTurnTimer?: (timer: number) => void
goToSetup?: () => void
resumeGame?: () => void
hoverCard?: (cardId: string | null) => void
exitSession: () => void
}
// Utility types for component props
export interface GameCardProps {
card: GameCard
isFlipped: boolean
isMatched: boolean
onClick: () => void
disabled?: boolean
}
export interface PlayerIndicatorProps {
player: Player
isActive: boolean
score: number
name?: string
}
export interface GameGridProps {
cards: GameCard[]
onCardClick: (cardId: string) => void
disabled?: boolean
}
// Configuration interfaces
export interface GameConfiguration {
gameMode: GameMode
gameType: GameType
difficulty: Difficulty
turnTimer: number
}
export interface MatchValidationResult {
isValid: boolean
reason?: string
type: 'abacus-numeral' | 'complement' | 'invalid'
}

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@@ -1,10 +0,0 @@
import { MemoryPairsGame } from './components/MemoryPairsGame'
import { LocalMemoryPairsProvider } from './context/LocalMemoryPairsProvider'
export default function MatchingPage() {
return (
<LocalMemoryPairsProvider>
<MemoryPairsGame />
</LocalMemoryPairsProvider>
)
}

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@@ -1,194 +0,0 @@
import type { Difficulty, GameCard, GameType } from '../context/types'
// Utility function to generate unique random numbers
function generateUniqueNumbers(count: number, options: { min: number; max: number }): number[] {
const numbers = new Set<number>()
const { min, max } = options
while (numbers.size < count) {
const randomNum = Math.floor(Math.random() * (max - min + 1)) + min
numbers.add(randomNum)
}
return Array.from(numbers)
}
// Utility function to shuffle an array
function shuffleArray<T>(array: T[]): T[] {
const shuffled = [...array]
for (let i = shuffled.length - 1; i > 0; i--) {
const j = Math.floor(Math.random() * (i + 1))
;[shuffled[i], shuffled[j]] = [shuffled[j], shuffled[i]]
}
return shuffled
}
// Generate cards for abacus-numeral game mode
export function generateAbacusNumeralCards(pairs: Difficulty): GameCard[] {
// Generate unique numbers based on difficulty
// For easier games, use smaller numbers; for harder games, use larger ranges
const numberRanges: Record<Difficulty, { min: number; max: number }> = {
6: { min: 1, max: 50 }, // 6 pairs: 1-50
8: { min: 1, max: 100 }, // 8 pairs: 1-100
12: { min: 1, max: 200 }, // 12 pairs: 1-200
15: { min: 1, max: 300 }, // 15 pairs: 1-300
}
const range = numberRanges[pairs]
const numbers = generateUniqueNumbers(pairs, range)
const cards: GameCard[] = []
numbers.forEach((number) => {
// Abacus representation card
cards.push({
id: `abacus_${number}`,
type: 'abacus',
number,
matched: false,
})
// Numerical representation card
cards.push({
id: `number_${number}`,
type: 'number',
number,
matched: false,
})
})
return shuffleArray(cards)
}
// Generate cards for complement pairs game mode
export function generateComplementCards(pairs: Difficulty): GameCard[] {
// Define complement pairs for friends of 5 and friends of 10
const complementPairs = [
// Friends of 5
{ pair: [0, 5], targetSum: 5 as const },
{ pair: [1, 4], targetSum: 5 as const },
{ pair: [2, 3], targetSum: 5 as const },
// Friends of 10
{ pair: [0, 10], targetSum: 10 as const },
{ pair: [1, 9], targetSum: 10 as const },
{ pair: [2, 8], targetSum: 10 as const },
{ pair: [3, 7], targetSum: 10 as const },
{ pair: [4, 6], targetSum: 10 as const },
{ pair: [5, 5], targetSum: 10 as const },
// Additional pairs for higher difficulties
{ pair: [6, 4], targetSum: 10 as const },
{ pair: [7, 3], targetSum: 10 as const },
{ pair: [8, 2], targetSum: 10 as const },
{ pair: [9, 1], targetSum: 10 as const },
{ pair: [10, 0], targetSum: 10 as const },
// More challenging pairs (can be used for expert mode)
{ pair: [11, 9], targetSum: 20 as const },
{ pair: [12, 8], targetSum: 20 as const },
]
// Select the required number of complement pairs
const selectedPairs = complementPairs.slice(0, pairs)
const cards: GameCard[] = []
selectedPairs.forEach(({ pair: [num1, num2], targetSum }, index) => {
// First number in the pair
cards.push({
id: `comp1_${index}_${num1}`,
type: 'complement',
number: num1,
complement: num2,
targetSum,
matched: false,
})
// Second number in the pair
cards.push({
id: `comp2_${index}_${num2}`,
type: 'complement',
number: num2,
complement: num1,
targetSum,
matched: false,
})
})
return shuffleArray(cards)
}
// Main card generation function
export function generateGameCards(gameType: GameType, difficulty: Difficulty): GameCard[] {
switch (gameType) {
case 'abacus-numeral':
return generateAbacusNumeralCards(difficulty)
case 'complement-pairs':
return generateComplementCards(difficulty)
default:
throw new Error(`Unknown game type: ${gameType}`)
}
}
// Utility function to get responsive grid configuration based on difficulty and screen size
export function getGridConfiguration(difficulty: Difficulty) {
const configs: Record<
Difficulty,
{
totalCards: number
// Orientation-optimized responsive columns
mobileColumns: number // Portrait mobile
tabletColumns: number // Tablet
desktopColumns: number // Desktop/landscape
landscapeColumns: number // Landscape mobile/tablet
cardSize: { width: string; height: string }
gridTemplate: string
}
> = {
6: {
totalCards: 12,
mobileColumns: 3, // 3x4 grid in portrait
tabletColumns: 4, // 4x3 grid on tablet
desktopColumns: 4, // 4x3 grid on desktop
landscapeColumns: 6, // 6x2 grid in landscape
cardSize: { width: '140px', height: '180px' },
gridTemplate: 'repeat(3, 1fr)',
},
8: {
totalCards: 16,
mobileColumns: 3, // 3x6 grid in portrait (some spillover)
tabletColumns: 4, // 4x4 grid on tablet
desktopColumns: 4, // 4x4 grid on desktop
landscapeColumns: 6, // 6x3 grid in landscape (some spillover)
cardSize: { width: '120px', height: '160px' },
gridTemplate: 'repeat(3, 1fr)',
},
12: {
totalCards: 24,
mobileColumns: 3, // 3x8 grid in portrait
tabletColumns: 4, // 4x6 grid on tablet
desktopColumns: 6, // 6x4 grid on desktop
landscapeColumns: 6, // 6x4 grid in landscape (changed from 8x3)
cardSize: { width: '100px', height: '140px' },
gridTemplate: 'repeat(3, 1fr)',
},
15: {
totalCards: 30,
mobileColumns: 3, // 3x10 grid in portrait
tabletColumns: 5, // 5x6 grid on tablet
desktopColumns: 6, // 6x5 grid on desktop
landscapeColumns: 10, // 10x3 grid in landscape
cardSize: { width: '90px', height: '120px' },
gridTemplate: 'repeat(3, 1fr)',
},
}
return configs[difficulty]
}
// Generate a unique ID for cards
export function generateCardId(type: string, identifier: string | number): string {
return `${type}_${identifier}_${Date.now()}_${Math.random().toString(36).substr(2, 9)}`
}

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@@ -1,331 +0,0 @@
import type { GameStatistics, MemoryPairsState, Player } from '../context/types'
// Calculate final game score based on multiple factors
export function calculateFinalScore(
matchedPairs: number,
totalPairs: number,
moves: number,
gameTime: number,
difficulty: number,
gameMode: 'single' | 'two-player'
): number {
// Base score for completing pairs
const baseScore = matchedPairs * 100
// Efficiency bonus (fewer moves = higher bonus)
const idealMoves = totalPairs * 2 // Perfect game would be 2 moves per pair
const efficiency = idealMoves / Math.max(moves, idealMoves)
const efficiencyBonus = Math.round(baseScore * efficiency * 0.5)
// Time bonus (faster completion = higher bonus)
const timeInMinutes = gameTime / (1000 * 60)
const timeBonus = Math.max(0, Math.round((1000 * difficulty) / timeInMinutes))
// Difficulty multiplier
const difficultyMultiplier = 1 + (difficulty - 6) * 0.1
// Two-player mode bonus
const modeMultiplier = gameMode === 'two-player' ? 1.2 : 1.0
const finalScore = Math.round(
(baseScore + efficiencyBonus + timeBonus) * difficultyMultiplier * modeMultiplier
)
return Math.max(0, finalScore)
}
// Calculate star rating (1-5 stars) based on performance
export function calculateStarRating(
accuracy: number,
efficiency: number,
gameTime: number,
difficulty: number
): number {
// Normalize time score (assuming reasonable time ranges)
const expectedTime = difficulty * 30000 // 30 seconds per pair as baseline
const timeScore = Math.max(0, Math.min(100, (expectedTime / gameTime) * 100))
// Weighted average of different factors
const overallScore = accuracy * 0.4 + efficiency * 0.4 + timeScore * 0.2
// Convert to stars
if (overallScore >= 90) return 5
if (overallScore >= 80) return 4
if (overallScore >= 70) return 3
if (overallScore >= 60) return 2
return 1
}
// Get achievement badges based on performance
export interface Achievement {
id: string
name: string
description: string
icon: string
earned: boolean
}
export function getAchievements(
state: MemoryPairsState,
gameMode: 'single' | 'multiplayer'
): Achievement[] {
const { matchedPairs, totalPairs, moves, scores, gameStartTime, gameEndTime } = state
const accuracy = moves > 0 ? (matchedPairs / moves) * 100 : 0
const gameTime = gameStartTime && gameEndTime ? gameEndTime - gameStartTime : 0
const gameTimeInSeconds = gameTime / 1000
const achievements: Achievement[] = [
{
id: 'perfect_game',
name: 'Perfect Memory',
description: 'Complete a game with 100% accuracy',
icon: '🧠',
earned: matchedPairs === totalPairs && moves === totalPairs * 2,
},
{
id: 'speed_demon',
name: 'Speed Demon',
description: 'Complete a game in under 2 minutes',
icon: '⚡',
earned: gameTimeInSeconds > 0 && gameTimeInSeconds < 120 && matchedPairs === totalPairs,
},
{
id: 'accuracy_ace',
name: 'Accuracy Ace',
description: 'Achieve 90% accuracy or higher',
icon: '🎯',
earned: accuracy >= 90 && matchedPairs === totalPairs,
},
{
id: 'marathon_master',
name: 'Marathon Master',
description: 'Complete the hardest difficulty (15 pairs)',
icon: '🏃',
earned: totalPairs === 15 && matchedPairs === totalPairs,
},
{
id: 'complement_champion',
name: 'Complement Champion',
description: 'Master complement pairs mode',
icon: '🤝',
earned:
state.gameType === 'complement-pairs' && matchedPairs === totalPairs && accuracy >= 85,
},
{
id: 'two_player_triumph',
name: 'Two-Player Triumph',
description: 'Win a two-player game',
icon: '👥',
earned:
gameMode === 'multiplayer' &&
matchedPairs === totalPairs &&
Object.keys(scores).length > 1 &&
Math.max(...Object.values(scores)) > 0,
},
{
id: 'shutout_victory',
name: 'Shutout Victory',
description: 'Win a two-player game without opponent scoring',
icon: '🛡️',
earned:
gameMode === 'multiplayer' &&
matchedPairs === totalPairs &&
Object.values(scores).some((score) => score === totalPairs) &&
Object.values(scores).some((score) => score === 0),
},
{
id: 'comeback_kid',
name: 'Comeback Kid',
description: 'Win after being behind by 3+ points',
icon: '🔄',
earned: false, // This would need more complex tracking during the game
},
{
id: 'first_timer',
name: 'First Timer',
description: 'Complete your first game',
icon: '🌟',
earned: matchedPairs === totalPairs,
},
{
id: 'consistency_king',
name: 'Consistency King',
description: 'Achieve 80%+ accuracy in 5 consecutive games',
icon: '👑',
earned: false, // This would need persistent game history
},
]
return achievements
}
// Get performance metrics and analysis
export function getPerformanceAnalysis(state: MemoryPairsState): {
statistics: GameStatistics
grade: 'A+' | 'A' | 'B+' | 'B' | 'C+' | 'C' | 'D' | 'F'
strengths: string[]
improvements: string[]
starRating: number
} {
const { matchedPairs, totalPairs, moves, difficulty, gameStartTime, gameEndTime } = state
const gameTime = gameStartTime && gameEndTime ? gameEndTime - gameStartTime : 0
// Calculate statistics
const accuracy = moves > 0 ? (matchedPairs / moves) * 100 : 0
const averageTimePerMove = moves > 0 ? gameTime / moves : 0
const statistics: GameStatistics = {
totalMoves: moves,
matchedPairs,
totalPairs,
gameTime,
accuracy,
averageTimePerMove,
}
// Calculate efficiency (ideal vs actual moves)
const idealMoves = totalPairs * 2
const efficiency = (idealMoves / Math.max(moves, idealMoves)) * 100
// Determine grade
let grade: 'A+' | 'A' | 'B+' | 'B' | 'C+' | 'C' | 'D' | 'F' = 'F'
if (accuracy >= 95 && efficiency >= 90) grade = 'A+'
else if (accuracy >= 90 && efficiency >= 85) grade = 'A'
else if (accuracy >= 85 && efficiency >= 80) grade = 'B+'
else if (accuracy >= 80 && efficiency >= 75) grade = 'B'
else if (accuracy >= 75 && efficiency >= 70) grade = 'C+'
else if (accuracy >= 70 && efficiency >= 65) grade = 'C'
else if (accuracy >= 60 && efficiency >= 50) grade = 'D'
// Calculate star rating
const starRating = calculateStarRating(accuracy, efficiency, gameTime, difficulty)
// Analyze strengths and areas for improvement
const strengths: string[] = []
const improvements: string[] = []
if (accuracy >= 90) {
strengths.push('Excellent memory and pattern recognition')
} else if (accuracy < 70) {
improvements.push('Focus on remembering card positions more carefully')
}
if (efficiency >= 85) {
strengths.push('Very efficient with minimal unnecessary moves')
} else if (efficiency < 60) {
improvements.push('Try to reduce random guessing and use memory strategies')
}
const avgTimePerMoveSeconds = averageTimePerMove / 1000
if (avgTimePerMoveSeconds < 3) {
strengths.push('Quick decision making')
} else if (avgTimePerMoveSeconds > 8) {
improvements.push('Practice to improve decision speed')
}
if (difficulty >= 12) {
strengths.push('Tackled challenging difficulty levels')
}
if (state.gameType === 'complement-pairs' && accuracy >= 80) {
strengths.push('Strong mathematical complement skills')
}
// Fallback messages
if (strengths.length === 0) {
strengths.push('Keep practicing to improve your skills!')
}
if (improvements.length === 0) {
improvements.push('Great job! Continue challenging yourself with harder difficulties.')
}
return {
statistics,
grade,
strengths,
improvements,
starRating,
}
}
// Format time duration for display
export function formatGameTime(milliseconds: number): string {
const seconds = Math.floor(milliseconds / 1000)
const minutes = Math.floor(seconds / 60)
const remainingSeconds = seconds % 60
if (minutes > 0) {
return `${minutes}:${remainingSeconds.toString().padStart(2, '0')}`
}
return `${remainingSeconds}s`
}
// Get two-player game winner
// @deprecated Use getMultiplayerWinner instead which supports N players
export function getTwoPlayerWinner(
state: MemoryPairsState,
activePlayers: Player[]
): {
winner: Player | 'tie'
winnerScore: number
loserScore: number
margin: number
} {
const { scores } = state
const [player1, player2] = activePlayers
if (!player1 || !player2) {
throw new Error('getTwoPlayerWinner requires at least 2 active players')
}
const score1 = scores[player1] || 0
const score2 = scores[player2] || 0
if (score1 > score2) {
return {
winner: player1,
winnerScore: score1,
loserScore: score2,
margin: score1 - score2,
}
} else if (score2 > score1) {
return {
winner: player2,
winnerScore: score2,
loserScore: score1,
margin: score2 - score1,
}
} else {
return {
winner: 'tie',
winnerScore: score1,
loserScore: score2,
margin: 0,
}
}
}
// Get multiplayer game winner (supports N players)
export function getMultiplayerWinner(
state: MemoryPairsState,
activePlayers: Player[]
): {
winners: Player[]
winnerScore: number
scores: { [playerId: string]: number }
isTie: boolean
} {
const { scores } = state
// Find the highest score
const maxScore = Math.max(...activePlayers.map((playerId) => scores[playerId] || 0))
// Find all players with the highest score
const winners = activePlayers.filter((playerId) => (scores[playerId] || 0) === maxScore)
return {
winners,
winnerScore: maxScore,
scores,
isTie: winners.length > 1,
}
}

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@@ -1,222 +0,0 @@
import type { GameCard, MatchValidationResult } from '../context/types'
// Validate abacus-numeral match (abacus card matches with number card of same value)
export function validateAbacusNumeralMatch(
card1: GameCard,
card2: GameCard
): MatchValidationResult {
// Both cards must have the same number
if (card1.number !== card2.number) {
return {
isValid: false,
reason: 'Numbers do not match',
type: 'invalid',
}
}
// Cards must be different types (one abacus, one number)
if (card1.type === card2.type) {
return {
isValid: false,
reason: 'Both cards are the same type',
type: 'invalid',
}
}
// One must be abacus, one must be number
const hasAbacus = card1.type === 'abacus' || card2.type === 'abacus'
const hasNumber = card1.type === 'number' || card2.type === 'number'
if (!hasAbacus || !hasNumber) {
return {
isValid: false,
reason: 'Must match abacus with number representation',
type: 'invalid',
}
}
// Neither should be complement type for this game mode
if (card1.type === 'complement' || card2.type === 'complement') {
return {
isValid: false,
reason: 'Complement cards not valid in abacus-numeral mode',
type: 'invalid',
}
}
return {
isValid: true,
type: 'abacus-numeral',
}
}
// Validate complement match (two numbers that add up to target sum)
export function validateComplementMatch(card1: GameCard, card2: GameCard): MatchValidationResult {
// Both cards must be complement type
if (card1.type !== 'complement' || card2.type !== 'complement') {
return {
isValid: false,
reason: 'Both cards must be complement type',
type: 'invalid',
}
}
// Both cards must have the same target sum
if (card1.targetSum !== card2.targetSum) {
return {
isValid: false,
reason: 'Cards have different target sums',
type: 'invalid',
}
}
// Check if the numbers are actually complements
if (!card1.complement || !card2.complement) {
return {
isValid: false,
reason: 'Complement information missing',
type: 'invalid',
}
}
// Verify the complement relationship
if (card1.number !== card2.complement || card2.number !== card1.complement) {
return {
isValid: false,
reason: 'Numbers are not complements of each other',
type: 'invalid',
}
}
// Verify the sum equals the target
const sum = card1.number + card2.number
if (sum !== card1.targetSum) {
return {
isValid: false,
reason: `Sum ${sum} does not equal target ${card1.targetSum}`,
type: 'invalid',
}
}
return {
isValid: true,
type: 'complement',
}
}
// Main validation function that determines which validation to use
export function validateMatch(card1: GameCard, card2: GameCard): MatchValidationResult {
// Cannot match the same card with itself
if (card1.id === card2.id) {
return {
isValid: false,
reason: 'Cannot match card with itself',
type: 'invalid',
}
}
// Cannot match already matched cards
if (card1.matched || card2.matched) {
return {
isValid: false,
reason: 'Cannot match already matched cards',
type: 'invalid',
}
}
// Determine which type of match to validate based on card types
const hasComplement = card1.type === 'complement' || card2.type === 'complement'
if (hasComplement) {
// If either card is complement type, use complement validation
return validateComplementMatch(card1, card2)
} else {
// Otherwise, use abacus-numeral validation
return validateAbacusNumeralMatch(card1, card2)
}
}
// Helper function to check if a card can be flipped
export function canFlipCard(
card: GameCard,
flippedCards: GameCard[],
isProcessingMove: boolean
): boolean {
// Cannot flip if processing a move
if (isProcessingMove) return false
// Cannot flip already matched cards
if (card.matched) return false
// Cannot flip if already flipped
if (flippedCards.some((c) => c.id === card.id)) return false
// Cannot flip if two cards are already flipped
if (flippedCards.length >= 2) return false
return true
}
// Get hint for what kind of match the player should look for
export function getMatchHint(card: GameCard): string {
switch (card.type) {
case 'abacus':
return `Find the number ${card.number}`
case 'number':
return `Find the abacus showing ${card.number}`
case 'complement':
if (card.complement !== undefined && card.targetSum !== undefined) {
return `Find ${card.complement} to make ${card.targetSum}`
}
return 'Find the matching complement'
default:
return 'Find the matching card'
}
}
// Calculate match score based on difficulty and time
export function calculateMatchScore(
difficulty: number,
timeForMatch: number,
isComplementMatch: boolean
): number {
const baseScore = isComplementMatch ? 15 : 10 // Complement matches worth more
const difficultyMultiplier = difficulty / 6 // Scale with difficulty
const timeBonus = Math.max(0, (10000 - timeForMatch) / 1000) // Bonus for speed
return Math.round(baseScore * difficultyMultiplier + timeBonus)
}
// Analyze game performance
export function analyzeGamePerformance(
totalMoves: number,
matchedPairs: number,
totalPairs: number,
gameTime: number
): {
accuracy: number
efficiency: number
averageTimePerMove: number
grade: 'A' | 'B' | 'C' | 'D' | 'F'
} {
const accuracy = totalMoves > 0 ? (matchedPairs / totalMoves) * 100 : 0
const efficiency = totalPairs > 0 ? (matchedPairs / (totalPairs * 2)) * 100 : 0 // Ideal is 100% (each pair found in 2 moves)
const averageTimePerMove = totalMoves > 0 ? gameTime / totalMoves : 0
// Calculate grade based on accuracy and efficiency
let grade: 'A' | 'B' | 'C' | 'D' | 'F' = 'F'
if (accuracy >= 90 && efficiency >= 80) grade = 'A'
else if (accuracy >= 80 && efficiency >= 70) grade = 'B'
else if (accuracy >= 70 && efficiency >= 60) grade = 'C'
else if (accuracy >= 60 && efficiency >= 50) grade = 'D'
return {
accuracy,
efficiency,
averageTimePerMove,
grade,
}
}

View File

@@ -2,8 +2,6 @@
import { useRouter } from 'next/navigation'
import { useRoomData, useSetRoomGame } from '@/hooks/useRoomData'
import { MemoryPairsGame } from '../matching/components/MemoryPairsGame'
import { RoomMemoryPairsProvider } from '../matching/context/RoomMemoryPairsProvider'
import { GAMES_CONFIG } from '@/components/GameSelector'
import type { GameType } from '@/components/GameSelector'
import { PageWithNav } from '@/components/PageWithNav'
@@ -333,14 +331,7 @@ export default function RoomPage() {
// Render legacy games based on room's gameName
switch (roomData.gameName) {
case 'matching':
return (
<RoomMemoryPairsProvider>
<MemoryPairsGame />
</RoomMemoryPairsProvider>
)
// TODO: Add other games (complement-race, etc.)
// TODO: Add other legacy games (complement-race, etc.) once migrated
default:
return (
<PageWithNav

View File

@@ -1,792 +0,0 @@
'use client'
import emojiData from 'emojibase-data/en/data.json'
import { useMemo, useState } from 'react'
import { css } from '../../../../../styled-system/css'
import { PLAYER_EMOJIS } from '../../../../constants/playerEmojis'
// Proper TypeScript interface for emojibase-data structure
interface EmojibaseEmoji {
label: string
hexcode: string
tags?: string[]
emoji: string
text: string
type: number
order: number
group: number
subgroup: number
version: number
emoticon?: string | string[] // Can be string, array, or undefined
}
interface EmojiPickerProps {
currentEmoji: string
onEmojiSelect: (emoji: string) => void
onClose: () => void
playerNumber: number
}
// Emoji group categories from emojibase (matching Unicode CLDR group IDs)
const EMOJI_GROUPS = {
0: { name: 'Smileys & Emotion', icon: '😀' },
1: { name: 'People & Body', icon: '👤' },
3: { name: 'Animals & Nature', icon: '🐶' },
4: { name: 'Food & Drink', icon: '🍎' },
5: { name: 'Travel & Places', icon: '🚗' },
6: { name: 'Activities', icon: '⚽' },
7: { name: 'Objects', icon: '💡' },
8: { name: 'Symbols', icon: '❤️' },
9: { name: 'Flags', icon: '🏁' },
} as const
// Create a map of emoji to their searchable data and group
const emojiMap = new Map<string, { keywords: string[]; group: number }>()
;(emojiData as EmojibaseEmoji[]).forEach((emoji) => {
if (emoji.emoji) {
// Handle emoticon field which can be string, array, or undefined
const emoticons: string[] = []
if (emoji.emoticon) {
if (Array.isArray(emoji.emoticon)) {
emoticons.push(...emoji.emoticon.map((e) => e.toLowerCase()))
} else {
emoticons.push(emoji.emoticon.toLowerCase())
}
}
emojiMap.set(emoji.emoji, {
keywords: [
emoji.label?.toLowerCase(),
...(emoji.tags || []).map((tag: string) => tag.toLowerCase()),
...emoticons,
].filter(Boolean),
group: emoji.group,
})
}
})
// Enhanced search function using emojibase-data
function getEmojiKeywords(emoji: string): string[] {
const data = emojiMap.get(emoji)
if (data) {
return data.keywords
}
// Fallback categories for emojis not in emojibase-data
if (/[\u{1F600}-\u{1F64F}]/u.test(emoji)) return ['face', 'emotion', 'person', 'expression']
if (/[\u{1F400}-\u{1F43F}]/u.test(emoji)) return ['animal', 'nature', 'cute', 'pet']
if (/[\u{1F440}-\u{1F4FF}]/u.test(emoji)) return ['object', 'symbol', 'tool']
if (/[\u{1F300}-\u{1F3FF}]/u.test(emoji)) return ['nature', 'travel', 'activity', 'place']
if (/[\u{1F680}-\u{1F6FF}]/u.test(emoji)) return ['transport', 'travel', 'vehicle']
if (/[\u{2600}-\u{26FF}]/u.test(emoji)) return ['symbol', 'misc', 'sign']
return ['misc', 'other']
}
export function EmojiPicker({
currentEmoji,
onEmojiSelect,
onClose,
playerNumber,
}: EmojiPickerProps) {
const [searchFilter, setSearchFilter] = useState('')
const [selectedCategory, setSelectedCategory] = useState<number | null>(null)
const [hoveredEmoji, setHoveredEmoji] = useState<string | null>(null)
const [hoverPosition, setHoverPosition] = useState({ x: 0, y: 0 })
// Enhanced search functionality - clear separation between default and search
const isSearching = searchFilter.trim().length > 0
const isCategoryFiltered = selectedCategory !== null && !isSearching
// Calculate which categories have emojis
const availableCategories = useMemo(() => {
const categoryCounts: Record<number, number> = {}
PLAYER_EMOJIS.forEach((emoji) => {
const data = emojiMap.get(emoji)
if (data && data.group !== undefined) {
categoryCounts[data.group] = (categoryCounts[data.group] || 0) + 1
}
})
return Object.keys(EMOJI_GROUPS)
.map(Number)
.filter((groupId) => categoryCounts[groupId] > 0)
}, [])
const displayEmojis = useMemo(() => {
// Start with all emojis
let emojis = PLAYER_EMOJIS
// Apply category filter first (unless searching)
if (isCategoryFiltered) {
emojis = emojis.filter((emoji) => {
const data = emojiMap.get(emoji)
return data && data.group === selectedCategory
})
}
// Then apply search filter
if (!isSearching) {
return emojis
}
const searchTerm = searchFilter.toLowerCase().trim()
const results = PLAYER_EMOJIS.filter((emoji) => {
const keywords = getEmojiKeywords(emoji)
return keywords.some((keyword) => keyword?.includes(searchTerm))
})
// Sort results by relevance
const sortedResults = results.sort((a, b) => {
const aKeywords = getEmojiKeywords(a)
const bKeywords = getEmojiKeywords(b)
// Exact match priority
const aExact = aKeywords.some((k) => k === searchTerm)
const bExact = bKeywords.some((k) => k === searchTerm)
if (aExact && !bExact) return -1
if (!aExact && bExact) return 1
// Word boundary matches (start of word)
const aStartsWithTerm = aKeywords.some((k) => k?.startsWith(searchTerm))
const bStartsWithTerm = bKeywords.some((k) => k?.startsWith(searchTerm))
if (aStartsWithTerm && !bStartsWithTerm) return -1
if (!aStartsWithTerm && bStartsWithTerm) return 1
// Score by number of matching keywords
const aScore = aKeywords.filter((k) => k?.includes(searchTerm)).length
const bScore = bKeywords.filter((k) => k?.includes(searchTerm)).length
return bScore - aScore
})
return sortedResults
}, [searchFilter, isSearching, selectedCategory, isCategoryFiltered])
return (
<div
className={css({
position: 'fixed',
top: 0,
left: 0,
right: 0,
bottom: 0,
background: 'rgba(0, 0, 0, 0.8)',
display: 'flex',
alignItems: 'center',
justifyContent: 'center',
zIndex: 1000,
animation: 'fadeIn 0.2s ease',
padding: '20px',
})}
>
<div
className={css({
background: 'white',
borderRadius: '20px',
padding: '24px',
width: '90vw',
height: '90vh',
maxWidth: '1200px',
maxHeight: '800px',
boxShadow: '0 20px 40px rgba(0,0,0,0.3)',
position: 'relative',
overflow: 'hidden',
display: 'flex',
flexDirection: 'column',
})}
>
{/* Header */}
<div
className={css({
display: 'flex',
justifyContent: 'space-between',
alignItems: 'center',
marginBottom: '16px',
borderBottom: '2px solid',
borderColor: 'gray.100',
paddingBottom: '12px',
flexShrink: 0,
})}
>
<h3
className={css({
fontSize: '18px',
fontWeight: 'bold',
color: 'gray.800',
margin: 0,
})}
>
Choose Character for Player {playerNumber}
</h3>
<button
className={css({
background: 'none',
border: 'none',
fontSize: '24px',
cursor: 'pointer',
color: 'gray.500',
_hover: { color: 'gray.700' },
padding: '4px',
})}
onClick={onClose}
>
</button>
</div>
{/* Current Selection & Search */}
<div
className={css({
display: 'flex',
alignItems: 'center',
gap: '16px',
marginBottom: '16px',
flexShrink: 0,
})}
>
<div
className={css({
padding: '8px 12px',
background:
playerNumber === 1
? 'linear-gradient(135deg, #74b9ff, #0984e3)'
: playerNumber === 2
? 'linear-gradient(135deg, #fd79a8, #e84393)'
: playerNumber === 3
? 'linear-gradient(135deg, #a78bfa, #8b5cf6)'
: 'linear-gradient(135deg, #fbbf24, #f59e0b)',
borderRadius: '12px',
color: 'white',
display: 'flex',
alignItems: 'center',
gap: '8px',
flexShrink: 0,
})}
>
<div className={css({ fontSize: '24px' })}>{currentEmoji}</div>
<div className={css({ fontSize: '12px', fontWeight: 'bold' })}>Current</div>
</div>
<input
type="text"
placeholder="Search: face, smart, heart, animal, food..."
value={searchFilter}
onChange={(e) => setSearchFilter(e.target.value)}
className={css({
flex: 1,
padding: '8px 12px',
border: '2px solid',
borderColor: 'gray.200',
borderRadius: '12px',
fontSize: '14px',
_focus: {
outline: 'none',
borderColor: 'blue.400',
boxShadow: '0 0 0 3px rgba(66, 153, 225, 0.1)',
},
})}
/>
{isSearching && (
<div
className={css({
fontSize: '12px',
color: 'gray.600',
flexShrink: 0,
padding: '4px 8px',
background: displayEmojis.length > 0 ? 'green.100' : 'red.100',
borderRadius: '8px',
border: '1px solid',
borderColor: displayEmojis.length > 0 ? 'green.300' : 'red.300',
})}
>
{displayEmojis.length > 0 ? `${displayEmojis.length} found` : '✗ No matches'}
</div>
)}
</div>
{/* Category Tabs */}
{!isSearching && (
<div
className={css({
display: 'flex',
gap: '8px',
overflowX: 'auto',
paddingBottom: '8px',
marginBottom: '12px',
flexShrink: 0,
'&::-webkit-scrollbar': {
height: '6px',
},
'&::-webkit-scrollbar-thumb': {
background: '#cbd5e1',
borderRadius: '3px',
},
})}
>
<button
onClick={() => setSelectedCategory(null)}
className={css({
padding: '8px 16px',
borderRadius: '20px',
border: selectedCategory === null ? '2px solid #3b82f6' : '2px solid #e5e7eb',
background: selectedCategory === null ? '#eff6ff' : 'white',
color: selectedCategory === null ? '#1e40af' : '#6b7280',
fontSize: '13px',
fontWeight: '600',
cursor: 'pointer',
whiteSpace: 'nowrap',
transition: 'all 0.2s ease',
_hover: {
background: selectedCategory === null ? '#dbeafe' : '#f9fafb',
transform: 'translateY(-1px)',
},
})}
>
All
</button>
{availableCategories.map((groupId) => {
const group = EMOJI_GROUPS[groupId as keyof typeof EMOJI_GROUPS]
return (
<button
key={groupId}
onClick={() => setSelectedCategory(Number(groupId))}
className={css({
padding: '8px 16px',
borderRadius: '20px',
border:
selectedCategory === Number(groupId)
? '2px solid #3b82f6'
: '2px solid #e5e7eb',
background: selectedCategory === Number(groupId) ? '#eff6ff' : 'white',
color: selectedCategory === Number(groupId) ? '#1e40af' : '#6b7280',
fontSize: '13px',
fontWeight: '600',
cursor: 'pointer',
whiteSpace: 'nowrap',
transition: 'all 0.2s ease',
_hover: {
background: selectedCategory === Number(groupId) ? '#dbeafe' : '#f9fafb',
transform: 'translateY(-1px)',
},
})}
>
{group.icon} {group.name}
</button>
)
})}
</div>
)}
{/* Search Mode Header */}
{isSearching && displayEmojis.length > 0 && (
<div
className={css({
padding: '8px 12px',
background: 'blue.50',
border: '1px solid',
borderColor: 'blue.200',
borderRadius: '8px',
marginBottom: '12px',
flexShrink: 0,
})}
>
<div
className={css({
fontSize: '14px',
fontWeight: 'bold',
color: 'blue.700',
marginBottom: '4px',
})}
>
🔍 Search Results for "{searchFilter}"
</div>
<div
className={css({
fontSize: '12px',
color: 'blue.600',
})}
>
Showing {displayEmojis.length} of {PLAYER_EMOJIS.length} emojis Clear search to see
all
</div>
</div>
)}
{/* Default Mode Header */}
{!isSearching && (
<div
className={css({
padding: '8px 12px',
background: 'gray.50',
border: '1px solid',
borderColor: 'gray.200',
borderRadius: '8px',
marginBottom: '12px',
flexShrink: 0,
})}
>
<div
className={css({
fontSize: '14px',
fontWeight: 'bold',
color: 'gray.700',
marginBottom: '4px',
})}
>
{selectedCategory !== null
? `${EMOJI_GROUPS[selectedCategory as keyof typeof EMOJI_GROUPS].icon} ${EMOJI_GROUPS[selectedCategory as keyof typeof EMOJI_GROUPS].name}`
: '📝 All Available Characters'}
</div>
<div
className={css({
fontSize: '12px',
color: 'gray.600',
})}
>
{displayEmojis.length} emojis{' '}
{selectedCategory !== null ? 'in category' : 'available'} Use search to find
specific emojis
</div>
</div>
)}
{/* Emoji Grid - Only show when there are emojis to display */}
{displayEmojis.length > 0 && (
<div
className={css({
flex: 1,
overflowY: 'auto',
minHeight: 0,
'&::-webkit-scrollbar': {
width: '10px',
},
'&::-webkit-scrollbar-track': {
background: '#f1f5f9',
borderRadius: '5px',
},
'&::-webkit-scrollbar-thumb': {
background: '#cbd5e1',
borderRadius: '5px',
'&:hover': {
background: '#94a3b8',
},
},
})}
>
<div
className={css({
display: 'grid',
gridTemplateColumns: 'repeat(16, 1fr)',
gap: '4px',
padding: '4px',
'@media (max-width: 1200px)': {
gridTemplateColumns: 'repeat(14, 1fr)',
},
'@media (max-width: 1000px)': {
gridTemplateColumns: 'repeat(12, 1fr)',
},
'@media (max-width: 800px)': {
gridTemplateColumns: 'repeat(10, 1fr)',
},
'@media (max-width: 600px)': {
gridTemplateColumns: 'repeat(8, 1fr)',
},
})}
>
{displayEmojis.map((emoji) => {
const isSelected = emoji === currentEmoji
const getSelectedBg = () => {
if (!isSelected) return 'transparent'
if (playerNumber === 1) return 'blue.100'
if (playerNumber === 2) return 'pink.100'
if (playerNumber === 3) return 'purple.100'
return 'yellow.100'
}
const getSelectedBorder = () => {
if (!isSelected) return 'transparent'
if (playerNumber === 1) return 'blue.400'
if (playerNumber === 2) return 'pink.400'
if (playerNumber === 3) return 'purple.400'
return 'yellow.400'
}
const getHoverBg = () => {
if (!isSelected) return 'gray.100'
if (playerNumber === 1) return 'blue.200'
if (playerNumber === 2) return 'pink.200'
if (playerNumber === 3) return 'purple.200'
return 'yellow.200'
}
return (
<button
key={emoji}
className={css({
aspectRatio: '1',
background: getSelectedBg(),
border: '2px solid',
borderColor: getSelectedBorder(),
borderRadius: '6px',
fontSize: '20px',
cursor: 'pointer',
transition: 'all 0.1s ease',
display: 'flex',
alignItems: 'center',
justifyContent: 'center',
_hover: {
background: getHoverBg(),
transform: 'scale(1.15)',
zIndex: 1,
fontSize: '24px',
},
})}
onMouseEnter={(e) => {
const rect = e.currentTarget.getBoundingClientRect()
setHoveredEmoji(emoji)
setHoverPosition({
x: rect.left + rect.width / 2,
y: rect.top,
})
}}
onMouseLeave={() => setHoveredEmoji(null)}
onClick={() => {
onEmojiSelect(emoji)
}}
>
{emoji}
</button>
)
})}
</div>
</div>
)}
{/* No results message */}
{isSearching && displayEmojis.length === 0 && (
<div
className={css({
position: 'absolute',
top: '50%',
left: '50%',
transform: 'translate(-50%, -50%)',
textAlign: 'center',
color: 'gray.500',
})}
>
<div className={css({ fontSize: '48px', marginBottom: '16px' })}>🔍</div>
<div
className={css({
fontSize: '18px',
fontWeight: 'bold',
marginBottom: '8px',
})}
>
No emojis found for "{searchFilter}"
</div>
<div className={css({ fontSize: '14px', marginBottom: '12px' })}>
Try searching for "face", "smart", "heart", "animal", "food", etc.
</div>
<button
className={css({
background: 'blue.500',
color: 'white',
border: 'none',
borderRadius: '6px',
padding: '8px 16px',
fontSize: '12px',
cursor: 'pointer',
_hover: { background: 'blue.600' },
})}
onClick={() => setSearchFilter('')}
>
Clear search to see all {PLAYER_EMOJIS.length} emojis
</button>
</div>
)}
{/* Quick selection hint */}
<div
className={css({
marginTop: '8px',
padding: '6px 12px',
background: 'gray.50',
borderRadius: '8px',
fontSize: '11px',
color: 'gray.600',
textAlign: 'center',
flexShrink: 0,
})}
>
💡 Powered by emojibase-data Try: "face", "smart", "heart", "animal", "food" Click to
select
</div>
</div>
{/* Magnifying Glass Preview - SUPER POWERED! */}
{hoveredEmoji && (
<div
style={{
position: 'fixed',
left: `${hoverPosition.x}px`,
top: `${hoverPosition.y - 120}px`,
transform: 'translateX(-50%)',
pointerEvents: 'none',
zIndex: 10000,
animation: 'magnifyIn 0.2s cubic-bezier(0.34, 1.56, 0.64, 1)',
}}
>
{/* Outer glow ring */}
<div
style={{
position: 'absolute',
inset: '-20px',
borderRadius: '50%',
background: 'radial-gradient(circle, rgba(59, 130, 246, 0.3) 0%, transparent 70%)',
animation: 'pulseGlow 2s ease-in-out infinite',
}}
/>
{/* Main preview card */}
<div
style={{
background: 'linear-gradient(135deg, #ffffff 0%, #f8fafc 100%)',
borderRadius: '24px',
padding: '20px',
boxShadow:
'0 20px 60px rgba(0, 0, 0, 0.4), 0 0 0 4px rgba(59, 130, 246, 0.6), inset 0 2px 4px rgba(255,255,255,0.8)',
display: 'flex',
alignItems: 'center',
justifyContent: 'center',
fontSize: '120px',
lineHeight: 1,
minWidth: '160px',
minHeight: '160px',
position: 'relative',
animation: 'emojiFloat 3s ease-in-out infinite',
}}
>
{/* Sparkle effects */}
<div
style={{
position: 'absolute',
top: '10px',
right: '10px',
fontSize: '20px',
animation: 'sparkle 1.5s ease-in-out infinite',
animationDelay: '0s',
}}
>
</div>
<div
style={{
position: 'absolute',
bottom: '15px',
left: '15px',
fontSize: '16px',
animation: 'sparkle 1.5s ease-in-out infinite',
animationDelay: '0.5s',
}}
>
</div>
<div
style={{
position: 'absolute',
top: '20px',
left: '20px',
fontSize: '12px',
animation: 'sparkle 1.5s ease-in-out infinite',
animationDelay: '1s',
}}
>
</div>
{hoveredEmoji}
</div>
{/* Arrow pointing down with glow */}
<div
style={{
position: 'absolute',
bottom: '-12px',
left: '50%',
transform: 'translateX(-50%)',
width: 0,
height: 0,
borderLeft: '14px solid transparent',
borderRight: '14px solid transparent',
borderTop: '14px solid white',
filter: 'drop-shadow(0 4px 8px rgba(0,0,0,0.3))',
}}
/>
</div>
)}
{/* Add magnifying animations */}
<style
dangerouslySetInnerHTML={{
__html: `
@keyframes magnifyIn {
from {
opacity: 0;
transform: translateX(-50%) scale(0.5);
}
to {
opacity: 1;
transform: translateX(-50%) scale(1);
}
}
@keyframes pulseGlow {
0%, 100% {
opacity: 0.5;
transform: scale(1);
}
50% {
opacity: 1;
transform: scale(1.1);
}
}
@keyframes emojiFloat {
0%, 100% {
transform: translateY(0px);
}
50% {
transform: translateY(-5px);
}
}
@keyframes sparkle {
0%, 100% {
opacity: 0;
transform: scale(0.5) rotate(0deg);
}
50% {
opacity: 1;
transform: scale(1) rotate(180deg);
}
}
`,
}}
/>
</div>
)
}
// Add fade in animation
const fadeInAnimation = `
@keyframes fadeIn {
from { opacity: 0; transform: scale(0.9); }
to { opacity: 1; transform: scale(1); }
}
`
// Inject animation styles
if (typeof document !== 'undefined' && !document.getElementById('emoji-picker-animations')) {
const style = document.createElement('style')
style.id = 'emoji-picker-animations'
style.textContent = fadeInAnimation
document.head.appendChild(style)
}

View File

@@ -1,563 +0,0 @@
'use client'
import { AbacusReact, useAbacusConfig } from '@soroban/abacus-react'
import { css } from '../../../../../styled-system/css'
import { useGameMode } from '../../../../contexts/GameModeContext'
import type { GameCardProps } from '../context/types'
export function GameCard({ card, isFlipped, isMatched, onClick, disabled = false }: GameCardProps) {
const appConfig = useAbacusConfig()
const { players: playerMap, activePlayers: activePlayerIds } = useGameMode()
// Get active players array for mapping numeric IDs to actual players
const activePlayers = Array.from(activePlayerIds)
.map((id) => playerMap.get(id))
.filter((p): p is NonNullable<typeof p> => p !== undefined)
const cardBackStyles = css({
position: 'absolute',
width: '100%',
height: '100%',
backfaceVisibility: 'hidden',
borderRadius: '12px',
display: 'flex',
alignItems: 'center',
justifyContent: 'center',
color: 'white',
fontSize: '28px',
fontWeight: 'bold',
textShadow: '1px 1px 2px rgba(0,0,0,0.3)',
cursor: disabled ? 'default' : 'pointer',
userSelect: 'none',
transition: 'all 0.2s ease',
})
const cardFrontStyles = css({
position: 'absolute',
width: '100%',
height: '100%',
backfaceVisibility: 'hidden',
borderRadius: '12px',
background: 'white',
border: '3px solid',
transform: 'rotateY(180deg)',
display: 'flex',
alignItems: 'center',
justifyContent: 'center',
padding: '8px',
overflow: 'hidden',
transition: 'all 0.2s ease',
})
// Dynamic styling based on card type and state
const getCardBackGradient = () => {
if (isMatched) {
// Player-specific colors for matched cards - use array index lookup
const playerIndex = card.matchedBy
? activePlayers.findIndex((p) => p.id === card.matchedBy)
: -1
if (playerIndex === 0) {
return 'linear-gradient(135deg, #74b9ff, #0984e3)' // Blue for first player
} else if (playerIndex === 1) {
return 'linear-gradient(135deg, #fd79a8, #e84393)' // Pink for second player
}
return 'linear-gradient(135deg, #48bb78, #38a169)' // Default green for single player
}
switch (card.type) {
case 'abacus':
return 'linear-gradient(135deg, #7b4397, #dc2430)'
case 'number':
return 'linear-gradient(135deg, #2E86AB, #A23B72)'
case 'complement':
return 'linear-gradient(135deg, #F18F01, #6A994E)'
default:
return 'linear-gradient(135deg, #667eea, #764ba2)'
}
}
const getCardBackIcon = () => {
if (isMatched) {
// Show player emoji for matched cards in multiplayer mode
if (card.matchedBy) {
const player = activePlayers.find((p) => p.id === card.matchedBy)
return player?.emoji || '✓'
}
return '✓' // Default checkmark for single player
}
switch (card.type) {
case 'abacus':
return '🧮'
case 'number':
return '🔢'
case 'complement':
return '🤝'
default:
return '❓'
}
}
const getBorderColor = () => {
if (isMatched) {
// Player-specific border colors for matched cards - use array index lookup
const playerIndex = card.matchedBy
? activePlayers.findIndex((p) => p.id === card.matchedBy)
: -1
if (playerIndex === 0) {
return '#74b9ff' // Blue for first player
} else if (playerIndex === 1) {
return '#fd79a8' // Pink for second player
}
return '#48bb78' // Default green for single player
}
if (isFlipped) return '#667eea'
return '#e2e8f0'
}
return (
<div
className={css({
perspective: '1000px',
width: '100%',
height: '100%',
cursor: disabled || isMatched ? 'default' : 'pointer',
transition: 'transform 0.2s ease',
_hover:
disabled || isMatched
? {}
: {
transform: 'translateY(-2px)',
},
})}
onClick={disabled || isMatched ? undefined : onClick}
>
<div
className={css({
position: 'relative',
width: '100%',
height: '100%',
textAlign: 'center',
transition: 'transform 0.6s cubic-bezier(0.4, 0.0, 0.2, 1)',
transformStyle: 'preserve-3d',
transform: isFlipped ? 'rotateY(180deg)' : 'rotateY(0deg)',
})}
>
{/* Card Back (hidden/face-down state) */}
<div
className={cardBackStyles}
style={{
background: getCardBackGradient(),
}}
>
<div
className={css({
display: 'flex',
flexDirection: 'column',
alignItems: 'center',
gap: '4px',
})}
>
<div className={css({ fontSize: '32px' })}>{getCardBackIcon()}</div>
{isMatched && (
<div className={css({ fontSize: '14px', opacity: 0.9 })}>
{card.matchedBy ? 'Claimed!' : 'Matched!'}
</div>
)}
</div>
</div>
{/* Card Front (revealed/face-up state) */}
<div
className={cardFrontStyles}
style={{
borderColor: getBorderColor(),
boxShadow: isMatched
? (() => {
const playerIndex = card.matchedBy
? activePlayers.findIndex((p) => p.id === card.matchedBy)
: -1
if (playerIndex === 0) {
return '0 0 20px rgba(116, 185, 255, 0.4)' // Blue glow for first player
} else if (playerIndex === 1) {
return '0 0 20px rgba(253, 121, 168, 0.4)' // Pink glow for second player
}
return '0 0 20px rgba(72, 187, 120, 0.4)' // Default green glow
})()
: isFlipped
? '0 0 15px rgba(102, 126, 234, 0.3)'
: 'none',
}}
>
{/* Player Badge for matched cards */}
{isMatched && card.matchedBy && (
<>
{/* Explosion Ring */}
<div
className={css({
position: 'absolute',
top: '6px',
right: '6px',
width: '32px',
height: '32px',
borderRadius: '50%',
border: '3px solid',
borderColor: (() => {
const playerIndex = activePlayers.findIndex((p) => p.id === card.matchedBy)
return playerIndex === 0 ? '#74b9ff' : '#fd79a8'
})(),
animation: 'explosionRing 0.6s ease-out',
zIndex: 9,
})}
/>
{/* Main Badge */}
<div
className={css({
position: 'absolute',
top: '6px',
right: '6px',
width: '32px',
height: '32px',
borderRadius: '50%',
background: (() => {
const playerIndex = activePlayers.findIndex((p) => p.id === card.matchedBy)
return playerIndex === 0
? 'linear-gradient(135deg, #74b9ff, #0984e3)'
: 'linear-gradient(135deg, #fd79a8, #e84393)'
})(),
display: 'flex',
alignItems: 'center',
justifyContent: 'center',
fontSize: '18px',
boxShadow: (() => {
const playerIndex = activePlayers.findIndex((p) => p.id === card.matchedBy)
return playerIndex === 0
? '0 0 20px rgba(116, 185, 255, 0.6), 0 0 40px rgba(116, 185, 255, 0.4)'
: '0 0 20px rgba(253, 121, 168, 0.6), 0 0 40px rgba(253, 121, 168, 0.4)'
})(),
animation: 'epicClaim 1.2s cubic-bezier(0.175, 0.885, 0.32, 1.275)',
zIndex: 10,
'&::before': {
content: '""',
position: 'absolute',
top: '-2px',
left: '-2px',
right: '-2px',
bottom: '-2px',
borderRadius: '50%',
background: (() => {
const playerIndex = activePlayers.findIndex((p) => p.id === card.matchedBy)
return playerIndex === 0
? 'linear-gradient(45deg, #74b9ff, #a29bfe, #6c5ce7, #74b9ff)'
: 'linear-gradient(45deg, #fd79a8, #fdcb6e, #e17055, #fd79a8)'
})(),
animation: 'spinningHalo 2s linear infinite',
zIndex: -1,
},
})}
>
<span
className={css({
animation: 'emojiBlast 0.8s cubic-bezier(0.68, -0.55, 0.265, 1.55) 0.4s both',
filter: 'drop-shadow(0 0 8px rgba(255,255,255,0.8))',
})}
>
{activePlayers.find((p) => p.id === card.matchedBy)?.emoji || '✓'}
</span>
</div>
{/* Sparkle Effects */}
{[...Array(6)].map((_, i) => (
<div
key={i}
className={css({
position: 'absolute',
top: '22px',
right: '22px',
width: '4px',
height: '4px',
background: '#ffeaa7',
borderRadius: '50%',
animation: `sparkle${i + 1} 1.5s ease-out`,
zIndex: 8,
})}
/>
))}
</>
)}
{card.type === 'abacus' ? (
<div
className={css({
display: 'flex',
alignItems: 'center',
justifyContent: 'center',
width: '100%',
height: '100%',
'& svg': {
maxWidth: '100%',
maxHeight: '100%',
},
})}
>
<AbacusReact
value={card.number}
columns="auto"
beadShape={appConfig.beadShape}
colorScheme={appConfig.colorScheme}
hideInactiveBeads={appConfig.hideInactiveBeads}
scaleFactor={0.8} // Smaller for card display
interactive={false}
showNumbers={false}
animated={false}
/>
</div>
) : card.type === 'number' ? (
<div
className={css({
fontSize: '32px',
fontWeight: 'bold',
color: 'gray.800',
display: 'flex',
alignItems: 'center',
justifyContent: 'center',
})}
>
{card.number}
</div>
) : card.type === 'complement' ? (
<div
className={css({
textAlign: 'center',
display: 'flex',
flexDirection: 'column',
alignItems: 'center',
justifyContent: 'center',
gap: '4px',
})}
>
<div
className={css({
fontSize: '28px',
fontWeight: 'bold',
color: 'gray.800',
})}
>
{card.number}
</div>
<div
className={css({
fontSize: '16px',
color: 'gray.600',
display: 'flex',
alignItems: 'center',
gap: '4px',
})}
>
<span>{card.targetSum === 5 ? '✋' : '🔟'}</span>
<span>Friends</span>
</div>
{card.complement !== undefined && (
<div
className={css({
fontSize: '12px',
color: 'gray.500',
})}
>
+ {card.complement} = {card.targetSum}
</div>
)}
</div>
) : (
<div
className={css({
fontSize: '24px',
color: 'gray.500',
})}
>
?
</div>
)}
</div>
</div>
{/* Match animation overlay */}
{isMatched && (
<div
className={css({
position: 'absolute',
top: '-5px',
left: '-5px',
right: '-5px',
bottom: '-5px',
borderRadius: '16px',
background: 'linear-gradient(45deg, transparent, rgba(72, 187, 120, 0.3), transparent)',
animation: 'pulse 2s infinite',
pointerEvents: 'none',
zIndex: 1,
})}
/>
)}
</div>
)
}
// Add global animation styles
const globalCardAnimations = `
@keyframes pulse {
0%, 100% {
opacity: 0.5;
transform: scale(1);
}
50% {
opacity: 1;
transform: scale(1.02);
}
}
@keyframes explosionRing {
0% {
transform: scale(0);
opacity: 1;
}
50% {
opacity: 0.8;
}
100% {
transform: scale(4);
opacity: 0;
}
}
@keyframes epicClaim {
0% {
opacity: 0;
transform: scale(0) rotate(-360deg);
}
30% {
opacity: 1;
transform: scale(1.4) rotate(-180deg);
}
60% {
transform: scale(0.8) rotate(-90deg);
}
80% {
transform: scale(1.1) rotate(-30deg);
}
100% {
opacity: 1;
transform: scale(1) rotate(0deg);
}
}
@keyframes emojiBlast {
0% {
transform: scale(0) rotate(180deg);
opacity: 0;
}
70% {
transform: scale(1.5) rotate(-10deg);
opacity: 1;
}
85% {
transform: scale(0.9) rotate(5deg);
}
100% {
transform: scale(1) rotate(0deg);
opacity: 1;
}
}
@keyframes spinningHalo {
0% {
transform: rotate(0deg);
opacity: 0.8;
}
50% {
opacity: 1;
}
100% {
transform: rotate(360deg);
opacity: 0.8;
}
}
@keyframes sparkle1 {
0% { transform: translate(0, 0) scale(0); opacity: 1; }
50% { opacity: 1; }
100% { transform: translate(-20px, -15px) scale(1); opacity: 0; }
}
@keyframes sparkle2 {
0% { transform: translate(0, 0) scale(0); opacity: 1; }
50% { opacity: 1; }
100% { transform: translate(15px, -20px) scale(1); opacity: 0; }
}
@keyframes sparkle3 {
0% { transform: translate(0, 0) scale(0); opacity: 1; }
50% { opacity: 1; }
100% { transform: translate(-25px, 10px) scale(1); opacity: 0; }
}
@keyframes sparkle4 {
0% { transform: translate(0, 0) scale(0); opacity: 1; }
50% { opacity: 1; }
100% { transform: translate(20px, 15px) scale(1); opacity: 0; }
}
@keyframes sparkle5 {
0% { transform: translate(0, 0) scale(0); opacity: 1; }
50% { opacity: 1; }
100% { transform: translate(-10px, -25px) scale(1); opacity: 0; }
}
@keyframes sparkle6 {
0% { transform: translate(0, 0) scale(0); opacity: 1; }
50% { opacity: 1; }
100% { transform: translate(25px, -5px) scale(1); opacity: 0; }
}
@keyframes bounceIn {
0% {
opacity: 0;
transform: scale(0.3);
}
50% {
opacity: 1;
transform: scale(1.05);
}
70% {
transform: scale(0.9);
}
100% {
opacity: 1;
transform: scale(1);
}
}
@keyframes cardFlip {
0% { transform: rotateY(0deg); }
100% { transform: rotateY(180deg); }
}
@keyframes matchSuccess {
0% { transform: scale(1); }
50% { transform: scale(1.05); }
100% { transform: scale(1); }
}
@keyframes invalidMove {
0%, 100% { transform: translateX(0); }
25% { transform: translateX(-3px); }
75% { transform: translateX(3px); }
}
`
// Inject global styles
if (typeof document !== 'undefined' && !document.getElementById('memory-card-animations')) {
const style = document.createElement('style')
style.id = 'memory-card-animations'
style.textContent = globalCardAnimations
document.head.appendChild(style)
}

View File

@@ -1,85 +0,0 @@
'use client'
import { useMemo } from 'react'
import { MemoryGrid } from '@/components/matching/MemoryGrid'
import { css } from '../../../../../styled-system/css'
import { useMemoryPairs } from '../context/MemoryPairsContext'
import { getGridConfiguration } from '../utils/cardGeneration'
import { GameCard } from './GameCard'
export function GamePhase() {
const { state, flipCard } = useMemoryPairs()
const gridConfig = useMemo(() => getGridConfiguration(state.difficulty), [state.difficulty])
return (
<div
className={css({
width: '100%',
height: '100%',
overflow: 'hidden',
display: 'flex',
flexDirection: 'column',
})}
>
{/* Game header removed - game type and player info now shown in nav bar */}
{/* Memory Grid - The main game area */}
<div
className={css({
flex: 1,
display: 'flex',
flexDirection: 'column',
minHeight: 0,
overflow: 'hidden',
})}
>
<MemoryGrid
state={state}
gridConfig={gridConfig}
flipCard={flipCard}
enableMultiplayerPresence={false}
renderCard={({ card, isFlipped, isMatched, onClick, disabled }) => (
<GameCard
card={card}
isFlipped={isFlipped}
isMatched={isMatched}
onClick={onClick}
disabled={disabled}
/>
)}
/>
</div>
{/* Quick Tip - Only show when game is starting and on larger screens */}
{state.moves === 0 && (
<div
className={css({
textAlign: 'center',
marginTop: '12px',
padding: '8px 16px',
background: 'rgba(248, 250, 252, 0.7)',
borderRadius: '8px',
border: '1px solid rgba(226, 232, 240, 0.6)',
display: { base: 'none', lg: 'block' },
flexShrink: 0,
})}
>
<p
className={css({
fontSize: '13px',
color: 'gray.600',
margin: 0,
fontWeight: 'medium',
})}
>
💡{' '}
{state.gameType === 'abacus-numeral'
? 'Match abacus beads with numbers'
: 'Find pairs that add to 5 or 10'}
</p>
</div>
)}
</div>
)
}

View File

@@ -1,77 +0,0 @@
'use client'
import { useEffect, useRef } from 'react'
import { PageWithNav } from '@/components/PageWithNav'
import { css } from '../../../../../styled-system/css'
import { StandardGameLayout } from '../../../../components/StandardGameLayout'
import { useFullscreen } from '../../../../contexts/FullscreenContext'
import { useMemoryPairs } from '../context/MemoryPairsContext'
import { GamePhase } from './GamePhase'
import { ResultsPhase } from './ResultsPhase'
import { SetupPhase } from './SetupPhase'
export function MemoryPairsGame() {
const { state } = useMemoryPairs()
const { setFullscreenElement } = useFullscreen()
const gameRef = useRef<HTMLDivElement>(null)
useEffect(() => {
// Register this component's main div as the fullscreen element
if (gameRef.current) {
console.log('🎯 MemoryPairsGame: Registering fullscreen element:', gameRef.current)
setFullscreenElement(gameRef.current)
}
}, [setFullscreenElement])
// Determine nav title and emoji based on game type
const navTitle = state.gameType === 'abacus-numeral' ? 'Abacus Match' : 'Complement Pairs'
const navEmoji = state.gameType === 'abacus-numeral' ? '🧮' : '🤝'
return (
<PageWithNav
navTitle={navTitle}
navEmoji={navEmoji}
gameName="matching"
emphasizePlayerSelection={state.gamePhase === 'setup'}
currentPlayerId={state.currentPlayer}
playerScores={state.scores}
playerStreaks={state.consecutiveMatches}
>
<StandardGameLayout>
<div
ref={gameRef}
className={css({
flex: 1,
padding: { base: '12px', sm: '16px', md: '20px' },
display: 'flex',
flexDirection: 'column',
alignItems: 'center',
position: 'relative',
overflow: 'auto',
})}
>
{/* Note: Fullscreen restore prompt removed - client-side navigation preserves fullscreen */}
<main
className={css({
width: '100%',
maxWidth: '1200px',
background: 'rgba(255,255,255,0.95)',
borderRadius: { base: '12px', md: '20px' },
padding: { base: '12px', sm: '16px', md: '24px', lg: '32px' },
boxShadow: '0 10px 30px rgba(0,0,0,0.2)',
flex: 1,
display: 'flex',
flexDirection: 'column',
overflow: 'hidden',
})}
>
{state.gamePhase === 'setup' && <SetupPhase />}
{state.gamePhase === 'playing' && <GamePhase />}
{state.gamePhase === 'results' && <ResultsPhase />}
</main>
</div>
</StandardGameLayout>
</PageWithNav>
)
}

View File

@@ -1,533 +0,0 @@
import type { Meta, StoryObj } from '@storybook/react'
import type React from 'react'
import { useEffect } from 'react'
import { css } from '../../../../../styled-system/css'
import { gamePlurals } from '../../../../utils/pluralization'
// Inject the celebration animations for Storybook
const celebrationAnimations = `
@keyframes gentle-pulse {
0%, 100% {
box-shadow: 0 0 0 2px white, 0 0 0 6px rgba(102, 126, 234, 0.3), 0 12px 32px rgba(0,0,0,0.1);
}
50% {
box-shadow: 0 0 0 2px white, 0 0 0 6px rgba(102, 126, 234, 0.5), 0 12px 32px rgba(0,0,0,0.2);
}
}
@keyframes gentle-bounce {
0%, 100% {
transform: translateY(0);
}
50% {
transform: translateY(-3px);
}
}
@keyframes gentle-sway {
0%, 100% { transform: rotate(-2deg) scale(1); }
50% { transform: rotate(2deg) scale(1.05); }
}
@keyframes breathe {
0%, 100% { transform: scale(1); }
50% { transform: scale(1.03); }
}
@keyframes float {
0%, 100% { transform: translateY(0px); }
50% { transform: translateY(-6px); }
}
@keyframes turn-entrance {
0% {
transform: scale(0.8) rotate(-10deg);
opacity: 0.6;
}
50% {
transform: scale(1.1) rotate(5deg);
opacity: 1;
}
100% {
transform: scale(1.08) rotate(0deg);
opacity: 1;
}
}
@keyframes streak-pulse {
0%, 100% {
opacity: 0.9;
transform: scale(1);
}
50% {
opacity: 1;
transform: scale(1.05);
}
}
@keyframes great-celebration {
0% {
transform: scale(1.08) translateY(-4px);
box-shadow: 0 0 0 2px white, 0 0 0 6px #22c55e40, 0 12px 32px rgba(0,0,0,0.2);
}
50% {
transform: scale(1.12) translateY(-6px);
box-shadow: 0 0 0 2px white, 0 0 0 8px #22c55e60, 0 15px 35px rgba(34,197,94,0.3);
}
100% {
transform: scale(1.08) translateY(-4px);
box-shadow: 0 0 0 2px white, 0 0 0 6px #22c55e40, 0 12px 32px rgba(0,0,0,0.2);
}
}
@keyframes epic-celebration {
0% {
transform: scale(1.08) translateY(-4px);
box-shadow: 0 0 0 2px white, 0 0 0 6px #f97316, 0 12px 32px rgba(0,0,0,0.2);
}
25% {
transform: scale(1.15) translateY(-8px) rotate(2deg);
box-shadow: 0 0 0 3px white, 0 0 0 10px #f97316, 0 18px 40px rgba(249,115,22,0.4);
}
75% {
transform: scale(1.15) translateY(-8px) rotate(-2deg);
box-shadow: 0 0 0 3px white, 0 0 0 10px #f97316, 0 18px 40px rgba(249,115,22,0.4);
}
100% {
transform: scale(1.08) translateY(-4px);
box-shadow: 0 0 0 2px white, 0 0 0 6px #f97316, 0 12px 32px rgba(0,0,0,0.2);
}
}
@keyframes legendary-celebration {
0% {
transform: scale(1.08) translateY(-4px);
box-shadow: 0 0 0 2px white, 0 0 0 6px #a855f7, 0 12px 32px rgba(0,0,0,0.2);
}
20% {
transform: scale(1.2) translateY(-12px) rotate(5deg);
box-shadow: 0 0 0 4px gold, 0 0 0 12px #a855f7, 0 25px 50px rgba(168,85,247,0.5);
}
40% {
transform: scale(1.18) translateY(-10px) rotate(-3deg);
box-shadow: 0 0 0 3px gold, 0 0 0 10px #a855f7, 0 20px 45px rgba(168,85,247,0.4);
}
60% {
transform: scale(1.22) translateY(-14px) rotate(3deg);
box-shadow: 0 0 0 4px gold, 0 0 0 12px #a855f7, 0 25px 50px rgba(168,85,247,0.5);
}
80% {
transform: scale(1.15) translateY(-8px) rotate(-1deg);
box-shadow: 0 0 0 3px gold, 0 0 0 8px #a855f7, 0 18px 40px rgba(168,85,247,0.3);
}
100% {
transform: scale(1.08) translateY(-4px);
box-shadow: 0 0 0 2px white, 0 0 0 6px #a855f7, 0 12px 32px rgba(0,0,0,0.2);
}
}
`
// Component to inject animations
const AnimationProvider = ({ children }: { children: React.ReactNode }) => {
useEffect(() => {
if (typeof document !== 'undefined' && !document.getElementById('celebration-animations')) {
const style = document.createElement('style')
style.id = 'celebration-animations'
style.textContent = celebrationAnimations
document.head.appendChild(style)
}
}, [])
return <>{children}</>
}
const meta: Meta = {
title: 'Games/Matching/PlayerStatusBar',
parameters: {
layout: 'centered',
docs: {
description: {
component: `
The PlayerStatusBar component displays the current state of players in the matching game.
It shows different layouts for single player vs multiplayer modes and includes escalating
celebration effects for consecutive matching pairs.
## Features
- Single player mode with epic styling
- Multiplayer mode with competitive grid layout
- Escalating celebration animations based on consecutive matches:
- 2+ matches: Great celebration (green)
- 3+ matches: Epic celebration (orange)
- 5+ matches: Legendary celebration (purple with gold accents)
- Real-time turn indicators
- Score tracking and progress display
- Responsive design for mobile and desktop
## Animation Preview
The animations demonstrate different celebration levels that activate when players get consecutive matches.
`,
},
},
},
decorators: [
(Story) => (
<AnimationProvider>
<div
className={css({
width: '800px',
maxWidth: '90vw',
padding: '20px',
background: 'linear-gradient(135deg, #f8fafc, #e2e8f0)',
minHeight: '400px',
})}
>
<Story />
</div>
</AnimationProvider>
),
],
}
export default meta
type Story = StoryObj<typeof meta>
// Create a mock player card component that showcases the animations
const MockPlayerCard = ({
emoji,
name,
score,
consecutiveMatches,
isCurrentPlayer = true,
celebrationLevel,
}: {
emoji: string
name: string
score: number
consecutiveMatches: number
isCurrentPlayer?: boolean
celebrationLevel: 'normal' | 'great' | 'epic' | 'legendary'
}) => {
const playerColor =
celebrationLevel === 'legendary'
? '#a855f7'
: celebrationLevel === 'epic'
? '#f97316'
: celebrationLevel === 'great'
? '#22c55e'
: '#3b82f6'
return (
<div
className={css({
display: 'flex',
alignItems: 'center',
gap: { base: '3', md: '4' },
p: isCurrentPlayer ? { base: '4', md: '6' } : { base: '2', md: '3' },
rounded: isCurrentPlayer ? '2xl' : 'lg',
background: isCurrentPlayer
? `linear-gradient(135deg, ${playerColor}15, ${playerColor}25, ${playerColor}15)`
: 'white',
border: isCurrentPlayer ? '4px solid' : '2px solid',
borderColor: isCurrentPlayer ? playerColor : 'gray.200',
boxShadow: isCurrentPlayer
? `0 0 0 2px white, 0 0 0 6px ${playerColor}40, 0 12px 32px rgba(0,0,0,0.2)`
: '0 2px 4px rgba(0,0,0,0.1)',
transition: 'all 0.6s cubic-bezier(0.175, 0.885, 0.32, 1.275)',
position: 'relative',
transform: isCurrentPlayer ? 'scale(1.08) translateY(-4px)' : 'scale(1)',
zIndex: isCurrentPlayer ? 10 : 1,
animation: isCurrentPlayer
? celebrationLevel === 'legendary'
? 'legendary-celebration 0.8s ease-out, turn-entrance 0.6s ease-out'
: celebrationLevel === 'epic'
? 'epic-celebration 0.7s ease-out, turn-entrance 0.6s ease-out'
: celebrationLevel === 'great'
? 'great-celebration 0.6s ease-out, turn-entrance 0.6s ease-out'
: 'turn-entrance 0.6s ease-out'
: 'none',
})}
>
{/* Player emoji */}
<div
className={css({
fontSize: isCurrentPlayer ? { base: '3xl', md: '5xl' } : { base: 'lg', md: 'xl' },
flexShrink: 0,
animation: isCurrentPlayer
? 'float 3s ease-in-out infinite'
: 'breathe 5s ease-in-out infinite',
transform: isCurrentPlayer ? 'scale(1.2)' : 'scale(1)',
transition: 'all 0.6s cubic-bezier(0.4, 0, 0.2, 1)',
textShadow: isCurrentPlayer ? '0 0 20px currentColor' : 'none',
})}
>
{emoji}
</div>
{/* Player info */}
<div
className={css({
flex: 1,
minWidth: 0,
})}
>
<div
className={css({
fontSize: isCurrentPlayer ? { base: 'md', md: 'lg' } : { base: 'xs', md: 'sm' },
fontWeight: 'black',
color: isCurrentPlayer ? 'gray.900' : 'gray.700',
textShadow: isCurrentPlayer ? '0 0 10px currentColor' : 'none',
})}
>
{name}
</div>
<div
className={css({
fontSize: isCurrentPlayer ? { base: 'sm', md: 'md' } : { base: '2xs', md: 'xs' },
color: isCurrentPlayer ? playerColor : 'gray.500',
fontWeight: isCurrentPlayer ? 'black' : 'semibold',
})}
>
{gamePlurals.pair(score)}
{isCurrentPlayer && (
<span
className={css({
color: 'red.600',
fontWeight: 'black',
fontSize: isCurrentPlayer ? { base: 'sm', md: 'lg' } : 'inherit',
textShadow: '0 0 15px currentColor',
})}
>
{' • Your turn'}
</span>
)}
{consecutiveMatches > 1 && (
<div
className={css({
fontSize: { base: '2xs', md: 'xs' },
color:
celebrationLevel === 'legendary'
? 'purple.600'
: celebrationLevel === 'epic'
? 'orange.600'
: celebrationLevel === 'great'
? 'green.600'
: 'gray.500',
fontWeight: 'black',
animation: isCurrentPlayer ? 'streak-pulse 1s ease-in-out infinite' : 'none',
textShadow: isCurrentPlayer ? '0 0 10px currentColor' : 'none',
})}
>
🔥 {consecutiveMatches} streak!
</div>
)}
</div>
</div>
{/* Epic score display */}
{isCurrentPlayer && (
<div
className={css({
background: 'linear-gradient(135deg, #ff6b6b, #ee5a24)',
color: 'white',
px: { base: '3', md: '4' },
py: { base: '2', md: '3' },
rounded: 'xl',
fontSize: { base: 'lg', md: 'xl' },
fontWeight: 'black',
boxShadow: '0 4px 15px rgba(238, 90, 36, 0.4)',
animation: 'gentle-bounce 1.5s ease-in-out infinite',
textShadow: '0 0 10px rgba(255,255,255,0.8)',
})}
>
{score}
</div>
)}
</div>
)
}
// Normal celebration level
export const NormalPlayer: Story = {
render: () => (
<MockPlayerCard
emoji="🚀"
name="Solo Champion"
score={3}
consecutiveMatches={0}
celebrationLevel="normal"
/>
),
}
// Great celebration level
export const GreatStreak: Story = {
render: () => (
<MockPlayerCard
emoji="🎯"
name="Streak Master"
score={5}
consecutiveMatches={2}
celebrationLevel="great"
/>
),
}
// Epic celebration level
export const EpicStreak: Story = {
render: () => (
<MockPlayerCard
emoji="🔥"
name="Epic Matcher"
score={7}
consecutiveMatches={4}
celebrationLevel="epic"
/>
),
}
// Legendary celebration level
export const LegendaryStreak: Story = {
render: () => (
<MockPlayerCard
emoji="👑"
name="Legend"
score={8}
consecutiveMatches={6}
celebrationLevel="legendary"
/>
),
}
// All levels showcase
export const AllCelebrationLevels: Story = {
render: () => (
<div className={css({ display: 'flex', flexDirection: 'column', gap: '20px' })}>
<h3
className={css({
textAlign: 'center',
fontSize: '24px',
fontWeight: 'bold',
marginBottom: '20px',
})}
>
Consecutive Match Celebration Levels
</h3>
<div
className={css({
display: 'grid',
gridTemplateColumns: 'repeat(auto-fit, minmax(380px, 1fr))',
gap: '20px',
})}
>
{/* Normal */}
<div>
<h4
className={css({
textAlign: 'center',
marginBottom: '10px',
fontSize: '16px',
fontWeight: 'bold',
})}
>
Normal (0-1 matches)
</h4>
<MockPlayerCard
emoji="🚀"
name="Solo Champion"
score={3}
consecutiveMatches={0}
celebrationLevel="normal"
/>
</div>
{/* Great */}
<div>
<h4
className={css({
textAlign: 'center',
marginBottom: '10px',
color: 'green.600',
fontSize: '16px',
fontWeight: 'bold',
})}
>
Great (2+ matches)
</h4>
<MockPlayerCard
emoji="🎯"
name="Streak Master"
score={5}
consecutiveMatches={2}
celebrationLevel="great"
/>
</div>
{/* Epic */}
<div>
<h4
className={css({
textAlign: 'center',
marginBottom: '10px',
color: 'orange.600',
fontSize: '16px',
fontWeight: 'bold',
})}
>
Epic (3+ matches)
</h4>
<MockPlayerCard
emoji="🔥"
name="Epic Matcher"
score={7}
consecutiveMatches={4}
celebrationLevel="epic"
/>
</div>
{/* Legendary */}
<div>
<h4
className={css({
textAlign: 'center',
marginBottom: '10px',
color: 'purple.600',
fontSize: '16px',
fontWeight: 'bold',
})}
>
Legendary (5+ matches)
</h4>
<MockPlayerCard
emoji="👑"
name="Legend"
score={8}
consecutiveMatches={6}
celebrationLevel="legendary"
/>
</div>
</div>
<div
className={css({
textAlign: 'center',
marginTop: '20px',
padding: '16px',
background: 'rgba(255,255,255,0.8)',
borderRadius: '12px',
border: '1px solid rgba(0,0,0,0.1)',
})}
>
<p className={css({ fontSize: '14px', color: 'gray.700', margin: 0 })}>
These animations trigger when a player gets consecutive matching pairs in the memory
matching game. The celebrations get more intense as the streak grows, providing visual
feedback and excitement!
</p>
</div>
</div>
),
parameters: {
layout: 'fullscreen',
},
}

View File

@@ -1,500 +0,0 @@
'use client'
import { css } from '../../../../../styled-system/css'
import { useGameMode } from '../../../../contexts/GameModeContext'
import { gamePlurals } from '../../../../utils/pluralization'
import { useMemoryPairs } from '../context/MemoryPairsContext'
interface PlayerStatusBarProps {
className?: string
}
export function PlayerStatusBar({ className }: PlayerStatusBarProps) {
const { players: playerMap, activePlayers: activePlayerIds } = useGameMode()
const { state } = useMemoryPairs()
// Get active players array
const activePlayersData = Array.from(activePlayerIds)
.map((id) => playerMap.get(id))
.filter((p): p is NonNullable<typeof p> => p !== undefined)
// Map active players to display data with scores
// State uses UUID player IDs, so we map by player.id
const activePlayers = activePlayersData.map((player) => ({
...player,
displayName: player.name,
displayEmoji: player.emoji,
score: state.scores[player.id] || 0,
consecutiveMatches: state.consecutiveMatches?.[player.id] || 0,
}))
// Get celebration level based on consecutive matches
const getCelebrationLevel = (consecutiveMatches: number) => {
if (consecutiveMatches >= 5) return 'legendary'
if (consecutiveMatches >= 3) return 'epic'
if (consecutiveMatches >= 2) return 'great'
return 'normal'
}
if (activePlayers.length <= 1) {
// Simple single player indicator
return (
<div
className={`${css({
display: 'flex',
justifyContent: 'center',
alignItems: 'center',
background: 'white',
rounded: 'lg',
p: { base: '2', md: '3' },
border: '2px solid',
borderColor: 'blue.200',
mb: { base: '2', md: '3' },
boxShadow: '0 2px 4px rgba(0,0,0,0.1)',
})} ${className || ''}`}
>
<div
className={css({
display: 'flex',
alignItems: 'center',
gap: { base: '2', md: '3' },
})}
>
<div
className={css({
fontSize: { base: 'xl', md: '2xl' },
})}
>
{activePlayers[0]?.displayEmoji || '🚀'}
</div>
<div
className={css({
fontSize: { base: 'sm', md: 'md' },
fontWeight: 'bold',
color: 'gray.700',
})}
>
{activePlayers[0]?.displayName || 'Player 1'}
</div>
<div
className={css({
fontSize: { base: 'xs', md: 'sm' },
color: 'blue.600',
fontWeight: 'medium',
})}
>
{gamePlurals.pair(state.matchedPairs)} of {state.totalPairs} {' '}
{gamePlurals.move(state.moves)}
</div>
</div>
</div>
)
}
// For multiplayer, show competitive status bar
return (
<div
className={`${css({
background: 'linear-gradient(135deg, #f8fafc, #e2e8f0)',
rounded: 'xl',
p: { base: '2', md: '3' },
border: '2px solid',
borderColor: 'gray.200',
mb: { base: '3', md: '4' },
})} ${className || ''}`}
>
<div
className={css({
display: 'grid',
gridTemplateColumns:
activePlayers.length <= 2
? 'repeat(2, 1fr)'
: activePlayers.length === 3
? 'repeat(3, 1fr)'
: 'repeat(2, 1fr) repeat(2, 1fr)',
gap: { base: '2', md: '3' },
alignItems: 'center',
})}
>
{activePlayers.map((player, _index) => {
const isCurrentPlayer = player.id === state.currentPlayer
const isLeading =
player.score === Math.max(...activePlayers.map((p) => p.score)) && player.score > 0
const celebrationLevel = getCelebrationLevel(player.consecutiveMatches)
return (
<div
key={player.id}
className={css({
display: 'flex',
alignItems: 'center',
gap: { base: '2', md: '3' },
p: isCurrentPlayer ? { base: '3', md: '4' } : { base: '2', md: '2' },
rounded: isCurrentPlayer ? '2xl' : 'lg',
background: isCurrentPlayer
? `linear-gradient(135deg, ${player.color || '#3b82f6'}15, ${player.color || '#3b82f6'}25, ${player.color || '#3b82f6'}15)`
: 'white',
border: isCurrentPlayer ? '4px solid' : '2px solid',
borderColor: isCurrentPlayer ? player.color || '#3b82f6' : 'gray.200',
boxShadow: isCurrentPlayer
? '0 0 0 2px white, 0 0 0 6px ' +
(player.color || '#3b82f6') +
'40, 0 12px 32px rgba(0,0,0,0.2)'
: '0 2px 4px rgba(0,0,0,0.1)',
transition: 'all 0.6s cubic-bezier(0.175, 0.885, 0.32, 1.275)',
position: 'relative',
transform: isCurrentPlayer ? 'scale(1.08) translateY(-4px)' : 'scale(1)',
zIndex: isCurrentPlayer ? 10 : 1,
animation: isCurrentPlayer
? celebrationLevel === 'legendary'
? 'legendary-celebration 0.8s ease-out, turn-entrance 0.6s ease-out'
: celebrationLevel === 'epic'
? 'epic-celebration 0.7s ease-out, turn-entrance 0.6s ease-out'
: celebrationLevel === 'great'
? 'great-celebration 0.6s ease-out, turn-entrance 0.6s ease-out'
: 'turn-entrance 0.6s ease-out'
: 'none',
})}
>
{/* Leading crown with sparkle */}
{isLeading && (
<div
className={css({
position: 'absolute',
top: isCurrentPlayer ? '-3' : '-1',
right: isCurrentPlayer ? '-3' : '-1',
background: 'linear-gradient(135deg, #ffd700, #ffaa00)',
rounded: 'full',
w: isCurrentPlayer ? '10' : '6',
h: isCurrentPlayer ? '10' : '6',
display: 'flex',
alignItems: 'center',
justifyContent: 'center',
fontSize: isCurrentPlayer ? 'lg' : 'xs',
zIndex: 10,
animation: 'none',
boxShadow: '0 0 20px rgba(255, 215, 0, 0.6)',
})}
>
👑
</div>
)}
{/* Subtle turn indicator */}
{isCurrentPlayer && (
<div
className={css({
position: 'absolute',
top: '-2',
left: '-2',
background: player.color || '#3b82f6',
rounded: 'full',
w: '4',
h: '4',
animation: 'gentle-sway 2s ease-in-out infinite',
zIndex: 5,
})}
/>
)}
{/* Living, breathing player emoji */}
<div
className={css({
fontSize: isCurrentPlayer ? { base: '2xl', md: '3xl' } : { base: 'lg', md: 'xl' },
flexShrink: 0,
animation: isCurrentPlayer
? 'float 3s ease-in-out infinite'
: 'breathe 5s ease-in-out infinite',
transform: isCurrentPlayer ? 'scale(1.2)' : 'scale(1)',
transition: 'all 0.6s cubic-bezier(0.4, 0, 0.2, 1)',
textShadow: isCurrentPlayer ? '0 0 20px currentColor' : 'none',
cursor: 'pointer',
'&:hover': {
transform: isCurrentPlayer ? 'scale(1.3)' : 'scale(1.1)',
animation: 'gentle-sway 1s ease-in-out infinite',
},
})}
>
{player.displayEmoji}
</div>
{/* Enhanced player info */}
<div
className={css({
flex: 1,
minWidth: 0,
})}
>
<div
className={css({
fontSize: isCurrentPlayer ? { base: 'md', md: 'lg' } : { base: 'xs', md: 'sm' },
fontWeight: 'black',
color: isCurrentPlayer ? 'gray.900' : 'gray.700',
animation: 'none',
textShadow: isCurrentPlayer ? '0 0 10px currentColor' : 'none',
})}
>
{player.displayName}
</div>
<div
className={css({
fontSize: isCurrentPlayer
? { base: 'sm', md: 'md' }
: { base: '2xs', md: 'xs' },
color: isCurrentPlayer ? player.color || '#3b82f6' : 'gray.500',
fontWeight: isCurrentPlayer ? 'black' : 'semibold',
animation: 'none',
})}
>
{gamePlurals.pair(player.score)}
{isCurrentPlayer && (
<span
className={css({
color: 'red.600',
fontWeight: 'black',
fontSize: isCurrentPlayer ? { base: 'sm', md: 'lg' } : 'inherit',
animation: 'none',
textShadow: '0 0 15px currentColor',
})}
>
{' • Your turn'}
</span>
)}
{player.consecutiveMatches > 1 && (
<div
className={css({
fontSize: { base: '2xs', md: 'xs' },
color:
celebrationLevel === 'legendary'
? 'purple.600'
: celebrationLevel === 'epic'
? 'orange.600'
: celebrationLevel === 'great'
? 'green.600'
: 'gray.500',
fontWeight: 'black',
animation: isCurrentPlayer
? 'streak-pulse 1s ease-in-out infinite'
: 'none',
textShadow: isCurrentPlayer ? '0 0 10px currentColor' : 'none',
})}
>
🔥 {player.consecutiveMatches} streak!
</div>
)}
</div>
</div>
{/* Simple score display for current player */}
{isCurrentPlayer && (
<div
className={css({
background: 'blue.500',
color: 'white',
px: { base: '2', md: '3' },
py: { base: '1', md: '2' },
rounded: 'md',
fontSize: { base: 'sm', md: 'md' },
fontWeight: 'bold',
})}
>
{player.score}
</div>
)}
</div>
)
})}
</div>
</div>
)
}
// Epic animations for extreme emphasis
const epicAnimations = `
@keyframes pulse {
0%, 100% {
opacity: 1;
transform: scale(1);
}
50% {
opacity: 0.5;
transform: scale(1.1);
}
}
@keyframes gentle-pulse {
0%, 100% {
box-shadow: 0 0 0 2px white, 0 0 0 6px rgba(102, 126, 234, 0.3), 0 12px 32px rgba(0,0,0,0.1);
}
50% {
box-shadow: 0 0 0 2px white, 0 0 0 6px rgba(102, 126, 234, 0.5), 0 12px 32px rgba(0,0,0,0.2);
}
}
@keyframes gentle-bounce {
0%, 100% {
transform: translateY(0);
}
50% {
transform: translateY(-3px);
}
}
@keyframes gentle-sway {
0%, 100% { transform: rotate(-2deg) scale(1); }
50% { transform: rotate(2deg) scale(1.05); }
}
@keyframes breathe {
0%, 100% { transform: scale(1); }
50% { transform: scale(1.03); }
}
@keyframes float {
0%, 100% { transform: translateY(0px); }
50% { transform: translateY(-6px); }
}
@keyframes turn-entrance {
0% {
transform: scale(0.8) rotate(-10deg);
opacity: 0.6;
}
50% {
transform: scale(1.1) rotate(5deg);
opacity: 1;
}
100% {
transform: scale(1.08) rotate(0deg);
opacity: 1;
}
}
@keyframes turn-exit {
0% {
transform: scale(1.08);
opacity: 1;
}
100% {
transform: scale(1);
opacity: 0.8;
}
}
@keyframes spotlight {
0%, 100% {
background: linear-gradient(45deg, transparent 30%, rgba(255,255,255,0.3) 50%, transparent 70%);
transform: translateX(-100%);
}
50% {
background: linear-gradient(45deg, transparent 30%, rgba(255,255,255,0.6) 50%, transparent 70%);
transform: translateX(100%);
}
}
@keyframes neon-flicker {
0%, 100% {
text-shadow: 0 0 5px currentColor, 0 0 10px currentColor, 0 0 15px currentColor;
opacity: 1;
}
50% {
text-shadow: 0 0 2px currentColor, 0 0 5px currentColor, 0 0 8px currentColor;
opacity: 0.8;
}
}
@keyframes crown-sparkle {
0%, 100% {
transform: rotate(0deg) scale(1);
filter: brightness(1);
}
25% {
transform: rotate(-5deg) scale(1.1);
filter: brightness(1.5);
}
75% {
transform: rotate(5deg) scale(1.1);
filter: brightness(1.5);
}
}
@keyframes streak-pulse {
0%, 100% {
opacity: 0.9;
transform: scale(1);
}
50% {
opacity: 1;
transform: scale(1.05);
}
}
@keyframes great-celebration {
0% {
transform: scale(1.08) translateY(-4px);
box-shadow: 0 0 0 2px white, 0 0 0 6px #22c55e40, 0 12px 32px rgba(0,0,0,0.2);
}
50% {
transform: scale(1.12) translateY(-6px);
box-shadow: 0 0 0 2px white, 0 0 0 8px #22c55e60, 0 15px 35px rgba(34,197,94,0.3);
}
100% {
transform: scale(1.08) translateY(-4px);
box-shadow: 0 0 0 2px white, 0 0 0 6px #22c55e40, 0 12px 32px rgba(0,0,0,0.2);
}
}
@keyframes epic-celebration {
0% {
transform: scale(1.08) translateY(-4px);
box-shadow: 0 0 0 2px white, 0 0 0 6px #f97316, 0 12px 32px rgba(0,0,0,0.2);
}
25% {
transform: scale(1.15) translateY(-8px) rotate(2deg);
box-shadow: 0 0 0 3px white, 0 0 0 10px #f97316, 0 18px 40px rgba(249,115,22,0.4);
}
75% {
transform: scale(1.15) translateY(-8px) rotate(-2deg);
box-shadow: 0 0 0 3px white, 0 0 0 10px #f97316, 0 18px 40px rgba(249,115,22,0.4);
}
100% {
transform: scale(1.08) translateY(-4px);
box-shadow: 0 0 0 2px white, 0 0 0 6px #f97316, 0 12px 32px rgba(0,0,0,0.2);
}
}
@keyframes legendary-celebration {
0% {
transform: scale(1.08) translateY(-4px);
box-shadow: 0 0 0 2px white, 0 0 0 6px #a855f7, 0 12px 32px rgba(0,0,0,0.2);
}
20% {
transform: scale(1.2) translateY(-12px) rotate(5deg);
box-shadow: 0 0 0 4px gold, 0 0 0 12px #a855f7, 0 25px 50px rgba(168,85,247,0.5);
}
40% {
transform: scale(1.18) translateY(-10px) rotate(-3deg);
box-shadow: 0 0 0 3px gold, 0 0 0 10px #a855f7, 0 20px 45px rgba(168,85,247,0.4);
}
60% {
transform: scale(1.22) translateY(-14px) rotate(3deg);
box-shadow: 0 0 0 4px gold, 0 0 0 12px #a855f7, 0 25px 50px rgba(168,85,247,0.5);
}
80% {
transform: scale(1.15) translateY(-8px) rotate(-1deg);
box-shadow: 0 0 0 3px gold, 0 0 0 8px #a855f7, 0 18px 40px rgba(168,85,247,0.3);
}
100% {
transform: scale(1.08) translateY(-4px);
box-shadow: 0 0 0 2px white, 0 0 0 6px #a855f7, 0 12px 32px rgba(0,0,0,0.2);
}
}
`
// Inject animation styles
if (typeof document !== 'undefined' && !document.getElementById('player-status-animations')) {
const style = document.createElement('style')
style.id = 'player-status-animations'
style.textContent = epicAnimations
document.head.appendChild(style)
}

View File

@@ -1,376 +0,0 @@
'use client'
import { useRouter } from 'next/navigation'
import { css } from '../../../../../styled-system/css'
import { useGameMode } from '../../../../contexts/GameModeContext'
import { useMemoryPairs } from '../context/MemoryPairsContext'
import { formatGameTime, getMultiplayerWinner, getPerformanceAnalysis } from '../utils/gameScoring'
export function ResultsPhase() {
const router = useRouter()
const { state, resetGame, activePlayers, gameMode } = useMemoryPairs()
const { players: playerMap, activePlayers: activePlayerIds } = useGameMode()
// Get active player data array
const activePlayerData = Array.from(activePlayerIds)
.map((id) => playerMap.get(id))
.filter((p): p is NonNullable<typeof p> => p !== undefined)
.map((player) => ({
...player,
displayName: player.name,
displayEmoji: player.emoji,
}))
const gameTime =
state.gameEndTime && state.gameStartTime ? state.gameEndTime - state.gameStartTime : 0
const analysis = getPerformanceAnalysis(state)
const multiplayerResult =
gameMode === 'multiplayer' ? getMultiplayerWinner(state, activePlayers) : null
return (
<div
className={css({
textAlign: 'center',
padding: '40px 20px',
})}
>
{/* Celebration Header */}
<div
className={css({
marginBottom: '40px',
})}
>
<h2
className={css({
fontSize: '48px',
marginBottom: '16px',
color: 'green.600',
fontWeight: 'bold',
})}
>
🎉 Game Complete! 🎉
</h2>
{gameMode === 'single' ? (
<p
className={css({
fontSize: '24px',
color: 'gray.700',
marginBottom: '20px',
})}
>
Congratulations on completing the memory challenge!
</p>
) : (
multiplayerResult && (
<div className={css({ marginBottom: '20px' })}>
{multiplayerResult.isTie ? (
<p
className={css({
fontSize: '24px',
color: 'purple.600',
fontWeight: 'bold',
})}
>
🤝 It's a tie! All champions are memory masters!
</p>
) : multiplayerResult.winners.length === 1 ? (
<p
className={css({
fontSize: '24px',
color: 'blue.600',
fontWeight: 'bold',
})}
>
🏆{' '}
{activePlayerData.find((p) => p.id === multiplayerResult.winners[0])
?.displayName || `Player ${multiplayerResult.winners[0]}`}{' '}
Wins!
</p>
) : (
<p
className={css({
fontSize: '24px',
color: 'purple.600',
fontWeight: 'bold',
})}
>
🏆 {multiplayerResult.winners.length} Champions tied for victory!
</p>
)}
</div>
)
)}
{/* Star Rating */}
<div
className={css({
fontSize: '32px',
marginBottom: '20px',
})}
>
{''.repeat(analysis.starRating)}
{''.repeat(5 - analysis.starRating)}
</div>
<div
className={css({
fontSize: '24px',
fontWeight: 'bold',
color: 'orange.600',
})}
>
Grade: {analysis.grade}
</div>
</div>
{/* Game Statistics */}
<div
className={css({
display: 'grid',
gridTemplateColumns: 'repeat(auto-fit, minmax(200px, 1fr))',
gap: '20px',
marginBottom: '40px',
maxWidth: '800px',
margin: '0 auto 40px auto',
})}
>
<div
className={css({
background: 'linear-gradient(135deg, #667eea, #764ba2)',
color: 'white',
padding: '24px',
borderRadius: '16px',
textAlign: 'center',
})}
>
<div className={css({ fontSize: '32px', fontWeight: 'bold' })}>{state.matchedPairs}</div>
<div className={css({ fontSize: '16px', opacity: 0.9 })}>Pairs Matched</div>
</div>
<div
className={css({
background: 'linear-gradient(135deg, #a78bfa, #8b5cf6)',
color: 'white',
padding: '24px',
borderRadius: '16px',
textAlign: 'center',
})}
>
<div className={css({ fontSize: '32px', fontWeight: 'bold' })}>{state.moves}</div>
<div className={css({ fontSize: '16px', opacity: 0.9 })}>Total Moves</div>
</div>
<div
className={css({
background: 'linear-gradient(135deg, #ff6b6b, #ee5a24)',
color: 'white',
padding: '24px',
borderRadius: '16px',
textAlign: 'center',
})}
>
<div className={css({ fontSize: '32px', fontWeight: 'bold' })}>
{formatGameTime(gameTime)}
</div>
<div className={css({ fontSize: '16px', opacity: 0.9 })}>Game Time</div>
</div>
<div
className={css({
background: 'linear-gradient(135deg, #55a3ff, #003d82)',
color: 'white',
padding: '24px',
borderRadius: '16px',
textAlign: 'center',
})}
>
<div className={css({ fontSize: '32px', fontWeight: 'bold' })}>
{Math.round(analysis.statistics.accuracy)}%
</div>
<div className={css({ fontSize: '16px', opacity: 0.9 })}>Accuracy</div>
</div>
</div>
{/* Multiplayer Scores */}
{gameMode === 'multiplayer' && multiplayerResult && (
<div
className={css({
display: 'flex',
justifyContent: 'center',
gap: '20px',
marginBottom: '40px',
flexWrap: 'wrap',
})}
>
{activePlayerData.map((player) => {
const score = multiplayerResult.scores[player.id] || 0
const isWinner = multiplayerResult.winners.includes(player.id)
return (
<div
key={player.id}
className={css({
background: isWinner
? 'linear-gradient(135deg, #ffd700, #ff8c00)'
: 'linear-gradient(135deg, #c0c0c0, #808080)',
color: 'white',
padding: '20px',
borderRadius: '16px',
textAlign: 'center',
minWidth: '150px',
})}
>
<div className={css({ fontSize: '48px', marginBottom: '8px' })}>
{player.displayEmoji}
</div>
<div
className={css({
fontSize: '14px',
marginBottom: '4px',
opacity: 0.9,
})}
>
{player.displayName}
</div>
<div className={css({ fontSize: '36px', fontWeight: 'bold' })}>{score}</div>
{isWinner && <div className={css({ fontSize: '24px' })}>👑</div>}
</div>
)
})}
</div>
)}
{/* Performance Analysis */}
<div
className={css({
background: 'rgba(248, 250, 252, 0.8)',
padding: '30px',
borderRadius: '16px',
marginBottom: '40px',
border: '1px solid rgba(226, 232, 240, 0.8)',
maxWidth: '600px',
margin: '0 auto 40px auto',
})}
>
<h3
className={css({
fontSize: '24px',
marginBottom: '20px',
color: 'gray.800',
})}
>
Performance Analysis
</h3>
{analysis.strengths.length > 0 && (
<div className={css({ marginBottom: '20px' })}>
<h4
className={css({
fontSize: '18px',
color: 'green.600',
marginBottom: '8px',
})}
>
✅ Strengths:
</h4>
<ul
className={css({
textAlign: 'left',
color: 'gray.700',
lineHeight: '1.6',
})}
>
{analysis.strengths.map((strength, index) => (
<li key={index}>{strength}</li>
))}
</ul>
</div>
)}
{analysis.improvements.length > 0 && (
<div>
<h4
className={css({
fontSize: '18px',
color: 'orange.600',
marginBottom: '8px',
})}
>
💡 Areas for Improvement:
</h4>
<ul
className={css({
textAlign: 'left',
color: 'gray.700',
lineHeight: '1.6',
})}
>
{analysis.improvements.map((improvement, index) => (
<li key={index}>{improvement}</li>
))}
</ul>
</div>
)}
</div>
{/* Action Buttons */}
<div
className={css({
display: 'flex',
justifyContent: 'center',
gap: '20px',
flexWrap: 'wrap',
})}
>
<button
className={css({
background: 'linear-gradient(135deg, #667eea, #764ba2)',
color: 'white',
border: 'none',
borderRadius: '50px',
padding: '16px 32px',
fontSize: '18px',
fontWeight: 'bold',
cursor: 'pointer',
transition: 'all 0.3s ease',
boxShadow: '0 6px 20px rgba(102, 126, 234, 0.4)',
_hover: {
transform: 'translateY(-2px)',
boxShadow: '0 8px 25px rgba(102, 126, 234, 0.6)',
},
})}
onClick={resetGame}
>
🎮 Play Again
</button>
<button
className={css({
background: 'linear-gradient(135deg, #a78bfa, #8b5cf6)',
color: 'white',
border: 'none',
borderRadius: '50px',
padding: '16px 32px',
fontSize: '18px',
fontWeight: 'bold',
cursor: 'pointer',
transition: 'all 0.3s ease',
boxShadow: '0 6px 20px rgba(167, 139, 250, 0.4)',
_hover: {
transform: 'translateY(-2px)',
boxShadow: '0 8px 25px rgba(167, 139, 250, 0.6)',
},
})}
onClick={() => {
console.log('🔄 ResultsPhase: Navigating to games with Next.js router (no page reload)')
router.push('/games')
}}
>
🏠 Back to Games
</button>
</div>
</div>
)
}

View File

@@ -1,565 +0,0 @@
'use client'
import { css } from '../../../../../styled-system/css'
import { useGameMode } from '../../../../contexts/GameModeContext'
import { useMemoryPairs } from '../context/MemoryPairsContext'
import { generateGameCards } from '../utils/cardGeneration'
// Add bounce animation for the start button
const bounceAnimation = `
@keyframes bounce {
0%, 20%, 50%, 80%, 100% {
transform: translateY(0);
}
40% {
transform: translateY(-10px);
}
60% {
transform: translateY(-5px);
}
}
`
// Inject animation styles
if (typeof document !== 'undefined' && !document.getElementById('setup-animations')) {
const style = document.createElement('style')
style.id = 'setup-animations'
style.textContent = bounceAnimation
document.head.appendChild(style)
}
export function SetupPhase() {
const { state, setGameType, setDifficulty, dispatch, activePlayers } = useMemoryPairs()
const { activePlayerCount, gameMode: globalGameMode } = useGameMode()
const handleStartGame = () => {
const cards = generateGameCards(state.gameType, state.difficulty)
dispatch({ type: 'START_GAME', cards, activePlayers })
}
const getButtonStyles = (
isSelected: boolean,
variant: 'primary' | 'secondary' | 'difficulty' = 'primary'
) => {
const baseStyles = {
border: 'none',
borderRadius: { base: '12px', md: '16px' },
padding: { base: '12px 16px', sm: '14px 20px', md: '16px 24px' },
fontSize: { base: '14px', sm: '15px', md: '16px' },
fontWeight: 'bold',
cursor: 'pointer',
transition: 'all 0.3s cubic-bezier(0.4, 0, 0.2, 1)',
minWidth: { base: '120px', sm: '140px', md: '160px' },
textAlign: 'center' as const,
position: 'relative' as const,
overflow: 'hidden' as const,
textShadow: isSelected ? '0 1px 2px rgba(0,0,0,0.2)' : 'none',
transform: 'translateZ(0)', // Enable GPU acceleration
}
if (variant === 'difficulty') {
return css({
...baseStyles,
background: isSelected
? 'linear-gradient(135deg, #ff6b6b, #ee5a24)'
: 'linear-gradient(135deg, #f8f9fa, #e9ecef)',
color: isSelected ? 'white' : '#495057',
boxShadow: isSelected
? '0 8px 25px rgba(255, 107, 107, 0.4), inset 0 1px 0 rgba(255,255,255,0.2)'
: '0 2px 8px rgba(0,0,0,0.1), inset 0 1px 0 rgba(255,255,255,0.8)',
_hover: {
transform: 'translateY(-3px) scale(1.02)',
boxShadow: isSelected
? '0 12px 35px rgba(255, 107, 107, 0.6), inset 0 1px 0 rgba(255,255,255,0.2)'
: '0 8px 25px rgba(0,0,0,0.15), inset 0 1px 0 rgba(255,255,255,0.8)',
},
_active: {
transform: 'translateY(-1px) scale(1.01)',
},
})
}
if (variant === 'secondary') {
return css({
...baseStyles,
background: isSelected
? 'linear-gradient(135deg, #a78bfa, #8b5cf6)'
: 'linear-gradient(135deg, #f8fafc, #e2e8f0)',
color: isSelected ? 'white' : '#475569',
boxShadow: isSelected
? '0 8px 25px rgba(167, 139, 250, 0.4), inset 0 1px 0 rgba(255,255,255,0.2)'
: '0 2px 8px rgba(0,0,0,0.1), inset 0 1px 0 rgba(255,255,255,0.8)',
_hover: {
transform: 'translateY(-3px) scale(1.02)',
boxShadow: isSelected
? '0 12px 35px rgba(167, 139, 250, 0.6), inset 0 1px 0 rgba(255,255,255,0.2)'
: '0 8px 25px rgba(0,0,0,0.15), inset 0 1px 0 rgba(255,255,255,0.8)',
},
_active: {
transform: 'translateY(-1px) scale(1.01)',
},
})
}
// Primary variant
return css({
...baseStyles,
background: isSelected
? 'linear-gradient(135deg, #667eea, #764ba2)'
: 'linear-gradient(135deg, #ffffff, #f1f5f9)',
color: isSelected ? 'white' : '#334155',
boxShadow: isSelected
? '0 8px 25px rgba(102, 126, 234, 0.4), inset 0 1px 0 rgba(255,255,255,0.2)'
: '0 2px 8px rgba(0,0,0,0.1), inset 0 1px 0 rgba(255,255,255,0.8)',
_hover: {
transform: 'translateY(-3px) scale(1.02)',
boxShadow: isSelected
? '0 12px 35px rgba(102, 126, 234, 0.6), inset 0 1px 0 rgba(255,255,255,0.2)'
: '0 8px 25px rgba(0,0,0,0.15), inset 0 1px 0 rgba(255,255,255,0.8)',
},
_active: {
transform: 'translateY(-1px) scale(1.01)',
},
})
}
return (
<div
className={css({
textAlign: 'center',
padding: { base: '12px 16px', sm: '16px 20px', md: '20px' },
maxWidth: '800px',
margin: '0 auto',
display: 'flex',
flexDirection: 'column',
minHeight: 0, // Allow shrinking
overflow: 'auto', // Enable scrolling if needed
})}
>
<div
className={css({
display: 'grid',
gap: { base: '8px', sm: '12px', md: '16px' },
margin: '0 auto',
flex: 1,
minHeight: 0, // Allow shrinking
})}
>
{/* Warning if no players */}
{activePlayerCount === 0 && (
<div
className={css({
p: '4',
background: 'rgba(239, 68, 68, 0.1)',
border: '2px solid',
borderColor: 'red.300',
rounded: 'xl',
textAlign: 'center',
})}
>
<p
className={css({
color: 'red.700',
fontSize: { base: '14px', md: '16px' },
fontWeight: 'bold',
})}
>
Go back to the arcade to select players before starting the game
</p>
</div>
)}
{/* Game Type Selection */}
<div>
<label
className={css({
display: 'block',
fontSize: { base: '16px', sm: '18px', md: '20px' },
fontWeight: 'bold',
marginBottom: { base: '12px', md: '16px' },
color: 'gray.700',
})}
>
Game Type
</label>
<div
className={css({
display: 'grid',
gridTemplateColumns: {
base: '1fr',
sm: 'repeat(2, 1fr)',
},
gap: { base: '8px', sm: '10px', md: '12px' },
justifyItems: 'stretch',
})}
>
<button
className={getButtonStyles(state.gameType === 'abacus-numeral', 'secondary')}
onClick={() => setGameType('abacus-numeral')}
>
<div
className={css({
display: 'flex',
flexDirection: 'column',
alignItems: 'center',
gap: { base: '4px', md: '6px' },
})}
>
<div
className={css({
fontSize: { base: '20px', sm: '24px', md: '28px' },
display: 'flex',
alignItems: 'center',
gap: { base: '4px', md: '8px' },
})}
>
<span>🧮</span>
<span className={css({ fontSize: { base: '16px', md: '20px' } })}></span>
<span>🔢</span>
</div>
<div
className={css({
fontWeight: 'bold',
fontSize: { base: '12px', sm: '13px', md: '14px' },
})}
>
Abacus-Numeral
</div>
<div
className={css({
fontSize: { base: '10px', sm: '11px', md: '12px' },
opacity: 0.8,
textAlign: 'center',
display: { base: 'none', sm: 'block' },
})}
>
Match visual patterns
<br />
with numbers
</div>
</div>
</button>
<button
className={getButtonStyles(state.gameType === 'complement-pairs', 'secondary')}
onClick={() => setGameType('complement-pairs')}
>
<div
className={css({
display: 'flex',
flexDirection: 'column',
alignItems: 'center',
gap: { base: '4px', md: '6px' },
})}
>
<div
className={css({
fontSize: { base: '20px', sm: '24px', md: '28px' },
display: 'flex',
alignItems: 'center',
gap: { base: '4px', md: '8px' },
})}
>
<span>🤝</span>
<span className={css({ fontSize: { base: '16px', md: '20px' } })}></span>
<span>🔟</span>
</div>
<div
className={css({
fontWeight: 'bold',
fontSize: { base: '12px', sm: '13px', md: '14px' },
})}
>
Complement Pairs
</div>
<div
className={css({
fontSize: { base: '10px', sm: '11px', md: '12px' },
opacity: 0.8,
textAlign: 'center',
display: { base: 'none', sm: 'block' },
})}
>
Find number friends
<br />
that add to 5 or 10
</div>
</div>
</button>
</div>
<p
className={css({
fontSize: { base: '12px', md: '14px' },
color: 'gray.500',
marginTop: { base: '6px', md: '8px' },
textAlign: 'center',
display: { base: 'none', sm: 'block' },
})}
>
{state.gameType === 'abacus-numeral'
? 'Match abacus representations with their numerical values'
: 'Find pairs of numbers that add up to 5 or 10'}
</p>
</div>
{/* Difficulty Selection */}
<div>
<label
className={css({
display: 'block',
fontSize: { base: '16px', sm: '18px', md: '20px' },
fontWeight: 'bold',
marginBottom: { base: '12px', md: '16px' },
color: 'gray.700',
})}
>
Difficulty ({state.difficulty} pairs)
</label>
<div
className={css({
display: 'grid',
gridTemplateColumns: {
base: 'repeat(2, 1fr)',
sm: 'repeat(4, 1fr)',
},
gap: { base: '8px', sm: '10px', md: '12px' },
justifyItems: 'stretch',
})}
>
{([6, 8, 12, 15] as const).map((difficulty) => {
const difficultyInfo = {
6: {
icon: '🌱',
label: 'Beginner',
description: 'Perfect to start!',
},
8: {
icon: '⚡',
label: 'Medium',
description: 'Getting spicy!',
},
12: {
icon: '🔥',
label: 'Hard',
description: 'Serious challenge!',
},
15: {
icon: '💀',
label: 'Expert',
description: 'Memory master!',
},
}
return (
<button
key={difficulty}
className={getButtonStyles(state.difficulty === difficulty, 'difficulty')}
onClick={() => setDifficulty(difficulty)}
>
<div
className={css({
display: 'flex',
flexDirection: 'column',
alignItems: 'center',
gap: '4px',
})}
>
<div className={css({ fontSize: '32px' })}>
{difficultyInfo[difficulty].icon}
</div>
<div className={css({ fontSize: '18px', fontWeight: 'bold' })}>
{difficulty} pairs
</div>
<div className={css({ fontSize: '14px', fontWeight: 'bold' })}>
{difficultyInfo[difficulty].label}
</div>
<div
className={css({
fontSize: '11px',
opacity: 0.9,
textAlign: 'center',
})}
>
{difficultyInfo[difficulty].description}
</div>
</div>
</button>
)
})}
</div>
<p
className={css({
fontSize: '14px',
color: 'gray.500',
marginTop: '8px',
})}
>
{state.difficulty} pairs = {state.difficulty * 2} cards total
</p>
</div>
{/* Multi-Player Timer Setting */}
{activePlayerCount > 1 && (
<div>
<label
className={css({
display: 'block',
fontSize: '20px',
fontWeight: 'bold',
marginBottom: '16px',
color: 'gray.700',
})}
>
Turn Timer
</label>
<div
className={css({
display: 'flex',
gap: '12px',
justifyContent: 'center',
flexWrap: 'wrap',
})}
>
{([15, 30, 45, 60] as const).map((timer) => {
const timerInfo: Record<15 | 30 | 45 | 60, { icon: string; label: string }> = {
15: { icon: '💨', label: 'Lightning' },
30: { icon: '⚡', label: 'Quick' },
45: { icon: '🏃', label: 'Standard' },
60: { icon: '🧘', label: 'Relaxed' },
}
return (
<button
key={timer}
className={getButtonStyles(state.turnTimer === timer, 'secondary')}
onClick={() => dispatch({ type: 'SET_TURN_TIMER', timer })}
>
<div
className={css({
display: 'flex',
flexDirection: 'column',
alignItems: 'center',
gap: '4px',
})}
>
<span className={css({ fontSize: '24px' })}>{timerInfo[timer].icon}</span>
<span
className={css({
fontSize: '18px',
fontWeight: 'bold',
})}
>
{timer}s
</span>
<span className={css({ fontSize: '12px', opacity: 0.8 })}>
{timerInfo[timer].label}
</span>
</div>
</button>
)
})}
</div>
<p
className={css({
fontSize: '14px',
color: 'gray.500',
marginTop: '8px',
})}
>
Time limit for each player's turn
</p>
</div>
)}
{/* Start Game Button - Sticky at bottom */}
<div
className={css({
marginTop: 'auto', // Push to bottom
paddingTop: { base: '12px', md: '16px' },
position: 'sticky',
bottom: 0,
background: 'rgba(255,255,255,0.95)',
backdropFilter: 'blur(10px)',
borderTop: '1px solid rgba(0,0,0,0.1)',
margin: '0 -16px -12px -16px', // Extend to edges
padding: { base: '12px 16px', md: '16px' },
})}
>
<button
className={css({
background: 'linear-gradient(135deg, #ff6b6b 0%, #ee5a24 50%, #ff9ff3 100%)',
color: 'white',
border: 'none',
borderRadius: { base: '16px', sm: '20px', md: '24px' },
padding: { base: '14px 28px', sm: '16px 32px', md: '18px 36px' },
fontSize: { base: '16px', sm: '18px', md: '20px' },
fontWeight: 'black',
cursor: 'pointer',
transition: 'all 0.4s cubic-bezier(0.4, 0, 0.2, 1)',
boxShadow: '0 8px 20px rgba(255, 107, 107, 0.4), inset 0 2px 0 rgba(255,255,255,0.3)',
textShadow: '0 2px 4px rgba(0,0,0,0.3)',
position: 'relative',
overflow: 'hidden',
width: '100%',
_before: {
content: '""',
position: 'absolute',
top: 0,
left: '-100%',
width: '100%',
height: '100%',
background:
'linear-gradient(90deg, transparent, rgba(255,255,255,0.2), transparent)',
transition: 'left 0.6s ease',
},
_hover: {
transform: {
base: 'translateY(-2px)',
md: 'translateY(-3px) scale(1.02)',
},
boxShadow:
'0 12px 30px rgba(255, 107, 107, 0.6), inset 0 2px 0 rgba(255,255,255,0.3)',
background: 'linear-gradient(135deg, #ff5252 0%, #dd2c00 50%, #e91e63 100%)',
_before: {
left: '100%',
},
},
_active: {
transform: 'translateY(-1px) scale(1.01)',
},
})}
onClick={handleStartGame}
>
<div
className={css({
display: 'flex',
alignItems: 'center',
gap: { base: '6px', md: '8px' },
justifyContent: 'center',
})}
>
<span
className={css({
fontSize: { base: '18px', sm: '20px', md: '24px' },
animation: 'bounce 2s infinite',
})}
>
🚀
</span>
<span>START GAME</span>
<span
className={css({
fontSize: { base: '18px', sm: '20px', md: '24px' },
animation: 'bounce 2s infinite',
animationDelay: '0.5s',
})}
>
🎮
</span>
</div>
</button>
</div>
</div>
</div>
)
}

View File

@@ -1,176 +0,0 @@
import { fireEvent, render, screen } from '@testing-library/react'
import { beforeEach, describe, expect, test, vi } from 'vitest'
import { PLAYER_EMOJIS } from '../../../../../constants/playerEmojis'
import { EmojiPicker } from '../EmojiPicker'
// Mock the emoji keywords function for testing
vi.mock('emojibase-data/en/data.json', () => ({
default: [
{
emoji: '🐱',
label: 'cat face',
tags: ['cat', 'animal', 'pet', 'cute'],
emoticon: ':)',
},
{
emoji: '🐯',
label: 'tiger face',
tags: ['tiger', 'animal', 'big cat', 'wild'],
emoticon: null,
},
{
emoji: '🤩',
label: 'star-struck',
tags: ['face', 'happy', 'excited', 'star'],
emoticon: null,
},
{
emoji: '🎭',
label: 'performing arts',
tags: ['theater', 'performance', 'drama', 'arts'],
emoticon: null,
},
],
}))
describe('EmojiPicker Search Functionality', () => {
const mockProps = {
currentEmoji: '😀',
onEmojiSelect: vi.fn(),
onClose: vi.fn(),
playerNumber: 1 as const,
}
beforeEach(() => {
vi.clearAllMocks()
})
test('shows all emojis by default (no search)', () => {
render(<EmojiPicker {...mockProps} />)
// Should show default header
expect(screen.getByText('📝 All Available Characters')).toBeInTheDocument()
// Should show emoji count
expect(
screen.getByText(new RegExp(`${PLAYER_EMOJIS.length} characters available`))
).toBeInTheDocument()
// Should show emoji grid
const emojiButtons = screen
.getAllByRole('button')
.filter(
(button) =>
button.textContent &&
/[\u{1F000}-\u{1F6FF}]|[\u{1F900}-\u{1F9FF}]|[\u{2600}-\u{26FF}]|[\u{2700}-\u{27BF}]/u.test(
button.textContent
)
)
expect(emojiButtons.length).toBe(PLAYER_EMOJIS.length)
})
test('shows search results when searching for "cat"', () => {
render(<EmojiPicker {...mockProps} />)
const searchInput = screen.getByPlaceholderText(/Search:/)
fireEvent.change(searchInput, { target: { value: 'cat' } })
// Should show search header
expect(screen.getByText(/🔍 Search Results for "cat"/)).toBeInTheDocument()
// Should show results count
expect(screen.getByText(/✓ \d+ found/)).toBeInTheDocument()
// Should only show cat-related emojis (🐱, 🐯)
const emojiButtons = screen
.getAllByRole('button')
.filter(
(button) =>
button.textContent &&
/[\u{1F000}-\u{1F6FF}]|[\u{1F900}-\u{1F9FF}]|[\u{2600}-\u{26FF}]|[\u{2700}-\u{27BF}]/u.test(
button.textContent
)
)
// Verify only cat emojis are shown
const displayedEmojis = emojiButtons.map((btn) => btn.textContent)
expect(displayedEmojis).toContain('🐱')
expect(displayedEmojis).toContain('🐯')
expect(displayedEmojis).not.toContain('🤩')
expect(displayedEmojis).not.toContain('🎭')
})
test('shows no results message when search has zero matches', () => {
render(<EmojiPicker {...mockProps} />)
const searchInput = screen.getByPlaceholderText(/Search:/)
fireEvent.change(searchInput, { target: { value: 'nonexistentterm' } })
// Should show no results indicator
expect(screen.getByText('✗ No matches')).toBeInTheDocument()
// Should show no results message
expect(screen.getByText(/No emojis found for "nonexistentterm"/)).toBeInTheDocument()
// Should NOT show any emoji buttons
const emojiButtons = screen
.queryAllByRole('button')
.filter(
(button) =>
button.textContent &&
/[\u{1F000}-\u{1F6FF}]|[\u{1F900}-\u{1F9FF}]|[\u{2600}-\u{26FF}]|[\u{2700}-\u{27BF}]/u.test(
button.textContent
)
)
expect(emojiButtons).toHaveLength(0)
})
test('returns to default view when clearing search', () => {
render(<EmojiPicker {...mockProps} />)
const searchInput = screen.getByPlaceholderText(/Search:/)
// Search for something
fireEvent.change(searchInput, { target: { value: 'cat' } })
expect(screen.getByText(/🔍 Search Results for "cat"/)).toBeInTheDocument()
// Clear search
fireEvent.change(searchInput, { target: { value: '' } })
// Should return to default view
expect(screen.getByText('📝 All Available Characters')).toBeInTheDocument()
expect(
screen.getByText(new RegExp(`${PLAYER_EMOJIS.length} characters available`))
).toBeInTheDocument()
// Should show all emojis again
const emojiButtons = screen
.getAllByRole('button')
.filter(
(button) =>
button.textContent &&
/[\u{1F000}-\u{1F6FF}]|[\u{1F900}-\u{1F9FF}]|[\u{2600}-\u{26FF}]|[\u{2700}-\u{27BF}]/u.test(
button.textContent
)
)
expect(emojiButtons.length).toBe(PLAYER_EMOJIS.length)
})
test('clear search button works from no results state', () => {
render(<EmojiPicker {...mockProps} />)
const searchInput = screen.getByPlaceholderText(/Search:/)
// Search for something with no results
fireEvent.change(searchInput, { target: { value: 'nonexistentterm' } })
expect(screen.getByText(/No emojis found/)).toBeInTheDocument()
// Click clear search button
const clearButton = screen.getByText(/Clear search to see all/)
fireEvent.click(clearButton)
// Should return to default view
expect(searchInput).toHaveValue('')
expect(screen.getByText('📝 All Available Characters')).toBeInTheDocument()
})
})

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@@ -1,382 +0,0 @@
'use client'
import { createContext, type ReactNode, useContext, useEffect, useReducer } from 'react'
import { useGameMode } from '../../../../contexts/GameModeContext'
import { generateGameCards } from '../utils/cardGeneration'
import { validateMatch } from '../utils/matchValidation'
import type {
GameStatistics,
MemoryPairsAction,
MemoryPairsContextValue,
MemoryPairsState,
PlayerScore,
} from './types'
// Initial state (gameMode removed - now derived from global context)
const initialState: MemoryPairsState = {
// Core game data
cards: [],
gameCards: [],
flippedCards: [],
// Game configuration (gameMode removed)
gameType: 'abacus-numeral',
difficulty: 6,
turnTimer: 30,
// Game progression
gamePhase: 'setup',
currentPlayer: '', // Will be set to first player ID on START_GAME
matchedPairs: 0,
totalPairs: 6,
moves: 0,
scores: {},
activePlayers: [],
consecutiveMatches: {},
// Timing
gameStartTime: null,
gameEndTime: null,
currentMoveStartTime: null,
timerInterval: null,
// UI state
celebrationAnimations: [],
isProcessingMove: false,
showMismatchFeedback: false,
lastMatchedPair: null,
}
// Reducer function
function memoryPairsReducer(state: MemoryPairsState, action: MemoryPairsAction): MemoryPairsState {
switch (action.type) {
// SET_GAME_MODE removed - game mode now derived from global context
case 'SET_GAME_TYPE':
return {
...state,
gameType: action.gameType,
}
case 'SET_DIFFICULTY':
return {
...state,
difficulty: action.difficulty,
totalPairs: action.difficulty,
}
case 'SET_TURN_TIMER':
return {
...state,
turnTimer: action.timer,
}
case 'START_GAME': {
// Initialize scores and consecutive matches for all active players
const scores: PlayerScore = {}
const consecutiveMatches: { [playerId: string]: number } = {}
action.activePlayers.forEach((playerId) => {
scores[playerId] = 0
consecutiveMatches[playerId] = 0
})
return {
...state,
gamePhase: 'playing',
gameCards: action.cards,
cards: action.cards,
flippedCards: [],
matchedPairs: 0,
moves: 0,
scores,
consecutiveMatches,
activePlayers: action.activePlayers,
currentPlayer: action.activePlayers[0] || '',
gameStartTime: Date.now(),
gameEndTime: null,
currentMoveStartTime: Date.now(),
celebrationAnimations: [],
isProcessingMove: false,
showMismatchFeedback: false,
lastMatchedPair: null,
}
}
case 'FLIP_CARD': {
const cardToFlip = state.gameCards.find((card) => card.id === action.cardId)
if (
!cardToFlip ||
cardToFlip.matched ||
state.flippedCards.length >= 2 ||
state.isProcessingMove
) {
return state
}
const newFlippedCards = [...state.flippedCards, cardToFlip]
const newMoveStartTime =
state.flippedCards.length === 0 ? Date.now() : state.currentMoveStartTime
return {
...state,
flippedCards: newFlippedCards,
currentMoveStartTime: newMoveStartTime,
showMismatchFeedback: false,
}
}
case 'MATCH_FOUND': {
const [card1Id, card2Id] = action.cardIds
const updatedCards = state.gameCards.map((card) => {
if (card.id === card1Id || card.id === card2Id) {
return {
...card,
matched: true,
matchedBy: state.currentPlayer,
}
}
return card
})
const newMatchedPairs = state.matchedPairs + 1
const newScores = {
...state.scores,
[state.currentPlayer]: (state.scores[state.currentPlayer] || 0) + 1,
}
const newConsecutiveMatches = {
...state.consecutiveMatches,
[state.currentPlayer]: (state.consecutiveMatches[state.currentPlayer] || 0) + 1,
}
// Check if game is complete
const isGameComplete = newMatchedPairs === state.totalPairs
return {
...state,
gameCards: updatedCards,
matchedPairs: newMatchedPairs,
scores: newScores,
consecutiveMatches: newConsecutiveMatches,
flippedCards: [],
moves: state.moves + 1,
lastMatchedPair: action.cardIds,
gamePhase: isGameComplete ? 'results' : 'playing',
gameEndTime: isGameComplete ? Date.now() : null,
isProcessingMove: false,
// Note: Player keeps turn after successful match in multiplayer mode
}
}
case 'MATCH_FAILED': {
// Player switching is now handled by passing activePlayerCount
return {
...state,
flippedCards: [],
moves: state.moves + 1,
showMismatchFeedback: true,
isProcessingMove: false,
// currentPlayer will be updated by SWITCH_PLAYER action when needed
}
}
case 'SWITCH_PLAYER': {
// Cycle through all active players
const currentIndex = state.activePlayers.indexOf(state.currentPlayer)
const nextIndex = (currentIndex + 1) % state.activePlayers.length
// Reset consecutive matches for the player who failed
const newConsecutiveMatches = {
...state.consecutiveMatches,
[state.currentPlayer]: 0,
}
return {
...state,
currentPlayer: state.activePlayers[nextIndex] || state.activePlayers[0],
consecutiveMatches: newConsecutiveMatches,
}
}
case 'ADD_CELEBRATION':
return {
...state,
celebrationAnimations: [...state.celebrationAnimations, action.animation],
}
case 'REMOVE_CELEBRATION':
return {
...state,
celebrationAnimations: state.celebrationAnimations.filter(
(anim) => anim.id !== action.animationId
),
}
case 'SET_PROCESSING':
return {
...state,
isProcessingMove: action.processing,
}
case 'SET_MISMATCH_FEEDBACK':
return {
...state,
showMismatchFeedback: action.show,
}
case 'SHOW_RESULTS':
return {
...state,
gamePhase: 'results',
gameEndTime: Date.now(),
flippedCards: [],
}
case 'RESET_GAME':
return {
...initialState,
gameType: state.gameType,
difficulty: state.difficulty,
turnTimer: state.turnTimer,
totalPairs: state.difficulty,
}
case 'UPDATE_TIMER':
// This can be used for any timer-related updates
return state
default:
return state
}
}
// Create context
const MemoryPairsContext = createContext<MemoryPairsContextValue | null>(null)
// Provider component
export function MemoryPairsProvider({ children }: { children: ReactNode }) {
const [state, dispatch] = useReducer(memoryPairsReducer, initialState)
const { activePlayerCount, activePlayers: activePlayerIds } = useGameMode()
// Get active player IDs directly as strings (UUIDs)
const activePlayers = Array.from(activePlayerIds)
// Derive game mode from active player count
const gameMode = activePlayerCount > 1 ? 'multiplayer' : 'single'
// Handle card matching logic when two cards are flipped
useEffect(() => {
if (state.flippedCards.length === 2 && !state.isProcessingMove) {
dispatch({ type: 'SET_PROCESSING', processing: true })
const [card1, card2] = state.flippedCards
const matchResult = validateMatch(card1, card2)
// Delay to allow card flip animation
setTimeout(() => {
if (matchResult.isValid) {
dispatch({ type: 'MATCH_FOUND', cardIds: [card1.id, card2.id] })
} else {
dispatch({ type: 'MATCH_FAILED', cardIds: [card1.id, card2.id] })
// Switch player only in multiplayer mode
if (gameMode === 'multiplayer') {
dispatch({ type: 'SWITCH_PLAYER' })
}
}
}, 1000) // Give time to see both cards
}
}, [state.flippedCards, state.isProcessingMove, gameMode])
// Auto-hide mismatch feedback
useEffect(() => {
if (state.showMismatchFeedback) {
const timeout = setTimeout(() => {
dispatch({ type: 'SET_MISMATCH_FEEDBACK', show: false })
}, 2000)
return () => clearTimeout(timeout)
}
}, [state.showMismatchFeedback])
// Computed values
const isGameActive = state.gamePhase === 'playing'
const canFlipCard = (cardId: string): boolean => {
if (!isGameActive || state.isProcessingMove) return false
const card = state.gameCards.find((c) => c.id === cardId)
if (!card || card.matched) return false
// Can't flip if already flipped
if (state.flippedCards.some((c) => c.id === cardId)) return false
// Can't flip more than 2 cards
if (state.flippedCards.length >= 2) return false
return true
}
const currentGameStatistics: GameStatistics = {
totalMoves: state.moves,
matchedPairs: state.matchedPairs,
totalPairs: state.totalPairs,
gameTime: state.gameStartTime ? (state.gameEndTime || Date.now()) - state.gameStartTime : 0,
accuracy: state.moves > 0 ? (state.matchedPairs / state.moves) * 100 : 0,
averageTimePerMove:
state.moves > 0 && state.gameStartTime
? ((state.gameEndTime || Date.now()) - state.gameStartTime) / state.moves
: 0,
}
// Action creators
const startGame = () => {
const cards = generateGameCards(state.gameType, state.difficulty)
dispatch({ type: 'START_GAME', cards, activePlayers })
}
const flipCard = (cardId: string) => {
if (!canFlipCard(cardId)) return
dispatch({ type: 'FLIP_CARD', cardId })
}
const resetGame = () => {
dispatch({ type: 'RESET_GAME' })
}
// setGameMode removed - game mode is now derived from global context
const setGameType = (gameType: typeof state.gameType) => {
dispatch({ type: 'SET_GAME_TYPE', gameType })
}
const setDifficulty = (difficulty: typeof state.difficulty) => {
dispatch({ type: 'SET_DIFFICULTY', difficulty })
}
const contextValue: MemoryPairsContextValue = {
state: { ...state, gameMode }, // Add derived gameMode to state
dispatch,
isGameActive,
canFlipCard,
currentGameStatistics,
startGame,
flipCard,
resetGame,
setGameType,
setDifficulty,
exitSession: () => {}, // No-op for non-arcade mode
gameMode, // Expose derived gameMode
activePlayers, // Expose active players
}
return <MemoryPairsContext.Provider value={contextValue}>{children}</MemoryPairsContext.Provider>
}
// Hook to use the context
export function useMemoryPairs(): MemoryPairsContextValue {
const context = useContext(MemoryPairsContext)
if (!context) {
throw new Error('useMemoryPairs must be used within a MemoryPairsProvider')
}
return context
}

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@@ -1,180 +0,0 @@
// TypeScript interfaces for Memory Pairs Challenge game
export type GameMode = 'single' | 'multiplayer'
export type GameType = 'abacus-numeral' | 'complement-pairs'
export type GamePhase = 'setup' | 'playing' | 'results'
export type CardType = 'abacus' | 'number' | 'complement'
export type Difficulty = 6 | 8 | 12 | 15 // Number of pairs
export type Player = string // Player ID (UUID)
export type TargetSum = 5 | 10 | 20
export interface GameCard {
id: string
type: CardType
number: number
complement?: number // For complement pairs
targetSum?: TargetSum // For complement pairs
matched: boolean
matchedBy?: Player // For two-player mode
element?: HTMLElement | null // For animations
}
export interface PlayerScore {
[playerId: string]: number
}
export interface CelebrationAnimation {
id: string
type: 'match' | 'win' | 'confetti'
x: number
y: number
timestamp: number
}
export interface GameStatistics {
totalMoves: number
matchedPairs: number
totalPairs: number
gameTime: number
accuracy: number // Percentage of successful matches
averageTimePerMove: number
}
export interface PlayerMetadata {
id: string // Player ID
name: string
emoji: string
userId: string // Which user owns this player
color?: string
}
export interface GameConfiguration {
gameType: GameType
difficulty: Difficulty
turnTimer: number
}
export interface MemoryPairsState {
// Core game data
cards: GameCard[]
gameCards: GameCard[]
flippedCards: GameCard[]
// Game configuration (gameMode removed - now derived from global context)
gameType: GameType
difficulty: Difficulty
turnTimer: number // Seconds for two-player mode
// Paused game state - for Resume functionality
originalConfig?: GameConfiguration // Config when game started - used to detect changes
pausedGamePhase?: 'playing' | 'results' // Set when GO_TO_SETUP called from active game
pausedGameState?: {
// Snapshot of game state when paused
gameCards: GameCard[]
currentPlayer: Player
matchedPairs: number
moves: number
scores: PlayerScore
activePlayers: Player[]
playerMetadata: { [playerId: string]: PlayerMetadata }
consecutiveMatches: { [playerId: string]: number }
gameStartTime: number | null
}
// Game progression
gamePhase: GamePhase
currentPlayer: Player
matchedPairs: number
totalPairs: number
moves: number
scores: PlayerScore
activePlayers: Player[] // Track active player IDs
playerMetadata: { [playerId: string]: PlayerMetadata } // Player metadata snapshot for cross-user visibility
consecutiveMatches: { [playerId: string]: number } // Track consecutive matches per player
// Timing
gameStartTime: number | null
gameEndTime: number | null
currentMoveStartTime: number | null
timerInterval: NodeJS.Timeout | null
// UI state
celebrationAnimations: CelebrationAnimation[]
isProcessingMove: boolean
showMismatchFeedback: boolean
lastMatchedPair: [string, string] | null
// Hover state for networked presence
playerHovers: { [playerId: string]: string | null } // playerId -> cardId (or null if not hovering)
}
export type MemoryPairsAction =
| { type: 'SET_GAME_TYPE'; gameType: GameType }
| { type: 'SET_DIFFICULTY'; difficulty: Difficulty }
| { type: 'SET_TURN_TIMER'; timer: number }
| { type: 'START_GAME'; cards: GameCard[]; activePlayers: Player[] }
| { type: 'FLIP_CARD'; cardId: string }
| { type: 'MATCH_FOUND'; cardIds: [string, string] }
| { type: 'MATCH_FAILED'; cardIds: [string, string] }
| { type: 'SWITCH_PLAYER' }
| { type: 'ADD_CELEBRATION'; animation: CelebrationAnimation }
| { type: 'REMOVE_CELEBRATION'; animationId: string }
| { type: 'SHOW_RESULTS' }
| { type: 'RESET_GAME' }
| { type: 'SET_PROCESSING'; processing: boolean }
| { type: 'SET_MISMATCH_FEEDBACK'; show: boolean }
| { type: 'UPDATE_TIMER' }
export interface MemoryPairsContextValue {
state: MemoryPairsState & { gameMode: GameMode } // gameMode added as computed property
dispatch: React.Dispatch<MemoryPairsAction>
// Computed values
isGameActive: boolean
canFlipCard: (cardId: string) => boolean
currentGameStatistics: GameStatistics
gameMode: GameMode // Derived from global context
activePlayers: Player[] // Active player IDs from arena
hasConfigChanged: boolean // True if current config differs from originalConfig
canResumeGame: boolean // True if there's a paused game and config hasn't changed
// Actions
startGame: () => void
resumeGame: () => void
flipCard: (cardId: string) => void
resetGame: () => void
setGameType: (type: GameType) => void
setDifficulty: (difficulty: Difficulty) => void
setTurnTimer: (timer: number) => void
hoverCard: (cardId: string | null) => void // Send hover state for networked presence
goToSetup: () => void
exitSession: () => void // Exit arcade session (no-op for non-arcade mode)
}
// Utility types for component props
export interface GameCardProps {
card: GameCard
isFlipped: boolean
isMatched: boolean
onClick: () => void
disabled?: boolean
}
export interface PlayerIndicatorProps {
player: Player
isActive: boolean
score: number
name?: string
}
export interface GameGridProps {
cards: GameCard[]
onCardClick: (cardId: string) => void
disabled?: boolean
}
export interface MatchValidationResult {
isValid: boolean
reason?: string
type: 'abacus-numeral' | 'complement' | 'invalid'
}

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@@ -1,10 +0,0 @@
import { MemoryPairsGame } from './components/MemoryPairsGame'
import { MemoryPairsProvider } from './context/MemoryPairsContext'
export default function MatchingPage() {
return (
<MemoryPairsProvider>
<MemoryPairsGame />
</MemoryPairsProvider>
)
}

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@@ -1,194 +0,0 @@
import type { Difficulty, GameCard, GameType } from '../context/types'
// Utility function to generate unique random numbers
function generateUniqueNumbers(count: number, options: { min: number; max: number }): number[] {
const numbers = new Set<number>()
const { min, max } = options
while (numbers.size < count) {
const randomNum = Math.floor(Math.random() * (max - min + 1)) + min
numbers.add(randomNum)
}
return Array.from(numbers)
}
// Utility function to shuffle an array
function shuffleArray<T>(array: T[]): T[] {
const shuffled = [...array]
for (let i = shuffled.length - 1; i > 0; i--) {
const j = Math.floor(Math.random() * (i + 1))
;[shuffled[i], shuffled[j]] = [shuffled[j], shuffled[i]]
}
return shuffled
}
// Generate cards for abacus-numeral game mode
export function generateAbacusNumeralCards(pairs: Difficulty): GameCard[] {
// Generate unique numbers based on difficulty
// For easier games, use smaller numbers; for harder games, use larger ranges
const numberRanges: Record<Difficulty, { min: number; max: number }> = {
6: { min: 1, max: 50 }, // 6 pairs: 1-50
8: { min: 1, max: 100 }, // 8 pairs: 1-100
12: { min: 1, max: 200 }, // 12 pairs: 1-200
15: { min: 1, max: 300 }, // 15 pairs: 1-300
}
const range = numberRanges[pairs]
const numbers = generateUniqueNumbers(pairs, range)
const cards: GameCard[] = []
numbers.forEach((number) => {
// Abacus representation card
cards.push({
id: `abacus_${number}`,
type: 'abacus',
number,
matched: false,
})
// Numerical representation card
cards.push({
id: `number_${number}`,
type: 'number',
number,
matched: false,
})
})
return shuffleArray(cards)
}
// Generate cards for complement pairs game mode
export function generateComplementCards(pairs: Difficulty): GameCard[] {
// Define complement pairs for friends of 5 and friends of 10
const complementPairs = [
// Friends of 5
{ pair: [0, 5], targetSum: 5 as const },
{ pair: [1, 4], targetSum: 5 as const },
{ pair: [2, 3], targetSum: 5 as const },
// Friends of 10
{ pair: [0, 10], targetSum: 10 as const },
{ pair: [1, 9], targetSum: 10 as const },
{ pair: [2, 8], targetSum: 10 as const },
{ pair: [3, 7], targetSum: 10 as const },
{ pair: [4, 6], targetSum: 10 as const },
{ pair: [5, 5], targetSum: 10 as const },
// Additional pairs for higher difficulties
{ pair: [6, 4], targetSum: 10 as const },
{ pair: [7, 3], targetSum: 10 as const },
{ pair: [8, 2], targetSum: 10 as const },
{ pair: [9, 1], targetSum: 10 as const },
{ pair: [10, 0], targetSum: 10 as const },
// More challenging pairs (can be used for expert mode)
{ pair: [11, 9], targetSum: 20 as const },
{ pair: [12, 8], targetSum: 20 as const },
]
// Select the required number of complement pairs
const selectedPairs = complementPairs.slice(0, pairs)
const cards: GameCard[] = []
selectedPairs.forEach(({ pair: [num1, num2], targetSum }, index) => {
// First number in the pair
cards.push({
id: `comp1_${index}_${num1}`,
type: 'complement',
number: num1,
complement: num2,
targetSum,
matched: false,
})
// Second number in the pair
cards.push({
id: `comp2_${index}_${num2}`,
type: 'complement',
number: num2,
complement: num1,
targetSum,
matched: false,
})
})
return shuffleArray(cards)
}
// Main card generation function
export function generateGameCards(gameType: GameType, difficulty: Difficulty): GameCard[] {
switch (gameType) {
case 'abacus-numeral':
return generateAbacusNumeralCards(difficulty)
case 'complement-pairs':
return generateComplementCards(difficulty)
default:
throw new Error(`Unknown game type: ${gameType}`)
}
}
// Utility function to get responsive grid configuration based on difficulty and screen size
export function getGridConfiguration(difficulty: Difficulty) {
const configs: Record<
Difficulty,
{
totalCards: number
// Orientation-optimized responsive columns
mobileColumns: number // Portrait mobile
tabletColumns: number // Tablet
desktopColumns: number // Desktop/landscape
landscapeColumns: number // Landscape mobile/tablet
cardSize: { width: string; height: string }
gridTemplate: string
}
> = {
6: {
totalCards: 12,
mobileColumns: 3, // 3x4 grid in portrait
tabletColumns: 4, // 4x3 grid on tablet
desktopColumns: 4, // 4x3 grid on desktop
landscapeColumns: 6, // 6x2 grid in landscape
cardSize: { width: '140px', height: '180px' },
gridTemplate: 'repeat(3, 1fr)',
},
8: {
totalCards: 16,
mobileColumns: 3, // 3x6 grid in portrait (some spillover)
tabletColumns: 4, // 4x4 grid on tablet
desktopColumns: 4, // 4x4 grid on desktop
landscapeColumns: 6, // 6x3 grid in landscape (some spillover)
cardSize: { width: '120px', height: '160px' },
gridTemplate: 'repeat(3, 1fr)',
},
12: {
totalCards: 24,
mobileColumns: 3, // 3x8 grid in portrait
tabletColumns: 4, // 4x6 grid on tablet
desktopColumns: 6, // 6x4 grid on desktop
landscapeColumns: 6, // 6x4 grid in landscape (changed from 8x3)
cardSize: { width: '100px', height: '140px' },
gridTemplate: 'repeat(3, 1fr)',
},
15: {
totalCards: 30,
mobileColumns: 3, // 3x10 grid in portrait
tabletColumns: 5, // 5x6 grid on tablet
desktopColumns: 6, // 6x5 grid on desktop
landscapeColumns: 10, // 10x3 grid in landscape
cardSize: { width: '90px', height: '120px' },
gridTemplate: 'repeat(3, 1fr)',
},
}
return configs[difficulty]
}
// Generate a unique ID for cards
export function generateCardId(type: string, identifier: string | number): string {
return `${type}_${identifier}_${Date.now()}_${Math.random().toString(36).substr(2, 9)}`
}

View File

@@ -1,331 +0,0 @@
import type { GameStatistics, MemoryPairsState, Player } from '../context/types'
// Calculate final game score based on multiple factors
export function calculateFinalScore(
matchedPairs: number,
totalPairs: number,
moves: number,
gameTime: number,
difficulty: number,
gameMode: 'single' | 'two-player'
): number {
// Base score for completing pairs
const baseScore = matchedPairs * 100
// Efficiency bonus (fewer moves = higher bonus)
const idealMoves = totalPairs * 2 // Perfect game would be 2 moves per pair
const efficiency = idealMoves / Math.max(moves, idealMoves)
const efficiencyBonus = Math.round(baseScore * efficiency * 0.5)
// Time bonus (faster completion = higher bonus)
const timeInMinutes = gameTime / (1000 * 60)
const timeBonus = Math.max(0, Math.round((1000 * difficulty) / timeInMinutes))
// Difficulty multiplier
const difficultyMultiplier = 1 + (difficulty - 6) * 0.1
// Two-player mode bonus
const modeMultiplier = gameMode === 'two-player' ? 1.2 : 1.0
const finalScore = Math.round(
(baseScore + efficiencyBonus + timeBonus) * difficultyMultiplier * modeMultiplier
)
return Math.max(0, finalScore)
}
// Calculate star rating (1-5 stars) based on performance
export function calculateStarRating(
accuracy: number,
efficiency: number,
gameTime: number,
difficulty: number
): number {
// Normalize time score (assuming reasonable time ranges)
const expectedTime = difficulty * 30000 // 30 seconds per pair as baseline
const timeScore = Math.max(0, Math.min(100, (expectedTime / gameTime) * 100))
// Weighted average of different factors
const overallScore = accuracy * 0.4 + efficiency * 0.4 + timeScore * 0.2
// Convert to stars
if (overallScore >= 90) return 5
if (overallScore >= 80) return 4
if (overallScore >= 70) return 3
if (overallScore >= 60) return 2
return 1
}
// Get achievement badges based on performance
export interface Achievement {
id: string
name: string
description: string
icon: string
earned: boolean
}
export function getAchievements(
state: MemoryPairsState,
gameMode: 'single' | 'multiplayer'
): Achievement[] {
const { matchedPairs, totalPairs, moves, scores, gameStartTime, gameEndTime } = state
const accuracy = moves > 0 ? (matchedPairs / moves) * 100 : 0
const gameTime = gameStartTime && gameEndTime ? gameEndTime - gameStartTime : 0
const gameTimeInSeconds = gameTime / 1000
const achievements: Achievement[] = [
{
id: 'perfect_game',
name: 'Perfect Memory',
description: 'Complete a game with 100% accuracy',
icon: '🧠',
earned: matchedPairs === totalPairs && moves === totalPairs * 2,
},
{
id: 'speed_demon',
name: 'Speed Demon',
description: 'Complete a game in under 2 minutes',
icon: '⚡',
earned: gameTimeInSeconds > 0 && gameTimeInSeconds < 120 && matchedPairs === totalPairs,
},
{
id: 'accuracy_ace',
name: 'Accuracy Ace',
description: 'Achieve 90% accuracy or higher',
icon: '🎯',
earned: accuracy >= 90 && matchedPairs === totalPairs,
},
{
id: 'marathon_master',
name: 'Marathon Master',
description: 'Complete the hardest difficulty (15 pairs)',
icon: '🏃',
earned: totalPairs === 15 && matchedPairs === totalPairs,
},
{
id: 'complement_champion',
name: 'Complement Champion',
description: 'Master complement pairs mode',
icon: '🤝',
earned:
state.gameType === 'complement-pairs' && matchedPairs === totalPairs && accuracy >= 85,
},
{
id: 'two_player_triumph',
name: 'Two-Player Triumph',
description: 'Win a two-player game',
icon: '👥',
earned:
gameMode === 'multiplayer' &&
matchedPairs === totalPairs &&
Object.keys(scores).length > 1 &&
Math.max(...Object.values(scores)) > 0,
},
{
id: 'shutout_victory',
name: 'Shutout Victory',
description: 'Win a two-player game without opponent scoring',
icon: '🛡️',
earned:
gameMode === 'multiplayer' &&
matchedPairs === totalPairs &&
Object.values(scores).some((score) => score === totalPairs) &&
Object.values(scores).some((score) => score === 0),
},
{
id: 'comeback_kid',
name: 'Comeback Kid',
description: 'Win after being behind by 3+ points',
icon: '🔄',
earned: false, // This would need more complex tracking during the game
},
{
id: 'first_timer',
name: 'First Timer',
description: 'Complete your first game',
icon: '🌟',
earned: matchedPairs === totalPairs,
},
{
id: 'consistency_king',
name: 'Consistency King',
description: 'Achieve 80%+ accuracy in 5 consecutive games',
icon: '👑',
earned: false, // This would need persistent game history
},
]
return achievements
}
// Get performance metrics and analysis
export function getPerformanceAnalysis(state: MemoryPairsState): {
statistics: GameStatistics
grade: 'A+' | 'A' | 'B+' | 'B' | 'C+' | 'C' | 'D' | 'F'
strengths: string[]
improvements: string[]
starRating: number
} {
const { matchedPairs, totalPairs, moves, difficulty, gameStartTime, gameEndTime } = state
const gameTime = gameStartTime && gameEndTime ? gameEndTime - gameStartTime : 0
// Calculate statistics
const accuracy = moves > 0 ? (matchedPairs / moves) * 100 : 0
const averageTimePerMove = moves > 0 ? gameTime / moves : 0
const statistics: GameStatistics = {
totalMoves: moves,
matchedPairs,
totalPairs,
gameTime,
accuracy,
averageTimePerMove,
}
// Calculate efficiency (ideal vs actual moves)
const idealMoves = totalPairs * 2
const efficiency = (idealMoves / Math.max(moves, idealMoves)) * 100
// Determine grade
let grade: 'A+' | 'A' | 'B+' | 'B' | 'C+' | 'C' | 'D' | 'F' = 'F'
if (accuracy >= 95 && efficiency >= 90) grade = 'A+'
else if (accuracy >= 90 && efficiency >= 85) grade = 'A'
else if (accuracy >= 85 && efficiency >= 80) grade = 'B+'
else if (accuracy >= 80 && efficiency >= 75) grade = 'B'
else if (accuracy >= 75 && efficiency >= 70) grade = 'C+'
else if (accuracy >= 70 && efficiency >= 65) grade = 'C'
else if (accuracy >= 60 && efficiency >= 50) grade = 'D'
// Calculate star rating
const starRating = calculateStarRating(accuracy, efficiency, gameTime, difficulty)
// Analyze strengths and areas for improvement
const strengths: string[] = []
const improvements: string[] = []
if (accuracy >= 90) {
strengths.push('Excellent memory and pattern recognition')
} else if (accuracy < 70) {
improvements.push('Focus on remembering card positions more carefully')
}
if (efficiency >= 85) {
strengths.push('Very efficient with minimal unnecessary moves')
} else if (efficiency < 60) {
improvements.push('Try to reduce random guessing and use memory strategies')
}
const avgTimePerMoveSeconds = averageTimePerMove / 1000
if (avgTimePerMoveSeconds < 3) {
strengths.push('Quick decision making')
} else if (avgTimePerMoveSeconds > 8) {
improvements.push('Practice to improve decision speed')
}
if (difficulty >= 12) {
strengths.push('Tackled challenging difficulty levels')
}
if (state.gameType === 'complement-pairs' && accuracy >= 80) {
strengths.push('Strong mathematical complement skills')
}
// Fallback messages
if (strengths.length === 0) {
strengths.push('Keep practicing to improve your skills!')
}
if (improvements.length === 0) {
improvements.push('Great job! Continue challenging yourself with harder difficulties.')
}
return {
statistics,
grade,
strengths,
improvements,
starRating,
}
}
// Format time duration for display
export function formatGameTime(milliseconds: number): string {
const seconds = Math.floor(milliseconds / 1000)
const minutes = Math.floor(seconds / 60)
const remainingSeconds = seconds % 60
if (minutes > 0) {
return `${minutes}:${remainingSeconds.toString().padStart(2, '0')}`
}
return `${remainingSeconds}s`
}
// Get two-player game winner
// @deprecated Use getMultiplayerWinner instead which supports N players
export function getTwoPlayerWinner(
state: MemoryPairsState,
activePlayers: Player[]
): {
winner: Player | 'tie'
winnerScore: number
loserScore: number
margin: number
} {
const { scores } = state
const [player1, player2] = activePlayers
if (!player1 || !player2) {
throw new Error('getTwoPlayerWinner requires at least 2 active players')
}
const score1 = scores[player1] || 0
const score2 = scores[player2] || 0
if (score1 > score2) {
return {
winner: player1,
winnerScore: score1,
loserScore: score2,
margin: score1 - score2,
}
} else if (score2 > score1) {
return {
winner: player2,
winnerScore: score2,
loserScore: score1,
margin: score2 - score1,
}
} else {
return {
winner: 'tie',
winnerScore: score1,
loserScore: score2,
margin: 0,
}
}
}
// Get multiplayer game winner (supports N players)
export function getMultiplayerWinner(
state: MemoryPairsState,
activePlayers: Player[]
): {
winners: Player[]
winnerScore: number
scores: { [playerId: string]: number }
isTie: boolean
} {
const { scores } = state
// Find the highest score
const maxScore = Math.max(...activePlayers.map((playerId) => scores[playerId] || 0))
// Find all players with the highest score
const winners = activePlayers.filter((playerId) => (scores[playerId] || 0) === maxScore)
return {
winners,
winnerScore: maxScore,
scores,
isTie: winners.length > 1,
}
}

View File

@@ -1,222 +0,0 @@
import type { GameCard, MatchValidationResult } from '../context/types'
// Validate abacus-numeral match (abacus card matches with number card of same value)
export function validateAbacusNumeralMatch(
card1: GameCard,
card2: GameCard
): MatchValidationResult {
// Both cards must have the same number
if (card1.number !== card2.number) {
return {
isValid: false,
reason: 'Numbers do not match',
type: 'invalid',
}
}
// Cards must be different types (one abacus, one number)
if (card1.type === card2.type) {
return {
isValid: false,
reason: 'Both cards are the same type',
type: 'invalid',
}
}
// One must be abacus, one must be number
const hasAbacus = card1.type === 'abacus' || card2.type === 'abacus'
const hasNumber = card1.type === 'number' || card2.type === 'number'
if (!hasAbacus || !hasNumber) {
return {
isValid: false,
reason: 'Must match abacus with number representation',
type: 'invalid',
}
}
// Neither should be complement type for this game mode
if (card1.type === 'complement' || card2.type === 'complement') {
return {
isValid: false,
reason: 'Complement cards not valid in abacus-numeral mode',
type: 'invalid',
}
}
return {
isValid: true,
type: 'abacus-numeral',
}
}
// Validate complement match (two numbers that add up to target sum)
export function validateComplementMatch(card1: GameCard, card2: GameCard): MatchValidationResult {
// Both cards must be complement type
if (card1.type !== 'complement' || card2.type !== 'complement') {
return {
isValid: false,
reason: 'Both cards must be complement type',
type: 'invalid',
}
}
// Both cards must have the same target sum
if (card1.targetSum !== card2.targetSum) {
return {
isValid: false,
reason: 'Cards have different target sums',
type: 'invalid',
}
}
// Check if the numbers are actually complements
if (!card1.complement || !card2.complement) {
return {
isValid: false,
reason: 'Complement information missing',
type: 'invalid',
}
}
// Verify the complement relationship
if (card1.number !== card2.complement || card2.number !== card1.complement) {
return {
isValid: false,
reason: 'Numbers are not complements of each other',
type: 'invalid',
}
}
// Verify the sum equals the target
const sum = card1.number + card2.number
if (sum !== card1.targetSum) {
return {
isValid: false,
reason: `Sum ${sum} does not equal target ${card1.targetSum}`,
type: 'invalid',
}
}
return {
isValid: true,
type: 'complement',
}
}
// Main validation function that determines which validation to use
export function validateMatch(card1: GameCard, card2: GameCard): MatchValidationResult {
// Cannot match the same card with itself
if (card1.id === card2.id) {
return {
isValid: false,
reason: 'Cannot match card with itself',
type: 'invalid',
}
}
// Cannot match already matched cards
if (card1.matched || card2.matched) {
return {
isValid: false,
reason: 'Cannot match already matched cards',
type: 'invalid',
}
}
// Determine which type of match to validate based on card types
const hasComplement = card1.type === 'complement' || card2.type === 'complement'
if (hasComplement) {
// If either card is complement type, use complement validation
return validateComplementMatch(card1, card2)
} else {
// Otherwise, use abacus-numeral validation
return validateAbacusNumeralMatch(card1, card2)
}
}
// Helper function to check if a card can be flipped
export function canFlipCard(
card: GameCard,
flippedCards: GameCard[],
isProcessingMove: boolean
): boolean {
// Cannot flip if processing a move
if (isProcessingMove) return false
// Cannot flip already matched cards
if (card.matched) return false
// Cannot flip if already flipped
if (flippedCards.some((c) => c.id === card.id)) return false
// Cannot flip if two cards are already flipped
if (flippedCards.length >= 2) return false
return true
}
// Get hint for what kind of match the player should look for
export function getMatchHint(card: GameCard): string {
switch (card.type) {
case 'abacus':
return `Find the number ${card.number}`
case 'number':
return `Find the abacus showing ${card.number}`
case 'complement':
if (card.complement !== undefined && card.targetSum !== undefined) {
return `Find ${card.complement} to make ${card.targetSum}`
}
return 'Find the matching complement'
default:
return 'Find the matching card'
}
}
// Calculate match score based on difficulty and time
export function calculateMatchScore(
difficulty: number,
timeForMatch: number,
isComplementMatch: boolean
): number {
const baseScore = isComplementMatch ? 15 : 10 // Complement matches worth more
const difficultyMultiplier = difficulty / 6 // Scale with difficulty
const timeBonus = Math.max(0, (10000 - timeForMatch) / 1000) // Bonus for speed
return Math.round(baseScore * difficultyMultiplier + timeBonus)
}
// Analyze game performance
export function analyzeGamePerformance(
totalMoves: number,
matchedPairs: number,
totalPairs: number,
gameTime: number
): {
accuracy: number
efficiency: number
averageTimePerMove: number
grade: 'A' | 'B' | 'C' | 'D' | 'F'
} {
const accuracy = totalMoves > 0 ? (matchedPairs / totalMoves) * 100 : 0
const efficiency = totalPairs > 0 ? (matchedPairs / (totalPairs * 2)) * 100 : 0 // Ideal is 100% (each pair found in 2 moves)
const averageTimePerMove = totalMoves > 0 ? gameTime / totalMoves : 0
// Calculate grade based on accuracy and efficiency
let grade: 'A' | 'B' | 'C' | 'D' | 'F' = 'F'
if (accuracy >= 90 && efficiency >= 80) grade = 'A'
else if (accuracy >= 80 && efficiency >= 70) grade = 'B'
else if (accuracy >= 70 && efficiency >= 60) grade = 'C'
else if (accuracy >= 60 && efficiency >= 50) grade = 'D'
return {
accuracy,
efficiency,
averageTimePerMove,
grade,
}
}

View File

@@ -1,6 +1,6 @@
'use client'
import { type ReactNode, useCallback, useEffect, useMemo } from 'react'
import { type ReactNode, useCallback, useEffect, useMemo, createContext, useContext } from 'react'
import { useArcadeSession } from '@/hooks/useArcadeSession'
import { useRoomData, useUpdateGameConfig } from '@/hooks/useRoomData'
import { useViewerId } from '@/hooks/useViewerId'
@@ -9,13 +9,15 @@ import {
buildPlayerOwnershipFromRoomData,
} from '@/lib/arcade/player-ownership.client'
import type { GameMove } from '@/lib/arcade/validation'
import { useGameMode } from '../../../../contexts/GameModeContext'
import { generateGameCards } from '../utils/cardGeneration'
import { MemoryPairsContext } from './MemoryPairsContext'
import type { GameMode, GameStatistics, MemoryPairsContextValue, MemoryPairsState } from './types'
import { useGameMode } from '@/contexts/GameModeContext'
import { generateGameCards } from './utils/cardGeneration'
import type { GameMode, GameStatistics, MatchingContextValue, MatchingState, MatchingMove } from './types'
// Create context for Matching game
const MatchingContext = createContext<MatchingContextValue | null>(null)
// Initial state
const initialState: MemoryPairsState = {
const initialState: MatchingState = {
cards: [],
gameCards: [],
flippedCards: [],
@@ -51,26 +53,27 @@ const initialState: MemoryPairsState = {
* Optimistic move application (client-side prediction)
* The server will validate and send back the authoritative state
*/
function applyMoveOptimistically(state: MemoryPairsState, move: GameMove): MemoryPairsState {
switch (move.type) {
function applyMoveOptimistically(state: MatchingState, move: GameMove): MatchingState {
const typedMove = move as MatchingMove
switch (typedMove.type) {
case 'START_GAME':
// Generate cards and initialize game
return {
...state,
gamePhase: 'playing',
gameCards: move.data.cards,
cards: move.data.cards,
gameCards: typedMove.data.cards,
cards: typedMove.data.cards,
flippedCards: [],
matchedPairs: 0,
moves: 0,
scores: move.data.activePlayers.reduce((acc: any, p: string) => ({ ...acc, [p]: 0 }), {}),
consecutiveMatches: move.data.activePlayers.reduce(
scores: typedMove.data.activePlayers.reduce((acc: any, p: string) => ({ ...acc, [p]: 0 }), {}),
consecutiveMatches: typedMove.data.activePlayers.reduce(
(acc: any, p: string) => ({ ...acc, [p]: 0 }),
{}
),
activePlayers: move.data.activePlayers,
playerMetadata: move.data.playerMetadata || {}, // Include player metadata
currentPlayer: move.data.activePlayers[0] || '',
activePlayers: typedMove.data.activePlayers,
playerMetadata: typedMove.data.playerMetadata || {}, // Include player metadata
currentPlayer: typedMove.data.activePlayers[0] || '',
gameStartTime: Date.now(),
gameEndTime: null,
currentMoveStartTime: Date.now(),
@@ -94,7 +97,7 @@ function applyMoveOptimistically(state: MemoryPairsState, move: GameMove): Memor
const gameCards = state.gameCards || []
const flippedCards = state.flippedCards || []
const card = gameCards.find((c) => c.id === move.data.cardId)
const card = gameCards.find((c) => c.id === typedMove.data.cardId)
if (!card) return state
const newFlippedCards = [...flippedCards, card]
@@ -173,7 +176,7 @@ function applyMoveOptimistically(state: MemoryPairsState, move: GameMove): Memor
case 'SET_CONFIG': {
// Update configuration field optimistically
const { field, value } = move.data as { field: string; value: any }
const { field, value } = typedMove.data
const clearPausedGame = !!state.pausedGamePhase
return {
@@ -223,7 +226,7 @@ function applyMoveOptimistically(state: MemoryPairsState, move: GameMove): Memor
...state,
playerHovers: {
...state.playerHovers,
[move.playerId]: move.data.cardId,
[typedMove.playerId]: typedMove.data.cardId,
},
}
}
@@ -236,14 +239,14 @@ function applyMoveOptimistically(state: MemoryPairsState, move: GameMove): Memor
// Provider component for ROOM-BASED play (with network sync)
// NOTE: This provider should ONLY be used for room-based multiplayer games.
// For arcade sessions without rooms, use LocalMemoryPairsProvider instead.
export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
export function MatchingProvider({ children }: { children: ReactNode }) {
const { data: viewerId } = useViewerId()
const { roomData } = useRoomData() // Fetch room data for room-based play
const { activePlayerCount, activePlayers: activePlayerIds, players } = useGameMode()
const { mutate: updateGameConfig } = useUpdateGameConfig()
// Get active player IDs directly as strings (UUIDs)
const activePlayers = Array.from(activePlayerIds)
const activePlayers = Array.from(activePlayerIds) as string[]
// Derive game mode from active player count
const gameMode = activePlayerCount > 1 ? 'multiplayer' : 'single'
@@ -251,7 +254,7 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
// Track roomData.gameConfig changes
useEffect(() => {
console.log(
'[RoomMemoryPairsProvider] roomData.gameConfig changed:',
'[MatchingProvider] roomData.gameConfig changed:',
JSON.stringify(
{
gameConfig: roomData?.gameConfig,
@@ -269,7 +272,7 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
const mergedInitialState = useMemo(() => {
const gameConfig = roomData?.gameConfig as Record<string, any> | null | undefined
console.log(
'[RoomMemoryPairsProvider] Loading settings from database:',
'[MatchingProvider] Loading settings from database:',
JSON.stringify(
{
gameConfig,
@@ -281,19 +284,19 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
)
if (!gameConfig) {
console.log('[RoomMemoryPairsProvider] No gameConfig, using initialState')
console.log('[MatchingProvider] No gameConfig, using initialState')
return initialState
}
// Get settings for this specific game (matching)
const savedConfig = gameConfig.matching as Record<string, any> | null | undefined
console.log(
'[RoomMemoryPairsProvider] Saved config for matching:',
'[MatchingProvider] Saved config for matching:',
JSON.stringify(savedConfig, null, 2)
)
if (!savedConfig) {
console.log('[RoomMemoryPairsProvider] No saved config for matching, using initialState')
console.log('[MatchingProvider] No saved config for matching, using initialState')
return initialState
}
@@ -305,7 +308,7 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
turnTimer: savedConfig.turnTimer ?? initialState.turnTimer,
}
console.log(
'[RoomMemoryPairsProvider] Merged state:',
'[MatchingProvider] Merged state:',
JSON.stringify(
{
gameType: merged.gameType,
@@ -326,7 +329,7 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
sendMove,
connected: _connected,
exitSession,
} = useArcadeSession<MemoryPairsState>({
} = useArcadeSession<MatchingState>({
userId: viewerId || '',
roomId: roomData?.id, // CRITICAL: Pass roomId for network sync across room members
initialState: mergedInitialState,
@@ -479,7 +482,7 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
const playerOwnership = buildPlayerOwnershipFromRoomData(roomData)
// Use centralized utility to build metadata
return buildPlayerMetadataUtil(playerIds, playerOwnership, players, viewerId)
return buildPlayerMetadataUtil(playerIds, playerOwnership, players, viewerId ?? undefined)
},
[players, roomData, viewerId]
)
@@ -488,7 +491,7 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
const startGame = useCallback(() => {
// Must have at least one active player
if (activePlayers.length === 0) {
console.error('[RoomMemoryPairs] Cannot start game without active players')
console.error('[MatchingProvider] Cannot start game without active players')
return
}
@@ -499,7 +502,7 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
// Use current session state configuration (no local state!)
const cards = generateGameCards(state.gameType, state.difficulty)
// Use first active player as playerId for START_GAME move
const firstPlayer = activePlayers[0]
const firstPlayer = activePlayers[0] as string
sendMove({
type: 'START_GAME',
playerId: firstPlayer,
@@ -543,7 +546,7 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
const resetGame = useCallback(() => {
// Must have at least one active player
if (activePlayers.length === 0) {
console.error('[RoomMemoryPairs] Cannot reset game without active players')
console.error('[MatchingProvider] Cannot reset game without active players')
return
}
@@ -553,7 +556,7 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
// Use current session state configuration (no local state!)
const cards = generateGameCards(state.gameType, state.difficulty)
// Use first active player as playerId for START_GAME move
const firstPlayer = activePlayers[0]
const firstPlayer = activePlayers[0] as string
sendMove({
type: 'START_GAME',
playerId: firstPlayer,
@@ -568,10 +571,10 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
const setGameType = useCallback(
(gameType: typeof state.gameType) => {
console.log('[RoomMemoryPairsProvider] setGameType called:', gameType)
console.log('[MatchingProvider] setGameType called:', gameType)
// Use first active player as playerId, or empty string if none
const playerId = activePlayers[0] || ''
const playerId = (activePlayers[0] as string) || ''
sendMove({
type: 'SET_CONFIG',
playerId,
@@ -592,7 +595,7 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
},
}
console.log(
'[RoomMemoryPairsProvider] Saving gameType to database:',
'[MatchingProvider] Saving gameType to database:',
JSON.stringify(
{
roomId: roomData.id,
@@ -607,7 +610,7 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
gameConfig: updatedConfig,
})
} else {
console.warn('[RoomMemoryPairsProvider] Cannot save gameType - no roomData.id')
console.warn('[MatchingProvider] Cannot save gameType - no roomData.id')
}
},
[activePlayers, sendMove, viewerId, roomData?.id, roomData?.gameConfig, updateGameConfig]
@@ -615,9 +618,9 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
const setDifficulty = useCallback(
(difficulty: typeof state.difficulty) => {
console.log('[RoomMemoryPairsProvider] setDifficulty called:', difficulty)
console.log('[MatchingProvider] setDifficulty called:', difficulty)
const playerId = activePlayers[0] || ''
const playerId = (activePlayers[0] as string) || ''
sendMove({
type: 'SET_CONFIG',
playerId,
@@ -638,7 +641,7 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
},
}
console.log(
'[RoomMemoryPairsProvider] Saving difficulty to database:',
'[MatchingProvider] Saving difficulty to database:',
JSON.stringify(
{
roomId: roomData.id,
@@ -653,7 +656,7 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
gameConfig: updatedConfig,
})
} else {
console.warn('[RoomMemoryPairsProvider] Cannot save difficulty - no roomData.id')
console.warn('[MatchingProvider] Cannot save difficulty - no roomData.id')
}
},
[activePlayers, sendMove, viewerId, roomData?.id, roomData?.gameConfig, updateGameConfig]
@@ -661,9 +664,9 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
const setTurnTimer = useCallback(
(turnTimer: typeof state.turnTimer) => {
console.log('[RoomMemoryPairsProvider] setTurnTimer called:', turnTimer)
console.log('[MatchingProvider] setTurnTimer called:', turnTimer)
const playerId = activePlayers[0] || ''
const playerId = (activePlayers[0] as string) || ''
sendMove({
type: 'SET_CONFIG',
playerId,
@@ -684,7 +687,7 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
},
}
console.log(
'[RoomMemoryPairsProvider] Saving turnTimer to database:',
'[MatchingProvider] Saving turnTimer to database:',
JSON.stringify(
{
roomId: roomData.id,
@@ -699,7 +702,7 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
gameConfig: updatedConfig,
})
} else {
console.warn('[RoomMemoryPairsProvider] Cannot save turnTimer - no roomData.id')
console.warn('[MatchingProvider] Cannot save turnTimer - no roomData.id')
}
},
[activePlayers, sendMove, viewerId, roomData?.id, roomData?.gameConfig, updateGameConfig]
@@ -707,7 +710,7 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
const goToSetup = useCallback(() => {
// Send GO_TO_SETUP move - synchronized across all room members
const playerId = activePlayers[0] || state.currentPlayer || ''
const playerId = (activePlayers[0] as string) || state.currentPlayer || ''
sendMove({
type: 'GO_TO_SETUP',
playerId,
@@ -719,11 +722,11 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
const resumeGame = useCallback(() => {
// PAUSE/RESUME: Resume paused game if config unchanged
if (!canResumeGame) {
console.warn('[RoomMemoryPairs] Cannot resume - no paused game or config changed')
console.warn('[MatchingProvider] Cannot resume - no paused game or config changed')
return
}
const playerId = activePlayers[0] || state.currentPlayer || ''
const playerId = (activePlayers[0] as string) || state.currentPlayer || ''
sendMove({
type: 'RESUME_GAME',
playerId,
@@ -736,7 +739,7 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
(cardId: string | null) => {
// HOVER: Send hover state for networked presence
// Use current player as the one hovering
const playerId = state.currentPlayer || activePlayers[0] || ''
const playerId = state.currentPlayer || (activePlayers[0] as string) || ''
if (!playerId) return // No active player to send hover for
sendMove({
@@ -750,7 +753,7 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
)
// NO MORE effectiveState merging! Just use session state directly with gameMode added
const effectiveState = { ...state, gameMode } as MemoryPairsState & {
const effectiveState = { ...state, gameMode } as MatchingState & {
gameMode: GameMode
}
@@ -848,7 +851,7 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
)
}
const contextValue: MemoryPairsContextValue = {
const contextValue: MatchingContextValue = {
state: effectiveState,
dispatch: () => {
// No-op - replaced with sendMove
@@ -873,8 +876,14 @@ export function RoomMemoryPairsProvider({ children }: { children: ReactNode }) {
activePlayers,
}
return <MemoryPairsContext.Provider value={contextValue}>{children}</MemoryPairsContext.Provider>
return <MatchingContext.Provider value={contextValue}>{children}</MatchingContext.Provider>
}
// Export the hook for this provider
export { useMemoryPairs } from './MemoryPairsContext'
export function useMatching() {
const context = useContext(MatchingContext)
if (!context) {
throw new Error('useMatching must be used within MatchingProvider')
}
return context
}

View File

@@ -2,8 +2,8 @@
import emojiData from 'emojibase-data/en/data.json'
import { useMemo, useState } from 'react'
import { css } from '../../../../../styled-system/css'
import { PLAYER_EMOJIS } from '../../../../constants/playerEmojis'
import { css } from '../../../../styled-system/css'
import { PLAYER_EMOJIS } from '@/constants/playerEmojis'
// Proper TypeScript interface for emojibase-data structure
interface EmojibaseEmoji {

View File

@@ -1,9 +1,9 @@
'use client'
import { AbacusReact, useAbacusConfig } from '@soroban/abacus-react'
import { css } from '../../../../../styled-system/css'
import { useGameMode } from '../../../../contexts/GameModeContext'
import type { GameCardProps } from '../context/types'
import { css } from '../../../../styled-system/css'
import { useGameMode } from '@/contexts/GameModeContext'
import type { GameCardProps } from '../types'
export function GameCard({ card, isFlipped, isMatched, onClick, disabled = false }: GameCardProps) {
const appConfig = useAbacusConfig()

View File

@@ -3,13 +3,13 @@
import { useMemo } from 'react'
import { useViewerId } from '@/hooks/useViewerId'
import { MemoryGrid } from '@/components/matching/MemoryGrid'
import { css } from '../../../../../styled-system/css'
import { useMemoryPairs } from '../context/MemoryPairsContext'
import { css } from '../../../../styled-system/css'
import { useMatching } from '../Provider'
import { getGridConfiguration } from '../utils/cardGeneration'
import { GameCard } from './GameCard'
export function GamePhase() {
const { state, flipCard, hoverCard, gameMode } = useMemoryPairs()
const { state, flipCard, hoverCard, gameMode } = useMatching()
const { data: viewerId } = useViewerId()
const gridConfig = useMemo(() => getGridConfiguration(state.difficulty), [state.difficulty])

View File

@@ -3,17 +3,17 @@
import { useRouter } from 'next/navigation'
import { useEffect, useRef } from 'react'
import { PageWithNav } from '@/components/PageWithNav'
import { css } from '../../../../../styled-system/css'
import { StandardGameLayout } from '../../../../components/StandardGameLayout'
import { useFullscreen } from '../../../../contexts/FullscreenContext'
import { useMemoryPairs } from '../context/MemoryPairsContext'
import { css } from '../../../../styled-system/css'
import { StandardGameLayout } from '@/components/StandardGameLayout'
import { useFullscreen } from '@/contexts/FullscreenContext'
import { useMatching } from '../Provider'
import { GamePhase } from './GamePhase'
import { ResultsPhase } from './ResultsPhase'
import { SetupPhase } from './SetupPhase'
export function MemoryPairsGame() {
const router = useRouter()
const { state, exitSession, resetGame, goToSetup } = useMemoryPairs()
const { state, exitSession, resetGame, goToSetup } = useMatching()
const { setFullscreenElement } = useFullscreen()
const gameRef = useRef<HTMLDivElement>(null)

View File

@@ -1,16 +1,16 @@
'use client'
import { useViewerId } from '@/hooks/useViewerId'
import { css } from '../../../../../styled-system/css'
import { gamePlurals } from '../../../../utils/pluralization'
import { useMemoryPairs } from '../context/MemoryPairsContext'
import { css } from '../../../../styled-system/css'
import { gamePlurals } from '@/utils/pluralization'
import { useMatching } from '../Provider'
interface PlayerStatusBarProps {
className?: string
}
export function PlayerStatusBar({ className }: PlayerStatusBarProps) {
const { state } = useMemoryPairs()
const { state } = useMatching()
const { data: viewerId } = useViewerId()
// Get active players from game state (not GameModeContext)

View File

@@ -1,14 +1,14 @@
'use client'
import { useRouter } from 'next/navigation'
import { css } from '../../../../../styled-system/css'
import { useGameMode } from '../../../../contexts/GameModeContext'
import { useMemoryPairs } from '../context/MemoryPairsContext'
import { css } from '../../../../styled-system/css'
import { useGameMode } from '@/contexts/GameModeContext'
import { useMatching } from '../Provider'
import { formatGameTime, getMultiplayerWinner, getPerformanceAnalysis } from '../utils/gameScoring'
export function ResultsPhase() {
const router = useRouter()
const { state, resetGame, activePlayers, gameMode, exitSession } = useMemoryPairs()
const { state, resetGame, activePlayers, gameMode, exitSession } = useMatching()
const { players: playerMap, activePlayers: activePlayerIds } = useGameMode()
// Get active player data array

View File

@@ -1,9 +1,9 @@
'use client'
import { useState } from 'react'
import { css } from '../../../../../styled-system/css'
import { useGameMode } from '../../../../contexts/GameModeContext'
import { useMemoryPairs } from '../context/MemoryPairsContext'
import { css } from '../../../../styled-system/css'
import { useGameMode } from '@/contexts/GameModeContext'
import { useMatching } from '../Provider'
// Add bounce animation for the start button
const bounceAnimation = `
@@ -39,7 +39,7 @@ export function SetupPhase() {
canResumeGame,
hasConfigChanged,
activePlayers: _activePlayers,
} = useMemoryPairs()
} = useMatching()
const { activePlayerCount, gameMode: _globalGameMode } = useGameMode()

View File

@@ -0,0 +1,11 @@
/**
* Matching Pairs Battle - Components
*/
export { MemoryPairsGame } from './MemoryPairsGame'
export { SetupPhase } from './SetupPhase'
export { GamePhase } from './GamePhase'
export { ResultsPhase } from './ResultsPhase'
export { GameCard } from './GameCard'
export { PlayerStatusBar } from './PlayerStatusBar'
export { EmojiPicker } from './EmojiPicker'

View File

@@ -144,6 +144,42 @@ export interface MatchingState extends GameState {
// For backwards compatibility with existing code
export type MemoryPairsState = MatchingState
// ============================================================================
// Context Value
// ============================================================================
/**
* Context value for the matching game provider
* Exposes state and action creators to components
*/
export interface MatchingContextValue {
state: MatchingState & { gameMode: GameMode }
dispatch: React.Dispatch<any> // Deprecated - use action creators instead
// Computed values
isGameActive: boolean
canFlipCard: (cardId: string) => boolean
currentGameStatistics: GameStatistics
gameMode: GameMode
activePlayers: Player[]
// Pause/Resume
hasConfigChanged: boolean
canResumeGame: boolean
// Actions
startGame: () => void
flipCard: (cardId: string) => void
resetGame: () => void
setGameType: (type: GameType) => void
setDifficulty: (difficulty: Difficulty) => void
setTurnTimer: (timer: number) => void
goToSetup: () => void
resumeGame: () => void
hoverCard: (cardId: string | null) => void
exitSession: () => void
}
// ============================================================================
// Game Moves (SDK-compatible)
// ============================================================================

View File

@@ -1,5 +1,5 @@
import { useEffect, useRef, useState } from 'react'
import { EmojiPicker } from '../../app/games/matching/components/EmojiPicker'
import { EmojiPicker } from '@/arcade-games/matching/components/EmojiPicker'
import { useGameMode } from '../../contexts/GameModeContext'
import { generateUniquePlayerName } from '../../utils/playerNames'

View File

@@ -1,6 +1,6 @@
import { eq } from 'drizzle-orm'
import { afterEach, beforeEach, describe, expect, it } from 'vitest'
import type { MemoryPairsState } from '@/app/games/matching/context/types'
import type { MemoryPairsState } from '@/arcade-games/matching/types'
import { db, schema } from '@/db'
import {
applyGameMove,

View File

@@ -3,9 +3,9 @@
* Validates all game moves and state transitions
*/
import type { GameCard, MemoryPairsState, Player } from '@/app/games/matching/context/types'
import { generateGameCards } from '@/app/games/matching/utils/cardGeneration'
import { canFlipCard, validateMatch } from '@/app/games/matching/utils/matchValidation'
import type { GameCard, MemoryPairsState, Player } from '@/arcade-games/matching/types'
import { generateGameCards } from '@/arcade-games/matching/utils/cardGeneration'
import { canFlipCard, validateMatch } from '@/arcade-games/matching/utils/matchValidation'
import type { MatchingGameConfig } from '@/lib/arcade/game-configs'
import type { GameValidator, MatchingGameMove, ValidationResult } from './types'

View File

@@ -3,7 +3,7 @@
* Used on both client and server for arcade session validation
*/
import type { MemoryPairsState } from '@/app/games/matching/context/types'
import type { MemoryPairsState } from '@/arcade-games/matching/types'
import type { MemoryQuizState as SorobanQuizState } from '@/arcade-games/memory-quiz/types'
/**