Root cause: When all cards are in the correct order, both prefix AND
suffix contain all cards. The auto-arrange logic tried to position
all 15 cards in a row, resulting in positions > 100% (e.g., card 14
at 229%). Server rejected these invalid positions, causing the effect
to loop infinitely.
Fix:
1. Detect when prefix/suffix overlap (all cards correct) and skip
auto-arrange entirely
2. Add viewport boundary checks - only arrange cards if they fit
within 0-100% range
3. Add detailed logging to show when/why auto-arrange is skipped
The logs revealed:
- "Move rejected: x must be between 0 and 100" errors
- Loop count hitting 230+ iterations
- All 15 cards being marked as both prefix AND suffix
- Position calculations exceeding 229%
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Add strategic console logging to debug the infinite loop issue:
- Track loop count with useRef
- Only log after 10 iterations and throttle to once per second
- Log prefix/suffix card counts and position changes
- Shows which cards need updates and why
This will help diagnose why the tolerance-based comparison
isn't preventing the infinite loop.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
When all cards are in correct order, they're in both prefix AND suffix,
causing the auto-arrange effect to trigger infinitely due to floating
point precision issues in position comparisons.
Fix: Use tolerance-based comparison (0.1%) instead of strict equality
when checking if card positions have changed.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Cards in the correct prefix or suffix are now locked and cannot be
dragged, preventing state thrashing when trying to move them.
**Changes:**
1. **Added isCardLocked() helper:**
- Checks if a card is part of the correct prefix or suffix
- Uses same logic as visual feedback (prefix/suffix detection)
2. **Updated handlePointerDown:**
- Early return if isCardLocked(cardId) is true
- Prevents drag initialization for locked cards
3. **Updated AnimatedCard component:**
- Added isLocked prop
- Cursor changes to 'not-allowed' for locked cards
- Visual indication that cards cannot be moved
**User experience:**
- Locked cards show 'not-allowed' cursor on hover
- Attempting to drag does nothing (no state changes)
- Clear feedback that these cards are finalized
- Prevents accidental disruption of correctly placed cards
- No more state thrashing when clicking on arranged cards
**Example:**
With sequence [10, 20, 30, 50, 40] and correct order [10, 20, 30, 40, 50]:
- Cards 10, 20, 30 are locked (correct prefix)
- Only cards 50 and 40 can be dragged
- Trying to drag card 10 shows 'not-allowed' cursor and does nothing
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Cards in the correct prefix and suffix now automatically arrange themselves:
- Prefix cards: top-left corner, side by side, left to right
- Suffix cards: bottom-right corner, side by side, right to left
**Arrangement details:**
- Cards positioned at 5% margin from edges
- 2% spacing between adjacent cards
- No rotation (perfectly aligned)
- Higher z-index (1000+) so they layer on top
- Smooth spring animation as they move into position
**How it works:**
1. Find prefix cards (positions 0,1,2... all matching correct order)
2. Find suffix cards (positions ...n-2,n-1,n all matching correct order)
3. Calculate positions for organized layout
4. Update card states and sync to server
5. React-spring animates the cards smoothly to their new positions
**Example with correct order [10, 20, 30, 40, 50]:**
- Sequence [10, 20, 50, 30, 40] → 10,20 auto-arrange top-left
- Sequence [30, 10, 20, 40, 50] → 40,50 auto-arrange bottom-right
- Sequence [10, 20, 30, 50, 40] → 10,20,30 auto-arrange top-left
This provides clear visual organization and frees up workspace for
sorting the remaining unsorted cards in the middle section.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Extended the shrink and fade behavior to apply to cards in both the
correct prefix AND the correct suffix of the sorted sequence.
**Examples:**
Correct order: [10, 20, 30, 40, 50]
Sequence: [10, 20, 30, 50, 40]
- Shrink/fade: 10, 20, 30 (correct prefix)
Sequence: [20, 30, 40, 50, 10]
- Shrink/fade: none (no correct prefix or suffix)
Sequence: [30, 20, 40, 50, 10]
- Shrink/fade: 40, 50 (correct suffix)
Sequence: [10, 20, 50, 40, 30]
- Shrink/fade: 10, 20 (correct prefix)
Sequence: [30, 10, 20, 40, 50]
- Shrink/fade: 40, 50 (correct suffix)
**How suffix checking works:**
For each card at position i:
- Calculate offset from end: (length - 1 - i)
- Check if all positions from i to end match the corresponding positions
in the correct order (counting from the end)
- If yes → card is part of correct suffix
A card shrinks/fades if it's in either the correct prefix OR correct suffix.
This provides better visual feedback as players work from both ends toward
the middle, which is a common sorting strategy.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Changed the shrink and fade behavior to only apply to cards that are part
of the correct prefix of the sorted sequence, not just any card in its
correct absolute position.
**Before:**
If sequence is [10, 30, 20, 40, 50] and correct order is [10, 20, 30, 40, 50]:
- Cards 10, 40, and 50 would shrink/fade (in correct absolute positions)
- Even though 40 and 50 are NOT part of a correct prefix
**After:**
Only card 10 shrinks/fades (the only correct prefix of length 1)
**How it works:**
A card is in the correct prefix if:
1. It's at position i in the current sequence
2. All cards from position 0 to i match the correct order
3. This ensures only the longest correct prefix gets visual feedback
**Updated:**
- AnimatedCard rendering logic to check for correct prefix
- ContinuousSequencePath to apply scale only to prefix cards
- Green borders also now only show for correct prefix
This provides clearer feedback about progress and helps players understand
which cards are definitively correct vs. just happen to be in the right
spot relative to the full answer.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Cards that are in the correct position now fade to 50% opacity in addition
to scaling down to 50% size.
This provides stronger visual feedback that cards are correctly placed:
- Scale: 50% (already implemented)
- Opacity: 50% (new)
Implementation:
- Added opacity to spring animation properties
- Opacity transitions smoothly like scale (even during dragging)
- Both opacity and scale are exempt from immediate updates during drag
- Applied opacity via springProps.opacity on the animated div
The double visual cue (smaller + faded) makes it very clear which cards
are correctly positioned and helps players focus on the remaining
unsorted cards.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Fixed issue where cards were positioned based on full window size instead
of the reduced game board area when spectator panels are visible.
The root cause:
- viewportDimensions used window.innerWidth/innerHeight (full browser size)
- Game board container was resized to account for panels
- Cards were positioned using full viewport dimensions, causing them to
extend beyond the visible game board and go under the stats sidebar
Solution:
- Created getEffectiveViewportWidth() and getEffectiveViewportHeight()
helper functions that calculate the actual playable area
- For spectators with sidebar open: width = window.innerWidth - 280px
- For spectators: height = window.innerHeight - 56px (banner)
- For players: full window dimensions (unchanged)
- Added useEffect to update dimensions when spectator panels toggle
Now cards are correctly positioned within the visible game board area and
won't appear underneath the spectator stats sidebar.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
The game board now resizes to avoid being covered by spectator panels:
Spectator Banner (56px height at top):
- Game board height reduced to calc(100vh - 56px)
- Game board top position adjusted to 56px
- Timer hidden for spectators (since banner shows time)
Spectator Stats Sidebar (280px width on right):
- Game board width reduced to calc(100vw - 280px) when sidebar is open
- Width transitions smoothly when sidebar collapses/expands
Player view:
- Full viewport (100vw × 100vh) as before
- Timer visible in top-left corner
All transitions are smooth with 0.3s ease for a polished feel when
toggling the stats sidebar.
This ensures spectators can see the entire game board without any
panels covering cards or gameplay elements.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Changed "New Game" behavior to immediately start a new game with the
current settings, without going through the setup page.
Changes:
- Removed the gamePhase === 'playing' guard in startGame()
- This allows starting a new game even when already playing
- Still prevents rapid double-sends within 500ms
- Simplified GameComponent's onNewGame handler back to just calling startGame()
Now when "New Game" is clicked:
- Immediately starts a fresh game
- Uses the same settings (card count, show numbers, time limit, game mode)
- No interruption with the setup screen
This provides a smoother "play again" experience for quick restarts.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
The "New Game" button in the mini nav menu now works even when in the
middle of a game.
When clicked during gameplay:
1. Transitions to setup phase first (to clean up game state)
2. Waits 100ms for setup phase to render
3. Automatically starts a new game
When clicked from setup or results phase:
- Starts new game immediately (existing behavior)
This allows players to quickly restart without manually going to setup
first, improving the game flow when players want to try again.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Cards now smoothly scale when transitioning between sizes while being
dragged, instead of instantly snapping to the new size.
Changed the spring's `immediate` property from a boolean to a function
that checks the property key:
- Scale always animates smoothly (returns false for 'scale')
- Position and rotation are immediate during dragging (responsive feel)
This provides:
- Smooth visual feedback when dragging cards into correct positions
- Maintains responsive position tracking during dragging
- Consistent animation feel across all card transformations
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Spectators now see cards scale down to 50% when in correct positions,
regardless of educational mode setting.
Separates two behaviors:
- Scale: Always applies when card is in correct position (both players
and spectators see this)
- Green border: Only shows for players, or spectators with educational
mode enabled
Implementation:
- Added isCorrectPosition prop to AnimatedCard (always true when correct)
- Kept isCorrect prop for border color (conditional on educational mode)
- Scale animation now uses isCorrectPosition instead of isCorrect
This provides consistent visual feedback about card placement for all
viewers while preserving the educational mode toggle for showing/hiding
correctness indicators.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
When the card sequence is correct, a countdown timer now starts:
- Shows 3, 2, 1 in the submit button (1.5s per number)
- Auto-submits the solution when countdown reaches 0
- Countdown resets if sequence becomes imperfect
- Countdown disabled for spectators
This provides:
- Visual feedback that the sequence is correct
- Automatic submission without requiring a click
- Time for players to review before submission
- Smooth game flow when solving perfectly
Implementation:
- perfectCountdown state tracks current number (3, 2, 1, or null)
- First useEffect starts/resets countdown based on isSequenceCorrect
- Second useEffect decrements countdown every 1.5s and auto-submits at 0
- Button displays countdown number when active, otherwise shows checkmark
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
When cards scale to 50% in correct positions, the connecting paths now
properly connect to the center of the scaled cards instead of the
original full-size positions.
Updates the ContinuousSequencePath component to:
- Track which cards are correctly positioned (and thus scaled)
- Apply scale factor to card dimensions when calculating edge points
- Pass scale information through cardCenters array
This ensures paths connect smoothly to the visual center of all cards
regardless of their scale.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Cards that are in the correct position now smoothly scale down to half
size with spring animation. This provides visual feedback that the card
is correctly placed and helps reduce visual clutter as players progress.
Uses react-spring's `to()` interpolator to combine rotation and scale
transforms in a single animated transform property.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Filter team members display to only show players from state.activePlayers
array, excluding spectators and disconnected players from the results screen.
Changes:
- Check state.activePlayers.length instead of players.size
- Map activePlayers array to get player metadata from players Map
- Filter out undefined entries (in case player left before results)
- Display count shows only active players
This ensures the team members section on the results screen accurately
reflects who participated in the collaborative game, not just who was
present in the room.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Enhance the results screen to distinguish collaborative games from solo play
with team-focused messaging and a team members display.
Features:
- "Team Score" badge shown only in collaborative mode
- Team-focused success messages (e.g., "Perfect teamwork!")
- Team members section showing all participants with emojis
- Purple theming for collaborative elements (consistent with activity feed)
UI Changes:
- Team Score badge: purple gradient, positioned below score circle
- Team Members card: displays all players with emoji badges
- Updated messages to emphasize teamwork and collaboration
- Flexible layout: team section only appears when players.size > 0
Messaging examples:
- Perfect: "Perfect teamwork! All cards in correct order!"
- Excellent: "Excellent collaboration! Very close to perfect!"
- Good: "Good team effort! You worked well together!"
- Needs practice: "Keep working together! Communication is key."
Design specs:
- Team badge: purple gradient (#a78bfa to #8b5cf6)
- Member badges: light purple background with purple border
- Flexbox layout with wrap for multiple team members
- Consistent with collaborative mode's purple theme
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Implement real-time activity feed that shows toast notifications when other
players perform actions in collaborative mode. Notifications auto-dismiss
after 3 seconds with smooth fade-out animations.
Features:
- Detects when other players start dragging cards
- Shows player emoji and name with action description
- Positioned bottom-right with smooth animations
- Only visible in collaborative mode
- Filters out local player's own actions
- Auto-dismisses after 3 seconds with fade effect
Implementation:
- ActivityNotification type with player metadata
- addActivityNotification helper (useCallback)
- Auto-dismiss timer with cleanup
- State tracking for player drag events
- Fade-out animation based on notification age
UI specs:
- Fixed position: bottom-right (24px margins)
- Z-index: 150 (above spectator sidebar)
- White background with purple border
- Smooth opacity and translateY transitions
- Max width: 320px
Note: Full activity tracking (card placements, reveals) would require
enhanced state to track which player made each action. Currently tracks
drag events via cardPositions.draggedByPlayerId metadata.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
When a player drags a card in their own window, they should not see their
own emoji overlay on that card. The emoji overlay should only appear when
OTHER players are dragging cards (for multiplayer awareness).
Changes:
- Add localPlayerId prop to AnimatedCard component
- Filter emoji overlay condition: draggedByPlayerId !== localPlayerId
- Pass localPlayerId when rendering AnimatedCard
Fixes regression where local player's emoji showed on their own dragged cards.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Add comprehensive real-time statistics sidebar for spectators with smooth
collapse/expand functionality and color-coded metrics.
Features:
- Collapsible sidebar (280px width, slides in from right)
- Collapse toggle button with smooth animations
- Real-time statistics cards with gradient backgrounds:
- Time Elapsed (blue gradient, MM:SS format)
- Cards Placed (green gradient, with completion percentage)
- Current Accuracy (yellow gradient, % of correctly positioned cards)
- Numbers Revealed status (pink/gray gradient based on state)
- Each stat card has emoji icons and descriptive labels
- Smooth slide-in/out transition (0.3s ease)
- Fixed position below spectator banner
- Z-index 90 (below banner which is 100)
UI Details:
- Sidebar positioned at top: 56px (below banner)
- Right slide animation from -280px to 0
- Toggle button extends slightly on hover (40px → 44px)
- Arrow indicators (◀ when collapsed, ▶ when expanded)
- Semi-transparent white background (95% opacity)
- Subtle box shadow for depth
- Scrollable content area for long stat lists
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Add comprehensive spectator experience with banner showing player info,
progress tracking, and educational mode toggle for learning.
Features:
- Spectator banner at top of screen with gradient purple background
- Shows which player is being spectated (emoji + name)
- Real-time progress counter (cards placed / total cards)
- Educational Mode toggle for spectators:
- When enabled: shows correctness indicators on cards
- When disabled: spectators see cards without hints
- Allows learning by watching without spoiling the experience
- Correctness logic respects educational mode setting
UI Details:
- Fixed position banner (56px height, z-index 100)
- Gradient background (#6366f1 to #8b5cf6)
- Toggle button with visual state (✅ when on, 📚 when off)
- Smooth transitions and hover effects
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
After reverting cursor tracking commits, the gameMode type system remained
but implementation was incomplete, causing TypeScript errors. This adds the
missing gameMode handling throughout the codebase.
Changes:
- Add gameMode to createInitialState (Provider and Validator)
- Add gameMode to setConfig type signature and implementation
- Add gameMode validation case in validateSetConfig
- Include gameMode in originalConfig for pause/resume
- Initialize activePlayers, allPlayerMetadata, cursorPositions as empty
Fixes TypeScript errors:
- "Property 'gameMode' is missing" in Provider and Validator
- "Argument of type 'gameMode' not assignable" in SetupPhase
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Add UI allowing players to choose between Solo and Collaborative game modes.
The selector includes visual feedback and descriptive text for each mode.
Changes:
- Add game mode selection buttons (👤 Solo / 👥 Collaborative)
- Add descriptive text explaining each mode
- Update setConfig to accept 'gameMode' field
- Add gameMode validation in Validator
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Add GameMode type ('solo' | 'collaborative' | 'competitive' | 'relay') to
CardSortingConfig and CardSortingState. This establishes the foundation for
multiplayer features.
Changes:
- Add GameMode type and gameMode field to config/state interfaces
- Add JOIN_COLLABORATIVE_GAME, LEAVE_COLLABORATIVE_GAME, UPDATE_CURSOR_POSITION moves
- Add activePlayers, allPlayerMetadata, cursorPositions to state
- Set default gameMode to 'solo' in config
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Change from small corner indicator to full-card emoji overlay:
- Emoji now fills entire card (140x180px)
- Large font size (120px) for visibility
- Semi-transparent (30% opacity) to see abacus through it
- Subtle blue tint background for better contrast
- Maintains rounded corners
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Implement Phase 1 of multiplayer plan - show player emoji on cards:
- Add draggedByPlayerId field to CardPosition type
- Add players map to Provider context
- Include draggedByPlayerId in position updates during drag
- Clear draggedByPlayerId when drag ends
- Show emoji overlay (28px circle) in top-right of cards being moved
- Works for both local and network players
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Replace individual arrow segments with smooth continuous curves:
- Use cubic bezier with Catmull-Rom style tangents for smooth flow
- Calculate control points based on previous/next card positions
- Curves now transition smoothly through each card in sequence
- No more sharp angles at connection points
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Replace straight arrow lines with smooth quadratic bezier curves:
- Use SVG path with quadratic bezier (Q command)
- Calculate control point perpendicular to line, offset by 30px
- Animate path with react-spring for smooth transitions
- Position arrowhead at curve endpoint with correct tangent angle
- Position sequence number badge at curve's control point (apex)
- Add drop shadow to correct (green) arrows for extra polish
Arrows now follow elegant curved paths between cards instead of
straight lines, giving the game a more polished and playful feel.
The curves are automatically calculated and animate smoothly as
cards move around.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Fix issue where dragging a card would replay the entire movement
sequence when position updates bounced back from the server:
- Add lastPositionUpdateRef to track when we send position updates
- Set timestamp when sending updates (both real-time and on drop)
- Ignore server position updates for 500ms after sending our own
- Prevents local client from re-applying its own movements
When you drag and drop a card, the position is sent to the server
and broadcast back. This was causing the card to animate through
the entire drag path again. Now we ignore server updates for 500ms
after sending, eliminating the replay while still allowing sync
from other windows.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Counter-rotate sequence number badges on arrows to keep them always
upright and readable:
- Change badge div to animated.div to access springProps
- Apply counter-rotation: rotate(-angle) to cancel parent rotation
- Combine with existing translate(-50%, -50%) centering
- Numbers now stay horizontal regardless of arrow angle
The sequence number badges were rotating with the arrow lines,
making them hard to read at steep angles. Now they always appear
upright for better readability.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Add smooth 0.2s ease transition to box-shadow that applies both when
picking up and dropping cards:
- Remove conditional transition (was 'none' while dragging)
- Always apply 'box-shadow 0.2s ease' transition
- Shadow now smoothly animates in when starting drag
- Shadow smoothly animates out when dropping card
Previously the shadow appeared instantly when clicking because the
transition was disabled during drag. Now it smoothly fades in/out
for a more polished feel.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Fix position jump when clicking on cards by calculating drag offset
from the card's actual position instead of getBoundingClientRect():
- Use cardState position (in percentages) converted to pixels
- Calculate offset as pointer position minus card position
- Prevents jump caused by rotated elements having different bounding boxes
When a card is rotated, getBoundingClientRect() returns the bounding box
of the rotated element, not the original position. By calculating offset
from the actual cardState position, cards stay perfectly in place when
you click them, regardless of rotation.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Fix jarring rotation jump when clicking/dragging cards by preserving
the card's initial rotation and adding drag-based rotation on top:
- Store initialRotation in dragStateRef when pointer down
- Calculate dragRotation from horizontal drag distance
- Apply final rotation as initialRotation + dragRotation
- Prevents cards from snapping to 0° rotation on first click
Cards now maintain their scattered rotation when picked up, with
smooth rotation changes based on drag direction. The rotation resets
to a new random tilt when dropped, which feels natural.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Add visual feedback for cards that are correctly positioned in the
sequence by changing their border color to green (#22c55e):
- Add isCorrect prop to AnimatedCard component
- Calculate if each card is in correct position based on inferredSequence
- Change border from blue to green when card is correctly positioned
- Works in conjunction with green pulsing arrows between correct cards
Now players get immediate visual feedback showing which cards are
already in the correct order, making it easier to focus on the
remaining cards that need sorting.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Replace pure random positioning with a smarter grid-based distribution
that creates a more natural "cards thrown on table" appearance:
- Use a loose grid layout as a base to ensure good coverage
- Add significant random offsets (±40% of cell size) for scattered feel
- Increase rotation variance to -20 to +20 degrees
- Randomize z-index for natural overlapping/stacking
- Increase margins (5% sides, 15% top) for better spacing
- Ensure all cards stay within visible bounds
Cards now look casually scattered while remaining visible and
well-distributed across the play area.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Add borderRadius and overflow: 'hidden' to the outer animated.div
container to properly clip the white background at rounded corners.
Previously only the inner div had border radius, causing the white
background to show square corners bleeding through the shadow.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>